Not to mention armor without being encumbered.
To be fair the class description
"Whereas many warriors brave battle encased in a suit
Doesn't scream strong uber muscled dude
Chris Parker wrote:
Well I wouldn't go as far to say 'That is the way it works now' Just what the designer is leaning towards.
So I’d like to chime in on this thread now that I had a chance to playtest the class a little bit. This was by far the class I was most looking forward to checking out when the partial spoilers were released. Posting my thoughts and results from what I experienced. Did various levels and encounters from 1 to 11.
Level 1 Weapon Finesse
It’s not exactly a problem for two reasons although those reasons are very clunky:
1) GMs can house rule it
While I can understand not wanting to frontload a class I think one elegant solution is to word Swashbuckler’s Finesse along the lines of:
Suggestion for new Swashbuckler’s Finesse
Swashbuckler Finesse (Ex): At 2nd level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, as well as gains a +4 bonus to her CMD on disarm, steal, and sunder attempts made against these weapons.
Additionally if you already have the Weapon Finesse feat from another source you get a bonus combat feat.
I don’t like it. Looking at it feels weak; playing with it is very unsatisfying even when attempting to have the ability cost nothing. I don’t really like the system in DnD Next and I am not a fan of it here. Even when I played with this as - roll an extra D6 on the skills - it was very very ‘meh’.
Suggestion 1 – remove the ability to randomly grant extra dice and grant dice with additional levels. I think a dice should be granted at level 1 with an additional one every 4 additional levels (so at 5/9/13/17).
Suggestion 2 – remove this ability completely and replace with something that grants ACTUAL mobility cause this isn’t it.
Example– Spending 1 Panache point allows the Swashbuckler to move without provoking an attack of opportunity. At level 11 when using Daring-do the Swashbuckler may do a single move action or a charge then make a full attack forgoing the attack at her highest bonus.
I am listing these abilities together. I really do but the cost is horrendous. At level 1 when you are stretched for feats you need combat reflexes to get an ability to work? And requires 2 Panache? Please no. I never really used Riposte due to the terrible cost and feat tax.
Suggestion 1 - Parry should either be an immediate action requiring no Panache, not using an AOO with Riposte costing 1 Panache.
Suggestion 2 – Parry should require 1 Panache, using an AOO, Riposte should be free if successful. In this case Parry should not be able to be reduced by feats such as Signature deed.
Not bad, more useful at higher levels when you can use this trick to deny full attacks. As it stands I think ‘Recovery’ isn’t the best name for it.
Suggestion – Rename to ‘Deft Dodge’ and ideally I’d like to see ‘Able to stand as a swift action without provoking’ added to this ability.
I really like this ability. Intimidate as a swift action is really nice and opens up some interesting options please keep it as it is.
I think ideally it should add Cha mod to initiative (min 0) rather than a flat +2 but other than that there is nothing wrong with this. That’s just a feeling and for most Swashbucklers building the ‘right’ way it will be around +2 anyway with a reward for the more dashing ones.
So much has been said about precise strike already. Level to damage is cool. Doubling it for a point is powerful. Very Powerful and it really does overshadow a swashbuckler’s other options.
Suggestion - I’d like to see the doubling of Precise strike go away, adding in Dex to damage as another passive ability (not a deed).
Since so much has been said on Precise Strike and Dex to damage already I’ll end it here, I could go on and on about it and why, but much of it has already been said.
I like the ability as swift action for an extra attack + combat maneuver, even if it doesn’t get damage boosted by precise strike, is kind of nice in general.
Nothing ‘Swift’ about Swift Feint. It’s kind of a weird ability and while I like the idea of a swashbuckler feinting I don’t think this is it. Right now it exists in some weird state of attacking and greater feint.
Suggestion 1 – By spending 1 Panache point the time it takes to Feint is reduced. If it would normally be a standard action it becomes a move action, if it would be a move action it becomes a swift. It cannot be reduced beyond a swift action.
Suggestion 2 – Rename to ‘Daring Feint’. Change the last sentence to ‘denied its Dexterity bonus to AC until the end of her next turn’ rather than the start. (If we wanted to hedge it could only affect the attacks a swashbuckler makes).
I like the ability but please don’t make this a full round action. When I was doing play testing I never once used this as a full round action. Full attacks were nearly always better. A big difference between the gunslinger and the swashbuckler is RANGE.
Suggestion - Make it a Standard Action or even better ‘When a Swashbuckler makes a single attack at her highest attack bonus’ to allow for combinations with things like Vital Strike.
I feel it relevant to quote the design goal of – “Swashbucklers dart in and out of the fray, wearing down their opponents with annoying lunges and feints”. Full round actions don’t scream this to me.
Never used it, but that is more to do with the fact bleeds are weak in general. Someone probably does and the action cost is right at least (free action). Damage scaling with Dex is a nice touch. I’d like to see it say that this bleed damage stacks with other sources to allow for interesting bleed combinations but as it stands I’ll probably never touch it.
Evasion / Subtle Blade
Not complaining exactly but it seems like it’s a lot of defenses all at once at level 11, I think it would feel better if it was spread out across the levels.
Of all the things to pull from Fighter this would have been one of the lowest on the list.
Suggestion: Cha to saves
More AC is nice so I like it, pulled from Gunslinger and is similar to Armor training from Fighters.
Bonus feats/Weapon Training
All nice to have. In the higher level play testing I did we counting the weapon training as working for the gloves of dueling. It would be nice to have confirmation. Improved Critical at level 5 was wonderful
Panache/Grit as a mechanic
Was very swingy and works like a gunslinger, which I guess is fine. (Small aside, I don’t like killing blows getting back grit since it makes it a very selfish mechanic – ‘nooo let me finish it off for my resources depend on it’)
Crossblooded doesn't affect the number of spells you can cast per day.
It affects the number of spells you actually know.
As a 3rd level Crossblooded sorc you get 4 cantrips and 2 first level spells known (+bloodline spell)
At 4th level you get an extra cantrip, and no 1st or 2nd level spells. However the 2nd level spell SLOTS are still open to you (3+cha mod). Good for possible metamagic or just spamming your level 1 spells more often.
Tanglefoot bags - cheap way to caused creatures to be entangled.
Also this might be of interest for you
Level 1 oracle dip
Shard Explosion (Su): As a swift action, you can cause jagged pieces of stone to explode outward from your body. These shards deal 1d6 points of piercing damage per two oracle levels (minimum 1d6) to all creatures within a 10-foot burst. A Reflex save halves this damage. In addition, the broken shards make the area difficult terrain until your next turn. You can use this ability once per day, plus one additional time per day at 5th level and every five levels thereafter.
Ring of Revelation could get you an additional daily use.
I support those asking for some way to get a couple spells off in combat.
Paladin spell lists come with a nice selection of swift action spells (not in Core but in additional material). I don't think it's out of line for a bloodrager to get some swift action spells as well.
I took a hard look at two classes - bloodrager and swashbuckler. They have a lot of potential.
Draconic bloodlined Bloodrager into Dragon Disciple is something I want to see happen.
Swashbuckler is interesting, but there are a few things that keep it back. Precise Strike only being 'living' creatures for one. Panache seems really limited and the class feels feat taxed - 'need' combat reflexes for a deed to work, extra panache/grit seems like it would be required.
We'll see how the playtest shakes out.
And a step to the right
Set 2 ..... definately set 2.
My one question - will there be leveling during this or are you planing on keeping everyone at level 7?
I have some interest in doing this if you are looking for another possible player.
I've recently became a fan of the Dresden Files and devoured all the novels in the last two months or so and a good number of the short stories as well.
Although I don't know the rules, I believe that the RPG is roughly based on the FATE system?
Be a thiefling. They get darkvision and the ability to cast darkness 1/day.
Ifrit race with Firesight feat, smokesticks and other ways to make smoke, though playing this race requires a boon I believe.
1 level of oracle with the Waves mystery. Take Obsuring Mist as a spell and water sight as a revelation.
Here is a decent Polymorphing Guide.
Mirror Image solid defensive spell, Cats Grace/Bull Strength until you get the item that gives you the bonus, Glitterdust to reveal invisible things and blind. I would say Invisibility but you have Vanish on the Magus spell list so I'd probably just use a level one slot for that.
This brings up the 'rollplay' vs 'roleplay' arguments. No one playstyle will fit any one group.
I typically agree with Adamantine Dragon, but I will throw in one reservation I have with his method of 'only the important NPCs get rolls'. Do the PCs know which NPCs are the important ones? If not then alarm bells would start ringing in my head when you ask for a roll. Yeah, it's metagaming but it's a hard thing to turn off sometimes.
Wand(s) of Mage Armor probably. Decent investment of PP points.
Your build is fine, although I find it slightly interesting that agile enchant is ok but dervish dance isn't as the end result is fairly similar. Especially since a wakizashi is essentially a light scimitar (in pathfinder anyway).
From my limited experience in PFS EK's are fairly uncommon, maybe less so now with the rulings though.
Though my personal opinion is don't worry about what is unique or not and go with what is fun to play. Don't want to dervish dance that's fine. Since you already have an EK the question you should ask is would you find another one fun to play.
Two other options too add I can think of but they aren't INT arcane casters - bard (arcane duelist archetype immediately comes to mind) - or something a bit different paladin/sorcerer/DD using longsword + natural attacks.
Could try using the newish rulings for EK and go fighter1/wizard1/EK 10 - perfect use for the longsword too.
I don't know how invested you are into the magus idea though. If you wanted to be more 'sword' then 'mage' you could do something like combine the kensai / blackblade archetypes. Step up the longsword to either a bastard sword, katana, or falcata.
Pretty much this. Also at level 1 a magus doesn't have that many options.
What, like 2-3 spells outside of cantrips and only 1 thing to with arcane pool - make weapon better. Spell combat is the only thing that's tricky.
I'd avoid anything pet related if you are doing gestalt, but that may depend on the nature of the group and campaign.
I love the paladin/sorcerer gestalt character, possibly a draconic with the sorcerer side heading into Dragon Disciple.
No matter what you pick I wouldn't worry about reflex saves too much - with paladin cha to saves and swift action heals I think you'll be fine. Overall it's hard to make a 'wrong' choice when gestalting, since having the power of two classes is fairly strong in and of itself.