mechaPoet RPG Superstar Season 9 Top 32 |
I've created a playtest Swashbuckler for Pathfinder Society play, herein lies his adventures and mishaps.
The Stats, version 1.0:
Eugagglius Zarbian
CN Male Gnome Swashbuckler 1, Faction: Taldor
(Point Buy 20)
STR 10 DEX 17 CON 10
INT 10 WIS 10 CHA 17
Gnome traits:
Low light vision, Keen Senses, Academician (+2 Kn: Nobility), Weapon Familiarity, Magical Linguist, Gift of Tongues
Feats:
Combat Reflexes
Combat Stats:
AC 19 (touch 14, flat-footed 16), HP 10
Melee to hit +2
Ranged to hit +4
CMB +0
CMD 13
Traits:
Combat: Fencer; Taldor Faction: Vindictive
Skills: (4 ranks + 1 from favored class)
Acrobatics +4 (ACP -3), Bluff +8, Escape Artist +4 (ACP-3), Intimidate +7 (although he takes a -4 trying to intimidate for each size category larger his target is), Knowledge Nobility +6
Gear:
Rapier, 3 daggers, Chain Shirt, Buckler, Backpack, Sunrod
The First Adventure: Scenario 06: Black Waters
The party:
Eugagglius Zarbian!
Pregen human monk 1
Human Samurai (sword saint) 1
Small-sized Aasimar Oracle 1
Halfling Druid 1/Ranger 2
So far we've got one dedicated caster in the party, the oracle, and 4 melee combatants. Sent off to investigate the remains of the Tri-Tower School, which used to be an elite academy for noble youngsters, Eugagglius actually had a chance to put his Knowledge: Nobility to use! Unfortunately, my rolls were too poor to get anything out of it, despite multiple opportunities.
There wasn't much besides combat encounters throughout this scenario, so I'll just focus on those, and try to prevent spoilers for those who haven't played this scenario so far.
Overall, Eugagglius has proven fairly fun to play, but is certainly not quick or mobile as the swashbuckler description seems to imply, even with his high dexterity. Nor does it seem like he is a brute-killer,and nor does it seem that his small stature, with "the right mix of discipline and daring" is anywhere close to "the perfect counter to size and strength." Perhaps this will change past level 1, but for now the only thing about this swashbuckler that seems to fit the ACG description that his attacks are at best "annoying."
Damien_DM |
As GM of the Black Waters game, I have the impression as well that, despite the flavor text at the outset, Swashbuckler as a class disadvantages Small races more than many other melee classes, especially at low levels. As a rogue you'd have SA to fall back on, while as a fighter or paladin you might go mounted with a lance. Also, the Swashbuckler theme encourages Dex-fighting builds on the surface, but aside from raising AC I don't see much benefit over just doing a Str-based fighting build instead.
Perhaps if Swashbucklers could add Dex to hit and damage from level 1 they'd be stronger?
From a RP perspective I didn't see any mechanics-related issues; as mentioned above, most failed checks were due to bad die rolls rather than lack of access to usable skills.
JLeeBly |
At level 3 the Swashbuckler is adding their level to damage rolls (which should always and forever be outpacing your DEX modifier in Society play) just by having a panache in your reservoir.
I have the impression that most of the classes do not really differentiate themselves, or come alive for that matter, until Level 3.
I played Murder's Mark as a Skald, along with an Arcanist, Shaman, Hunter, and Fighter. At level 1, the Skald looks like a Bard with a weird Inspire Courage, the Shaman looks like Wizard (Arcane caster with special abilities and no hexes), the Hunter looks like a Druid, and the Arcanist looks like a Sorcerer.
I've built an Ifrit Swashbuckler I'm very excited to play with. The impression I got from the deeds is that early on, you'll be very defensive (you can parry and you can 5' shift), you can punish (riposte, if you're bothering to take Combat Reflexes), and you can get yourself out of tight situations (like you attempted with the water). By level 3, you have swashbuckler finesse (Eugagglius will be hitting on +7 instead of +2 at Level 1), adding level to damage (give those damage rolls a +3, or +6 if you panache it), demoralizing enemies as a swift action (your victim is taking -2 to most every roll, which means it'll be easier for you to punish with the parry), and swashbuckler initiative is going to get you into battle quicker (and if you take quick draw, you'll always have a weapon out in battle to offset flat-footed attacks with a parry or make some of your own).
I think your build will turn out just fine. I really like the flavor, and I believe you'll be happy with it once you hit later levels.
mechaPoet RPG Superstar Season 9 Top 32 |
Per the PFS level 1 rebuild rules, I've changed some things around on Eugagglius. I adjusted his stats and swapped out his first level feat.
STR 13 DEX 16 CON 10
INT 12 WIS 10 CHA 15
Feat: Weapon Focus (Rapier)
The Second Adventure: Scenario 04: The Frozen Fingers of Midnight
So for this one, everyone in the party was level one, but there were 7 of us: Eugagglius, a samurai, two wizards, a druid, Kyra, and a tiefling abyssal(?)-blooded bloodrager who had 20 STR and three natural attacks while raging.
I'm not even gonna give a blow-by-blow this time, as every encounter was more or less the same. The tiefling routinely did 10-20 damage AT LEAST with a full attack, and the samurai put out at least 10 or so when he got a swing in (and wasn't going to negative hit points every time the 2nd-level barbarians hit him). Eugagglius, by comparison, had terrible rolls the entire night. I failed every in-combat acrobatics check, most skill checks (I rolled terribly on a DC 10 check though and made that. So that's something I guess.), and nearly every attack roll. That's bad luck. But every time I DID manage to hit something, it did what was essentially negligible damage. At first level my rapier does 2-5 damage. I doubt I could drop a goblin, much less the hulking barbarians that the flavor text of the swashbuckler says I should be good at fighting. Maybe once my hit die gets me some more HP, and my BAB starts to outscale my to-hit ability modifier, and my precise strike damage and swashbuckler finesse start helping me, it'll be better, but right now Eugagglius feels pretty useless. It was a good thing that there were actually competent front-line fighters in the party, or we would have been toast.
Eirikrautha |
Per the PFS level 1 rebuild rules, I've changed some things around on Eugagglius. I adjusted his stats and swapped out his first level feat.
STR 13 DEX 16 CON 10
INT 12 WIS 10 CHA 15Feat: Weapon Focus (Rapier)
The Second Adventure: Scenario 04: The Frozen Fingers of Midnight
So for this one, everyone in the party was level one, but there were 7 of us: Eugagglius, a samurai, two wizards, a druid, Kyra, and a tiefling abyssal(?)-blooded bloodrager who had 20 STR and three natural attacks while raging.I'm not even gonna give a blow-by-blow this time, as every encounter was more or less the same. The tiefling routinely did 10-20 damage AT LEAST with a full attack, and the samurai put out at least 10 or so when he got a swing in (and wasn't going to negative hit points every time the 2nd-level barbarians hit him). Eugagglius, by comparison, had terrible rolls the entire night. I failed every in-combat acrobatics check, most skill checks (I rolled terribly on a DC 10 check though and made that. So that's something I guess.), and nearly every attack roll. That's bad luck. But every time I DID manage to hit something, it did what was essentially negligible damage. At first level my rapier does 2-5 damage. I doubt I could drop a goblin, much less the hulking barbarians that the flavor text of the swashbuckler says I should be good at fighting. Maybe once my hit die gets me some more HP, and my BAB starts to outscale my to-hit ability modifier, and my precise strike damage and swashbuckler finesse start helping me, it'll be better, but right now Eugagglius feels pretty useless. It was a good thing that there were actually competent front-line fighters in the party, or we would have been toast.
Haven't you heard? According to a vocal group here on the message boards, the swashbuckler is over-powered and needs a damage reduction. Your (and others, including my) experiences playtesting are completely wrong... if you were just playing correctly against core-only fighters you'd be dominant!
All kidding aside, thanks for the playtest report... its very similar to what I've experienced (and what many others have seen). The SB needs a serious buff for levels 1-5...