Please help me build Catorze, my PFS GM Baby Catfolk Bard / Swashbuckler


Advice

Grand Lodge

Catorze will be my fourteenth PFS character, built off a GenCon Catfolk boon and credits from GMing the Gallows of Madness module trilogy for my local store.

She'll be level 4 once I finish GMing Gallows of Madness, and I was trying to figure out how to best build her.

I want a bard with Bardic Knowledge, because I'd like to take advantage of the sweet, sweet Catfolk favored class bonus for bards. I also want to dance around with a rapier in battle and look quite dashing as I do so. Like most swashbucklers, I imagine her as a female blend of Zorro, Inigo Montoya and Puss in Boots. Does anyone know if there is a whip based Swash? It could be hilarious to take one with prehensile whip trait and swing off of things!

I'm kind of divided about what sort of bard to make... I am tempted by the idea of Mysterious Avenger / Archaeologist Bard so that I can be a cat burglar with rogue talents and a secret identity. (Yes, I am using ALL the cat puns. They are mine, mine!)

I'm also tempted by the idea of doing some other type of swashbucker (perhaps the vanilla variety, though inspired blade is tempting for the extra feat) and an animal speaker bard so that I can also inspire courage and summon rats... Hey, a cat needs snacks!

Ideas? Thoughts? Please share them!

Hmm

Liberty's Edge

You don't actually need a specific Swashbuckler Archetype for a whip, though Mysterious Avenger for Proficiency is very nice. Whips are one-handed slashing weapons and thus available for Slashing Grace.

You just need a way to make the whip deal lethal, of which Whip Mastery is probably best...though that is two Feats. That plus Slashing Grace would be ideal, but you won't get that until 5th level. Though you could get an extra Combat Feat to do it at 5th via Rogue Talent if you wanted.

One level of Mysterious Avenger and then going Archaeologist seems totally reasonable and mechanically effective to me.

Liberty's Edge

Hmm,
Here's my favorite PC, something similar to your concept. Currently level-4.
Larry

Gitano Frallino
“The Luckiest Man Alive”
Swashbuckler/Investigator/Bard

Human Inspired Blade/Archaeologist/Sleuth.

Abilities:
Strength - 10
Dexterity - 15 (+1 at 4th) or (+1 at 8th)
Constitution - 14
Intelligence - 13 (+1 at 4th) or (+1 at 8th)
Wisdom - 10
Charisma - 16 (+1 at 12th)

Traits:

Fate’s Favored- Any luck bonus increases by 1 (Ultimate Campaign)
Maestro of the Society - +3 rounds of bardic performance

Feats to Consider:
Arcane Strike, Extra Inspiration, Combat Reflexes, Extra Performance, Extra Panache, Great Fortitude, Improved Initiative, Extra Rogue Talent (Trap Spotter)

Spells to Consider:
1-Ear-Piercing Scream (Fort), Expeditious Retreat, Grease (Reflex), Heightened Awareness, Hideous Laughter (Will), Liberating Command, Lucky Number (“Rub My Belly”)

Build by Level:

Level 1 (Swashbuckler – Inspired Blade)
Feats: Fencing Grace and Additional Traits – Magical Knack (Bard) & Resilient
Deed: Derring-Do
Deed: Dodging Panache
Deed: Opportune Parry & Riposte
Inspired Finesse
Inspired Panache
Panache
Level 2 (Bard – Archaeologist)
Archaeologist’s Luck +1
Bardic Knowledge +1
FCB: +1 0th Level Spell
Spells Known 0-Dancing Lights, Detect Magic, Message, Prestidigitation, Read Magic; 1-Saving Finale, Vanish
Level 3 (Investigator – Sleuth)
Feat: Lingering Performance
Inspiration
Sleuth’s Luck
Deed: Daring
Deed: Opportunist Evasion
Deed: Sleuth’s Initiative
Trapfinding
Level 4 (Bard – Archaeologist-2)
Clever Explorer
Uncanny Dodge
FCB +1 0th Level Spell
Spells Known 0-Ghost Sound, Mending; 1-Heightened Awareness
Level 5 (Bard – Archaeologist-3)
Feat: Extra Performance or Arcane Strike?
Trap Sense +1
FCB +1 0th Level Spell
Spells Known: 0-Mage Hand; 1-Hideous Laughter
Level 6 (Bard – Archaeologist-4)
Rogue Talent: Combat Trick (Combat Reflexes)
FCB +1 1st Level Spell
Spells Known: 1-Liberating Command; 2-Heroism, Mirror Image
Level 7 (Bard – Archaeologist-5)
Feat: Extra Inspiration??
Loremaster 1/day
FCB +1 1st Level Spell
Spells Known: 1-Lucky Number; 2-Allegro
Level 8 (Bard – Archaeologist-6)
Evasion
Clever Explorer (Take 10 & Magical Traps)
Trap Sense +2
FCB +1 1st Level Spell
Spells Known: 1-Ear-Piercing Scream; 2-__________
Level 9 (Bard – Archaeologist-7)
Feat: __________
FCB +1 2nd Level Spell
Spells Known: 2-___________; 3-__________, __________
Level 10 (Bard – Archaeologist-8)
Rogue Talent: __________
FCB +1 2nd Level Spell
Spells Known: 2-__________; 3-__________
Level 11 (Bard – Archaeologist-9)
Feat: __________
Trap Sense +3
FCB +1 2nd Level Spell
Spells Known: 2-__________; 3-__________
Level 12 (Bard – Archaeologist-10)
Jack of All Trades: Trained Skills
FCB +1 3rd Level Spell
Spells Known: 3-__________; 4-__________, __________

Vanities:
??

Magic Items to Consider:

Scroll of lesser restoration (x5), 2PP
Scroll of remove disease (x2), 2PP
Scroll of remove curse (x2), 2PP
Wand of CLW, 2PP
Wand of Divine Favor, 2PP
Wand of Shield of Faith, 2PP
Cloak of Resistance +1, 1000gp [shoulders]
Upgrade to Cloak of Resistance +2, 3000gp
Haunt Siphon, 400gp
Mithral Chain Shirt, 1100gp
Armor Enhancement +1, 1000gp
Add Spell Storing, 3000gp
Mithral Buckler, 1005gp
Shield Enhancement +1, 1000gp
Add Spell Storying, 3000gp
Ring of Protection +1 2000gp [ring #1]
Amulet of Natural Armor +1 2000gp [neck]
Adamantine Rapier, 3020gp
Weapon Enhancement +1, 2000gp
Weapon Enhancement Keen, 6000gp
Handy Haversack, 2000gp
Eyes of the Eagle, 2500gp [eyes]
Four-Leaf Clover, 3750gp
Amulet of Natural Armor +1, 2000gp [neck]
Swarmbane Clasp, 3000gp [neck]
Belt of Incredible Dexterity or Belt of Mighty Constitution +2, 4000gp [belt]
Upgrade to Belt of Physical Might +2 (DEX/CON), 6000gp
Upgrade to Belt of Physical Perfection +2, 6000gp
Headband of Alluring Charisma +2, 4000gp [headband]
Upgrade to Headband of Mental Prowess +2 (CHA/INT), 6000gp
Extend Metamagic Rod (Lesser), 3000gp
Bracers of the Glib Entertainer, 7900gp [wrist]
Vest of Escape, 5200gp [chest]
__________, ____gp [body]
Fate’s Shears, 2900gp
Circlet of Persuasion, 4500gp [head] or
Lepidstadt Investigator’s Hat, 7000gp [head]
Ioun Stone, Dusty Rouse Prism (Cracked), 500gp
Ioun Stone, Dusty Rouse Prism, 5000gp
Runestone(s) of Power, 2000gp (Level-1)
Investigator’s Pipe, 9000gp
Boots of Speed, 12,000gp [feet]
Stone of Good Luck, 20,000gp

Sovereign Court

Pathfinder Starfinder Society Subscriber

I like the Archaeologist bard a lot. I would stick with the rapier, rather than build for whip, myself.

Mysterious Avenger is a decent option if you want to go the whip route. Otherwise, I would wait and take vanilla Swashbuckler as your fifth level to coincide with Slashing Grace.

Grand Lodge

Huh, there is also a new Dashing Thief Swashbuckler that could get me disable device as a class skill. Does anyone know anything about it?

Hmm


Pathfinder Maps, Starfinder Maps, Starfinder Roleplaying Game Subscriber

You already have one mysterious avenger swashbuckler, I would skip that. Your acrobatics is likely to be high enough you will not need a rope to swing from!

It looks like neither the archeologist bard nor the dashing thief allows you to disable magical traps. They both have nice features, but it is good to keep that in mind.

Which of the catfolk specific rogue talents interested you?

As for starting out, it looks like Bard 2 / Swashbuckler 2 would be pretty sweet. Assuming your archetypes didn't trade them away, you would have Versatile Performance from Bard and Charmed Life (for the saving throws) from Swashbuckler. Your fortitude save is going to be poor -- neither class helps with that.


I know you are not primarily looking for advice on mechanics but I'd argue you can pull off what you want without tainting the awesomeness that is the bard class with suckiness that is the swashbuckler.

Admittedly 1 level of swashbuckler gives a dex and cha based character quite a few tools to work with, but your casting and knowledge skills will suffer in return.

As mentioned above Archaeologist is mechanically strong and has quite the swashbuckling feel to it. Also you don't trade out any of the knowledge abilities and they are very good in PFS.

Personally I really like the duettist and it really gets going at level 4 so it would be a strong choice. A duettist should have fate's favred and a mascott familiar along with the evolved familiar feat. But that's just me being a dirty dirty power gamer...

Also for any PFS bard you have to seriously consider a singing steel weapon or armor. At level 4 you might even have the cash to afford it from the get go.

Also think about how your character aims to contribute to combat in the long term. If that entails wearing little armor and wagging a rapier while using dex and rocking less than full BAB you should probably justify your place in the party by buffing your allies instead of being a damage dealer. How you flavor bardic performance is totaly up to you. A dazzling display of swordplay can just as easily help to boost morale as a minstrel's song. Find other ways to use your actions wisely and further buff your team. The cool kids can buff with their standard action, their move action and their swift action.

Afterwrds tell the tale of how you killed the dragon despite never penetrating the damage resistance while the charisma 7 barbarian shame's you as a glory hog!

Edit: Duettist ooses bardic knowledge so scratch that idea...


Pathfinder Maps, Starfinder Maps, Starfinder Roleplaying Game Subscriber

Looks like I missed something, turns out the archeologist bard can eventually disarm magical traps.

Ultimate Combat wrote:
At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps.

Sczarni

Step 1: have 13 wisdom
Step 2: buy perfectionist shavtoosh
Step 3: take a versatile performance that gives you sense motive
Step 4: take the feat Weapon trick (Stylish riposte)
Step 5: Take snake style

...and voila, your perform skill to AC once per round. And if the opponent misses you by 5 or more you get an AoO!


Carla the Profane wrote:

Step 1: have 13 wisdom

Step 2: buy perfectionist shavtoosh
Step 3: take a versatile performance that gives you sense motive
Step 4: take the feat Weapon trick (Stylish riposte)
Step 5: Take snake style

...and voila, your perform skill to AC once per round. And if the opponent misses you by 5 or more you get an AoO!

Generally a nice trick but not realy vialble for a Swashbuckler due to swift action bloat. Now if you weren't a swashbuckler in the first place Stylish Riposte is a nice way to get back some of that swashbuckler flavor...

Grand Lodge

Heigh Ho, Hmm!

I love the concept, and I think it will work well no matter how you do it. There are enough synergies between the race and classes (and your play style) that it'll be fun.

The Dashing Thief looks interesting, and I like the Bold Thief ability, but I really really dislike Thief's Confidence. Trading away the ability to regain panache from a killing blow to instead regain it on a successful Steal maneuver pretty much requires a 3 feat tax (Combat Expertise and Improved Steal plus Agile Maneuvers for a Dex based character), and it only refreshes panache if the item stolen is worth 100 go x her class level. So while stealing the opponent's spell component pouch is often a great tactic, it won't refresh your panache, nor will just killing him outright. And because it alters Panache it doesn't stack with Inspired Blade. Maybe if it used Sleight of Hand instead of a combat maneuver, but as written, I'd pass.

Other Swashbuckler archetypes:

Mouser: Okay, the name is perfect, but not so great for a medium size Ratfolk. Too bad.

Guiding Blade: This one might fit better with a bard. She gets a free Teamwork feat at 1st level that she can spend panache to share with all teammates. There are so many neat TW feats that no one in PFS takes. And she recovers panache whenever an ally drops a foe - so, yeah, every combat she'll get one panache back per enemy cause somebody's gonna drop them all eventually! Granted it gives up all the first level deeds, including Opportune Parry.

How about dipping Freebooter Ranger instead of Swashbuckler? It would shore up your fort save, and the first level ability is a move action that provides an untyped bonus to allies' attack and damage which would stack with bard buffs. Pirate Cat!

Lastly, two items to consider. Boots of the Cat, cause why not be appropriately attired? But more seriously, if you do dip swashbuckler get the Swordmaster's Flair Blue Scarf. Lets you spend a panache to get natural reach with your swashbuckler weapon. Perfect for staying behind the BSF and singing (like an alley cat!) while still being able to contribute to the fight.

Grand Lodge

Carla the Profane wrote:

Step 1: have 13 wisdom

Step 2: buy perfectionist shavtoosh
Step 3: take a versatile performance that gives you sense motive
Step 4: take the feat Weapon trick (Stylish riposte)
Step 5: Take snake style

...and voila, your perform skill to AC once per round. And if the opponent misses you by 5 or more you get an AoO!

A neat idea but too costly on a Catfolk bard. Catfolk have a minus to wisdom, so a 13 for me is as costly as a 15 for everyone else. It might be fun to do with a pure aasimar though!

Mulling over the other suggestions too. The Guiding blade is very interesting indeed. But no parry / riposte! (*Cries*)

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