Swashbuckler / Magus Theory build


Advice


So I've been toying with a 'dual wielding' swashbuckler which I achieve by adding some Magus levels. Here is the result and I am looking for critism and suggestions -

Magus 4/Swashbuckler 7:

Medium humanoid (human)
Init +8; Senses Perception +15
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Defense
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AC 27, touch 19, flat-footed 20 (+7 armor, +5 Dex, +1 natural, +2 deflection, +2 dodge)
hp 95 (7d10+4d8+29)
Fort +10, Ref +14, Will +9
Defensive Abilities charmed life
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Offense
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Speed 30 ft
Melee +3 rapier (Power Attack) +18/+13 (1d6+14+7 Precision/15-20)
Special Attacks deed: menacing swordplay, deed: opportune parry and riposte, deed: precise strike, deed: targeted strike, panache, spellstrike
Magus(CL 6th; concentration +15):
2nd—frigid touch, mirror image
1st—Grease, shocking grasp, chill touch, true strike
0 (at will)—arcane mark, detect magic, light, read magic
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Statistics
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Str 15, Dex 22, Con 14, Int 16, Wis 12, Cha 7
Base Atk +10; CMB +9; CMD 32 (32 vs. disarm, 32 vs. steal, 32 vs. sunder)
Feats Combat Casting, Extra Grit, Lunge, Power Attack, Quick Draw, Uncanny Concentration, Weapon Focus (rapier), Weapon Specialization (rapier)
Traits armor expert, magical knack
Skills Acrobatics +20, Climb +6, Diplomacy +12, Escape Artist +12, Fly +10, Intimidate +2, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (local) +12, Knowledge (nobility) +7, Knowledge (planes) +12, Perception +15, Ride +10, Sense Motive +5, Sleight of Hand +10, Spellcraft +17, Swim +6, Use Magic Device +12; Racial Modifiers deed: derring-do
Languages Common, Draconic, Kelish, Tien
SQ arcane pool, deed: dodging panache, deed: superior feint, deed: swashbuckler initiative, magus arcana (concentrate), spell combat, spell recall, swashbuckler finesse
Other Gear +1 mithral breastplate, +3 rapier, amulet of natural armor +1, belt of incredible dexterity +4, cloak of resistance +2, headband of vast intelligence +2, ring of protection +2, 150 gp
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Special Abilities
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Arcane Pool (+1) (5/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Armor Expert -1 Armor check penalty.
Charmed Life -2 (4/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Concentrate (1/day) (Ex) 1/day, reroll a concentration check at +4.
Deed: Derring-Do (Ex) Spend 1 panache to add 1d6 when making Escape Artist, Fly, Ride, or Swim check.
Deed: Dodging Panache -2 (Ex) When attacked, spend 1 panache to step 5 ft. and gain -2 to AC vs. attack.
Deed: Kip-Up (Ex) While have 1 panache, stant up from prone as move action w/o AoO, or as swift for 1 panache.
Deed: Menacing Swordplay (Ex) While have 1 panache, demoralize struck opponent as swift action.
Deed: Opportune Parry and Riposte (Ex) 1 panache and 1 AoO to attempt to parry a melee attack, then counterattack.
Deed: Precise Strike +7 (Ex) While have 1 panache, bonus to ak/dmg w/ light/one-hand piercing weaps.
Deed: Superior Feint (Ex) While have 1 panache, deliberatly miss atttack to deny creature Dex AC bonus until start of our next turn.
Deed: Swashbuckler Initiative (Ex) While have Panache, can use a free hand to draw a light or one-handed piercing weapon as part of the initiative check.
Deed: Targeted Strike (Ex) Spend 1 panache as full-round action to make one attack targeting part of foe's body.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Magical Knack (Magus) +2 CL for a specific class, to a max of your HD.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Swashbuckler Finesse At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for Combat Expertise.
Uncanny Concentration Don't make concentration checks for violent movement, gain a +2 bonus on all other concentration checks

+15 while casting defensively so you suceede on level 1 spells on everything but a 1 which can be further mitigated by taking a -1 when doing spell combat. Also took Concentrate Arcana to make sure the level 2 spells can get cast in a pinch. It's a lot of resources to make the concentration high enough where I felt comfortable (trait, 2 feats, plus the arcana as the backup) but worth it I feel.

Damage seems decent even against those immune to precision due to spell backup. The dip into Magus helps shore up Fortitude and Will saves since Charmed Life isn't an option with the stats he has.

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