Hi! We're presenting some updates for Swashbuckler, and our current ideas for Single-Weapon Fighting Feats.
We've tried to balance these feats against THF and TWF. We feel these will scale well into higher levels, as these bonuses from Single Weapon Fighting are multiplied by higher +(W) weapons. Our current plan allows these feats to work alongside Two-Handed Fighting if you are using a Bastard Sword or Dwarven Axe. Due to both balance and technical concerns, these feats don't function with weapons that have multiple dice (as part of the base die, such as the 2d4 dagger "Agony, the Knife in the Dark"). Regular one-handed weapons and nearly all named one-handed items only have one die, but there are a few named items that won't function with Single Weapon Fighting.
Internally, we're discussing longer-range possibilities to address some issues with shield builds and thrown builds, which aren't covered by Single Weapon Fighting (except for Swashbuckler's exception where they can use bucklers with SWF).
(EDIT: Some updated ideas here: https://www.ddo.com/forums/showthrea...24#post5324424)
Single Weapon Fighting
While Single-Weapon Fighting, your weapon die gains an additional +2 sides.
Single Weapon Fighting: Requires fighting with a single one-handed melee weapon, and wielding only an orb, runearm, or nothing in your offhand.
For instance, a 1d8 weapon instead deals 1d10 damage. This only functions for weapons with a single base weapon die (Example: This wouldn't function for weapons that do 2d4 base damage.)
Feat Requirement: 2 ranks of Balance
Improved Single Weapon Fighting
Your bonus for Single Weapon Fighting increases to +4 sides.
For instance, a 1d8 weapon instead deals 1d12 damage. This only functions for weapons with a single base weapon die (aka: This wouldn't function for weapons that do 2d4 base damage.)
Feat Requirement: 4 ranks of Balance, Base Attack Bonus +6
Greater Single Weapon Fighting
Your bonus for Improved Single Weapon Fighting increases to +6 sides.
For instance, a 1d8 weapon instead deals 1d14 damage. This only functions for weapons with a single base weapon die (aka: This wouldn't function for weapons that do 2d4 base damage.)
Feat Requirement: 7 ranks of Balance, Base Attack Bonus +11
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Changes in the Tree
Some of the more prominent changes to the tree include allowing Single-Weapon Fighting with a Buckler, putting more into the first core ability, adding in CHA / DEX / INT to-damage enhancements (while Single Weapon Fighting), and adding max-dex bonus to armor and reflex saving throws to both core abilities and Tier 5. Some abilities have also been renamed or had tentative numbers put in for various costs or cooldowns. All names and numbers still subject to further feedback, revision, and balancing.
Core Abilities
- 1 AP, class level 1: Confidence: Passive: +1% Dodge, +1 Reflex Save, and +1 to the Max Dex Bonus of your Armor per Swashbuckler Core Ability you have.
- 5 AP, class level 3: Swashbuckling: Defensive Stance: 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 Finesseable 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.)
- Passive: While Swashbuckling, the following weapons receive Competence bonuses to their critical profiles:
Dagger, Shortsword, Throwing Dagger: +1 Critical Threat Range, +1 Critical Damage Multiplier
Light Mace, Sickle, Dart, Shuriken, Throwing Axe, Throwing Hammer: +2 Critical Threat Range, +1 Critical Damage Multiplier
Kukri, Rapier: +1 Critical Damage Multiplier
Handaxe: +2 Critical Threat Range
Light Pick: +1 Critical Threat Range- 10 AP, class level 6: Uncanny Dodge: You gain the Uncanny Dodge feat. Passive: Swashbuckling grants an additional 1% Doublestrike, 1% Doubleshot, and +1 Attack Damage.
- 20 AP, class level 12: Panache: While Swashbuckling, you have an additional 1% Doublestrike, 1% Doubleshot, +1 Attack Damage, +1 Reflex Saving Throw, and the weapon in your main hand gains an additional +1 to its Enhancement bonus.
- 30 AP, class level 18: Roll with the Punches: While Swashbuckling, you gain +5 Insight Bonus to Character Dodge Cap, the Slippery Mind feat, +1% Doublestrike, 1% Doubleshot, and +1 Attack Damage.
- 41 AP, class level 20: Evasive Maneuvers: +2 CHA, +2 DEX.While Swashbuckling, you gain the Evasion feat, +1% Doublestrike, 1% Doubleshot, +1 Attack Damage, and the weapon in your main hand gains an additional +1 to its Enhancement bonus.
Tier One
- On Your Toes: +1/2/3 Dodge
- Blow By Blow (multiselector)
- Melee or Thrown Attack: Make an attack with +(1/2/3) critical threat range that deals (+1/+2/+3)d6 extra Sonic damage, and reduces your threat with nearby enemies by (100/200/300). This Sonic damage scales with spellpower.
- Insults (multiselector)
- Scathing Words: Activate to reduce the Fortitude saves of nearby enemies by 3. (Costs 16/12/8 Spell Points, 20/15/10 Second Cooldown)
- Cutting Jibes: Activate to reduce the Will saves of nearby enemies by 3. (Costs 16/12/8 Spell Points, 20/15/10 Second Cooldown)
- Appalling Diatribe: Activate to reduce the Reflex saves of nearby enemies by 3. (Costs 16/12/8 Spell Points, 20/15/10 Second Cooldown)
- Tavern Shanties: +1/2/3 Bard Songs.
- Limber Up: +(1/2/3) to Balance, Jump, Swim, Haggle, and Tumble. 3rd Rank: When you Tumble, you gain +3 to saves against traps for 6 seconds. 12 second cooldown.
Tier Two
- En Pointe: Melee Attack: Make two attacks with +4/8/12 critical threat range, but -1 Critical Multiplier. Costs 10 Spell Points to activate.
- Deflect Arrows: You gain the benefits of the Deflect Arrows feat, knocking aside one incoming projectile that would have struck you every 6/4/2 seconds. (Antireq Tempest Deflect Arrows)
- Fast Movement: You gain +1% Bardic Music bonus to movement for every Bard level you possess.
- Sword Dance: While Swashbuckling, when enemies miss you in combat, you deal 1d10/1d12/1d20 Sonic Damage. This Sonic damage scales with spellpower.
- Action Boost Multiselector
- Action Boost: Doublestrike: You gain +10/20/30% Action Boost bonus to Doublestrike for 20 seconds. Usable 5 times per rest.
- Action Boost: Doubleshot: You gain +10/20/30% Action Boost bonus to Doubleshot for 20 seconds. Usable 5 times per rest.
Tier Three
- Elegant Footwork: When enemies miss you while Swashbuckling, they have a chance to be knocked down with no save. Cooldown: 12 seconds.
- Swashbuckling Style (Multiselector)
- Dashing Scoundrel: Passive: While Swashbuckling with nothing in your off hand, you gain +1 Attack Damage per 5 Character levels and 7% Doublestrike/Doubleshot.
- Skirmisher: Passive: While Swashbuckling with a Buckler in your off hand, you gain 7% Dodge, and you may use a Buckler and still benefit from the Single Weapon Fighting line of feats.
- Arcane Marauder: Passive: You can now Swashbuckle with an Orb in your off hand. (Does not count as a Buckler for Buckler-specific abilities). Requires Magical Training (or the Spellsinger enhancement equivalent).
- Cannoneer: (Requires Runearm Proficiency feat): Passive: You can now Swashbuckle with a Rune Arm in your off hand. (Does not count as a Buckler for Buckler-specific abilities).
- Resonant Arms: While Swashbuckling, the Finesseable or Thrown weapon in your main hand deals an additional 2d6/4d6/6d6 Sonic Damage on critical hits. This Sonic damage scales with spellpower.
- Different Tack (Multiselector, Requires Single Weapon Fighting feat)
- Swift Strikes: You get Dexterity to Damage with weapon attacks while Single Weapon Fighting.
- Two Steps Ahead: You get Intelligence to Damage with weapon attacks Single Weapon Fighting.
- Smooth Flourishes: You get Charisma to Damage with weapon attacks Single Weapon Fighting.
- CHA/DEX
Tier Four
- On the Mark: Passive +1/2/3 to attack rolls to confirm critical hits and damage on critical hits (before weapon multipliers)
- Swashbuckling Style II (Multiselector)
- Slap in the Face: While Swashbuckling and wielding nothing in your off hand, activate to deal 1 Bludgeon damage. Damaged enemies can't cast spells for 3/6/9 seconds and are stunned for one second (Perform + d20 saves for the Stun). 18 second cooldown. Costs 10 Spell Points.
- Low Blow: While Swashbuckling and wielding a Buckler in your off hand, activate to perform a shield bash with +2 Critical Threat Range and Multiplier. On hit, knock down affected enemy for one second (Perform + d20 saves for the Knockdown). Costs 10 Spell Points.
- Loud & Clear:Passive: While Swashbuckling with an Orb in your off hand, +20 Sonic Spell Power.
- Tune Arm/Music Box: Passive: While Swashbuckling with a Rune Arm in your off hand, your Rune Arm Weapon Imbue deals an additional 1d6 Sonic damage. This Sonic damage scales with spellpower.
- Battering Barrage: (2 AP, 2 ranks) While Swashbuckling, critical hits inflict Destruction/Improved Destruction.
- Wind at my Back: +1 to the Enhancement Bonus of your equipped Throwing Weapons, plus an additional +1 for every five Bard levels.
- CHA/DEX
Tier Five
- Thread the Needle: While Swashbuckling, +5 Attack Damage while the Precision feat is active.
- Second Skin: While Swashbuckling, +3/6/12 to your Reflex Saves and +2/4/6 to the Max Dex Bonus of your Armor.
- Exploit Weaknesses:While Swashbuckling, every time you damage an enemy but do not critically hit, you gain a stacking +1 Insight Bonus to Critical Threat Range until you successfully crit.