Revised Swashbuckler Discussion


Class Discussion

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Knifechief wrote:
Chris Parker wrote:
Not to mention that most GM's roll while declaring the attack, leaving very little room to mention that you're parrying.
I hadn't thought about this, but that's a really good point. The ability basically requires Swashbuckler-like reflexes on the player's part.

The best thing to do is set up an "if then" with the DM ahead of time. The most common one would be "i always attempt to parry if i have at least 2 panache"


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I still think they should ditch the precision damage and just give dex to damage with their swashbuckler weapon. Otherwise many people will just go with dervish dance which gets boring fast.


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Stephen Radney-MacFarland wrote:
Rynjin wrote:
Feat taxes are lame, mmkay?
I agree.

And yet, that's the "fix" you guys went with for any/everyone who wants to swashbuckle with a non-Rapier sword?

/disappointment

Liberty's Edge

Googleshng wrote:


Charmed Life- ...Also, as written, this stacks with a paladin's divine grace. 2 levels in each class and you have double-cha to your saves.

Bonuses from the same source don't stack. Charmed Life and Divine Grace come from the same source, Charisma.


Neo2151 wrote:
Stephen Radney-MacFarland wrote:
Rynjin wrote:
Feat taxes are lame, mmkay?
I agree.

And yet, that's the "fix" you guys went with for any/everyone who wants to swashbuckle with a non-Rapier sword?

/disappointment

Why would I use a rapier when I can dervish dance a scimitar?


Westley Roberts wrote:
Googleshng wrote:


Charmed Life- ...Also, as written, this stacks with a paladin's divine grace. 2 levels in each class and you have double-cha to your saves.

Bonuses from the same source don't stack. Charmed Life and Divine Grace come from the same source, Charisma.

Same source would be same class ability / feat / bonus type. As written, it works.


To be fair, it also lets you use a non-Rapier sword with weapon finesse with any other class you might wish to use. Weapon Finesse ninja with a katana, for instance.


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To be even more fair, the entire point of the class is a character built around finesse fighting.
It should have been built right into the class instead of being a tacked-on feat.

Besides, javelins.


Prominence wrote:
Westley Roberts wrote:
Googleshng wrote:


Charmed Life- ...Also, as written, this stacks with a paladin's divine grace. 2 levels in each class and you have double-cha to your saves.

Bonuses from the same source don't stack. Charmed Life and Divine Grace come from the same source, Charisma.
Same source would be same class ability / feat / bonus type. As written, it works.

That's a really old argument beaten into the ground elsewhere.

Contributor

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Initial Impressions:

Weapon Finesse at 1st Level? It counts as the feat for feat and prestige class prerequisites? Thank GOD!

I adore the Charmed Life ability. Its wonderfully appropriate and oodles of fun. That said, there might be abuse with a Paladin / Swashbuckler adding double their Charisma on saving throws several times a day.

So yeah, my number #1 problem with the class wasn't addressed however. That problem was the absolute lack of support for slashing weap— ... Slashing Grace? SLASHING GRACE?! SLAAAAAAAAASHING GRAAAAAAAAAAAACE?!

So wait, if I select this feat, my chosen weapon is considered a piercing weapon for all effects, RIGHT? And the Swashbuckler's Finesse ability allows me to finesse all piercing weapons, RIGHT?!!?!?

Did ... did you just allow me to use Weapon Finesse with a Katana?

I freaking love you guys. I love you guys soooooooo much. This class is finished. Perfection. Print it. Mail it. Ship it to me now, please. I'll be waiting with outstretched "gimmie gloves."


Its been said a few times and I think Cheaply even linked it in the other thread. The core designers(aka the group that will write this book) think that dex to damage is almost too powerful to be a MYTHIC feat so we wont be seeing it in any class(gunslinger being an exception because of all the built in firearm weirdness). All other dex to damage options are in the Golarion specific books that are overseen by someone who isn't on the core team that thinks dex to damage isn't overpowered. So dervish dance and agile get into the game allowing that trope but I bet the core.design team wish it.wasn't. Its probably not going to happen the need for other dex.to damage options have been howled about on the board and I'm pretty sure they aren't going to change their mind.


If you let people use the Katana or some weapon better than a rapier without making them cough up the feat then katana becomes the only choice to avoid people abandoning the rapier altogether... which is the most iconic image of a swashbuckler out there.


Only if you spend both your level 1 feats on it as a human, or your level 1 and 3 feats on it. Still, it's better than nothing. Personally, I'm glad the feat exists, but it does mean having to spend a feat to use a weapon that's pretty much a staple of the Swashbuckler. Personally, I still reckon that light/one handed bladed weapons would be a far better qualifier for the weapons. Possibly even light/one handed members of the light blades and heavy blades Fighter weapon training groups.


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proftobe: There is a vast difference between dex to damage for every weapon and dex to damage with one underpowered fighting style.

Liberty's Edge

I have to agree. Despite the lack of Cha support with a Dwarf... I can now wield a Dwarven Waraxe with Finesse... and add precision damage. It's not optimal... but it is possible.


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Requiring a feat to be able to swashbuckle with a longsword or cutlass is dumb.
Katana remains an Exotic Weapon Prof. and is balanced by the fact that you still need the EWP feat.

Liberty's Edge

Jiggy wrote:
Is it my imagination, or does Swashbuckler Finesse let you use DEX to hit with morningstars and such? And the same when you take the new Slashing Grace feat?

Yes, yes it does...morningstars are bludgeoning and piercing, so it works...useful for skeletons :]


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BigNorseWolf wrote:

proftobe: There is a vast difference between dex to damage for every weapon and dex to damage with one underpowered fighting style.

agreed this class,is begging for a Dex to damage mechanic, or alternatively a charisma based flat bonus that ramps up by level alas the duelist would also work. Some how though it needs to make up for being well behind on the damage treadmill.


Dot


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Vaellen wrote:
I still think they should ditch the precision damage and just give dex to damage with their swashbuckler weapon. Otherwise many people will just go with dervish dance which gets boring fast.

I don't see why you'd want to give up adding your level to damage in place of dexterity, unless you're only planning to dip the class.

From where I sit, the fixes still needed at this point roughly go:

- Fort instead of or in addition to Ref as a good save.
- Dex instead of str to damage at 4th level.
- Add a feat that emulates power attack without the str requirement for one-handed piercing weapons (presumably with the same requirements as Slashing Grace here and a +1 BAB).
- Fix the over-costed deeds laid out in that last post, and maybe flip Swashbuckler's Edge with derring-do in terms of both when they're unlocked and what they cost to activate.
- Honestly just drop the spend a panache for double the bonus on precise strike and let it double on a crit as normal. The more I think about it, all this does is arbitrarily penalize what should be the primary combat style of the class. You are honestly so much better two-weapon fighting with a swashbuckler right now. Full damage on your crits, swift actions and panache points free to spend on other things, more panache rolling in because you're attacking more often. Why do people keep asking for better support here?
- Add some extra deeds and/or feats that allow swashbucklers to do something interesting that other classes can't do. I might never shoot a lock off a door or stop bleeding with a hot barrel as a Gunslinger, but they give some unique flavor. Swashbuckler feats are pretty much all just inferior alternatives to existing feats with limited usage except for kip-up and bleeding wound.

None of these should require trade-offs anywhere else, this is just to bring them up to being roughly on par with any other full-BAB class.


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I don't have the book that cutlass is in.

Therefore, rather than just being scimitars without the perks, all of my cutlasses are scimitars.

What the other folks suffer from is what we call "an embarrassment of riches."


BigNorseWolf wrote:

proftobe: There is a vast difference between dex to damage for every weapon and dex to damage with one underpowered fighting style.

l agree I'm not the one you need to convince. I agree with JJ thinking that the dex focus warrior isn't very well represented in PF. All I was saying is that it probably ain't gonna happen especially given how far they've gone to try and create a dex based fighter without it being a dex based fighter(precise strike). I'm just saying we should focus our efforts on other changes that might be made because IMO dex to damage is a non starter for the team.

PS
I am not a part of the design team nor do I have any special insight into their process. I'm just saying that any further dex to damage is probably coming out of the Golariin side rather than the core books given what has been said before by the team.


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BigNorseWolf wrote:
proftobe: There is a vast difference between dex to damage for every weapon and dex to damage with one underpowered fighting style.

That's true. And I hope the design team realizes this. Dervish Dance has been around for quite a while now, and it doesn't come even close to obsoleting Str builds, despite the fact that scimitars are the best 1-handed weapon in the game. The only combat style that is less powerful than dueling (maybe) is TWF with 2 different weapons.

- Add Dex-to-damage but limit it to dueling (and maybe TWF) and only while using light or no armor and no shield (other than buckler) and it'll will still be balanced.

- Dueling is a incredibly weak combat style. Dex to damage merely makes it a viable (although still underpowered) choice. It'd also be much more flavorful than yet another static number.

- Same goes for Swashbuckler Initiative. It should add Cha to Initiative instead of an static +2. Static numbers are boring, but if the Swashbuckler adds Cha, it feels like he's making such a grand entrance that everyone hesitates to look at him.

- Remove Charmed Life. Give the Swashbuckler a good Fort save and the ability to replace Wisdom with Cha for will saves at 7th level or so. That gives the character a fighting chance and is high level enough to avoid dippers.

And I still don't understand why not simply give the class Weapon Finesse at 1st level, especially now that it counts as WF for the purpose of fulfilling prerequisites. Rapiers can be used with Weapon Finesse, so what's the problem? And how come SBs are not proficient with whips?

It's rather frustrating how Paizo seems so eager to buff the Arcanist (a freaking arcane full caster) and so hesitant to give the SB a good save and Dex to damage because it'd be "unbalanced".

The whole point of the class is being a Dex-based warrior! Just go ahead and make it a Dex-based warrior!


Lazurin Arborlon wrote:
BigNorseWolf wrote:

proftobe: There is a vast difference between dex to damage for every weapon and dex to damage with one underpowered fighting style.

agreed this class,is begging for a Dex to damage mechanic, or alternatively a charisma based flat bonus that ramps up by level alas the duelist would also work. Some how though it needs to make up for being well behind on the damage treadmill. Emphasis, Mine.

Not sure how, but did you miss this?

Advanced Class Guide Playtest Materials wrote:
Precise Strike (Ex): At 3rd level, as long as she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to her damage roll. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown melee light or one-handed piercing thrown melee weapons, as long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike. The extra damage of precise strike is precision damage, and isn’t multiplied with a critical hit.

Precise Strike vs Pumping Strength (or Dex to Damage)

• Precise Strike is +1 damage per level.
• Strength (or Dexterity) bonus is about +4 at 1st level up to +9 at 16th level. (+13 if two-handing a weapon)

One Handed & Shield vs. Two-handed
• One handed power attack - +2 damage at 1st level to +10 at 16th level.
• Two handed power attack - +3 damage at 1st level to +15 at 16th level.
• Swashbuckler can wield a buckler, so scaling AC Bonus of +1 to +6.

These all seem like fair trade offs to me.

Contributor

MechE_ wrote:

Precise Strike vs Pumping Strength (or Dex to Damage)

• Precise Strike is +1 damage per level.
• Strength (or Dexterity) bonus is about +4 at 1st level up to +9 at 16th level. (+13 if two-handing a weapon)

One Handed & Shield vs. Two-handed
• One handed power attack - +2 damage at 1st level to +10 at 16th level.
• Two handed power attack - +3 damage at 1st level to +15 at 16th level.
• Swashbuckler can wield a buckler, so scaling AC Bonus of +1 to +6.

These all seem like fair trade offs to me.

All of that Str or Dex doubles on a crit without having to use a consumable resource. None of the two handed power attack turns off versus certain creatures, or potentially turns off because you use feats/class abilities. Armor training and heavy armor make up more than that +6


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Archer Paladins just found their perfect Dip class.

Two levels gets them some much-needed melee ability using their prime stat, and the ability to add their Charisma to their saves again.

Not necessarily a bad thing, but certainly interesting.


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proftobe wrote:
Its been said a few times and I think Cheaply even linked it in the other thread. The core designers(aka the group that will write this book) think that dex to damage is almost too powerful to be a MYTHIC feat so we wont be seeing it in any class.

We're aware. We keep bringing it up because we feel - with significant evidence - that the design team is dead wrong.


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DiegoV wrote:
MechE_ wrote:

Precise Strike vs Pumping Strength (or Dex to Damage)

• Precise Strike is +1 damage per level.
• Strength (or Dexterity) bonus is about +4 at 1st level up to +9 at 16th level. (+13 if two-handing a weapon)

One Handed & Shield vs. Two-handed
• One handed power attack - +2 damage at 1st level to +10 at 16th level.
• Two handed power attack - +3 damage at 1st level to +15 at 16th level.
• Swashbuckler can wield a buckler, so scaling AC Bonus of +1 to +6.

These all seem like fair trade offs to me.

All of that Str or Dex doubles on a crit without having to use a consumable resource. None of the two handed power attack turns off versus certain creatures, or potentially turns off because you use feats/class abilities. Armor training and heavy armor make up more than that +6 Emphasis, Mine.

Very impressive, you managed to find the Precise Strike mechanic and discern it's weaknesses. It would appear, however, that you missed this well hidden gem...

Advanced Class Guide Playtest Materials wrote:
Nimble (Ex): At 3rd level, a swashbuckler gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the swashbuckler to lose her Dexterity bonus to AC also causes the Swashbuckler to lose this dodge bonus. This bonus increases by 1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).

/Sarcasm.

Edit:

Prince of Knives wrote:
proftobe wrote:
Its been said a few times and I think Cheaply even linked it in the other thread. The core designers(aka the group that will write this book) think that dex to damage is almost too powerful to be a MYTHIC feat so we wont be seeing it in any class.
We're aware. We keep bringing it up because we feel - with significant evidence - that the design team is dead wrong.

Stating your opinion loudly does not make it fact. While we all have our areas of disagreement with the designers (I call mine "house rules" and I generally try to avoid forcing them upon other players), I'm going to go ahead and agree with the Designers on this one - Giving the Swashbuckler class a mechanic that gives them Dexterity to damage is unnecessary.


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Pathfinder Adventure Path Subscriber

I'm still absorbing this, and I will probably wait until I get a chance to play it before I make any firm declarations, but my first impression is that while they did a few things to try saving Charisma from being a dump stat, there is nothing in the revision that helps make DEX a better option than STR. I mean, if you aren't fighting a creature that can't be sneak attacked (at which point you are in some serious trouble) the swash can have bleeding wound as a Signature Deed at 11th level and get Dex-to-damage that way, but up to 11 I can't see a great reason to emphasize Dexterity over Strength. With opportune parry still basically the same (and while the penalty was knocked in half, it is still a penalty), and especially with riposte changed, I just don't see a good (mechanical) reason to go with a Dex build outside of Dervish Dance and Agile weapons.

Speaking of, riposte got the nerf bat we were warned of, which has the benefit of removing the feat tax, but also the downside of making riposte a lot weaker. A shame really, since it was the most entertaining of the deeds in my play experience, and it was the only reason I could come up with for attempting opportune parry on a high-Dex, high-AC swash.

I suppose I'm not being entirely fair on the Dex/Str front, as the newly reworded Swashbuckler's Finesse means Dervish Dance is that much easier to get. Really, I can't see Jason's misgivings about dex-to-damage, which is already in the CORE game (because gunslingers needed that so much). There are more than a few DD characters in PFS, and so far the game hasn't exploded (to my knowledge, anyway). Removing pommel swipe as written also takes something away that Str-based swashbucklers were better at.

I really like the swashbuckler's grace ability, and it probably sets up rogues better than swift superior feint, although I can see some very narrow scenarios where the renamed feint deed might possibly be useful. Anyway, grace is an actual nod towards maneuverability, since trying to get your full move in around CR10+ monsters can be pretty difficult, even in the d20 skill system.

Kip-up is nice, and it is a nod towards mobility of a sort. I have no strong feelings about it one way or the other.

Dizzying Defense has some language issues, since I'm pretty sure fighting defensively is not an action. Either way, at least you can still use opportune parry while using it now.

Targeted Strike is just as meh as before, although the language is better. I'm not very excited by it, but I suppose there is the odd scenario where it could be worth giving up several attacks to place a minor condition on an enemy... maybe... I mean, that confused enemy you have to be in base contact with still has a 50% chance of hitting you, but that is worth your iterative attacks and the extra damage that panache could have purchased... yeah... Maybe if the head shot was blinded for 1 round it could be useful, or if this deed wasn't a full-round action.

Pommel Swipe is gone, and I can totally understand. If you weren't adding any of your class bonuses the attack was pretty ineffectual, but if it did add all of your class bonuses than it was the greatest deed ever, played with the action economy in a way that made darting in and out of combat somewhat worthwhile, and generally too good for the devs to give to the class. Especially since I get a high "don't rock the boat" vibe (that could just be me, though).

Precise Strike, still the greatest blessing and greatest curse of this class. Realistically, it makes most of the other deeds tough to use since they will probably not have worth level-to-damage impact. It isn't clear enough about using two hands on a one-handed piercing weapon, either. It is a great add that makes the damage pretty good in optimal situations, even though it really just makes up for the fighting style, and therefore makes any other changes seem too good. All of this is opinion, but I get the feeling that this class gets a lot of "features" to offset the limitations instituted by the class and then doesn't get many features that enhance it because then it is "getting" too much.

The new Swashbuckler's Finesse makes 1st level Dex builds playable. The counting as weapon finesse bit certainly helps out Dervish Dance, which the devs seem to wish didn't exist or at least seem to pretend doesn't. The bit about qualifying for Combat Expertise (which is really only good for Stalwart) with Charisma would be cool if it also let you get the various maneuver feats. I think that was the intention (easily cleaned up in language), so I'm not going to blast that one.

I think I like the Charmed Life option. Again, I haven't tested anything yet, and these are first impressions, but I think it saves Charisma from becoming a dump stat. I'm not entirely sure yet, but I do know that I like it a lot better than Bravery. I don't even care about it stacking with Divine Grace, since paladins already have amazing saves anyway--I'm not dipping 2 levels of this class so I can go from great to greater 3 times a day. I mean, if I'm playing a Dex-based pally than I'm probably an archer, not a sub-optimal weapon finesse smiter of evil.

Questions that need answering:
I had some pretty specific questions in my playtest thread, one of which I'm pretty positive I know the answer to, another which is no longer necessary, and one that is still very important. So I guess it is really just one question with a baked in follow up, but the LotR quote seemed necessary.

If I have 0 panache at the beginning of a round, get a critical threat on my first attack, and then confirm that crit, do I add my level to damage via the precise strike deed? I'm pretty sure I do, but it would be nice if it were addressed. Additionally, say I had 1 point out of a maximum panache pool of 2 at the beginning of a round. If I confirm the critical hit, do I have the second panache point to use a swift action for double precise strike damage? As written, I think I do, which means that the "doesn't double on a crit" is somewhat neutralized if you still have a swift action.

While I'm here:

@googleshng: That first post of yours is great. I mostly agree with you. The second post mentions a few things even I think are too good. Getting Power Attack without having the 13 STR in addition to Dex-to-damage (which I would push to 5th like gunslingers, possibly 6th) completely takes away any need for Strength beyond encumbrance, which is easily fixed for 2,000gp, and two skill rolls, which is easily fixed by gaining levels. Power Attack is worth investing the resources for a 13 STR. And characters that build that way would be rewarded, even on a Dex-to-damage class.

@Westly Roberts: The stacked bonuses thing is pretty simple, man. TYPE. A bard can cast Good Hope on you and also use Inspire Courage. You get both because one is luck and the other is morale. I don't really see how hard that is. Since Charmed life is untyped (although that may change by final printing--I'm hoping it doesn't), it stacks with anything. If a paladin wants to use a suboptimal fighting style (or worse, just burn two levels to get Charmed Life) so he can make his already awesome saves even better a few times a day, more power to them. That is all I'm going to say on that subject, however, as it is off topic.

@Jiggy: the Morningstar is a one-handed piercing weapon and was able to be used with Swashbuckler's Finesse in the first version as well as this one. No Slashing Grace feat required.

@Hayato Ken: Morningstar IS a one handed piercing weapon. So is a heavy pick and a trident. No built in finesse on cutlasses though.

@BigNorseWolf: I also agree with you on a lot of stuff.

@Caydence Delholme: That dwarf is actually quite good. Just max out STR and CON and ditch Cha. Keep Dex at a respectable 12 or 14. You basically lose charmed life, but you can two-hand that waraxe for a boatload of damage against enemies that take precision. Admittedly, Charmed Life seems neat so I can see your hesitation about dumping the stat, but you will be a very effective "fighter with tricks," which is what I fear this class is going to settle for (see above comment about "don't rock the boat" mentality).

@Neo2151: I'm with you, they should just make a swashbuckler weapon group and be done with it. A group that probably doesn't include morningstars and starknives, but does include longswords and cutlasses.

@Lemmy: you can always take the Irrepressible trait to get Cha instead of Wis for saves vs. charm and compulsion. That said, you are correct that if Dex-to-damage was so amazing, Dervish Dance would have overrun everything in PFS... so far as I can tell, most fighters and barbarians and paladins still aren't doing it. Just my experience, though. I do agree that this still comes up a little short on the Dex fighter promise. Still just a first impression, though.

@MechE: As usual, I disagree with your idea of a good trade. In a one-v-one duel, I'm pretty sure your outlook is better than mine, but in a group-v-monsters skirmish, getting the bad guys to a point where they can't hurt anybody is much more important than keeping just yourself in good shape. Heck, my barb I'm playing in Carrion Crown right now has a 7AC when raging and doesn't even bother wearing armor (waste of money). I'm going to take Come and Get Me in a few levels as well, giving opponents a +4 to hit my 7AC (might be 6 by then). Works out alright when I'm swinging like a freight train.

@DiegoV: Don't let MechE try to push you around, you're on to something there.

That's all of my thoughts for now. I'm sure I'll be all over this thread just like the last one. Hope to playtest this ASAP so I can give you more enlightened thoughts.


Doomed Hero wrote:

Archer Paladins just found their perfect Dip class.

Two levels gets them some much-needed melee ability using their prime stat, and the ability to add their Charisma to their saves again.

Not necessarily a bad thing, but certainly interesting.

Or... They could just grab weapon finesse and not lose any Paladin level. Adding the ability to add Cha to will saves 2 or 3 times is not only completely unnecessary for a class with good will saves and Divine Grace, but also a bad deal, as it delays the Paladin's save progression, since SBs have slow will save progression.

Knick wrote:
@Lemmy: you can always take the Irrepressible trait to get Cha instead of Wis for saves vs. charm and compulsion.

Yeah, but the class shouldn't need to pay a tax to get something it should have in the first place.

Knick wrote:
That said, you are correct that if Dex-to-damage was so amazing, Dervish Dance would have overrun everything in PFS... so far as I can tell, most fighters and barbarians and paladins still aren't doing it. Just my experience, though. I do agree that this still comes up a little short on the Dex fighter promise. Still just a first impression, though.

Yeah, that so freakinf frustating. You know, I made a Dervish Dance Urban Barbarian, so it had higher Dex than any other build of mine had Str. And it got claw attacks too (with an Agile AoMf, so it got to add Damage to her claws attacks as well).

Guess what? It still dealt less damage than any other full BAB build I have!


To be frank, I'm still disappointed in this class. The class doesn't at all feel like a mix of two classes, it's a Gunslinger with the mechanics rewritten to work with melee weapons. That's not really a solvable problem, as the core Fighter abilities either already exist within the Gunslinger class or just don't work with the base concept of a Swashbuckler. I know it's probably far too late for this to happen, but I want to repeat my opinion that the Swashbuckler would be better served as a Gunslinger/Bard combination.

Now to get into specific points:

1) The revised version of the class is an improvement from the previous version, so that's a success. My opinion is that it just isn't a particularly good class. Sorry if that seems overly harsh.

2) Swashbuckler Finesse has been significantly improved. As other's have stated, the Combat Expertise provision needs to include all feats that use Combat Expertise as a prerequisite.

3) Slashing Grace is a very weak feat on the whole, since it still requires a Strength focused build if you want to actually hit anything with the chosen weapon. It is also competing directly with Dervish Dance and fails to compare. I understand the reluctance to add Dex to damage mechanics, but that ship has already sailed. I'm also seconding the opinion that feat taxes aren't fun.

4) Charmed Life is actually a rather nice mechanic and helps offset the inclination to dump Charisma. The class needs more charisma-based mechanics like this one.

5) Opportune Parry & Riposte are better, but still not great. The main problem is the Immediate action use of Riposte competes with the Swift Action use of Precise Strike. In that competition, Precise Strike will win out once after a few levels. I kinda wish the abilities from the Duelist PRC would just get ported over directly.

6) I'm not a fan of most of the deeds. Many are boring copies of Gunslinger deeds, and fact that they can't be performed at range does weaken them mechanically. The Evasive deed really needs to be spread out across multiple levels. If it started at level 4 or 5 it would make the Swashbuckler less tempting to use simply as a dip-class. I'm disappointed in the lack of cinematic action/mobility deeds. I'd also think some charisma/wit/banter based deeds would be an obvious choice.

On the whole, the fighter isn't represented well by this class but I think it's the wrong parent class to use anyway. The class still doesn't have any true flexibility in base builds and will require pretty powerful archetypes to give you any real options. I also don't think the class does a good job at representing the character archetype it is meant to model. This was the class I was most excited to see rules for, and it has wound up being one of my bottom three.


Lemmy wrote:
Doomed Hero wrote:

Archer Paladins just found their perfect Dip class.

Two levels gets them some much-needed melee ability using their prime stat, and the ability to add their Charisma to their saves again.

Not necessarily a bad thing, but certainly interesting.

Or... They could just grab weapon finesse and not lose any Paladin level. Adding the ability to add Cha to will saves 2 or 3 times is not only completely unnecessary for a class with good will saves and Divine Grace, but also a bad deal, as it delays the Paladin's save progression, since SBs have slow will save progression.

Actually for a 3 level dip a dex paladin appears to gain more than he loses, particularly after 5th or 8th level. The free 5' movement is particularly nice.


I have long loved Dex based fighters.. Just once I would like to see Paizo pull the trigger on making them not suck....at least play test a few ideas to help it and see if it is really as game breaking as they believe. You can always walk it back to a palatable level before publish.


Prominence wrote:
Lemmy wrote:
Doomed Hero wrote:

Archer Paladins just found their perfect Dip class.

Two levels gets them some much-needed melee ability using their prime stat, and the ability to add their Charisma to their saves again.

Not necessarily a bad thing, but certainly interesting.

Or... They could just grab weapon finesse and not lose any Paladin level. Adding the ability to add Cha to will saves 2 or 3 times is not only completely unnecessary for a class with good will saves and Divine Grace, but also a bad deal, as it delays the Paladin's save progression, since SBs have slow will save progression.

Actually for a 3 level dip a dex paladin appears to gain more than he loses, particularly after 5th or 8th level. The free 5' movement is particularly nice.

Given how much they are delaying their Paladin progression, I don't think it's a very good deal.

I'd much rather get my immunities, Smite Evil and caster levels ASAP instead of delaying them to get +3 precision damage and a limited buff to my already amazing saves. Getting Weapon Finesse and buying an Agile weapons is a much better deal, IMHO.

It's an okay dip, but nothing to write home about...


Lemmy wrote:

Yeah, that so freakinf frustating. You know, I made a Dervish Dance Urban Barbarian, so it had higher Dex than any other build of mine had Str. And it got claw attacks too (with an Agile AoMf, so it got to add Damage to her claws attacks as well).

Guess what? It still dealt less damage than any other full BAB build I have!

Dervish Dance is a bit of a silly like that.

If you're a hardcore melee class, it doesn't do you any favors at all and will most likely lower your output since you can't two-hand or reliably dual wield.

If you're one of those silly hybrid classes (especially Inquisitor) it is the greatest thing since sliced bread since it allows you another dump stat while getting hit/damage/AC all from one Ability Score.

It is an interesting feat because, when built properly, it gives a boost in power to what is a terribly underpowered fighting style without allowing it to rise beyond "Meh, good enough" status.


Knick wrote:
Speaking of, riposte got the nerf bat we were warned of, which has the benefit of removing the feat tax, but also the downside of making riposte a lot weaker. A shame really, since it was the most entertaining of the deeds in my play experience, and it was the only reason I could come up with for attempting opportune parry on a high-Dex, high-AC swash.

Doh.. i was looking for that and i still missed it.

Yeah, that was the entire reason for having a high dex in the first place: walk through draw aoo's riposte parry wash rinse repeat. Strength swashbucklers just pulled waaaay into the lead.


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A 1 level dip does make the Holy Gun paladin archetype a bit less painful to play, since with Grit and Panache stacking you no longer have to wait until level 11 to gain a grit pool =P.


ChainsawSam wrote:
If you're one of those silly hybrid classes (especially Inquisitor) it is the greatest thing since sliced bread since it allows you another dump stat while getting hit/damage/AC all from one Ability Score.

Not really.

Focusing on 2-handed weapons or archery is still a much more effective build for Inquisitors. You can't dump Str below 10~12 without being encumbered all the time. It's not like any of those hybrid classes need absurdly high casting stat, seeing as their save DC won't be very good anyway and their buff/utility spells tend to be much more useful. Starting with a 14 will do, since Headbands will raise it before you get 5th level spells. Hell, a 12 will suffice most of the time.

The only class that actually benefits from DD is Magus, and that's just because they're forced into dueling anyway.


I came to this conclusion in the last thread and i hold to it: The best Swashbuckler class Paizo has is the Kensai. They can fight in no armor and survive. They have great skills per level. They specialize in their chosen weapon beyond all others, their spells have a better damage boosting mechanic. They use their cunning (INT) for initiative and more AoOs (stacking with Dex). Using their Arcane pool/Spell Strike they can match or exceed the number of attacks of a BAB class. And they still dont seem as MAD as this class, needing only STR, DEX, INT and a splash of CON/WIS while a Swashbuckler still needs STR, DEX, CHA, INT and a larger splash of CON and WIS thanks to poor saves and not as good of defensive mechanics. Throw in the ever popular crane style feats to rub salt in the wound.

The revision is better but i am still hoping for worlds of difference before the publishing. Otherwise the Swashbuckler is beat at its own game of dashing swordsmanship by a magic user.

Grand Lodge

Chris Parker wrote:
May want to specify that CHA counts as INT for all combat manoeuvre feats. I imagine that was the intent, but they forgot...

Definetely needed.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

At this point a Swashbuckler can ONLY Riposte 1/round, as the Riposte is an immediate action and thus eats the Swift action of the next round (a character only gets one Swift action per round).

While this solution is more elegant than the previous, it does mean that the Swashbuckler doesn't get to counter-attack quite as often as I think they should.

Also please remove the size penalty thing, Swashbucklers should be the ideal melee class for Small characters, but that size penalty to Parry is such a bummer.

Grand Lodge

DM_aka_Dudemeister wrote:

At this point a Swashbuckler can ONLY Riposte 1/round, as the Riposte is an immediate action and thus eats the Swift action of the next round (a character only gets one Swift action per round).

While this solution is more elegant than the previous, it does mean that the Swashbuckler doesn't get to counter-attack quite as often as I think they should.

Interesting... I didnt catch that...

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
DM_aka_Dudemeister wrote:

At this point a Swashbuckler can ONLY Riposte 1/round, as the Riposte is an immediate action and thus eats the Swift action of the next round (a character only gets one Swift action per round).

While this solution is more elegant than the previous, it does mean that the Swashbuckler doesn't get to counter-attack quite as often as I think they should.

Also please remove the size penalty thing, Swashbucklers should be the ideal melee class for Small characters, but that size penalty to Parry is such a bummer.

Also this means if a Swashbuckler ripostes a melee warrior he can't use his Charmed Life ability in the same round. Again a bummer.

Please consider swapping the Parry and Riposte to the following:

"If a swashbuckler has at least one Panache he may use an Attack of Opportunity to Parry. If his parry is successful he can spend a panache as a reaction to use an Attack of Opportunity against that foe."

It's a small change, but I think it makes for a cleaner flow of actions and action economy for the swashbuckler.


I love this class now, so much better then before.


Except that requires two attacks of opportunity, making Combat Reflexes a required feat for the class again.

Grand Lodge RPG Superstar 2012 Top 32

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DM_aka_Dudemeister wrote:
Also please remove the size penalty thing, Swashbucklers should be the ideal melee class for Small characters, but that size penalty to Parry is such a bummer.

For what it's worth, small PCs have a +1 to hit already, so with a -2 on the Parry you're actually only looking at a net -1 compared to a medium swash. That seems pretty reasonable to me.


MechE_ wrote:

Precise Strike vs Pumping Strength (or Dex to Damage)

• Precise Strike is +1 damage per level.
• Strength (or Dexterity) bonus is about +4 at 1st level up to +9 at 16th level. (+13 if two-handing a weapon)

One Handed & Shield vs. Two-handed
• One handed power attack - +2 damage at 1st level to +10 at 16th level.
• Two handed power attack - +3 damage at 1st level to +15 at 16th level.
• Swashbuckler can wield a buckler, so scaling AC Bonus of +1 to +6.

These all seem like fair trade offs to me.

Here, once again, is the math post I linked to so many times in the previous thread.

Factoring in the bonus from better dice on the base weapon, the 1.5x bonus from str, and from power attack, and assuming everything else to be even, precise striking with a one handed weapon (with your primary stat and power attack or equivalent added in) does roughly as much damage as using a two handed weapon, around level 14 or so. Significantly less before, a tiny bit more up in the very high teens. This is not accounting for the lost damage from crits and/or lost swift actions to restore that lost damage, if you only crit once in a round.

It's also not accounting for how you can get a magic buckler in there and save yourself a little cash, but that's a separate argument and basically comes down to whether anyone in their right mind is ever going to use combat expertise over power attack.

Knick wrote:
@googleshng: That first post of yours is great. I mostly agree with you. The second post mentions a few things even I think are too good. Getting Power Attack without having the 13 STR in addition to Dex-to-damage (which I would push to 5th like gunslingers, possibly 6th) completely takes away any need for Strength beyond encumbrance, which is easily fixed for 2,000gp, and two skill rolls, which is easily fixed by gaining levels. Power Attack is worth investing the resources for a 13 STR. And characters that build that way would be rewarded, even on a Dex-to-damage class.

Even if the only benefit str gave to a dex-based swashbuckler was carrying capacity (and lest we forget, CMD), I would not particularly recommend having less than a 13 or so. Carrying capacity is a surprisingly huge deal, and when you really ride the razor's edge, one point of str damage suddenly cripples you. That said, since there is so little freedom of choice for this class in terms of where they put their stats, it would be nice to let people make a reasonable go at attempting the super-low str dip if they really have a bad roll to dispose of/want to actually use those 4 skill points with point buy.

Dark Archive

The Bonus Feats wording on page 47 is still incorrect as it continues to mention that "the swashbuckler gains a feat at every level".


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Omf... charmed life taking up the immediate action is absolutely killer in a class that should be spending a swift/immediate action on something else almost every round.

The devil is in the details, and I think my opinion of this class is now on the highway to hell....

Contributor

The thing I like about Slashing Grace is when its combined with the Swashbuckler class, it allows a significant alteration in the Weapon Finesse rules. That's sorely needed and a wonderful idea.

That said, the feat itself has some problems. Specifically, it offers virtually no benefit to a character unless they're a duelist or a swashbuckler, which is a bit annoying. The following would allow the feat to shine a bit more without seeming like a feat text specifically designed for the swashbuckler.

Slashing Grace
Prerequisite: Weapon Finesse
Benefit: You can use your Dexterity modifier in place of your Strength on attack rolls with all one-handed slashing weapons that you are proficient with. In addition, treat all slashing weapons that you are proficient with as one-handed piercing weapons for all feats and class features that require such a weapon. This feat's benefits do not apply to weapons that are not for your size.

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