Swashbuckler: Difference between revisions
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Remember that one kickass fencing scene from The Princess Bride where Wesley and Inigo Montoya duel like epic sword masters from the classic pulp adventure romances? | Remember that one kickass fencing scene from The Princess Bride where Wesley and Inigo Montoya duel like epic sword masters from the classic pulp adventure romances? |
Revision as of 19:26, 18 September 2020
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Remember that one kickass fencing scene from The Princess Bride where Wesley and Inigo Montoya duel like epic sword masters from the classic pulp adventure romances?
Thats the Swashbuckler class; stylish, witty and fucked against opponent's whose armour is made not of good humour but steel. Better off using the Daring multi-class feats with Rogue or Fighter and getting some decent feats or class features. Or house-ruling a Daring Weeaboo feat for Swordsage/Warblade synergy.
3rd Edition
In 3rd edition this was a class in Complete Warrior. Since this was an early 3.5 book made when WotC hadn't yet acknowledged martials were stupidly underpowered (this was the book responsible for the Samurai class that's barely better than the Warrior NPC class), like most martial classes in 3.5 there was little reason to stay in it beyond a dip. The main way of making it work was to take 3 levels to get Insightful Strike (intelligence to damage) and Gish (this is still worse than one level dip gish due to less casting, but not terrible). Complete Scoundrel retroactively saved the Swashbuckler by adding the Daring Outlaw feat, which made Swashbuckler levels stack with Rogue levels for determining sneak attack damage while maintaining full BAB (minus 1). This didn't get as much popularity as the Ranger+Scout counterpart Swift Hunter because Swashbuckler was a worse class than Ranger and only Swift Hunter had a way to bypass immunity to Sneak Attack, but it did save the class from total pointlessness.
Pathfinder
In Pathfinder, this class is basically a Gunslinger except he uses one-handed stabby weapons (especially rapiers) instead of firearms. He's a squishy fighter who has some MAD with Charisma (for panache points, the class's equivalent of gunslinger grit) and Dexterity and only gets light armor without spending feats. Worst of all, a Cavalier gets an archetype in the same book Swashbuckler was introduced in that gets all of a Swashbuckler's GOOD abilities and can do better, while Magus can cherry pick some of the better ones. Swashbuckler is perhaps the weakest martial PC class in Pathfinder: Even with feat investment its damage can't really compete with a great sword wielding Warrior (the NPC class) whose only feat is power attack, while its AC takes too long to surpass heavy armor, and doesn't even get the wealth of quality archetypes the pre-Unchained Monk got. They can still throw out or block a lot of damage around with their panache/grit points, and they regenerate them fairly quickly and easily, but lots of other martial classes can do the same, and without the frills. Aside from being able to add their charisma modifier to a save a few times a day, they have no protection against spells. Even their official description can't really say they shine that much, saying they need to steal killing blows!
Tier
While different classes, both Swashbucklers are Tier 5 (though the Pathfinder version could fall into tier 6). They are also both there for the same reason: They focus on poor fighting styles without really doing anything to make them not suck, gain no meaningful class features after the first few levels, don't have enough skill points to be useful in that role, and have poor saving throws. They are useful exclusively as a dip, if that, only. If you want to play a movement based swashbuckling hero, play something from the Book of Nine Swords/Path of War, or at least Swift Hunter based Ranger/Scout or an Unchained Rogue with a Slayer dip.
The Classes of Pathfinder 1st Edition | |
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Core Classes: | Barbarian - Bard - Cleric - Druid - Fighter - Monk Paladin - Ranger - Rogue - Sorcerer - Wizard |
Advanced Player's Guide: |
Alchemist - Antipaladin - Cavalier Inquisitor - Oracle - Summoner - Witch |
Advanced Class Guide: |
Arcanist - Bloodrager - Brawler - Hunter - Investigator Shaman - Skald - Slayer - Swashbuckler - Warpriest |
Occult Adventures: |
Kineticist - Medium - Mesmerist Occultist - Psychic - Spiritualist |
Ultimate X: | Gunslinger - Magus - Ninja - Samurai - Shifter - Vigilante |
The Classes of Pathfinder 2nd Edition | |
---|---|
Core Classes: | Alchemist - Barbarian - Bard - Champion - Cleric - Druid Fighter - Monk - Ranger - Rogue - Sorcerer - Wizard |
Advanced Player's Guide: | Investigator - Oracle - Swashbuckler - Witch |
Secrets of Magic: | Magus - Summoner |
Guns and Gears: | Gunslinger - Inventor |
Dark Archive: | Psychic - Thaumaturge |
Other: | Archetypes |
5th Edition
5e brought back the Swashbuckler as a new Rogue archetype in Unearthed Arcana. They get to add their Charisma bonus to initiative, Sneak Attack enemies with none of the Swashbuckler's allies next to them, and don't provoke AoOs from enemies they attack in melee. And that's just at level 3. It got promoted to official with the Sword Coast Adventurers' Guide.
Enter Xanathar's Guide to Everything, which had its own variation of the Swashbuckler for 5e. While it carries over most of the abilities it had in Sword Coast, the archetype would be further expanded upon with a host of new abilities and flavor. At 9th lvl, you can use Persuasion to either cause disadvantage and prevent AoOs from a hostile creature against any target except yourself or Charm a friendly creature, for one minute. This can be used to great effect in both combat and roleplay situations. 13th lvl allows you to take a bonus action to gain advantage on your next Acrobatics or Athletics check. The Swashbuckler caps off at lvl 17 with the ability to reroll a failed attack with advantage, once per short rest. This means you automatically count as Sneak Attacking if the reroll hits. Overall, the rules compel and reward the Swashbuckler to play like, well, a Swashbuckler. An edge in one on one duels, supplemented by the ability to throw off friend and foe alike with your dashing charm, and some good movement utility.
Or, if that's not Errol Flynn enough for you, you can take the College of Swords Bard, also from Unearthed Arcana, which takes its cues from the Blade bardic kit of Advanced Dungeons & Dragons. You get a bunch of fancy weapon tricks, extra attacks, and expertise in two-weapon fighting, plus the ability to spice your skills up with magic.
Pathfinder 2e
Revamped to be the Hybrid Fighter Bard Rogue with all the entertainment bravado. It's basically the class that rewards you for spending your actions on the fun things that normally won't have any effect on the battle (cartwheels, back flips, taunts) but generates points to fuel your abilities.