
fatbaldbloke |
or I should probably ask can he stab it as I'm looking at playing the Inspired blade archetype most likely...
We're going to be finishing up our current campaign in a couple weeks and the DM has decided he's going to run Rise next.
We're going to have a 5 man party and the only two confirmed characters so far are a Dwarven Stonelord Paladin and a Wizard (race to be confirmed). I've been looking for a chance to play a Swashbuckler for ages now and just wondered how they tend to cope in Rise?
I'll probably be looking to have half decent INT & CHA for the Panache and also to potentially help fill in as the party face. I'm also thinking I might pick up 'Antagonize' to try pull enemies away from the party wizard (should they go after him of course).

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I'll probably be looking to have half decent INT & CHA for the Panache and also to potentially help fill in as the party face. I'm also thinking I might pick up 'Antagonize' to try pull enemies away from the party wizard (should they go after him of course).
You'll have no trouble fitting in. Even a vanilla rogue can "cut it" in this AP. At least for the first two books, which is as far as we got when I ran it.
Your potential as a party face will be useful in town settings and other RP situations. You should be able to contribute to combat in meaningful ways. I recommend you invest a little bit in stealth if possible.
Your idea to "Antagonize" foes and support your weaker party members sounds like a fun concept and will likely prove useful on more than one occasion. It might get a little boring however, so I wouldn't invest too many resources in that particular role.
Good luck. I'm sure you'll have a blast!

fatbaldbloke |
You'll have no trouble fitting in. Even a vanilla rogue can "cut it" in this AP. At least for the first two books, which is as far as we got when I ran it.
Your potential as a party face will be useful in town settings and other RP situations. You should be able to contribute to combat in meaningful ways. I recommend you invest a little bit in stealth if possible.
Your idea to "Antagonize" foes and support your weaker party members sounds like a fun concept and will likely prove useful on more than one occasion. It might get a little boring however, so I wouldn't invest too many resources in that particular role.
Good luck. I'm sure you'll have a blast!
Cheers.
'Antagonize' should only require an investment of the 1 feat really as I'll be keeping Diplomacy and Intimidate ranked up pretty high anyway.
I'm planning to pick up 'Stealth' as a class skill via a trait and I'll definitely be investing some points in there.

Akerlof |
Damage-wise, you're going to be somewhere between a (full BAB) one hand + shield PC and a two hander, closer to the two hander if you get Dex to damage and pump Dex. That's plenty as long as you aren't the only damage dealer in the party. So as long as the Stonelord has offense roughly on par with yours, you'll be golden I think. Having a 3/4 BAB damage dealer as well in the party eliminates any worries.
Other skills-wise, you don't need to be a bard or sorcerer to be a great face. I don't know your group's style, but the way the AP is written, having a diplomacy score = your level is going to work fine for you and shouldn't miss many, if any, opportunities.
Scouting with Stealth is good, too. Just remember to make some perception checks. ;P (Inside joke: Session before last, our Wizard invisibled himself, snuck all through the badguys' HQ but didn't make any perception checks. So all he saw were them doing normal, everyday non-badguy stuff, he missed all the clues and even triggered an alarm spell to alert them.) Also, don't get too far away from the group, there are always some things that can find you despite your stealth roll, and those things often hurt.

fatbaldbloke |
Damage-wise, you're going to be somewhere between a (full BAB) one hand + shield PC and a two hander, closer to the two hander if you get Dex to damage and pump Dex. That's plenty as long as you aren't the only damage dealer in the party. So as long as the Stonelord has offense roughly on par with yours, you'll be golden I think. Having a 3/4 BAB damage dealer as well in the party eliminates any worries.
Other skills-wise, you don't need to be a bard or sorcerer to be a great face. I don't know your group's style, but the way the AP is written, having a diplomacy score = your level is going to work fine for you and shouldn't miss many, if any, opportunities.
Scouting with Stealth is good, too. Just remember to make some perception checks. ;P (Inside joke: Session before last, our Wizard invisibled himself, snuck all through the badguys' HQ but didn't make any perception checks. So all he saw were them doing normal, everyday non-badguy stuff, he missed all the clues and even triggered an alarm spell to alert them.) Also, don't get too far away from the group, there are always some things that can find you despite your stealth roll, and those things often hurt.
I feel I almost know this wizard.....I've DM'd for several players like that and on the other hand have another group who won't move more than 5 feet without multiple perception checks (no idea why they're so paranoid)
Looks like we're going to have a Sensei Monk in the party as well now, not sure what our 5th PC is going to be yet.

Tangent101 |

You will find that Swashbucklers are incredibly potent starting at 3rd level. Or to put it another way, I had an Arcane Trickster who started taking Swashbuckler levels... at the second Swashbuckler level she was already competent. While she was killed (temporarily) by a giant after third level Swashbuckler, that was partly bad luck on her behalf and a complete lack of buffs.
Or in other words: you'll find a Swashbuckler can be quite effective in the game. If you get your AC up high enough, you'll become the line in the sand, able to move forward, engage the enemy, and hold them.

magnuskn |

It will depend a bit on the pace of your group. At the start, you are going to do well, but in the later part of the campaign, saving throws become a big concern. If you run out of Charmed Life at the wrong time, it could mean a character death or two.
Generally, be aware that the Swashbuckler has a poor action economy, with four swift/immediate action abilities vying for your attention each round.

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It will depend a bit on the pace of your group. At the start, you are going to do well, but in the later part of the campaign, saving throws become a big concern. If you run out of Charmed Life at the wrong time, it could mean a character death or two.
Generally, be aware that the Swashbuckler has a poor action economy, with four swift/immediate action abilities vying for your attention each round.
I'm surprised nobody mentioned this yet. :)
Great Fortitude might not be the worst use of your time. Also, note that half-elves' favored class bonus grants additional uses of Charmed Life. Just keep your saves high. :)
As for the action economy issues, there's not much that can be done there.
If you don't mind, Magnuskn, can you remind me what all four are? Parry/Riposte, Charmed Life, and Precise Strike I remember, but the fourth eludes me.

fatbaldbloke |
yeah the Swashbuckler saves do worry me a bit. I had considered after reaching 3rd level taking a 2 level dip into Paladin to help boost them a bit with divine Grace.
However much as I like the idea of a flamboyant, flashy Paladin the dedication and structured life as part of a religious order just don't seem to fit with the personality I had in mind for the character. (Another time maybe)
So looks like I'll be relying on feats and items to keep the Fort & Will saves boosted.

fatbaldbloke |
Have you considered daring champion cavalier? They get better saves, and it seems like you're going to be team-oriented so the tactician stuff might be useful as well.
I see this recommended a lot in threads about Swashbucklers, and I can see why do like the archetype.
The tactician ability is very tempting, but I'd rather get the Panache and Deeds online from 1st level to be honest. Also from an rp point of view I'm not convinced I see this guy as part of something larger like a Cavalier order or a church.
Appreciate the suggestions though. Very tempted to roll up a Daring Champion of the Cockatrice Order for Way of the Wicked now.

Tangent101 |

You know, there's nothing wrong with not having great Will or Fortitude saves. If it really worries you, you can add a level of Fighter and use the bonus Feat to take Iron Will and the like. Likewise, a Cloak of Resistance will boost Will and Fortitude saves and allow your character to improve his chances to make those saves. There are also magic items that help protect against mind control and the like. Or, for that matter, Protection from Evil.

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There are a lot of enemies that will be provoking really, really important Will saves. There's a decent number of pretty deadly Fort saves as well (especially in Book 2). I strongly recommend both Iron Will and Steadfast Personality, and if you can find the space in your build, Great Fortitude as well.

fatbaldbloke |
The rest of the party is taking shape now
A Dwarven Stonelord Paladin
Elven Ranger (taking Archery as his combat style at 2nd level)
An Aasimar sensei monk
A dwarven caster (he was originally thinking Wizard but now can't decide between Arcane or Divine class)
Plus my Swashbuckler who will initially be filling the face and rogue duties. I'm going to keep my options open as regards multiclassing depending how things develop.

bob_the_great |
I am currently a Swashbuckler 7 / Paladin 2 in a RotRL game. I didn't plan to take paladin levels to start but I did intend him to be a pseudo-paladin, living a virtuous life and spreading the word of Shelyn. After a certain chapter in book 2 that forces A LOT of saves I said "screw it" and did the multiclass. I don't regret it, but I was already playing with a code anyway and there are definite downsides. My saves are amazing now (and almost every boss seems to be a caster of some sort) but I am two levels behind the gunslinger in deeds and I won't be able to take Signature Deed until level 13.
Ignoring saves, you'll be fine. You'll be weak until you get Dexterity and level added to damage at level level 3, you'll be really powerful at level 6 when you have an extended crit range (achieved at level 5) and get a second attack and you'll still be effective but slightly less so starting around level 8 or 9 when the enemies because bigger and have larger attack bonuses (meaning your parry works less).
Around level 6 my DM regularly called me overpowered because parry/riposte is very powerful at that point. Everything is medium-sized with mediocre attack bonuses and you get what are basically a lot of free attacks out of it.
I have no idea what it is like at 10+ but figure things continue diminishing as enemies get bigger/badder and magic plays a more important role. I expect my character to always be effective but I'll be limited to doing things that melee characters do.

Tangent101 |

If the GM is willing to let you use the Unchained Rogue, then take three levels in Rogue so your Dex bonus counts toward damage, and then continue with the Swashbuckler. You'll have a character who is quite deadly and who will over time do the most damage of the group. And just invest in a Cloak of Resistance to pull up your saves (which at level 17 would be +5/+12/+5 before stat bonuses).