Some things I've noticed playing swashbuckler at first and second level.
1: I feel I've been Very lucky so far with fort saves. The GM is converting the old Temple of Elemental Evil for us (as we have always wanted to play it). Many of the creatures we've fought so far have had some kind of poisoned attack or other fort save ability, and I currently have very bad fort and will saves, (although my will saves are slightly better due to having taken the latent scion trait). If charmed life cost panache instead of an action this would be better. In addition I think if it Scaled a little better I wouldn't feel forced into dumping int. Currently the warpriest in our party deals far more damage, has higher saves, and higher ac.
2: I'm not seeing a problem with the way opportune parry/reposte works currently. I've had good luck with it, admittedly, but in my experience panache comes back fairly often with the good threat range on my weapon and a little focus on the nooks from time to time.
3: 1st and second level my damage is very much a problem. Dealing 2-3 damage on a low roll is just pathetic for a front line Melee class, but without pumping strength at the expense of dex and cha I can see no way around it.
4: I enjoy derring-do quite a bit. The bonus helps me accomplish things that I couldn't otherwise do, and I feel that it allows me to try checks I wouldn't normally attempt. I feel as if perhaps it allowed you to use charisma mod in place of the typical modifier for a given ability or set of abilities, it would make it that much easier to alleviate some of the reliance on strength.
At fifth level a swashbuckler who uses the derring-do deed to move though a threatened square without provoking AoO's should be able to make an AoO if she succeeds by five or more. At tenth level she should be able to combine this ability with other checks so long as the check is made to allow some kind of altered movement(chandelier?).
If derring-do let me make one additional attack during a move or as part of its check somehow, I'd be willing to play this class in an AP. Something like the attacking from a chandelier that was described before. To me it seems a swashbuckler should be able to attack while log rolling or swinging from a rope, or suspended from rafters or while entangled/tied up. The kinds of absurd things they are known for. I'd take a hit to damage for that.
Err, sorry. I'm at work and on my phone. No it would not replace stat to damage but it wouldn't stack with power attack. That way you could begin play with a decent strength and high dex and would be rewarded for that dex down the road while baing able to pump other stats(con and cha perhaps?) that would help you increase panache or defenses or skills as you see fit. Wouldn't really ever reward a dex higher than 20 though.
Stevens been on here a bunch so I suppose this would be the place for me to beg for archetypes.
This is just me imagining a perfect world but... how bout a private eye archetype? Kind of Noir inspired? Give em limited access to grit and firearm proficiency at the expense of some extracts or investigator talents? Oh, how bout an ability that lets them make a disguise check to blend into any crowded area, so long as they wear a hat and long coat? They should get black market connections as a bonus talent, and could replace studied combat with reflective combat, where they kind of stop and have a moment of reflection beforehand contemplating the nature of the person they're fighting. It could work identically except it should pull off of charisma.
Beat Cop would be a good one too, you have to be Lawful, aaand you have to work for some organization or another as a watchman or guard. It'd be great for city campaigns. You get issued a certain amount of supplies,and get paid a steady income. In order to do some investigating in town you just have to find time in between or else risk getting caught neglecting your duties. If you are fired you have to hand over your badge and any equipment they've supplied you with (should probably scale, as if you get promotions when you level or something).
Lastly I think there should be a grizzled old detective archetype. Not as good in combat, you would lose a bit of your studied combat if not all of it, but instead gain the ability to boost your allies skills and attacks. "Lemme tell ya kid, I been walking these streets a long time." There could be abilities you can use in studied combat that let you demoralize opponents, or buff allies. SA names would be the coolest aspect to me. "Loose cannon," or "your father was a good cop," both seem like obvious choices.
I knew it functioned like 3.5, which was intentional so as to distance itself from the actual power attack feat and offer a stricter risk/reward system. Anyway it just seemed like a neat alternative to asking for direct dex to damage since we have little reason to believe that is coming.
As for targeted strike I don't really want it either. Maybe if it was pushed back to a later level and the effects improved a bit, but even then I think I'd rather see some nifty movement deeds come into play. A deed that lets you charge over difficult terrain (diving over tables and chairs?) or a deed that lets you provoke during a move that normally wouldn't in order to gain an attack that goes off first.
What if there was an ability baked in that worked like a kind of... power attack-y dex ability.
Angled Strikes: At X level, as long as she has at least one panache point, the swashbuckler gains the ability to circumvent her opponents defenses more thoroughly, striking toward very hard to reach places. As a free action a swashbuckler with this deed may sacrifice up to her Dexterity modifier from her attack roll in order to gain an equal bonus on her damage rolls for one round.
As a swift action, a swashbuckler can expend one panache point to double this bonus for 1 round. This Deed's cost cannot be reduced by any ability that reduces a deed's panache cost (such as the signature deed feat).
Of course it doesn't necessarily need to be a deed, but that's the most obvious choice. Perhaps put it at seventh and stick targeted strike at 11th?
Just an idea.
pH unbalanced wrote:
Oh well, he's a masterfull martial artist with other powers similar to those in his series... i.e. Projecting fireballs from his hands moving at unnatural speeds and so on. However while the other characters utilize these powers (called the "hado") through years of experience and supernatural focus, he's mastered a method (often called the "dark hado") which is more inherent in its use. In other words he surrenders his mind to the power rather than having to bring it forth manually. The side effect of this is that the power manifests as an otherworldly all consuming rage. As for his story and goals well, he wants simply to be the strongest person alive and strives to battle ever stronger opponents as a means to prove it. Now swap out his predeliction for hand to hand combat with martial weapons and call his powers arcane instead of "ki," and I think it really works. There are other ways you could do it but it's what immediately came to mind for me. Apologies for the misunderstanding lol.
If the focus is going to be put on the deities favored weapon then how about allowing them to spend channels As a swift action to make an additional attack at their highest base attack bonus, so long as they are wielding their deities favored weapon?
Barring that I'd say add a constant effect to each blessing that ties in to the favored weapon. Something like, "warpriests with this blessing are treated as having the channel smite feat as long as they are wielding their deities favored weapon." Other feat options could include power attack or two weapon fighting. These feats would count towards prerequisites but again only while wielding the weapon. Effectively giving them a leg up in combat.
Of course we could also tie the weapon to an advancement track similar to the bladebound magus archetype. Treating any favored weapon as somewhat magical (perhaps with an enhancement bonus just a little lower than what it would normally be at their level) and adding an interesting ability to it that functions differently based on the type of weapon. An example could be, "warpriests whose favored weapon is a light one handed Melee weapon may, upon reaching X level, use it to parry incoming attacks, as the duelist ability."
Just brainstorming, I really want this class to be a viable option when play testing is over.
I would just add, "can expend 1 or more channel attempts as part of casting his spells. Doing so reduces the casting time of the spell by one step." ex. Summon monster 1: 1 round action + 1 channel = full round action or +2 channels = standard action or +3 channels = move action or +4 channels = swift action. Add in some errata like "the warpriest can effect spell up to the highest level he can cast -1. In addition spells affected this way cannot be modified by meta magic feats and this ability cannot be used to cast more than one spell per round."
This is just a quick mock-up as I'm at work and typing on my phone.
"Must not be... upset. Must not nerd rage." In case you aren't joking though, just google image that s+~@. One of the dopest video game villains of all time.
Think... Akuma, except magic instead of ki and a huge sword.