Swashbuckler and the Duelist!


Advice


So there's a few different things I'm thinking about. The official Duelist PrC in PF and this guy from 3.5, who's been updated a few different places:

http://www.pathfinderdb.com/character-options/classes/172-swashbuckler

Do you think a swashbuckler 6/ Duelist X is a good idea? Do you have other opinions on either class?

The other goal is to optimize a Rogue 2/Fighter 5/Duelist 2. That's the set up. Certainly offer suggestions for other builds, but specifically for that character, those are the levels he needs.

Liberty's Edge

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Will this work for you?

UNNAMED HERO CR 8
Male Elf Duelist 2 Fighter 5 Rogue 2
CG Medium Humanoid (Elf)
Init +9; Senses Low-Light Vision; Perception +14
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DEFENSE
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AC 31, touch 20, flat-footed 23 (+7 armor, +2 shield, +7 Dex, +2 natural, +2 deflection, +1 dodge)
hp 55 (7d10+2d8)
Fort +5, Ref +10, Will +2
Defensive Abilities Bravery +1, Canny Defense +2, Evasion, Parry; Immune sleep; Resist Elven Immunities
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OFFENSE
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Spd 30 ft.
Melee +1 Agile Sword, Aldori Dueling +16/+11 (1d8+9/17-20/x2) and
Unarmed Strike +13/+8 (1d3/20/x2)
Special Attacks Precise Strike, Sneak Attack +1d6, Weapon Training: Blades, Heavy
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STATISTICS
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Str 10, Dex 20, Con 10, Int 16, Wis 10, Cha 13
Base Atk +8; CMB +8; CMD 28
Feats Aldori Dueling Mastery, Dodge, Elven Weapon Proficiencies, Exotic Weapon Proficiency: Sword, Aldori Dueling, Improved Critical: Sword, Aldori Dueling, Mobility, Quick Draw, Rogue Weapon Proficiencies, Spring Attack, Weapon Finesse, Weapon Focus: Sword, Aldori Dueling
Skills Acrobatics +17, Bluff +13, Diplomacy +13, Intimidate +11, Perception +14, Perform (Dance) +6, Sleight of Hand +17, Stealth +17
Languages Celestial, Common, Draconic, Elven, Sylvan
SQ Armor Training 1 (Ex), Elven Magic, Trapfinding +1
Combat Gear +1 Agile Sword, Aldori Dueling, +3 Mithral Chain Shirt; Other Gear Amulet of Natural Armor +2, Ring of Protection, +2
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SPECIAL ABILITIES
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Aldori Dueling Mastery Gain combat benefits when using Aldori dueling swords
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Bravery +1 (Ex) +1 Will save vs. Fear
Canny Defense +2 (Ex) +INT bonus to AC (max Duelist level).
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Elven Magic +2 racial bonus on caster checks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mobility +4 to AC against some attacks of opportunity.
Parry (Ex) Forego an attack to defend against enemy attacks.
Precise Strike (Ex) Extra damage when using light / 1-handed Piercing weapons.
Quick Draw Draw a weapon as a free action. Throw at full rate of attacks.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Trapfinding +1 +1 to find or disable traps.
Weapon Training: Blades, Heavy +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades

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Whoa, that's sweet! Thank you. Though the Aldori Dueling is slashing, isn't it?

Liberty's Edge

Hobgoblin Shogun wrote:
Whoa, that's sweet! Thank you. Though the Aldori Dueling is slashing, isn't it?

Aldori Dueling Mastery makes it count as piercing for Duelist abilities.


Hmmm. Indeed it does.

Aldori Dueling Mastery (Combat)
You have mastered the grueling fighting style perfected by the Aldori Swordlords.

Prerequisites: Weapon Proficiency (Aldori dueling sword), Quick Draw, Weapon Finesse, Weapon Focus (Aldori dueling sword).

Benefit: You gain a +2 bonus on Initiative checks as long as you start combat with an Aldori dueling sword in your hand. As long as you wield only a single Aldori dueling sword in one hand, you gain a +2 shield bonus to your AC—if you wield the sword in two hands, this bonus drops to a +1 shield bonus to AC. Although the dueling sword inflicts slashing damage, you treat it as if it were also a piercing weapon when determining the effects of weapons used by a duelist.

Cool. Then I guess guess which fighter archetype to take is a question. Looks like you went with straight fighter. The Aldori Swordlord seems the obvious choice. 1st and 3rd Armor Trainings replaced by a +1 bonus to AC against melee attacks until the beginning of his next turn, but it doesn't get to +2 until 7th. At 5th, though, they get Disarming Strike, which is pretty sweet. Successfully disarms an opponent and deals normal damage to the target, minus any Str bonus dmg.

Though I like the Free Hand Fighter. At 2nd level, you get a +1 bonus to CMB and CMD on disarm checks and on Bluff checks to feint or create a diversion to hide. At 3rd level, +1 dodge bonus to AC. At 5th level, a free hand fighter gains a +1 bonus on attack and damage rolls when wielding a melee weapon in one hand and leaving his other hand free.

Sovereign Court

Pathfinder Battles Case Subscriber; Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Charter Superscriber

Pathfinder Lore Warden is nice too. Give up Shield, Heavy and Medium Armor Proficiencies for more skill points.


Mosaic wrote:
Pathfinder Lore Warden is nice too. Give up Shield, Heavy and Medium Armor Proficiencies for more skill points.

Quite. I certainly won't be using them.


@Holt Seems like a few wonky things in your math. Somehow you have a +7 to your AC for Dex, despite a Dex 20. And I guess you have shield too? I don't see what kind of shield it is. Besides, it's kind of not with the flavor.

EDIT: Oh, right Mastery again.

The Exchange

Pathfinder Rulebook Subscriber

Duelist's canny defense ability reads: When wearing light or no armor and not using a shield, a duelist adds 1 point of Intelligence bonus (if any) per duelist class level to her Dexterity bonus to modify Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.


Hobgoblin Shogun wrote:

Aldori Dueling Mastery (Combat)
You have mastered the grueling fighting style perfected by the Aldori Swordlords.

Prerequisites: Weapon Proficiency (Aldori dueling sword), Quick Draw, Weapon Finesse, Weapon Focus (Aldori dueling sword).

Benefit: You gain a +2 bonus on Initiative checks as long as you start combat with an Aldori dueling sword in your hand. As long as you wield only a single Aldori dueling sword in one hand, you gain a +2 shield bonus to your AC—if you wield the sword in two hands, this bonus drops to a +1 shield bonus to AC. Although the dueling sword inflicts slashing damage, you treat it as if it were also a piercing weapon when determining the effects of weapons used by a duelist.

Emphasis mine, showing where the +2 shield bonus came from.


Jaryn Wildmane wrote:
Duelist's canny defense ability reads: When wearing light or no armor and not using a shield, a duelist adds 1 point of Intelligence bonus (if any) per duelist class level to her Dexterity bonus to modify Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.

Hmmm. That definitely effects max Dex Armor considerations.


Also, I have no idea, but how's your CMD 28? Does Weapon Focus add too? And Weapon Training is only against attacks with those weapon types right?Otherwise its 10+Dex+Str+BAB, so 23? Or 25 with Uncanny Defense since it makes AC Dex Mod +7, so that adds to CMD as well? So then magical equipment adds somewhere? Do deflection and dodge bonus count as well?

The Exchange

Pathfinder Rulebook Subscriber
Hobgoblin Shogun wrote:
Also, I have no idea, but how's your CMD 28? Does Weapon Focus add too? And Weapon Training is only against attacks with those weapon types right?Otherwise its 10+Dex+Str+BAB, so 23? Or 25 with Uncanny Defense since it makes AC Dex Mod +7, so that adds to CMD as well? So then magical equipment adds somewhere? Do deflection and dodge bonus count as well?

From the prd:

Combat Maneuver Defense: Each character and creature has a Combat Maneuver Defense (or CMD) that represents its ability to resist combat maneuvers. A creature's CMD is determined using the following formula:

CMD = 10 + Base attack bonus + Strength modifier + Dexterity modifier + special size modifier

The special size modifier for a creature's Combat Maneuver Defense is as follows: Fine –8, Diminutive –4, Tiny –2, Small –1, Medium +0, Large +1, Huge +2, Gargantuan +4, Colossal +8. Some feats and abilities grant a bonus to your CMD when resisting specific maneuvers. A creature can also add any circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC to its CMD. Any penalties to a creature's AC also apply to its CMD. A flat-footed creature does not add its Dexterity bonus to its CMD.

Liberty's Edge

Math should be all good as I let herolab do it for me. Awesome program for theorycraft builds. Went archetypless as I wasn't sure what was bing allowed in the game you were playing in.

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