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Coldin
04-30-2009, 06:04 PM
This is a build I've sorta played with ever since Drow were released. It's gone through many iterations, from sword and board to Two Weapon Fighting.

The intent with this build is to be a versatile character. Evasion, Skills, UMD, middling to high AC, and some good DPS to top it all off. He will of course focus on Rapiers as his main weapon of choice, and potentially dabble in shortswords depending on how the enhancements pan out.

As enhancements go, I didn't feel like planning those out, mostly because Kensai currently isn't in the CharGen, but basically one would take the enhancements required for Kensai, and the Drow Weapon enhancements as desired. Dex Enhancements are a good choice as well, and between being drow and the rogue levels, one's dex should be fairly high. Strategy Trip is also good to boost up the DC higher.

Future plan with this build is to go straight rogue from here on out, and branch out into Thief-Acrobat. At level 8 rogue, the character will receive Imp. Uncanny Dodge, and with the extra 2 uses per day granted by Thief-Acrobat, it should be a fairly usable boost for AC and Reflex Saves. Not to mention you can spend these levels furthering broadening out the Swashbuckler's skill set.

Anyway, take a look below. :)


Character Plan by DDO Character Planner Version 3.00
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Swashbuckler V.2
Level 16 Chaotic Good Drow Male
(12 Fighter \ 4 Rogue)
Hit Points: 198
Spell Points: 0
BAB: 15\15\20\25\25
Fortitude: 10
Reflex: 14
Will: 5

Starting Ending
Base Stats Base Stats
Abilities (Level 1) (Level 16)
Strength 14 14
Dexterity 18 22
Constitution 12 12
Intelligence 14 14
Wisdom 10 10
Charisma 10 10

Starting Ending
Base Skills Base Skills
Skills (Level 1) (Level 16)
Balance 8 12
Bluff 4 5
Concentration 1 1
Diplomacy 0 0
Disable Device 6 12
Haggle 4 4
Heal 0 0
Hide 4 6
Intimidate 0 0
Jump 6 21
Listen 0 0
Move Silently 4 6
Open Lock 8 11
Perform n/a n/a
Repair 2 2
Search 6 12
Spot 4 12
Swim 2 2
Tumble 8 16
Use Magic Device 4 18.5

Level 1 (Rogue)
Skill: Balance (+4)
Skill: Bluff (+4)
Skill: Disable Device (+4)
Skill: Haggle (+4)
Skill: Jump (+4)
Skill: Open Lock (+4)
Skill: Search (+4)
Skill: Spot (+4)
Skill: Tumble (+4)
Skill: Use Magic Device (+4)
Feat: (Selected) Dodge


Level 2 (Fighter)
Skill: Jump (+1)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+1)
Feat: (Fighter Bonus) Weapon Finesse


Level 3 (Fighter)
Skill: Jump (+1)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+1)
Feat: (Fighter Bonus) Combat Expertise
Feat: (Selected) Two Weapon Fighting


Level 4 (Fighter)
Ability Raise: DEX
Skill: Jump (+1)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+1)


Level 5 (Rogue)
Skill: Balance (+1)
Skill: Bluff (+1)
Skill: Disable Device (+2)
Skill: Jump (+1)
Skill: Open Lock (+1)
Skill: Search (+3)
Skill: Use Magic Device (+1)


Level 6 (Fighter)
Skill: Jump (+1)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+1)
Feat: (Selected) Weapon Focus: Piercing Weapons
Feat: (Fighter Bonus) Weapon Specialization: Piercing Weapons


Level 7 (Fighter)
Skill: Jump (+1)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+1)


Level 8 (Fighter)
Ability Raise: DEX
Skill: Jump (+1)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+1)
Feat: (Fighter Bonus) Improved Two Weapon Fighting


Level 9 (Fighter)
Skill: Jump (+1)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+1)
Feat: (Selected) Improved Critical: Piercing Weapons


Level 10 (Rogue)
Skill: Disable Device (+2)
Skill: Jump (+1)
Skill: Search (+1)
Skill: Spot (+5)
Skill: Use Magic Device (+1)


Level 11 (Fighter)
Skill: Jump (+1)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+1)
Feat: (Fighter Bonus) Improved Trip


Level 12 (Fighter)
Ability Raise: DEX
Skill: Jump (+1)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+1)
Feat: (Selected) Toughness


Level 13 (Fighter)
Skill: Jump (+1)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+1)
Feat: (Fighter Bonus) Greater Two Weapon Fighting


Level 14 (Fighter)
Skill: Jump (+1)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+1)


Level 15 (Rogue)
Skill: Balance (+1)
Skill: Disable Device (+2)
Skill: Jump (+1)
Skill: Search (+2)
Skill: Spot (+3)
Skill: Use Magic Device (+1)
Feat: (Selected) Slicing Blow


Level 16 (Fighter)
Ability Raise: DEX
Skill: Jump (+1)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Fighter Bonus) Greater Weapon Specialization: Piercing Weapons

moorewr
05-02-2009, 04:50 PM
I was just thinking that the world needed more Kensai II/Thief-Acrobat I builds.

Looks very cool - at level 18 it will have some very cool stuff going on.

So Kensai is in rapier.. do you get enough out of Thief-Acrobat without using staves?

Coldin
05-02-2009, 05:26 PM
I was just thinking that the world needed more Kensai II/Thief-Acrobat I builds.

Looks very cool - at level 18 it will have some very cool stuff going on.

So Kensai is in rapier.. do you get enough out of Thief-Acrobat without using staves?

Well, Thief-Acrobat gives you 2 Extra Uncanny Dodge uses per day, plus the showtime ability. I'm mostly considering it worth it for the extra Uncanny Dodges to go on top Improved Uncanny Dodge.

In my opinion it's enough. Plus you get the benefit of extra sneak attack damage.

Though, thinking on it, a Kensai/Thief-Acrobat specializing in quarterstaves might be pretty cool too.

Shyver
05-02-2009, 05:56 PM
Well, Thief-Acrobat gives you 2 Extra Uncanny Dodge uses per day, plus the showtime ability. I'm mostly considering it worth it for the extra Uncanny Dodges to go on top Improved Uncanny Dodge.

In my opinion it's enough. Plus you get the benefit of extra sneak attack damage.


Will the 2 shots at AC and an increased run speed be worth the added dps of assassin 1 though? +2 to damage on crits before the multiplier on rapiers is a pretty consistant +4 to damage.

~Jules921
05-02-2009, 06:04 PM
Looks good Coldin.

Will the umd be enough to use heal/rez scrolls or just heal wands?

Jules

Noctus
05-02-2009, 08:31 PM
+2 to damage on crits before the multiplier on rapiers is a pretty consistant +4 to damage.

Only when you crit succesfully. So only in about 30% of swings.

--> effective bonus damage is only 1.2


Still nice, but not double as effective as Weapon Spec for example.

Shyver
05-02-2009, 08:35 PM
Only when you crit succesfully. So only in about 30% of swings.

--> effective bonus damage is only 1.2


Still nice, but not double as effective as Weapon Spec for example.

True, but the argument was between acrobat 1 and assassin 1. ;) I think the added AC of uncanny dodge is rather situational, but nice none the less. However, I think overall, assassin 1 might be a better fit.

Coldin
05-02-2009, 08:48 PM
Will the 2 shots at AC and an increased run speed be worth the added dps of assassin 1 though? +2 to damage on crits before the multiplier on rapiers is a pretty consistant +4 to damage.

Didn't consider that actually. The extra damage might be a nice complement to Kensai's extra damage (assuming they stacked). I don't know if it exactly fits with the spirit of the build though. Might have to call him a Dualist instead. :)

But on the bright side, it's merely a simple enhancement change to switch from one to the other. So it'd be easiest enough to experiment and play with it to suit one's playstyle.


Looks good Coldin.

Will the umd be enough to use heal/rez scrolls or just heal wands?

Jules

The build will have a maxed UMD. Charisma is admittedly on the low side for extensive wand/scroll usage, but with items like the Golden Cartouche, a decent cha item, and a luck item like the Voice of the Master, and one shouldn't have too many problems using some raise dead scrolls and the like. You could also pick up the Rogue Skill boost, for that little extra guarantee to nail the spell.

Shyver
05-02-2009, 09:03 PM
The build will have a maxed UMD. Charisma is admittedly on the low side for extensive wand/scroll usage, but with items like the Golden Cartouche, a decent cha item, and a luck item like the Voice of the Master, and one shouldn't have too many problems using some raise dead scrolls and the like. You could also pick up the Rogue Skill boost, for that little extra guarantee to nail the spell.

Don't forget you can craft a +6 cha skills greensteel item also. :)

ZenAkrua
02-06-2011, 07:44 PM
I'd love to see this build updated with the new gear/changes to the classes. :D

Coldin
02-06-2011, 08:08 PM
I suppose I could make an updated version of the Swashbuckler. I'd probably go a bit less rogue this time, or maybe even go monk instead. I'll see what I can come up with.

ZenAkrua
02-06-2011, 08:50 PM
Omg I love you haha. This looks SO much fun to play.

moorewr
02-06-2011, 09:14 PM
I suppose I could make an updated version of the Swashbuckler. I'd probably go a bit less rogue this time, or maybe even go monk instead. I'll see what I can come up with.

I just can't see monk or paladin (or a Lawful alignment at all) in this build thematically. Thief-acrobat needs to be there, for the occasional swinging escape from sailing tops. So to me the question is 6 rogue or more? I end up in the vicinity of 12fighter/6rogue/2ranger.

wax_on_wax_off
02-06-2011, 09:18 PM
You have some nice friends to come and write nice things about your build.

Why Dexterity based instead of Strength based? I like the flavour of it but...

If you want to do dexterity based then I would suggest to pick up maximum intimidate and possibly a monk splash to be a viable AC/evasion tank. Be prepared to try to push your HP up though. You need this adjustment to get the extra mileage out of the defensive aspects of a dexterity based build.

I would lower wisdom to 8 and intelligence to raise constitution to 14. Specialise your skills more. Max UMD, max Intimidate. As many points as you can in balance. On a fighter multiclass it probably isn't possible to have trap skills. Don't worry about jump or tumble or open lock at all (besides level 1 rogue).

Feats should be adjusted. You need power attack to have a hope of doing any meaningful damage. To make the dexterity build worthwhile you should put up intimidate and defense - bullheaded, skill focus: intimidate, shield mastery, improved shield mastery are good options.

(Improved) Trip is a strength based skill. On a dexterity based build your trip feat will never be high enough to be worthwhile in the content in which it is most useful.

In short, a dexterity based character that can only do damage is not worthwhile beyond flavour reasons.
If you want to make a worthwhile character then you have a few options:
1. dexterity based and tanking capable (evasion and intimidate)
2. strength based and damage capable

unbongwah
02-07-2011, 10:04 AM
Why Dexterity based instead of Strength based?
Perhaps you missed that this build is almost 2 years old?

Coldin
02-07-2011, 10:32 AM
Yep. Game has changed a bit in two years, and most folks won't consider even trying a dex based fighter anymore. :)


My current live version does have Power Attack, has a decent amount of HP, can deal some decent DPS, and is overall functional, if not optimal. You'd actually be surprised about Trip. Even without Str being the primary stat, he can still reliably trip cats and orthons.

The Swashbuckler in my head, is more a jack of all trades build. He's able to fill in a few different rolls and be self-sufficient. Anyway, I'll see what I can come up with in the next few days.

unbongwah
02-07-2011, 12:06 PM
Fighters & barbs are the worst classes for Finesse builds, IMHO, because so much of their DPS is based on maxing out their STR. Rogues, monks, even some paladins, rangers, and bards make more sense, since their DPS is a little less dependent on STR.

wax_on_wax_off
02-10-2011, 12:16 AM
Perhaps you missed that this build is almost 2 years old?

I must admit that I only checked the post dates of the most recent replies. Seems 3-4 people had posted in the last day about how excellent the build was and how they were going to try it, I was hoping to redirect their enthusiasm in a more worthwhile direction.

I like the OPs intention of adjusting for current DDO but I'd be worried that whatever came out wouldn't really be a "Swashbuckler", particularly as monk =/= swashbuckler, strength based w/ rapiers would work fine though if you kept a decent dexterity for the character concept.