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Remember that one kickass fencing scene from The Princess Bride where Wesley and Indigo 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?
 
That's the Swashbuckler class; stylish, witty and fucked against opponents 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. In 1st edition [[AD&D]], [[Unearthed Arcana]] put some feelers this-a-way with the [[Acrobat]], but - well, UA.
 
==IRL==
 
European sword fighting in the Renaissance was broadly divided into two camps, those being the German and Italian schools.  The German style was a direct evolution of older medieval sword fighting; it favored the longsword and employed both thrusting and slashing techniques (akin to the lightsaber fighting of [[Star Wars]]).  Whereas the techniques for fencing popularly associated with swashbucklers falls firmly in the Italian school, using rapiers with an emphasis on thrusting attacks. 
 
As firearms proliferated and early single shot pistols began to appear the Italian school became dominant.  A short, easily carried thrusting rapier or saber was much more useful in a close quarters fight than a full size sword. 
 
==Dungeons & Dragons==
===3rd Edition===
[[File:Swashbuckler 3e CF.jpg|right|150px]]
In 3rd (point five) edition the Swashbuckler 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.
 
This was one of the things [[Monte Cook]] tried fixing / replacing with [[Arcana Unearthed]]: the Unfettered.
 
{{D&D3-Classes}}
 
===5th Edition===
5e brought back the Swashbuckler as a new [[Rogue]] archetype; debuting in [[Unearthed Arcana]], it became an official subclass when it was printed in the Sword Coast Adventurer's Guide, and it was subsequently reprinted in Xanathar's Guide to Everything. They get to add their Charisma bonus to initiative, Sneak Attack enemies with none of the Swashbuckler's allies next to them (as long as it’s a one-on-one fight), and don't provoke AoOs from enemies they attack in melee. And that's just at level 3.
 
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.
 
{{D&D5-Classes}}
 
==Pathfinder==
===1st Edition===
[[File:PZO Flying Blade.jpg|right|200px]]
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====
Some people believe Swashbucklers are [[Tier System|Tier 5]] (and some believe the Pathfinder version could fall into tier 6). According to these people, 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.
 
Other Pathfinder 1.0 players are of the opinion the Swashbuckler is one of, if not the best, martial class in the game.  With their parry and riposte abilities, they become nearly un-hittable in melee.  Even swinging at them could end up in the deaths of most combatants as they can "riposte" to get a counter-attack as an immediate action.  When using the Charmed Life ability, they can effectively shrug off most spells that have saving throws.  They get improved critical for free at 5th level therefore, with a high-crit range weapon like a rapier, they are scoring critical hits often which refuels their pool of panache to keep doing their tricks that avoid taking hits.  They can pump up their dexterity which ups their to-hit bonus, damage, and AC all at the same time.  With the right build and feats, they can easily chew through foes faster than Inigo Montoya going through the guards of the man who killed his father.
 
{{Pathfinder-Classes}}
 
===Pathfinder 2e===
[[File:Swashbuckler PF 2e.png|thumb|left|200px|Jirelle, Pathfinder's iconic Swashbuckler]]
{{dnd-stub}}
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 activates a special state of Panache that you can then expend for a finishing blow rather than last edition's points. While this generally forces you to focus on your chosen skills for skill feats, you do get a few levels where you get an extra skill feat on those particular skills. Generally, they have to work harder than the [[Rogue]] or [[Investigator]] to set up but deal more damage when they do so. Also, while their archetypes allow for a variety of means to power their abilities, they all mean you'll suffer from MAD to some degree. Despite these downsides, many people consider the Swashbuckler to be [[Awesome|awesome]], since their abilities allow them to be highly mobile, and the sheer amount of great feats allow them to pull off a ton of awesome finishers.
 
*'''Battledancer:''' The most bard-like of the lot, granting you training in Performance and the Battle Performance skill feat so you can distract people with your dancing, triggering Panache.
*'''Braggart:''' The bully of the lot, granting you training in Intimidation and triggering Panache whenever you scare the enemy. Your particular finisher rider allows you to scare them again, negating the typical immunity after scaring them once.
*'''Fencer:''' The trickster of the lot, granting you training in Deception and triggering Panache whenever you distract or fake out an enemy.
*'''Gymnast:''' The most direct attacker of the lot, granting training in Athletics and lets you trigger Panache upon using the various combat maneuvers tied to it. Your finisher even adds extra damage if you grab or trip the foe.
*'''Wit:''' The most face-like of the lot, granting you training in Diplomacy and the Bon Mot skill feat so you can trigger Panache as you insult the foe.
 
{{Pathfinder-2nd-Edition-Classes}}
{{Pathfinder-2nd-Edition-Archetypes}}
 
==Gallery==
<gallery>
Swashbuckler PF.jpg
</gallery>

Latest revision as of 08:22, 23 June 2023

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?

That's the Swashbuckler class; stylish, witty and fucked against opponents 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. In 1st edition AD&D, Unearthed Arcana put some feelers this-a-way with the Acrobat, but - well, UA.

IRL[edit]

European sword fighting in the Renaissance was broadly divided into two camps, those being the German and Italian schools. The German style was a direct evolution of older medieval sword fighting; it favored the longsword and employed both thrusting and slashing techniques (akin to the lightsaber fighting of Star Wars). Whereas the techniques for fencing popularly associated with swashbucklers falls firmly in the Italian school, using rapiers with an emphasis on thrusting attacks.

As firearms proliferated and early single shot pistols began to appear the Italian school became dominant. A short, easily carried thrusting rapier or saber was much more useful in a close quarters fight than a full size sword.

Dungeons & Dragons[edit]

3rd Edition[edit]

In 3rd (point five) edition the Swashbuckler 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.

This was one of the things Monte Cook tried fixing / replacing with Arcana Unearthed: the Unfettered.

Dungeons & Dragons 3rd Edition classes
Player's Handbook BarbarianBardClericDruidFighterMonkPaladinRangerRogueSorcererWizard
Player's Handbook II BeguilerDragon ShamanDuskbladeKnight
Complete Adventurer ExemplarNinjaScoutSpellthief
Complete Arcane WarlockWarmageWu jen
Complete Divine Favored SoulShugenjaSpirit Shaman
Complete Psionic ArdentDivine MindEruditeLurk
Complete Warrior HexbladeSamuraiSwashbuckler
Dragon Compendium Battle DancerDeath MasterJesterMountebankSavantSha'irUrban Druid
Dragon Magazine Sha'ir
Dragon Magic Dragonfire Adept
Dungeonscape Factotum
Eberron Campaign Setting Artificer
Heroes of Horror ArchivistDread Necromancer
Magic of Incarnum IncarnateSoulbornTotemist
Miniatures Handbook Favored SoulHealerMarshalWarmage
Ghostwalk Eidolon (Eidoloncer)
Oriental Adventures SamuraiShamanShugenjaSoheiWu Jen
Psionics Handbook PsionPsychic WarriorSoulknifeWilder
Tome of Battle CrusaderSwordsageWarblade
Tome of Magic BinderShadowcasterTruenamer
War of the Lance Master
Wizards's Website Psychic Rogue
NPC Classes AdeptAristocratCommonerExpertMagewrightWarrior
Second Party MarinerMysticNobleProphet
Class-related things Epic LevelsFavored ClassGestalt characterMulticlassingPrestige ClassRacial Paragon ClassTier SystemVariant Class

5th Edition[edit]

5e brought back the Swashbuckler as a new Rogue archetype; debuting in Unearthed Arcana, it became an official subclass when it was printed in the Sword Coast Adventurer's Guide, and it was subsequently reprinted in Xanathar's Guide to Everything. They get to add their Charisma bonus to initiative, Sneak Attack enemies with none of the Swashbuckler's allies next to them (as long as it’s a one-on-one fight), and don't provoke AoOs from enemies they attack in melee. And that's just at level 3.

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.

Dungeons & Dragons 5th Edition Classes
Player's Handbook BarbarianBardClericDruidFighterMonk
PaladinRangerRogueSorcererWarlockWizard
Tasha's Cauldron of Everything ArtificerExpertSpellcasterWarrior
Van Richten's Guide to Ravenloft ApprenticeDiscipleSneakSquire
Unearthed Arcana Mystic

Pathfinder[edit]

1st Edition[edit]

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[edit]

Some people believe Swashbucklers are Tier 5 (and some believe the Pathfinder version could fall into tier 6). According to these people, 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.

Other Pathfinder 1.0 players are of the opinion the Swashbuckler is one of, if not the best, martial class in the game. With their parry and riposte abilities, they become nearly un-hittable in melee. Even swinging at them could end up in the deaths of most combatants as they can "riposte" to get a counter-attack as an immediate action. When using the Charmed Life ability, they can effectively shrug off most spells that have saving throws. They get improved critical for free at 5th level therefore, with a high-crit range weapon like a rapier, they are scoring critical hits often which refuels their pool of panache to keep doing their tricks that avoid taking hits. They can pump up their dexterity which ups their to-hit bonus, damage, and AC all at the same time. With the right build and feats, they can easily chew through foes faster than Inigo Montoya going through the guards of the man who killed his father.

The Classes of Pathfinder 1st Edition
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

Pathfinder 2e[edit]

Jirelle, Pathfinder's iconic Swashbuckler
This article related to Dungeons & Dragons is a stub. You can help 1d4chan by expanding it

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 activates a special state of Panache that you can then expend for a finishing blow rather than last edition's points. While this generally forces you to focus on your chosen skills for skill feats, you do get a few levels where you get an extra skill feat on those particular skills. Generally, they have to work harder than the Rogue or Investigator to set up but deal more damage when they do so. Also, while their archetypes allow for a variety of means to power their abilities, they all mean you'll suffer from MAD to some degree. Despite these downsides, many people consider the Swashbuckler to be awesome, since their abilities allow them to be highly mobile, and the sheer amount of great feats allow them to pull off a ton of awesome finishers.

  • Battledancer: The most bard-like of the lot, granting you training in Performance and the Battle Performance skill feat so you can distract people with your dancing, triggering Panache.
  • Braggart: The bully of the lot, granting you training in Intimidation and triggering Panache whenever you scare the enemy. Your particular finisher rider allows you to scare them again, negating the typical immunity after scaring them once.
  • Fencer: The trickster of the lot, granting you training in Deception and triggering Panache whenever you distract or fake out an enemy.
  • Gymnast: The most direct attacker of the lot, granting training in Athletics and lets you trigger Panache upon using the various combat maneuvers tied to it. Your finisher even adds extra damage if you grab or trip the foe.
  • Wit: The most face-like of the lot, granting you training in Diplomacy and the Bon Mot skill feat so you can trigger Panache as you insult the foe.
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
The Archetypes of Pathfinder 2nd Edition
Core Rule Book: Alchemist - Barbarian - Bard - Champion - Cleric - Druid
Fighter - Monk - Ranger - Rogue - Sorcerer - Wizard
Lost Omens Setting Guide: Crimson Assassin - Duelist - Guild Agent - Hellknight Armiger
Lion Blade - Living Monolith - Magic Warrior - Runescarred - Sentry - Student of Perfection
Lost Omens Character Guide: Hellknight - Hellknight Signifer - Spellmaster - Firebrand Braggart - Lastwall Knights - Halcyon Speaker - Knight Reclaimant - Scrollmaster - Spellmaster - Swordmaster
Lost Omens World Guide: Aldori Duelist - Lastwall Sentry - Knight Vigilant - Pathfinder Agent - Runescarred
Adventure Path Juggler Dedication - Staff Acrobat Archetype - Zephyr Guard Archetype - Mammoth Lord - Mammoth Lord - Nantambu Chime-Ringer - Crystal Keeper - Drow Shootist - Edgewatch Detective - Eldritch Reasercher - Forlklorist - Game Hunter - Ghost Eater - Ghost Hunter - Golden League Xun - Golem Grafter - Gray Gardener - Alkenstar Agent - Animal Trainer - Bellflower Tiller - Bright Lion - Butterfly Blade - Magaambyan Attendant - Juggler - Jalmeri Heavenseeker - Provocator - Red Mantis Assassin - Sixth Pillar - Turpin Rowe Lumberjack
The Slithering OOzemorph
Grand Bazaar Captivator - Spell Trickster - Wrestler
Monsters of Myth Packbound Initiate
Advanced Player's Guide Acrobat - Archaeologist - Archer - Assassin - Bastion - Beastmaster - Blessed One - Bounty Hunter - Cavalier - Celebrity - Dandy - Dual-Weapon Warrior - Duelist - Eldritch Archer - Familiar Master - Gladiator - Herbalist - Horizon Walker - Investigator - Linguist- Loremaster - Marshal -Martial Artist - Mauler - Medic - Oracle - Pirate - Poisoner - Ritualist - Scout - Scroll Trickster - Scourger -Sentinel - Shadowdancer - Snarecrafter -Swashbuckler - Talisman Dabbler - Vigilante - Viking - Weapon Improviser - Witch
Secrets of Magic: Magus - Summoner - Wellspring Mage - Cathartic Mage - Elementalist - Flexible Spellcaster - Geomancer - Shadowcaster - Soulforger - Wellspring Mage
Guns & Gears: Demolitionist - Fireworks Technician - Gunslinger - Inventor - Artillerist - Beast Gunner - Bullet Dancer - Pistol Phenom - Overwatch - Runelord - Sniping Duo - Spellshot - Sterling Dynamo - Trapsmith - Trick Driver - Unexpected Sharpshooter - Vehicle Mechanic
Book of the Dead: Exorcist - Ghoul - Ghost - Hallowed Necromancer - Lich - Mummy - Reanimator - Soul Warden - Undead Master - Undead Slayer - Vampire - Zombie

Gallery[edit]