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![]() Ex (see previous post first): On a 1-5 using charmed life is useless it wont be a big enough boost to help on a 16-20 using charmed life is also useless you most likely succeeded without using it on a 6-15 you have a chance it might be the difference between a successful save or not. So at level 6 you get 4 uses. 2 of those usses are going to be a complete waste (1-5, 16-20) so your down to 2 uses. Even then half the time you are either going to pass or fail anyway without the small boost. This ability vastly improves if you can roll the D20 first then decide to use charmed life or not. At least then you are getting a real shot of choosing a time where using the ability will actually matter, meaning you'll get 2-3 solid uses out of the ability. Charmed life should have been an imediate re-roll if you fail a number of times/day = to your cha. We have 2 weak saves this ability needed to be good to offset that and instead we got crap. I love my swashy but this ability annoys me to no end because of how bad it is. I'm level 5 and have successfully used charmed life ONE TIME in 12 games. The ability SUCKS. TLDR: Charmed life sucks. P.S. Did I mention charmed life sucks ![]()
![]() Keep in mind you get size-able boost in power at both level 3 and 5 Lvl 3 gives you Precise Strike
So keep that in mind as levels 1 and 2 you will be out-shined a little by fighters and barbs. But you will come in to your own a few levels later. Don't want to see you get discouraged with your new swahsy. ![]()
![]() The problem I have with the inspired archetype is it swaps int as your stat that determines panache points but cha still remains important for other things this class does. This really stretches you stats thin. That said there are some benefits for this archetype so it's worth looking at. If you do go inspired you are pretty much required to dump str to get the extra points you will need as Dex, Con, Int, and Cha are all important stats with this archetype.
Dumping str is something that can be overcome but not something I recommend to a first time player. But if you want to go for it by all means, it can be fun to play a character that has weaknesses. TLDR: I recommend keeping it simple and sticking with the base class, but if you want to get crazy the inspired archetype does have some befits. ![]()
![]() Be very careful with power attack on a swashbuckler The issue with Power attack on a swashbuckler is that the penalty to your attack roll will apply to your Opportune Parry and Riposte double First your parry is an attack roll so if you used power attack on your turn you take the penalty here, then if you beat the opponents attack roll and attack back you make a second attack roll again suffering the penalty to your roll. The extra damage is a note-able boost but the penalty to your attack roll might mean failing the parry roll which means both you get hit and your not able to make a riposte attack. Taking power attack is not necessarily a bad choice just make sure you know what the downsides are. Power attack build
I personally dont see the need for extra skills on this character so no need for 12 int. This change allows you to boost Dex to 18 at lvl 4 and get your 13 str at level 8 (again PA attack is a double edged sword for this class so waiting on it untill the damage boost is much higher is not a bod idea) and finally your left with 11 on Wis allowing you to boost that at lvl 12 to improve those really poor will saves (any boost here is worth it) ![]()
![]() Playing a tengu swashy myself and really liking the class. You are absolutely going to want to bump con, you have crap saves for Fort and Will and you are front line. Your not a tank but you are still a front line fighter which means you will be tanking at least some of the time. Suggest Str 10, Dex 16(+2), Con 13, Int 10, Wis 10, Cha 15
Then using the bonus ability points on
Weapon focus and Slashing Grace/Fencing Grace should be your first feats Other feats: Extra panache and combat reflexes are prob both something you will want by level 5. You'll get a feat at 3,4 and 5 so this leaves you one feat to play with still. as far as what order to go with these 3 really depends on how your games are going. Remember Master Work reduces ACP by 1 so a MW Buckler will have a 0 ACP and only costs 155 total. So yes you want a buckler but might want to wait until you can afford the MW version. MW on a chain shirt combined with taking the Armor Expert Trait means 0 ACP on your armor (note: RAW this trait does NOT work for shields). Until you can afford MW you can get parade armor or studded leather and thanks to armor expert these both have a 0 ACP. Although Armor Expert is very good you should still consider other traits before you jump on this. (ex: NOT taking Armor expert and having MW Studded leather is 0 ACP, the choice to get AE or not will somewhat depend on how much you will need to be the tank for your group) And since we are talking traits, assuming you get 2, Irrepressible or birth mark are extreamly good for the swashbuckler (your will saves SUCK, anytime you can improve these helps). ![]()
![]() Galnörag wrote:
I would say absolutely you fail to parry the attack. The creature attacking you is far too skillful or powerful to be blocked. ![]()
![]() I already stated that the Advanced Class Origins does not have these. Was quite disappointed as this should have been a simple addition and one that would have fit perfectly in this book. Ambrosia Slaad wrote: Were you looking for any particular non-core races? I actually built my Tengu swashbuckler for pfs with my points going into Favored Class Bonus in anticipation this would be part of this book so I wouldn't have to pay to re-spec my character but alas looks like i have some extra skill points now :( ![]()
![]() kvnireland wrote: What happens if the enemy rolls a natural 20, but the swashbuckler has so many bonuses that the AoO ends up being higher than the natural 20? The swashbuckler has mounted a even more skillful defense then that nat 20 attack and blocks it. Keep in mind this requires expending a finite resource (panache point) and requires activation before seeing the roll this seems perfectly reasonable for it to work this way. ![]()
![]() Finlanderboy wrote: cape of feinting. a level 7 swashbucklet can daze lock any creature. Kelly Youngblood wrote: For the latecomers, this has been removed from additional resources. Additional Resources wrote:
So where exactly does it say this is removed? ![]()
![]() RumpinRufus wrote: Just had an idea... can you stock up on these, and replace as needed? Basically buy more panache per day for 1,000 gp a pop. RAI- There is no reason to think this feather should be any different then a Pearl of power in terms of its mechanics.I will be treating it exactly like how a pearl of power is used (until they errata the wording) aka activating it is a free action and there is no limit on how many you can have and they refresh automatically once every day. Although I would also rule the required hat value stacks just because it's funny. If you have 10 feather's you better have one damn fancy hat to put them in. ![]()
![]() Whoever wrote the description for this item needs to be firmly smacked in the back of the head: Activate as a swift,free,standard,move?
How/When is the feather recharged?
"plume provides her with 1 panache point that can be used for that deed"
A lot of these question can be answered very easily with RAI it works this way but RAW this items does nothing ![]()
![]() @ Jayson - This is by far the exception to the norm. Most players will not have anywhere near that may circumstantial benefits and Pirate Bob's answer is indeed the ideal way to handle this. In the instances where you have 9001 circumstantial bonuses then a card with your circumstantial benefits should be prepared and given to the gm to reference. Taking it one step further and add in what GM lamp said: As the GM have players give you their roll + any non circumstantial bonuses. "Will Save? 8 on the die so with my normal will save 16" Then if they fail but are within 5 points of passing you can ask if they have any situation benefits that may add to that roll. They then list the benefits and you apply them only if it matters and simply say you passed or failed. Doing it this way still may tip them off a little* but cuts down on the book-work aspect. A pretty good happy medium between not providing details about somethign thats suposed to be hidden and maintaining the flow of the game *You can always ask a few time for bonuses even when it wont matter just to throw players off from being able to use this question to garner information. |