VampByDay's Swashbuckler's Guide


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Scarab Sages

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Well after I asked for help on the forums making a good Swashbuckler I did a deep dive into them and really fell down a rabbit hole. I've been hard at work for the last couple of weeks really doing my research and writing a Swashbuckler's guide. I'm releasing the alpha release here, I know I'm not done, but I need to take a break and put something out there or I'm going to go crazy.

I'd appreciate some constructive criticism. I'm sure I messed up some rules somewhere or made some sort of mistake, but I'd love to really show this class the love I feel it hasn't gotten in Pathfinder 2 yet.

Let me know what you think!


Pretty good summary of the basics. Weapon options can get complicated for gymnasts. Listing out the good options for traits would be a good idea. Mention the starknife and light hammer for thrown builds.

Scarab Sages

aobst128 wrote:
Pretty good summary of the basics. Weapon options can get complicated for gymnasts. Listing out the good options for traits would be a good idea. Mention the starknife and light hammer for thrown builds.

Thanks for the feedback.

I plan to put the throwing build in the 'esoteric and out-there builds' section, along with a martial-artist swashbuckler, and a full-plate swashbuckler.

I also didn't want to bloat the weapon choice section, so I just went over some of the basics/common go-to weapons. I mean, with all the splat books the choice for weapons already is pretty big. Did you know Reinforced stock is a finesse weapon? Meaning you can swasbuckle by swinging your gun around?


VampByDay wrote:
aobst128 wrote:
Pretty good summary of the basics. Weapon options can get complicated for gymnasts. Listing out the good options for traits would be a good idea. Mention the starknife and light hammer for thrown builds.

Thanks for the feedback.

I plan to put the throwing build in the 'esoteric and out-there builds' section, along with a martial-artist swashbuckler, and a full-plate swashbuckler.

I also didn't want to bloat the weapon choice section, so I just went over some of the basics/common go-to weapons. I mean, with all the splat books the choice for weapons already is pretty big. Did you know Reinforced stock is a finesse weapon? Meaning you can swasbuckle by swinging your gun around?

You know, pistol phenom isn't a terrible idea for a fencer. You can't use guns with your panache features but that's not the important part. The important thing is that you HAVE a gun. Pistol twirl makes ranged fencers possible if you have a thrown weapon in your other hand. Thrown weapons are supported at level 1, and they're a pretty versatile option for dual wielding. Especially if you pick up dual finisher. The thrown build should be front and center along with the others in my opinion.


The gunbuckler definitely belongs in "out there" builds though.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Very nice guide!

It might be worth mentioning the Intuitive Cooperation and Helpful Halfling feats for the Halfing Ancestry, since this is a pretty nice boost for Aid-focused Wit Swashbucklers. (I'd also be inclined to make Halflings blue for Wit Swashbucklers.)

Scarab Sages

Porridge wrote:

Very nice guide!

It might be worth mentioning the Intuitive Cooperation and Helpful Halfling feats for the Halfing Ancestry, since this is a pretty nice boost for Aid-focused Wit Swashbucklers. (I'd also be inclined to make Halflings blue for Wit Swashbucklers.)

I did mention them in passing in one section, but I can make their presence more well known in the guide.

Scarab Sages

aobst128 wrote:
The gunbuckler definitely belongs in "out there" builds though.

Tell me more! What is this build?


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VampByDay wrote:
aobst128 wrote:
The gunbuckler definitely belongs in "out there" builds though.
Tell me more! What is this build?

It's a fencer WITH A GUN. Pistol Phenom archetype gives pistol twirl with the dedication so you can feint at range and use thrown weapons for your finishers since pistol twirl works with any ranged attack. Put a bayonet on your pistol and you can still function with melee. Many of the pistol phenom feats are usable with the swashbuckler since they don't outright require strikes with firearms. As a dex class, you're still pretty good with them though if you decide to shoot.

Scarab Sages

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aobst128 wrote:
VampByDay wrote:
aobst128 wrote:
The gunbuckler definitely belongs in "out there" builds though.
Tell me more! What is this build?
It's a fencer WITH A GUN. Pistol Phenom archetype gives pistol twirl with the dedication so you can feint at range and use thrown weapons for your finishers since pistol twirl works with any ranged attack. Put a bayonet on your pistol and you can still function with melee. Many of the pistol phenom feats are usable with the swashbuckler since they don't outright require strikes with firearms. As a dex class, you're still pretty good with them though if you decide to shoot.

Couldn’t you just twirl your explosive dog sliced around and then throw a throwing knife? Seems like the perfect Goblin build.

“Say hello to my Spoongun!” (Throws dagger)


VampByDay wrote:
aobst128 wrote:
VampByDay wrote:
aobst128 wrote:
The gunbuckler definitely belongs in "out there" builds though.
Tell me more! What is this build?
It's a fencer WITH A GUN. Pistol Phenom archetype gives pistol twirl with the dedication so you can feint at range and use thrown weapons for your finishers since pistol twirl works with any ranged attack. Put a bayonet on your pistol and you can still function with melee. Many of the pistol phenom feats are usable with the swashbuckler since they don't outright require strikes with firearms. As a dex class, you're still pretty good with them though if you decide to shoot.

Couldn’t you just twirl your explosive dog sliced around and then throw a throwing knife? Seems like the perfect Goblin build.

“Say hello to my Spoongun!” (Throws dagger)

That's the idea. Although the explosive dog slicer is 2 handed and can't be used with pistol twirl. Spoon gun works perfectly though.

Scarab Sages

It’s too bad the only gun with the parry trait is 2-handed (Mithral tree) otherwise you could also activate twin parry.

I mean, you still could, but the AC bonus is only +1 and not +2

Scarab Sages

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As per request I have made Flying blade one of the five (now six) 'standard swashbuckler builds.'

I have included a section on throwing weapons under the weapons section.


VampByDay wrote:

As per request I have made Flying blade one of the five (now six) 'standard swashbuckler builds.'

I have included a section on throwing weapons under the weapons section.

Not to be a stickler but starknives and light hammers are your best options among common martial thrown weapons. I always forget that starknives are common.

Scarab Sages

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Overall looks good. A few small thoughts:

I think it’s generally accepted that Battledancer compares their roll against all observing foes, and the immunity to fascinating performance doesn’t matter, because you don’t need to actually fascinate them, or even use fascinating performance at all. You just need to make a performance check to perform. That gives Battledancer an advantage in gaining panache that other styles don’t have. It’s possible the common interpretation of that has changed, but Battledancer does have different phrasing than all of the other styles.

Gymnasts can run into creatures who are immune. Anything 2 sizes larger, or assuming Titan Wrestler (what else are they going to spend a skill feat on?), three sizes larger. So a small gymnast will have trouble with Huge creatures, and a medium gymnast will have trouble with gargantuan or larger. Since those are also likely to be boss fights, that can be a big hinderance.

I think I mentioned this in an earlier thread as well. Fencer should get some credit for Create a Diversion being able to be used at range. You at least mention Create a Diversion, which is good. It’s not terribly exciting, as it targets perception dc same as feint, but it’s better than having to always be in melee.

One advantage of using a buckler is that it still allows you to do maneuvers, so it’s an option for a gymnast if they don’t want the open hand style. Also, for a fencer, the glamorous buckler can give a bonus to feint. Though it makes the already rough action economy worse, as you have to spend the action to raise a shield before you try to feint if you want the bonus, so if the feint fails, you’ve only got one action to try to tumble through or feint someone else, and nothing left to attack with.

Finishers being 2d6 vs Sneak Attack being 1d6 to me is kind of a wash, since Sneak Attack can apply to more than one attack per round, and you can’t attack after a finisher.

Scarab Sages

Ferious Thune wrote:

Overall looks good. A few small thoughts:

I think it’s generally accepted that Battledancer compares their roll against all observing foes, and the immunity to fascinating performance doesn’t matter, because you don’t need to actually fascinate them, or even use fascinating performance at all. You just need to make a performance check to perform. That gives Battledancer an advantage in gaining panache that other styles don’t have. It’s possible the common interpretation of that has changed, but Battledancer does have different phrasing than all of the other styles.

Gymnasts can run into creatures who are immune. Anything 2 sizes larger, or assuming Titan Wrestler (what else are they going to spend a skill feat on?), three sizes larger. So a small gymnast will have trouble with Huge creatures, and a medium gymnast will have trouble with gargantuan or larger. Since those are also likely to be boss fights, that can be a big hinderance.

I think I mentioned this in an earlier thread as well. Fencer should get some credit for Create a Diversion being able to be used at range. You at least mention Create a Diversion, which is good. It’s not terribly exciting, as it targets perception dc same as feint, but it’s better than having to always be in melee.

One advantage of using a buckler is that it still allows you to do maneuvers, so it’s an option for a gymnast if they don’t want the open hand style. Also, for a fencer, the glamorous buckler can give a bonus to feint. Though it makes the already rough action economy worse, as you have to spend the action to raise a shield before you try to feint if you want the bonus, so if the feint fails, you’ve only got one action to try to tumble through or feint someone else, and nothing left to attack with.

Finishers being 2d6 vs Sneak Attack being 1d6 to me is kind of a wash, since Sneak Attack can apply to more than one attack per round, and you can’t attack after a finisher.

Thanks for the input.

Couple of responses:
For fascinating performance I just went with what was written on Archives of Nethys (I wrote a lot of this while I was away from my books so AoN was a life-saver)

AoN Fascinating performance wrote:
When you Perform, compare your result to the Will DC of one observer. If you succeed, the target is fascinated by you for 1 round. If the observer is in a situation that demands immediate attention, such as combat, you must critically succeed to fascinate it and the Perform action gains the incapacitation trait. You must choose which creature you’re trying to fascinate before you roll your check, and the target is then temporarily immune for 1 hour. If you’re an expert in Performance, you can fascinate up to four observers; if you’re a master, you can fascinate up to 10 observers; and if you’re legendary, you can fascinate any number of observers at the same time.

Gymnast: Oh, shoot, I forgot to put titan wrestler in there as a required feat for Gymnasts, which should take care of most monsters, especially if you get legendary in athletcis and you are medium sized. I was more thinking of monsters that are just straight up immune to, say, trip or grapple. I've only encountered a few of those in games.

Buckler: Didn't think about that, thanks for the tip.

Confidant Finisher: Notice I didn't rate the finisher super high. It certainly can situationaly be better than a sneak attack, but situationaly can be worse.

ALSO
Yes, I'll put in Light Hammers. Don't know how I missed them. Though I will say, benefit of throwing daggers is that they are finesse, so you can swashbuckle melee with them in a pinch. Starknives I've never liked. While cool, don't get me wrong, I've never liked the d4 damage that they do compared to everything else. At least in this system they are deadly d6.


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Star knives are pretty stupid looking but they are basically throwing knives with deadly d6. Thankfully, reflavoring is pretty easy.


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Of course, if you get access to it, the most alpha thing to throw is the bladed diabolo, with it's 40 feet of range.

Scarab Sages

Re: Battlerdancer, the difference is that while Battledancer gives you fascinating performance, it never says that you have to use it. It just says, “You gain panache during an encounter when the result of your Performance check to Perform exceeds the Will DC of an observing foe, even if the foe isn't fascinated.” It would have said when you use Fascinating Performance instead, but went with Perform check to Perform and “an observing for,” so I’ve generally seen it work more like Inspire Coyrage, but compared to enemy DCs. If you succeed against any enemy that can see you, you gain panache.

I agree that may not be intended, and in general I don’t advocate for using readings that stretch the rules in a guide. This one was just accepted without much controversy when Battledancer was published. But it’s possible that’s changed, as I haven’t kept up on all the conversations around Swashbuckler over the last year.

For gymnast, size is more likely to be an issue for a small gymnast, as running into huge creatures before you can get Legendary is common enough. I had my 3rd level Swashbuckler go up against a huge creature in PFS. He’s not a gymnast, but it was still pretty tough to get panache against the thing. From what I understand, it’s the same creature, just weakened, in the 1-2 tier. So even a level 1 medium gymnast could get shut out if they aren’t getting Titan Wrestler from their background. It’s essentially a required feat at level 2 to minimize issues.

Liberty's Edge

Only 4 backgrounds grant Titan-wrestler. All of them are AP backgrounds and one is even Rare.

Titan-wrestler is one of the most difficult skill feats to get at character creation.

Scarab Sages

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Yeah, so definitely worth a mention, as it's either going to be your 2nd level skill feat, or your first Stylish Trick feat at 3rd level, if you want something that isn't based on a physical stat skill at 2nd.

Scarab Sages

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Ferious Thune wrote:
Yeah, so definitely worth a mention, as it's either going to be your 2nd level skill feat, or your first Stylish Trick feat at 3rd level, if you want something that isn't based on a physical stat skill at 2nd.

I mentioned it:

Swashbuckler guide wrote:
Note that without Titan Wrestler, a lot of larger creatures than you will be immune to your gymnast schtick, so make sure to pick up that skill feat ASAP.

Also put up three 'out there' builds. The martial artist swashbuckler, the heavy armor swashbuckler, and, by popular demand, the Pistol Phenom Flying blade swashbuckler.

Scarab Sages

Updated with another build idea: The 'Savage Swashbuckler' in the esoteric build section.


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I know you mention bare-handed builds using Dueling Parry. I've normally seen people commenting on it disqualify bare-hand builds from that due to its requirement of 'wielding only a single one-handed melee weapon ... ' though, since 'nothing' doesn't count as a weapon even if it's as deadly as a shortsword. Personally, I think it *should* be usable unarmed, but you may find others who will deny it.

And if this has been overturned somewhere, please let me know. I want my grappler to not have to resort to bucklers..


Qaianna wrote:

I know you mention bare-handed builds using Dueling Parry. I've normally seen people commenting on it disqualify bare-hand builds from that due to its requirement of 'wielding only a single one-handed melee weapon ... ' though, since 'nothing' doesn't count as a weapon even if it's as deadly as a shortsword. Personally, I think it *should* be usable unarmed, but you may find others who will deny it.

And if this has been overturned somewhere, please let me know. I want my grappler to not have to resort to bucklers..

If you plan on doing maneuvers and attacks with your hands, aren't bucklers the better option anyways? Since they count as a free hand. You could relfavor them pretty easily too if it's the aesthetic that's the problem.


If you want to do "dueling parry plus punching" you can always hold something in one of your hands you do not plan on attacking with. Pointing out that "I only need one hand to make stumbling swing attacks anyway" will probably get the objection to be dropped.

Alternatively there are several one handed melee weapons which are 1 sp so significantly cheaper than a buckler. For my swashbuckler for Ruby Phoenix I used a completely nonmagical spear with stumbling style to enable dueling parry that I mostly just described as leaning on for balance.

Scarab Sages

Qaianna wrote:

I know you mention bare-handed builds using Dueling Parry. I've normally seen people commenting on it disqualify bare-hand builds from that due to its requirement of 'wielding only a single one-handed melee weapon ... ' though, since 'nothing' doesn't count as a weapon even if it's as deadly as a shortsword. Personally, I think it *should* be usable unarmed, but you may find others who will deny it.

And if this has been overturned somewhere, please let me know. I want my grappler to not have to resort to bucklers..

I mean, if your GM is that persnickety about it, then just buy a Gauntlet and have it on your hand and not use it. At that there is nothing they can complain about.

Scarab Sages

Put down the first level of class feats.

Also updated battledancer as I noticed something that makes it TERRIBLE.


A couple of things that might be worth mentioning:

Goading feint can be combined with dueling parry to make it easier to trigger your repost and potentially take some heat off of you since it's an anti-taunt despite what it's called. It's also becomes the standard option whenever your target is already flatfooted from other means.

You're next gives a sizable bonus on the check. This is what makes it a worthwhile reaction when it comes up. For braggarts, demoralize is more important than their repost.


I think you've misread Eternal Confidence. Its effect is to turn every finisher/riposte you do into a Confident Finisher. While this only adds a small bit to ripostes, this is incredibly good for standard finishers. For instance, Dual Finisher now lets you do 3d6 (or 6d6) damage on a miss to both enemies.

Scarab Sages

Cyouni wrote:
I think you've misread Eternal Confidence. Its effect is to turn every finisher/riposte you do into a Confident Finisher. While this only adds a small bit to ripostes, this is incredibly good for standard finishers. For instance, Dual Finisher now lets you do 3d6 (or 6d6) damage on a miss to both enemies.

Hmmm, you might be right. To be fair, that’s like, three class features and a feat all interacting. I think I missed the bit where the precise strike damage always becomes d6s on any finishers, not just confidant finisher.

As for Your Next, the thing I don’t like about it is that you have to finish an enemy, AND have an enemy remaining AND it has to be susceptible to intimidate AND they have to see you. So if you almost kill the enemy, then the wizard finishes it off with a fireball? Nothing. If you killed the necromancer and all that are left are his mindless skeletons, nothing. If you kill the synapse demon but the master is in the room beyond and didn’t see you because you were around the corner? Nothing. It just seems. . . very situational.


If you have targets that are able to be demoralized, which is most creatures, it'll come up a reasonable amount of time. Of course it's not good against zombies but braggarts in general aren't good against mindless creatures. You're next supports their core mechanic.

Scarab Sages

aobst128 wrote:
If you have targets that are able to be demoralized, which is most creatures, it'll come up a reasonable amount of time. Of course it's not good against zombies but braggarts in general aren't good against mindless creatures. You're next supports their core mechanic.

I dunno, I’ve been with a rogue who has your next for a while. He tries to use it every chance he gets and it never works. Either he just downed the last enemy, or he downed the last non-mindless enemy, or he reduces the enemy to 1 HP and the wizard finishes him off with an acid splash.

I get that it is good on paper, I just think it is a little too situational.


Well, in a 4 person party in the simplist terms, you have a 1 in 4 chance of downing a creature if everyone is attacking in some manner. So if you only have moderate fights with 2-3 creatures, it's gonna be uncommon. But that shouldn't be the norm. And if the campaign has undead as a common enemy, maybe rethink the choice. The only other thing would be it might be redundant with finishing follow through at 2nd level if a braggart wants to take it.


I'm able to use You're Next on my Braggart Swash in maybe a little more than half our encounters (Extinction Curse). In boss fights it is whatever, but that's fine. It falls into the category of nice-when-it-happens-but-not-super-impactful for me.

Party Composition: me, dragon kick monk, maestro bard, animal druid


Oh and something else that is nice - if you manage to get shield block and them bastion archetype, the disarming flair level 1 feat works very well will the disarming block feat. Bonus points if you are gymnast as you will get panache on a success. Getting panache on a reaction can be nice


Incaseofemergency wrote:
Oh and something else that is nice - if you manage to get shield block and them bastion archetype, the disarming flair level 1 feat works very well will the disarming block feat. Bonus points if you are gymnast as you will get panache on a success. Getting panache on a reaction can be nice

Good point about bastion. You are still spending an action to raise a shield, so it's still as efficient as other options but if you're fighting creatures with weapons, you can avoid map on your finishers more easily this way.

Scarab Sages

aobst128 wrote:
Incaseofemergency wrote:
Oh and something else that is nice - if you manage to get shield block and them bastion archetype, the disarming flair level 1 feat works very well will the disarming block feat. Bonus points if you are gymnast as you will get panache on a success. Getting panache on a reaction can be nice
Good point about bastion. You are still spending an action to raise a shield, so it's still as efficient as other options but if you're fighting creatures with weapons, you can avoid map on your finishers more easily this way.

I can include that in an esoteric build.


I know it already was mentioned, but you do need a one handed weapon for Dueling Parry. You should at least pay lip service to that rule in the guide somewhere to avoid someone getting hit with a surprise when a GM points it out.

A really good weapon (but advanced) you didn't mention is the Bladed Hoop. d8s if you two hand it, d6s if you no hand it.

Giant Gnolls get a circumstance bonus on Shove and Trip, so they may be worth mentioning for Gymnast use.

Goading Feint and Disarming Flair are both staples for a tankbuckler build for their respective Styles. They are fine pick-ups at level 2 or with Natural Ambition, or instead of the parry-and-others feats if you don't expect to have the action economy.


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I think you've underrated the Wit style a bit. The target wasting an action on removing the penalty is more useful than it sounds, and One For All being Aid-based means the bonus it provides to allies scales up higher the more you level - a near-guaranteed +4 is nuts at high levels. At a minimum, with your current rating, it may be clearer to readers to make it a red/green mix rather than have it entirely red with a highlighted note (my suggested rating would be something like yellow/green or yellow/blue).

I'm aware you're not up to 4th-level class feats yet, but it may be worth giving Battledancer a mixed-color rating due to Leading Dance. I'm not a fan of Battledancer myself, but Leading Dance is pretty good and seems to be the main reason why people like it/think the style is good overall.

Scarab Sages

egindar wrote:

I think you've underrated the Wit style a bit. The target wasting an action on removing the penalty is more useful than it sounds, and One For All being Aid-based means the bonus it provides to allies scales up higher the more you level - a near-guaranteed +4 is nuts at high levels. At a minimum, with your current rating, it may be clearer to readers to make it a red/green mix rather than have it entirely red with a highlighted note (my suggested rating would be something like yellow/green or yellow/blue).

I'm aware you're not up to 4th-level class feats yet, but it may be worth giving Battledancer a mixed-color rating due to Leading Dance. I'm not a fan of Battledancer myself, but Leading Dance is pretty good and seems to be the main reason why people like it/think the style is good overall.

I appreciate the comments, but my ratings of the style feats are based on no feats taken. With that in mind, Wit is the worst because it applies in the least amount of situations and provides the worst benefit to the swashbuckler (-2 to will isn't great. Sure it can help out casters and such, but not much of a help to swashbucklers except to do some more bon mots I guess.) Even with All for One it isn't that great because the DCs are so high. It is the cooperative nature+All for One that makes it good. I suppose I could put in a variation coloring in parentheses though. Same thing applies to the Battle Dancer.


If you have an occult caster in the party, wit swashbuckler is pretty valuable. Otherwise, it's ok. It can make your check more reliable after the first time, so you have more uptime with panache. That's a unique part of it. It's a bit of a positive feedback loop too since a success will make critical successes more likely and a critical success feeds into more critical successes. Enough to possibly annoy your target enough to waste an action retorting.


Wit also has a pretty good exemplary finisher.

Scarab Sages

Made some modifications.

Got up to level 2 class feats.

Added the bastion stance shield block disarm monster to the list of esoteric builds.

Added a bit more to the style section, including a note about how Leading Dance makes battledancers a lot better.

Also added in the bit about how Dueling Parry technically needs a weapon under the 'Errol Flynn' section.


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Don't count out charmed life too quickly. It's not flashy but it's a decent defensive option considering the swashbucklers relatively poor fortitude and will saves. Getting out of crit fail range is a valuable strategy against casters and poisons thrown at you. Plus will help secure that crit success on a reflex.


VampByDay wrote:

Put down the first level of class feats.

Also updated battledancer as I noticed something that makes it TERRIBLE.

Just looked to see what this was but I don't see it. Interested to know as I've been planning to make a battledancer.

Scarab Sages

Jacques Renard wrote:
VampByDay wrote:

Put down the first level of class feats.

Also updated battledancer as I noticed something that makes it TERRIBLE.

Just looked to see what this was but I don't see it. Interested to know as I've been planning to make a battledancer.

Basically it is that the battledancer's fascinating performance has the incapacitate trait which, when joined with the fact that you already need a critical success to fascinate someone, means anyone higher level than you CAN NEVER BE FASCINATED by your performance ever. There's a feat that kinda sorta solves this. In other words, if you try to facinating performance someone higher level than you, you can get panache, but you will never debuff them.


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You still gain panache even if you don't fascinate, you just have to beat the will DC with a perform check. The real draw for Battledancer is the level 4 feat "Leading Dance" from what I've seen, since that's some powerful forced movement.

If you're worried about gaining panache from bosses and critters above your level, tumble through is going to be a better option almost always since Dex is the only stat you can start with at 18.


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VampByDay wrote:
Jacques Renard wrote:
VampByDay wrote:

Put down the first level of class feats.

Also updated battledancer as I noticed something that makes it TERRIBLE.

Just looked to see what this was but I don't see it. Interested to know as I've been planning to make a battledancer.
Basically it is that the battledancer's fascinating performance has the incapacitate trait which, when joined with the fact that you already need a critical success to fascinate someone, means anyone higher level than you CAN NEVER BE FASCINATED by your performance ever. There's a feat that kinda sorta solves this. In other words, if you try to facinating performance someone higher level than you, you can get panache, but you will never debuff them.

Honestly Fascinated isn't a particularly useful condition, anyways. The main strengths of Battledancer is that it's very easy to get Panache in exchange for a not super consistent or strong effect aside from Panache.


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Leading dance combined with impaling finisher is pretty potent.

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