Alternate Swashbuckler Class (improved) [Archive] - Wizards Community

Post/Author/DateTimePost
hecate

05-21-04, 04:24 PM
HD: d10
BAB: fighter
Saves: Fortitude preferred.
Skills: Climb, Craft, Handle Animal, Jump, Ride, Survival, Swim, and Tumble.
Skill Points: 2+Int modifier per level
Weapon and Armour Proficiencies: all simple and martial weapons, as well as all light armors and small and large shields.

(Level:Ability)
1: weapon finesse, fast movement (+10ft)
2: canny defense (add Intelligence as dodge bonus to AC)
3: insightful strike (add Intelligence to damage)*
4: uncanny dodge (retain dexterity)
5
6: elaborate parry (+4 dodge bonus to AC while fighting defensive)
7: evasion
8: improved uncanny dodge (cannot be flanked)
9: enhanced mobility (+4 dodge bonus to v AOO; this stacks with mobility)
10
11: precise strike (+d6)
12: surefooted (no penalty to movement over hills or sand)
13: acrobatic mastery (take “10” on jump and tumble)
14: weakening critical (2pts of Strength damage with critical)*
15
16: improved reaction (+2 initiative)
17: wounding critical (2pts of Constitution damage with critical)*
18: improved elaborate parry (+8 dodge bonus to AC while fighting defensive)
19
20: debilitating critical (2pts of Dexterity damage with critical)*

* creatures immune to sneak attack or critical strikes are immune to these effects as well.
Tintagel

05-21-04, 11:17 PM
weak.
Geethree

05-21-04, 11:20 PM
I prefer the Complete Warrior swashbuckler, and I don't like the CW swashbuckler.
hecate

05-22-04, 02:56 AM
Thank you for your replies.
rogue_lettuce

05-22-04, 12:06 PM
I like the Enhanced Mobility ability -where did you get that from?
Apart from that, pretty weak.
hecate

05-22-04, 03:21 PM
Originally posted by rogue_lettuce
I like the Enhanced Mobility ability -where did you get that from?

I stole that from the Duelist. :) ...most of this alternate is not to be creative, but to posit as a potential playable class to my DM. He tends to be a little on the strict side, so the post was to get a feel for others opinions. This is also why I am not striking out into uncharted territory with new, creative abilities.

Apart from that, pretty weak.

Yeah, I have modified it, see above. Tell me what you think.
rogue_lettuce

05-23-04, 05:54 AM
I've personally never liked the weakening critical, etc, abilities. Apart from that, seems better. Shuold have good ref not good fort, IMO, and I'd change the critical abilities to other abilities. Seems OK though....:)
hecate

05-23-04, 06:14 AM
Thanks, rogue_lettuce, for your input! :)

I may change the critical abilities, but I've always had a likening for a character that can drop your stats with a single (well-placed) shot.

As for the save, I agree it should be Reflex, but this is actually designed to be a desert-dwelling warrior alternative to the sea-faring swashbuckler; specifically, the Bedine's of Fearun's Anauroch. (That is the reasoning for the Fort over Ref save choice.)
rogue_lettuce

05-23-04, 02:05 PM
Originally posted by hecate
Thanks, rogue_lettuce, for your input! :)

I may change the critical abilities, but I've always had a likening for a character that can drop your stats with a single (well-placed) shot.

As for the save, I agree it should be Reflex, but this is actually designed to be a desert-dwelling warrior alternative to the sea-faring swashbuckler; specifically, the Bedine's of Fearun's Anauroch. (That is the reasoning for the Fort over Ref save choice.)
Oh OK, I understand that then. And as for the thanks - that's ok,it's what I'm here for! I don't suppose you could critique a PrC or two fo mine, could you, in return? Thanks in advance.:)
The reason I've never really liked the critical abilities is that you're not dealing enough damage to have a real measurable impact unless you're scoring multiple criticals against your opponent. However, if you're using a keen scimitar, etc, etc, then you'll end up dealing massive amounts of ability damage - doesn't seem right to me....
rogue_lettuce

05-23-04, 02:43 PM
Here's the class I'd like you to look over (I said PrC earlier, but meant class. Sorry.:rolleyes: )

Originally posted by rogue_lettuce


It's designed to be cinematic.....

When compared to the PHB monk, it does less damage unarmed, has less skill points, doesn't have abilities like purity of body, wholeness of body, tongue of the sun and moon etc, and doesn't have Ki Strike or Quivering Palm.:)

NOTE: Some of the abilities below have the same name as other abilities, but they don't do the same thing. For instance, Kip Up now says it doesn't provoke an attack of opportunity, something ommitted from the Thief-Acrobat entry. (Intentional or not, I'm not yet sure.)

HONG KONG ACTION MOVIE MONK
"You killed my father, now you must die".
GAME RULE INFORMATION
HKAMMs have the following game statistics.
Alignment: Any.
Hit Die: d8.

Class Skills
Balance, Climb, Concentration, Escape Artist, Intimidate, Jump, Move Silently, Perform, Ride, Swim, Tumble, Use Rope, Wilderness Lore.

Skill Points at 1st Level: (4 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.

http://www.stornc.rpggallery.com/new%20off/new%20stuff%201.28.03/Shaolin%20loRes.jpg

BAB AND SAVES
BAB: Average / As PHB Monk (Monk / As PHB Monk Unarmed Base Attack Bonus)
Saves: As Rogue (Good Ref, Poor Fort and Will)

Level-Dependent Class Features
Level Special Abilities
1 Athletic Bonus
2 Movement Enlightenment
3 Fighting Style
4 Movement Enlightenment, Kip Up
5 Athletic Bonus
6 Reflexes
7 Fighting Style
8 Movement Enlightenment
9 Reflexes
10 Athletic Bonus
11 Fighting Style
12 Movement Enlightenment
13 Reflexes, Fight Anywhere
14 Fighting Style
15 Athletic Bonus
16 Movement Enlightenment
17 Fighting Stlye
18 Reflexes
19 Movement Enlightenment
20 Athletic Bonus


CLASS FEATURES
All of the following are class features of the HKAMM.

Weapon and Armor Proficiency: HKAMMs are proficient with all simple weapons, plus Monk Weapons and a single martial melee or thrown weapon of their choice. Also, if you are using oriental adventures, they may choose any oriental ninja-like weapon in place of this free martial proficiency, including the ninja-to, shurikens, katana, etc.

Armour Use:HKAMMS must make an additional choice about armour. They must choose one of the following choices at first level - they may either apply their Wisdom bonus to AC as a bonus that applies against both touch and flat-footed attacks, as well as normal attacks, or they may gain the ability to use any armour that doesn't have an armour check penalty. If they choose the second, they still aren't proficient in the use of armour, but can use it unproficient. If they wear armour with an armour check penalty, or if they chose to apply their Wisdom bonus instead, they temporarily lose all class features except skills, hit dice, BAB, and saves. They regain these when they take the armour off.

Favourable BAB: The HKAMM recieves two BABs. The higher is for use with their particular fighting style - see below for more information. The number(s) given in brackets is what you should apply after the original number for multiple attacks. (e.g. a lvl12 HKAMM recieves a BAB of +6/+1, or +6/+3 with their chosen fighting style, NOT +6/+1/+3 or +3).

Athletic Bonus: The HKAMM recieves a +5 miscellaneous bonus to one of the following skill checks. It stacks with ALL other bonuses, including itself if it is taken a second time for the same skill. No single skill can recieve more than two bonuses from this ability. The skills this may be applied to are:
Balance, Climb, Jump, Move Silently, Perform, Ride, Swim, Tumble.


Movement Enlightenment: The HKAMM can select a new method of movement, such as running on walls. They may use this as part of a normal move action, unless stated otherwise in the description. They may select from:
*As a shark through the depths: The monk gains a swim speed equal to their racial movement speed, or one half of their monk movement speed, whichever is faster.
*As a spider on the wall: The monk gains a climb speed equal to their racial movement speed, or half their monk movement speed, whichever is faster.
*As wind through the tree's branches: The monk gains the ability to run on walls for a short amount of time, navigating past pits, etc. To do this, they must succeed at a balance check or climb check, though if they use a climb check they cannot attack in the same round.
The check has a base DC of 20, and this is raised to 25 for attempting to run up a wall, or 30 for trying to run down a wall, not along it. They may move a total of one fifth of their monk movement rate along the wall, to the nearest 5ft, and then they drop (if they are doublemoving or running, calculate the distance according to their multiplied speed.) They automatically land on their feet if they have at least 5ft of movement remaining.
They may attempt a jump check just before dropping, as though it were a standing longjump, to attempt to land on a ledge further along, etc. The monk uses up 5ft of movement at either end of the wall, to get enough momentum to move.
(e.g. a monk with a movement of 40ft would make a movement of 5ft to get onto the wall, could move 10ft across the wall, and then would drop, using another 5ft of movement, allowing them another 20ft of movement this round.)
*As a monkey swinging from vines: The monk gains the ability to grab hold of any tapestry, rope, horizontal pole, etc, and swing from it. They may attempt a jump check as though they were making a running long jump or high jump, and they recieve a +5 bonus to the check. If they are within 5ft of another rope, pole, etc, at any point within their jump, they may grab this and make another jump check with the same bonus.
*As a lilypad on the pond: The monk gains the ability to run on water for a short amount of time. They must make a balance check with a DC of 20 if they are running, 25 if they are doublemoving, 30 if they are moving normally, or 35 if they attempt a tumble at any point in their movement or if they stand still. The monk can attempt this on any liquid, ooze, jelly, etc, but not on clouds or the like.
*As a master over coals: The Monk gains the ability to run across hot coals, flames, acid, etc, without being harmed. To attempt this they must make a balance check with a DC of 20+the damage the monk would take if they failed the check (roll for this, rather than calculating average or maximum/minimum). If the hazard is a poison, etc, then any ability damage counts as 2 points of damage.
*As an echo through the valley: The monk gains the ability to appear all around a target, one second behing him, the next in front, and a second later, several feet to his left, whispering over his shoulder. The monk makes a move silently check, and uses up 15ft of his movement running in a zigzag, jumping around, etc. The move silently check is opposed by the target's listen check.
In this instance, the monk is actually manipulating what they have learnt about acoustics to make it possible to appear to be all around a target. If the target fails their check, they are counted as flat-footed against the monk's next attack. If they succeed, they see through the ploy, and are fully aware of the monk's position.
*As a leap through the clouds: The monk gains the ability to jump as far as they ant - they are no longer limited in their jumping distance by their height.
*As a caltrop bouncing: The monk gains the ability to tumble through opponents' squares, around them, etc, without provoking attacks of opportunity, as described in the tumble skill, but are not limited to only 20ft - they may tumble any distance.
*As ricepaper falling: The monk gains the ability to slow their fall. If they are within arm's reach of a wall or similar surface, they can slow their fall, and treat the fall as if it were shortened by the distance of the wall. The maximum distance they can shorten a fall by is equal to their monk speed.
(e.g. A monk with a monk speed of 40ft falls from a ledge. She is next to a wall for 30ft of her fall, and then there is an opening in the wall. She can no longer slow herself, and takes damage as if she fell 10ft.)

Fighting Style: The HKAMM gains one of the following fighting styles. To choose step 2, they must have step 1, etc. They may take multiple styles at low steps, or one style all the way to step 4. They also recieve increased damage at each step, and a more favourable base attack bonus, as described in the appropriate style. They recieve bonus feats even if they don't meet the prerequisites.
*Improvised Weapon Proficiency: The monk is now proficient with all improvised weapons of the given size or smaller. The BAB in brackets is for improvised weapons
/\Step1:Small (d4 damage with small, each size step smaller is one die size less, each step larger is one die size larger.)
/\Step 2:Medium (d6 damage with small)
/\Step 3:Large (d8 damage with small)
/\Step 4:Weapon Focus and Weapon Specialization with improvised weapons (d10 damage with small)
*Bare Fist Fighting: The monk's unarmed attack improve. The BAB in brackets is for unarmed attacks. The damage listed is for their unarmed strikes.
/\Step 1: Improved Unarmed Strike (d4 damage)
/\Step 2: Weapon Focus (Unarmed Strike) (d6 damage)
/\Step 3: Weapon Specialization (Unarmed Strike) (d8 damage)
/\Step 4: Stunning Fist (d10 damage)
*Gentle Mother Path: The monk disagrees with violence, and begins to find ways to take out opposition without causing them lasting damage. The BAB in brackets is for subdual attacks.The damage listed is for their unarmed strikes. A monk must have the feat "Vow of Nonviolence" to take this fighting style.
/\Step 1: Improved Unarmed Strike (d6 subdual damage)
/\Step 2: Improved Critical (Unarmed Strike) (d10 subdual damage)
/\Step 3: Stunning Fist (d26 subdual)
/\Step 4: Expertise (only applies when unarmed) (3d4 subdual damage)
*Tricky Skillz: The monk finds that using non-conventional attacks can be much more useful than the average swing. The bonus feats that the monk recieves from this style can be any of the following : Improved Disarm, Sunder, Improved Trip, Improved Grapple, Improved Unarmed Strike, Improved Bullrush, and any similar feat at the DM's discretion, such as Broom sweep or Bull Strike, (both from Ultimate Feats). The damage shown below is for attacking items on an opponent's person, and applies only when unarmed or using monk weapons.
/\Step 1: Bonus Feat (d8 damage)
/\Step 2: Bonus Feat (d26 damage)
/\Step 3: Bonus Feat (4d4 damage)
/\Step 4: Bonus Feat (6d6 damage)
*Combat Meditation: The monk realises that meditation is the way to superiority in combat. The BAB in brackets is for when the monk makes a successful concentration check, with a DC of HKAMM class lvl+5, and the damage shown below is in similar circumstances (The check must be made each round).
/\Step 1: Apply Wis to attack roll, in addition to Str (+1 die size when using monk weapon)
/\Step 2: Apply Wis to damage, in addition to Str (+2 die sizes when using monk weapon)
/\Step 3: Apply Wis to AC, in addition to Dex (+3 die sizes when using monk weapon)
/\Step 4: Damage Reduction of Wis/+1 (+4 die sizes when using monk weapon)

Kip Up: A HKAMM can stand from prone as a free action, without provoking attacks of opportunity.

Reflexes: The HKAMM has heightened their reflexes to such an extent that they could catch a fly between two of their fingers. They may choose any of the following abilities each time they recieve the Reflexes ability:
*Evasion: As the ability in the PHB.
*Improved Evasion: As the ability in the PHB, must have evasion first, though it could be from another class.
*Uncanny Dodge (Dex to AC): As the ability in the PHB.
*Uncanny Dodge (Can't be flanked): As the ability in the PHB, must have Uncanny Dodge (Dex to AC) first, though it could be from another class.
*Uncanny Dodge (+1 Vs traps): As the ability in the PHB, must have Uncanny Dodge (Can't be flanked) first, though it could be from another class.
*Lighting Reflexes: As the feat.
*Combat Reflexes: As the feat.
*Opportunist: As the rogue ability in the PHB.
*Combat Dodge: Apply a +2 dodge bonus to AC. This can be taken multiple times, and stacks. It may only be taken if the monk chose to apply their Wisdom to AC at first level.

Fight Anywhere: The HKAMM can fight normally even while climbing or balancing on something, as long as they can make a check with the DC normally required to move. However, if they choose to climb and fight at the same time, they must have one hand free to climb.

Monk Abilities: The HKAMM DOESN'T recieve any of the abilities of the PHB Monk, except increased speed, which advances differently to the PHB monk, so I have provided a seperate table below, showing the monk speed of a monk at each lvl. Unlike the PHB, I have calculated speed by base-speed + a certain number, so it can be adapted for races with different speeds.

LVL SPEED BONUS
1 +0ft
2 +0ft
3 +20ft
4 +20ft
5 +30ft
6 +30ft
7 +40ft
8 +40ft
9 +50ft
10 +50ft
11 +60ft
12 +60ft
13 +70ft
14 +70ft
15 +80ft
16 +80ft
17 +90ft
18 +90ft
19 +100ft
20 +100ft


Thanks!:)