: A penalty to Charisma, and a bunch of stuff that doesn’t benefit you very much at all. : This isn’t on here because the dagger’s an awesome weapon; Precise Strike affects these, and so daggers are your best option for ranged combat, and require absolutely no investment! +5 to Bluff is not worth +5 or more to 7 saving throws a day. : Eh. : Losing an Init bonus isn’t a good thing, but this does ensure that you won’t be rendered useless by a 1st-level Obscuring Fog spell. If your GM uses Hero Points, and is thus a pretty cool dude, give these a once-over. : If you can afford it, a Dex/Con Belt of Physical Might is your best option for a Belt slot item. : Traits are good. The extra feat can get you to Slashing Grace at first level, and the racial ability bonus can go into Dexterity. Alternatively, if your party members are related to you, Kin Guardian is better. Still, don’t do it unless you absolutely need it. Don’t spend a ton of money on it, since you’ll eventually be ditching it. : All critical threats are auto-confirmed, and the critical modifier increases by 1. But, I just think a Swashbuckler should have some craftiness to him, y’know? Swashbuckler — You allow your foes to make the first move in a show of incredible confidence. I suggest…. : This is really late, for a rather subpar ability. : You’re not a Rogue, but this does help you hit. Didn't mean to submit that yet. : Okay-ish for most, if you fancy Combat Maneuvers, but you’ve a couple ways to do those without a check. What most will consider the main meat of this guide. Core Rulebook. : Once again, no. It’s obvious that you’re supposed to be allowed to take this. Still, this is an option. Human is better, since they get an alternate trait that gives them multiple Skill Focuses. It could be interpreted as simply meaning you gain 2 more Panache if you take the Feat again, or that you gain 4 Panache the second time you take it, 6 the third, etc, like a mega-version of Font of Inspiration. Defending doesn’t work unless you attack with it, so that’s not too useful. And you don’t lose much by dipping, either. If you expect to do this a lot for some reason, go ahead and invest. What's a good deed to use for Signature Deed if neither Opportune Parry and Riposte nor Precise Strike get their panache cost reduced? Still, every Class needs a guide, right? The Swashbuckler has the ability to serve as a Face and a Striker, but could be turned into a Defender with a few feats. : You should always keep one of these around, even if it isn’t your main weapon. : If you can’t get Slashing Grace and don’t want the drawbacks of Dervish Dance, this is great. Considering the FAQ on Weapon Finesse was made before Dirty Trick existed, I would allow Weapon Finesse to apply to it given the fluff of this ability were I GMing, but you’ll probably have Agile Maneuvers by this point anyway. Submissions? This is your standard Human Swashbuckler, who aims to buckle as many swashes as he can possibly reach with the tip of his sword. I mean who cares about those last two Deeds? : At first glance, this looks like early-entry worse Leadership. Con: Swashbucklers need hit points to compensate for their AC, and they need help with Fortitude saves. Saves: Reflex is the Swashbuckler's only good save, and with good Dexterity it will be fantastic, but you really need to work to fill in the gaps in the Swashbuckler's defenses. : +4 Dexterity and a potential +4 to Perception or Acrobatics makes these guys worth mentioning. You need this badly, as your daggers don’t have as high of a crit range as most Swashbuckler choices. Swashbuckler Finesse; Panache; Superior Feint; Targeted Strike; Bleeding Wound; Deadly Stab: In Qadira and throughout the Padishah Empire, Sarenrae’s worshipers praise the Dawnflower through dance. Pinned, Dazed, Nauseated...these are all killer conditions. When you don’t need or want to riposte, you’ll Intimidate so that you can more easily do it later. Swashbuckler Feats At 1st level and every even-numbered level, you gain a swashbuckler class feat. Welcome to the Starfinder Guide to the Guides! : These guys are flexible, due to their variable Ability bonuses. However, it says “in any square she can reach,” which implies that you could run backwards away from the target and backflip around the Eiffel Tower if you wanted to, ending up absolutely nowhere near them(and being unable to attack them). This is okay! If you want a Wizard cohort or something, dismiss your squire after this upgrades to Leadership. Immunity to sleep is nice, and Perception is always welcome, but Elven Magic is useless to you, and you’ve already got access to everything Weapon Familiarity can get you(other than the Elven Curve Blade, but you will not be using that). Stacks with basically everything, and at certain points cheaper to buy this than upgrade your Amulet or Ring. You should be able to find something you like. Everyone else steer clear. That’s what I’m here for. Should stack with Charmed Life as well. Or pick Magus. Oftentimes a single Trait is worth more than a Feat, and this gives you two. : Wow, that was a long time without anything even halfway decent. Either way, +1 untyped bonus to all saves is golden. : Not the best scores, but they’ll do. Look at alternate racial abilities (especially Fleet of Foot and Low Blow). This is the best you can get, and you should almost always take it. The Dusty Rose Prism, which you’ll probably already have, gives +2 to CMB and CMD, great for Mousers or Dirty Trick builds. Flavour and specific games(say, if your base of operations is an underwater basket-weaving joint) only. : While not great for attacking, who says you have to attack with it? — Antagonize: 2: Swashbuckler — Your taunts and threats earn your foes ire. This is your 3rd(1st if Human) level feat unless you’re using a Scimitar, in which case you can use Dervish Dance if you hate Weapon Focus and like dancing. : This is one of the best Rings out there. Also, it’s not a Prestige Class, so that automatically makes it better at its job than 90% of the alternatives. : Let’s see, ignoring the fact that you don’t GET Bonus Feats at 10th or 18th level, if we assume this is meant to be applicable to all your Bonus Feats, it’s...free options, I guess. : This is a good feat, and on any other melee class it would be green if not blue. It’s like Challenge but all the time, it’s great. : If this could be done as a replacement to any attack in a Full Attack Action, it would be loads better. However, this only alters the ability; it doesn’t replace it. A 10 or a 12 should be fine. And hey, its a free action so it doesn’t prevent you from using your myriad Swift/Immediate action Deeds. : Mostly only here because of the Sword Scion trait - +1 to attack rolls and combat maneuvers. There are no known restrictions on the race of a swashbuckler. Conquer the Ultimate Dungeon Crawl! Want a Dungeon at Every Level from 1 to 13? The Swashbuckler is a very exciting take on non-magical combat in Pathfinder, which can become a boring war of attrition between stat blocks. L = Lenient layout for that level, S = Strict. The gist of the battle plan on that particular build was go in, hit once with a rapier as a kensei weapon, attempt to stun, then extra attack w/ unarmed strike, boost my AC, disengage freely because of swashbuckler, and use monk's speed to go to another enemy, and use martial arts to hit as a bonus action, or spend a ki point to flurry if I feel like the battle's particularly important. Spending 1 Panache to double it is just an added bonus. Stopping a charge, extending your reach, ignoring difficult terrain, and getting Blind Fight are all really good effects to have on hand. Skip Agile if the GM allows Slashing Grace to affect light weapons. Swashbuckler Finesse (Ex): At 1st level, a swashbuckler gains the benefit of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of her Intelligence score as a prerequisite for combat feats. : Okay, so I lied. You’ll find the Investigator, the Oracle, the Swashbuckler, and the Witch. It’s basically Weapon Specialization for 15000 gold. You’ll probably need 3-5 total. : Slotless +1 Initiative for 500 gp; a real steal. For flavour or if the game relies on it only. You already avoid provoking using your Quick Steal ability, and +2 isn’t enough. : This is actually not a good thing. Combat Reflexes is a must. 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. Slashing Grace is the only way to get Dex to damage in the ACG. : +4 is way too high for this. You’ll want something to remove the penalty for it, because this archetype doesn’t. Technically, the Katana is the best, because it has the Deadly property, but that’s not very useful anyway. The effect isn’t bad, but you will never fail a Reflex Save unless you Nat 1, and this won’t help you there. : Get a lot of the benefits of being a Rogue, while still not having to be a Rogue! This is +4 Initiative. And you’re GOING to be adding it to damage pretty quickly. Trade Fiendish Sorcery for the tail, and consider trading the extra resistances for that +1 NA Bonus, or keeping them and spending a feat for Armor of the Pit. : Coupled with the right Feats and your decent Charisma, this can make Intimidate a really nice option. Weapon Focus isn’t anything game-breaking, but for free and on top of another very good free feat, we’ll take it. Problem is, Fort’s a high save for most monsters, and you’ve got to threaten and then confirm a crit in the first place to use this. : Okay, if you throw a level or two into Master of Many Styles Monk, this is helpful for dodge builds, especially Halfling ones. As said, you don’t care as much about the AC penalty since you can parry attacks easily. Let’s get back to basics. Of course, these are all minimum 1; there’s no difference between 7 and 13 Intelligence. You’re a dirty son of a bitch, and you love it. Human: Always the gold standard, Humans are fantastic Swashbucklers. : Natural 1s don’t affect Skill Checks. You want to know what a human is. : You get all martial weapons, but you’re only allowed light armor, and the only kind of shield you can use is a buckler. And some people ban that, so, y’know. : Triple your 5-foot step 3/day. If he doesn’t, Agile will work, too. : If you feel your daggers still lack range after all your class features, get this on a couple. Aasimar have no Favoured Class Bonus, but if you take the Scion of Humanity alternate trait, you should qualify for the Human FCB. The Half-Elf favored class bonus gives more uses of Charmed Life, but Swashbucklers already get enough uses of Charmed Life to get through the day, so take the Elf or Human favored class bonuses instead for extra Panache points. : This is Whirlwind Attack on steroids, and doesn’t require a ton of terrible feats. : Your Headband slot item. You can also spend Panache to ignore range increment penalties. : Really good Ability Score layout for a Swashbuckler. Also, you have a bad Fort Save, so priming that up never hurts. Seriously, the MONK gets a level 1 ability that ends up vastly outclassing this in a whole lot of ways. As is, unless you’re the lone Swashbuckler in a gaggle of Rogues and Vivisectionists, you will almost never be doing this. The Elf favored class bonus provides a nice boost to the Swashbuckler's Panache points, which makes the Swashbuckler more sustainable in combat. Half-Orc: A flexible ability bonus, Darkvision, and some other situational abilities. You’d want the Halfling-specific Helpful Trait(via Adopted, perhaps), and the Fools For Friends trait. : Swift Action, 1 Panache, and only affects one attack. 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. : 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. I’m not going to go over every Trait ever, because some other nutjob. : This archetype can at least lay claim to the esteemed title of “Not The Absolute Worst Swashbuckler Archetype.”. : These guys make decent Swashbucklers, surprisingly. : Mouser, Daring Infiltrator if your GM is nice/evil. Most of the alternate class features are actually just straight, if slight, upgrades. Religions. Other than that, everything checks out. It locks you into a rapier, but really, that isn’t at all a bad weapon for you. I’m not sure what’s up with the wording; perhaps these were meant to be tied to a specific Deed at one point? Signature deed does not reduce opportune parry and riposte cost to zero, sadly. You’ll be better at this than the Rogue given your higher priority on Charisma. : Dodge bonus to AC. If you’re a Picaroon this is probably blue. : Given how high the checks for this sort of thing are in Pathfinder, you should not be attempting this often. Pathfinder Adventure, Adventure Path, Companion, Lost Omens Subscriber . : Good, and you won’t regret it should you choose to take this option. If you’re a Flying Blade, you want this, even if it renders a Deed moot. Swashbuckler Initiative (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. : The poor man’s Divine Grace. Try to avoid Flaming, since many things resist Fire. : While there’s not a whole lot here for you, the Ability Score Bonuses and Acrobatics boost are up your alley. Also, you can Take 10 on Bluff. You’ll probably want this, even if you aren’t half-bad at melee. RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks. : This is great. Only one of these Feats is worth spending a Bonus Feat on, and that’s Antagonize. Scales okay as you level. : A Musketeer’s best option. : As you can only use a Rapier in the first place, this is a straight upgrade. 5/5 on Paizo and RPGnow. : Before you cry out that this requires the “Grit class feature” and “Gunslinger level 11th,” Panache counts as Grit for the purposes of qualifying for Feats, and the Swashbuckler’s class features specifically call Signature Deed out a couple of times. I wouldn’t build around it, though. one-handed slashing weapons. Whatever you do, never take Dual Talent; it’s absolutely atrocious. Thing is, building a Swashbuckler is a bit of a shot in the dark right now. If your GM allows it and you like the idea of having a sidekick, take it. We are playing a pirate based campaign, so I made a Swashbuckler with good Dexterity and Charisma. : Okay, this feat is pretty good. 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. Most of these should be allowed, unless your GM is a stickler for Human-only or Core-only campaigns. Before we get really started here, there is one feat that you are going to take, no matter your build(well, almost). : This is why piddling bonuses to Disguise are not very well-appreciated. In conjunction with Menacing Swordplay, you can Swift Action Demoralize and then activate these, 1-round Frightening the target. : Well, the effect is nice for Flying Blades, but there are other ways to get this effect that don’t require Dodge. If you're willing to trade some offensive ability for some hit points, the Gnome isn't a terrible option. Only $1.99! : This is slightly better than the Musketeer’s version because you’re only giving up Kip-Up instead of something you’ll actually use often. is, frankly, the only Dare with a decent enough effect that I would consider it; not for the Panache-refreshing requirement, but for the free Dodge bonus. The Swashbuckler is a very exciting take on non-magical combat in Pathfinder, which can become a boring war of attrition between stat blocks. : 1 Panache for +2-3 or so on an Attack Roll really isn’t worth it. If you plan to play a Face, don't take less than 10, otherwise you can dump this. But, you’re a crit-focused class, and it’s a prerequisite for decent Feats, so I put it on here anyway. Musketeers and Picaroons get some use out of it, too. Jump SLA...actually might help you with stunts if your GM allows them, so hey! Pathfinder 2nd Edition Swashbuckler Class Jirelle, the 2E Iconic Swashbuckler When people think of Swashbucklers, their minds typically flock to pirates sailing the seven seas. And remember, attack bonuses also help our defenses, thanks to Opportune Parry, and damage is always welcome. : 5 rounds of Bane per day for whatever you want, that don’t have to be consecutive. Barbarian The Gentleman's Guide to Proper Barbarism ... by Broken Zenith, Cartmanbeck and UnArcaneElection The following is a guide to the myriad of races and race options availabl... Zenith's Guide to the Alchemist Part I: Introduction, Attributes, Races & Archetypes What is the Alchemist? As you can probably guess, this guide’s inspired by the likes of Treantmonk, Walter’s Guide To The Magus, N. Jolly’s myriad guides, and so on. Aim for at least a 16, before racial bonuses, here. But that’s not so bad - unlike the Duelist, Swordlord, or other myriad classes that attempt this style of play, the Swashbuckler doesn’t require a hefty amount of optimization or intricate knowledge of the traps inherent to Pathfinder to function at a base level. Overall, I tend to value the “as long as you have 1 at least Panache” Deeds more than their costly counterparts, just because, if you don’t have much Charisma, you may only be able to activate one Deed before you’re at exactly 1 Panache. I wish the -4 penalty applied against you as well, but we can’t all have what we want. The Halfling racial feats Improved Low Blow and Risky Striker are both excellent. : Not bad. : This is...not good, but it won’t cripple you. Why is it orange? 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. Hi - I was thinking it might be fun to make a Swashbuckler/Pirate build - basically a rogue with dual-wielding rapier/stiletto and pistol skills, focusing on cunning and underhand attacks. Still, doing that is very, very risky. This ability alters swashbuckler finesse. : Good bonuses and no penalty. The Favoured Class Bonus probably isn’t worth it, but you can also choose from the Human or Elf FCBs. Unless you’re fighting just one guy all the time(which means you’re always winning), you will have a use for this. That’s amazing. : Preferably, your party will have someone to cast Haste, but if not or for emergencies, these are a good option. : Nice benefits, but expensive. . : If you’re a Flying Blade, Picaroon, or Musketeer, take it. : You might be a dodgy little prick, but you’re still a frontline fighter, and you want HP just as much as any other frontline fighter. In PFS, you’ll just have to bite the bullet until this gets its much-needed errata. Just don’t use a scimitar. : I have a suggestion for you. : Okay, so any time you could make a full attack action, you can instead make a single attack, target Touch AC, and completely ignore Damage Reduction. : Higher damage than the Rifle, but shorter range and a higher misfire rate, along with heftier penalties for misfiring. The Pathfinder Swashbuckler is pretty much exactly what comes to mind when you hear that word - a lightly armored, dashing swordsman that can fight with one hand tied behind his back. : Very rare and straining on the eyes. If you want to be a controller build, go for it, but don’t go trying to kill people with whips unless you invest some heavy feats into it. Traits: Reactionary, Dangerously Curious; or Heirloom Weapon (Cutlass, +2 to Dirty Trick), (1): Weapon Focus: Cutlass (Human), Weapon Finesse (Bonus), Slashing Grace: Cutlass, (11): Signature Deed: Opportune Parry And Riposte. At least it’s not ONLY a small Skill bonus. : Roughly the same as ever, pretty nice, a straight upgrade since it’s now ranged with no alterations. The two stack, technically; Helpful says nothing about being a Trait bonus. It’s helpful if you have it, though. : Straight buff, since it now increases your range. Or..it would be, but you probably won’t be charging too much in any case. But at 7th level, and if the squire doesn’t suck, it automatically upgrades to Leadership, so...yeah. Feeling devious? : Local’s good, many things are humanoid. You get a use out of it! Technically if these claws were on your feet, there’d be no problem...but good luck with that. You’re more likely to have a lower save here, so this is more deserving of the slot. A 1d6 that can “explode” a number of times up to your Dex mod, and that can only be applied to a handful of skills, one of which(Fly) isn’t on your Class Skill List. Float through walls! 2 Panache for 1 physical stat Bleed, though, is pretty nice if the other guys have no healers. But you know what? : Yet another ‘dervish’ archetype. Problem is, as I mentioned in the Kitsune’s entry, you’re desperately starved for Swift Actions as it is. This build will work on any Swashbuckler but works perfectly with Eder. : You can always use more Panache. : It’s not bad, per se, if you have a healer or two in your group, but it’s not nearly as good for you as it is for the Paladin. What Secrets Does the Spiritualist Hide? Try not to nat 1, okay? Count Edmond Don Cyrano Guybrush Zorro Inigo Blakeney D’Artagnan Jones III, AKA The Scarlet Hood, : Str 10/Dex 16+2/Con 13/Int 10/Wis 12/Cha 16. They excel at defensive fighting, partially because they focus on Dexterity, but also because a bunch of their class features(or more accurately, their Deeds) support this playstyle. : This is a really nice effect for Flying Blades, solving most of the problems with thrown weapons when combined with Quick Draw, but there’s an obvious problem: it’s in the Belt slot. ; you can make the thing damned near indestructible if you try hard enough, and it’s lighter than a Buckler, so hey. Efreeti Magic’s okay, use Reduce Person on yourself for a decent buff to AC and attack rolls(you get +2 from Dex and being Small). It’s quite Panache-intensive, however, because you have to use Subtle Throw to avoid Attacks of Opportunity. Note that this is a Combat Feat, so you COULD hold out until 4th and pick it up as a Bonus, but I don’t recommend it. 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