I call him Porthos, the Laughing Blade


Advice


I had an idea to see if I could combine Swashbuckler with flurry class to make better use of precise strike. Monk sadly just does not work too well and warpriest sacred fist is 2 levels of monk without the bonus feats. Most importantly though Monk and warpriest flurry does not count as having the TWF chain even when you flurry.

Brawler on the other hand does count as having the twf chain when you flurry and taking the feats increases your iterative attacks. In addition martial flexibility is always useful. For this build I was thinking either power attack or lunge as the most common choices.

Final note is that this build will focus on using shatter defenses and menacing swordplay to get the later iterative attacks to land. Double Chicken Saber is the only 1 hand slashing monk weapon you can have without EWP and it is still 19-20 which is ok if not optimal for a SWB.

Human,
Str: 13 Con:14 Dex:20(15+2racial+1lvl4+2enhancement) Int:10 Wis:10 Char:14

Initiative: +7 (5dex+2SWBinit)

AC: 23 (10+5AB+5dex+2shield+1dodge) Touch: 16 (10+5dex+1dodge) Flat: 17 (10+5AB+2shield)

Fort: 8(4base+2con+2en) Ref: 15(8base+5dex+2en) Will: 3(1base+2en)or 5 mind effecting

1: SWB-1: SWB Finesse, WF DCS, SLG DCS
2: Brawler-1: Martial Flexibility (usually Power Attack)
3: Brawler-2: Dazzling Display, CR, Flurry TWF
4: SWB-2:
5: SWB-3: Steadfast Personality, Nimble +1, Menacing Swordplay
6: SWB-4: Shatter Defenses
7: SWB-5: SWB Imp Crit, ITWF with Flurry Only

Skills:
Acrobatics, Bluff, Intimidate, Perception, Sense Motive

Items:
+1 Answering Adamanting Double Chicken Saber: 11012gp
+1 Mithril Chain Shirt: 2100gp
+1 Buckler: 1155gp
+2 Cloak of Resistance: 4000gp
+2 Dex Belt: 4000gp

Single attack:
+12 (7bab+5dex+1WF+1en-2PA)
1d6+15 (5dex+1en+4PA+5PS)

Flurry:
+10 1d6+15 Menacing Swordplay Swift intimidate
+10 1d6+15 Shatter Defenses
+5 1d6+15 vs Flat Footed
+5 1d6+15 vs Flat Footed

O.Parry:
+17 (7bab+5dex+1WF+5en-2PA)
1d6+19 (5dex+5en+4PA+5PS)


Just wanted you to know with a four level dip in Sacred Fist you gain flurry of blows and channel energy which allows you to take Crusader's flurry with your diety's weapon which allows you to flurry of blows with it. A rapier at 15-20/x2+Dex+Swash Level every hit in a flurry would be kind of sweet.

Scarab Sages

You can also have a nine-ring broadsword as a martial monk one-hand slashing weapon. It's a better weapon overall than the DCS, although the crit range isn't as good for panache.

It might be worth while to be a Whirling Dervish swashbuckler and use unarmed strikes for your weapon. Whirling Dervish gives you free dex to damage with all swashbucklers finesse weapons. Hamatulatsu will let you do piercing damage, giving you precise strike on every hit. Pummeling Style will increase your crits, and allow you to bypass DR and pounce. You can even add extra attacks per round via Medusa's Wrath


Here's a Falcata Flurry build:

- Swashbuckler 1/Rondelero Duelist Fighter 5
- Get the TWF feats, Exotic Weapon Prof: Falcata, Slashing Grace (Falcata)
- Put on a falcata and a buckler
- Whenever you'd full round attack, use Strong Swing to replace all your off-hand buckler attacks for falcata attacks
- You're now flurrying with a falcata

Quote:
At 5th level, a buckler duelist gains a +1 bonus on attack and damage rolls when wielding a falcata and buckler that applies to attacks made by either hand. These bonuses increase by +1 for every four levels beyond 5th. With a full-attack action, a buckler duelist may alternate between using his falcata or his buckler for each attack. This does not grant additional attacks or incur penalties as two-weapon fighting does.

Notice you are not gaining extra attacks, you already had the extra attacks through TWF. You are just alternating your buckler attacks for falcata attacks.

Scarab Sages

The rondelero duelist does not allow you to TWF with only one weapon. The bolded text does nothing, as you could already do this with a full attack, thanks to being able to treat a buckler as a light shield.

Anyone can alternate between using a main hand or off hand for each attack on a full attack. Two-weapon fighting penalties only occur if you actually use TWF to gain an extra attack.


@Imbicatus. I'm not so sure that's accurate. Strong Swing allows you to use your weapon or shield for any of your attacks as part of a full attack. Also supported by the fact that you don't incur any TWF penalties. Normally while twf'ng you have to alternate weapons following the BAB progression, while incurring penalties.


Brolthemighty wrote:
@Imbicatus. I'm not so sure that's accurate. Strong Swing allows you to use your weapon or shield for any of your attacks as part of a full attack. Also supported by the fact that you don't incur any TWF penalties. Normally while twf'ng you have to alternate weapons following the BAB progression, while incurring penalties.

There's a fairly long and complicated FAQ on the situation here: http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9onf

It boils down to: If you have multiple attacks from high BAB and/or Haste, etc, you can split those attacks among different weapons without penalty. That makes the bolded line in Secret Wizard's post confusing, because it's just restating what you can already do. Then again, that's from the Inner Sea Primer which came out in 2010, and the FAQ is from 2011. So, rules changed?

Multiple Weapons, Extra Attacks, and Two-Weapon Fighting: If I have extra attacks from a high BAB, can I make attacks with different weapons and not incur a two-weapon fighting penalty? wrote:


Yes. Basically, you only incur TWF penalties if you are trying to get an extra attack per round.
Let's assume you're a 6th-level fighter (BAB +6/+1) holding a longsword in one hand and a light mace in the other. Your possible full attack combinations without using two-weapon fighting are:
(A) longsword at +6, longsword +1
(B) mace +6, mace +1
(C) longsword +6, mace +1
(D) mace +6, longsword +1
All of these combinations result in you making exactly two attacks, one at +6 and one at +1. You're not getting any extra attacks, therefore you're not using the two-weapon fighting rule, and therefore you're not taking any two-weapon fighting penalties.
If you have Quick Draw, you could even start the round wielding only one weapon, make your main attack with it, draw the second weapon as a free action after your first attack, and use that second weapon to make your iterative attack (an "iterative attack" is an informal term meaning "extra attacks you get from having a high BAB"). As long as you're properly using the BAB values for your iterative attacks, and as long as you're not exceeding the number of attacks per round granted by your BAB, you are not considered to be using two-weapon fighting, and therefore do not take any of the penalties for two-weapon fighting.
The two-weapon fighting option in the Core Rulebook specifically refers to getting an extra attack for using a second weapon in your offhand. In the above four examples, there is no extra attack, therefore you're not using two-weapon fighting.
Using the longsword/mace example, if you use two-weapon fighting you actually have fewer options than if you aren't. Your options are (ignoring the primary/off hand penalties):
(A') primary longsword at +6, primary longsword at +1, off hand mace at +6
(B') primary mace at +6, primary mace at +1, off hand longsword at +6
In other words, once you decide you're using two-weapon fighting to get that extra attack on your turn (which you have to decide before you take any attacks on your turn), that decision locks you in to the format of "my primary weapon gets my main attack and my iterative attack, and my off hand weapon only gets the extra attack, and I apply two-weapon fighting penalties."


Akerlof wrote:

There's a fairly long and complicated FAQ on the situation...

It boils down to: If you have multiple attacks from high BAB and/or Haste, etc, you can split those attacks among different weapons without penalty.

What's uncertain is whether the general rule that you can switch between attacks with a normal full attack is overruled by the fact that TWF requires you to "wield a second weapon in your off hand",

Anyhow... if you're looking at Brawler 2 and planning to use Shatter Defenses, you could consider Snakebite Brawler for bonus sneak attack damage.

Going farther down this road, Ninja 2+ stacks up more sneak attack damage and gives you access to both a Ninja Ki Pool based on the charisma you already have, and all Rogue and Ninja talents - including such things as Shadow Clone(!), Vanishing Trick and Offensive Defense.

Alternately, going 4 levels in Thug Scout Rogue would give you the ability to deal your combined sneak attack damage on a charge, sicken foes by giving up 1d6 sneak attack, and again access Rogue Talents. Rake Scout Rogue 4 gives you a free-action intimidate by giving up 1d6 sneak attack.

Lastly, the feat Hurtful will let you open up Shatter Defenses on a foe really quickly, whether you use Power Attack -> Cornugon Smash -> Hurtful to do it, or some other intimidate.

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