, if you’re in an open field, is the most reliable way to get your Panache back, but it won’t be useful in a dungeon. Musketeer Instruction (Ex): You don't get to use your Charisma modifier in place of Intelligence for combat feats, but in exchange you get Rapid Reload (Musket). Combat follows this sequence: 1. Not the best trade, but you need it. The Favoured Class Bonus probably isn’t worth it, but you can also choose from the Human or Elf FCBs. That’s not terrible. You could go the Bodyguard route here as well, but you don’t have enough AoOs to reliably use that while still Parrying attacks. The Threatening Defender trait helps. . That stacks with the Critical feats? The boost to Intimidate is welcome, and you can trade away Orc Ferocity(which would probably only get you killed) for a +1 luck bonus to all saving throws, which is amazing, or a bonus to Perception. The surrender portion is really just an extra option, but it doesn’t hurt. Quick Steal (Ex): Situational, but allows you to Steal without wasting a feat on Improved Steal. Be sure to check out the master post for all of the character concepts for Pathfinder Second Edition! Panache (Ex) More than just a lightly armored warrior, a swashbuckler is a daring combatant. Still, -2 Charisma hurts. You want as many as you can get. : Str 16+2/Dex 14/Con 14/Int 10/Wis 10/Cha 14. Problem is, whips are nonlethal, and don’t even damage most enemies, and having Whip Proficiency doesn’t technically net you Scorpion Whip Proficiency. This lets you focus exclusively on other enchantments, while still having a +5 weapon when you need it. Quick Clear is an option, too. If you’re a Picaroon this is probably blue. Combat is cyclical; everybody acts in turn in a regular cycle of rounds. Also, you have a bad Fort Save, so priming that up never hurts. one-handed slashing weapons. You should be able to find something you like. : You want to max this; it runs off your primary stat and you’ll probably be decently mobile in battle. Also, you can Take 10 on Bluff. : This is a pretty good feat if you’re going the Dodgemaster Flash route, and have a good Charisma(which you probably will). : If you plan to take Eldritch Heritage/Raging Blood, you need this. Deeds: All of the new deeds are situational. If you take Signature Deed it can be useful. : Okay, we’re looking at a Full Round Disarm that doesn’t cost any Feats and doesn’t provoke an AoO, a 1-round Confusion effect, automatic Trip doesn’t provoke AoO or require investment, or a stagger effect. This is a straight upgrade! The flanking stuff is nice, and the AoO if they try to get away from you, but 1 Panache is a touch steep. If it were a Standard action, it’d be a good deal better. What book is this in? ... Swashbucklers are proficient with light armour and buckler shields.Some of the swashbuckler’s class features, as noted below, rely on her being no more than lightly armoured and unencumbered. : Give up Dodging Panache in order to offset a penalty the things shouldn’t have had in the first place. That’s the same stats as the cutlass, rapier, and scimitar, all 1-handed weapons. Here’s what you’re looking at, in colour and star ratings for the chromatically challenged: This is either extremely situational to the point of uselessness, doesn’t give enough of a benefit to be worth it, or else is totally outclassed by another option. Also Slashing Grace. : You’re not the greatest at Combat Maneuvers, but it can save an ally’s life. Like humans. : It’s a prerequisite for a lot of Feats, and +1 AC isn’t a terrible thing to have. Deeply committed to a technical mastery of combat, swashbucklers combine discipline and daring to commit feats of advanced martial prowess. Can You Defeat Jacob's Tower? A Pathfinder Roleplaying Game Beta Playtest Edition update of the swashbuckler base class from Complete Warrior. Not terrible. : Rarely worth a Feat, but required for a couple of Feats. 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. Feeling devious? You take advantage of an opening from your enemy's fumbled attack. Useful if you have a lot of casters in your party, avoid if you don’t. Also, you obviously need to be a Kitsune for this. : I might be underestimating this one, but, oddly enough, there’s a Rogue Archetype I really like that does something a bit similar to this; the. : This is a good feat, and on any other melee class it would be green if not blue. The racial Feature Vulpine Pounce is good, but you eat through Swift Actions as it is. With Slashing Grace they work with your class features and are the best weapons for the job. If you can convince your GM to allow it, then this gets better. Nobility depends on the campaign. Try and convince your GM to let you regain Panache by being an idiot, like how the Gunslinger can refresh their Grit. : Okay, this feat is pretty good. Improved is okay, Greater isn’t worth it. Most of the alternate racial traits aren’t stellar for you, but some builds may consider Focused Study. Rapier Training (Ex): Remember that Weapon Focus gives you an additional +1 to attacks on top of this. : Strangely requires Weapon Specialization instead of Point-Blank Shot, but as a Swashbuckler you qualify for that. A 14 should serve you fine here, but if you want higher, feel free. You get none of them. With 60 foot range you have better range than a rogue, and increasing the range increment for your daggers is great, especially if you take Long Shot. Consider Signature Deed. : KO something, which you want to do anyway for a few reasons, and Demoralize everyone within 30 feet. : Note that this allows you to use your Scimitar with your class features. 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. : Very slight upgrade, nothing to write home about, but it doesn’t hurt. : Let’s get one thing straight: you are not a Fighter. : If you’re a Fetchling who meets the prerequisites, go ahead. That is: : Quasi-real superblue. Oh, and of course, the Advanced Class Guide. I wouldn’t build around it, though. The alchemist i... As guides for Pathfinder 2nd Edition get written, they will be stored here. Still, doing that is very, very risky. Contact us at, Copyright all this stuff. What's a good deed to use for Signature Deed if neither Opportune Parry and Riposte nor Precise Strike get their panache cost reduced? Perfect Throw (Ex): This is a cool option, but your attack bonus should be good enough to hit anything which you're fighting, and you should be able to bypass the DR of most enemies with a bit of forethought. However, this is salvageable. : As you can only use a Rapier in the first place, this is a straight upgrade. Rerolls are great, but Bluff still doesn't see a ton of use. High Dex means you’ll be one of the stealthiest party members. 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). Get their Panache cost for it, it still only affects one reload round! Skills in exchange for two, because your weapons work with your class features and the... 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