-8 is a lot, though. : Trust me, you’ll be okay. As is, unless you’re the lone Swashbuckler in a gaggle of Rogues and Vivisectionists, you will almost never be doing this. Replaced Features: Weapon Proficiency, Deeds (Dodging Panache), Compatible Archetypes: Daring Infiltrator, Inspired Blade, Mouser. Class Skills: Disguise is very situational, but it makes a lot of sense for this archetype. The biggest problem is that the Inspired Blade can't take Slashing Grace. Even without it, it isn’t like these are bad weapons, just not optimal. The Inspired Blade is a lateral step from the base Swashbuckler. You can become kind of MAD here, though, since you may want a decent Int score. But these next two Feats more than make up for that. Class Features. Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. : Not bad for Flying Blades, Picaroons, and Musketeers. Try and convince your GM to let you regain Panache by being an idiot, like how the Gunslinger can refresh their Grit. Class Skills: Disguise is situational, but Stealth is nice. I’d go with human’s, personally. : It’s always handy to be able to lie to someone, and you have enough Charisma to use this effectively. You’re a dirty son of a bitch, and you love it. Not many fit that rule here, but I’ll list them anyway: : Musketeer. The small Acrobatics bonus might be missed, however. Other builds are certainly possible, like a Halfling Mouser that focuses on giving big foes a swift stab where the sun don’t shine while being practically untouchable, but I’d like to see what you guys come up with. : If you’re using the Dueling Cape Feat, and your GM lets you enchant it as a Buckler, you’ll want this so that it can’t be destroyed easily. Quick-Tongued (Ex): The Swashbuckler's Charisma should be good enough that they should be good at Bluff. Personally, when it comes to getting Bane, there’s another item I prefer, but this is cheap and still very good. : +1 Insight to AC. if you have a Cape of Feinting; Standard Action no-save Daze an infinite number of times per day. Signature deed does not reduce opportune parry and riposte cost to zero, sadly. Sounds great, right? There’s a big, glaring problem here, though, which we’ll get to in a minute. The Flying Blade is a fun archetype executed very well. That is: : Quasi-real superblue. Immediate action is not fun, however, since you’re Swift-Action intensive as it is. If you expect to do this a lot for some reason, go ahead and invest. Since it modifies Precise Strike you are unable to use it with two-weapon fighting, which is a great option for most thrown weapon builds, but the damage from Precise Strike is excellent, and you don't need an expensive feat chain. Panache (Ex): More than just a lightly armored warrior, a swashbuckler is a daring combatant.She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. If that's acceptable to you, the Inspired Blade can be a very interesting option. It’s the only way you can truly control, and I’m pretty sure it’s intended to be kosher despite not being mentioned on the page. : If you want to do this, grab Shatter Defenses. Trait in question is Light-Bringer, by the way. 3. : Even more questionable than Climb. Extra opinions are always nice to have around. : I can’t rate this too low, even if guns are a shaky attack medium, because you only give up one thing. Try not to nat 1, okay? Aim for at least a 16, before racial bonuses, here. : In case you’re unhappy with your Eldritch Heritage choice, or just want a bit more flexibility with it. : Why is this not rated blue? You get a static +1 to attack rolls and damage, which never scales, and can activate the ability as a Move(and later Swift, I’m not even sure if that’s better given your gluttony for Swift Actions) to get an extra bonus on them, and a small bonus to some skills. The only throwing weapon I can find with an 18-20 critical range is the Crystal Chakram, and it shatters when it hits someone. You’d want the Halfling-specific Helpful Trait(via Adopted, perhaps), and the Fools For Friends trait. : Same as Great Fortitude, really. This guide uses Feats, Races, Traits, and so on from the core Pathfinder books(Core, Advanced Player’s Guide, Ultimate Magic, and Ultimate Combat), as well as supplementary companion books like the Advanced Race Guide, Inner Sea World Guide, Sargava, and so on. With Robert Shaw, James Earl Jones, Peter Boyle, Geneviève Bujold. The slight damage increase is not worth a feat in any way. 10 or 12, again. Also Slashing Grace. : Normally I would never bother mentioning this, and I can’t rate it since it basically says “come up with a Feat with your GM,” but it does call out ‘cloaks.’ If your GM is nice and you want to go the Dueling Cape route, try asking about what you could get out of this Feat. Grace (Ex): A swashbuckler gains a +1 competence bonus on Reflex saves at 2nd level. -_-. : This is why piddling bonuses to Disguise are not very well-appreciated. If you duel weild, they can arm you with both a pistol and sword at the initiative check.With five levels of gunslinger, you can add your dexterity bonus to damage for one type of firearm.Taking a single level dip into swashbuckler can give bards or rogues weapon finesse, parry and reposte, and access to all martial weapons. Rapier Training (Ex): Remember that Weapon Focus gives you an additional +1 to attacks on top of this. Most of the chain feats are good, I like Blinding and Bleeding. Still, if you need to, it’s here. Str: You might take 13 for Power Attack, but certainly no more than that, and even that is difficult to justify.This is generally the Swashbuckler's dump stat. Some o the swashbuckler’s class features, as noted below, rely on her being no more than lightly armored and unencumbered. And some people ban that, so, y’know. Giving up an attack to Entangle or Blind someone means your other attacks are much more likely to hit, and well worth it, especially if you extend the duration beyond 1 Round and get Greater to make it a Standard Action to remove. : Nice benefits, but expensive. Trade-outs don’t offer much help. Also needed for a lot of daring action-y stuff if your GM allows you to regain Panache through it. : This is...not good, but it won’t cripple you. : So, losing Dodging Panache is not good, and neither is costing 1 Panache. : You most likely qualify thanks to your Charisma, and depending on what you go with here, there are some nice options. I am used to playing simpler Pathfinder classes like rogue or cleric. The Swashbuckler's archetypes seek to add interesting new fighting mechanics to the Swashbuckler's already considerable prowess. This lets you focus exclusively on other enchantments, while still having a +5 weapon when you need it. : Once again, no. : Dodge bonus to AC. You can also spend Panache to ignore range increment penalties. : This is worth a feat. Derring-Do can probably make up the difference. Nothing stellar, but we’ll take it. 101 Spells for the Common Man brings arcane power back to the people. I wouldn’t build around it, though. : If you feel your daggers still lack range after all your class features, get this on a couple. Still, don’t do it unless you absolutely need it. She fights with panache: a fluctuating measure of a swashbuckler's ability to perform amazing actions in combat. Which is basically all the time with Signature Deed. With the right deity, you can get a boatload of powerful abilities, as well as some extra things like free class skills and extra dodge bonuses to AC. Of course, these are all minimum 1; there’s no difference between 7 and 13 Intelligence. . Contact us at, Copyright all this stuff. You’ll want Point Blank Master so as to not provoke AoOs with those Ranged attacks, though. Also, Weapon Focus is required for Slashing(or the upcoming Fencing) Grace, so that’s always handy. : This is Slashing Grace, but for rapiers. With these Bizarre Races, nobody will forget who you are or how you look! You get Skill Focus, which might interest some builds, but you can trade it away for free Exotic Weapon Proficiency - and while you may think all Swashbucklers will use a rapier, that’s not always true. It means you can’t use a Scimitar as effectively as anyone who simply took Slashing Grace, since it restricts you from using a buckler or something. : If you plan to take Eldritch Heritage/Raging Blood, you need this. Or..it would be, but you probably won’t be charging too much in any case. If you asked me what I thought was the most optimal build, I would say an Agile Wakizashi-using Piranha Striking Half-Elf or Human; or Aasimar with Heirloom Weapon. This is not worth 1 Panache. I’m not sure why you can swap a feat at 4th level...The only ‘bonus feat’ you have at that point(that you didn’t just get) is Weapon Finesse, and I doubt this was intended to let you swap that. : How ‘bout no? Flying Blade Training (Ex): The bonuses to attack and damage are nice, and improved critical is fantastic considering that you get it three levels earlier than anyone else can. Yay! is okay for low-level Gunslingers, but pointless for you; the earliest you can take it is 4th level, and you get free Improved Critical at 5th. : You lose a flat Dodge bonus for a bonus to Intimidate and Profession: Sailor checks. : Straight upgrade so that your weapons work with your class abilities. I don’t know whether beating their check with Opportune Parry counts as “hitting” with the Attack of Opportunity, but the Flying Blade’s Disrupting Counter most certainly qualifies. . It’s considered to be Light Armor, and thus does not obstruct your class features. : It’s not the worst, and it does offset the Rapid Shot penalty. : This bears mentioning just for Sword Training/Exotic Weapon Training. That ought to be a good hint as to this Deed’s usefulness. Oh, and it doesn’t replace anything. Not the best trade, but you need it. : So, this is amazing. I’m going to cover these here and now, because there aren’t many of them, and if I put the feats here I’d no doubt be referencing the archetypes which you wouldn’t know jack about. The Quick Draw synergy probably isn’t worth capitalizing on, unless you want to use a Dueling dagger - drawing it as part of the Initiative check means its bonus is added to your check. That’s pretty nice. These characters can act during a surprise round. : This is pretty bad, and only even manages to eke out an orange rating because you can put Signature Deed on it. Panache: This shouldn't really be a problem. Thrown weapon builds typically require a combination of Two-Weapon Fighting and archery feats, but Precise Throw adds a big pile of precision damage which bridges the gap between single-weapon and TWF builds without the expensive feat chain. Also, note that it never says you have to use a scimitar, unlike the actual Dervish Dance feat. : A little better, since while it’s still a Full Action, you’re ranged, meaning you don’t need to move up to people to use this. : This is really good, and a great way to avoid attacks, especially if you really pump your Charisma/Panache. RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks. You either make a melee Strike against the triggering foe or attempt to Disarm it of the weapon it used for the Strike. With TWF and Rapid Shot, you can make a ranged attack, then a melee, then a ranged, and then another melee, getting a +4 bonus on the two melee attacks, negating their -4 penalty from TWF and Rapid Shot. The second benefit is handy, but you’ll most likely have many other ways to Intimidate someone easily. Why? You can get Agile on the suckers, too, to get back your Dex to damage; all you’ll really lose out on is a +1 enchantment. However, you can do this already, albeit as a Swift Action, and Power Attack isn’t as much of a no-brainer for you as it is for all those other melee classes. Making a quick build on Herolab, this is what I've come up with. Derring-Do helps it. You’ll probably need 3-5 total. Alternatively, if your party members are related to you, Kin Guardian is better. Or you could trade that out for +2 to Diplomacy, Bluff, and Sense Motive, all of which are already Class Skills. : Yes. : Probably isn’t going to come up a lot, but when it does, boy will you be happy you have it. How many of these are there now? That’s real great, ‘cause the Swashbuckler is deceptively good. : Okay, this isn’t awful if you’re a Picaroon(with a nice GM). A pirate and a hot-tempered noblewoman join forces to protect Jamaica from a tyrant. +5 to Bluff is not worth +5 or more to 7 saving throws a day. Grace (Ex): A swashbuckler gains a +1 competence bonus on Reflex saves at 2nd level. Useful if you don’t normally have it. Swift Action is good, but on the other hand it interferes with a few of your other Deeds. : I really like Dirty Trick, if you haven’t noticed. Note: You can swap these(and only these, not your regular Feats) out for Dares, which are basically extra ways to gain Panache. : +1d6 energy damage each. : Pretty good; allows you to lock enemies down with certain builds. I’d really suggest finding a permanent way to avoid them. A good majority of Will saves are Mind-Affecting, and this gives you your Charisma bonus against them, always. However, know that by doing so, you put off access to later Deeds and, more importantly, the Signature Deed feat. Also, you receive a DC increase to your Deeds, but you have all of two Deeds that offer DCs, they both suck, and you don’t get them until level 19. : Some of these trades are decent, others are absolutely terrible. : Okay, these guys would be blue or some sort of quasi-real superblue if not for the fact that. Fortitude save hurts. : You have a rather nifty ability that relies on Intimidate, and there are some nice Feats out there which use it. : Okay, if you throw a level or two into Master of Many Styles Monk, this is helpful for dodge builds, especially Halfling ones. Should stack with Charmed Life as well. The other options, +Speed and See In Darkness(better than Darkvision), are good, but more situational; just pick whichever is most handy for the current combat. Even then, this is likely far and away the best(read: least terrible) piratey Archetype out there. Usually its worth it to drop a rank in here, but you’ll probably have bad Strength, so you may not be too grand at climbing anyway. Late game only, though. Before we get really started here, there is one feat that you are going to take, no matter your build(well, almost). Try the Superhuman, Animalman and Telepath! More sight through magical fog’s not a bad tradeoff given how good some of the Fog spells are. Usually indicates that this option is outshined by other, more kickass options, or that the benefit is too situational to rely on. The Dusty Rose Prism, which you’ll probably already have, gives +2 to CMB and CMD, great for Mousers or Dirty Trick builds. Oh, and of course, the Advanced Class Guide. This is +4 Initiative. What's a good deed to use for Signature Deed if neither Opportune Parry and Riposte nor Precise Strike get their panache cost reduced? Replaced Features: Armor Proficiency, swashbuckler finesse (altered), Nimble, Bonus Feats (4th), Compatible Archetypes: Daring Infiltrator, Flying Blade, Mouser, Musketeer, Picaroon. Home » News » Legendary Swashbucklers NOW AVAILABLE, and so is the Hypercorps Pathfinder Primer! : If you’re a Picaroon, this is a very nice offhand weapon for you, if you can get Exotic Weapon Proficiency for it. : Same as always, but now ranged. Staggering enemies can be very useful because it prevents iterative attacks, but you give up Targeted Strike which offers a lot of useful tactical options for the Swashbuckler. Abilities. Swashbuckler is a hybrid class (fighter / rogue) that adds the panache pool and deeds mechanic, analogous to Gunslinger’s grit point pool. : Eh. Play As Your Favorite Superheroes! Cherish it always. However, this only alters the ability; it doesn’t replace it. If you’re a Flying Blade, ask your GM if this can apply to. : 4000 gp for two uses of Stoneskin is steep, but it can vastly increase your survivability in fights against a lot of weak enemies. If he doesn’t, Agile will work, too. : Okay, this feat is pretty good. If you still have to move in a straight line toward the target, it doesn’t help you very much; might mean you can be closer to an ally for flanking. : Okay, this is better than I thought it would be. : Eh. You get to keep the stone’s normal benefits, too! Not terrible. The biggest problem is that the Inspired Blade can't take Slashing Grace. Charging to the far side of your enemy is a great way to get into position for flanking. Determine which characters are aware of their opponents. : If you’re using a firearm, get this as soon as possible. : I have a suggestion for you. : Local’s good, many things are humanoid. The alchemist i... As guides for Pathfinder 2nd Edition get written, they will be stored here. 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