There is one (kind of) legal way to accomplish this: Swashbuckler Finesse. Swashbuckler Finesse (Ex):
At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for Combat Expertise. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites. Since you can wield it one-handed when you're riding your mount, then technically you could use this benefit. Keep in mind that this ability is playtest material, and as such it's subject to your GM's call.
I absolutely love the Slayer's concept but I also feel it kind of short in a lot of aspects, but most of them were already addressed in this thread. Anyway, after testing the class (from a mere solo fighter combat perspective) at levels 1, 5, 10, 15 and 20, these are my suggestions: HD: being at d10 was a must, so I'm glad dev team revised this.
Here are other assorted goodies that could improve the class a lot, maybe taken as talents:
Since you're getting Ancestral Arms goodness, I would suggest you to take the Elven Curve Blade instead of the Falcata. True, it's a two-handed weapon and pretty much defeats the Tower Shield Proficency stuff, but as you've marked, you seldom use it. Also, Brilliant Energy weapons at level 6 are kind of an outrage, and in the hands of a Paladin are kind of useless, too. Sure, you can pretty much pwnish the sh*t out of every evil mook around, but you couldn't hurt a pitty zombie, and that's just shameful for a Paladin. My sugestions (if you can rrebuild that much your character):
Regarding to Vital Strike, if you're ever going into Mythical, this feat's mythic version becomes RIGHTEOUS STRIKE OF AWESOMENESS for a Paley since you get to multiply your Smite Evil damage whenever you happen to use them together (read: everytime you could). In non-mythic games it loses a bit of its edge, but remains fairly decent. However, if you're more focused in becoming an Intimidomancer (which is pretty viable for a Paladin), perhaps you'd like to switch your Inspired trait for Princess trait and get Intimidate as a class skill (don't worry, it's not a gender-specific and you can get it), and change your Vital Strike feat for Cornugon Smash feat and get free Intimidate checks everytime you hit someone with Power Attack. Finally, if you were to take my suggestions, get rid of your Brilliant Energy Falcata and get, for the same +4 enhancement cost, a +1 Grayflame, Impact Elven Curve Blade and Divine Bond it to make it Keen too. a 2d8 weapon with 15-20 x2 critical range and extra enhancement and damage bonus as needed, will soak lots of more damage than your current Falcata. OR you may keep a mere +1 Grayflame (or whatever +1 bonus you like) and Divine Bond it for keen; a 1d10, 15-20/x2 is still a pretty good weapon, and you could get that extra cash invested in extra equipment like a Headband of Alluring Charisma, a Full Plate armor and some Boots of Striding and Spinning to keep your speed while in heavy armor.
According to the test I'd be: Lawful Good Human Wizard (4th Level) Strength- 12
These are some nice stats for a Wizard, but even if I like them and I like Wizards a lot, I'd preffer to be either a Magus or a Witch. With those stats it'd be nice to be a Sage Wildblooded Sorcerer and walk the way of the transmuter, turning everything I find into Earth's goods and stuff.
The only issue I find with ToB is the lack of Concentration for Diamond Mind maneuvers, but either Sense Motive or Perception are okay, and still get the flavor of the discipline. Yes, those two are powerful skills, but since every Warblade has enough extra skill points to spare it's not like you won't be using them in Perception(or Sense Motive for a more social oriented Warblade, which perfoms quite good too) anyway. About the maneuvers, if nerfing the recharge mechanics is ABSOLUTELY NECESSARY (which most of time it is not), the Swordsage mechanics are good enough nerf. Further, even if ToB characters have theoretically infinite maneuvers per day those aren't nearly as powerful as most spells, and only in terms of combat effectiveness the three classes are roughly as powerful as a Paladin or a Magus (except a minmaxed Magus who'd win against any of the three classes pwntastically every time). On a side and almost unrelated note, I also love ToB but hate mindlessly 4E.
Craig Horlacher wrote: Just out of curiosity has there been any ideas and/or thoughts about mythic two-weapon fighting feats? I've been thinkin about it too and my best bet is something a la Perfect Two-Weapon Fighting in that old ELH, but instead that long list of prerequisites it could be something like this: Mythic Two-Weapon Fighting [Mythic] Prerequisites
And I think the normal -5 or -10 penalty could be eliminated too by using the Precision Champion Path Ability. |
