| Hobgoblin Shogun |
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.
Holt
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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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| Hobgoblin Shogun |
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.
Mosaic
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Pathfinder Lore Warden is nice too. Give up Shield, Heavy and Medium Armor Proficiencies for more skill points.
Jaryn Wildmane
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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.
| Johnico |
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.
| Hobgoblin Shogun |
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.
| Hobgoblin Shogun |
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?
Jaryn Wildmane
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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.