
Mein |
7 people marked this as a favorite. |
I'm really not seeing the issue here. Or, slightly more accurately, I think its a pretty minor problem
I think you're looking at it slightly backwards. You decide which skills you want to maximize and THEN build the swashbuckler around it.
Everybody (except Rogue and Investigator) have to live with the fact that they're more narrowly focussed than perhaps they'd like. Why should Swashbucklers be any different?
The Acrobat dedication goes a long way to fixing this. Acrobats have LOTS of class skills that they REALLY want to take so not being able to branch out is a pretty minor issue for them in practice.
And if you REALLY want to excel in skills there are always the options of multiclassing into Rogue or Investigator OR playing a rogue who multiclasses into swashbuckler and plays largely as a swashbuckler. It doesn't have to say swashbuckler on your sheet in order for you to be able to buckle with the best of them :-)
Do you lose access to sneak attack if you don't max your thievery as rogue? Does your spell power degrade if you don't max out religion as cleric? Does ranger somehow become worse in battle if they ditch survival/nature? Now, does swashbuckler become worse if they don't max their acrobatic/style? Acrobatic and style skill is heavily tied into their class feature that not investing into them is basically self-sabotage. Any other method to gain panache is either unreliable (killing off with finisher) or happen once a battle ('after you' feat). Of course, you can just focus in one skill feat, but if your style is useless (gymnast against ghost or fencer against mindless) or against extremely high save, you wish you picked acrobatic.
I will repeat this again, acrobat should not be the fix for swashbuckler. No class should need specific archetype to fix their flaw. It's even worse than feat tax because you can't branch out and take interesting dedication easily.
As for which skill to max before picking swashbuckler, while it is nice, sometimes you want to get a skill or two outside of what's available to help the party against out of combat problem.