| Teridax |
At the risk of creating a few threads in too quick a succession, this one is based off of this discussion of the Swashbuckler. The class, in my opinion, has a terrific flavor to it, and a fantastic bit of gameplay in its panache mechanic, but also a few issues:
The broad changes I'd want of a Swashbuckler rework would be the following:
Here would be the specifics:
Core Class
Panache
You care as much about the way you accomplish something as whether you actually accomplish it in the first place. When you perform an action with particular bravado, you can leverage this moment of verve to perform spectacular, deadly maneuvers. This state of flair is called panache, and you are either in a state of panache or you are not.
You typically gain panache only in combat encounters, and in the following ways:
Due to your exceptional agility, you are permanently quickened. You can only use the extra action while you have panache, and you can only use it to perform an action with the panache trait, or contribute an action to an activity with the panache trait. All move actions that you have access to, that lack the exploration or downtime traits, and that don't deal damage have the panache trait, as do the actions determined by your swashbuckler's style. Certain swashbuckler class features or feats may grant you more actions with the panache trait, or add the panache trait to existing actions.
You gain the En Garde!, Use Panache, and Superb Strike actions, listed below.
En Garde! (Single Action)
Swashbuckler
Requirements You haven't yet had panache this turn.
Targets One creature you can see or hear.
With a signature phrase, battle cry, elaborate gesture, or any combination of the above, you make a show of challenging a foe to a duel. You gain panache, and your turn immediately ends, even if you had actions left.
If your challenge included a phrase or cry, this action gains the concentrate and auditory traits. If your challenge included a gesture, this action gains the manipulate and visual traits.
Use Panache (Free Action)
Swashbuckler
Requirements You have panache.
Your next action will be spectacular. You lose panache, and if your next action is to use an action or activity with the panache trait that has you make one or more checks, the result of the check (or checks) is one degree of success better. Critically succeeding on a check in this way does not cause you to gain panache unless the unmodified result would have also been a critical success.
If you critically succeed on a panache action's unmodified check and improve its degree of success, you get a spectacular success. If a panache action has a spectacular success effect, you use that effect, otherwise you use the effect for a critical success. A spectacular success is a critical success for the purpose of effects that trigger on a critical success, and a success for the purpose of effects that trigger on a success.
Superb Strike (Single Action)
Panache, Swashbuckler
You strike with flair. Make a Strike with an agile or finesse melee weapon or agile or finesse unarmed attack. You can add your Dexterity modifier to the damage roll instead of your Strength modifier. On a spectacular success, you deal quadruple damage.
Styles
As noted in the core class changes, the exemplary finisher class feature is removed.
Battledancer
Braggart
Fencer
Gymnast
Wit
Feats
TL;DR: some class features that would be removed would be feats instead, finishers would be changed to moves that can be used all the time for a lesser effect, some feats would allow panache to be used on other rolls. Some examples:
Dual Flair (Two Actions)
Feat 1
Panache, Swashbuckler
Prerequisites Superb Strike
Requirements You are wielding two melee weapons, each in a different hand, and each weapon has the finesse or agile trait.
You split your attacks. Make two Superb Strikes, one with each required weapon, against the same target. If the second Strike is made with a non-agile weapon, it takes a –2 penalty. Increase your multiple attack penalty only after attempting both Strikes.
If both attacks hit, combine their damage, and then add any other applicable effects from both weapons. You add any precision damage only once, to the attack of your choice. Combine the damage from both Strikes and apply resistances and weaknesses only once.
Precise Disarm (One Action)
Feat 2
Panache, Swashbuckler
Prerequisites Superb Strike
You attempt to knock a weapon out of your opponent's hand with a deft strike. Make a Superb Strike. The attack deals no damage, but instead may disarm the target based on the result of your attack roll.
Spectacular Success You knock the item out of the target's grasp. You can either knock the weapon up to 10 feet away from the target, or Interact to grab and wield the weapon. You must be able to hold the weapon in one hand to use this second option.
Critical Success You knock the item out of the target's grasp. It falls to the ground in the target's space.
Success You weaken your target's grasp on the item. Further attempts to Disarm the target of that item gain a +2 circumstance bonus, and the target takes a –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item. The creature can end the effect by Interacting to change its grip on the item; otherwise, it lasts as long as the creature holds the item.
Critical Failure You lose your balance and become off-guard until the start of your next turn.
Right Between The Eyes (One Action)
Feat 2
Panache, Swashbuckler
Prerequisites Superb Strike
You attempt to knock your foe off-balance with a well-placed blow to the head. Make a Superb Strike. The attack deals no damage, but may instead knock the target off-guard or even stun them based on the result of your attack roll.
Spectacular Success The target is off-guard for 1 round, stunned 1, and can't take reactions for 1 minute.
Critical Success The target is off-guard and can't take reactions for 1 round.
Success The target can't take reactions for 1 round.
Line Them Up, Knock Them Down (Two Actions)
Feat 4
Panache, Swashbuckler
Prerequisites Superb Strike
With a single attack, you strike at two foes, one behind the other. Make a Superb Strike. If you succeed, make another Superb Strike against a foe adjacent to and directly behind the first target. Increase your multiple attack penalty only after attempting all Strikes.
Bleeding Finisher (One Action)
Feat 8
Panache, Swashbuckler
Prerequisites Superb Strike
Your blow inflicts profuse bleeding. Make a Superb Strike. Rather than deal its normal damage, the attack inflicts persistent bleed damage based on the result of your attack roll.
Spectacular Success Double damage.
Critical Success Normal damage.
Success Half damage.
Thwarting Attack (One Action)
Feat 10
Panache, Swashbuckler
Prerequisites Superb Strike
Your attack hinders your foe instead of harming them. Make a Superb Strike, and choose clumsy, enfeebled, or stupefied. The attack deals no damage, but may instead weaken the target based on your choice and the result of your attack roll.
Spectacular Success The target suffers 4 of the chosen condition for 1 round, and remains at 2 of the condition for 1 minute.
Critical Success The target suffers 2 of the chosen condition for 1 round, and remains at 1 of the condition for 1 minute.
Success The target suffers 1 of the chosen condition for 1 round.
Swashbuckler Archetype
The TL;DR to all this is:
Effectively, the Swash would be extra at pretty much everything they do: they'd have more actions, they'd succeed more, and they'd get to do even more on super-special crit successes. Their damage wouldn't necessarily be amazing overall (though quad damage would certainly look spectacular), but they'd have incredible action economy, combat support, and defense to make up for it.