A Guide To The Swashbuckler


Advice

151 to 200 of 232 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

Secret Wizard wrote:

I'd like to mention that the best multiclass for a Swashbuckler, in my opinion, and fully in terms of DPR, is a Rondelero Duelist Fighter 5.

At 5th level, you are allowed to replace offhand buckler attacks with mainhand falcata attacks.

Using high Dexterity to qualify for TWF feats and Swash Finesse + Slashing Grace to use Falcatas handily, this build could essentially Flurry of Falcatas, getting extra Falcata attacks on a full attack.

You'd be a high critting machine this way.

If that works, and it seems like it would, it's really nasty


I was curious if you intended to leave out Precise Shot in your flying blade build or if that was a typo? I plan on playing a variation of this and would like some clarification. I'm pretty sure I'd like to take it and my game is starting at 5th level so I have some room to play with.

Thanks,

SBI

Edit: Oops, I forgot to mention that my GM is allowing me to take Slashing Grace so I went with the 'lenient' line of feats.


You gotta have precise strike if you are going to be throwing daggers as much as meleeing with them, no? This must have been an oversight.


Ooze licker wrote:
What about dirty trick manoeuvres? Don't you need dex for them?

If you use a weapon for the maneuvers and the weapon is subject to weapon finesse you would be able to use dexterity instead of strength, but it is not necessary as your question suggests. probably you would want to though, unless you are building a strength based Swashbuckler or Daring Champion Cavalier.


Pathfinder Starfinder Roleplaying Game Subscriber

Might want to make a special note about the trait Muscle of Society (Pathfinder Society Primer, pg. 15) because of the bonus to carrying capacity. Allows you to carry the normal equipment in those early levels, before the Handy Haversack. Helps a lot on the races that have a strength penalty.


Westerner wrote:
You gotta have precise strike if you are going to be throwing daggers as much as meleeing with them, no? This must have been an oversight.

Considering the point blank shot requirement, I just don't see how I can fit it in. And with point blank master, I'm not sure if I'll need it.

Although, I am curious if I get a -4 to throw at a creature that I myself am in melee with? That would seem odd and makes me wonder that if that is the case, why isn't point blank shot a pre-req for point blank master? Is it assuming I am throwing at creatures other than the one(s) currently threatening me?

Obviously, this is my first thrown weapon character, and some clarification would be helpful!

Edit: Is point blank master even worth it? Now that I think about it, why would I not just stab the guy who is standing right in front of me instead of chucking a dagger in his face? As far as I can tell I have the exact same bonus to attack and damage whether ranged or melee. Also, I wouldn't have to worry about suffering the -4 penalty if he happens to be in melee with a party member, and I could also potentially benefit from flanking, whereas with throwing I wouldn't. Is this concept seriously flawed or am I missing something? The only scenario I can think of where this would be beneficial is if I were surrounded by thugs and I wanted to throw a dagger at the vulnerable caster hiding in the back.


Point blank master is more for things like shooting a bow in melee rather than throw your dagger fo r no reason.

Precise+pbs are excellent feats which amount to +5att/+1dam, even if they weren't prereq I would still nub them


shroudb wrote:

Point blank master is more for things like shooting a bow in melee rather than throw your dagger fo r no reason.

Precise+pbs are excellent feats which amount to +5att/+1dam, even if they weren't prereq I would still nub them

Yeah, I thought so, I just wasn't sure if there was some detail I was overlooking. If the author still follows this thread, he might want to consider reworking that build.

I'm planning on taking deadly aim at 5th, pbs at 7th, and precise shot at 8th.

Contributor

Personally, I dipped a level in far strike monk on my flying blade. For one level, you gain Quick Draw and Precise Strike as bonus feats, plus flurry of blows with any thrown weapon (fantastic considering since you can use a dagger/starknife as a melee weapon or a ranged weapon), a +2 bonus to all saving throws, and Improved Unarmed Strike as a bonus feat.

The biggest disadvantage is that you basically lock yourself out of wearing armor if you're going to flurry and your Wisdom isn't likely to be very good. But that said, you have Improved Unarmed Strike so it is perfectly feasible to work towards Crane Style with all of those feats that you saved taking the dip.

Contributor

Point Blank Master is REALLY good for a switch-hitting flying blade if you combine it with Opening Volley.

Throw a dagger at a guy in melee range. Hit. Get a +4 bonus on your next melee attack against that opponent.


Why not use Close-Quarters Thrower?


Alexander Augunas wrote:

Personally, I dipped a level in far strike monk on my flying blade. For one level, you gain Quick Draw and Precise Strike as bonus feats, plus flurry of blows with any thrown weapon (fantastic considering since you can use a dagger/starknife as a melee weapon or a ranged weapon), a +2 bonus to all saving throws, and Improved Unarmed Strike as a bonus feat.

The biggest disadvantage is that you basically lock yourself out of wearing armor if you're going to flurry and your Wisdom isn't likely to be very good. But that said, you have Improved Unarmed Strike so it is perfectly feasible to work towards Crane Style with all of those feats that you saved taking the dip.

Hmm, this is very interesting. I had never heard of Far Strike Monk, but this makes sense. This is why I come to these boards, to pick the brains of people with more knowledge of potential character options than I. The only down side is I don't have it in my Hero Lab. I will consider it though!

Contributor

Jodokai wrote:
Why not use Close-Quarters Thrower?

You certainly could! I guess it depends what you want. If you dip a level into monk and ultimately want Crane Style, then having the Dodge prerequisite for Close Quarters Thrower is great. If you prefer damage, then Point Blank Master is better.

Contributor

Sixteenbiticon wrote:
Alexander Augunas wrote:

Personally, I dipped a level in far strike monk on my flying blade. For one level, you gain Quick Draw and Precise Strike as bonus feats, plus flurry of blows with any thrown weapon (fantastic considering since you can use a dagger/starknife as a melee weapon or a ranged weapon), a +2 bonus to all saving throws, and Improved Unarmed Strike as a bonus feat.

The biggest disadvantage is that you basically lock yourself out of wearing armor if you're going to flurry and your Wisdom isn't likely to be very good. But that said, you have Improved Unarmed Strike so it is perfectly feasible to work towards Crane Style with all of those feats that you saved taking the dip.

Hmm, this is very interesting. I had never heard of Far Strike Monk, but this makes sense. This is why I come to these boards, to pick the brains of people with more knowledge of potential character options than I. The only down side is I don't have it in my Hero Lab. I will consider it though!

Its from Paizo's Ranged Tactics Toolbox.


Inspired Blade.
Your comments about an Int of 7 is the sane as 13 is a little misleading as you lose the huge bonus of using your Cha to qualify for feats.
This means no Combat Expertise and that means no dirty trick manoeuvres plus a number of other feats with that prerequisite.
Rating should be Green at best.


Sharing Zoli Tileani, a halfling swashbuckeologist (swashbuckler 4/archeologist bard 1) as a sample build. I've been VERY happy with her and since some of these questions have been discussed upthread I thought I'd share a case study.

A few notes
* I rolled attributes...and got very lucky, which helps with this build...but really DEX and CHA are all I needed anyway

* I've been *thrilled* with the 1 level bard splash. Note that I put a trait into Fate's Favored and a feat into Lingering Performance. In exchange for those costs and a slight delay to swashy goodness, (and -1 BAB) I get:
- +2 to hit & damage & skill rolls for 24 rounds a day (8 rounds costing a swift plus the two rounds following that round due to lingering perf)
- some light spell casting
- bardic knowledge

* I find halfling (with fleet of foot) to be a very BLUE race. My damage dice is 1d4 instead of 1d6...but in exchange I get +1 to hit (which would be a net *increase* to be DPR even without parry/riposte...and given how important a high hit% is for parrying, I'd have a hard time considering a medium race as nearly as optimal. The +2 to DEX & CHA (where a human would just get the +2 DEX) is just icing on an already delicious cake.

* note that she took dervish dance before slashing grace was published. now that it's out (and she's gotten weapon focus) she's in the process of retraining DD >> slashing grace so that she can use a buckler in her off hand.

Comments & questions welcome.


Zoli Tileani wrote:

Sharing Zoli Tileani, a halfling swashbuckeologist (swashbuckler 4/archeologist bard 1) as a sample build. I've been VERY happy with her and since some of these questions have been discussed upthread I thought I'd share a case study.

A few notes
* I rolled attributes...and got very lucky, which helps with this build...but really DEX and CHA are all I needed anyway

* I've been *thrilled* with the 1 level bard splash. Note that I put a trait into Fate's Favored and a feat into Lingering Performance. In exchange for those costs and a slight delay to swashy goodness, (and -1 BAB) I get:
- +2 to hit & damage & skill rolls for 24 rounds a day (8 rounds costing a swift plus the two rounds following that round due to lingering perf)
- some light spell casting
- bardic knowledge

* I find halfling (with fleet of foot) to be a very BLUE race. My damage dice is 1d4 instead of 1d6...but in exchange I get +1 to hit (which would be a net *increase* to be DPR even without parry/riposte...and given how important a high hit% is for parrying, I'd have a hard time considering a medium race as nearly as optimal. The +2 to DEX & CHA (where a human would just get the +2 DEX) is just icing on an already delicious cake.

* note that she took dervish dance before slashing grace was published. now that it's out (and she's gotten weapon focus) she's in the process of retraining DD >> slashing grace so that she can use a buckler in her off hand.

Comments & questions welcome.

halfings actually have +1 to attack but -1 to parry/riposte which should be taken as a consideration for dpr.

remember, each size category differance gives you a -2 penalty to the parry roll, +1 for being small to att rolls, comes out as a pure -1 modifier


1 person marked this as a favorite.

That's a good point. Tough to know how exactly to put parry/riposte into DPR calcs, but it seems to me like a win.


Some things to consider for swashbuckler:
1) Effortless Lace (Giant Hunter´s Handbook)+ Rapier = Piranha Strike with Rapier

2) Feat Seize Advantage - let all two-handed weapon wielders cry (read as "die") when you parry their atack and then pierce their heart with your rapier

3) Twist Away - staggered condition sucks, but switch bad Fortitude save for Reflex may be lifesaver.

4) Multiclassing with Monk (combo MoMS, Far Strike Monk and Monk of Sacred Mountain) for Snake Style and Snake Fang (and lots of bonus stuff). You loose -1 to hit, which sucks, but... You need agile AoMF and every time you parry an attack as an AoO(enemy automaticaly misses you) you may hit him with another AoO for your Unarmed dmg + agility + precise strike (thanks to Snake Style your Unarmed Strike counts as piercing). Against itinerative attacks with lower hit bonus it is golden and push your DPR through the roof.

5) Halfling is in my eyes at least blue, if not "quasi-real blue" thanks to some racial feats:
Risky Striker - super cheap dmg boost. -1 to AC is laughable. In mid-game levels most of monsters are Large or bigger. For medium enemies, there is cheap potion Reduce Person. Stacks with Piranha Strike.
Fortunate One and Adaptive Fortune - needs Adaptable Luck racial trait, but ends with +4 luck bonus (+5 if Fate´s Favored)5 times per day on ability check, attack roll, saving throw, or skill check
Cautious Fighter + Uncanny Defense - not needed until level 15 when Dizzying Defense kicks in.

6) Trait Fencer - for most of adventurers it is "meh" as said in Guide to Traits, but for swashbuckler it is very, very blue.


Why does the guide keep suggesting fencing grace, it does almost nothing for you because the class feature finesse already applies.


Because Dex-to-Damage is a very nice thing to have?


ahh, i get it now, swashbuckler's finesse only applies to attack rolls, not damage rolls.


No mention of called shots bother me. With improved called shot there is no penalty on arm, leg and body called shots. And knowing how often swashbucklers crit it makes called shots really darn effective.


Greetings yall,

I wanted to share here (as I used a good portion of this guide in deciding what to play) some alternate options I took for feats.

Currently me and my wife are playing Twin Swashbucklers, and when you are playing with another character some of the feats become more useful than otherwise thought, In particular the teamwork feats.

We took precise strike, which is noted in the feat to stack with the class ability too, so adding an extra 1d6 damage to a target we flank is awesome as that's what we are doing all the time.

At level 5 we're looking at Seize the Moment. If your ally with this feat confirms a critical you get an Attack of Opportunity on the target providing you threaten it. I liken it to putting an enemy in a Ninja Blender on High.

At level 11 I think we're looking at Coordinated charge maybe?

Our current path is this

Varisian Humans in the Rise of the Runelords campaign.
Una and Cero Draculi. (I was playing around we being called Santonio Bandanna, and my wife would be Santana Bandanna, but she shot me down for being silly)

1st Combat Reflexes , Precise Strike
3rd Dervish Dance
4th Extra Panache
5th Seize the Moment

We're working on what options we'll go with, but Teamwork feats on the pair of these characters are really paying dividends right now, amping our damage before we hit 3, and now making it even higher that we are at three. Looking forward to five!

We are going full on silly crazy route jumping off everything swinging across stuff... you know you're a swashbuckler you kind of have to! We'd do it even if we weren't getting rewarded with panache :)


look at outflank.


Huh?! Outflank is strictly better provided you are actually flanking as opposed to just threatening the same target. Wonder why that's there considering Seize the Moment is pretty much the exact same.

Weird. We'll discuss and decide which is more likely to happen more often, we're always looking to flank anyway with precise strike.


Am I crazy for trying to play a flying blade in a low wealth game where the GM is adamant that the loots will match the setting? In other words no tailoring to our characters.

20 point buy is what we're working with which is fine. Core races so human is a no-brainer. Obviously, it's a bit MAD. As well as extremely feat intensive. I'm not really into dipping, plus monk wouldn't fit the character concept.

Where do I fit in Precise Shot? Close-Quarters Thrower, Opening Volley, and the new Startoss feats all look very interesting. I know I might figure things out once I start playing the character, but generally I prefer to plan ahead. Any advice would be lovely.

The game is Jade Regent with Burnt Offerings mashed into the first book if that makes any difference. Originally, I wanted to play a varisian starknife slinger, until I learned starknives are extremely inferior to daggers.


Startoss feats? I would get the standard feats first Point blank, Precise, Rapid and deadly then you can start taking Close quarters thrower and such and such. Try to save up for a blinkback belt asap and you should be golden.
I think the advantage of the starknife over the dagger is the longer range. 20 ft compared to 10 ft doesn't seem like much but it really makes a difference.


Donald Bell wrote:

Huh?! Outflank is strictly better provided you are actually flanking as opposed to just threatening the same target. Wonder why that's there considering Seize the Moment is pretty much the exact same.

Weird. We'll discuss and decide which is more likely to happen more often, we're always looking to flank anyway with precise strike.

Get them both and get 2 attacks.


Woodoodoo wrote:

Startoss feats? I would get the standard feats first Point blank, Precise, Rapid and deadly then you can start taking Close quarters thrower and such and such. Try to save up for a blinkback belt asap and you should be golden.

I think the advantage of the starknife over the dagger is the longer range. 20 ft compared to 10 ft doesn't seem like much but it really makes a difference.

The startoss feat line gives you ranged cleave among a few other perks. A friend of mine showed me a preview image, but I'm not sure where he got it so I won't get into any more details. Needless to say, it seems pretty sweet.

I am dumping strength (I feel like it's kinda necessary since flying blade is downright MAD), so I definitely need to take weapon focus and slashing grace right out of the gate. I'd like to delay combat reflexes, but it's synergy with disrupting counter seems to good to ignore. That leaves me 0/4 for your "necessary" feats, haha. This is the problem I'm running into. I feel like I can get away taking precise much later (or not at all?) since I can melee with my daggers at the same atk/dmg bonus as ranged.

You can't slashing grace with starknives and they have no crit range so panache generation would severely suffer. It's simply not an option, as much as I hate to say it.


Has anyone checked the variant multiclassing rules in Unchained? There are some interesting options there at the cost of half your feats. As it happens, swashbucklers have bonus combat feats, so it sort of evens out. In particular, I like the idea of getting Daring Champion in reverse, where as a swashbuckler you "multiclass" in Cavalier for challenge (1/day... but there is a feat for that) tactician, and the first two order abilities. The swashbuckler bonus feats pretty much come one level after the lost feats, so you do not lose a huge amount of power. Incidentally, there is a nice order in Occult Adventures called Order of the Eastern Star whose cavaliers really like wearing light armor and fighting defensively. Does that sound like someone you know?

There are a few other interesting options - amateur barbarians get rage, bards get knowledge and performances, paladins can (at level 11) smite, magi get arcane strike and a few arcana, rogues get sneak attack (and evasion, if you trade it out), etc.


BTW, dagger throwing builds got a load better with the new fighter book. There is a feat to just have weapons return to you.


So feat starved though. I still plan on buying a blinkback belt as I can't afford another feat.


Why are you taking sashing grace with a thrown weapon build. It only works in melee.


Woodoodoo wrote:
Why are you taking sashing grace with a thrown weapon build. It only works in melee.

I do not think so - here is the wording of the feat:

"When wielding your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a swashbuckler's or a duelist's precise strike) and you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage."

So when wielding a slashing weapon one-handed, you

1. Treat it is a one-handed piercing melee weapon for all feats and class abilties etc. and
2. Can add the dexterity modifier instead of the strength one to damage.

The latter part does not specify having to use it in melee. Plus, as a dagger master, you are perfectly capable of using daggers in combat as well. You can probably make room for piranha strike sooner or later - you already meet the prerequisites for it.


I think it was commented that it shouldn't work for thrown weapons. Found this out over discussion about the Medium Pregen. Don't know which thread off hand though.


Woodoodoo wrote:
Why are you taking sashing grace with a thrown weapon build. It only works in melee.

I don't see any reason why Slashing Grace doesn't work with thrown weapons (it's in the guide as such, so obviously I am not alone in this line of reasoning) and will continue to use it in this manner until an official ruling from Paizo states otherwise. ;)


"When wielding your chosen weapon one-handed, ... you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage."
If you're throwing it you're not wielding it one handed.


Ehm... I think throwing a weapon with one hand also counts as wielding. I think the idea was to make sure you cannot hold a weapon with both hands for the better strength to damage and power attack ratio. If you can find a dev comment somewhere, that would settle it though.


Given that swashbucklers still get precise strike damage with throw weapons, slashing grace is probably intended to work with them.


The Shaman wrote:
Ehm... I think throwing a weapon with one hand also counts as wielding. I think the idea was to make sure you cannot hold a weapon with both hands for the better strength to damage and power attack ratio. If you can find a dev comment somewhere, that would settle it though.

The iconic medium is not adding it on thrown damage, since it isn't being used as a melee weapon then. That seems right to me.


Doesn't look like it's been brought up yet, but Opportune Parry and Riposte can no longer benefit from the Signature Deed feat. That changes up a lot of builds, since that one was a gimme. Dunno if the OP updates his guide any more.

Liberty's Edge

Has anyone built a Rondelero Swashbuckler (Weapon Master's Handbook) up to mid/high level yet? My PFS human has just hit third level, and will probably rise to 4th through GM credit. After taking the obvious two feats at first level (weapon focus and slashing grace on falcata) I'm a bit bewildered by the feat options for 3rd & 4th level and beyond...

- Combat Reflexes (for use with opportune parry & riposte)
- Two-weapon Fighting (falcata + buckler, but still doesn't work with precise strike deed, right?)
- Taldan Duelist
- Combat Expertise -> Improved Disarm (to make best use of the rondelero buckler disarm ability)
- Plus any others from the Weapon Master's Handbook or elsewhere that work with a sword & buckler, or help swashbucklers generally.

Any thoughts from those with a bit more experience with melee builds?

If needed, I might expand this out with more details into its own thread...


Two weapon fighting is incompatible with both precise strike and slashing grace; you can hold a buckler with either, but you can't whack someone with it. Rondelero Flexibility *might* get around this (I'm not precisely sure what exactly "takes no penalties for two-weapon fighting" entails), but I wouldn't use TWF before you get that.

Opportune Parry & Riposte is kind of the best thing you do, so I would suggest combat reflexes. Weapon Trick (One-Handed) synergizes well, but the best trick is the one that requires Combat Reflexes (i.e. if they miss you by 5 or more you get an AOO, once per day per opponent).


Rondelero Flexibility allows you to have bab 6/1 and use sword for first attack and shield for second attack. Yes, this is possible with anybody. The Creator said the intent was to make sure it was allowed if the rules changed and because the Fighter's version had that line. The ability does nothing except for the last sentence.


So TWF is just a bad idea for swashbucklers, and even alternating between your sword and your buckler deprives you of precise strike damage ("...a swashbuckler cannot attack with a weapon in her other hand...").

I guess shield catch is handy when you need to make a disarm check (since it's not something you want to specialize in since it's often useless, but when it's useful it's really useful), and buckler bash is handy if your falcata is unavailable for whatever reason (you'll get precise strike damage on buckler attacks, but not slashing grace without taking weapon focus (buckler))

Grand Lodge

Thrice wrote:

And so here we have it, what hopes to be a relatively comprehensive and understandable guide to playing a Swashbuckler. Races, Feats, Archetypes, you name it. Takes into account material from most everything Paizo, including the core books, companions such as the Advanced Race Guide and Inner Sea World Guide, and so on. If it's on the SRD, I've probably taken it into account. That or completely missed it, which is entirely possible; if you see anything obvious(or obscure) that needs adding or alteration, or disagree with some of my ratings, point it out!

With that said, here it is: The Dashing Daring Dandy's Dragoman, a guide to the Swashbuckler.

I don't understand why Superior Feint in combination with Cape of Feinting is OP.

I assume this is due to the fact that you can daze the opponent forever, however isn't the opponent only dazed if they are unable to make a DC13 Will save?

Why do I sometime read from other sources that when this combination is used, the opponent has no will save and are dazed?

Can you explain, thank you for your help in advance.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
kfc404 wrote:
Thrice wrote:

And so here we have it, what hopes to be a relatively comprehensive and understandable guide to playing a Swashbuckler. Races, Feats, Archetypes, you name it. Takes into account material from most everything Paizo, including the core books, companions such as the Advanced Race Guide and Inner Sea World Guide, and so on. If it's on the SRD, I've probably taken it into account. That or completely missed it, which is entirely possible; if you see anything obvious(or obscure) that needs adding or alteration, or disagree with some of my ratings, point it out!

With that said, here it is: The Dashing Daring Dandy's Dragoman, a guide to the Swashbuckler.

I don't understand why Superior Feint in combination with Cape of Feinting is OP.

I assume this is due to the fact that you can daze the opponent forever, however isn't the opponent only dazed if they are unable to make a DC13 Will save?

Why do I sometime read from other sources that when this combination is used, the opponent has no will save and are dazed?

Can you explain, thank you for your help in advance.

I believe that in the initial version of the Advanced Class Guide book no save was allowed. That was changed with recent errata to that book, but I think that happened after the guide was written.


I made a swashbuckler, not entirely knowing what I was doing. So I ran with it and now I have the highest output of damage and I take the longest time in combat because to aid my party I make my opponents use up their AOO while I parry and repose.

It is difficult sometimes because I have to go over all of the things a swashbuckler can do. I started with finesse, combat reflexes, and dodge. My dex is 20, so my AC was always high. I rarely get hit, and when I do, I usually parry and repose, spend a Pinas point, and get a free attack. I can do that 5 times a round. So I attack, and then I walk around my enemies provoking AOO on them, and then I parry and repose getting about 6 attacks a turn. Furthermore I took finesse which allows me to use a scimitar and use my dex bonus for to hit. So I am hitting with a BAB of 5 plus 5 from dex from the starting feat finesse giving me another +1, and combat reflexes giving me another +1 on AOO. So I hit with a +11/12 at level 5. Then I have dirvish Dance which switches damage on a scimitar from str to dex. So I hit with a 1d6+5 and the deed precise strike adds my level to my hit (so as long as I have a pinash point) making my damage 1d6+10. The crit range for a scimitar is 18 to 20, and then it is 15 to 20 because of the swashbuckler ability special Weapons training, actually adding 1 damage and 1 to my attack roll. I also have fencer giving me a +1 to AOO rolls.

So all in all a +12/13 to hit, 1d6+11 damage, and a 25% chance to crit with 6 AOO per round. My GM hates me because my AC is also 21. So with all of that special stuff, swashbucklers have it hard when explaining the rules.


repose takes an immediate action, so you can only do that once and it uses your swift action.

combat reflexes doesn't increase your accuracy of AoOs.

AC of 21 at lv5 isn't really all that high. Dex 12, and +1 fullplate reaches the same AC.

151 to 200 of 232 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Advice / A Guide To The Swashbuckler All Messageboards

Want to post a reply? Sign in.