Dares (Gunslinger / Swashbuckler


Rules Questions


Okay, I literally found out about this today, and never knew it existed. Reading the rules for this I was at first happy, then I became confused because of the wording and lack of clarity. I want to point out what confuses me, then I want to give follow up questions to try and better understand how things work, or at least how people intepret it to work, because so far I've had no luck finding any errata or FAQ. If anyone can help me with errata or FAQ, that would be greatly appreciated.

Dares wrote:


Dares are similar to deeds in that they grant a gunslinger or a swashbuckler extra abilities based on either grit or panache, but unlike deeds, dares become active when a member of these classes runs out of her grit or panache, and become inactive until the character regains grit or panache. A dare grants the character a benefit and makes it easier to regain either grit or panache.

A dare can be taken in place of one of the bonus feats a gunslinger or a swashbuckler gains at 4th level and every 4 levels thereafter. A gunslinger or a swashbuckler can choose to have multiple dares, but must pick only one to be active each time she reaches 0 grit points or panache points. Once chosen, the active dare cannot be changed until the gunslinger or swashbuckler reaches 0 grit points or panache points again.

1. Okay, so I bolded the active and inactive in the rules. It seems to read to me that it activates when you have 0 grit or panache, but it says they become inactive UNTIL the character regains grit or panache. Maybe inactive was meant to be written as active to say they remain active until you gain more points?

dares to select wrote:


These dares can be used by gunslingers and swashbucklers.

Vigilant Shooter : While this dare is active, you gain the evasion class feature. If you already have this class feature, while this dare is active you roll twice when making a Reflex saving throw and take the higher result. You regain 1 grit point or panache point when you succeed at two Reflex saving throws while using this dare.

Frantically Nimble : While this dare is active, you gain a +2 dodge bonus to AC. You regain 1 grit point or panache point when any enemy making a ranged or melee attack against you misses you three consecutive times. The attacks don't need to come from the same enemy.

Out for Blood : While this dare is active, your critical threat range with firearms (for gunslingers) or light or one-handed piercing melee weapons (for swashbucklers) increases by 1 (20/×4 becomes 19–20/×4, 19–20/×2 becomes 18–20/×2, and so on). This effect does not stack with similar effects that modify a weapon's critical threat range.

Run Like Hell : While this dare is active, your base speed increases by 10 feet, and you retain your Dexterity bonus to your AC while running. You regain 1 grit or panache point the first time you are more than 100 feet away from your closest enemy.

I notice that Vigilant shooter is the only dare that requires you to be using the dare to gain grit/panache back, while the others give no caveat about that.

2. If I get to zero points and select any other dare besides Vigilant shooter, do I gain points even if the dare isn't active (at zero)?

3. Do the dares benefits turn off when I get at least one point in my pool, or does it stay on forever until I reach zero again and choose to change it?


#1 is almost certainly a typo. Dares should become active when you run out of grit/panache, and "stay active until you regain grit/panache", or "become inactive once you regain grit/panache", not "become active until you regain grit/panache".

I'm reading these as "you regain 1 grit or panache if this dare is active and you succeed at 2 reflex saves/don't get hit 3 times/get 100 feet away from all enemies" -if the dare is not active, you can't regain panache in the alternate way.

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