Swashbuckler Tree

About the Swashbuckler

Once word leaks out that a swashbuckler has gone soft, people begin to disobey you and then it's nothing but work, work, work, all the time.

Masters of the seas and seekers of treasure, swashbucklers specialize in the peaceful, albeit dishonest, acquisitions of ship and cargo, but also do a brisk trade in putting knives to peoples' throats and shouting at them if the situation requires it. They pillage, plunder, rifle, and loot, but also know their way around a good, old-fashioned duel. After a long career on the water, swashbucklers are light on their feet and dance flashy circles around their larger, stronger enemies in a fight. 

Armor rating: light armor

Weapon rating: light to medium weapons

Abilities

At level one, you gain the first two Rogue class abilities and the level one Swashbuckler class ability. From levels two through twenty, you may only choose one ability per level: the Rogue ability or the Swashbuckler ability. You may choose abilities from previous levels except on levels 5, 15 and 20.   

 
Level Rogue Ability Swashbuckler
1 Pinpoint Attack (Free, Active Ability) – Your focus when striking your foes is unparalleled, honing in on key weak spots. After declaring an attack against a target, you may "Mark" that target. For all damage rolls you and your allies make against this target, add 1d4 to the roll. Targets are marked for either the rest of combat, or until they are knocked out/killed. You may "Mark" one enemy at a time. Riposte (Passive ability) – When you successfully parry an enemy attack, you may make a counter attack (if that enemy is within range). This attack deals 1d4 + Dexterity, regardless of the weapon used.
1 Slippery (Passive ability) – You maneuver through fights as if guided by precognition. When fighting a single enemy, Gain a +2 bonus to all parry and dodge rolls you make. Successful dodge rolls let you move into any empty adjacent space without provoking an attack of opportunity.                                                                     
2 Backstab (passive ability) – If you attack an enemy from behind while outnumbering them, you get an additional +2 to your attack roll, and may deal damage to the target as if they were "Marked." Light Feet (Passive Ability) – Your fancy footwork trips up your enemies as they bump into each other. Enemies take an additional -1 (up to a maximum of -3) to all attacks made against you for each other enemy adjacent to you. (Example, George the Gremlin takes a -3 to his attack against you, because there are 3 other gremlins adjacent to you.)
3 In the thick of it (Passive ability, upgrades "Slippery") – Your "Slippery" ability now applies when you are fighting up to 2 enemies. You get an additional +1 to all Dodge and Parry rolls. Dueler's Advantage (Upgrades Riposte) – You may use Riposte when you dodge an enemy attack.
4 Prey on the Weak (upgrades Pinpoint attack) – You may now "Mark" an additional target. Marked Targets take an additional 1d6 damage instead of 1d4. Piccolo's Training (Passive Ability) – Gain a +1 to all Dodge and Parry Rolls.
5                                                                              Challenger's Right (Active Ability) – You may use Challenger's Right at the start of a Combat Round if you have a Marked Target. Until both you and your marked target both take your turns, you may only attack or use actions that target each other. Gain a +1 to all Parry and Dodge Rolls made while Challenger's Right is active. Characters not affected by "Challenger's Right" take a -2 penalty on all rolls targeting enemies affected by "Challenger's Right."
6 Shadowstep (Active ability) – Once per encounter, you may step through the shadows, appearing in an adjacent space to any character within 15ft of you. If you are adjacent to an unhindered enemy when you use this ability, this counts as a major action and provokes no attacks of opportunity. Otherwise, this is considered a minor action. Hard Retaliation (Riposte Upgrade) – Your Riposte now does 2d4 + Dexterity in damage.
7 Killing Spree (Passive ability, Minor Action) – When dealing the Killing blow to an enemy, you may make an immediate follow-up attack against an enemy within range. Kick (Riposte Upgrade) – When making a Riposte attack, you may knock your target 1 square away from you instead of making a damage roll. If you do, they are stunned for their next turn.
8 Acrobatic (Passive ability) – When knocked prone, you may make a Dexterity test with TN = 14. If you pass, you spring back to your feet immediately. If you fail, you are knocked prone. On your turn, you may stand up as a free action, without provoking an attack of opportunity. Nimble (Passive Ability) – Gain +1 to all Dodge rolls, Parry rolls, and attack rolls made via Riposte. 
9 Twist the Blade (Passive Ability, upgrades Pinpoint Attack) – You add an additional 1d4 to damage rolls on Marked Targets. If you have the "Prey on the Weak" ability, add 1d6 instead. Precise Retaliation (upgrades Riposte) – Roll 1d6 instead when making attacks with Riposte. If you have the "Hard Retaliation" ability, roll 2d6 instead.
10 Ambush (Active ability, Major + minor action) – The chaos of battle disguises your intent. Once per encounter choose an enemy within range of your move speed. That enemy makes a perception test. You make a stealth check. If your stealth check beats your enemies perception test, you may move next to that enemy, and make two attacks against them. These attacks are treated as pinpoint attacks, and are affected by all upgrades to it. Use this ability only if you have no enemies within 15 feet of you. En Garde (Passive Ability) – You have an Advantage when attacking an enemy alone. 
11 Caught Unawares (upgrades "Backstab") – Backstab no longer requires you to be behind your target. You must still outnumber your target. Sweep the Leg (Riposte Upgrade) – When making a Riposte attack, you may knock your target prone instead of dealing damage.
12 Dirty Fighting (Passive ability, upgrades "Slippery") – You get a +3 to all Dodge and Parry rolls, instead of +2. If you have "In the thick of it," this is +4 instead. On a successful dodge roll, you may knock your attacker prone instead of moving into an empty adjacent space. 2-on-1 (Challenger's Right Upgrade) – You gain the "In the thick of it" and "Prey on the Weak" abilities. If you had one or both of these abilities already, you may choose a prior "Swashbuckler" talent to gain for each previously known ability instead. You may use Challenger's Right on up to two Marked Targets.
13 Shadow Leap (upgrades Shadowstep) – You may now target any character within 25ft of you. If you are adjacent to an unhindered enemy, this is a minor action and provokes no attacks of opportunity. Otherwise, this is considered a free action. Swift Retaliation (upgrades Riposte) – You may make 2 counter attacks with your Riposte.
14 Planned Attacks (upgrades Pinpoint Attack) – Marking targets no longer requires you to be in combat with them. Fake Out (Light Feet Upgrade) – The penalty enemies can take from Light Feet is increased to -8. Enemies within 10ft of you suffer the light feet penalty.
15                                                                     Half-Counter (Passive Ability) – That opening you just granted your opponent was totally intentional. Once per day, if you would take Non-Lethal damage you may instead deal double that amount of damage plus your Constitution back at its source.
16 Hemorrhage (upgrades Pinpoint attack) – Targets affected by your Pinpoint Attack take bleed damage. They take an additional 1d4 damage at the start of their turn. If you have the "Prey on the Weak" ability, they take an additional 1d6 instead. Bleeding targets may make a Constitution Save with TN = 15 at the end of their turn to stop this effect. Dueling Etiquette (Challenger's Right Upgrade) – You automatically succeed all Dodge and Parry rolls when enemies not affected by your "Challenger's Right" attack you while you are affected.
17 Hunger for Blood (upgrades Killing Spree) – "Killing Spree" is now a free action. I Counter Your Counter (Passive ability) – If one of your attacks is parried, dodged, or blocked, you may make a Riposte counterattack.
18 Frenemies (Passive ability, upgrades "slippery") – Your "Slippery" ability now applies when you are fighting up to 2 enemies. If you have the "In the thick of it" ability, it applies to when you are fighting up to 3 enemies instead. When fighting 2 or more enemies, successful Parry Rolls cause the attack to be redirected to an enemy adjacent to both you and your attacker of your choice. That enemy defends against the attack as normal. You may still make an attack of opportunity as normal. What do we say to death? (Half-Counter upgrade) – You may use Half-Counter when taking Lethal Damage.
19 Perfect Strikes (Upgrades Pinpoint Attack) – You may "Mark" an additional target. Marked targets take an additional 1d4 damage from all attacks. If you have the "Prey on the Weak" ability, they take an additional 1d6 damage instead. If you have the "Hemorrhage" ability, targets are bleeding profusely and take an additional 2d4 damage at the start of their turn. If you have the "Prey on the Weak" ability, they take an additional 2d6 instead. Bleeding targets may make a Constitution Save with TN = 15 at the end of their turn to stop this effect. The Blood of my Enemies (passive ability) – When killing an enemy with Riposte, restore half your missing health rounded up.
20                                                                                    Full Counter (Upgrades Half-Counter) – You may use your half-counter ability twice per day. Deal lethal damage back at the source instead of double damage.

Swashbuckler Tree

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