To qualify to become a Swashbuckler, a character must fulfill the following criteria.
Skills: 
Balance 6 ranks, Tumble 6 ranks.
 
The following information pertains to the Swashbuckler 
advanced class.
 
Swashbucklers gain 1d8 
hit points per level. The character's Constitution modifier applies.
 
Swashbucklers gain a number of 
action points equal to 6 plus one-half their character level, rounded down, every time they advance a level in this class.
 
The Swashbuckler's 
class skills are as follows: 
Balance (Dex), 
Climb (Str), 
Escape Artist (Dex), 
Hide (Dex), 
Jump (Str), Knowledge (current events, history, popular culture), 
Listen (Wis), 
Move Silently (Dex), 
Navigate (Int), 
Pilot (Dex), 
Profession (Wis), 
Sleight of Hand (Dex), 
Swim (Str), 
Tumble (Dex).
 
Skill Points at Each Level: 5 + Intelligence modifier.
 
At 2nd level, the Swashbuckler gains the ability to draw his weapon as a free action. This applies only to the 
weapons for which the Swashbuckler has 
Weapon Focus.
 
At 3rd, 6th, and 9th levels, the Swashbuckler gets a 
bonus feat. The 
bonus feat must be selected from the following list, and the Swashbuckler must meet all of the prerequisites for the feat to select it. 
Blind-Fight, 
Combat Expertise, 
Combat Reflexes, 
Dodge, 
Exotic Melee Weapon Proficiency, 
Improved Damage Threshold, 
Improved Disarm, 
Improved Trip, 
Mobility, 
Spring Attack, 
Whirlwind Attack.
 
The Swashbuckler increases his threat range by one when using any 
melee weapon with which he has 
Weapon Finesse. A weapon that would threaten a critical on 20 would now do so on a 19 or 20, and one which threatens on a 19 or 20 would now do so on an 18 to 20. This ability works with other abilities which increase threat ranges.
 
Greater Weapon Specialization
 
At 8th level, the Swashbuckler can use his 
weapon to 
deflect missiles in the air, including arrows, spears, bolts, and bullets. This is a supernatural ability and costs an 
action point to activate.
 
If armed with a 
melee weapon with which he has 
Greater Weapon Specialization, the Swashbuckler may spend an 
action point to allow a Reflex save (DC 20 +1 per enhancement bonus of the attacking weapon). If he succeeds, he deflects the missile harmlessly away. The 
Deflect Missiles ability applies to bullets from 
handguns and 
longarms, but not exceptional missiles (such as 
magic missiles or particularly large items). If used successfully against a grenade attack the grenade automatically scatters (as normal rules) and then explodes.
 
At 10th level, the Swashbuckler is so adept are using his chosen 
weapon (with which he has Greater 
Weapon Focus) that attacks with that weapon can deal additional 
damage. With a successful attack with this weapon, before 
damage is rolled, he can spend 1 
action point to deal +3d6 points of 
damage. This 
damage is not doubled by the effects of 
critical hits.
 
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