The Curse of the Swashbuckler: From Charming Rogues to Damned Souls

By admin

Swashbucklers have long captivated audiences with their daring exploits and charismatic personalities. From the likes of Errol Flynn to Johnny Depp's portrayal of Captain Jack Sparrow, these sword-wielding heroes have become iconic figures in literature and film. However, behind the glamour and excitement, there is a darker side to the swashbuckler – the curse that seems to haunt many who take on the mantle. This curse, while not supernatural in nature, is a burden that these characters must bear throughout their adventures. One aspect of the curse is the constant danger that surrounds swashbucklers. They find themselves in precarious situations, engaged in duels or daring escapes, risking life and limb for their cause.


You'll use it depends the situation.

It doesn t change that much, though you can push towards speed but consider that playing a swashbuckler lets you appreciate more any other class, including the alchemist. It doesn t change that much, though you can push towards speed but consider that playing a swashbuckler lets you appreciate more any other class, including the alchemist.

The curse of the swashbuckler

They find themselves in precarious situations, engaged in duels or daring escapes, risking life and limb for their cause. Their skills with a sword may be unmatched, but they are always at risk of injury or death. This perpetual state of danger can take a toll on their physical and mental well-being, as they are constantly on high alert and in constant fear for their lives.

I’m struggling with my Swashbuckler - does it get better?

One of the ways I build my character is based on a miniature. So I picked an Axolotl with a single sword and decided to make a Kobold and I wanted to pick a class that’s good at one handed weapons. I already had a Rogue and I already have several laughing Shadow Magus and Barbarian isn’t good at it and Ranger doesn’t seem to care much only dual wield or ranged for them and Fighter seems kind of boring…

So I ended up Swashbuckler… and it’s been kind of frustrating. I tend to play Pathfinder society or in the one adventure path I’m in nothing special is turned on (no FA, no Dual Class no nothing just basic rules) and honestly it’s a slog to do anything.

I thought the forum complainers might be wrong: because I was afraid to play a caster for so long due to negative internet stigma, then played a blaster sorcerer and it straight up just rocks. It just works. I don’t struggle with action economy or anything and it’s interesting and it’s not repetitive.

Well. The Swashbuckler sucks. If you’re not within 25 feet to try tumble through.. or 30 ft because Bon Mot (I’m Wit) then… no panache. You could use 2 movements one to get closer, one to tumble through for panache, and then confident finisher… but then you don’t have 20 AC from dueling parry. And I’ve been downed. A lot, and no I’m not running in solo I’m setting up flanking with my fellow melees for the flat footed bonus to both of us. Sometimes because it’s PFS it’s like oops all martials.

So the idea would be Bon Mot -> Confident Finisher -> Dueling Parry or Stride to Tumble Through to get closer -> CF -> DP. Or you know whatever, just basically set up for damage, do the damage, be defensive. However if it’s a bad game where I can’t roll above a 5 it just feels miserable and I guess that could be true for any martial, but for some reason it feels especially tilting to fail at panache over and over and over and you don’t even get the bonus movement speed unless you actually get panache..

It’s just been kind of a frustrating experience. Does it get better?

I just wanted a class that “just works” like the Sorcerer. I just use burning hands or horizon thunder Sphere or whatever damage spell and they roll and even if they succeed I still win anyway and they take some damage.

1 person marked this as a favorite.
Trixleby wrote:
It’s just been kind of a frustrating experience. Does it get better?

It doesn't change that much, though you can push towards speed ( but consider that playing a swashbuckler lets you appreciate more any other class, including the alchemist ):

- being elf ( starts with 30 speed rather than 25 )
- nimble elf ( +5 speed )
- fleet ( +5 speed )
- Longstrider wand ( +10 speed ).

being able to start with 50 speed rather than 25 would help you at earlier levels ( you'll need to be lvl 3 to hit all of this ), resulting in more chances to hit tumble through with 1 action.

Apart from that, the class is clunky.

What you can do is to play a gymnast with a finesse weapon ( 16 STR 18 DEX ), keeping your panache for a +2 precision damage for 2x strikes rather than using your finisher.

I also think a finisher is not meant to be used all the time, unless at mid/high level, when your base speed is higher. So there's nothing wrong relying in precise strike rather than finisher.

You'll use it depends the situation.

Apart from that, it's RNG.
You fail your check? You won't be able to finisher + vivacious bravado.

And even if you put every single point and bonus mixaxing your skills, there will be several times you'll find yourself loosing a round because of failed panache.

Trixleby wrote:

I just wanted a class that “just works” like the Sorcerer. I just use burning hands or horizon thunder Sphere or whatever damage spell and they roll and even if they succeed I still win anyway and they take some damage.

I think you might have confused classes.

I mean, if you wanted the enemy to roll against your attacks, you should have definitely made a spellcaster and not a combatant.

Well in my first paragraph I address why I’m not an elf, but I didn’t actually show the mini I’m using, so I’ll show it now: https://www.myminifactory.com/object/3d-print-aztec-axolotl-202557

I chose a Tunnelflood Kobold for the swim speed with Sailor background to represent being good with water, because it’s an amphibious miniature (axolotl are salamanders).

As previously explained I just wanted a class that’s good at using a one handed weapon with a free hand… because of the mini I’m using.

Also I didn’t get confused about my example of a class that “just works”. The Sorcerer doesn’t have to jump through any hoops, I just use a cantrip, or use a spell slot and something happens. I don’t need to make a roll to “turn on” before I can do anything else.

If it apparently doesn’t get better I may be better off rebuilding into a Fighter, but then I’m worried my combat routine will become even more static and I’ll get bored with the character.

I missed the mini part ( now I better understand it ), my bad.

I think that, overall, every combatant routine tends to be the same ( strike x2 + stride/skill ).

A swashbuckler, as well as a fighter, can rely respectively on different finishers or attacks, making things somehow more interesting, but as you already witnessed, if the swashbuckler fails their check, it's one action less. which makes everything fall.

by lvl 10 you'll have the stance always active ( so no more 1 action to raise your guard ). this might allow you to, eventually, use a second check, although you will be renouncing to vivacious bravado ( to me the best routine would be acrobatics + finisher + bravado ).

It's kinda a pita, I totally agree.

ps: If you were to play a human I would have suggested you to try the braggart swashbuckler + aldori duelist dedication ( because of this ), but I am not sure it would be accessibile for a kobold.

1 person marked this as a favorite.
Trixleby wrote:

It’s just been kind of a frustrating experience. Does it get better?

I just wanted a class that “just works” like the Sorcerer.

That is definitely not the expectation of Swashbuckler. Swashbuckler is high risk -> high reward.

I am currently playing two Swashbucklers. Both are level 1 currently. One (fencer style) is in PFS, and another (gymnast) is in a Discord game. I am thoroughly enjoying both characters.

To break down the math with some comparable action economy options:

And to make the math easier, I am going to assume that all d20 rolls have a 50% chance of success. So ignoring MAP for the moment.

A Champion (to pick a generic martial character) can use Stride to get into position, then use two actions to make two attacks. If they can't roll above a 5 and succeed at neither, then they do 0 damage. If they succeed at one, they do X damage. And if they succeed at both they do 2X damage.

A Fighter can use Power Attack for two actions. They only make one roll and add bonus damage. If they miss, the still do 0 damage. If they succeed at the attack roll, instead of doing X damage they do X+Y damage.

Swashbuckler can use two actions to make one attack with two d20 rolls. One a skill check, and the other an attack roll. If they fail at both, they do 0 damage - same as the Champion making two Strikes. If they succeed at the skill check and fail at the attack roll (assuming confident finisher), then they can do W damage - usually a rather trivial amount. At level 1 it is somewhere around 3 points of damage on average. If they fail at the skill check and succeed at the attack roll, then they can do X damage - again somewhat similar to the Champion succeeding at one Strike (usually a couple of points lower on the damage because of DEX focus and finesse weapons). But if they succeed at both, then they are doing X+Z damage - some astronomically large amount of d6 damage dice that will generally 1-shot an enemy in low level PFS play.

So. What is the chances of each of those outcomes happening?

With a 50% chance on every d20 roll (to estimate things easier), there is a 25% chance that both rolls fail, a 50% chance that one of the two rolls succeeds, and a 25% chance that both rolls succeed.

So the Champion has a 50% chance of one of the attacks succeeding, and a 25% chance of landing both hits. And only a 25% chance of completely missing.

The Fighter using Power Attack has a 50% chance of succeeding at the one roll and a 50% chance of missing.

The Swashbuckler though. Has a 25% chance of landing a finisher. And that is the only outcome that actually 'feels good'. Technically, landing a regular Strike isn't all that much behind the Champion landing one attack either. But humans are loss averse. If 3d6+1 was presented as an option, getting 1d6+1 as your result feels bad. Even worse is getting 0.5 * 2d6 => 3.

TL;DR: Swashbuckler is always going to trigger your loss aversion. More than other classes do. 3/4 of the time you won't be getting the outcome that you want.

One of the ways I build my character is based on a miniature. So I picked an Axolotl with a single sword and decided to make a Kobold and I wanted to pick a class that’s good at one handed weapons. I already had a Rogue and I already have several laughing Shadow Magus and Barbarian isn’t good at it and Ranger doesn’t seem to care much only dual wield or ranged for them and Fighter seems kind of boring…
The curse of the swashbuckler

Another facet of the curse is the inability to form long-lasting relationships. Swashbucklers are often portrayed as charming and charismatic, drawing others to them like moths to a flame. However, they are destined to be eternally alone, unable to truly settle down or find lasting love. Their constant pursuit of adventure and their nomadic lifestyle prevent them from forming deep connections with others, leaving them to wander through life, forever unfulfilled in matters of the heart. Furthermore, the curse of the swashbuckler extends to their moral compasses. While these characters are often seen as the heroes of their stories, they are burdened with a dual nature. In order to achieve their goals and save the day, they may be forced to bend or break the rules, resorting to morally ambiguous actions. This constant tug of war between their personal honor and the greater good can weigh heavily on their conscience, leaving them with a constant sense of guilt and questioning their own integrity. In conclusion, the curse of the swashbuckler is a complex burden that these characters must bear. The perpetual danger they face, the inability to form lasting relationships, and the constant moral ambiguity they encounter all contribute to their cursed existence. While they may be admired and idolized from afar, the reality of the swashbuckler's life is a lonely and challenging one..

Reviews for "The Swashbuckler's Curse: A Catalyst for Change or a Fate Sealed in Blood"

1. Emma - 2 stars
I was really disappointed with "The Curse of the Swashbuckler". The story was slow and had a predictable and cliché plot. The characters were one-dimensional and lacked depth, making it hard to connect or care about their journey. The dialogue felt forced and unnatural, which made it difficult to get invested in the relationships between the characters. Overall, I found the film to be lacking in originality and it failed to capture my attention.
2. Mike - 1 star
"The Curse of the Swashbuckler" was a complete waste of time. The acting was atrocious, with wooden performances that made it difficult to take the film seriously. The special effects were laughable and looked fake, which took away from any sense of immersion in the story. Additionally, the plot was incredibly boring and lacked any excitement or suspense. I had high expectations for this film, but it turned out to be a major letdown. I would not recommend wasting your time watching this disappointing movie.
3. Sarah - 2.5 stars
I was underwhelmed by "The Curse of the Swashbuckler". While the visuals were aesthetically pleasing, the story lacked depth and failed to engage me. The pacing was slow and inconsistent, making the movie feel unnecessarily long. The characters were uninteresting and lacked development, making it hard to care about their journey. Overall, the film had potential but fell short in many aspects, resulting in a mediocre and forgettable experience.

Curse or Blessing? The Dual Nature of the Swashbuckler's Charm

The Curse of the Swashbuckler: A Threat to Society or a Hero's Downfall?