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Thx, DthKnell, I didnt know about this bonus from acrobatics!

AVR, i know that the muleback cord uses the same iten slot of cloack of resistance, but our GM is very flexible, and the cloack is a cloack and the muleback cords is on my biceps/shoulders, so i can use both.

I didnt know about the nerf in Lore Warden, for me there are two Lore Wardens and we could choose which one we would use.

Second Chance
Ancestral Weapon

I think I can use both, no?

Wonderstell, i chose the monk class because of the free unarmed strike (Crane style needs it).

I think this build is very solid. I know that I can use just one swift action or a imediate action for round, so I have to decide wisely each turn.


Just take a look on my Swashbuckler Tank Build.


Add my Swashbuckler Tank Build.

Swashbuckler Tank Build


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I'm in a 4 players campaign with a sorcerer (can cast a 9d6+9 x 1,5 dmg at level 6 with the draconic bloodline and all trait and feat to maximize it); an normal cleric made to control de combat; and a bloodrager, who get enlarged when start his rage, uses a weapon with 10 ft range and causes a lot of damage (x4 critical) and has a lot of life, but has a low armor class.

I'm thinking to play a tank swashbuckler. We're at level 6 now, and i projeted this char until level 9. Tell me what do you think about this build and if there's something wrong or if we can improve some point of it.

I chose the sacred fist monk to get free unarmed strike (pre-req for crane style) and because it uses Charisma instead Wisdom, which perfectly matches with my swashbuckler class.

And I chose the swashbuckler class because i decided to make a female char, and we are all bastard sons of the king, so I would like to interpret this char.

PS: we HAVE to be human, 25 pts.

LEVEL 6
Anna, Unchained Monk (scaled Fist) 1/Swashbuckler 5 (Inspired Blade).
Initiative: 6 (dex) +2 (swashbuckler initiative) = +8
HP: 10+5d10+6 = 51
Speed: 30 ft.
Panache points: 7 = (4 (cha) +1 (int) +1 (plume of panache) +1 (favorite human class). Only regain panache with a critical hit.

STATS
Str: 7
Dex: 17+1+2+2 = 22
Cons: 12
Int: 12
Wis: 12
Cha: 16+2 = 18

DEFENSE
Armor Class: 10+4 (monk charisma) +6 (dex) +1 (nimble) +1 (dodge) = 22
Touch: 22; Flat-footed: 14
Fighting Defensively: 22+3 (crane style) = 25
Crane Wing: 25+4 = 29 (until the first hit that miss me for 4 or less, and i recover this bonus in the next round)
Fort: +5; Ref: +13; Will: +3
Charmed Life: 3 times per day, add Charisma (+4) to a save. Imediate Action. If i miss, i can use the second chance trait once per day to reroll.
Dodging Panache: + charisma to Armor Class against the triggering attack. Imediate Action.
DMC: 24

OFFENSE
Melee: Rapier MW +16/+11 (+6 bonus, +6 dex, +1 trait, +1 weapon focus, +1 weapon training, +1 MW). I'm always fighting Defensively, getting -2 on attack for +3 to armor class, so it's +14/+9 (15-20 x2)
Damage: 1d6+13 (+6 dex, +5 precise strike, +2 weapon training).
Distance: Long Bow +12 (1d8)
BMC: +4

TRAITS
Ancestral Weapon (+1 on attack rolls)
Second Chance (reroll a TR save once a day)

FEATS
1 (level)- Dodge
1 (human)- Crane Style
1 (bonus feat monk)- Combat Reflex
1 (extra monk)- Unarmed Strike and Stunning Fist
2 (extra swash)- Focus Weapon
2 (extra swash)- Weapon Finesse
3 (level)- Fencing Grace
5 (level)- Crane Wing
5 (bonus feat swash)- Stylish Riposte
6 (extra swash)- improve critical

SKILLS (36 points): Acrobatics 10; Bluff 10; Climb 2, Diplomacy 12; Intimidate 13; Knowledge local 5; Knowledge nobility 5; Perception 10; Ride 10; Sense Motive 8; Stealth 12, Swim 2; Survival 4.

Derring-do Deed (1 panache point): +1d6 to Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check, and if i have a 6, i can roll again the dice.

LEVEL 6 GEAR (10k): Headband of Alluring Charisma +2 (4K); Belt of Incredible Dexterity +2 (4k); Cloack of Resistance +1 (1k); Plume of Panache (1k).

HOW TO PLAY
I am the face of the group, both in battles (since I am the character with the highest armor class) and out of combat (although we have a sorcerer, he has no diplomacy and intimidation like me).
In combat, i try to post myself where I can block the most of the blows, and the Bloodrager attacks with 15ft distance. I defend myself with 29 armor class, and because I have the Stylish Riposte feat, whwn an enemy miss me for 5 or less, i can give him an AoO (but it works once a day for enemy).
I use my Opportune Parry and Riposte deed (1 panache point) to parry attacks too, and if i dont think i'll need my imediate action to use charmed life (which helps me a lot against spell casters), I use it to riposte a parryed attack.
I can use dodging panache (1 panache point) too for a +4 Armor Class; and use Menacing Swordplay deed (1 panache point) to demoralize my oponent (-2 to attack and ST).

LEVEL 9

I'll get one level (level 7) of urban barbarian to get +4 to dex when rage; and the crowd control abiliity is nice too (+1 to attack and AC when 2 adjacent enemies). After that i'll get 2 levels of Lore Warden Fighter (just for feats and +4 skills/level).
I'll interpret the controled rage as the Rock Lee's opening gate: I'll only have 5 rounds of rage and i'll be fatigued after that, but as i dont lose any AC, i'm still under control of my acts.
Doubt: Can i still fight defensively when i'm under controlled rage effects? IMO yes.
"When an urban barbarian rages, instead of making a normal rage she applies a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills."

FEATS
7 (level)- Weapon Specialization
8 (bonus feat fighter)- Osyluth Guile
9 (extra fighter)- Combat Expertise
9 (level)- Butterfly Sting
9 (bonus feat fighter)- Crane Riposte

LEVEL 9 GEAR (24k): Headband of Alluring Charisma +2 (4K); Belt of Incredible Dexterity +2 (4k); Cloack of Resistance +2 (4k); Plume of Panache (1k); Bracers of Armor +1 (1k); Armor Ring +1 (2k); Amulet of Protection +1 (2k); Muleback Cords (1k); 2x Scabbard of Vigor (3,6k); Quick Runner's Shirt (1k).

DEFENSE
Armor Class: 25 (27 when rage)
Fighting Defensively: 28 (30 when rage)
Crane Wing: 32 (util they miss me for 4 os less, but when they do, i riposte this attack, and i recover this +4 bonus on my next round) (34 when rage)
Osyluth Guile: 36 (agains 1 enemy at time) (38 when rage)
Still giving and AoO when they miss me for 5 os less (once per enemy).
Fort: +11; Ref: 14; Will +4
Charmed Life: +4 bonus.
Dodging Panache: +4 do Armor Class
If there are 2 adjacent enemies: +1 to AC and Attack.
Can use Combat Expertise too.

OFFENSE
Melee: MW Rapier fighting defensively +18/+13 (+20/+15 when rage) (1d6+15) (15-20 x2)
If there are 2 adjacent enemies: +1 to AC and Attack.
Distance: MW Long Bow +16 (1d8)

HOW TO PLAY
Exactly the same way as i used to play before, but now I use the Butterfly Sting Feat when i hit a critical hit, so the next BloodRage attack that hits is a critical hit. And he's the best DPS of the party.
And now i can defend myself better, counter attacking my enemys in many ways: parry and riposte (imediate action to attack); and crane riposte (AoO) or stylish riposte (AoO), depending on the result of my enemy's attack. It stacks!

I only use Rage on Boss situations, cause i only have 5 rounds of it.

So, what do you think? Anything wrong with this build, or anything you think i can improve?

PS: Future items: Cape of Daring Deeds (9k); Fortuitous Rapier +1 (8k); Boots of Striding and Springing (5,5k).