|1st||+1||+0||+2||+0||Dodge, Weapon Finesse, canny defense|
|2nd||+2||+0||+3||+0||Improved reaction +2|
|3rd||+3||+1||+3||+1||Insightful strike, Mobility|
|5th||+5||+1||+4||+1||Precise strike +1d6|
|8th||+8/+3||+2||+6||+2||Improved flanking, Improved reaction +4|
|9th||+9/+4||+3||+6||+3||Bleeding critical, Deflect Arrows|
|10th||+10/+5||+3||+7||+3||Precise strike +2d6|
|13th||+13/+8/+3||+4||+8||+4||Acrobatic skill mastery|
The swashbuckler embodies the concepts of daring and panache.
Weapon and Armor Proficiency: Swashbucklers are proficient with all simple and martial weapons, and with light armor. Some of the swashbuckler's class features, as noted below, rely on her being no more than lightly armored and unencumbered.
Dodge (Ex): When not wearing medium or heavy armor, and not using a shield, a swashbuckler gains Dodge as a bonus feat at 1st level even if she does not qualify for the feat.
Weapon Finesse (Ex): When not wearing medium or heavy armor, and not using a shield, a swashbuckler gains Weapon Finesse as a bonus feat at 1st level even if she does not qualify for the feat.
Canny Defense (Ex): When not wearing medium or heavy armor, and not using a shield, a swashbuckler adds 1 point of Intelligence bonus (if any) per swashbuckler class level to her Dexterity bonus to modify Armor Class while wielding a melee weapon. For instance, a 2nd-level swashbuckler with a Dexterity score of 12 (+1 bonus) and an Intelligence score of 16 (+3 bonus) wearing leather armor (max Dex of +6) can add +2 to her Dexterity bonus to modify Armor Class. Another example, a 4th-level swashbuckler with a Dexterity score of 18 (+4 bonus) and an Intelligence score of 14 (+2 bonus) wearing a chain shirt (max Dex of +4) cannot add any Int to her Dexterity bonus to modify Armor Class since she is already at her max Dex limit. If a swashbuckler is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.
Improved Reaction (Ex): At 2nd level, a swashbuckler gains a +2 bonus on initiative checks. At 8th level, the bonus increases to +4. This bonus stacks with the benefit provided by the Improved Initiative feat.
Insightful Strike (Ex): At 3rd level, a swashbuckler becomes able to place her finesse attacks where they deal greater damage. She applies her Intelligence bonus (if any) as a bonus on damage rolls (in addition to any Strength bonus she may have) with any light weapon, as well as any other weapon that can be used with Weapon Finesse, such as a rapier, whip, or spiked chain. Targets immune to sneak attacks or critical hits are immune to the swashbuckler's insightful strike. A swashbuckler cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.
Mobility (Ex): When not wearing medium or heavy armor, and not using a shield, a swashbuckler gains Mobility as a bonus feat at 3rd level even if she does not qualify for the feat.
Elaborate Parry (Ex): At 4th level and higher, if a swashbuckler chooses to fight defensively, use combat expertise feat, or use total defense in melee combat, she gains an additional +1 dodge bonus to AC for every two level of swashbuckler she has. A swashbuckler cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.
Precise Strike (Ex): At 5th level, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing weapon, gaining an extra 1d6 damage added to her normal damage roll. When making a precise strike, a swashbuckler cannot attack with a weapon in her other hand or use a shield. A swashbuckler's precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits (including undead, constructs, oozes, plants, and incorporeal creatures) is not vulnerable to a precise strike, and any item or ability that protects a creature from critical hits (such as armor with the fortification special ability) also protects a creature from a precise strike. At 10th level, the extra damage on a precise strike increases to +2d6.
Acrobatic Charge (Ex): A swashbuckler of 6th level or higher can charge in situations where others cannot. She may charge over difficult terrain that normally slows movement or allies blocking her path. This ability enables her to run down steep stairs, leap down from a balcony, or to tumble over tables to get to her target. Depending on the circumstance, she may still need to make appropriate checks (Acrobatics or Athletics checks, in particular) to successfully move over the terrain. A swashbuckler cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.
Lucky (Ex): Many swashbucklers live by the credo "Better lucky than good." Once per day, a swashbuckler of 7th level or higher may re-roll any failed attack roll, skill check, ability check, or saving throw. The character must take the result of the re-roll, even if it's worse than the original roll.
Improved Flanking (Ex): A swashbuckler of 8th level or higher who is flanking an opponent gains a +4 bonus on attacks instead of a +2 bonus on attacks. (Other characters flanking with the swashbuckler don't gain this increased bonus.)
Bleeding Critical (Ex): A swashbuckler of 9th level or higher who scores a critical hit against a creature also delivers a wound that won't stop bleeding. Each wound caused in this manner deals an extra 1 point of damage per round to the victim, until the victim receives the benefit of a DC 15 Heal check or any cure spell or other magical healing. Creatures immune to critical hits are immune to this effect.
Deflect Arrows: At 9th level, a swashbuckler gains the benefit of the Deflect Arrows feat when using a light or one-handed piercing weapon.
Acrobatic Skill Mastery (Ex): At 13th level, a swashbuckler becomes so certain in the use of her acrobatic skills that she can use them reliably even under adverse conditions. When making a Jump or Tumble check, a swashbuckler may take 10 even if stress and distractions would normally prevent her from doing so.
Weakening Critical (Ex): A swashbuckler of 14th level or higher who scores a critical hit against a creature also deals 2 points of Strength damage to the creature. Creatures immune to critical hits are immune to this effect.
Slippery Mind (Ex): When a swashbuckler reaches 17th level, her mind becomes more difficult to control. If the swashbuckler fails her save against an enchantment spell or effect, she can attempt the save again 1 round later at the same DC (assuming she is still alive). She gets only this one extra chance to succeed at a certain saving throw.
Wounding Critical (Ex): A swashbuckler of 19th level or higher who scores a critical hit against a creature also deals 2 points of Constitution damage to the creature. (This damage is in addition to the Strength damage dealt by the swashbuckler's weakening critical class feature.) Creatures immune to critical hits are immune to this effect.
Alternative Class Features
Arcane Stunt (Sp): At 2nd level, a swashbuckler learns to use magical tricks that boost her mobility. Choose one of the following spells: blur, expeditious retreat, feather fall, jump, or spider climb. Swashbuckler can use that spell-like ability as a swift action (or, in the case of feather fall, as an immediate action); the duration of the spell is reduced to 1 round, and the caster level is equal to the swashbuckler level. At 8th level, swashbuckler chooses a second spell from the list above, and the benefit gained from the spell-like abilities lasts for 2 rounds.
Swashbuckler can use this ability a number of times per day equal to 1 + Int modifier (minimum 1/day). Regardless of the number of arcane stunts a swashbuckler possess, the same total daily limit applies to their use--that is, each day, a 8th-level swashbuckler with an Intelligence of 14 could use one of her spell-like abilities three times, or one ability once and the other twice.
This ability replaces Improved Reaction.
Shield of Blades (Ex): At 4th level and higher, a swashbuckler becomes adept at defending herself when wielding a pair of light weapons. She gains a +2 shield bonus to her AC whenever she attacks with at least two light weapons during her turn. (Despite the name of this class feature, she can use any light weapon to gain the benefit, even unarmed strikes or natural weapons.) This AC bonus lasts until the start of your next turn. This is an extraordinary ability.
This bonus increases by 1 for every four levels beyond 4th. Swashbuckler lose this bonus when wearing medium or heavy armor, or when carrying a medium or heavy load.
This ability replaces Elaborate Parry.