Swashbuckler Class

DESCRIPTION:

Part rogue, part warrior, all panache, the swashbuckler is uses charm and wit to make his or her way in the world. They shun the heavy armor and weapons of fighter-types instead depending on quick their reflexes and fancy combat maneuvers to defeat their opponents. As such Swasbucklers can not wear any armor heavier than elven chain and prefer light quick weapons like short swords, rapiers, daggers and staffs. Swashbucklers get d8 hit dice per level.

CLASS SKILLS:

Balance, Bluff, Climb, Diplomacy, Disable Device, Disguise, Escape Artist, Gather Information, Hide, Intimidate, Jump, Move Silently, Open Lock, Ride, Search, Sleight of Hand, Swim, Tumble, Rope Use.

ABILITIES:

Level
Ability Mod
BAB
Skill Pts.
Saves (R/F/W)
Swashbuckler Feats
Taken Feats
1

1
(8 + INT) x 4
+2/0/0
Dodge, Cutting Remark
Weapon Finesse
2

2
8 + INT
+3/0/0
Evasion, Smulder
3

3
8 + INT
3/1/+1
Improved Buckler Defense,
Swashbuckler’s Luck
(Advantageous Avoidance)
Two Weapon Fighting
4
1 DEX
4
8 + INT
4/1/1
Quick Draw,
Combat Cloak Expertise
5

5
8 + INT
4/1/+1
Elusive Target,
Mobility
6

6/1
8 + INT
5/2/+2
Flick of the Wrist,
Dramatic Entrance
Improved Two Weapon Fighting
7

7/2
8 + INT
5/2/+2
Spring Attack,
Pin Shield
8
1 DEX
8/3
8 + INT
6/2/2
Throw Anything,
Ranged Disarm/Pin
9

9/4
8 + INT
6/3/+3
Deflect Missiles,
Prone Attack
10

10/5
8 + INT
7/3/+3
Improvise,
Improved Smulder
11

11/6/1
8 + INT
7/3/+3
Bounding Assault,
Improved Swashbuckler’s Luck
12
1 DEX
12/7/2
8 + INT
8/4/4
Daredevil Athlete,
Dumb Luck
Improved Critical
13

13/8/3
8 + INT
8/4/+4
Fortuitous Strike,
Deadly Defense
14

14/9/4
8 + INT
9/4/+4
Lucky Fingers,
Roofwalker
15

15/10/5
8 + INT
9/5/+5
Freerunner,
Roof-Jumper
Greater Two Weapon Fighting
16
1 DEX
16/11/6/1
8 + INT
10/5/5
Legendary Acrobat,
Rapid Blitz
17

17/12/7/2
8 + INT
10/5/+5
Legendary Climber,
Good Karma
18

18/13/8/3
8 + INT
11/6/+6
Greater Smulder,
Legendary Leaper
19

19/14/9/4
8 + INT
10/6/+6
Epic Reputation,
Force of Personality
20
1 DEX
20/15/10/5
8 + INT
12/6/6
Jack of All Trades,
Epic Dodge

CLASS FEATS:

BOUNDING ASSAULT:

You can move and attack with superior speed and power.
Prerequisite: Dodge, Mobility, Spring Attack, DEX 13, base attack bonus +12
Required for: Rapid Blitz
Benefit: When using the Spring Attack feat, you designate two foes rather than one. Your movement does not provoke attacks of opportunity from either of these foes. While using an attack action with the Spring Attack feat, you can make a second attack with a -5 penalty. You can use both attacks against one of the opponents targeted with this feat, or split your attacks between them.
Rulebook: Players handbook II (p. 75)
Edition: Supplementals (3.5)

CUTTING REMARK:

The Swashbuckler at using witty banter to distract and discourage opponents. A swashbuckler may make a Cutting Remark Check with a bonus equal to Bluff, Intimidate or Diplomacy skills. If the check surpasses the target’s attack bonus, the Swashbuckler gets the Rogue’s backstab bonus. (Bonus damage increases as per normal Backstab damage) QUICK ACTION

COMBAT CLOAK EXPERT:

You are adept at turning your cloak into a vital part of your combat repertoire. By twirling it about you, sweeping it over enemies, and using it to conceal your weapon, you can catch an opponent by surprise.
Prerequisite: Combat Expertise, Dodge, DEX 15, INT 13, base attack bonus +6
Benefit: The Combat Cloak Expert feat grants you access to three special tactical maneuvers. You must wear a cloak in order to utilize them.

  • Cloak Defense: While you are fighting defensively, you can use your cloak to confuse your foes. You hold it before your chest like a curtain, making it difficult for enemies to read your defensive moves. Your cloak grants you a +1 shield bonus to AC. If you use the total defense action, your cloak’s shield bonus improves to +2. (Shield bonuses do not stack, making it likely that this maneuver is a poor option if you already carry a shield.)
  • Cloaked Strike: You can use your cloak to hide a light weapon. To utilize this maneuver, on the first round you must move adjacent to an opponent while you do not have a weapon in either hand. On the second round, you make a Bluff check opposed by your foe’s Sense Motive check as you use a move action to draw your weapon. If this check succeeds, your opponent loses either his Dexterity bonus to AC or his shield bonus to AC (your choice) until the end of your current turn.
  • Whirling Cloak: You can attempt to use your cloak to confuse your opponent. As a move action after successfully striking an opponent in melee, make a melee touch attack against that foe. If this attack hits, you whirl your cloak around him, temporarily ruining his defenses. Your opponent cannot make attacks of opportunity against a particular ally of your choice until the start of his next turn.
    Special: A fighter can select Combat Cloak Expert as one of his fighter bonus feats.
DEADLY DEFENSE:

You are at your most dangerous when forced to protect yourself.
Prerequisite: none
Benefit: When fighting defensively, you deal an extra 1d6 points of damage with any light weapon or with any weapon to which the Weapon Finesse feat applies (such as a rapier, spiked chain, or whip). This feat’s benefit applies only when you are unarmored or wearing light armor and not using a shield.

DEFLECT MISSILES:

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. (As per the deflect Arrow Feat)

DRAMATIC ENTRANCE:

Swashbucklers are good at entering battle with surprise, bursting through a window. They are thus immune to damage from debris (such as broken glass) when making an entrance, and can shatter through any window, wall, or barrier with a hardness less than 1. They also use their flair check instead of a skill check to hazardously enter, such as swinging from a rope or chandelier.

DODGE:

You are adept at dodging blows.
Prerequisite: DEX 13
Benefit: During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses (such as this one and a dwarf’s racial bonus on dodge attempts against giants) stack with each other, unlike most other types of bonuses.
Special: A fighter may select Dodge as one of his fighter bonus feats (see page 38).
Rulebook: Players Handbook (p. 93)
Edition: Core (3.5)

DAREDEVIL ATHLETE:

You are capable of pulling off amazing stunts.
Prerequisite: none
Benefit: Three times per day, you can use an immediate action to gain a +5 competence bonus on a single Balance, Climb, Escape Artist, Jump, Ride, Swim, or Tumble check
Rulebook: Complete Scoundrel (p. 76)
Edition: Supplementals (3.5)

DUMB LUCK:

You can survive situations that should kill you.
Prerequisite: Character Level 6, any two luck feats
Benefit: If you roll a natural 1 when making a saving throw, you can expend one luck reroll as an immediate action to instead trear the roll as a natural 20. You can use this feat once per day. You gain one luck reroll per day.
Rulebook: Complete Scoundrel (p. 77)
Edition: Supplementals (3.5)

ELUSIVE TARGET:

Trying to land a blow against you can be a maddening experience.
Prerequisite: Dodge, Mobility, base attack bonus +6
Benefit: The Elusive Target feat enables the use of three tactical maneuvers. Negate Power Attack: To use this maneuver, you must designate a specific foe to be affected by your Dodge feat. If that foe uses the Power Attack feat against you, the foe gains no bonus on the damage roll but still takes the corresponding penalty on the attack roll.

  • Diverting Defense: To use this maneuver, you must be flanked and you must designate one of the flanking attackers to be affected by your Dodge feat. The first attack of the round from the designated attacker automatically misses you and may strike the other flanking foe instead; the attacking creature makes an attack roll normally, and its ally is considered flatfooted. If the designated attacker is making a full attack against you, its second and subsequent attacks function normally.
  • Cause Overreach: To use this maneuver, you must provoke an attack of opportunity from a foe by moving out of a threatened square. If the foe misses you, you can make a free trip attempt against this foe, and the foe does not get a chance to trip you if your attempt fails.
EPIC DODGE

You are able to evade attacks with exceptional agility.
Prerequisite: DEX 25, Tumble Dodge, 30 ranks, defensive roll, improved evasion
Benefit: Once per round, when struck by an attack from an opponent you have designated as the target of your Dodge feat, you automatically avoid all damage from the attack.
Rulebook: Complete Adventurer (p. 191)
Edition: Supplementals (3.5)

EPIC REPUTATION

Your reputation provides great bonuses on interactions with others.
Prerequisite: none
Benefit: You gain a +4 bonus on Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks.
Rulebook: Complete Adventurer (p. 54)
Edition: Supplementals (3.5)

FLICK OF THE WRIST:

With a single motion, you can draw a light weapon and make a devastating attack.
Prerequisite: Quick Draw, DEX 17, Sleight of Hand 5 ranks
Benefit: If you draw a light weapon and make a melee attack with it in the same round, you catch your opponent flat-footed (for the purpose of this attack only). You may use this feat only once per round and once per opponent during any single combat encounter.
Rulebook: Complete Warrior (p. 39)
Edition: Supplementals (3.5)

FORCE OF PERSONALITY:

You have cultivated an unshakable belief in your self-worth. Your sense of self and purpose are so strong that they bolster your willpower.
Prerequisite: CHA 13
Benefit: You add your Charisma modifier (instead of your Wisdom modifier) to Will saves against mind-affecting spells and abilities.
Rulebook: Complete Adventurer (p. 109)
Edition: Supplementals (3.5)

FORTUITOUS STRIKE:

You can hit a foe in just the right place.
Prerequisite: none
Benefit: You can expend one luck reroll as a swift action to reroll a weapon damage roll. You can expend two luck rerolls as a swift action to reroll an attack roll. You gain one luck reroll per day.
Rulebook: Complete Scoundrel (p. 77)
Edition: Supplementals (3.5)

FREERUNNER:

You can move in more baffling ways than others.
Prerequisite: none
Benefit: You immediately learn up to two movement skill tricks at no cost, and your limit on skill tricks known increases by one. See page 82 for details on movement skill tricks.
Normal: You are limited to a maximum number of skill tricks equal to one-half your character level.
Rulebook: Complete Scoundrel (p. 77)
Edition: Supplementals (3.5)

GOOD KARMA:

You can use your luck to aid an ally—at the risk of your own neck.
Prerequisite: none
Benefit: You can expend one luck reroll as an immediate action to redirect an attack made against an adjacent ally so that it is made against you instead. You must be within reach of the attacker (if a melee attack) or within range of the attack (if a ranged attack) in order to use this ability. The attack roll result remains the same, but it is against your AC, rather than that of your ally. If the redirected attack hits you, you take an extra 50% damage from it. You gain one luck reroll per day.
Rulebook: Complete Scoundrel (p. 77)
Edition: Supplementals (3.5)

JACK OF ALL TRADES:

You have picked up a smattering of even the most obscure skills.
Prerequisite: INT 13
Benefit: You can use any skill as if you had 1/2 rank in that skill. This benefit allows you to attempt checks with skills that normally don’t allow untrained skill checks (such as Decipher Script and Knowledge). If a skill doesn’t allow skill checks (such as Speak Language), this feat has no effect.
Normal: Without this feat, you can’t attempt some skill checks (Decipher Script, Disable Device, Handle Animal, Knowledge, Open Lock, Profession, Sleight of Hand, Speak Language, Spellcraft, Tumble, and Use Magic Device) unless you have ranks in the skill.
Rulebook: Complete Adventurer (p. 110)
Edition: Supplementals (3.5)

LEGENDARY ACROBAT:

You can balance and tumble much more easily than a normal person.
Prerequisite: DEX 21, Balance 24 ranks, Tumble 24 ranks
Benefit: You can ignore any check penalties applied for accelerated movement while balancing (see page 67 of the Player’s Handbook), for accelerated tumbling (see page 84 of the Player’s Handbook), or for running while balancing on a narrow surface or while tumbling (see pages 97 and 103 in this book).
Normal: Without this feat, you take a -5 penalty on Balance checks and a -10 penalty on Tumble checks when attempting to move your full speed as a move action, or a -20 penalty on Balance or Tumble checks when attempting to run while balancing on a narrow surface or while tumbling.
Rulebook: Complete Adventurer (p. 192)
Edition: Supplementals (3.5)

LEGENDARY CLIMBER:

You can climb rapidly much more easily than a normal person.
Prerequisite: DEX 21, Balance 12 ranks, Climb 24 ranks
Benefit: You can ignore any check penalties applied for accelerated climbing (see page 69 of the Player’s Handbook), rapid climbing, or combat climbing (see page 97).
Normal: Without this feat, you take a -5 penalty on Climb checks when attempting to climb half your speed as a move action, or a -20 penalty when attempting to climb your speed as a move action or to retain your Dex bonus to AC when climbing.
Rulebook: Complete Adventurer (p. 61)
Edition: Supplementals (3.5)

LEGENDARY LEAPER:

You can cover great distances with only a brief start.
Prerequisite: Jump 24 ranks
Benefit: You need only move 5 feet in a straight line to make a running jump.
Rulebook: Complete Adventurer (p. 192)
Edition: Supplementals (3.5)

LUCKY FINGERS:

The winds of fortune guide your hands when you most need luck.
Prerequisite: none
Benefit: You can expend one luck reroll as an immediate action to reroll a Disable Device, Open Lock, or Sleight of Hand check. You gain one luck reroll per day.
Rulebook: Complete Scoundrel (p. 79)
Edition: Supplementals (3.5)

IMPROVISE:

Skill is the key weapon of the Swashbuckler. With a Flair Check DC of 20, The Dashing Swordsman may use any skill trick, even ones he does not know. However, he must have the prerequisites for it. The Dashing Swordsman may add his Charisma bonus to any prerequisite skills in order to qualify, and may use his Charisma bonus in place of the skill trick’s normal key ability score, if it has one. (Skill Tricks are part feat, part skill. They can be found in Complete Scoundrel.)

IMPROVED BUCKLER DEFENSE:

You can attack with an off-hand weapon while retaining a buckler’s shield bonus to your Armor Class.
Prerequisite: Shield Proficiency
Benefit: When you attack with a weapon in your off hand, you may still apply your buckler’s shield bonus to your Armor Class.
Special: A fighter may select Improved Buckler Defense as one of his fighter bonus feats.
Normal: Without this feat, a character wielding a buckler who attacks with an off-hand weapon loses the buckler’s shield bonus to AC until his or her next turn.
Rulebook: Complete Warrior (p. 100)
Edition: Supplementals (3.5)

IMPROVED SWASHBUCKLER’S LUCK (BETTER LUCKY THAN GOOD):

You can succeed where others would surely fail. You can succeed where others would surely fail.
Prerequisite: Character Level 6, any two luck feats
Benefit: If you roll a natural 1 when making an attack roll, you can expend one luck reroll as a swift action to instead treat the roll as a natural 20. You can use this feat once per day. You gain one luck reroll per day
Rulebook: Complete Scoundrel (p. 74)
Edition: Supplementals (3.5)

MOBILITY:

You are skilled at dodging past opponents and avoiding blows.
Prerequisite: Dodge, DEX 13
Required for: Bounding Assault, Combat Archery, Elusive target, Rapid Blitz, Roof-Jumper, Roofwalker, Shot on the Run, Sidestep, Spring Attack, Whirlwind Attack, Wolfpack
Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses (such as this one and a dwarf’s racial bonus on dodge attempts against giants) stack with each other, unlike most types of bonuses.
Special: A fighter may select Mobility as one of his fighter bonus feats (see page 38).
Rulebook: Players Handbook (p. 83)
Edition: Core (3.5)

PIN SHIELD:

You know how to get inside your opponent’s guard by pinning his shield out of the way.
Prerequisite: Two-Weapon Fighting, base attack bonus +4
Benefit: This feat can be used only when fighting against an opponent who is using a shield and who is your size or one size category bigger or smaller than you. When making a full attack action, you may give up all your off-hand attacks. If you do, you momentarily pin your opponent’s shield with your off-hand weapon, and all your remaining attacks during the round are made with your primary weapon (with the normal penalties for fighting with two weapons), and your foe gains no Armor Class benefit from her shield until the end of your action. You cannot use this feat if you are fighting with only one weapon.
Rulebook: Complete Warrior (p. 8)
Edition: Supplementals (3.5)

PRONE ATTACK:

You can attack from a prone position without penalty.
Prerequisite: Lightning Reflexes, DEX 15, base attack bonus +2
Benefit: You can make an attack from the prone position and take no penalty on your attack roll. If your attack roll is successful, you may regain your feet immediately as a free action. Opponents gain no bonus on melee attacks against you while you are prone.
Special: A fighter may select Prone Attack as one of his fighter bonus feats
Rulebook: Complete Warrior (p. 65)
Edition: Supplementals (3.5)

QUICK DRAW

You can draw weapons with startling speed.
Prerequisite: Base attack bonus +1
Required for: Flick of the Wrist, Flick of the Wrist
*Benefit:
You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill, page 81) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).
Special: A fighter may select Quick Draw as one of his fighter bonus feats (see page 38).
Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement (see page 142). Without this feat, you can draw a hidden weapon as a standard action.
Rulebook: Players Handbook (p. 84)
Edition: Core (3.5)

RANGED PINRANGED PIN

PIN
Use Ranged weapon to grapple foe within 30’.
Prerequisite: Point Blank Shot, Precise Shot, DEX 15, Base attack bonus +5
Benefit: You can perform a ranged grapple attempt against an opponent by pinning a bit of it’s clothing to a nearby surface. The target must be within 5’ of a wall, tree, or other surface in which a thrown weapon or projectile can be stuck and must be wearing some sort of clothing, armor or other accoutrement. you must succeed on a ranged attack (not a ranged touch attack) and then win an opposed grapple check (your size modifier, and the target’s size modifiers still apply). To break free, the victum must make a DC 15 Strength check or a DC 15 Escape artist check as a standard action. A fighter may select Ranged Pin as one of his fighter bonus feats.

DISARM
Prerequisite: Point Blank Shot, Precise Shot, DEX 15, base attack bonus +5
Benefit: Choose one type of ranged weapon with which you are profi cient. You can make a disarm attempt with this weapon as long as your target is within 30 feet.
Special: A fighter may select Ranged Disarm as one of his fighter bonus feats. you can gain this feat multiple times, it’s effects do not stack. Each time you take this feat it applies to a new ranged weapon. when using this feat, a character gains no benefit from the improved disarm feat

RAPID BLITZ:

You charge across the battlefield, combining your speed and fighting ability to move and attack with unmatched skill.
Prerequisite: Bounding Assault, Dodge, Mobility, Spring Attack, DEX 13, base attack bonus +18
Benefit: You can designate a third target for your Spring Attack feat. In addition to the second attack you gain from your Bounding Assault feat, you can make a third attack with a -10 penalty.
Rulebook: Players handbook II (p. 82)
Edition: Supplementals (3.5)

ROOF-JUMPER:

You can make use of the features of the city as handholds and footholds, defying the pull of gravity.
Prerequisite: Dodge, Mobility, Roofwalker, Balance 7 ranks, Jump 7 ranks
Benefit: The Roof-Jumper feat enables the use of the following tactical maneuvers. You cannot benefit from more than one maneuver in the same round. Death from Above: You do substantial damage if you deliberately leap down to attack a foe beneath you. You must drop at least 20 feet. You must roll to hit; this qualifies as a charge attack, with all relevant bonuses and penalties. If you hit, you deal damage as normal, plus an extra ld6 points for every 10 feet of distance beyond the first 10 feet; thus, a drop of 30 feet causes an extra 2d6 points of damage. You still take whatever damage you would normally take from the fall, but you can reduce the falling damage with a successful Jump check or Tumble check. You cannot use any ability to slow your fall (such as the monk’s slow fall ability, or the feather fall spell) whi le attacking in this manner. Urban Acrobatics: You can make use of windowsills, awnings, lampposts, and similar features of the city when leaping or falling from buildings. If you deliberately jump downward within arm’s reach of a wall or similar vertical surface, you can move yourself sideways along the wall. traveling up to 5 feet horizontally for every 10 feet you fall. If you accidentally fall, you can move 5 feet horizontally for every 20 feet you fall. You can move up to your full movement horizontally in this fashion (so long as the wall is wide enough), even if that distance, plus your falling distance, exceeds your normal movement rate.
Normal: Falling characters can move in no direction but down.
Rulebook: CityScape (p. 62)
Edition: Supplementals (3.5)

ROOFWALKER:

You are adept at moving and fighting on rooftops and ledges.
Prerequisite: Dodge, Mobility, Balance 5 ranks, Jump 5 ranks
Required for: Roof-Jumper
Benefit: The Roofwalker feat enables the use of three tactical maneuvers. Fleet of Feet: You can walk across a precarious surface more quickly than normal. You can move at your full speed without taking a – 5 penalty on your Balance check. Graceful Drop: If you intentionally jump from a height, you take less damage than you would if you fell. If you succeed on a Jump check when jumping down (PH 77), you take falling damage as if you had dropped 20 fewer feet than you actually did. Master of the Roof: You know how to use the slopes to your advantage. You gain a +1 dodge bonus to AC against any opponent who is at a different elevation from you.

SPRING ATTACK:

You are trained in fast melee attacks and fancy footwork.
Prerequisite: Dodge, Mobility, DEX 13, base attack bonus +4
Required for: Bounding Assault, Rapid Blitz, Whirlwind Attack, Wolfpack
Benefit: When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can’t use this feat if you are wearing heavy armor. You must move at least 5 feet both before and after you make your attack in order to utilize the Benefits of Spring Attack.
Special: A fighter may select Spring Attack as one of his fighter bonus feats (see page 38).
Rulebook: Players Handbook (p. 85)

SMULDER:

The Swashbuckler gets a bonus equal to his level on Bluff, Negotiate, Diplomacy checks against the opposite sex. Reaction Rolls of the opposite sex are automatically improved 1 step (Instant enemy—>hostile—>dislike—>neutral—>like—>friendly—>Instant Ally, etc.) One target only. Once a day can be used as a Charm Person (opposite sex) if the Swashbuckler takes a full turn to woe the member of the opposite sex.
Improved Smulder: As per smolder but used on a several targets at once or used on one target to make a hostile check into a neutral one if unfriendly. Charm can be used on multiple targets.
Greater Smulder: Charm automatically works.

SWASHBUCKLER’S LUCK:

You have a knack for ducking at just the right moment.
Prerequisite: none
Benefit: You can expend one luck reroll as an immediate action to force a foe to reroll a critical hit confirmation roll made when attacking you. You can expend two luck rerolls as an immediate action to force a foe to reroll an attack roll made against you. You gain one luck reroll per day.
Special: Unlike other luck feats, you can use this feat after seeing the success of the roll to be affected.
Rulebook: Complete Scoundrel (p. 73)
Edition: Supplementals (3.5)

THROW ANYTHING:

In your hands, any weapon becomes a deadly ranged weapon.
Prerequisite: DEX 15, Proficiency with weapon, base attack bonus +2
Benefit: You can throw a melee weapon you are proficient with as if it were a ranged weapon. The range increment of weapons used in conjunction with this feat is 10 feet.
Normal: You can’t throw a melee weapon without taking a -4 penalty unless it has a range increment (such as a hand axe or a dagger).
Rulebook: Complete Warrior (p. 9)
Edition: Supplementals (3.5)

Swashbuckler Class

Rise of the Thrall Lord Donatello