Everyman Archetypes: Swashbuckler (PFRPG) PDF

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Prepare to buckle your swash with Everyman Archetypes: Swashbuckler! From the mind behind the Pact Magic Unbound series and Guidance, Everyman Archetypes: Swashbuckler provides all-new options for the Pathfinder Roleplaying Game's most cinematic melee class. Within Everyman Archetypes: Swashbuckler, you will find:

  • Six all-new swashbuckler archetypes, including the daredevil, the oppugnant duelist, and the vainglory swashbuckler, who customizes her panache with her own set of personal deeds.
  • A dozen new feats to customize your swashbuckler's fighting style and panache, including Two-Weapon Panache for sword-and-dagger users as well as Skillful Bravado for swashbucklers with a more skillful edge.
  • And much, much more!

With Everyman Gaming, innovation is never more than one purchase away!

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An Endzeitgeist.com review

4/5

The first Everyman Archetypes-pdf clocks in at 10 pages, 1 page front cover, 1 page editorial, 1 page SRD, leaving us with 7 pages of content, so let's take a look!

So, after a page that explains the basic design-tenets of the options herein, we are introduced to the daredevil. The signature deeds of this archetype allow it to use acrobatics and panache reactively to roll a skill-check versus an attack-roll to negate a particular assault. The expenditure of a finite resource saves this particular ability from the by-now old "EZG rants on skills versus atk"-tirade - while I remain not a big fan of it, I'll shut my trap for now. 3rd level sees a significant passive Acrobatics-bonus, increasing the mobility of the class. At 7th level, a kind of improved Spring Attack that also works with Vital Strike deserves special mention - why? Because the agile, devastating blow pretty much can be considered to be something the swashbuckler ought to have been able to do in the first place. Speaking of which - 5th level (and 9th) net the daredevil free Vital Strike with light and one-handed piercing weapons as well as a minor damage/atk-bonus, further emphasizing the concept provided by the aforementioned deeds. The capstone is an auto-crit-confirmer with better threat-range and multiplier, which, as you can probably glean, makes level 20 swashbucklers damage-monsters.

The dashing commander is essentially a cha-based specialist of Battle Cry, becoming immune to fear while under battle cry, with options to enhance ally-rerolls and morale benefits. The capstone also enhances the rerolls gained. Overall solid, if not that interesting. Oppugnant Duelists can use panache to gain surge-like 1d6-benefits to social skills - here, the interesting concept would be the exploding die: On a 6, the duelist may roll again and add the results together. Yes, I love this. Why? Because I will never forget the one time my elven Infiltrator managed to best an undead dragon in Shadowrun by making a check versus 37. The face of my then DM was priceless as the 6s came coming. Exploding dice rock. Even better, the archetype provides full synergy with the stellar Psychological Combat-pdf - while you do not require it, I do suggest you get this inexpensive gem. Another cool archetype, mainly because it plays like fun and can duplicate in game the unlikely deeds one associates with swashbuckling.

The Rapscallion gets 6+Int skill ranks per level and a modified proficiency list. Beyond these, they regain 1 panache whenever they roll a natural 6 on a sneak attack damage dice - sneak attack is gained at 3rd level and increases by +1d6 at 6th level and every 3 levels thereafter. So yeah, this is the rogue-y swashbuckler and it makes sense, with rogue talents being added to the array of bonus feats available. The archetype also is particularly adept at using dirty tricks and feints. The class pays for this by losing precise strike, menacing swordplay and superior feint. I do like this one, but I am not sold on the sneak attack damage dice related panache-regain - it asks to be gamed and a cap per round, scaling upwards, would have somewhat mitigated the temptation of experimenting with number of attack-increasing trickery. That being said, on its own for more linear builds, the math checks out.

The Two-Weapon duelist gains a form of rend with two weapons and may utilize panache and AoOs as resources to render two-weapon combat more efficient -all in all solid, though I wished the pdf sported a means for the two-weapon specialist to be more agile - after all, that's the main drawback of two-weapon fighting in the first place and the one concept that does not line up well with the base class. Vainglory swashbucklers may gain personal deeds - they essentially can treat feats they do not own as deeds, with an ample list provided.

There also are new feats herein, though not all of them made me cackle with glee: Take Charmed Panache: While you have 1 panache, charmed life allows you to add cha-mod to all saves, with a failure ending it - this essentially triples the effect of the base ability and makes it passive. Nope, not gonna happen in my group. Feint targets of charges, on the other hand, is pretty much what I expected the base class to handle, so yeah, nice. There obviously is a Dex-to-damage feat and a means to negate AC-penalties imposed by feats you use via Bluff would be another one that may be okay, but also not earthshattering. A feat that allows for swashbuckling via natural attacks, on the other hand, pretty much is a huge enabler for a vast array of builds, so kudos there, though the built-in Dex-mod replacement makes the feat a bit stronger than the base take. Panache regain via natural 20s of combat maneuvers or skills is interesting. The pdf also sports a feat that allows you to swashbuckle with shields, emphasizing the blocker-aspect of the class and two-weapon precise strike synergy is nice as well.

Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to Everyman Gaming's two-column full-color standard and sports actual unique full-color artworks - nice to see in such a small pdf. The pdf comes fully bookmarked for your convenience.

Alexander Augunas is right now one of my favorite crunch-designers and there is a reason for that - not one of the archetypes herein is boring, all of them radically change the way in which the base-class of the swashbuckler plays, and imho, in most cases, for the better. More than that, the archetypes do interesting things with their mechanics, things I have not seen other archetypes do - and this is worth quite a bit to me. Among a flood of boring +/--exchanges, these stand out. What this pdf manages to achieve is impressive in that it takes a base class frame-work that did not impress me and refined it to the point, where the archetypes herein imho are closer to what the class was trying to do in the first place.

At the same time, however, I am not 100% sold on some design-decisions herein -now don't get me wrong, they are NOT bad; they tend to be mostly mathematically sound and some sample builds in action proved that they are functional. Not all are perfect, though and ultimately, I wished some of them went one step beyond, further utilizing the awesome base mechanics Alex has devised to a fuller extent. That being said, I do consider the archetypes herein to be a vast blessing for the swashbuckler class and ultimately, a must-have addition to the class's roster. Still, in the end, I can't bring myself to absolutely unanimously recommend it - perhaps I've been spoiled by Alex' designs, but I found myself wishing that some of the archetypes herein went one step further to set them apart versus the base class, that they did slightly more with their utterly awesome unique rules-components. This, combined with the minor concerns mentioned above, makes me settle on a final verdict of 4 stars, with the caveat that fans of the swashbuckler class who want it to actually work better in its chosen field should definitely get this inexpensive pdf.

Endzeitgeist out.


Something new for the Swashbuckler

4/5

Everyman Archetypes: Swashbuckler is another PDF from Everyman Games, this one providing some new character options and feats for the new swashbuckler class from the ACG. It's ten pages long, with one for the cover, one for credits, the table of contents, and the OGL, leaving six pages of new goodies for the players.

We get a list of design goals for the new material on the ToC page. Basically, they want to make swashbucklers more mobile, a little more like the fighter, and give more options then the basic rapier-and-free hand style. How well do they do? Let's see.

First come the new archetypes, with the Daredevil appropriately leading the charge. They get the ability to use attacks of opportunity and panache to dodge attacks by using Acrobatics. If it works, the swashbuckler can move up to her speed so long as she stays within the threatened area of the creature who attacked her. She can also do a better high jump and can make a dashing attack, which means she can move her full speed and make an attack without provoking AoO. She can also use it in connection with any feat or ability that works with the attack action like Vita Strike. Which is a good thing, as she gets the Vital Strike feat chain with light and piercing weapons along with bonuses on hit and damage rolls. This sounds like one solid archetype to me, for someone who's going to be running all over the battlefield and cutting down opponents left and right like some character from a chanbara samurai movie.

The Dashing Commander gets the Battle Cry feat, and the commander can use panache to add her Charisma bonus to the rerolled save permitted by the feat. And she becomes immune to fear while under its effects. And she grants a damage bonus to anyone affected by the feat inclyding herself in place of swashbuckler weapon training.

The Opuggnant Duelist fills the role of the obnoxious swordsman who verbally abuses and taunts his opponent into making a rash mistake. It relies on the rules given in Everyman Games Psychological Combat PDF, which is a worthy buy itself, but without that may be of limited use. Basically it allows you to use panache do even better with several interpersonal skills and to be able to antagonize, demoralize, or feint someone after striking them. You can also use several maneuvers with greater ease on someone you've rattled as well, which feels very right for this sort of character.

The Rapscallion can do better with dirty tricks in exchange for losing menacing swordplay and gets rogue talents along with the usual bonus feats. They also get sneak attacks instead of precise strike. Very fine for anyone looking to play a swashbuckling rogue.

The Two-Weapon Duelist is for anyone who wants to fight Florentine, granting Two-Weapon Fighting and Weapon Finesse feats at first level, and changing some maneuvers to improve them over time.

The Vainglory Swashbuckler gets to exchange their normal deeds for combat feats. They don't need the usual prerequisites for these new deeds, but they will need some panache to use them. We also get some advice on how this very loose archetype works with the others listed here and elsewhere, which is appreciated.

The new feats come next. Graceful Precisionallows you to use your Dexterity rather than Strength to determine weapon damage when using any light melee weapon one-handed, as well as getting a bonus on confirming critical hits. Feral Grace lets you treat any one natural weapon like a one-handed piercing weapon for all feats and abilities meant to work with such a weapon. You can also add your Dexterity modifier to the damage roll.

Maneuver Bravado allows you to regain panache with a natural 20 on the check for any one combat maneuver as well as the ability to use panache to make the maneuver roll twice and take the better result. Redirect Force makes it easier to parry attacks from larger foes and gives a bonus on the counterattack. Shielded Panache allows you to use a small or large shield together with any swashbuckler ability that normally only allows for a buckler.

Anyway, this PDF was meant to offer new options for the swashbuckler, and it does so in very fine fashion save for one or two little hiccups. It certainly made me think about playing a swashbuckler character, which is a good trick given that the class didn't appeal to me much before. I'm going with four stars, and I'd say five for anyone who wants to play the swashbuckler class in Pathfinder.


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Contributor

Thanks Liz!

If you'd like to see a one-page preview of Everyman Archetypes: Swashbuckler, are interested about the character on the product's cover, or simply want to check out what Everyman Gaming, LLC is up all of our/my escapades are played out frequently on our Facebook page. Hope to see you there!


Looks interesting! By remote chance is there an elven archetype which focuses on the elven curve blade?

Cheers
Volf

Contributor

Volvogg wrote:

Looks interesting! By remote chance is there an elven archetype which focuses on the elven curve blade?

Cheers
Volf

Not yet. I didn't do any racially-charged archetypes for this product. There is, however, an archetype devoted to Two-Weapon Fighting.


In the cart, waiting for the triple-whammy of car service/registration/fiance's birthday to pass. I love me some swashies! (And the two-weapon archetype sounds like exactly the thing I've been longing for!)


Are there any fully detailed PC/NPCs? I would be nice to have at least one of each archetype. Great to have a low and high level version. Fantastic to have... I know. This is not a character book. :-)

Contributor

Cyrus Karloff wrote:
Are there any fully detailed PC/NPCs? I would be nice to have at least one of each archetype. Great to have a low and high level version. Fantastic to have... I know. This is not a character book. :-)

I didn't do any NPCs in this book. If an NPC book is something that I hear a lot of demand for, though, I can certainly look into making that happen in the future.


Just posted a review; and if anyone thinks I tend to stick too much information in or get too wordy, please let me know.

Also, I really do love this PDF; it makes me want to play a daredevil archetype swashbuckler, especially if I can do them up as an Aldori Swordlord for/from Kingmaker. That one gives me the feel of some cinematic samurai in a chanbara movie racing all over the battlefield and chopping everyone up.

Contributor

1 person marked this as a favorite.

Thanks for the review, Erik!

Quote:
One feat does seem oddly worded. Two-Weapon Panache allows you to use a light or one-handed piercing melee weapon in your off hand while using the precise strike deed, but at the same time doesn't allow you to deal the extra precision damage granted by the precise strike deed. The Improved Two-Weapon Panache feat remedies this, but the working on the first feat still feels odd. Maybe the intent was that you couldn't spend a panache point to double the normal damage with it?

Basically, with the standard swashbuckler attacking with a weapon in the off-hand "turns off" precise strike deed, as in none of your attacks get the damage bonus. The first feat in the chain is designed to TWF, just without the bonus damage on the off-hand attack. Taking the second feat allows you to deal the extra damage in-full. Its a design choice that respects Paizo's concern regarding TWF and swashbuckler damage without making the fighting style completely worthless. It lets you play the iconic rapier-and-dagger duelist while making that concept rightfully difficult to get.


Ah! Thanks for explaining that, Mister Augunas. I'll edit the review.


How comes that the Vainglory Swashbuckler has no first-level deeds? Even deeds normally gained at 1st level are instead listed ad 3rd level signature deeds. Is this intentional?


Reviewed first on endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on OBS and d20pfsrd.com's shop.

Contributor

Bardess wrote:
How comes that the Vainglory Swashbuckler has no first-level deeds? Even deeds normally gained at 1st level are instead listed ad 3rd level signature deeds. Is this intentional?

Because the design is based off of the qinggong monk. Plus letting you swap around the 1st-level deeds makes the class too attractive for dipping for my tastes.


Coincidentally, that's what I figured and why I did not complain about the significant added flexibility. Now, Alex, will you utilize the cool mechanics used herein in more extensive fashion in future publications? I really enjoyed some of them! :D

Contributor

Endzeitgeist wrote:
Coincidentally, that's what I figured and why I did not complain about the significant added flexibility. Now, Alex, will you utilize the cool mechanics used herein in more extensive fashion in future publications? I really enjoyed some of them! :D

What mechanics specifically would you want to see? I can confirm that the upcoming Everyman Archeypes: Skald will have an archetype for skalds that is built around using raging song to antagonize enemies.


1 person marked this as a favorite.

The versatility of vainglory was great - high player agenda. The exploding dice-tricks can be awesome if handled properly. I also loved how the mechanics made the swashbuckler more mobile in general - basically anything that helps the poor hybrid classes be what their name actually implies. And yes, i will keep a close eye on he skald - the result of this pdf was that the base swashbuckler still does not see any use in my games, but some of my players will play the archetypes once in a while, so that's a triumph.

Btw.: Samsaran Compendium and Microsized Adventures coming up next, in pretty quick succession. Both having their testing done. :)

Contributor

Endzeitgeist wrote:
The versatility of vainglory was great - high player agenda. The exploding dice-tricks can be awesome if handled properly. I also loved how the mechanics made the swashbuckler more mobile in general - basically anything that helps the poor hybrid classes be what their name actually implies. And yes, i will keep a close eye on he skald - the result of this pdf was that the base swashbuckler still does not see any use in my games, but some of my players will play the archetypes once in a while, so that's a triumph.

I can understand that. I have a swashbuckler in PFS and I'm not too keen on playing him myself. In my opinion, its a feat-starved class that had its niche stolen out from under it by the unchained rogue. (Which I had no way of knowing would happen when I wrote this product.)

Quote:
Btw.: Samsaran Compendium and Microsized Adventures coming up next, in pretty quick succession. Both having their testing done. :)

Looking forward to them both! Those are two products that I'm nervous about, mostly because Microsized Adventures was intended to be so WEIRD and the Samsaran Compendium is sort of like my, "Well, can he write cool stuff about races that AREN'T fox people?" product.

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