Help improve my swashbuckler please.


Advice

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Scarab Sages

I'll take a closer look at the latest suggestions later (leaving for work right now) but I will say the problem with guns is the investment vs reward. Your looking at a feat to use them, a feat to maintain them, they have short range and a chance to explode, are hard to reload and generally only show up if a DM deliberately adds them rather than being a normally used part of the game. They might be fun on occasion but using them properly is a heavy imvestment for seemingly little reward.


Senko wrote:
I'll take a closer look at the latest suggestions later (leaving for work right now) but I will say the problem with guns is the investment vs reward. Your looking at a feat to use them, a feat to maintain them, they have short range and a chance to explode, are hard to reload and generally only show up if a DM deliberately adds them rather than being a normally used part of the game. They might be fun on occasion but using them properly is a heavy imvestment for seemingly little reward.

Yeah, I wouldn't use the Pistol unless you really need to, tbh, so I wouldn't invest any feats into Pistols except for the freebie EWP from the Human racial trait "Military Tradition". Go with the ADS or Katana for your normal rounds and substitute the first attack each round for a Trip attempt whenever possible, but have the Pistol ready simply for flying or out of reach opponents or whenever you're low on HP and need to fight from the back ranks for a bit. You can get a lot of use out of readied actions with it too, especially if there's a spellcaster on the field that you cannot reach (because he's flying or behind a wall of fire, or w/e reason). Your initiative will be pretty decent, so if you beat an enemy spellcaster in initiative, you can say "I'd like to ready an action to shoot that caster in the face if/when he starts casting a spell", then if/when he does, he'll have to make a Concentration Check or lose the spell. This will give your group a chance to close in on him. Even if the caster is one or two range increments away from you, it's still worth it to take a -2 or -4 to your attack to force the Conc check. You have full BAB and high Dex, so hitting him shouldn't be a problem. Another reason is that Pistols attack Touch AC, so if you're having trouble hitting a heavily armored target, you have a backup plan if the ADS/Katana isn't working. Also, consider getting that Pistol a +1 Ghost Touch enchant by about lvl 6 or 7 so you have a response to incorporeal creatures. Most incorporeal creatures fly anyway.

I think that trip build that I posted would work pretty well for the "flashy" style of combat you're looking for. And it makes you and your group much more survivable in combat because you can act as a Crowd Controller, plus any time you trip the target, you get 3 attacks and cost them a move action, which reduces how many Full Attack actions the enemies can get off in any given encounter. Additionally, whenever you successfully hit a target, you can use Menacing Swordplay/+1 Cruel enchant to Shaken/Sicken for -4 to hit, and prone targets have a -4 to attack and -4 AC to melee, which means they'll have a -8 to hit you, and you'll be attacking a target with -4 AC with your iterative attacks and AoO's after the Trip. Your damage would be coming almost exclusively from AoO's and Ripostes whenever someone tries to hit you, as well as all the AoO's that will be provoked by your Allies, and the Heirloom Weapon is a great trait for a Trip/AoO build. Even if a particular enemy immune to Trip, you're still a full BAB martial, so you won't be lacking in the damage department at all with a build like this. Your allies will love you too because of all the AoO's that you'll be provoking for them.

Which reminds me, get Boots of Speed for Haste for the extra attack and +1 to hit/trip!

Edit: Btw, which AP are you doing? Or are you doing a Homebrew?


So let's say you're lvl 11 and you have boots of speed.

Normal Attack
+11 BAB
+6 Dex
+2 Swashbuckler Weapon Training
+1 Weapon Focus
+1 Haste

AoO's
+1 Heirloom Weapon

Trip
+4 Imp/Grt Trip
+2 Heirloom Weapon

So that's +21/+21/+16/+11

Substitute your first Attack for the Trip attempt, which makes it +27Trip(or +31 Trip while Flanking from Dirty Fighting Feat)/+21/+16/+11

Not including any other buffs from allies or items, and assuming all attacks/trips/intimidates land, your full round action would look something like this:

+27/+31 Trip (in place of your first free attack from Haste)
+22 Attack of Opportunity (Greater Trip)(vs. -4 AC target, prone) (Make an Intimidate roll to Shaken as a Swift Action) (Target is now Shaken)
+17 Attack of Opportunity (Fortuitous, -5 to the attempt because of the enchant) (vs. -4 AC target, prone) (Target is now Sickened)
All Allies who threaten provoke an Attack of Opportunity now (vs. -4 AC target, prone)
+21 First Attack (vs. -4 AC target, prone)
+16 First Attack (vs. -4 AC target, prone)
+11 First Attack (vs. -4 AC target, prone)

You have 6 Attacks of Opportunity remaining for when enemies use a Move Action to get up or if they attempt to Attack you and you Opp Parry/Riposte. The tripped target has a -4 to hit you from Shaken/Sicken, and if he attempts to attack you from the ground without getting up, that's an additional -4 to that attack for being prone.

For your remaining 6 AoO's:
+22 Attack of Opportunity whenever any Tripped target takes a Move Action to stand up (all allies who threaten provoke as well)
+22 Attack of Opportunity when you Opportune Parry/Riposte whenever someone attempts to hit you


Philippe Lam wrote:
The FCB might go rather in HPs or skill points, the character won't really lack of panache unless the player decides to use it with reckless abandon, but I don't think the latter is really needed. It's already a problem if one has/chooses to. Buying plumes of panache might be sufficient, and don't cost that much. Using Charmed Life more times with the half-elf FCB is good too.

Plumes of Panache are great when you can afford them. Before that however, you'd need at least one Panache point left for most of your Deeds to function (like Precise Strike) so a Cha 14 swashbuckler would have exactly one point to spend before they're out.

And the Panache FCB is more valuable than HP or skill ranks since every 8th level you get one effective feat (Extra Panache), while the +20 extra HP/skill rank that all twenty levels would give you is equal to one feat. Toughness or Cunning.

Philippe Lam wrote:
Occulists need more work to build, more mental flux to run, and looking at more sources. I was able to create the swashbuckler in 5 minutes and play accordingly fast, while the former doesn't come as naturally at all.

I'm not saying that the Occultist is easy to build, and especially not compared to the Swashbuckler, the most basic class of them all. Your stat allocation, fighting style, and first feats are pretty much decided by the class after all.

I'm saying that it shouldn't be hard to play a Trappings of the Warrior bruiser compared to a Swashbuckler, since they're pretty much "use a standard action at the start of combat and hit stuff". But I would admittedly never point someone new to pathfinder towards the Occultist before the Swashbuckler.

====

Ryze Kuja wrote:
Heirloom Weapon (+2 Trip, +1 to attack on AoO's —this also helps your Opportune Parry/Riposte)

Heirloom Weapon only works for simple/martial weapons, and you choose one of the benefits.

Ryze Kuja wrote:
Lvl9: Agile Maneuvers

If you have Weapon Finesse you'd automatically add your dexterity modifier to Trip attempts, so you got one extra feat here.

Ryze Kuja wrote:
Put a +1 Cruel Enchant on your weapon and max out Intimidate, then use Menacing Swordplay as a Swift Action to Intimidate your target, and any time you hit them with a Cruel Weapon, you'll do the Shaken/Sicken combo for a -4 to Attack/Saves/Skills/Abil checks and deal -2 damage.

Keep in mind that by using up your swift action each turn you can't use Charming Life or other Deeds such as Dodging Panache or the riposte part of OP&R.


K, so I'd probably choose a Martial weapon like the Rapier (I know.. I know... you don't like rapiers) and go with +2 to Trip then, much of this build is reliant upon landing the Trip. Or go with ADS/Katana and don't get Heirloom Weapon, but rather go with Snowstride so you can trip targets two size categories higher than you, or possibly Bred for War for the +1 Intimidate and +1 CMB.

As far as the feat slot, Extra Panache would fill that nicely.

Yeah, you don't have to Shaken/Sicken everyone, just use that on targets that have a high attack bonus.


You should pick up a Cloak of the Sneaky Scoundrel too.

Cloak of the Sneaky Scoundrel wrote:


Cloak of the Sneaky Scoundrel

Price 6,400 gp; Slot shoulders; CL 5th; Weight 2 lbs.; Aura faint illusion

DESCRIPTION

This dark burgundy cloak shifts its hue and pattern to blend in against its surroundings, granting the wearer a +5 competence bonus on Stealth checks. The cloak holds a concealed scabbard in which a light blade (as defined in the fighter weapon group) can be hidden. The wearer can draw the blade as if from a normal scabbard, but anyone searching the wearer for the item must succeed at a DC 20 Perception check, as if he were looking for a secret door.

If a swashbuckler is wearing the cloak, she can spend 1 panache point to vanish, as the spell.

CONSTRUCTION REQUIREMENTS

Cost 3,200 gp; Feats Craft Wondrous Item; Spells shrink item, vanish

Vanish can save your life! Or it can help you sneak up on someone ;)

Or one of these:

Cape of Daring Deeds wrote:

Cape of Daring Deeds

Price 9,000 gp; Slot shoulders; CL 5th; Weight 2 lbs.; Aura faint abjuration

DESCRIPTION

The wearer can spend a full-round action concentrating to change the color of this short, silken cape to match any attire or mood. When using the derring-do 1st-level swashbuckler deed, the wearer adds an additional die when rolling either a natural 5 or 6 rather than just a natural 6. Additionally, the cape grants a +2 resistance bonus on saving throws. This bonus increases to +4 for 1 round each time the wearer uses the charmed life swashbuckler class feature.

CONSTRUCTION REQUIREMENTS

Cost 4,500 gp; Feats Craft Wondrous Item; Spells guidance, prestidigitation, resistance

Scarab Sages

I was looking at . . .

Feats
Combat Expertise, Exotic Weapon Proficiency - Elven Thornblade, Improved Feint, Lunge, Power attack/piranha Strike (very maybe on this one), Swordplay Deflection, Swordplay Style, Swordplay Upset.

Dashing Thief Talent
Weapon Training -Exotic Weapon Focus Elven Thornblade, Trapspooter. Improved Evasion

at level 15.

Now to look into that trip build and how viable trip is as a play tactic.

Scarab Sages

Took a look at opinions of trip it seems most people feel it starts losing usefulness at mid-levels (10-12ish) and is generally unuseable in late game where enemies fly, crawl and have CMB's high enough to easily beat it. Care to comment in counter of this?

As regards my post above alternatively I could drop the swordplay style and its requirements (combat expertise, improved feint) for things like improved critical, weapon specialisation and greater weapon specailization hmmmm. I like the theme of swordplay style buts its a heavy investment for a weaker build.


Trip can still be viable later on, but it requires some very specific optimisation (which doesn't really work for a swashbuckler since they don't wear heavy armor, cast spells, change shape or use reach weapons).

Swashbucklers get improved critical for free at 5th level. Weapon spec & greater are OK I guess but boring as can be. I'd get other feats unless I was in a game where I had to scrape up every +1. Combat reflexes & weapon trick (one-handed), signature deed, or exploring the possessed hand feat line, or anything else possibly interesting would take priority for me.


Trip does lose a lot of it's usefulness in the late game generally speaking, but you've really only invested 2 feats for tripping and that can easily be retrained if you find that it's not worth the upkeep. Combat Reflexes and the rest of those feats are good all game though. If you're going to keep Trip viable in the late game, you are going to have to find items to keep up with the late game CMD's that are in the 50-60 range, which can be expensive and can cost you a few gear slots and enchants, etc. So it kinda depends on what level your campaign will end and what your campaign's setting is, and whether you think it's worth it to keep it up-- because if you're fighting various creatures that cannot be tripped, then by all means drop Trip and retrain it into something else, but if you're finding yourself fighting humanoids in the late part of your campaign a majority of the time, then Trip is definitely worth the upkeep. So it's up to you.

And honestly, if you're facing a lot of flying things in your late game and still want to keep Trip viable, the feat Ace Trip can let you perform Ranged Trips on Flying creatures for the cost of three additional feats: Deadly Aim, Ranged Trip, and Ace Trip. You should already be carrying a pistol, so short-range trip attempts shouldn't be difficult, but consider heading down to ye olde Firearms shop to pick up a rifle for longer-ranged trip attempts. Depending on how high they are when you perform the ranged trip, you can cause a decent amount of damage from the falling damage. Anything you Ace Trip is going to fall 100ft per round until they succeed at a Fly DC Check of 15 + Your BAB.

Grab yourself a Flying Carpet for 20,000g and suddenly it's hunting season :) ;)


Something like this?

======

Feats:

Lvl1: Weapon Finesse (ADS)-free, Human bonus feat: Exotic Weapon Proficiency (ADS), Human bonus feat: Exotic Weapon Proficiency (Firearms), Feat: Weapon Focus (ADS)
Lvl2:
Lvl3: Slashing Grace (get +1 cruel enchanted asap for Menacing Swordplay for Shaken/Sicken combo)
Lvl4: Bonus feat: Dirty Fighting (+1 Panache 1/4 FCB) Dex +1
Lvl5: Combat Reflexes
Lvl6:
Lvl7: Imp Trip
Lvl8: Bonus feat: Greater Trip (+1 Panache 1/4 FCB) Dex +1 (get +1 fortuitous enchanted for free AoO on GrTrip)
Lvl9: Deadly Aim
Lvl10:
Lvl11: Ranged Trip
Lvl12: Bonus Feat: Ace Trip (+1 Panache 1/4 FCB)
Lvl13: Any Feat


Senko wrote:

Feats

Combat Expertise, Exotic Weapon Proficiency - Elven Thornblade, Improved Feint, Lunge, Power attack/piranha Strike (very maybe on this one), Swordplay Deflection, Swordplay Style, Swordplay Upset.
Senko wrote:
I like the theme of swordplay style buts its a heavy investment for a weaker build.

What exactly is the theme of Swordplay Style that attracts you? You're already parrying blows with the OP&R deed, and Swordplay Style actually has anti-synergy with itself and your class.

Weapon Focus - Feat Tax.
Combat Expertise - Feat Tax.
Improved Feint - Feinting doesn't really help your class.

Swordplay Style - You already have a shield bonus from your buckler, and now you need to spend a swift action the enter the style.

Swordplay Upset - You do not want to lose your swift actions.

Swordplay Deflection - The Shield bonus doesn't stack with Swordplay Style, or the +2 Buckler you should afford by now. You must also be in a position to have already full-attacked the enemy, given up an attack, and you only gain the AC bonus vs that one opponent.
So it's very circumstantial, doesn't help against combat maneuvers, and by the time you have this feat your Shield Bonus to AC should already be +3 at least.

====

It's not even about it being weaker than the alternative build. Your swashbuckler would just be plain worse than if you didn't have the style feats at all.


My thoughts on Firearms is that gold can solve a lot of your problems. It really comes down to waiting till you reach mid levels before you get serious about using a gun.

Shadowshooting is a +1 enchantment that gives you shadow bullets. If your opponent can see through illusions they always take minimum damage. The trade off between possibly doing minimum damage vs spending no feats on reloading seems obvious to me.

Another option to get the exact same thing is getting a Shadowcraft weapon. In that case it drives up the base cost of the weapon by 12k if memory serves correctly. If you invest a lot of cash into getting your weapon enchanted 12k is cheaper than a +1 enchantment. Also Shadowcraft weapons can be morphed into other similar weapons. So your Shadowcraft one-handed ranged weapon can be a pistol, a revolver, a dragon pistol, or a hand crossbow. If the Technological items are common enough for your character to be familiar with them, you could even make a shadow laser or gravity pistol.

And then there is the unique weapon Pistol of the Infinite Sky. While it has a fixed form, it shoots real bullets. No worrying about monsters with True Seeing taking minimum damage.

With any ranged weapon, I highly encourage Seeking to be the first enchantment. Seeking lets you ignore concealment. Invisibility is concealment. Seeking can also bypass Mirror Images.

Considering that we're talking about Firearms, Reliable to reduce the backfire chance is also a good idea. You can also get a Lucky enchantment to expand your grit/panache pool if you have money to burn.

And my personal opinion on ghost touch is you might as well get a second +1 ghost touch weapon to carry around just for ghosts. Their AC is usually easy to hit for their CR, and what you want is to do massive damage to get rid of them asap. So I think you'd be better off with a melee weapon rather than a ranged weapon you probably won't be adding any damage to, since you shouldn't be investing feats into being a better gunner.

Scarab Sages

A few quick responses before work I'll try to address the rest later.

avr wrote:

Trip can still be viable later on, but it requires some very specific optimisation (which doesn't really work for a swashbuckler since they don't wear heavy armor, cast spells, change shape or use reach weapons).

Swashbucklers get improved critical for free at 5th level. Weapon spec & greater are OK I guess but boring as can be. I'd get other feats unless I was in a game where I had to scrape up every +1. Combat reflexes & weapon trick (one-handed), signature deed, or exploring the possessed hand feat line, or anything else possibly interesting would take priority for me.

Remember this is mythic so I can get mythic weapon specialization if i have the others which is 1/2 your tier added. I can also gwt mythic critical which i think raises the multiplier by 1.

Ryze Kuja wrote:

So it kinda depends on what level your campaign will end and what your campaign's setting is, and whether you think it's worth it to keep it up-- because if you're fighting various creatures that cannot be tripped, then by all means drop Trip and retrain it into something else, but if you're finding yourself fighting humanoids in the late part of your campaign a majority of the time, then Trip is definitely worth the upkeep. So it's up to you.

Wrath of the Rigtheous so I'm expecting lvl 20 and demons.

Wonderstell wrote:
Senko wrote:

Feats

Combat Expertise, Exotic Weapon Proficiency - Elven Thornblade, Improved Feint, Lunge, Power attack/piranha Strike (very maybe on this one), Swordplay Deflection, Swordplay Style, Swordplay Upset.
Senko wrote:
I like the theme of swordplay style buts its a heavy investment for a weaker build.

What exactly is the theme of Swordplay Style that attracts you? You're already parrying blows with the OP&R deed, and Swordplay Style actually has anti-synergy with itself and your class.

Just the having an actual sword fighting style rather than a generic BAB bonus combined with the fact that's the only feat that gives you a swordstyle, though there's a few prestige classes that do as well. To be honest I'm not that heavily invested in keeping it like I am other elements of the concept. It'd be nice to have but even I shy away from it considering just how much I'd need to invest into it when there are other things I want to buy. If it were 1 feat sure no problem (i might still take the opening no prerequisites feat) but 5 is a but much.

Scarab Sages

A few quick responses before work I'll try to address the rest later.

avr wrote:

Trip can still be viable later on, but it requires some very specific optimisation (which doesn't really work for a swashbuckler since they don't wear heavy armor, cast spells, change shape or use reach weapons).

Swashbucklers get improved critical for free at 5th level. Weapon spec & greater are OK I guess but boring as can be. I'd get other feats unless I was in a game where I had to scrape up every +1. Combat reflexes & weapon trick (one-handed), signature deed, or exploring the possessed hand feat line, or anything else possibly interesting would take priority for me.

Remember this is mythic so I can get mythic weapon specialization if i have the others which is 1/2 your tier added. I can also gwt mythic critical which i think raises the multiplier by 1.

Ryze Kuja wrote:

So it kinda depends on what level your campaign will end and what your campaign's setting is, and whether you think it's worth it to keep it up-- because if you're fighting various creatures that cannot be tripped, then by all means drop Trip and retrain it into something else, but if you're finding yourself fighting humanoids in the late part of your campaign a majority of the time, then Trip is definitely worth the upkeep. So it's up to you.

Wrath of the Rigtheous so I'm expecting lvl 20 and demons.

Wonderstell wrote:
Senko wrote:

Feats

Combat Expertise, Exotic Weapon Proficiency - Elven Thornblade, Improved Feint, Lunge, Power attack/piranha Strike (very maybe on this one), Swordplay Deflection, Swordplay Style, Swordplay Upset.
Senko wrote:
I like the theme of swordplay style buts its a heavy investment for a weaker build.

What exactly is the theme of Swordplay Style that attracts you? You're already parrying blows with the OP&R deed, and Swordplay Style actually has anti-synergy with itself and your class.

Just the having an actual sword fighting style rather than a generic BAB bonus combined with the fact that's the only feat that gives you a swordstyle, though there's a few prestige classes that do as well. To be honest I'm not that heavily invested in keeping it like I am other elements of the concept. It'd be nice to have but even I shy away from it considering just how much I'd need to invest into it when there are other things I want to buy.


I had missed that this was wrath of the righteous. Have you considered the virtuoso bravo paladin? Maybe it doesn’t match the flavor of what you’re wanting, but it’s a really good fit for that AP.

Mythic weapon finesse will probably be your pick for dex to damage. You may even consider dual wielding.

Scarab Sages

I need to double check but i think swashbuckler gets dex to damage anyway. Paladins and Clerics are not a class i like personally for the whole relying on someone else for power vibe they have.

Im currebtly snatching peeks at the brawler class in combination with the trip build above as they gwt bonuses to to that kind of maneuver.


Paladins don’t typically get their power from a deity, but from the power of good itself. A lot of people don’t feel comfortable playing paladins, but if you were ever tempted, this would be the AP to do it.


I haven’t played Wrath of the Righteous, for those who have, is Trip viable at the mid/late and late game?


Past low level, everything in Wrath is big and a lot of things have multiple legs or fly. It’s definitely not the best possible AP for a trip build.

Scarab Sages

Hmm probably wont risk it then as im not that familiar with melee to begin with, i will however put it aisde with the other ideas ive been given and maybe try it with the brawler class.

When did paladins change i always thought they needed a god like Clerics? Even if they wont i probably will not play them. The DM loves paladins, always plays one if given a choice and has firm ideas on how they should be played properly.
I dont think he'd be happy with how i would play them. I suspect his "show me the rule in an official book and I'll consider it" would not extend to allowing someone to play a paladin not devoted to a god. I know from experience in a previous game he would not allow a non-evil assasin.

Scarab Sages

So if i were to drop improved feint and the swordplay feats that gives me 4 feats to use. Say improved critical, combat reflexes, weapon specialisation and greater weapon specialisation. I could go human get the panache bonus plus eoxtic thornblade and gunfighting maybe use that freed up feat for gunsmith.

The swashbucklet class im looling at doesnt gwt inproved critical at 5th they get weapon ttianing that adds to damage.

Combat expertise as written isnt that good but the mythic version seems to make it more useable. Same with weapon focus i.e.

Weapon focus: +1
Greater: +1
Mythic: Double the above so +2 to attack is now +4 amd you can spend mythic power to gain an attack bonus of half your tier for that turn

Admitedly specialization seems better 1/2 tier permanently to damage but amywhere up to +7 extra to hit isnt bad.

Mythic combat expertise is another +2 dodge bonus and spend 1 mythic to negate the penalties for a minute.


Swashbuckler Weapon Training (Ex) wrote:
At 5th level, a swashbuckler gains a +1 bonus on attack and damage rolls with one-handed or light piercing melee weapons. While wielding such a weapon, she gains the benefit of the Improved Critical feat. These attack and damage bonuses increase by 1 for every 4 levels beyond 5th level (to a maximum of +4 at 17th level).

Scarab Sages

That's what I get for skimming things when I have a few minutes spare at work. I read the first and last part of that sentence but missed the middle. Hmmm something I need to clarify with the DM does that count for getting the mythic improved critcial feat for an increase in multiplier or would I need to take the actual feat.

Liberty's Edge

Race: Halfling
Class: Swashbuckler.
Abilities: Your Choice: 11, Dex: 16(18), Str: 12(10), Your Choice: 9, Your Choice: 10, Cha: 13(15) (Charmed Life will make up for some of the low Con and Wis)

Skills: Diplomacy, Perception, Sense Motive at 1 rank.

Feat: Blindfight.

Trait: Dangerously Curious (magic), Anatomist (Combat)

Weapon: I would highly recommend the rapier. From reading the previous posts, it seems you detest the idea of the blade. But I would like to make a case for it. 1) You are swashbuckler, rapiers are legit with the motif. In regards to the parry and riposte an axe attack from a minotaur "in real life"... a broadsword is not even going to do that. The magic of parry and riposte is that you don't necessarily need to "block" the blow and then counter attack, you parry, which is basically pushing it perpendicular to the direction it is travelling. It's physics, it works... it doesn't matter if a minotaur does. If the minotaur can hold its axe steady somehow by sheer strength against a rapier, it will hold it steady on a longsword or katana. It's a minotaur. 2) Which brings me to point number two, we are in a fantasy setting... and you are playing mythic... a goblin feral gnasher with a grappling build can LEAP into the air grapple a dragon and slam it down into the ground. Yeah, its mythic... it might be cheesy, but its fun. The rapier can be very fun too! Demon has eyes? Poke it out. Demon is Gargantuan size category... it's ok that strategy still work, don't believe me? Put a grain of sand in your eye. Not convinced, try a needle. No please don't try that, it was a joke. Just trying to get my point across that the rapier is a deadly as any sword in terms to the "suspense of disbelief" 3) Numbers wise DR 3 is DR 3.... DR 3/Slashing might be a different story, but in general those are equally distributed. 4) At the end of the day you can buy a rapier, jot down rapier stats on your sheet and say its a flavor katana... you just don't get the slashing trait or the deadly property... you could live with that. 6) Daggers are actually very good at killing someone in armor... it slides in through the joints better. 7) The katana has been highly romanticized by kung fu movies... it's generally considered subpar. But if you want to imagine it can block a charging minotaur's axe attack, go for it. You're playing mythic, a gnome could punch the ground and break it apart in a radius around himself. Suspension of disbelief is not only encouraged, it's required. ;-)

At the end of the day the only reason I would suggest the rapier is for feat economy, price, availability, and … its swashbuckly! :-)
By the way, if you want Dex to damage... mythic has got you covered. Mythic Weapon Finesse gives you Dex to Damage.

There you have it... that's my case for the rapier. Sorry didn't mean to be preachy. Just wanted to point out a different point of view.

+2 Dexterity, +2 Charisma, –2 Strength:

Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Slow Speed: Replaced.

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

Halfling Luck: Replaced.

Underfoot: Halflings must train hard to effectively fight bigger opponents. Halflings with this racial trait gain a +1 dodge bonus to AC against foes larger than themselves and a +1 bonus on Reflex saving throws to avoid trample attacks. This racial trait replaces halfling luck.

Keen Senses: Replaced.

Low Blow: Some halflings train extensively in the art of attacking larger creatures. Halflings with this racial trait gain a +1 bonus on critical confirmation rolls against opponents larger than themselves. This racial trait replaces keen senses.

Sure-Footed: Replaced.

Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.

Weapon Familiarity: Replaced.

Shadowhunter: Those who understand the connection between shadows and the Negative Energy Plane know how to fight the spirits of darkness. Characters with this trait deal 50% weapon damage to incorporeal creatures when using nonmagical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day).

Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following languages: Dwarven, Elven, Gnome, and Goblin.

Favored Class Bonus: Increase the number of times the swashbuckler can use charmed life by 1/4.

Hear me out. You will be taking a lot of damage if you don't get a high AC. So you either A... finish the enemy before it swings at you... or B find a way to reduce the attacks it gets in on you.

You're a swashbuckler... you COULD toe to toe an enemy... or you could not. Early levels it doesn't matter, but later when something with natural attacks is getting 5 hits on you... it kind of becomes a big deal. Unless you make them eat a move action. Consider taking Dodge, mobility, spring attack. Now imagine yourself bouncy around the battlefield running up walls and tables, and just generally being all swashbuckly!

Your high dex and your Nimble class features get removed in situations where you get your Dex bonus removed. Consider taking Blind-Fight. It noy only gives you a second chance to attack in darkness (no not that type of darkness, the bad one), but also it will maintain your AC at a decent amount.

I wanted to suggest a myriad of feats, but in reality it would be helpful to know what you're teammates are playing.

Take the Champion Mythic Path, it will be more useful for you. If not, do guardian. That's cool too. But the champion path has lots of cool critical enhancing things.

Side note (have you considered unchained rogue with swashbuckler archetype?) Lot's of skill points to build your character more with the skill sets you might be looking for. If so, consider the Scout + Swashbuckler Archetypes together... basically move 10 ft. sneak attack. Pair it with Spring Attack for some great mobile fights.

Scarab Sages

Quite a lot there I'll take a look at later. However with regards to rapiers I've used them in real life and just have to solid an image to overcome in considering them a suitable adventuring weapon. They're heavy, they're long, they're bad at slashing. Plus the elven thornblade has +2 to confirming criticals which is a nice feature and dual piercing/slashing damage also good.

Scarab Sages

Im hoping the main focus will be on a fighter not the swashbuckler. I'm away for work so cant really check but i think the others are playing an arcanist, cavalier, fighter and either a thief or cleric. I hadn't considered thief no I'll take a look at it

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