Duelists - Fighter vs Swashbuckler


Advice


I've just looked at the APG and I'm amazed with what swashbucklers get. It seems to make fighters building for finesse weapons pretty redundant. With a similar build - they get a lot more stuff and earlier.

Swashbucklers get all the relevant feats - Dueling Parry, Guardian's Deflection, Dueling Dance - two levels earlier. They can still pick up Attack of Opportunity at 6th fairly easily, which is when the Fighter qualifies for the Riposte reaction that they don't get for free.

+2 to hit is mitigated slightly by the Precise Strike feature, putting them at +2 damage after Weapon Specialization and the Swashbuckler gets burst damage from the Finisher too.

They also get a huge bonus to speed, assuming Fleet is taken, the Fighter tops at 30ft but these guys hit 40' at 3rd and keep going. And just for gravy, they get two extra trained skills.

Is there any reason to build a finesse fighter now?


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Fighter have more feats like Combat Grab and Dual Handed Assault, don't have to spend actions to gain Panache and are able to switch feats daily.


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Fighters also have Attack of Opportunity built in, earlier Perception increase and the boost to initiative, heavier armour, earlier armour proficiency increases, armour specialization, shield block if you want it, and LEGENDARY WEAPON PROFICIENCY.

Swashbucklers get plenty to keep up, but Fighters shouldn't be ignored.


Fighters get the Agile grace feat (which quite frankly Swashbucklers should get as well)


Swashbucklers are amazing, but Fighters start at Expert proficiency and finish in Legendary, that is unbeatable


Kyrone wrote:
Fighter have more feats like Combat Grab and Dual Handed Assault, don't have to spend actions to gain Panache and are able to switch feats daily.

Setting aside the grey area of using your free hand to grab someone means you don't have a free hand anymore for your Parry (and turning off your Dueling Stance), a finesse fighter isn't going to have a great Athletics score. Nothing is stopping them from breaking free.

Dual Handed Assault is an extra 1 damage per weapon die. It's not worth the feat, the flourish, or doing something else with your Strike.

TheGentlemanDM wrote:

Fighters also have Attack of Opportunity built in, earlier Perception increase and the boost to initiative, heavier armour, earlier armour proficiency increases, armour specialization, shield block if you want it, and LEGENDARY WEAPON PROFICIENCY.

Swashbucklers get plenty to keep up, but Fighters shouldn't be ignored.

Finesse fighters are going to be in light armor so specialization isn't useful. Having built-in AoO is overall a net negative - Swash can get that at 6th but Fighters have to wait until 8th to get a worse version of Swashbuckler's built-in Opportune Riposte, as they have to be Parrying as well as receive a crit-fail attack. Perception and Initiative is nice, but they don't make the most of it like the god-wizards of 1e.

Erk Ander wrote:
Fighters get the Agile grace feat (which quite frankly Swashbucklers should get as well)

How does that factor in with a rapier not having agile?

You'd have to lose out on the deadly-d8 and I'd thought that's where a finesse fighter's damage comes from. Not to mention the level 10 slot is starved as it is with Combat Reflexes, Disruptive Stance or even a multiclass feat to take advantage of a human's free dedication feat at 9th.

And I've already mentioned that fighters get +2 to hit. That's all it is. You could toss someone a level 6 Heroism for the same benefit and bring a front-line that isn't a one-trick.


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did someone just call a fighter 1-trick. i suppose if you tried really really hard you could make a 1 trick fighter


A Finesse Fighter will generally get to 18 Str by 10th (less than 14 Str would be a blow to damage), making Heavy Armor & its Specialization worthwhile. -5 speed for +1 AC & some DR? Okay.
(I'd expect them to emphasize getting a speed bonus magic item and perhaps Sudden Charge so they're viable nearly always.)

And while you're looking at a 1-handed Fighter, only Bulk keeps them from taking up a shield instead, opening up another chain of abilities.

And having high Fort saves in the frontline is pretty important with all those poisons, stenches, many of the gaze attacks, and death effects.

The Swashbuckler makes for a better finesse skirmisher, yet is pretty much relegated to that role.
A finesse Fighter can skirmish too, or hold the line. One could easily build a PC capable of both, maybe even tossing in an archery feat for outdoors. And the Fighter with the better AC would make better use of Riposte than a Swashbuckler. Also they can load up on more Reactions. Personally, I don't like dealing with all the shifting between Pinache & Finishing so there's that too.

I think if I wanted to emphasize skirmishing & skills, I'd likely go MCD Rogue. And if I really wanted some serious skirmishing, I'd go with Monk, maybe with the new Peafowl feats if I want the sword imagery.

If the venue were more limited, like say on a ship, then maybe I'd go Swashbuckler. Then again, I wouldn't want to duplicate another's PC. :)
I do prefer some of their high level feats, but that'd be after quite a bit of play.

It just struck me that skirmishing & Riposte don't sync that well if the only attacks monsters (less so humanoids) are making are their primary one + a special ability.


swashbuckler is more flavorful, fighter is mechanically superior


I did some thinking after your replies and I think there were a few problems. A glaring optimisation problem being one of them...

Dex as an attribute is nigh-worthless in 2e. It only provides Reflex saves and Acrobatics. It doesn't actually give any AC bonus, as most characters can get a similar armor boost from heavy armor. Putting more into strength gives you the same AC. And you can't use armor specialization. Even Wisdom is initiative now.

And false assumptions of class feats - they're more open than the fluff suggests. 'Dueling' feats invoke ideas of an agile duelist fencing. But there's far fewer limitations in the actions themselves. In 1e you would have seen 'with a light or finesse weapon' as a requirement. That's not the case in 2e. Even a throwing build with hand axes could activate Dueling Parry (just to say they could).

Simply swapping to Strength and a bastard sword is strictly better. Far more Athletics for maneuvers, and Dual-Handed Assault alone turns from +1 damage into +3 per weapon die, far scarier than I thought with a rapier. Not to mention the damage bonus of adding +4~6 Str and the d8 weapon. The only thing that was lost in my build was just -1 to Reflex.


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Feragore wrote:
Dex as an attribute is nigh-worthless in 2e. It only provides Reflex saves and Acrobatics. It doesn't actually give any AC bonus, as most characters can get a similar armor boost from heavy armor. Putting more into strength gives you the same AC. And you can't use armor specialization. Even Wisdom is initiative now.

Reflex saves, acrobatics, stealth, thievery. Stealth can be commonly used for initiative if you build for it. Heavy armor always comes with a speed decrease, light and medium don't. Ranged weapon attacks always use dexterity.

The stats are pretty equal imo.


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Salamileg wrote:
Feragore wrote:
Dex as an attribute is nigh-worthless in 2e. It only provides Reflex saves and Acrobatics. It doesn't actually give any AC bonus, as most characters can get a similar armor boost from heavy armor. Putting more into strength gives you the same AC. And you can't use armor specialization. Even Wisdom is initiative now.

Reflex saves, acrobatics, stealth, thievery. Stealth can be commonly used for initiative if you build for it. Heavy armor always comes with a speed decrease, light and medium don't. Ranged weapon attacks always use dexterity.

The stats are pretty equal imo.

I literally laughed at the idea that Dex is useless. Is it the monster stat is was in 1E? No. But with the advent to finesse weapons, in some ways it can be better.

I can 100% say that it is MUCH easier to have a 10 Str PC than a 10 Dex one. Only Champions and Fighters don't need Dex for AC. Everyone needs Dex for ranged attacks.

My Sorcerer, who doesn't wear armor or carry weapons (level 7, have literally NEVER swung a weapon) doesn't really have to worry about bulk so what does he need Str above 10?


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Kelseus wrote:
Salamileg wrote:
Feragore wrote:
Dex as an attribute is nigh-worthless in 2e. It only provides Reflex saves and Acrobatics. It doesn't actually give any AC bonus, as most characters can get a similar armor boost from heavy armor. Putting more into strength gives you the same AC. And you can't use armor specialization. Even Wisdom is initiative now.

Reflex saves, acrobatics, stealth, thievery. Stealth can be commonly used for initiative if you build for it. Heavy armor always comes with a speed decrease, light and medium don't. Ranged weapon attacks always use dexterity.

The stats are pretty equal imo.

I literally laughed at the idea that Dex is useless. Is it the monster stat is was in 1E? No. But with the advent to finesse weapons, in some ways it can be better.

I can 100% say that it is MUCH easier to have a 10 Str PC than a 10 Dex one. Only Champions and Fighters don't need Dex for AC. Everyone needs Dex for ranged attacks.

My Sorcerer, who doesn't wear armor or carry weapons (level 7, have literally NEVER swung a weapon) doesn't really have to worry about bulk so what does he need Str above 10?

And I'd add that arguably all martials should want to be decent with ranged attacks (except perhaps Monks who can be the ranged attack and return the same round). You don't want to stretch out the party given so many helpful spells operating at 30', how minions can overwhelm nowadays, and every flyer can fly/strike/fly away.

And why would one underestimate Reflex saves with PF2's crit fails, and a whole lot more monster abilities that target Reflex. It's another important defense to keep solid.
Except for builds that rely on four (!) other stats, Dex seems a must-boost to shoot for 18.

Liberty's Edge

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People in Full Plate can get away with Dex 10. Their ranged attacks will suck, but Bulwark makes their Reflex Saves adequate.

Everyone else needs at least some Dex.


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And, important note, Bulwark only gives its bonus against damaging effects. It'll help you against a Fireball, but not a Grease spell.

Liberty's Edge

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Salamileg wrote:
And, important note, Bulwark only gives its bonus against damaging effects. It'll help you against a Fireball, but not a Grease spell.

True, and one of the reasons I noted it as making your Reflex Save only 'adequate' rather than more positive descriptions. :-)


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Funny, I was just thinking that a swashbuckler (except for Gymnasts) can get away with just enough strength to carry their gear.

Like the 2 damage difference between Str 14 and Str 18 doesn't seem that significant, since Swashes don't tend to make a lot of attacks.

Liberty's Edge

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PossibleCabbage wrote:

Funny, I was just thinking that a swashbuckler (except for Gymnasts) can get away with just enough strength to carry their gear.

Like the 2 damage difference between Str 14 and Str 18 doesn't seem that significant, since Swashes don't tend to make a lot of attacks.

This is also true. Strength on a Swashbuckler tends to be a very low percentage of their damage.

I mean, if you're doing Finishers pretty much all the time (and you should be), by 10th level you're probably doing 7d6+2 (for an average of 26.5) on top of your Str mod. Whether your Str Mod is +1 or +4 at that point is verging on irrelevant. I mean, technically that +3 to Str Mod is almost 10% of your damage...but doing 90% damage for +3 to another Ability Modifier is very possibly a trade worth making.


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Salamileg wrote:
And, important note, Bulwark only gives its bonus against damaging effects. It'll help you against a Fireball, but not a Grease spell.

Unless you're a Sentinel, then picking up this seems useful:

https://2e.aonprd.com/Feats.aspx?ID=2066

"Mighty Bulwark Feat 10
Archetype
Source Advanced Player's Guide pg. 191
Archetype Sentinel
Prerequisites Sentinel Dedication
Thanks to your incredible connection to your armor, you can use it to shrug off an incredible array of dangers. Your bonus from the bulwark armor trait increases from +3 to +4, and it applies on all Reflex saves, not just damaging Reflex saves."

Deadmanwalking wrote:
PossibleCabbage wrote:

Funny, I was just thinking that a swashbuckler (except for Gymnasts) can get away with just enough strength to carry their gear.

Like the 2 damage difference between Str 14 and Str 18 doesn't seem that significant, since Swashes don't tend to make a lot of attacks.

This is also true. Strength on a Swashbuckler tends to be a very low percentage of their damage.

I mean, if you're doing Finishers pretty much all the time (and you should be), by 10th level you're probably doing 7d6+2 (for an average of 26.5) on top of your Str mod. Whether your Str Mod is +1 or +4 at that point is verging on irrelevant. I mean, technically that +3 to Str Mod is almost 10% of your damage...but doing 90% damage for +3 to another Ability Modifier is very possibly a trade worth making.

I like that Swashbucklers aren't about hitting with full Strength a bunch of times, but knowing when and where to throw that dramatically stylish finisher.

It's nice to have a few martials that can thrive without a bunch of Strength.


Mewzard wrote:
It's nice to have a few martials that can thrive without a bunch of Strength.

If anything the problem is more the opposite. It's much harder to build a functional Strength based Investigator or Swashbuckler (and only one of the five rogue rackets supports it), while Barbarians are really the only martial that can't work great with Dex focused builds (and even then it's mostly just because they don't get to pick their key stat and most finesse weapons are also agile). Likewise, if you're trying to pick up weapons on a non-martial, Dex based is usually the better choice there too.

Liberty's Edge

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Squiggit wrote:
Mewzard wrote:
It's nice to have a few martials that can thrive without a bunch of Strength.
If anything the problem is more the opposite. It's much harder to build a functional Strength based Investigator or Swashbuckler, while Barbarians are really the only class that don't work great with Dex focused builds (and even then it's mostly just because they don't get to pick their key stat and most finesse weapons are also agile).

Champions are also very rewarded for going Str, and it's still the best route to damage for Fighters, Rangers, and Monks, so while those three have Dex-builds, I think Str builds are still dominant among melee builds in total, especially with Ruffian Rogues and armor users in general getting some extra nice stuff in the APG.

Dex builds are totally valid and there are a lot of them, but actually a Str Investigator seems pretty easy to me (you take the Sentinel Archetype, grab Medium Armor Proficiency at 1st if Human, and maybe leverage combat maneuvers). Swashbuckler can probably do the same to some degree, though it's harder given their Dex being their Key Ability and their need for Acrobatics.

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