Suggestions for last few feats for Swashbuckler


Advice


I have a Lvl 15 Human Whirling Dervish Swashbuckler that I pretty much have built up to my liking, and now I'm not sure what I should take for my last few feats. I currently have 1 available feat, and then I'll get another one at 16 then again at 17. Ideally I'm looking for a chain of feats because the most of the feats I have available to me right now are a little underwhelming. Here's the build for a better idea of what I'm currently working with.

Swashbuckler build:

Basic Stats

Strength- 10 (+0)
Dexterity- 28 (+9)
Constitution- 14 (+2)
Intelligence- 12 (+1)
Wisdom- 14 (+2)
Charisma- 24 (+7)

HP- 149
AC- 43
Saves- Fort +12, Ref +23, Will +12
Initiative- +16

Swashbuckler Skills, Abilities, Etc
Dawnflower's Mercy, Panache, Swashbuckler Finesse, Charmed Life +7 (6/day), Nimble +4, Dervish Dance, Swashbuckler Weapon Training +3, Evasion, Uncanny Dodge,

Deeds
Derring-Do, Dodging Panache, Opportune Parry and Riposte, Kip-Up, Menacing Swordplay, Precise Strike, Swashbuckler Initiative, Swashbuckler's Grace, Whirlwind Dance, Dance of Dawn, Evasive, Subtle Blade, Dizzying Defense, Perfect Thrust, Swashbuckler's Edge

Feats
Armor Proficiency (light), Buckler Proficiency, Combat Expertise, Combat Reflexes, Improved Initiative, Lunge, Martial Weapon Prociency- all, Outslug Style, Outslug Sprint, Outslug Weave, Shield Focus, Simple Weapon Proficiency, Twist Away, Unhindering Shield, Weapon Focus

Traits
Bloody-Minded
Dangerously Curious

Weapons
+5 horacalcum scimitar- +33/+28/+23 1d6+17+15 precision, 15-20/x2

Armor
+5 buckler, Celestial Armor

Magic Items
Amulet of natural armor +1, Belt of incredible dexterity +6, Cload of resistance +5, Headband of alluring charisma +6, Ring of Protection +2, Swordmaster/s flair (blue scarf), wand of cure moderate wounds, wand of haste (cl 7th)

So with this build I can in essence make a full attack action against any enemy within 20 feet of me via lunge, outslug sprint, and swordmaster's flair. Twist away takes care of my low fortitude save, and with 6 uses of charmed life a day at +7 to saves, that pretty much covers my will saves.

Also, I'm not sure if I even need the Unhindering Shield feat, but I'm unclear if having a buckler equipped interferes with the Dervish Finesse ability, so I may be able to drop that feat and could also potentially drop shield focus if it's for a feat that's worthwhile.


Since you probably move 10ft. every round you could go Dodge -> Wind Stance so you get 20% concealment against ranged attacks every round, but it's not incredibly good.

I'd probably go Improved Disarm and Greater Disarm, since you already have a high hit bonus. Maybe consider the Dueling Property for your scimitar. Alternatively trip, since it applies to more types of opponents.

Another nice single feat is Difficult Swings. It synergises well with your reach and prevents your foes from full attacking now and then.

There are some powerful options that require Power Attack though (Cut from the Air and Dazing Assault for example). Sadly you don't qualify with ST10.

Speaking of it, Piranha Strike would improve your damage output quite a lot.


Oh I forgot some nice Thing:

Divine Fighting Technique (Sarenrae) is one nice way of healing. You'd Need Great Fortitude and 10 ranks in Heal though, but when you deal nonlethal damage you heal 2d6 every round. As a frontliner without class inherent ways of healing These might as well be extra Hit Points like from Toughness.

Lantern Lodge

Swordmasters flair doesnt work with a scimitar unless your gm houseruled it. Pirhanna strike requires an effortless lace (2,500 gp) but is definitely worth it.


kaisc006 wrote:
Swordmasters flair doesnt work with a scimitar unless your gm houseruled it. Pirhanna strike requires an effortless lace (2,500 gp) but is definitely worth it.

Normally you’d be right, but the Dervish Dance ability lets me treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon, so I am able to use the scarf

Lantern Lodge

No swordmasters flair is an item not a feat or class ability.

Also I thought whirling dervish couldn’t use shields? You should need weapon finesse and slashing grace since dervish finesse doesn’t allow shields and the dex to damage requires dervish finesse.


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The critical focus chain is very nice for your build: get a bonus to confirm crits then a free Save or Stink effect added with the second and third feats.


Dervish dance is a weird situation, it is really a class ability not the feat but counts as it, the wording is slightly different. Long and short the buckler is fine but a real shi8eld would not be...

Lantern Lodge

If you guys want to houserule it thats fine but RAW dervish dance doesn’t work with a shield (including buckler). In fact that was intentional by the paizo devs since dervish effects across pathfinder all don’t work with shields. But at least your deeds don’t state anything about shields so if you’re limited by RAW you could still use them.

I posted awhile back that they should faq slashing grace to work with sword master’s flair but it didn’t get much attention. So for now my PFS swashbuckler can’t use one :( Dervish finesse suffers the same limitations.


Probably not RAI, but the class feature that is granting the ability makes no mention of bucklers or shields...

Quote:


Dervish Dance (Ex): At 4th level, a whirling dervish can use her Dexterity modifier instead of her Strength modifier on melee damage rolls when using her swashbuckler finesse. She counts as having the Dervish Dance feat for purposes of meeting feat prerequisites.

Lantern Lodge

Also what are you applying outslug style too? It only works with weapons of the close weapon group?

Lantern Lodge

Jason Wedel wrote:

Probably not RAI, but the class feature that is granting the ability makes no mention of bucklers or shields..

Its under dervish finesse, which modifies your swashbuckler finesse to not work with shields when using a scimitar.


kaisc006 wrote:
Also what are you applying outslug style too? It only works with weapons of the close weapon group?

Outslug Style- Choose one weapon from the close fighter weapon group. While using this style, when you take a 5-foot step, you gain a +1 dodge bonus to AC and a +1 bonus on weapon damage rolls with the chosen weapon until the beginning of your next turn.

Nowhere does it say that I have to use a close weapon to use this style. I just don’t gain the bonus to weapon damage rolls since I’m using a scimitar.

Lantern Lodge

You need weapon focus with a weapon from the close weapon group to qualify for the feat. Additionally the special text implies it can only be used with a weapon from the close weapon group.

Special: In addition to the chosen weapon, a character with the weapon training (close) or the brawler’s close weapon mastery class feature can use Outslug Style with any close weapon.

It doesn’t say can apply outslug style’s bonus damage to any close weapon.

Lantern Lodge

But going by RAW you’re right it should work with the scimitar but you at least need weapon focus in a close weapon.

Lantern Lodge

Also I believe unhindered shield gets you past the no shield bit so you’re good there.


The weapon focus I have is for a close weapon (I just don’t remember which one off the top of my head)

Lantern Lodge

DanEvans wrote:
The weapon focus I have is for a close weapon (I just don’t remember which one off the top of my head)

Got it. Why don’t you have weapon focus scimitar, greater weapon focus scimitar, weapon spec scimitar, greater weapon spec scimitar? iI think you will get more mileage out of +2 attack and +4 damage than you are the situational +2 ac / extra 5ft step from the four feats used for outslug style. Mobility shouldn’t be a problem for you since you are a whirling dervish.

Lantern Lodge

Technically 5 feats because you need combat expertise. So with combat expertise + outslug you are looking at + 4 AC, +2-4 situational ac, plus extra 5ft step. For the same number of feats for pirhana strike + wf/gwf/ws/gws you would be at +2 attack +12 damage ( all of which is multiplie on a critical hit). You will see a huge leap in effectiveness.


The main reason I took the outslug chain was for the extra 5 ft step. Being able to use a full attack action against any enemy within 20 ft seems like it could be real useful, especially as we’re nearing the end of the campaign. I’m not real worried about my attack rolls since I’m already +33 to hit at my max bonus. Even if I take Piranha Strike I’ll still be solid on attack rolls.

Lantern Lodge

You already have lunge though and houseruled flair. So it’s highly situational that you’ll need to move that extra 5ft. Also, the AC boost is assuming your parry attempts fail (which +2 attack helps) and ypur AC should be high enough before that boost. So not only do you have to roll a bad parry but the opponent also needs a good roll. Pretty situational.. Meanwhile the +2 attack / +12 damage is always applicable.

But if you’re deadset on outslug and with the campaign presumably coming to a close, I would suggest, critical focus -> critical feat chain. Your damage isnt that high so you would be more of a debuffer.


kaisc006 wrote:
Technically 5 feats because you need combat expertise. So with combat expertise + outslug you are looking at + 4 AC, +2-4 situational ac, plus extra 5ft step. For the same number of feats for pirhana strike + wf/gwf/ws/gws you would be at +2 attack +12 damage ( all of which is multiplie on a critical hit). You will see a huge leap in effectiveness.

Yeah, added all up like that it does make more sense to go that route

RPG Superstar 2012 Top 32

Critical Focus and a bunch of Critical Feats for fun carrier effects.

Stand Still to immobilize targets of your AoO.

Piranha Strike to increase damage.

Butterfly Sting to grant a critical hit to an ally, preferably one with a x4 two-handed Power Attacking weapon.

Do you have an ally you team up with a lot? Maybe coordinate with some fun Teamwork Feats?

Improved/Greater/Striking Combat Maneuver of your choice, like Disarm, Dirty Trick, Trip, Repositioning, etc.

Bodyguard + Additional Traits + Adopted + Helpful to give ally +4 to AC?

Enforcer for free Intimidate checks?

Second Chance and Improved Second Chance?

Swift Aid?

Agile Maneuvers? Weapon Specialization? Dazzling Display? Iron Will?


How bout looking into Called Shots? Can be done with a melee weapon, unless I'm mistaken. Theres some feats that make them fairly usable.

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