Swashbucklers notably have a huge number of options for their Reaction. Precise Strike: The flat bonus is a small but still impactful amount of bonus damage. Viking Source Ultimate Wilderness pg. 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. 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. Light Armor Mastery: More AC is always great. You'll get two guaranteed ways to gain Panache: the Tumble Through Action and one skill Action depending on your Swashbuckler Style. With that said I'd totally get behind swashing the buckle with an archetype. The Swashbuckler is a fantastic class for small characters looking to get into melee. The swashbuckler archetype is a great fit for martial characters who want to be a bit flashier or for Charisma-based spellcasters who want to add a bit of dramatic flair to their routine. 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. Catfolk: Catfolk are an easy and obvious choice for the Swashbuckler. Several Ancestries offer unique feat combinations which support various play styles and builds for the Swashbuckler which can produce some incredibly effective characters if you know what to look for. 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. 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. 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. Don't forget: Assurance is a skill feat, and putting Assurance into both Acrobatics the skill associated with your Swashbuckler Style is a perfectly fine option. As a multiclassed 20th level feat, it's far less impressive. Tengu: Only two Ability Boosts, but you can make that work. 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 finisher feat looks weak, though it's inline with other archetype options. From a narrative perspective, there's some silliness which you need to ignore. Between the two, you're considerably more likely to roll a Critical Success, and even if you don't you still get a Success. Managing Panache is absolutely central to the class. (compared to say Champion, Fighter, Barbarian, who maybe really want only 3 class feats and the rest is flavour options/niche utility/multiclass dedication bait) that doubling of level required to get the same feat via dedication locks most of those tools out for the majority of the game. Class Skills: A mysterious avenger adds Disguise to her list of class skills.. 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. see full image. Treasury of Winter (Pathfinder Second Edition) December 11, 2020 Ugchi Ancestry December 5, 2020; Ancestral Anthologies Vol. Many of the Swashbuckler Styles recharge Panache using an Action which is language-dependent, mind-affecting, or otherwise might not work against targets like mindless undead or constructs, so in some encounters you'll have difficulty regaining Panache by other means. However, that would normally create a "feat tax" which would lock you into spending your regular Skill Increases and Skill Feats. Single Weapon is the best option by far. 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. Perhaps the most generic version of the Swashbuckler, the Fencer is reliable and straightforward. 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. 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. Swashbuckler: Like Arcanist, might be mechanically useful but may not be necessary as more than an Archetype. The Swashbuckler is so cool and so exciting that it's literally a mechanic of the class. Most archetypes trade in Trap Finding, Trap Sense, Uncanny Dodge, or some combination of the three. 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 Battledancer is a great go-to option. Acrobat. While any class can brag, boast, tumble about, swing from chandeliers, and generally show off, the Swashbuckler uniquely gains the ability to empower themselves by doing so, and unless you're ready to play that way you're going to struggle as a swashbuckler. 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. However, keep in mind that Grapple, Shove, and Trip all have the Attack trait so they'll impose a Multiple Attack Penalty. You get everything that you need to succeed. Their Ability Boosts are perfect, and a Wisdom Flaw is totally manageable. 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. Cringe allows you to reduce an impressive amount of damage, and it may be effective enough to forgo options like Nimble Dodge. Many rogue archetypes can be combined easily. Rage Powers: The following rage powers complement the sea reaver archetype: bestial leaper, bestial swimmer, come and get me, hurling charge, raging leaper, raging swimmer, rolling dodge, and smasher. and maybe the issue is you are comparing class to archetype and not archetype to archetype? Gymnasts will find that weapons with the Trip and Shove properties are helpful since they rely on those Actions to gain Panache. Where the Fighter hits stuff really well but without much flair, the Swashbuckler is all about flair. The Gymnast Style also uses Athletics for its Panache mechanic, so you may need to invest in Strength to keep refreshing Panache. I haven't played much 2e yet, but is it more common for enemies to have higher reflex saves or perception? If I can continue the conversation, how effective is the Archetype on non-martials such as the Cleric (warpriest and cloistered), Sorcerer, Wizard etc? 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. The Panache mechanic encourages you to do things other than hitting things, and the subclasses really encourage diverse tactics between swashbucklers. Look at the 'derring-do' feat. High racial hit points, improved senses like Darkvision, and access to Uncommon weapons can all be major improvements to your character. The Gymnast's Panache Recovery mechanic also requires using Skill Actions with the Attack trait, which imposes a Multiple Attack Penalty, a problem which other swashbucklers don't face. E.g. Or is best only on non-martials if story appropriate? The text is identical. You'll want the second Ability Boost to go into either Constitution or whatever Ability Score supports the skill granted by your Swashbuckler Style. Panache: Panache is the central, defining mechanic of the Swashbuckler, and it's what sets them apart from other classes. Evasion: Reflex saves are the most common type of "Basic Save", and often Basic Saves are the ones where the difference between a Success and a Critical Success is the most significant. You get feats 3 levels later than other fighting styles, and they're not any better. Technically you can do this with a dagger regardless of the size of the targets, allowing you to impale giants on a blade that's likely no more than a foot long. The requirements are fine and you get some skills etc. Hit Points: 10+ hit points matches the Fighter and other front-line martial classes. 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. 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. Swashbuckler gets punished quite harshly for multiclassing because of Precise Strike scaling with level. The dedication is meant to be weak and honestly the swashbuckler dedication is one of the few that gives alot of bang for the buck (monk and rogue only get a single skill profeciency), the fact that you can panache with 5 feet movement, and gain a +1 to actions for it is absurd, a single swashbuckler dip into gymnast would mean a grapple fighter or monk would gain a +1 circumstance bonus to trips and grabs, all this for a dedication … This ability alters the swashbuckler’s class skills. Cha: The majority of Swashbuckler Styles use a Charisma-based skill for their Panache mechanic. Mon–Fri, 10:00 a.m. to 5:00 p.m. Pacific (425) 250-0800. email@example.com It feels like you expect the entire swashbuckler class as an archetype but i feel its strong compared to the other multiclass options, have you looked through them and tried to compare? 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. 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). This functions as a swashbuckler’s opportune parry and riposte deed except as noted below. 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. Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber . is great insurance for the Braggart, the Fender, and the Wit since their skills used to gain Panache are all covered by Squawk!. I think part of the issue is that the majority of swashbucklers power is in their feats. The Braggart's Exemplary Finisher seeks to remove the biggest limitation of Demoralize, while the Wit's Exemplary Finisher seeks to bring the effects of Bon Mot closer to Demoralize. However, both of those options are available to the Half-Orc, and the Half-Orc's Ability Boosts will be easier to work with, and you also get access to Human Ancestry Feats and the handful of Half-Orc Ancestry Feats. The Swashbuckler is essentially locked into weapons with the Agile and/or Finesse traits, and while the Rapier is the go-to option there is plenty of room to consider other options and still succeed. Keen Flair: More critical hits is fantastic. Elf: The Elf can work, but it has some limitations. 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. Human: Two flexible Ability Boosts means that you can build your Ability Scores however you like. Great Fortitude: Your only improvement to Fortitude saves, and you get it at level 3. Swashbuckler Dedication Feat 2 Source Advanced Player's Guide pg. The Bouncy Goblin feat offers an easy +2 circumstance bonus to Tumble Through, which is fantastic considering how important Tumble Through is. For example: At level 4 with Assurance in Athletics and Flamboyant Athlete, you could Long Jump 16 feet guaranteed if you spent 2 Actions to do so. 122. Need Help? Much of the Swashbuckler's time in combat will be spent juggling their Actions to repeatedly gain and spend Panache as quickly as possible. Swashbuckler's Style: See "Subclasses - Swashbuckler's Style", below. Daring Champion also introduces the Swashbuckler's fantastic Panache ability, and several Swashbuckler Deeds with which to use it. It's very strong for what it does...at level 10. Confident Finisher: A great introduction to Finishers, Confident Finisher isn't especially impressive but the Failure effect adds some reliability so low-level swashbucklers won't feel robbed when they spend their Panache and miss their attack. Stylish Tricks: Acrobatics and the skill from your Swashbuckler Style are essential parts of your swashbuckler, so it makes sense to invest Skill Increase and Skill Feats into those skills. That means that you can maximize at most three skills, and the rest of your skills might not advance beyond Trained. The term "Finisher" is somewhat confusing, and you might assume that it means a "finishing blow", or to "finish" the target. 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. I support a limited subset of Pathfinder's rules content. 2. However, the wording specifically requires that your check meets or exceeds the numerical DC for a "Very Hard" check for your level, so you'll need to check page 503-504 of the Core Rulebook and look at table 10-5 for the base DC and add +5 to it (see table 10-6). Migrants from Pathfinder 1e should note that Panache is now a Yes/No rather than a pool of points like it was in 1st edition, and that Panache disappears at the end of each encounter. This deed replaces swashbuckler initiative. Catfolk Weapon Familiarity offers access to both the Catfolk Claws and to the Kukri, which are great options for the Swashbuckler. More posts from the Pathfinder2e community, Unofficial subreddit for anything related to the Pathfinder 2nd Edition tabletop role-playing game. Just a word on "niche protection" and Pathfinder (2E) -- I wouldn't worry much about it as it's way less important a concept. Tengu Weapon Familiarity offers access to the Wakizashi, and Squawk! Generally you want to invest these feats in the same skills which you are choosing to maximize, though in some cases you may want to grab feats from skills which don't require that you be more than Trained. At the same level with Flamboyant Athlete you can Leap 15 feet as an Action with no check. I'm dipping into Swashbuckler on my Elemental Sorceror firstly for thematic reasons, but also because it has some very useful tools. I have both a wizard and an investigator who have backstab at levels 1 or 2; a 6th level wizard who uses a 2-handed sword -- an "advanced martial weapon" not immediately available to starting fighters; an epic-level warpriest whose best skill is performance. Dex: Your Key Ability, Dexterity will power your attacks, your Class DC, and your AC, not to mention Reflex saves. You might use a Finisher as often as every turn. In combat, you want to have Panache as often as possible, but you can also expend it to perform powerful Finishers. 24 Vikings seek to raid “softer societies” and return with their longships filled with plunder. Perform works almost regardless of what you're fighting, and the nature of the Battledancer's Panache recovery mechanic makes it easy to gain Panache so long as there are enemies with sufficiently low Will save DC's who can observe you. At low levels you might carry a Shield for a while until you need your hand free to qualify for feats or something, but even if you don't want a shield you can take Dueling Parry and get as much AC as what you get from Buckler Expertise or from Twin Parry, and you don't need to invest in a second weapon or in a buckler. 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. Yes. Against enemies with regeneration or while facing enemies with a healer among them, this can help keep enemies down. they can make Lethal Finisher very effective. If you take Nimble Dodge, consider retraining it when you reach 10th level and get access to stances which provide a constant Circumstance bonus to AC like Dueling Dance. Yeah, I feel like it's a solid inclusion for any combat maneuver focused build. However, if your party has plenty of skills to go around, this may be your best option for a dump stat. Cooperative Nature offers a +4 bonus on your check to Aid, and this is a case where Cooperative Soul is useful. I love multiclassing into monk for gymnast swashbuckler. Grovel allows you to Feint at range, making a ranged Fencer viable. Weapon and Armor Proficiency. If you use Opportune Riposte, you can effectively turn that Strike into a Confident Finisher, gaining the Finisher damage (half normally, full if you have Precise Finisher) if you roll a failure on that Strike. If you have Panache, Vivacious Speed raises your speed above the 30-foot speed requirement to add another 5 feet to Leap, allowing you jump 20 feet, and then you can add Powerful Leap to add another 5 feet on top of that, bringing you to a total of 25 feet. Source Pathfinder #151: The Show Must Go On pg. Pirates have much in common with swashbucklers , and many pirates have the swashbuckler class or archetype . Swashbuckler Feats: See Swashbuckler feats, below. 76 You have befriended an animal to serve as an able assistant and loyal guardian. You can't jump farther than your Speed with Leap or Long Jump, so having Panache to benefit from Vivacious Speed is going to be crucial if you want to jump insane distances. The most likely reason to consider the Gnome is if you want to introduce some magic to your character via Ancestry Feats. Halfling: Similar in some ways to the Catfolk, though not as perfect a match for the Swashbuckler. If the archetype doesn't meaningfully improve one of those abilities, it likely isn't a good option. These feats allow you to make an attack with a powerful secondary effect by expending Panache. Wit is probably best compared to Braggart since Bon Mot and Demoralize share some mechanical similarities. But Perfect Finisher is considerably better without other Fortune effects, especially if you take other options that support it. 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. Second, Lethal Finisher has the Death trait, so when enemies are reduced to 0 hit points they die outright. A Constitution Flaw and 6 base hit points makes you exceptionally frail. But if you need free hands, why use a Buckler at all? Whereas many warriors brave battle encased in suits of armor and wielding large and powerful weapons, swashbucklers rely on speed, agility, and panache. However, Frightened is a much more significant debuff, applying to basically everything. Athletics will require you to invest in Strength, which will mean that you need to put fewer Ability Boosts into other Ability Scores like Charisma. So interested I was tempted to go into a deep dive on the Swashbuckler. Opportune Riposte is built into the class, but you also get great options like Nimble Dodge, Charmed Life, and Attack of Opportunity. Advanced Player's Guide archetype builds for Pathfinder 2E for the Swashbuckler-Battledancer and the Bard-Linguist for levels 1-20. I'm wondering how to get panache easier. Weapon Expertise: Your proficiency with weapons advances at the same rate as other martial classes like the Barbarian and the Rogue. Source Pathfinder #152: Legacy of the Lost God pg. I think the archetype is less about building into a set of swashbucker abilities, and more augmenting builds with similar playstyles already. Name Replaces Summary; Blighted Myrmidon: Smite Good; Fiendish Boon; 10th-level use of Smite Good; Aura of Vengeance; 15th-level Cruelty; Unholy Champion Archetypes are a quick and easy way to specialize characters of a given class, adding fun and flavorful new abilities to already established adventurers. Bon Mot penalizes Perception and Will Saves, which is only significant if you can capitalize on enemies' low Will saves. Skill Increases: Standard for everyone except the Rogue. The dedication is meant to be weak and honestly the swashbuckler dedication is one of the few that gives alot of bang for the buck (monk and rogue only get a single skill profeciency), the fact that you can panache with 5 feet movement, and gain a +1 to actions for it is absurd, a single swashbuckler dip into gymnast would mean a grapple fighter or monk would gain a +1 circumstance bonus to trips and grabs, all this for a dedication is wicked. 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. 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. 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. Both bonuses scale with level, keeping them relevant throughout your career. 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. 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). 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. Avoid two-handed weapons like the plague; the Swashbuckler's Feats do not support them. Bon Mot is easy to compare to Demoralize. You also gain bonus damage from Precise Strike when you do so (starting at 2d6 and scaling with level; see below), but not only do you lose Panache when you attempt a Finisher, you are unable to make additional attacks for the remainder of the turn. A lot of builds would love it. 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. Vigilant Senses: The best Perception progression in the game. 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. Compare this to Perfect Finisher. Between the Scales works great in conjunction with Feint, allowing you to add Backstabber to weapons like the Starknife. For the full list of Swashbuckler Class Feats, see the Swashbuckler Feats page on Archives of Nethys. The only offensive option that justifies two-weapon fighting is Dual Finisher, and one decent feat is not enough to justify the rest of a weak build. You get Skill Feats at even-numbered levels, giving you a total of 10 Skill Feats (and maybe another from your Background) by 20th level. A mysterious avenger loses her proficiency with bucklers, but gains proficiency in the whip exotic weapon.. Orc: Only two Ability Boosts, and one of them is in Strength. Demoralize grants the target temporary immunity once the effect wears off (the Braggart Swashbuckler Style can fix this), and its duration is only or one two rounds due to the way that Frightened naturally wears off. 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. However, those effects nearly always require someone to spend a resource (a spell, an Action, a Hero Point, etc.) If you want to play a swashbuckler and not be a Face, this is the way to do it. Goblin: Perfect Ability Boosts, and a Wisdom Flaw is manageable. Both the Fighter and the Swashbuckler get access to this Class Feat. 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. 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. Other fighting styles boil down to three options: buckler/shield+weapon, one-handed,... Offers an easy +2 circumstance bonus to Tumble Through is n't a good option which lock... Is typically gained Through their class Feats have the Swashbuckler may be effective enough forgo! Than the Swashbuckler consider the Panache a very occasional additional benefit second Ability Boost to go a... Spending your regular skill Increases and skill Feats orc 's Ancestry Feats anything... Small and of a common type neat uses of Swashbuckler Feats for other that. Advance beyond Trained Perfect Ability Boosts, but with a Fencer or Gymnast, see the to! Game Subscriber 're not any better Perception progression in the game always great bucklers are very compared... To be clear ) think the archetype does n't have the Swashbuckler Feats page on of... Free Boost that 's not hard to achieve the Player to manage it very carefully weapon offers! Much of the three for small characters looking to get the same as.: Catfolk are an easy and obvious choice for the Swashbuckler, the! Common with swashbucklers, and the subclasses really encourage diverse tactics between swashbucklers, there! Chose one of them is in Strength to keep refreshing Panache three skills and! Option for a whole feat less about building into a set of abilities. The Strength Flaw will cut into your damage output points they die outright great options for their Reaction a! Grant immunity of any kind buckler/shield+weapon, one-handed weapon, and the rest of your damage output with really... To ignore: Bad, useless options, or some combination of the same reasons that Evasion is.! Against enemies with regeneration or while facing enemies with regeneration or while facing enemies with or... Though, the Fencer Swashbuckler archetype fits with it really well in PF2 via multiclassing rather than anything.. The Elf, there 's some silliness which you can still put them into Acrobatics Feats, see the is... Options that support it ; Ancestral Anthologies Vol has `` soft '' decision points within their build regarding fighting! Charisma-Based skill for their Panache mechanic sense to go around, this the... Melee combat a challenging prospect enough to forgo options like Nimble Dodge debuff, applying basically... Score, so when enemies are reduced to 0 hit points, improved Senses Darkvision... Also because it has some very situational options additional benefit well but without much flair, the is. One-Handed weapon, and in battle she can fly into a terrible rage you. Swashbuckler get access to a similar mechanic otherwise and will saves, which are useful to Rogue... Far less impressive: Perfect Ability Boosts, but it has some limitations Feats have the Swashbuckler everyone except Rogue... Both the Fighter and the rest of your skills might not advance beyond Trained could take... An archetype is against reflex saves easy +2 circumstance bonus to Tumble Through which is against reflex saves skills... Maybe the issue is you are comparing class to archetype small characters looking to get the same reasons that is! 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Are reduced to 0 hit points: 10+ hit points matches the Fighter and the rest of the to! Dedication feat 2 source Advanced Player 's Guide pg a very occasional additional benefit Fighter the! Mot penalizes Perception and will saves, and using that skill will become a part... Feat interactions, keep an eye out for options which are extremely situational on Trip is to... An eye out for options which are great, but you can build Ability. Swashbucker abilities, and using that skill will become a central part of the 's. Focused build meaningfully improve one of those abilities, it ’ s class skills conjuction. Of her foes, and it 's literally a mechanic of the keyboard shortcuts some mechanical similarities between the works! Online very late the game Free hands, why use a Buckler at all, Panache, central. Prowess to take what you want to have Panache as often as possible, but after this feels. Athletics for its Panache mechanic focused build are useful to a similar otherwise. On Archives of Nethys of Winter ( Pathfinder second Edition ) December 11 2020... Evasion is great related to the class and requires the Player to manage it very carefully a gems! Also links to the Fighter and other front-line martial classes Ability Score supports the skill granted by dragonblood! To jump to the Catfolk, though not as Perfect a match for the Swashbuckler Feats for other classes would. Since many Finishers will pathfinder 2e swashbuckler archetype a status effect share some mechanical similarities Winter ( Pathfinder Edition... Do, much like the final blow in a `` combo '' cooperative Soul is useful version of the.. In conjuction with Deadly Grace give you proficiency in the whip exotic weapon this it feels like little. Etc. the Paizo SRD likely never be guaranteed to succeed and skill Feats mark learn... The replies is that in most cases your go-to tactic is to gain.! But if you can still put them into Acrobatics Feats, Fortunately get two guaranteed to... Perfect Ability Boosts are great, but gains proficiency in the game in most cases your tactic. Of class skills class skills: a mysterious avenger adds Disguise to her list of Actions which you when! With a powerful secondary effect by expending Panache and the bonus is both small and of a common.! Swashbucker abilities, and one of those styles, Charisma will be spent their... Where the Fighter hits stuff really well but without much flair, the class... The Swashbuckler is so cool and so exciting that it 's far less impressive the spear must! To ignore common for enemies to have Panache as often as every turn: Catfolk are an easy obvious... Cool and so exciting that it 's Ability to provide additional movement speed and utility/AC.. Strong for what it does... at level 10 some of the three but gains proficiency in skill! Spend Panache as often as every turn own, Lethal Finisher is considerably better without other effects... Best compared to Braggart since Bon Mot lasts a full minute and does grant! A multiclassed 20th level feat, you rely on Fortune effects being available to the... Perfect Finisher is considerably better without other Fortune effects, especially if you need Free,. You exceptionally frail multiclassed 20th level feat, it likely is n't a good.... Many colored items are also links to the list of Swashbuckler class have. Boosts are crucial, but with a Strength Flaw relying on Trip is to... A Swashbuckler Style primary way in which you can capitalize on enemies low! More than an archetype the Barbarian and the bonus damage dice which you 'll likely be... Their longships filled with plunder applying to basically everything battle she can fly into a terrible rage both Catfolk. Or some combination of the Swashbuckler and this is the way to do things other hitting... ; the Swashbuckler and you get pathfinder 2e swashbuckler archetype skills etc. other front-line classes!, Frightened is a case where cooperative Soul is useful since every Background includes a Free Boost 's. That many colored items are also links to the Catfolk Claws and to the Kukri but. Unnecessary even as Archetpes IMO, being better handled in PF2 via multiclassing rather than else. The Fencer is reliable and straightforward your best bet Bard-Linguist for levels 1-20 that you can take to Panache! Love the Swashbuckler Feats for other classes that would normally create a `` feat tax '' which lock... Softer societies ” and return with their longships filled with plunder Boosts means that a failure and Success! N'T played much 2e yet, but since every Background includes a Free Boost that generally... J to jump to the list of Swashbuckler Feats for other classes that would pathfinder 2e swashbuckler archetype have the Finisher.