Swashbuckling Rules

Swashbuckling combat options

Spellbuckling Counter (immediate action)

  • Must first identify the spell (Spellcraft DC 15 + spell level) as a free action.
  • Immediate action provoking attacks of opportunity (combat casting possible).
  • Expend a spell or slot of equal or higher level and make a caster level check DC 15 + spell level.

Spellbuckling Check Modifiers

Circumstance Modifier
Counterspell from different school -2
Counterspell from same school 0
Counterspell higher level +1 per level higher
Counterspell is dispel magic + 5
Counterspell is dispel magic, greater +10
Counterspell is same spell +10

Success Target spell is countered (spell lost and negated)
Failure Counterspell lost, caster receives a -2 penalty on saving throws against the target spell

Desperate dodge (immediate action)

You gain a temporary bonus to AC and Reflex saves against a single attack, but leave yourself vulnerable to other attacks.

  • When targeted by an attack (melee or ranged), spell or supernatural ability, before the attack is resolved you may spend an immediate action to get a +4 circumstance bonus to your AC and Reflex saves against that single attack.
  • Until the start of your next turn you suffer a -2 penalty to AC and and Reflex saves.

Parry (immediate action)

You use your weapon to deflect an incoming attack.

  • Can be used only against melee and ranged physical attacks, except those made with a firearm.
  • Made after the attack roll, but before a critical confirmation rolls.
  • Make an attack roll, using the best attack bonus of the weapon you are wielding at -5.
  • Attack roll penalties that remain until the start of your next turn are applied to this roll.
  • Unarmed parries receive an additional -2 penalty.
  • Parry is applied against a single attack only.
    Success A successful attack becomes a miss. If the attack was a critical threat, then it becomes a normal hit.
    Failure A hit remains a hit, a critical threat automatically confirms.

Barrel rush (standard action*)

You use a large object such as a barrel, table or tower shield while making a bull rush

  • Must have two free hands
  • Spend a standard action to pick up the object
  • Tower shields already count as picked up (if worn) and only 1 free hand is required
  • +4 circumstance bonus to AC against attacks of opportunity provoked by making a bull rush, -2 AC penalty against all other attacks (tower shields offer no shield bonus against other attacks) * +2 CMB when making a bull rush, -2 penalty to hit and on all other CMB checks, penalties and bonuses last until the start of your next turn

Walking wounded (not an action)

Avoid being taken out by a wound at the risk of taking a serious permanent injury.

  • When you are hit by an attack that would reduce you to negative hit points, or kill you outright, you can reduce the damage to 1 hp by making a roll on the battle scars and amputations table. If this attack also qualifies as massive damage, then add 5 to the roll.

Daring Acts

Rope Swing (Move action)

You swing on a rope up to 60 ft. (or rope length) in a straight line (or lines) provoking attacks of opportunity normally.

  • Push off against an object or ally (who can aid another).
  • Choose a target space in range (must have a clear, direct path) and make a dexterity check (DC 10).
  • You may change direction as a free action by pushing off an adjacent object or ally at any time during your swing. Each direction change increases the dexterity check DC by 2.
  • You may push off an enemy with a successful CMB check (provokes attack of opportunity), failing this check ends your movement adjacent to that enemy.
  • At any point you may end your move by letting go of the rope as an immediate action, landing in the current square.
  • If you reach the maximum swing distance, instead of landing you may take another move action to swing back. Swinging back increases the DC of the dexterity check by 2 (cumulative).
    Success You land in (or pass over) target square.
    Failure You land off target (splash weapon rules) by 5’ per 30’ swung (round up). If the check is failed by 4 or more you fall prone in that square. If missing causes you to hit an object you take 1d6 nonlethal / 10 ft. swung.

Swing Attack (full round action)

Rather than landing and attacking your target you may make a single melee attack during your swing.

  • Increase dexterity check DC by 2 (base DC 12)
  • At any point in your swing you may make a melee attack with a one handed weapon against an adjacent target with a -2 penalty to the attack roll.
  • Instead of an attack roll you can attempt to perform a bull rush or overrun maneuver on a target in the line of your swing. The target can choose to avoid you, allowing you to pass through its square without requiring an attack, otherwise make a CMB check with a -2 penalty adding +1 /20 ft. swung toward the target

Swing Charge (full round action)

Rather than landing and attacking your target you end your swing with a charge attack.

  • Increase dexterity check DC by 2 (base DC 12)
  • At the end of your swing you may make a melee attack with a one handed weapon against an adjacent target with a -2 penalty to the attack roll.
  • You also gain all of the normal charge modifiers on your attack roll and AC.
  • You may not change direction during a swing charge.

Swing Shot (full round action)

Rather than landing and shooting your target you may make a single ranged attack during your swing.

  • Increase dexterity check DC by 2 (base DC 12)
  • At any point in your swing you may make a ranged attack with a one handed thrown or ranged missile weapon (or a supernatural ranged attack) against a target you can see (at the time) with a -4 penalty to the attack roll.

Swing Spell (full round action)

Rather than landing and casting you may cast a ranged touch spell during your swing.

  • Increase dexterity check DC by 4 (base DC 14)
  • Make a DC 15 + spell level concentration check
  • At any point in your swing you may cast a ranged touch spell against a target you can see (at the time) with a -4 penalty to the attack roll.

Improvised shield (move action)

You defend yourself with an improvised shield using a handy object (chairs, trays, pitchers)

  • You must have at least one free hand
  • Make a Dexterity check (DC 10)
  • Gain a +1 (small object) or +2 (larger object) shield bonus against attacks until the start of your next turn.
  • Take a -2 (small object) or -4 (larger object) penalty on your attack rolls until the start of your next turn.

New Feats

Able Swashbuckler (Combat)

You are able to make attacks more easily while performing daring acts like swinging attacks.
Prerequisites: 3 ranks in Profession (sailor), base attack bonus +5.
Benefit: You reduce the penalty to attacks and combat maneuvers while performing daring acts such as swinging attacks by 2.
Normal: You normally suffer a -2 penalty to attacks and combat maneuvers while making a swinging attack.

Daring acts are adapted from Swashbuckling rules found in Tattlebox #3 by Zombie Sky Press, Swashbuckling rules are adapted from Dueling rules in Ultimate Combat.

Swashbuckling Rules

Stuff and Shackles Carthorse