First timer needs help with Human swashbuckler


Advice


Hey guys, need some help here.

So I'm making a human swashbuckler(rapier) for our campaign.

So far stats are (20 point buy)

Str10, Dex 16(+2), Con 10, Int 10, Wis 10, Cha 16

Are those allright?

I'm also confused about what armor I should take:
Looking at chain shirt, but it has 2 ACP which i dislike for my skills.
Also Should I use a buckler? which gives another 1 ACP.

For feats i'm taking Fencing grace and either weapon focus (rapier) or Combat reflexes.

Shadow Lodge

Flagged for the Advice section.


Hi Kalutica,

This looks pretty good already, though I would drop either my dex op charisma a bit. Your con is pretty low for a frontliner, (12 is my minimum, even on casters), and your low wisdom doesn't help your already low will, which could result in nasty stuff like dead teammates. I'd drop charisma to 14, and raise con and wis to 12, with one point left. For feats, I believe fencing grace requires weapon focus, so I'd take that one.
As for armor, you could start off with leather, and save money for a mithril chainshirt (acp 0).

Hope this helped!
Arcturus


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Allright, thanks for the help.
Fencing grace does idd need weapon focus so that makes it easy for feat choice.

I'll keep the Mithral chainshirt in mind :)

Still not sure about if I should take a buckler or not :s

Silver Crusade

Note that a masterwork buckler has no ACP. And its fairly cheap

Sovereign Court

Playing a tengu swashy myself and really liking the class.

You are absolutely going to want to bump con, you have crap saves for Fort and Will and you are front line. Your not a tank but you are still a front line fighter which means you will be tanking at least some of the time.

Suggest

Str 10, Dex 16(+2), Con 13, Int 10, Wis 10, Cha 15
If you want to min/max you can dump Str to boost con and Wis
If you are new to the game I don't recommend this their will be negative side effects to this.

Then using the bonus ability points on
Cha at 4 and Con at 8
(you can reverse this order if you are finding yourself being the tank for your party too often, you;; be picking up extra panache at some point so you'll be at 4 panache, this gives you plenty of room to hold off on the extra cha point so really give this decision some thought when it comes time.)

Weapon focus and Slashing Grace/Fencing Grace should be your first feats

Other feats: Extra panache and combat reflexes are prob both something you will want by level 5. You'll get a feat at 3,4 and 5 so this leaves you one feat to play with still. as far as what order to go with these 3 really depends on how your games are going.

Remember Master Work reduces ACP by 1 so a MW Buckler will have a 0 ACP and only costs 155 total. So yes you want a buckler but might want to wait until you can afford the MW version.

MW on a chain shirt combined with taking the Armor Expert Trait means 0 ACP on your armor (note: RAW this trait does NOT work for shields). Until you can afford MW you can get parade armor or studded leather and thanks to armor expert these both have a 0 ACP. Although Armor Expert is very good you should still consider other traits before you jump on this. (ex: NOT taking Armor expert and having MW Studded leather is 0 ACP, the choice to get AE or not will somewhat depend on how much you will need to be the tank for your group)

And since we are talking traits, assuming you get 2, Irrepressible or birth mark are extreamly good for the swashbuckler (your will saves SUCK, anytime you can improve these helps).

Sovereign Court

I play a human swashbuckler myself, this is the character, his stats include items and a boost from level 4, but here's what he was at level 1: STR: 13 DEX: 14+2=16 CON: 14 INT: 12 WIS: 10 CHA: 14

13 Strength allows me to get power attack, which I don't have yet, but I like to qualify for just in case I don't know what to take later, it also gives me more carrying capacity and gives me a positive strength modifier in case I have my dexterity decreased.

Dex is my primary stat obviously, since it is used for attack, damage, and AC in addition to most of the skills which a swashy tends to use.

Con is really important, with your proposed con you have only 8 HP at level 1, I had 10 which may not seem like much more but you also should consider that you die when you hit negative hp equal to your con, I never have con 10 on any character as others have mentioned, 12 is a good minimum even for casters.

12 Int leaves me 1 point shy of the 13 for combat expertise, however Swashbuckler's Finesse makes this moot, regardless I like having a little extra skills and I ended up getting disable device as you might notice.

Wis is my weakness, at level 6 my will save is +2, aka no, I will not save.

Cha is important, but I have found that I often have plenty of panache with my max being 3, obviously YMMV but starting out with 14 cha did not hurt me.

Sovereign Court

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Be very careful with power attack on a swashbuckler

The issue with Power attack on a swashbuckler is that the penalty to your attack roll will apply to your Opportune Parry and Riposte double

First your parry is an attack roll so if you used power attack on your turn you take the penalty here, then if you beat the opponents attack roll and attack back you make a second attack roll again suffering the penalty to your roll. The extra damage is a note-able boost but the penalty to your attack roll might mean failing the parry roll which means both you get hit and your not able to make a riposte attack.

Taking power attack is not necessarily a bad choice just make sure you know what the downsides are.

Power attack build
STR DEX Con Int Wis Cha
12 | 15+2 | 14 | 10 | 11 | 14

I personally dont see the need for extra skills on this character so no need for 12 int. This change allows you to boost Dex to 18 at lvl 4 and get your 13 str at level 8 (again PA attack is a double edged sword for this class so waiting on it untill the damage boost is much higher is not a bod idea) and finally your left with 11 on Wis allowing you to boost that at lvl 12 to improve those really poor will saves (any boost here is worth it)


Allright, this helped a lot :) thanks

Shadow Lodge

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If you want some extra rapier greatness, use the Inspired Blade archetype. Also, Answering Weapons can cut through all DR but /- and /Epic as a +1 Weapon (+4 to weapon bonus during a parry and riposte) and DR/Epic at +2.

Sovereign Court

The problem I have with the inspired archetype is it swaps int as your stat that determines panache points but cha still remains important for other things this class does. This really stretches you stats thin. That said there are some benefits for this archetype so it's worth looking at.

If you do go inspired you are pretty much required to dump str to get the extra points you will need as Dex, Con, Int, and Cha are all important stats with this archetype.
8 | 17 | 14 | 14 | 10 | 14
7 | 17 | 14 | 15 | 10 | 14
Climb and swim (the 2 biggest uses for str other than attacking which you will not care about) are both class skills so a single skill point in each will net a +4 thus canceling out your negatives from dumping str but this will still come back to bite you in the @$$ a few times throughout the characters life in other ways.

Dumping str is something that can be overcome but not something I recommend to a first time player. But if you want to go for it by all means, it can be fun to play a character that has weaknesses.

TLDR: I recommend keeping it simple and sticking with the base class, but if you want to get crazy the inspired archetype does have some befits.

Sovereign Court

If you do dump strength down to 7 (not necessarily a bad thing - I think power attack is generally overrated for any but two-handers) - make sure to take the trait which makes your strength count as two points higher for encumbrance. Otherwise even with light armor it might become an issue. (Of combatants - only monks can really afford to dump strength that much without the trait. But that would only work if they start at level 3 or 4 to start with an Agile amulet of mighty fists.)

Shadow Lodge

Not true, the Inspired Blade not only only adds Int in addition to Cha, but has a (minimum 1) addendum for all Int-based features it gives. Thus, Int does not need to be raised at all due to the multitude of other nice things.


I would say take Inspired Blade if you want to be a Rapier Swashie.

Here is the stat block I reccomend;

STR: 10 DEX: 18 CON: 12 INT: 14 WIS: 8 CHA: 14

We are avoiding negitve stats as you are a first time player and they can limit you. Wisdom is the exception to this, the problem is you will have a terrible Will Save. To fix this take the Irrepressible trait to up your resistance to charm and compulsion.

But you are still vunerable to fear; at some point during your career, dip a level into Chevalier to get immunity. Alternately, take Unflappable Arrogance through Adopted, which will make you harder to intimidate, but when you are, you get over it quickly.

Since you are a first time player I'll take the time to explain this to you; Skills matter. You will appreciate those intellegence points for non-combat roleplaying. There really are no wrong choices (other than Preform; Oratory) but you will want to keep Acrobatics up no matter what.

If you would like your Constiution a little higher, take 9 Strength and get a Masterwork Backpack. This will net you 13 CON, which you can up to 14 at level 4.

Get the Keen enchantment on your Rapier as soon as possible. Take the Buckler and Chain Shirt if you like, it all depends on flavor. ACP wont kill you early levels, and eventually you can be rid of them. Armor Expert can reduce these peneltys if they are too high for your liking. (take a flaw)

Lastly Feats! You get Weapon Focus (Rapier) for free from Inspired Blade, so we can take Fencing Grace out the gate, take Combat Reflexes too.

Scarab Sages

Keen is a waste of gold considering you get Improved Critical for free at 5th level.


Forgot about that Imbicatus, my mistake.


Some good suggestions already.

Inspired Blade is a no-brainer if you are planning on using a rapier.

The trait Irrepressible is wonderful, it lets you dump Wis with almost no repercussions. (Note, this does not stack with Charmed Life, but it will save you from needing to use your Charmed Life uses and an immediate action.)

I would also recommend the feat Steadfast Personality to further pump up your Will save.

As others have noted, masterwork buckler and a mithral shirt both have 0 armor check penalty.


Steadfast Personality does not stack with Irrepressible.


Steadfast Personality most definitely DOES stack with Irrepressible. Steadfast Personality is an insight bonus, Irrepressible is an untyped "Cha" bonus.


can't add the same stat twice to a roll unless explicably told you can.

My Monk/Sacred Fist does not WISx2 to AC

link


Let's read the FAQ again, shall we?

FAQ wrote:

Do ability modifiers from the same ability stack? For instance, can you add the same ability bonus on the same roll twice using two different effects that each add that same ability modifier?

No. An ability bonus, such as "Strength bonus", is considered to be the same source for the purpose of bonuses from the same source not stacking. However, you can still add, for instance “a deflection bonus equal to your Charisma modifier” and your Charisma modifier. For this purpose, however, the paladin's untyped "bonus equal to her Charisma bonus (if any) on all saving throws" from divine grace is considered to be the same as "Charisma bonus (if any)", and the same would be true for any other untyped "bonus equal to her [ability score] bonus" constructions.

An insight bonus (Steadfast Personality) stacks with an untyped ability bonus (Charmed Life) or ability modifier (Irrepressible), even if they are based off the same ability score.


oh, I guess I'm worng on that, good find Rufus!


Fearless Curiosity could also be an option if you dont mind spending a feat on it


Or Battle Cry if you're worried about fear effects. If your GM allows it to work as written (the reroll applies to ANY failed save) it's stupidly, indispensably good.

Dark Archive

I have not played a Swashbuckler since 2nd Ed, I'll be keeping an eye on this thread.

Grand Lodge

Odd thing to note is that with the inspired blade archetype, you could dump cha instead of wis. Your charisma skills will suffer but you still gain 1 panache as it has a minimum 1 in the text.

I'd probably go Str 10, Dex 16 + 2 = 18, Con 14, Int 14, Wis 12, Cha 8
you'd start with 3 in your panache pool (which will limit you somewhat, but a +2 int headband will get you up to 4), you'll have 7 (eventually 8 skills per level). Don't bother with keen for your rapier, you get it for free at 5th level (unfortunately this does hurt your early level panache pool but not too much) instead I'd look at Heart-seeking or fortuitous (depending on your build). You'll qualify for fencing grace at level one and should take it. Also, I prefer Indomitable faith for a +1 to all will saves over the more conditional ones (there may be another version of this as well with less RP intensive text)

As a player of a swashbuckler I will tell you they are amazing, but their weaknesses can be glaring at times. You're dps will be significantly hampered by things immune to precision damage and your saves are bad. Effortless Lace (from Giant Hunter's Handbook) will allow you to use piranha strike with a rapier. Items that increase saves are a must. Also, AC can be hard to come by as you will be limited to light armor and a buckler. Take them both, early levels you're looking at Mithril Chain and a MW or Enchanted buckler for no ACP - later levels you may be looking into Celestial Armor and Signature Deed (opportune parry and riposte)

Oh and I highly suggest the swordsman's flair - blue scarf.


I think dumping Cha is a poor idea, even for an Inspired Blade. Mainly because your Charmed Life still works off Cha instead of Int, so you are sacrificing one of the best Swashbuckler class features.

Dumping Cha also causes you to lose two other good ways of pumping your Will save, namely Irrepressible and Steadfast Personality. Losing all three ways of boosting your saves puts you in a very precarious position, I think.


I'd think about dropping your STR score down to 8. While that -1 STR modifier will be slightly painful. Putting those two points into another stat is just more useful in the long run. I would NEVER drop a stat to 7. There's just too many things in the game that can stat drain you and one or two bad roles can put your character out of the gaming session till healed. Have seen this happen.

Here's something else to think about -

Do you want to take a level or two into another class?
There's lots of good choices out there if you do this that help shore up some of the weakness of the Swashbuckler (poor saves is the major weakness).
My opinion on this is that you should as I feel it gives you more then you loose.

If you do decide to multi-class, this can also effect how you will build your character.

Scarab Sages

I'd keep your STR at 10. STR 8 on a medium character is a bad place to be for encumbrance. A chain shirt and your weapon will make you over your light limit.

Sovereign Court

Imbicatus wrote:
I'd keep your STR at 10. STR 8 on a medium character is a bad place to be for encumbrance. A chain shirt and your weapon will make you over your light limit.

It's not that bad - you can always take the trait which makes your strength count as two points higher for encumbrance. A trait is definitely worth less than 2 or 3 stat points. (Though there are other disadvantages for dumping strength to be considered as well.)

And mithril gear is the encumbrance friend of anyone with a strength below 12.


I'm not taking levels in another class for now I think.
To be fair I don't know if we'll be playing enough to level fast.

I think I need to play 3 sessions for 1 level? Seems like I don't need to worry about levels 5+.

I think I'm going with the WIS on 8 as suggested here and take the increased saves traits.

I cant afford any mithril gear just yet seeing as I only have about 650g, so a MW buckler and a studded leather is what I'm taking for armor.

Sovereign Court

Keep in mind you get size-able boost in power at both level 3 and 5

Lvl 3 gives you Precise Strike
Lvl 5 gives you Weapon Training (improved crit)

So keep that in mind as levels 1 and 2 you will be out-shined a little by fighters and barbs. But you will come in to your own a few levels later. Don't want to see you get discouraged with your new swahsy.

Grand Lodge

RumpinRufus wrote:

I think dumping Cha is a poor idea, even for an Inspired Blade. Mainly because your Charmed Life still works off Cha instead of Int, so you are sacrificing one of the best Swashbuckler class features.

Dumping Cha also causes you to lose two other good ways of pumping your Will save, namely Irrepressible and Steadfast Personality. Losing all three ways of boosting your saves puts you in a very precarious position, I think.

You are right about charmed life, for some reason late at night I totally forgot that class feature. Blargh.

But as far as Irrepresible and Steadfast Personality go I had used the cha dump to raise wis to get basically the same effect. Either way (even with them stacking) a lot of your swashbuckler's gold will go into shoring up saves (at least mine does)


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If you want to go straight charismatic swashbuckler guy the Swashbuckler is probably secondary candidate to the Daring Champion cavalier.

Inspired blade however makes the best INT based swordsman and is rapier focused. I feel like if you don't want to switch your INT and CHA around, you are way better off playing Daring Champion (if you do switch it around, Inspired Blade is good).


BartonOliver wrote:
RumpinRufus wrote:

I think dumping Cha is a poor idea, even for an Inspired Blade. Mainly because your Charmed Life still works off Cha instead of Int, so you are sacrificing one of the best Swashbuckler class features.

Dumping Cha also causes you to lose two other good ways of pumping your Will save, namely Irrepressible and Steadfast Personality. Losing all three ways of boosting your saves puts you in a very precarious position, I think.

You are right about charmed life, for some reason late at night I totally forgot that class feature. Blargh.

But as far as Irrepresible and Steadfast Personality go I had used the cha dump to raise wis to get basically the same effect. Either way (even with them stacking) a lot of your swashbuckler's gold will go into shoring up saves (at least mine does)

Personally I'd still dump CHA. If Charmed Life were a Free Action and not an Immediate Action I might reconsider.

Sovereign Court

or if you could decide AFTER rolling the whole decide before you roll just makes charmed life a s$#* ability. Don;t get me wrong it has its uses but it's a comp crap shoot when you decide to use it if it will make a difference or not.

Sovereign Court

Ex (see previous post first):

On a 1-5 using charmed life is useless it wont be a big enough boost to help

on a 16-20 using charmed life is also useless you most likely succeeded without using it

on a 6-15 you have a chance it might be the difference between a successful save or not. So at level 6 you get 4 uses. 2 of those usses are going to be a complete waste (1-5, 16-20) so your down to 2 uses. Even then half the time you are either going to pass or fail anyway without the small boost.

This ability vastly improves if you can roll the D20 first then decide to use charmed life or not. At least then you are getting a real shot of choosing a time where using the ability will actually matter, meaning you'll get 2-3 solid uses out of the ability.

Charmed life should have been an imediate re-roll if you fail a number of times/day = to your cha. We have 2 weak saves this ability needed to be good to offset that and instead we got crap. I love my swashy but this ability annoys me to no end because of how bad it is.

I'm level 5 and have successfully used charmed life ONE TIME in 12 games. The ability SUCKS.

TLDR: Charmed life sucks.

P.S. Did I mention charmed life sucks


Auspicious tattoo is another trait that gives a bump of +1 to will saves (human only).

Dark Archive

Besides "Irrepressible" and good old "Reactionary," which two other Traits come highly recommended for a Swashbuckler?


Blade of mercy is a good one


On my human Swashbuckler, I went with the Inspired Blade archtype as well. Note: I was going for a high damage swashbuckler who could handle traps, more of a "scoundrel".

My stats were: Str: 13, Dex 19, Con 14, Int 13, Wis 10, Cha 7, using a 20 point buy.

Alternate Racial Trait: Focused Study - instead of a bonus feat you gain 3 Skill Focus feats, at lvl 1, lvl 8, and lvl 16.

Traits: Gold Finger (+1 Disable Device/Sleight of Hand, disable is a class skill) - can be replaced with vagabond child if you aren't using factions, or Reactionary if you don't care about disabling items.

Bruising Intellect: May use Int instead of Charisma for Intimidate.

Feats:
1) (Class)Inspired Finesse (Dex to attack w/rapier)
1) (Class) Weapon Focus [Rapier] +1 att w/rapier
1) Fencing Grace (Dex to dam w/rapier, +2 cmd vs disarm)
1) (Human) Skill Focus: Perception (+3, +6 with 10 ranks) - this was part of my "Find and disable traps" secondary goal. At lvl 8 and 16 he would get another bonus Skill Focus feat, most likely for Disable Device, and Intimidate.

3) Power Attack: -1 att/+2 dam to all attacks
4) (Class) Weapon Specialization: Rapier (+2 dam)
4) Stat Bump: +1 Dexterity
5) (Class) Rapier Training: +1 hit/+2 dam w/ rapier; Improved Crit (Rapier)
5) Combat Reflexes

With this build and a +1 rapier, at 5th lvl he has a +13 attack bonus, and does 1d6+15 damage, crits on 15-20 (Crit damage is 2d6+20+5). With power attack on, it's +11 attack, 1d6+19 damage, 2d6+28+5 on a crit).

And definitely go for Mithril shirt and a darkwood buckler.

Big downside to this build is the relatively low starting Panache (only 2). I took the human favored class bonus for swashbuckler (1/4 panache per level), so at lvl 4 he has 3 panache. You can spend a feat on extra panache, get a headband of intellect, or get the "Plume of Panache" feathers from the ACG - they are basically pearls of power for swashbucklers, each feather costs 1,000 gp and can be used once a day to pay 1 panache for a deed.


Personally I would recommend more Cha, for Charmed Life/Irrepressible/Steadfast Personality.

Swashbucklers don't really need 14 Con as you won't get hit that often, can avoid full attacks, and make your Ref saves.

I would also have stuck with 10 Int or dumped to 8 and put more into Cha, and also possibly dropped Dex down a point or two. Making saves is important, and swashbucklers need Cha to make saves.

But, that's just my personal take on it.


Diminuendo wrote:
Blade of mercy is a good one

That requires a slashing weapon, it won't work with a rapier. (It would work with a scimitar, if he chooses to use that instead. But he would need to go with Slashing Grace instead of Fencer's Grace.)


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Anatomist is a nice trait. The +1 trait bonus to confirm critical hits stacks with all the standard bonus options. It is especially useful for the Inspired Blade archetype since they can only regain panache through critical hits.

Armor Expert will let you wear a mithril breastplate with no ACP even without having medium armor proficiency.


Saving Cap'n Crunch wrote:
If you want some extra rapier greatness, use the Inspired Blade archetype. Also, Answering Weapons can cut through all DR but /- and /Epic as a +1 Weapon (+4 to weapon bonus during a parry and riposte) and DR/Epic at +2.

that isn't actually correct.

answering has a maximum of +5, so basically, at +1 answering, you are already at maximum, you can't cut through dr/epic.

also, this basically means, that in a long campaign, or/and when crafting is allowed, the more you enchant your weapon, the less valuable answering becomes.

p.e. at p.e. lvl9 with a +1 answewring fortuitous weapon (+3equiv) when hasted, 3 of your attacks are considered +1 and 2 of your attacks are considered +5 so 2/5 gain +4 bonus (~+1,6 equiv)

at lvl 12 with a +2 aswering fortuitous weapon (+4equiv), when hasted, 4 of your attacks are considered +2 and 2 of your attacks are considered +5, so 2/6 gain +3 bonus (~+1equiv)

at lvl 16 with a +3 answering fortuitous weapon, when hasted
5 of your attacks are considered +3, 2 of your attacks are considered +5, so 2/7 gain +2 (~+0,57 equiv)

and etc

imo, if you go high lvl +crafting, it's better to skip answering.
if you go med level then it's good, not something amazing, but solid


I started playing Pathfinder about 6 months ago and Swashbuckler was the first class I rolled. I played the class from levels 1-6 before dying horribly. In light of that, here's my advice for someone new to the class.

First, I strongly recommend playing a Cavalier with the Dashing Champion archetype. You get all of the best Swashbuckler deeds and have the exact same playstyle, but you also get some cool Cavalier abilities and (this is the big one) your good save goes to fort. Repeated failed fort saves at critical junctures are what killed my character. I had worked on shoring up bad will saves (which is absolutely necessary), but that still leaves your fort wide open, and apparently that can be extremely deadly. At the end of the day there's really very few reason not to go Dashing Champion (swash specific items come to mind) if you're interested in the swashbuckler playstyle.

Secondly, I agree with Kotenbo about Charmed Life. Not only is it a complete gamble for knowing when you need it (especially at low levels when the bonus is only +2 or +3) and thus often wasted because you rolled too low or too high for it to matter, but it takes an immediate action, which counts as your swift action for that round. Swashbucklers are starved for swift actions in combat (just read through the deeds and note how many are swift or immediate actions), so it's only a good choice when you're not attacking or you somehow know it's a save or die situation. Don't feel the need to increase your Cha for this ability. Spend a feat for extra Panashe and put it at 14.

Finally, check out the ACG items carefully, there are several items built specifically w/ Swashbucklers in mind. Cape of Feinting is probably the strongest argument for not going Cavalier.

Oh, and whatever you do, don't spend your last panache point. So many deeds require at least one point in your pool, you are gimped if you empty it.


for those advocating lowering the cha.

i believe that swash is not entry-level friendly.

charmed life is an immediate action, as is riposte (not parry!) and usually they are the 2 main contenders for your immediate action. knowing when to use one and not the other is crucial to playing to maximum efficiency, and even with custom made mobs, this is usually judged by experience.

pure swash, dervish swash, or inspired blade, especially human, can afford the feat hit that is required to boost your saves. Firstly, a trait and a feat, obtainable as early as 3 lvl both, when coupled with high charisma, means that you need to spend charmed life only for fort saves (cha instead of wis and cha as insight vs mind effecting compulsions, which are one of the most crucial will saves)

i would also advice level 5 feat to be battle cry, which can be used at round 1 and give you nad your whole party a free reroll if you fail a save. adding tohit, which is really crucial for your parry is a nice bonus as well. as is adding to your fear saves, which are the other common will save.

as for fort, it depends on judging the defence vs offence that is currently needed. p.e. vs a ghast, you dont really care about the sickened as much as you care about the paralysis, or if there are easily dispatched poisonous mobs it's usually better to go for the extra 1-2 attacks just in case you down it before it has the chance for a second attack rather than resisting it's poison. the opposite being true about high hp mobs with poison, where you simply can't lose the battle of attrition and etc.

the very best feature of swashbuckler vs daring champion, is arguably at lvl11, when (with any reasonable dm, and probably added as raw when errata is printed) you can now parry riposte without panache spend. which is huge at that level (7-8 parry/round)


If you GM lets you use Battle Cry as written (that the reroll can go to any save,) then it's a must-have. It is widely believed that the intention was to be able to reroll saves vs. fear, though, so check with your GM to make sure if you plan on taking it.

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