A way to save a world: swashbucler (DEX) with a longsword...held with both hands


Rules Questions


hello, I came to y'all with a huge dilemma:
I built an homebrew setting\world for my PF campaigns...nothing too fancy, but one of its pillars is a group of "knights" (not by class, but by "title", if that makes any sense). They're basically a group of magic-less witchers with faint USMC\Navy Seals influences...they go around the world killing monsters. Their combat style focuses solely on dodges\parries and swift attacks and they're trained on the use of the longsword (ONLY the longsword. Nothing else. This is a fundamental thing about them, since I pictured them to fight using a somewhat "HEMA" style stance\grip.)
Now, I recently discovered that it's not feasable for a swashbuckler to use a longsword by holding it with both hands, since they loose the benefit from Precise Strike. Having them using a longsword with a single hand is not an option, since their combat would look off...and they would look like this:

https://qph.cf2.quoracdn.net/main-qimg-983eb5e47c7e467e2f619f953f9caeb0-lq

Anyway, they're still swashbuckers, so they have dexterity as their main attack statistics (thanks to Slashing Grace and Swashbuckler Finesse)...

So, I have some questions:
- Is there any way at all to have Power Attack to use dexterity instead of strength? (maybe with an "agile" weapon?)
-Is there ANY WAY AT ALL to compensate the low damage output caused by the loss of Precise strike? Even 3rd parties feats will do...but please, NO MAGIC STUFF.

Let's say that, if i can't fix them, my world and subsequent campaigns are doomed, so please, help me if you can!

P.S.: changing the class would be a no-go, sadly...I NEED them to use the vast majority of swashbucler's deeds...


Fencing Grace, Piranha Strike


the problem is that fencing grace works with the rapier only and piranha strike works only with light weapons


Why not use the Custom Weapon rules to custom create the exact weapon you need and then just call it a Long Sword?

Do they have to be Swashbucklers? Any reason why you're not creating a custom Class of Swashbuckler + Slayer or Swashbuckler + Rogue? Or why not come up with your own Archetype of Swashbuckler? You could drop the stuff you don't need, like Precise Strike, and plug in the stuff you do need, like 2handed Precise Strike.

Any reason why you cannot use an Elven Curve Blade's stats and then just call it a longsword for thematic reasons? Or do you specifically need the longsword's stats?

If these guys are special forces then they're probably level 5ish minimum, so I would have them go 3 levels of Unchained Rogue for 1.5x Dex to damage with a 2handed Weapon Finesse-able weapon. URogue3/SwashbucklerX, give them a "longsword" that uses Elven Curve Blade stats, so now you deal 1.5x Dex to damage while 2handing an Elven Curve Blade. During those 5 levels, they can gain Evasion from rogue, 2d6 SnA (very Navy Seals-ish), and pick up Piranha Strike as one of your Feat choices.

If you go the custom Swashbuckler Archetype route, you could simply switch out Rogue's Finesse for Swashbuckler's Initiative, Precise Strike becomes 2handed Precise Strike, etc.


Here's an idea, we're going to come up with a Swashbuckler Archetype called Swashknight. <--- placeholder name, call it w/e you want so it fits your world properly

Swashknight's Panache (Ex)

More than just a lightly armored warrior, a swashknight is a daring combatant. She fights with panache: a fluctuating measure of a swashknight’s ability to perform amazing actions in combat. At the start of each day, a swashknight gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashknight spends panache to accomplish deeds (see below), and regains panache in the following ways.

Critical Hit with a Longsword: Each time the swashknight confirms a critical hit with a longsword, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashknight’s character level doesn’t restore panache.

Killing Blow with a Longsword: When the swashknight reduces a creature to 0 or fewer hit points with a longsword attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashknight’s character level to 0 or fewer hit points doesn’t restore any panache.

This ability modifies Panache.

Swashknight Finesse (Ex)

At 1st level, a swashknight gains the benefits of the Weapon Finesse feat with longswords only, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites. In addition, whenever she makes a successful melee attack with a longsword, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the swashknight from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. Lastly, two hands are required to wield and attack with a longsword effectively during the swashknight's unique fighting style, and the swashknight may apply 1-1/2 times the character’s Dexterity bonus to damage rolls for melee attacks with longswords.

This ability modifies Swashbuckler's Finesse and replaces Swashbuckler's Initiative.

At 3rd level, the Swashknight can no longer select Precise Strike, but may add the following deed to her list of deeds she may choose from:

Swashknight's Precision (Ex): At 3rd level, while she has at least 1 panache point, a swashknight gains the ability to strike precisely with a longsword, adding her swashknight level to the damage dealt. To use this deed, a swashbuckler must be wielding and attacking with the longsword in both hands. Any creature that is immune to sneak attacks is immune to the additional damage granted by swashknight's precision, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a swashknight's precision. This additional damage is precision damage, and isn’t multiplied on a critical hit. As a swift action, a swashknight can spend 1 panache point to double her swashknight precision’s damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed’s cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).

This ability replaces the Precise Strike deed.

^--------- You're going to have to do something like this for every single deed that specifically calls out the verbiage "with a single light or one-handed piercing melee weapon" and replace it with "with a longsword."

Swashknight Weapon Training (Ex)

At 5th level, a swashknight gains a +1 bonus on attack and damage rolls with longswords. While wielding a longsword, 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).

This ability modifies Swashbuckler Weapon Training.

So yeah, I would just custom create yourself an Archetype, and then when you're finished, post it in the Homebrew Forums and let the gurus take a read-thru of it and give you any final feedback/balancing issues, etc.


So, the only way is creating something new...can't say I'm very keen to the idea of creating custom stuffs just to make them work, but well...I'll think about it.

Thanks for the help and the suggestions! Really appreciated!


You can use an Agile weapon with 13 STR to Power Attack while wielding a longsword in two hands but Precise Strike wouldn't work. At that point you would play similarly to a Shashbuckler(1)/Unchained Rogue.


How about just saying that all of their swashystuff requires their sword to be held in two hands rather than having an empty hand?

Pros: better str and power attack dmg bonus
Cons: you are using a long sword and not an 18-20 threat weapon
no buckler
can't attack while grappled or swinging from a chandelier
slashing grace and precise strike do not scale up with 2 hands


Also, look into the archetypes and feats that support the Aldori duelijg sword, it is a longsword that can be used with weapon finesse.


MarcomiX wrote:

So, the only way is creating something new...can't say I'm very keen to the idea of creating custom stuffs just to make them work, but well...I'll think about it.

Thanks for the help and the suggestions! Really appreciated!

Well, it's not the *only* way, it's the easiest though. Anything else is going to require a decent amount of multiclassing and feat selection for a minimum of 3-5 levels, and that puts you behind in taking feats that you actually want, as well as deed progression. And then you'd still be prevented from taking just about anything with the verbiage "single light or one-handed piercing melee weapon" due to your longsword requirement.

If you custom created an archetype, and trade out everything that says "single light or one-handed piercing melee weapon" to "longsword", then you still maintain perfect game balance for the class/archetype itself, you stay on-track for Swashbuckler deed progression, and you don't sacrifice any of your feat slots.

If you are worried about game balance, you could even come up with a non-boon ability, or a "penalizing" ability, called Devotion to One Blade:

Devotion to One Blade (Ex)
Starting at 1st level, a Swashknight must choose to be devoted to one style of blade, the Longsword. Furthermore, a swashknight loses all proficiencies with all other weapons aside from the longsword; due to her complete lack of training in other weaponry, if she attempts to use a weapon other than a longsword, she does so at a -8 penalty (not a -4 penalty for the usual non-proficiency penalty).

Lastly, at 3rd level, a swashbuckler gains a +1 dodge bonus to AC while wearing light or no armor and wielding a longsword in both hands. Anything that causes the swashknight to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level).

This modifies Weapon Proficiencies and Nimble.

If you're willing to trade out your Swashbuckler bonus feats, maybe add this into Devotion to One Blade at the end:

Due to the extremity of dedication and adherence that a swashknight devotes to her footwork and performing surgically-precise strikes with a longsword, she gains the feat Weapon Focus (Longsword) at 4th level. At 8th level, she gains Weapon Specialization feat with longswords. At 12th level, she gains Greater Weapon Focus with longswords. And at 16th level, she gains Greater Weapon Specialization with longswords.

This ability replaces the bonus feats a swashbuckler would normally gain at levels 4, 8, 12, and 16.


Okay, here we go, what do you think about this for your full archetype:

Devotion to One Blade (Ex)
Starting at 1st level, a Swashknight must choose to be devoted to one style of blade: the Longsword. Furthermore, a swashknight loses all proficiencies with all other weapons aside from the longsword; due to her complete lack of training in other weaponry, if she attempts to use a weapon other than a longsword in both hands, she does so at a -8 penalty (not a -4 penalty for the usual non-proficiency penalty). If she is somehow prevented or unable to attack with both hands wielding her longsword, such as if one of her arms or hands become disabled or dismembered, she immediately gains this -8 penalty while attempting to attack with her longsword wielded in a single hand, and for all other intents and purposes, she is treated as non-proficient while attacking with a longsword wielded in a single hand.

Additionally, at 3rd level, a swashknight gains a +1 dodge bonus to AC while wearing light or no armor and wielding a longsword in both hands. Anything that causes the swashknight to lose her Dexterity bonus to AC or prevents her from wielding a longsword in both hands also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level). Furthermore, the swashknight gains the Evasion ability, as per the rogue's ability of the same name. Even if a swashknight is prevented from wielding her longsword in both hands, she retains the use of her Evasion ability.

Due to the extremity of dedication and adherence that a swashknight devotes to her footwork and performing surgically-precise strikes with a longsword wielded in two hands, she gains the feat Weapon Focus (Longsword) at 1st level. At 4th level, she gains Weapon Specialization feat with longswords. At 8th level, she gains Greater Weapon Focus with longswords. And at 12th level, she gains Greater Weapon Specialization with longswords. Anything that prevents her from wielding a longsword in both hands also causes her to lose the bonuses these feats provide to her.

Beginning at level 6, while a swashknight wields a longsword in both hands, her damage die increases from 1d8 to 1d10, and increases every 6 levels thereafter. At level 12, while a swashknight wields a longsword in both hands, her damage die increases from 1d10 to 1d12, and at level 18, increases from 1d12 to 2d8.

A character who takes 1 level as a Swashknight immediately loses all other weapon proficiencies, and is prevented from gaining other weapon proficiencies from multi-classing or from taking feats, such gaining weapon proficiencies through feats like Exotic Weapon Proficiency.

This ability modifies Weapon Proficiencies and Nimble, and replaces the bonus feats a swashbuckler would normally gain at levels 4, 8, 12, and 16.

^----- you are purposefully gaining Weapon Focus, Weapon Specialization, Greater Weapon Focus, and Greater Weapon Specialization at earlier levels than the normal progression for bonus feats from Swashbuckler

Swashknight's Panache (Ex)

More than just a lightly armored warrior, a swashknight is a daring combatant. She fights with panache: a fluctuating measure of a swashknight’s ability to perform amazing actions in combat. At the start of each day, a swashknight gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashknight spends panache to accomplish deeds (see below), and regains panache in the following ways.

Critical Hit with a Longsword: Each time the swashknight confirms a critical hit with a longsword, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashknight’s character level doesn’t restore panache.

Killing Blow with a Longsword: When the swashknight reduces a creature to 0 or fewer hit points with a longsword attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashknight’s character level to 0 or fewer hit points doesn’t restore any panache.

This ability modifies Panache.

Swashknight Finesse (Ex)

At 1st level, a swashknight gains the benefits of the Weapon Finesse feat with longswords only, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites. In addition, whenever she makes a successful melee attack with a longsword, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the swashknight from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. Lastly, two hands are required to wield and attack with a longsword effectively during the swashknight's unique fighting style, and the swashknight may apply 1-1/2 times the character’s Dexterity bonus to damage rolls for melee attacks with longswords.

This ability modifies Swashbuckler's Finesse and replaces Swashbuckler's Initiative.

Swashknight's Deeds (Ex)

Beginning at 1st level and every level thereafter, any deed that requires a "single light or one-handed piercing melee weapon" to use now requires a "longsword wielded in both hands" to use that deed instead.

This ability modifies Deeds.

Swashknight Weapon Training (Ex)

At 5th level, a swashknight gains a +1 bonus on attack and damage rolls with longswords. While wielding a longsword, 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).

This ability modifies Swashbuckler Weapon Training.

Swashknight Weapon Mastery (Ex)

At 20th level, when a swashknight threatens a critical hit with a longsword wielded in both hands, that critical is automatically confirmed. Furthermore, the critical modifier of a longsword increases to x3 while wielded in both hands.


Tbh, I think this archetype is extremely strong, but at the same time it has its weaknesses as well. Such as, what if the DM describes combat with a tentacled monster as "this monster grapples your left arm and its tentacle spirally slithers up your entire arm all the way to your shoulder, rendering your arm useless until you're freed from the grapple."

Dark Archive

theres a prestige class that can do something like this

Westcrown devil

Classically Trained (Ex): The god Aroden’s return to Westcrown was long foretold, but when he died instead and prophecy proved unreliable, the citizens of Westcrown had to adapt. Today, Westcrown honors Aroden’s legacy with memorial statues, cathedrals, and other remembrances. The Council of Thieves, for its part, trains its members with Aroden’s favored weapon, the longsword—a weapon the god used to great effect by eschewing strength for finesse and expertise. A Westcrown devil can use Weapon Finesse with a longsword sized for him when he wields it one-handed, even though it is not a light weapon.


Name Violation wrote:

theres a prestige class that can do something like this

Westcrown devil

Classically Trained (Ex): The god Aroden’s return to Westcrown was long foretold, but when he died instead and prophecy proved unreliable, the citizens of Westcrown had to adapt. Today, Westcrown honors Aroden’s legacy with memorial statues, cathedrals, and other remembrances. The Council of Thieves, for its part, trains its members with Aroden’s favored weapon, the longsword—a weapon the god used to great effect by eschewing strength for finesse and expertise. A Westcrown devil can use Weapon Finesse with a longsword sized for him when he wields it one-handed, even though it is not a light weapon.

Well, since you’d have to hold the longsword one-handed, it’s a no-go. The whole point is finding a way to make everything work while holding it with both hands…


Ryze Kuja wrote:
Tbh, I think this archetype is extremely strong, but at the same time it has its weaknesses as well. Such as, what if the DM describes combat with a tentacled monster as "this monster grapples your left arm and its tentacle spirally slithers up your entire arm all the way to your shoulder, rendering your arm useless until you're freed from the grapple."

…yeah, that’s exactly why I’m not fond of the idea of creating custom rules/classes from scratch. They never feel right.

I know it’s kind of stupid, but I’d rather use a feat/trait that someone else wrote on an obscure, third party manual rather than coming up with some sketchy rules on my own…


The rules for Precise Strike and Fencing Grace are basically there as a balance factor - it doesn't matter if they hold the sword in 2 hands as long as they don't get any benefit out of it.

Just describe them as 2-handing their swords but use the stats as if they were 1-handing it.


MrCharisma wrote:

The rules for Precise Strike and Fencing Grace are basically there as a balance factor - it doesn't matter if they hold the sword in 2 hands as long as they don't get any benefit out of it.

Just describe them as 2-handing their swords but use the stats as if they were 1-handing it.

I thought about that as well, but that won't do...

They would be at a huge disadvantage, since they would not, indeed, gain any benefit from the two-handed grip...only cons:

-the impossibility to use a buckler (they wouldn't use it anyway, but that would put them in an unfavourable position against a "common" swashbuckler)

-they wouldn't be able to use precise strike anyway, since it's clearly stated that, to use this deed, they MUST have one of the two hands to be empty.


MarcomiX wrote:
MrCharisma wrote:

The rules for Precise Strike and Fencing Grace are basically there as a balance factor - it doesn't matter if they hold the sword in 2 hands as long as they don't get any benefit out of it.

Just describe them as 2-handing their swords but use the stats as if they were 1-handing it.

I thought about that as well, but that won't do...

They would be at a huge disadvantage, since they would not, indeed, gain any benefit from the two-handed grip...only cons:

-the impossibility to use a buckler (they wouldn't use it anyway, but that would put them in an unfavourable position against a "common" swashbuckler)

-they wouldn't be able to use precise strike anyway, since it's clearly stated that, to use this deed, they MUST have one of the two hands to be empty.

You misunderstand. As far as the mechanics are concerned they're wielding their swords one handed - including the benefits of Precise Strike and and Slashing Grace (you could even give them deflect arrows because they have a free hand).

But in your descriptions you could describe them as wielding their weapons two handed, letting them fit the description you chose (and you could describe deflect arrows as them parrying aside an arrow with the sword).

Unless the players are going to become one of these knights it doesn't really matter if the mechanics exactly match the description, you're basically just re-skinning a swashbuckler as an agile knight. If one of the PCs DOES become a knight the peak behind the curtain won't be too problematic since you're still following the rules for swashbucklers, you're just describing them slightly differently.

You don't have to go this way, but it's such a minor problem you're having that I would just re-skind them and save that brain energy for something more impactful.


Well, if you want to stick to safe ground by all means, you can sacrifice a part of your vision and let them wield a longsword one-handed. Everything is completely by the rules, damage output is alright and you get most of your vision implemented.

But, I mean, these swashbucklers usually won't use their second hand in battle anyway. So it won't make a difference that you pretend they use it to help swinging the sword, like MrCharisma suggested.


SheepishEidolon wrote:

Well, if you want to stick to safe ground by all means, you can sacrifice a part of your vision and let them wield a longsword one-handed. Everything is completely by the rules, damage output is alright and you get most of your vision implemented.

But, I mean, these swashbucklers usually won't use their second hand in battle anyway. So it won't make a difference that you pretend they use it to help swinging the sword, like MrCharisma suggested.

....well, the main part of my vision is having them use both hands to wield the sword...that's....kind of the main part.

Again, I want to avoid this: https://qph.cf2.quoracdn.net/main-qimg-983eb5e47c7e467e2f619f953f9caeb0-lq


MrCharisma wrote:
MarcomiX wrote:
MrCharisma wrote:

The rules for Precise Strike and Fencing Grace are basically there as a balance factor - it doesn't matter if they hold the sword in 2 hands as long as they don't get any benefit out of it.

Just describe them as 2-handing their swords but use the stats as if they were 1-handing it.

I thought about that as well, but that won't do...

They would be at a huge disadvantage, since they would not, indeed, gain any benefit from the two-handed grip...only cons:

-the impossibility to use a buckler (they wouldn't use it anyway, but that would put them in an unfavourable position against a "common" swashbuckler)

-they wouldn't be able to use precise strike anyway, since it's clearly stated that, to use this deed, they MUST have one of the two hands to be empty.

You misunderstand. As far as the mechanics are concerned they're wielding their swords one handed - including the benefits of Precise Strike and and Slashing Grace (you could even give them deflect arrows because they have a free hand).

But in your descriptions you could describe them as wielding their weapons two handed, letting them fit the description you chose (and you could describe deflect arrows as them parrying aside an arrow with the sword).

Unless the players are going to become one of these knights it doesn't really matter if the mechanics exactly match the description, you're basically just re-skinning a swashbuckler as an agile knight. If one of the PCs DOES become a knight the peak behind the curtain won't be too problematic since you're still following the rules for swashbucklers, you're just describing them slightly differently.

You don't have to go this way, but it's such a minor problem you're having that I would just re-skind them and save that brain energy for something more impactful.

I see...dunno how to feel about this "pretending" thing...but I see your point. By the way, yes, the plan is to have a player to choose this path if he\she wants to...if they were just NPCs, well...I just would've created an archetype similar to the one Ryze Kuja suggested.

That's why I'm thinking very hard about this seemingly small detail: I want this to be unobjectionable as much as possible...


The medieval longsword of HEMA references the length of the hilt instead of the blade. The Pathfinder longsword is more like a broadsword or arming sword while the HEMA longsword is the great sword or bastard sword. If you allow your knights to use the bastard sword instead of the longsword, they can simply choose to use it with one or two hands and can switch easily between both methodologies.

There was a 3.5 feat that allowed monks to flurry with a longsword (whirling steel strike) and a variety of archetypes that switch weapons/abilities around so you can 'break the rules' or 'flavor' any way you want.

If your knights use the bastard sword, and are free to use one or two hands, they can use power attack either way but gain more benefit from using it two handed. They can utilize precise strike when using one hand. The weapon versatility feat can allow them different damage types as the stab with the point, cut with the edge, and bludgeon with the flat or pommel.

Allowing/encouraging different usage of the same weapon allows your knights to become masters of a personal style while still being visually distinctive from other characters.

(Every jedi has a lightsabre but they don't all fight the same way.)
(I'm not trying to derail your idea. I hope this helps)


Could you just make them Strength-based characters? Swashbucklers can use Dex but they aren't forced to.


MarcomiX wrote:
By the way, yes, the plan is to have a player to choose this path if he\she wants to...if they were just NPCs, well...I just would've created an archetype similar to the one Ryze Kuja suggested.

Players accept a lot of things as given, because they get something in return: Fun. Suspension of disbelief is a powerful force.

So if someone is interested in that route, they will probably accept requirements like "take swashbuckler levels" and "wield a longsword two-handed without the usual benefits and drawbacks". If not, that's their decision - not a biggie, your campaign doesn't depend on any player going down that path.


What about WARRIOR POET, would a Katana work?


marcryser wrote:

The medieval longsword of HEMA references the length of the hilt instead of the blade. The Pathfinder longsword is more like a broadsword or arming sword while the HEMA longsword is the great sword or bastard sword. If you allow your knights to use the bastard sword instead of the longsword, they can simply choose to use it with one or two hands and can switch easily between both methodologies.

There was a 3.5 feat that allowed monks to flurry with a longsword (whirling steel strike) and a variety of archetypes that switch weapons/abilities around so you can 'break the rules' or 'flavor' any way you want.

If your knights use the bastard sword, and are free to use one or two hands, they can use power attack either way but gain more benefit from using it two handed. They can utilize precise strike when using one hand. The weapon versatility feat can allow them different damage types as the stab with the point, cut with the edge, and bludgeon with the flat or pommel.

Allowing/encouraging different usage of the same weapon allows your knights to become masters of a personal style while still being visually distinctive from other characters.

(Every jedi has a lightsabre but they don't all fight the same way.)
(I'm not trying to derail your idea. I hope this helps)

Wait...so in PF, these...

https://preview.redd.it/tiku9bu8xai81.jpg?auto=webp&s=113b9eb7b47e0e67d 01e8d59e4c1c07555ddcae9

https://cdn11.bigcommerce.com/s-3pn7p1id/images/stencil/1280x1280/products/ 532/2893/DSC_4459__15034.1520987919.JPG?c=2?imbypass=on

....are not longswords?

Instead, a PF "longsword" is...this?!
https://www.yourprops.com/movieprops/default/4752fab48f68f/Pathfinder-Pathf inder-Sword-1.jpg


MrCharisma wrote:
What about WARRIOR POET, would a Katana work?

...not really, they're basically western-inspired warriors\knights, but thanks anyway for the suggestion. Maybe I can use this class for a different knight order, once I figure out how to fix this one


Matthew Downie wrote:
Could you just make them Strength-based characters? Swashbucklers can use Dex but they aren't forced to.

Well, they kidna have to use dex to be effective in combat:

combat reflexes is a must-have to use parry and risposte more than once...and, at higher level, you pretty much NEED to parry more than one attack per round


Personally, I don't think that that homebrew archetype is OP. It is powerful, but has significant weaknesses. And honestly almost everything is just copy/pasted from what a swashbuckler does anyway, except for the WF/WS/GWF/GWS feats in lieu of bonus feats and the increasing damage die for longsword at levels 6, 12, and 18. But for the negatives that I also gave the archetype, I think these positives are warranted. You are at a significant disadvantage if one of your arms are disabled/grappled, and if you become disarmed or your weapon breaks.

If you're worried about balance, then you should test it at various levels. Create a level 4, level 8, level 12, and level 16 version of Swashknight and and then compare it to a regular Swashbuckler at these levels and see where it is overperforming/underperforming or performing on par, and then make adjustments from there.


A clarification, when referring to grappling being a weakness a.few comments to the effect of "if one arm is grappled" have been made. A general penalty of the grappled condition is that you may not use a two handed weapon, so all grapples are detrimental.


Completely unobjectionable archetype:

Swashknight's Panache (Ex)

More than just a lightly armored warrior, a swashknight is a daring combatant. She fights with panache: a fluctuating measure of a swashknight’s ability to perform amazing actions in combat. At the start of each day, a swashknight gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashknight spends panache to accomplish deeds (see below), and regains panache in the following ways.

Critical Hit with a Longsword: Each time the swashknight confirms a critical hit with a longsword, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashknight’s character level doesn’t restore panache.

Killing Blow with a Longsword: When the swashknight reduces a creature to 0 or fewer hit points with a longsword attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashknight’s character level to 0 or fewer hit points doesn’t restore any panache.

This ability modifies Panache.

Swashknight Finesse (Ex)

At 1st level, a swashknight gains the benefits of the Weapon Finesse feat with longswords only, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites. In addition, whenever she makes a successful melee attack with a longsword, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the swashknight from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. Lastly, two hands are required to wield and attack with a longsword effectively during the swashknight's unique fighting style, and the swashknight may apply 1-1/2 times the character’s Dexterity bonus to damage rolls for melee attacks with longswords.

This ability modifies Swashbuckler's Finesse and replaces Swashbuckler's Initiative.

Swashknight's Deeds (Ex)

Beginning at 1st level and every level thereafter, any deed that requires a "single light or one-handed piercing melee weapon" to use now requires a "longsword wielded in both hands" to use that deed instead.

This ability modifies Deeds.

Swashknight Weapon Training (Ex)

At 5th level, a swashknight gains a +1 bonus on attack and damage rolls with longswords. While wielding a longsword, 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).

This ability modifies Swashbuckler Weapon Training.

Swashknight Weapon Mastery (Ex)

At 20th level, when a swashknight threatens a critical hit with a longsword wielded in both hands, that critical is automatically confirmed. Furthermore, the critical modifier of a longsword increases to x3 while wielded in both hands.


^------- This is nothing fancy, it just swaps all "light weapon or one-handed piercing melee weapon" for "longsword wielded in both hands". No weapon focus/specialization, no weapon damage die increases, nor loss of weapon proficiencies.

The only thing that might be considered "flashy" is allowing the Swashknight to use 1 1/2 Dex instead of 1 1/2 Str while 2handing, just like the unchained rogue can. And for this, we traded out Swashbuckler's Initiative at lvl 3.


Ryze Kuja wrote:

^------- This is nothing fancy, it just swaps all "light weapon or one-handed piercing melee weapon" for "longsword wielded in both hands". No weapon focus/specialization, no weapon damage die increases, nor loss of weapon proficiencies.

The only thing that might be considered "flashy" is allowing the Swashknight to use 1 1/2 Dex instead of 1 1/2 Str while 2handing, just like the unchained rogue can. And for this, we traded out Swashbuckler's Initiative at lvl 3.

Well, now that I know that longswords in PF are not longswords (thus implying the manual is not 100% "exact" and infallible), I'm more incline to adopt the archetype that you created...maybe using bastard swords rather than the so-called "longswords".

Thanks a lot!


You'll want to avoid looking at Pathfinder's take on a buckler as well.


Look at the Bladed Brush feat and come up with something similar.


whoah, even a modified "blade brush" would work perfectly!

I came looking for an answer...but I've got two perfectly fine ones!

Thanks a lot guys!

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