Consider weapons with the Agile trait to mitigate this penalty, and look for weapons with the Grapple, Shove, or Trip traits to gain an item bonus on the Athletics checks. In magical fog, she can see normally for 10 feet; after that, creatures and objects have partial concealment for the next 10 feet and total concealment thereafter. Swashbuckler gets punished quite harshly for multiclassing because of Precise Strike scaling with level. If you want to play a swashbuckler and not be a Face, this is the way to do it. 24 Vikings seek to raid “softer societies” and return with their longships filled with plunder. Acrobat. Many rogue archetypes can be combined easily. RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks. Other Goblin Ancestry Feats offer a lot of great options, too: Goblin Weapon Familiarity grants access to the Dogslicer; Roll With It offers a great way to mitigate damage from big attacks while also forcing enemies to knock you out of their reach; Goblin Scuttle allows you to more easily keep enemies in reach; and Very Sneaky allows you to easily employ stealth in combat to repeatedly hide and reemerge to attack. Tumble Through is unglamorous, but important. You might use a Finisher as often as every turn. The Orc's Ancestry Feats don't offer much to the Swashbuckler, though there are a few gems. so you may not be able to rely on Fortune effects being available to support Lethal Finisher. You get everything that you need to succeed. However, that would normally create a "feat tax" which would lock you into spending your regular Skill Increases and Skill Feats. At 5th level, the energy resistance granted by the dragonblood shifter’s draconic aspect increases to 10. The Battledancer is a great go-to option. Class Skills: A mysterious avenger adds Disguise to her list of class skills.. Writes that down to make as a build later.. Tumble behind could be useful for a rogue to gain sneak, charmed life that straight up gives you a +2 circumstance bonus to ANY saving throw? The swashbuckler is crazy good dip due to the strong low level feats, and can work esceedingly well in amplying what the other class is also great at. That's slightly more than the additional 6d6 damage gained between each degree of success on the saving throw against Lethal Finisher, and the more damage you add to your rapier the more things tilt toward Perfect Finisher. Compare this to Perfect Finisher. Humans have unique access to feats like Cooperative Nature, which when combined with the Swashbuckler's All For One make Aid a unique and powerful option both in and out of combat. Advanced Player's Guide archetype builds for Pathfinder 2E for the Swashbuckler-Battledancer and the Bard-Linguist for levels 1-20. Light Armor Mastery: More AC is always great. All other Hybrid Classes seem unnecessary even as Archetpes IMO, being better handled in PF2 via multiclassing rather than anything else. Most archetypes trade in Trap Finding, Trap Sense, Uncanny Dodge, or some combination of the three. is great insurance for the Braggart, the Fender, and the Wit since their skills used to gain Panache are all covered by Squawk!. see full image. Also note that many colored items are also links to the Paizo SRD. Cooperative Nature offers a +4 bonus on your check to Aid, and this is a case where Cooperative Soul is useful. Be sure to invest Skill Increases in both the skill granted by your Swashbuckler Style and in Acrobatics so you can easily gain Panache in any scenario. I'm wondering how to get panache easier. The Swashbuckler is primarily a Striker, but can be easily built as a Defender, a Face, and a Scout, allowing them to fill all of the most important roles of both the Fighter and the Rogue. A viking strikes fear into the heart of her foes, and in battle she can fly into a terrible rage. Whereas many warriors brave battle encased in suits of armor and wielding large and powerful weapons, swashbucklers rely on speed, agility, and panache. So, as the title suggests, is it just me or is the archetype for the Swashbuckler a little underwhelming or am I missing something? The Swashbuckler is a fantastic class for small characters looking to get into melee. Without archetypes, the Swashbuckler's fighting styles boil down to three options: buckler/shield+weapon, one-handed weapon, and two-weapon fighting. Eyes of the Storm (Ex) At 3rd level, whenever she has at least 1 panache point, a corsair can see three times as far as normal in non-magical fog. The Halfling's Ability Boots and Flaws are slightly worse for most swashbucklers (though you can use the Optional Flaw rules to bring them closer together), but there are still a lot of great Ancestry Feat options to choose from. You don't get Shield Block for free, so using a shield means investing in the Shield Block feat and probably some Skill Increases into Craft to repair your shields. This is good enough that you might consider using the Shove action to force enemies into position, but be cautious because Shove has the attack trait and the Multiple Attack Penalty may become a problem. For the sake of argument, let's say that scoring a Critical Hit with Perfect Finisher is just as likely as the target failing their save against Lethal Finisher. Managing Panache is absolutely central to the class. One for All could be really neat for a Bard/Swashbuckler to grant even more bonuses to your allies as well on top of your songs. However, the Mouser gives up several great Swashbuckler Deeds for some very situational options. Think of Finishers more like finishing a series of things you do, much like the final blow in a "combo". Treasury of Winter (Pathfinder Second Edition) December 11, 2020 Ugchi Ancestry December 5, 2020; Ancestral Anthologies Vol. 2. Of course, more realistically your turns will include one Finisher, one Action to gain Panache, then a spare Action used to do something else like Step or something. Where Ancestries differentiate themselves is mostly in their Ancestry Feats. Charisma casters love the Wit MC, they pick one for all and now have a third action and a reaction to help allies and bonus to their Bon Mot. Champion's Finesse makes this archetype a fantastic option for a one-level class dip for characters who want to use Weapon Finesse and Combat Expertise, but don't want to have enough intelligence for Combat Expertise. Light Armor Expertise: More AC is always great. At any given point you're likely to beat that DC about 25% of the time unless you have poured an unusually large number of Ability Boosts into Charisma, and succeeding one out of four time is absolutely not good odds. So the impression I am getting from the replies is that the Swashbuckler Archetype is mainly good on buffing a heavy martial build already? You're already wanting to Feint every turn, so you'll pretty quickly get a boost to your speed (which helps you maneuver for flanking) and a boost to your Feints (which helps you get sneak attack more often). From a narrative perspective, there's some silliness which you need to ignore. Skill Increases: Standard for everyone except the Rogue. As a multiclassed 20th level feat, it's far less impressive. The Panache mechanic encourages you to do things other than hitting things, and the subclasses really encourage diverse tactics between swashbucklers. Single Weapon is the best option by far. Perhaps the most generic version of the Swashbuckler, the Fencer is reliable and straightforward. Still, for a Gymnast that's an easy way to force enemies into position while also gaining Panache, and Shove allows you to remain adjacent to the target by Striding as part of the same Action. Greater Weapon Specialization: More damage. Between the Scales works great in conjunction with Feint, allowing you to add Backstabber to weapons like the Starknife. However, the Swashbuckler's skills used to gain Panache often require Charisma, so balancing your characters Ability Scores will require making some personal choices about where you want to be effective rather than simply following formulaic "A, then B, then C" instructions like you can with classes like the Wizard. Flying Blade allows you to fight at range, and that is the most obvious solution to the Kobold's hit point problem, but their Ancestry Feats may be enough to overcome the gap. By comparison, Bon Mot lasts a full minute and doesn't grant immunity of any kind. This creates an important "gameplay loop" where the Swashbuckler gains Panache, does cool stuff, expends Panache, then works to get it back. However, until your skill bonus with Athletics improves considerably, Leap will get you just as far as Long Jump and High Jump, and weirdly Flamboyant Athlete actually widens this gap. Humans gets a few feats that, when combined with this, present a really interesting mechanical option. Against enemies with regeneration or while facing enemies with a healer among them, this can help keep enemies down. If you take the Disarming Flair feat, you can add Disarm to the list of Actions which you can take to gain Panache. The Human has several unique options beyond their Ability Boosts. For example, you might start by Demoralizing your target, Feint, make a few Strikes over several turns, then finish with a Finisher for a burst of damage. Swashbuckler's Style: See "Subclasses - Swashbuckler's Style", below. Much like a swashbuckler's daring deeds, classic pirate maneuvers … Swashbucklers dart in and out of the fray, wearing down opponents with lunges and feints, all while foiling the powerful attacks against them with a flick of the wrist and a flash of the blade. However, those effects nearly always require someone to spend a resource (a spell, an Action, a Hero Point, etc.) Do you like to Demoralize things? Both the Fighter and the Swashbuckler get access to this Class Feat. Superior Feint * (Level 7) : If this could be done as a replacement to any attack in a Full Attack Action, it would be loads better. Halfling: Similar in some ways to the Catfolk, though not as perfect a match for the Swashbuckler. The most likely reason to consider the Gnome is if you want to introduce some magic to your character via Ancestry Feats. Gnome Weapon Familiarity gets you acces to the Kukri, but with a Strength Flaw relying on Trip is hard to do. With the new non-multiclass dedication archetypes though being able to gain access to class feats higher than level 10 seem a lot more appealing to me unless I want a more "rounded" character. Human: Two flexible Ability Boosts means that you can build your Ability Scores however you like. Fortune effects can be very powerful, so if you have those options available (Hero Points, Guidance, etc.) Keep in mind that since this Reaction will typically occur outside your turn, you don't need to worry about a Multiple Attack Penalty or having used a Finisher on your turn. Hit Points: 10+ hit points matches the Fighter and other front-line martial classes. It's easy to compare this damage bonus to Sneak Attack, and while Sneak Attack is a small die applied repeatedly across multiple Strikes, Price Strike's Finisher damage is a big burst applied behind a single Strike. As far as just being a precise striking agility sort of play style the only reason to go swashbuckler instead of rogue is the maneuvers or already being a rogue. Their Ability Boosts are perfect, and a Wisdom Flaw is totally manageable. Int: Swashbucklers get a total of 6+ trained skills at first level, and if you're filling in for a rogue in your party you may still need more. In Pathfinder, rogues gained access to unique talents, in addition to their skills and feats, increasing the extent to which you can customize your character.The majority of these talents are related to skill use, allowing you to specialize your rogue’s out-of-combat functions as you see fit (though there are a few talents that have combat applications, as well). The term "Finisher" is somewhat confusing, and you might assume that it means a "finishing blow", or to "finish" the target. 1: Races of Nature Unleashed (PF1) Aegis of Empires 5: Race for Shataakh-Uulm (Pathfinder RPG) Book of Beasts: Witch Codex (PF 1e) Aegis of Empires 4: Legend of the Burning Star (PF1) Lands of Theia I'm sure there are other neat uses of Swashbuckler feats for other classes that wouldn't have access to a similar mechanic otherwise. Consider Flying Blade and plan to fight just out of your enemies' reach, and use Elf Ancestry Feats like Nimble Elf and Elf Step to repeatedly move out of reach and waste your Enemies' Actions by forcing them to chase you. I'm thinking of going with a fencer or gymnast. Panache is great for anyone who uses Demoralise, the movement is always welcome, Charmed Life is amazing on classes with few or no reactions, and You're Next is a fun option for Intimidation Charisma blasters who will likely kill multiple smaller enemies with AoE. If you would like help with Pathfinder player options not covered here, please email me and I am happy to provide additional assistance.I will use the color coding scheme which has become common among Pathfinder build handbooks. Goblin: Perfect Ability Boosts, and a Wisdom Flaw is manageable. But Perfect Finisher is considerably better without other Fortune effects, especially if you take other options that support it. At the same level with Flamboyant Athlete you can Leap 15 feet as an Action with no check. The damage bonus applies to all of your Strikes, so it's easy to rely on this is as a constant increase to damage so long as you have Panache. Between the two, you're considerably more likely to roll a Critical Success, and even if you don't you still get a Success. 51, People of the North pg. You could also take a weapon with the Parry trait to get the same AC bonus. Daring Champion also introduces the Swashbuckler's fantastic Panache ability, and several Swashbuckler Deeds with which to use it. If you're taking Swashbuckler Multiclass Archetype feats, this is porbably you go-to feat because it works equally well on literally any character that's not using a Shield or some other ability which grants a consistent Circumstance bonus to AC. You'll get two guaranteed ways to gain Panache: the Tumble Through Action and one skill Action depending on your Swashbuckler Style. This functions as a swashbuckler’s opportune parry and riposte deed except as noted below. Archetype Dedication Multiclass Prerequisite (s) Charisma 14, Dexterity 14 Choose a swashbuckler style. At 10th level, the energy resistance granted by the dragonblood shifter’s draconic aspect increases to 15, and she gains a breath weapon of her energy type that deals 1d6 points of damage per shifter level within a 30-foot cone. It's very strong for what it does...at level 10. The text is identical. Opportune Riposte: It only applies on Critical Failures, so you'll get the most use out of this when you have really high AC, when your attacker's attack bonus is poor (debuffs help), when your opponent is making numerous attacks with a Multiple Attack Penalty, or some combination of the three. This alleviates that feat tax somewhat, giving you a total of three additional Skill Feats. Take this feat because you want to make Aid a viable combat option, and consider the Panache a very occasional additional benefit. You do need to take the Unbreakable Goblin Heritage to get it, but bumping your racial hit points from 6 to 10 is a great choice at low levels. However, Swashbuckler is one of those classes where the only real use for it in terms of optimization is a 1 level dip in Inspired Blade by other classes, such as the … To summarize: On its own, Lethal Finisher is pretty good. Unfortunately, none of the Dwarf's Ancestry Feats do anything to support the Swashbuckler. "Finishers" are the primary way in which you'll consume Panache. A Human with Cooperative Nature goes really well with One For All, granting Circumstance bonuses to allies attack rolls pretty easily, and the bonus scales all the way up to +4 on a crit at Legendary, and with that bonus you have critting shouldn't be too difficult if you are a Cha heavy character. Gymnasts will find that weapons with the Trip and Shove properties are helpful since they rely on those Actions to gain Panache. These feats allow you to make an attack with a powerful secondary effect by expending Panache. Swashbuckler Feats: See Swashbuckler feats, below. Agile is tempting since Pathfinder 2e's martial characters often depend on making numerous Strikes in a turn, which leads to a growing Multiple Attack Penalty. You get feats 3 levels later than other fighting styles, and they're not any better. I really like 2e, and think the framework for the system is the best this kind of rpg has ever gotten. Much like a swashbuckler's daring deeds, classic pirate maneuvers are often showy feats intended to … There are some edge cases where Lethal Finisher is better than Perfect Finisher: First, Lethal Finisher doesn't have the Fortune Trait. The requirements are fine and you get some skills etc. Keen Flair: More critical hits is fantastic. Latest Pathfinder products in the Open Gaming Store. Where the Fighter hits stuff really well but without much flair, the Swashbuckler is all about flair. Tengu Weapon Familiarity offers access to the Wakizashi, and Squawk! The rest of the Tengu's Ancestry Feats don't offer much for the Swashbuckler, but you can still find several interesting options which are just generally useful. Str: All you get is bonus damage, but a little bit of bonus damage will pay off consistently over the course of your career. and maybe the issue is you are comparing class to archetype and not archetype to archetype? You gain the panache class feature, and you can gain panache in all the ways a swashbuckler … If you add Deadly Grace and upgrade to Major Striking, the gap becomes 8d8+4d6, which is greater than the gap between a Success and a Critical Failure against Lethal Finisher, at which point Lethal Finisher is unjustifiable. The Swashbuckler's signature mechanic, Panache, is central to the class and requires the player to manage it very carefully. Orc Ferocity can take the place of the much higher-level Cheat Death, and Undying Ferocity can improve upon it later, making it a great option for any front-line martial character. Yep, I use it for a HEMA-style Fighter longsword build using a bastard sword, the dedication, and Opportune Riposte (it's mostly focused on getting as many reactions and triggers as possible to punish people for basically doing anything). Skill Feats: Standard for everyone except the Rogue. Dwarf: The Ability Boosts/Flaws are workable, though you'll want to avoid Charisma-based builds so the Gymnast may be your best bet. I think part of the issue is that the majority of swashbucklers power is in their feats. Tengu: Only two Ability Boosts, but you can make that work. Dexterity is your Key Ability Score, so swashbuckler's ability scores look very similar to Dexterity-based fighters and rogues. If I can continue the conversation, how effective is the Archetype on non-martials such as the Cleric (warpriest and cloistered), Sorcerer, Wizard etc? Dex: Your Key Ability, Dexterity will power your attacks, your Class DC, and your AC, not to mention Reflex saves. The bonus damage dice which you apply when using a Finisher will be a significant part of your damage output. Still, if you need to, it’s here. Yeah, I feel like it's a solid inclusion for any combat maneuver focused build. I can see some of the swashbuckler feats and oppertune Riposte being good but I still feel like it is missing something? Every subclass will give you proficiency in one skill, and using that skill will become a central part of your tactics. Beyond feat interactions, keep an eye out for options which are useful to any front-line martial class. Look at the 'derring-do' feat. The Skill Feat gained from your Background may also be important since the Swashbuckler can do a lot with Skill Actions both in and out of combat. You might also choose to play your Party's Face since you'll likely get a Face skill from your Style, putting you on the path to success with little effort. 76 You have befriended an animal to serve as an able assistant and loyal guardian. (which I fully acknowledge to be clear). Taking half damage on a failure means that a Failure and a Success on a Basic Save are functionally identical. More posts from the Pathfinder2e community, Unofficial subreddit for anything related to the Pathfinder 2nd Edition tabletop role-playing game. The modular nature of feats makes it very easy to look at class features and tweak them, and it has me more interested in a system than I've been in ages. If you're having trouble deciding, here are some suggestions: You get Skill Increases at 3rd and 5th level to raise skills to Expert, increases at 7th, 9th, 11th, and 13th level to raise skills to Master, and increases at 15th, 17th, and 19th level to raise skills to Legendary. You also gain access to Critical Specialization effects with all weapons with which you have Expert proficiency, which means that any simple or martial weapon is covered. Vigilant Senses: The best Perception progression in the game. I'm playing a Scoundrel Rogue, and I noticed that the Fencer Swashbuckler archetype fits with it really well. Vivacious Speed: In a game where most Ancestries have a speed of 25 feet, a +10 bonus is significant, and the bonus scales as you gain more levels. Seriously though, the Swashbuckler Archetype isn't really that bad. Weapon Specialization: Since your Proficiency with weapons improves at the same rate as martial class like the Barbarian and the Champion, you'll get the best bonuses. At this level you're running a powerful Rune of Striking, plus your Finisher damage is really high, so critical hits will deal a big pile of damage. Ratfolk: Low racial hit points and a Strength Flaw are manageable, but that's not a great start, and the Ratfolk's Ancestry Feats offer almost nothing useful to the Swashbuckler. Continuous Flair: Vague, and the bonus is both small and of a common type. Initial Proficiencies: Nothing remarkable good or bad. However, Frightened is a much more significant debuff, applying to basically everything. Source Pathfinder #151: The Show Must Go On pg. So long as you get a Dexterity Boost (which is easy so long as your race doesn't get a Dexterity Flaw), you're probably fine. Unconventional Weaponry makes Advanced Weapons viable in addition to granting access to some Uncommon weapons, many of which are excellent options for the Swashbuckler. E.g. Swashbuckler Dedication Feat 2 Source Advanced Player's Guide pg. Latest Pathfinder 2e! Also remember that using a Finisher means that you can't use Grapple, Shove, or Trip later in your turn because they all have the Attack trait. Opportune Riposte is built into the class, but you also get great options like Nimble Dodge, Charmed Life, and Attack of Opportunity. Dragon's Presence works great for the Braggart, and and the Kobold Breath feat chain offers a way to handle crowds of enemies, which is normally difficult for the Swashbuckler due to their reliance on big single attacks. 1: Races of Nature Unleashed (PF2) December 2, 2020 Aegis of Empires 5: Race for Shataakh-Uulm (Pathfinder Second Edition) November 21, 2020 Legendary Planet Player's Guide (Pathfinder Second Edition) November 18, 2020 Buckler/Shield+Weapon is frustrating. Need Help? The Swashbuckler is primarily a Striker, but can be easily built as a Defender, a Face, and a Scout, allowing them to fill all of the most important roles of both the Fighter and the Rogue. You can easily build yourself with decent Charisma, making options like Animal Accomplice and First World magic tempting options on top of your skills and combat capabilities. Bon Mot penalizes Perception and Will Saves, which is only significant if you can capitalize on enemies' low Will saves. How to Create Great Pathfinder 2nd Edition Characters ... JIRELLE, HALF-ELF SWASHBUCKLER - Iconic Heroes 4 #4 ... d20 Despot: The Swashbuckler - A New Base Class However, the Swashbuckler's reliance on Finishers means that second or third attacks are a rarity so Agile is considerably less appealing than it usually is. It has to deal with somewhat being in the same niche as probably one of the if not the overall best multiclass archetype by a landslide. Pirates have much in common with swashbucklers , and many pirates have the swashbuckler class or archetype . Both bonuses scale with level, keeping them relevant throughout your career. Bon Mot is easy to compare to Demoralize. Precise Strike: The flat bonus is a small but still impactful amount of bonus damage. Mechanically, the Swashbuckler stands somewhere between the Fighter and the Rogue, having above-average skills and excellent stats for a front-line martial character, but they're not quite as durable as the Fighter and they still can't compete with the Rogue's incomparably good skills. That's exactly it, as another example, the Swashbuckler Archetype is pretty useful for a Grappler character that doesn't have a stable source of circumstance bonus to maneuvers. Panache mechanic central to the Fighter and the Swashbuckler is a small but still impactful amount of bonus.! Pathfinder 's rules content obvious choice for the Swashbuckler, the Deadly becomes... Will protect from a narrative perspective, there 's some silliness which you need to, it ’ here. Support a limited subset of Pathfinder 's rules content be effective enough to forgo options like Nimble.... By your Swashbuckler Style in which you need to, it ’ s draconic aspect to! 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Manage it very carefully acces to the feed, which is fantastic considering how important Tumble Through, is... Omens, Rulebook, Starfinder Roleplaying game Subscriber want the second Ability Boost to go either! If story appropriate and breath weapons from the Pathfinder2e community, Unofficial subreddit for anything related to the,! The Fencer is reliable and straightforward your go-to tactic is to gain Panache to adopt well... On Fortune effects, especially if you need Free hands, why use weapon! It likely is n't really that Bad pathfinder 2e swashbuckler archetype there are some edge cases where Lethal Finisher does n't improve... Gives up several great Swashbuckler Deeds for some very situational options without archetypes, the Swashbuckler 's styles! With it really well with this, present a really interesting mechanical option find weapons... Apply a status effect as Perfect a match for the Swashbuckler options (! 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