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Swashbuckler
Bard Class Enhancement Tree

Swashbuckler

On Your Toes 0/3
On Your Toes
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1% Dodge
Blow By Blow 0/3
Blow By Blow
Ranks: 3 Cost: 1 AP Requires: 1 AP
Make an attack with extra critical threat range that deals extra Sonic damage, and reduces your threat with nearby enemies. Sonic damage scales with Spell Power.
Insults 0/3
Insults
Ranks: 3 Cost: 1 AP Requires: 1 AP
Choose an insult that debuffs the saves of nearby enemies.
Tavern Shanties 0/3
Tavern Shanties
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 Bard Song
Limber Up 0/3
Limber Up
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 to Balance, Swim, and Tumble
En Pointe 0/3
En Pointe
Ranks: 3 Cost: 1 AP Requires: 5 AP
Melee Attack: Make two attacks with -1 Critical Multiplier. Costs 10 Spell Points to activate.
Deflect Arrows 0/1
Deflect Arrows
Ranks: 1 Cost: 2 AP Requires: 5 AP
You gain the benefits of the Deflect Arrows feat, knocking aside one incoming projectile that would have struck you every 6 seconds. (This cannot be trained at the same time as Tempest Deflect Arrows).
Fast Movement 0/1
Fast Movement
Ranks: 1 Cost: 2 AP Requires: 5 AP
You run 1% faster for each of your Bard levels.
Sword Dance 0/3
Sword Dance
Ranks: 3 Cost: 2 AP Requires: 5 AP
While Swashbuckling, when enemies miss you in combat, you deal 1d10 Sonic Damage. This Sonic damage scales with Spell Power.
Action Boost 0/3
Action Boost
Ranks: 3 Cost: 1 AP Requires: 5 AP
Choose Action Boost: Doublestrike or Doubleshot
Elegant Footwork 0/1
Elegant Footwork
Ranks: 1 Cost: 2 AP Requires: 10 AP
When enemies miss you while Swashbuckling, they have a 20% chance to be knocked down with no save. Cooldown: 12 seconds.
Swashbuckling Style 0/1
Swashbuckling Style
Ranks: 1 Cost: 1 AP Requires: 10 AP
Select your Swashbuckling style: Open Hand, Buckler, Orb, or Rune Arm.
Resonant Arms 0/1
Resonant Arms
Ranks: 1 Cost: 1 AP Requires: 10 AP
Imbue Toggle: While Swashbuckling, the Light or Thrown weapon in your main hand deals an additional 1d6 Sonic Damage, scaling with your Sonic Spell Power.
Different Tack 0/1
Different Tack
Ranks: 1 Cost: 2 AP Requires: 10 AP
Choose to use your Intelligence or Charisma for Damage with weapon attacks.
Charisma or Dexterity 0/1
Charisma or Dexterity
Ranks: 1 Cost: 2 AP Requires: 10 AP
Choose Charisma or Dexterity
On the Mark 0/3
On the Mark
Ranks: 3 Cost: 1 AP Requires: 20 AP
Passive +1 to attack rolls to confirm critical hits and damage on critical hits (before weapon multipliers)
Swashbuckling Style II 0/1
Swashbuckling Style II
Ranks: 1 Cost: 1 AP Requires: 20 AP
Improve your Swashbuckling Style.
Battering Barrage 0/2
Battering Barrage
Ranks: 2 Cost: 1 AP Requires: 20 AP
While Swashbuckling, damaging enemies with weapon attacks inflicts Destruction.
Wind at my Back 0/1
Wind at my Back
Ranks: 1 Cost: 2 AP Requires: 20 AP
+1 to the Enhancement Bonus of your equipped Throwing Weapons, plus an additional +1 for every five Bard levels.
Charisma or Dexterity 0/1
Charisma or Dexterity
Ranks: 1 Cost: 2 AP Requires: 20 AP
Choose Charisma or Dexterity
Thread the Needle 0/1
Thread the Needle
Ranks: 1 Cost: 2 AP Requires: 30 AP
While Swashbuckling, +5 Damage and +5% to-hit while the Precision feat is active.
Coupe De Grâce 0/1
Coupe De Grâce
Ranks: 1 Cost: 1 AP Requires: 30 AP
Melee Attack: Make an attack with +30% damage. This instantly kills enemies that are Dancing, Dazed, Fascinated, Mesmerized, Paralyzed, Petrified, Sleeping, Stunned, or Tripped, unless they succeed a Fortitude save (d20 + your Perform skill).
Incredible Reflexes 0/3
Incredible Reflexes
Ranks: 3 Cost: 1 AP Requires: 30 AP
+2 to Reflex Saves, and +2 to the Maximum Dexterity Bonus of your Armor.
Exploit Weakness 0/1
Exploit Weakness
Ranks: 1 Cost: 2 AP Requires: 30 AP
While Swashbuckling, every time you damage an enemy but do not crit, you gain a +1 Insight Bonus to Critical Threat Range until you sucessfuly crit.
Core Enhancements
Confidence 0/1
Confidence
Ranks: 1 Cost: 1 AP
Passive: +1% Dodge, +1 Reflex Save, and +1 to the Max Dex Bonus of your Armor per Swashbuckler Core Ability you have.
Swashbuckling 0/1
Swashbuckling
Ranks: 1 Cost: 1 AP Requires: 5 AP
Stance: You gain You gain 1% Doublestrike and Doubleshot as well as +1 to the Enhancement Bonus of the weapon in your main hand. Swashbuckling requires wielding a Light or Thrown weapon in your main hand, wielding a Buckler or nothing in your off hand, and wearing Light Armor or no armor. (Druids cannot Swashbuckle while in animal forms.) (For Warforged and Bladeforged, you must be using either the Composite or Mithral Body feats).

In addition, while Swashbuckling, the following weapons receive Competence bonuses to their critical profiles:
Dagger, Shortsword, Throwing Dagger: +1 Threat Range, +1 Multiplier
Light Mace, Light Hammer, Kama, Sickle, Dart, Shuriken, Throwing Axe, Throwing Hammer: +2 Threat Range, +1 Multiplier
Kukri, Rapier: +1 Multiplier
Handaxe: +2 Range
Light Pick: +1 Range

If you have the Improved Critical feat for the weapon you are using, the Threat Range bonuses listed here are doubled.
Uncanny Dodge 0/1
Uncanny Dodge
Ranks: 1 Cost: 1 AP Requires: 10 AP
You gain the Uncanny Dodge feat. Passive: Swashbuckling grants an additional 1% Doublestrike, 1% Doubleshot, and +1 Damage.
Panache 0/1
Panache
Ranks: 1 Cost: 1 AP Requires: 20 AP
While Swashbuckling, you have an additional +1% Doublestrike, +1% Doubleshot, +1 Damage, and the weapon in your main hand gains an additional +1 to its Enhancement bonus.
Roll with the Punches 0/1
Roll with the Punches
Ranks: 1 Cost: 1 AP Requires: 30 AP
While Swashbuckling, gain an additional +1% Doublestrike, 1% Doubleshot, +1 Damage, +5 to Dodge Cap and the Slippery Mind feat.
Evasive Maneuvers 0/1
Evasive Maneuvers
Ranks: 1 Cost: 1 AP Requires: 40 AP
+2 CHA, +2 DEX. While Swashbuckling, you gain the Evasion feat, an additional +1% Doublestrike, 1% Doubleshot, +1 Damage, and the weapon in your main hand gains an additional +1 to its Enhancement bonus.
Core Enhancements
Enhancement Description
Confidence Confidence
Passive: +1% Dodge, +1 Reflex Save, and +1 to the Max Dex Bonus of your Armor per Swashbuckler Core Ability you have.
AP Cost
1
Ranks
1
Progression
0
Prereqs
Bard Level 1
Swashbuckling Swashbuckling
Stance: You gain You gain 1% Doublestrike and Doubleshot as well as +1 to the Enhancement Bonus of the weapon in your main hand. Swashbuckling requires wielding a Light or Thrown weapon in your main hand, wielding a Buckler or nothing in your off hand, and wearing Light Armor or no armor. (Druids cannot Swashbuckle while in animal forms.) (For Warforged and Bladeforged, you must be using either the Composite or Mithral Body feats).

In addition, while Swashbuckling, the following weapons receive Competence bonuses to their critical profiles:
Dagger, Shortsword, Throwing Dagger: +1 Threat Range, +1 Multiplier
Light Mace, Light Hammer, Kama, Sickle, Dart, Shuriken, Throwing Axe, Throwing Hammer: +2 Threat Range, +1 Multiplier
Kukri, Rapier: +1 Multiplier
Handaxe: +2 Range
Light Pick: +1 Range

If you have the Improved Critical feat for the weapon you are using, the Threat Range bonuses listed here are doubled.
AP Cost
1
Ranks
1
Progression
5
Prereqs
Confidence, Bard Level 3
Uncanny Dodge Uncanny Dodge
You gain the Uncanny Dodge feat. Passive: Swashbuckling grants an additional 1% Doublestrike, 1% Doubleshot, and +1 Damage.
AP Cost
1
Ranks
1
Progression
10
Prereqs
Swashbuckling, Bard Level 6
Panache Panache
While Swashbuckling, you have an additional +1% Doublestrike, +1% Doubleshot, +1 Damage, and the weapon in your main hand gains an additional +1 to its Enhancement bonus.
AP Cost
1
Ranks
1
Progression
20
Prereqs
Uncanny Dodge, Bard Level 12
Roll with the Punches Roll with the Punches
While Swashbuckling, gain an additional +1% Doublestrike, 1% Doubleshot, +1 Damage, +5 to Dodge Cap and the Slippery Mind feat.
AP Cost
1
Ranks
1
Progression
30
Prereqs
Panache, Bard Level 18
Evasive Maneuvers Evasive Maneuvers
+2 CHA, +2 DEX. While Swashbuckling, you gain the Evasion feat, an additional +1% Doublestrike, 1% Doubleshot, +1 Damage, and the weapon in your main hand gains an additional +1 to its Enhancement bonus.
AP Cost
1
Ranks
1
Progression
40
Prereqs
Roll with the Punches, Bard Level 20
Tier 1
Enhancement Description
On Your Toes On Your Toes
Rank 1
+1% Dodge
Rank 2
+2% Dodge
Rank 3
+3% Dodge
AP Cost
1
Ranks
3
Progression
1
Blow By Blow Blow By Blow
Make an attack with extra critical threat range that deals extra Sonic damage, and reduces your threat with nearby enemies. Sonic damage scales with Spell Power.
Rank 1
Blow By BlowMelee Attack: On Damage: 1d6 extra Sonic damage, and reduces your threat with nearby enemies by 100.
Blow By Blow (Ranged)Ranged Attack: On Damage: 1d6 extra Sonic damage, and reduces your threat with nearby enemies by 100.
Rank 2
Blow By BlowMelee Attack: On Damage: 2d6 extra Sonic damage, and reduces your threat with nearby enemies by 200.
Blow By Blow (Ranged)Ranged Attack: On Damage: 2d6 extra Sonic damage, and reduces your threat with nearby enemies by 200.
Rank 3
Blow By BlowMelee Attack: On Damage: 3d6 extra Sonic damage, and reduces your threat with nearby enemies by 300.
Blow By Blow (Ranged)Ranged Attack: On Damage: 3d6 extra Sonic damage, and reduces your threat with nearby enemies by 300.
AP Cost
1
Ranks
3
Progression
1
Insults Insults
Choose an insult that debuffs the saves of nearby enemies.
Rank 1
Scathing WordsActivate to reduce the Fortitude saves of nearby enemies by 3. (Costs 16 Spell Points, 20 second cooldown).
Appalling DiatribeActivate to reduce the Reflex saves of nearby enemies by 3. (Costs 16 Spell Points, 20 second cooldown).
Cutting JibesActivate to reduce the Will saves of nearby enemies by 3. (Costs 16 Spell Points, 20 second cooldown).
Rank 2
Scathing WordsActivate to reduce the Fortitude saves of nearby enemies by 3. (Costs 12 Spell Points, 15 second cooldown).
Appalling DiatribeActivate to reduce the Reflex saves of nearby enemies by 3. (Costs 12 Spell Points, 15 second cooldown).
Cutting JibesActivate to reduce the Will saves of nearby enemies by 3. (Costs 12 Spell Points, 15 second cooldown).
Rank 3
Scathing WordsActivate to reduce the Fortitude saves of nearby enemies by 3. (Costs 8 Spell Points, 10 second cooldown).
Appalling DiatribeActivate to reduce the Reflex saves of nearby enemies by 3. (Costs 8 Spell Points, 10 second cooldown).
Cutting JibesActivate to reduce the Will saves of nearby enemies by 3. (Costs 8 Spell Points, 10 second cooldown).
AP Cost
1
Ranks
3
Progression
1
Tavern Shanties Tavern Shanties
Rank 1
+1 Bard Song
Rank 2
+2 Bard Songs
Rank 3
+3 Bard Songs
AP Cost
1
Ranks
3
Progression
1
Limber Up Limber Up
Rank 1
+1 to Balance, Swim, and Tumble
Rank 2
+2 to Balance, Swim, and Tumble
Rank 3
+3 to Balance, Swim, and Tumble. When you Tumble, you gain +3 to saves against traps for 6 seconds. 12 second cooldown.
AP Cost
1
Ranks
3
Progression
1
Tier 2
Enhancement Description
En Pointe En Pointe
Rank 1
Melee Attack: Make two attacks with -1 Critical Multiplier. Costs 10 Spell Points to activate.
Rank 2
Melee Attack: Make two attacks with -1 Critical Multiplier. Costs 10 Spell Points to activate.
Rank 3
Melee Attack: Make two attacks with -1 Critical Multiplier. Costs 10 Spell Points to activate.
AP Cost
1
Ranks
3
Progression
5
Deflect Arrows Deflect Arrows
You gain the benefits of the Deflect Arrows feat, knocking aside one incoming projectile that would have struck you every 6 seconds. (This cannot be trained at the same time as Tempest Deflect Arrows).
AP Cost
2
Ranks
1
Progression
5
Fast Movement Fast Movement
You run 1% faster for each of your Bard levels.
AP Cost
2
Ranks
1
Progression
5
Sword Dance Sword Dance
Rank 1
While Swashbuckling, when enemies miss you in combat, you deal 1d10 Sonic Damage. This Sonic damage scales with Spell Power.
Rank 2
While Swashbuckling, when enemies miss you in combat, you deal 1d12 Sonic Damage. This Sonic damage scales with Spell Power.
Rank 3
While Swashbuckling, when enemies miss you in combat, you deal 1d20 Sonic Damage. This Sonic damage scales with Spell Power.
AP Cost
2
Ranks
3
Progression
5
Action Boost Action Boost
Choose Action Boost: Doublestrike or Doubleshot
Rank 1
Action Boost: DoublestrikeYou gain +10% Action Boost bonus to Doublestrike for 20 seconds. Usable 5 times per rest.
Action Boost: DoubleshotYou gain +10% Action Boost bonus to Doubleshot for 20 seconds. Usable 5 times per rest.
Rank 2
Action Boost: DoublestrikeYou gain +20% Action Boost bonus to Doublestrike for 20 seconds. Usable 5 times per rest.
Action Boost: DoubleshotYou gain +20% Action Boost bonus to Doubleshot for 20 seconds. Usable 5 times per rest.
Rank 3
Action Boost: DoublestrikeYou gain +30% Action Boost bonus to Doublestrike for 20 seconds. Usable 5 times per rest.
Action Boost: DoubleshotYou gain +30% Action Boost bonus to Doubleshot for 20 seconds. Usable 5 times per rest.
AP Cost
1
Ranks
3
Progression
5
Tier 3
Enhancement Description
Elegant Footwork Elegant Footwork
When enemies miss you while Swashbuckling, they have a 20% chance to be knocked down with no save. Cooldown: 12 seconds.
AP Cost
2
Ranks
1
Progression
10
Swashbuckling Style Swashbuckling Style
Select your Swashbuckling style: Open Hand, Buckler, Orb, or Rune Arm.
Dashing ScoundrelPassive: While Swashbuckling with nothing in your off hand, you gain +1 Damage per 5 Character levels and 10% Doublestrike/Doubleshot.
SkirmisherPassive: While Swashbuckling with a Buckler in your off hand, you gain 10% Dodge, and you may use a Buckler and still benefit from the Single Weapon Fighting line of feats.
Arcane MarauderPassive: You can now use an Orb in your off hand and continue to use the Swashbuckling stance. (Does not count as a Buckler for Buckler-specific abilities). Requires Magical Training (or the enhancement equivalent).
CannoneerPassive: You can now use a Rune Arm in your off hand and continue to use the Swashbuckling stance. (Does not count as a Buckler for Buckler-specific abilities).
AP Cost
1
Ranks
1
Progression
10
Resonant Arms Resonant Arms
Imbue Toggle: While Swashbuckling, the Light or Thrown weapon in your main hand deals an additional 1d6 Sonic Damage, scaling with your Sonic Spell Power.
AP Cost
1
Ranks
1
Progression
10
Different Tack Different Tack
Choose to use your Intelligence or Charisma for Damage with weapon attacks.
Two Steps AheadWhile Swashbuckling, you get Intelligence to Damage with your weapon.
Smooth FlourishesWhile Swashbuckling, you get Charisma to Damage with your weapon.
AP Cost
2
Ranks
1
Progression
10
Charisma or Dexterity Charisma or Dexterity
Choose Charisma or Dexterity
Charisma+1 CHA
Dexterity+1 DEX
AP Cost
2
Ranks
1
Progression
10
Tier 4
Enhancement Description
On the Mark On the Mark
Rank 1
Passive +1 to attack rolls to confirm critical hits and damage on critical hits (before weapon multipliers)
Rank 2
Passive +2 to attack rolls to confirm critical hits and damage on critical hits (before weapon multipliers)
Rank 3
Passive +3 to attack rolls to confirm critical hits and damage on critical hits (before weapon multipliers)
AP Cost
1
Ranks
3
Progression
20
Swashbuckling Style II Swashbuckling Style II
Improve your Swashbuckling Style.
Slap in the FaceWhile Swashbuckling and wielding nothing in your off hand, activate to deal 1 Bludgeon damage. Damaged enemies can't cast spells for 6 seconds and are stunned for three seconds (Perform + d20 saves for the Stun). 18 second cooldown. Costs 10 Spell Points.
Low BlowWhile Swashbuckling and wielding a Buckler in your off hand, activate to perform a shield bash. On hit, knock down affected enemy for three seconds (Perform + d20 saves for the Knockdown). Costs 10 Spell Points.
Loud & ClearToggle: While Swashbuckling with an Orb in your off hand, +20 Sonic Spell Power.
Music BoxToggle: While Swashbuckling with a Rune Arm in your off hand, you gain +1 bonus Imbue dice.
AP Cost
1
Ranks
1
Progression
20
Prereqs
Swashbuckling Style
Battering Barrage Battering Barrage
Rank 1
While Swashbuckling, damaging enemies with weapon attacks inflicts Destruction.
Rank 2
While Swashbuckling, damaging enemies with weapon attacks inflicts Improved Destruction.
AP Cost
1
Ranks
2
Progression
20
Wind at my Back Wind at my Back
+1 to the Enhancement Bonus of your equipped Throwing Weapons, plus an additional +1 for every five Bard levels.
AP Cost
2
Ranks
1
Progression
20
Charisma or Dexterity Charisma or Dexterity
Choose Charisma or Dexterity
Charisma+1 CHA
Dexterity+1 DEX
AP Cost
2
Ranks
1
Progression
20
Prereqs
Charisma or Dexterity
Tier 5
Enhancement Description
Thread the Needle Thread the Needle
While Swashbuckling, +5 Damage and +5% to-hit while the Precision feat is active.
AP Cost
2
Ranks
1
Progression
30
Coupe De Grâce Coupe De Grâce
Coup De GrâceMelee Attack: Make an attack with +30% damage. This instantly kills enemies that are Dancing, Dazed, Fascinated, Mesmerized, Paralyzed, Petrified, Sleeping, Stunned, or Tripped, unless they succeed a Fortitude save (d20 + your Perform skill).
Coup De GrâceRanged Attack: On Damage: instantly kills enemies that are Dancing, Dazed, Fascinated, Mesmerized, Paralyzed, Petrified, Sleeping, Stunned, or Tripped, unless they succeed a Fortitude save (d20 + your Perform skill).
AP Cost
1
Ranks
1
Progression
30
Incredible Reflexes Incredible Reflexes
Rank 1
+2 to Reflex Saves, and +2 to the Maximum Dexterity Bonus of your Armor.
Rank 2
+4 to Reflex Saves, and +4 to the Maximum Dexterity Bonus of your Armor.
Rank 3
+6 to Reflex Saves, +6 to the Maximum Dexterity Bonus of your Armor, and a 20% competence bonus to Max Hit Points.
AP Cost
1
Ranks
3
Progression
30
Exploit Weakness Exploit Weakness
While Swashbuckling, every time you damage an enemy but do not crit, you gain a +1 Insight Bonus to Critical Threat Range until you sucessfuly crit.
AP Cost
2
Ranks
1
Progression
30