Would love to hear from Swashbucklers
My next character will most likely be a kobold, and I'm waffling between Rogue and Swashbuckler. I'd love to hear from people that have played the Swashbuckler about why they like (or dont like the class), and especially what sets it apart from the rogue
Posted Mar 18, 2022, 3:54 PM UTC
More speed, more HP, less reliance on flat footed conditions along with some fun support skills while being able to dish massive damage in short time.
The greatest advice I can give is to not always do your finisher; just do it if you can expect to regain panache quickly. Having the panache can be worth more sometimes and it does still make you do some bonus damage.
And ofc full martial proficiency. Negative is that you can't deal precision damage with most ranged weapons and thrown requires a feat.
what about outside of combat? Did you feel hampered by the smaller skill selection?
I can strongly recommend Acrobat archetype for this issue. It is easy to overlook how big it is that it auto-scales Acrobatics.
That's 1 feat to auto-scales a skill that is a big part of your class. So you can then spend the increases you would have spent on it elsewhere instead.
Rogue multiclass dedication might also be nice later as that archetype has a feat that lets you get more skill advances for class feats.
I'm about to play a swashbucker, so thanks for the tip!
Seconded. I think the acrobat dedication is one of the strongest individual dedication feats in the game for giving you 3 skill increases.
Not related, but I also think the medic dedication on its own is really strong.
Medic dedication is very strong for healers and anyone in general.
Yeah, my swashbuckler uses Acrobat dedication and I love the fact that Tumbling Strike gives me panache
I played through an AP as a swashbuckler, and I was happy with my high social skills and Acrobatics.
If you want to focus on more than 4 skills, such as if your party has a skills shortage, then rogue is better.
2 parts
Objectively, you get bonus skill feats so you aren't that far behind a rogue and you are naturally inclined to charisma and charismabased skills and that helps roleplay in my book. You get really good in what you have.
Subjectively, it's fun, you get more skills than a fighter and most importantly, you don't feel penalized for putting 16 in charisma. I skipped on thievery but we solved that with the wizard preparing occasional knock or simply repreparing it whenever we needed it. There is almost always a key to be found anyway. I coerced alot, I bragged alot, even enjoyed a 1on1 duels I probably shouldn't have taken (ending in me almost dying due to dueling a transformed fiend).
Oh, and I went vigilante too if it helps, it did fit the RP alot of the swashbuckler.
stylish tricks is a very good class feature for this
It's not exactly a small skill selection, just smaller than the rogue. Still greater than most other classes other than the rogue and investigator though. I got the feat that lets you tumble through and then the guy is flatfooted against you. That was devastating. The finishers are really fun and cool. If you're creative and try to be dramatic your GM can give you panache for anything that basically "seems cool" Like swinging on a rope and trying to kick someone off of a bridge got me some. Stabbing my dagger into a sail and sliding down got me some. Jumping a table and landing behind the guy sitting at the end also got me some. It's a class that encourages playing with a little flair.