Pathfinder 2E Swashbuckler Remastered Guide: Playstyle & Builds
Table of Contents
- 1. What is a Swashbuckler?
- 2. Glossary of Key Class Terms
- 3. The Good, The Bad and The Ugly
- 4. Character Creation
- 5. General and Skill Feats
- 6. Class Feats
- 7. Archetypes
- 8. Equipment
- 9. Build Suggestions (WIP)
- 10. Concluding Remarks
- 11. Changelog
- 12. Other Resources
- 13. Mythic Rules
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1. What is a Swashbuckler?
To keep things nice and simple at the start, you are a martial class with a focus on high mobility, intensive skill usage and using those skills to unlock the ability to use your burst damage abilities that can put you up with the highest single target damagers in the game. You do all of this while being incredibly extra, and swaggin on your opponents with how much cooler you are than them (and your party as well, but don’t tell them that, they might get sad).
Sounds interesting? Then please read on.
2. Glossary of Key Class Terms i.e. your bread and butter.
Panache
“You care as much about the way you accomplish something as whether you actually accomplish it in the first place. When you perform an action with particular style, you can leverage this moment of verve to perform spectacular, deadly maneuvers. This heightened state of flair is called panache. You gain panache by performing actions that have the bravado trait. Tumble Through and additional actions determined by your swashbuckler's style (see below) gain the bravado trait when you use them. The GM might determine that a check to perform a particularly daring action, such as swinging on a chandelier or sliding down a drapery, can gain the bravado trait. These checks typically involve at least a single action and a non-trivial DC. Normally, you gain and use panache only in combat encounters; when an encounter ends, you lose panache. Powerful finisher actions, including Confident Finisher, can be used only while you have panache and cause you to lose your panache.”
So, panache depends on the bravado trait now (more just below). This means the Tumble Through action or any actions granted the Bravado trait via their style or feats grants panache. You may also ask your GM if a particular action is cool enough to count, but as that depends entirely on your game, your GM, and the encounter you find yourself in, I’ll be sticking to the ‘guaranteed’ methods of gaining Panache.
Panache used to do more pre-remaster, but now it essentially gives you a bonus to your speed and lets you use Finisher actions. When you use a Finisher, you lose panache until you use an action with the bravado trait again (and don’t critically fail). It’s a simple resource game, where you gain it, use it as best you can then try to gain it again, rinse and repeat until you or the enemy (preferably the enemy) is gone. Some other class feats you can pick make your Panache grant more effects, I will cover these in section 6.
The Bravado Trait
“Actions with this trait can grant panache, depending on the result of the check involved. If you succeed at the check on a bravado action, you gain panache, and if you fail (but not critically fail) the check, you gain panache but only until the end of your next turn. These effects can be applied even if the action had no other effect due to a failure or a creature's immunity.”
So as long as you don’t critically fail (i.e. rolling a nat 1 in all but the most extreme of cases, yes trying to grapple a Hekatonkheires Titan is an extreme case) you’ll still gain panache.
Furthermore, unlike pre-remaster you can use Bravado actions on enemies who would otherwise be immune (i.e. trying to Trip a ghost or Demoralize a mindless enemy) and still get Panache as if you had succeeded against a regular foe.
Stylish Combatant & Vivacious Speed
“You gain a +1 circumstance bonus to skill checks with the bravado trait while in a combat encounter. While you have panache, you gain a +5-foot status bonus to your Speeds.”
REMEMBER: bonuses of the same type don’t stack in Pathfinder 2E. You take the higher one and that’s it. Circumstance is a relatively rarer bonus so this isn’t likely to come up much, but it is worth remembering for when it does.
You get a circumstance bonus to any of your actions that have the bravado trait. This bonus increases to +2 at level 9, and at level 11 applies outside of combat. This makes you better at succeeding on checks related to Acrobatics or your Style style, and so can gain Panache easier than before the remaster. Very nice all around.
Your status bonus to speed also increases as you level, as covered by the Vivacious Speed feature at level 3:
“When you’ve made an impression, you move even faster than normal, darting about the battlefield with incredible speed. Increase the status bonus to your Speeds from stylish combatant to a +10-foot status bonus; this bonus increases by 5 feet at 7th, 11th, 15th, and 19th levels. When you don’t have panache, you still get half this status bonus to your Speed, rounded down to the nearest 5-foot increment.”
So, you get a minimum of a +5 status bonus even when you’re standing around doing nothing which gets better at 11 and 19. When you have Panache you get even faster, meaning it’s quite a viable tactic to gain panache from an enemy, then go rush a squishier enemy in the backline.
Here’s a handy table to show your speed status bonuses:
| Level | Panache | No Panache |
|---|---|---|
| --- | --- | --- |
| 3 | 10 | 5 |
| 7 | 15 | 5 |
| 11 | 20 | 10 |
| 15 | 25 | 10 |
| 19 | 30 | 15 |
This feature makes you one of the fastest classes in the game. Enemy backline beware, that 50 feet of distance is but a Stride action away.
Finishers and Precise Strike
“Finishers are spectacular finishing moves that use your panache. Finishers can be used only with weapons that deal additional damage with precise strike (agile or finesse melee weapons or unarmed attacks, for most swashbucklers). You can use a finisher only if you have panache, and you lose your panache immediately after performing a finisher. Once you use a finisher, you can't use actions that have the attack trait for the rest of your turn. Some finisher actions also grant an effect on a failure. Effects added on a failure don't apply on a critical failure. If your finisher action succeeds, you can still choose to apply the failure effect instead. For example, you might do this when an attack deals no damage due to resistance.”
This is your main damage ability. While Fighters and Gunslingers get their increased accuracy, Barbarians have rage damage, Rogues get sneak attack and the Magus gets spellstrike, you get Finishers. They scale as you level and only work with the same weapons that your precise strike applies to, as stated above. Speaking of, precise strike itself states:
“When you make a Strike with an agile or finesse melee weapon or agile or finesse unarmed attack, you deal 2 additional precision damage. If the Strike is part of a finisher, the additional damage is 2d6 precision damage instead.
As your swashbuckler level increases, so does your additional damage for precise strike. At 5th, 9th, 13th, and 17th level, increase the amount of additional damage on a Strike by 1 and the additional damage on a finisher by 1d6.”
Your regular strikes will add an extra 1 damage, up to an extra 6 at level 17. Unlike pre-remaster, you don’t need panache for this extra damage. If you’re willing to ‘burn’ your Panache, you can use a Finisher instead which does more damage.
Pre-Remaster Rambling: Before this made for a somewhat interesting dynamic, with panache you gained bonuses to style checks and tumble through, gained increased mobility and had additional damage for striking. It was a viable strategy to keep panache on and never use it for finishers, instead relying on more consistent damage from precise strike and your increased bonus to checks. However, you could also give up those bonuses for a burst damage finisher, which could have other effects depending on feat and style choice.
I won’t say I will miss this old version too much, but it is clear that panache is now a resource to be used more often, with the only consideration being if you need extra speed, or if you have a feat like Derring Do (see class feats later).
For finishers, we have 2d6 to start with, up to 6d6 damage at level 17. Even with the limitation of agile or finesse weapons this is nothing to sneeze at, especially when we remember that on a crit we double our damage. One d6 averages to 3.5, so we do an average of 7 extra damage on a hit, 14 with a crit. Six of those d6s is an average of 21 and when we double that we get 42. An average increase of that level on top of our normal weapon crit damage? Very nice indeed. It gets truly disgusting when we get to some of the feat exclusive finishers, more on those later in the class feats section.
In addition, finishers tend to have extra effects as well. The first finisher you unlock, Confident Finisher will apply half of your precise strike damage on a failure (but not crit failure). If an enemy has weakness to the damage type of a particular weapon you have, this can be a very potent combo if they’re also annoying to hit.
You also get an extra effect on your finisher depending on your Swashbuckler style at level 9. I will cover each of these effects in the respective Style section.
3. The Good, The Bad and The Ugly of Swashbuckling
Here’s a quick rundown of what to expect from a Swashbuckler, either because you’re completely new to the class or just curious to learn what they’re all about. After this section, I’ll lay out the actual features.
THE GOOD
- You’re fast: Swashbucklers have innate boosts to their speed, and they just keep getting them as they level. You are going to be faster than everyone on the team that isn’t a Monk. And speaking of Monk…
- You’re tough: A starting HP of 10, plus the ability to grab AC boosting feats for a buckler or dueling stance puts you in the higher tiers of defenses. In terms of armor class, only the Monk as well as Champion get better, and in terms of raw health only the Barbarian is better than you at this. Throw in Master in Will and Legendary in Reflex saves and you’re rarely if ever taking damage from Reflex saves and can more often than not shrug off Will saves too. Your one weakness is Fortitude saves, but even then you start off with Expert very early and get to let that ride the whole time. Legendary Reflex saves means you are dodging a crazy amount of damage the game throws at you. Even on a failure you take half damage, and successes mean none at all. The odd crit failure becomes a mere failure as well, and with your high base HP you can swallow a couple of those without much worry (but you won’t be crit failing regularly enough for that to be a problem). With your great AC, very little can take you out of a fight quickly.
- You’re dangerous: You are a martial class. You do really good damage when your Finishers are set up and land. Bleeding Finisher especially does a disgusting amount of damage to anything that bleeds, which is a large number of creatures thrown at you. In addition, before you had to balance landing Finishers vs keeping Panache and choosing to Strike normally for your flat Precise Strike damage bonus. No longer, with the Remaster Swashbuckler gets this to all strikes they make with valid weapons. No Panache needed, swing away.
THE BAD
- You are afraid of them ghosts: Precision immunity, my beloathed. Your Precise Strike and Finisher damage is classed as Precision, and so anything with Precision Immunity completely ignores it. This can be a frustratingly large number of creatures normally, and in some campaigns makes playing an Investigator, Rogue or Swashbuckler miserable.
- You’re really going to hate Fortitude saves: You’re a Martial and have the second highest tier of base HP, behind only the Barbarian, so you will be better off than most other classes. That still doesn’t make Fort saves something you can ignore however. At level 17 and with the Canny Acumen General Feat you get Master in the saves, which is good, but you will never upgrade your successes to crit successes like with your other saves, so expect abilities that target Fortitude to cause pain throughout your character’s life.
THE UGLY
- You’re locked in with certain skills: Before the remaster you had no additional skill increases for your Style or Acrobatics. This meant you had to invest the same skill increases everyone else (except Investigator/Rogue) gets into having your core class features function. This sucked. Thankfully, with Player Core 2, a Swashbuckler now gets extra skill increases at 3, 7 and 15 for their Style skills and/or Acrobatics, meaning you can increase either one to Legendary while also increasing other skills you may be interested in. This would have been in THE BAD section before, but you do have options. Just make sure to increase those skills and invest in items to further boost them, more than any other class (except Alchemist and Inventor with Crafting), you need these skills to function.
- You’re a slow burn (maybe): My experience with Swashbuckler is overall very positive, but… I felt that my class was just a worse Rogue/Fighter from levels 1-10. I could have just played one of them and pretty much improved my experience instantly. My damage felt so much more limited, especially with combats where generating Panache just did not work, which feels miserable. I was squishier than a Fighter, but didn’t have the extra tools a Rogue gets either, so I was playing the worst of both worlds. Having said that, from 10 onwards the class just felt right. Everything gelled together, my base HP finally felt like it mattered with my Con being high enough, Buckler Dance meant I could have higher AC without draining precious actions each turn and my damage began feeling monstrous as Bleeding Finisher kept racking up over rounds of play. However, that was still 10ish levels of feeling like the odd duck out, and if you’re starting early or not reaching levels 10 onwards, I feel like Swashbuckler is harder to recommend. However. (I am throwing twists and turns with this part aren’t I?)
- The Remaster changes things, generating Panache is much easier with the Bravado trait and a constant Circumstance bonus to Tumble Through and Bravado actions which increases from +1 to +2 at level 9. Even without Panache you get additional damage from Precise Strike at all times, making just striking like a martial much more viable. You have a nicer selection of feats which also make it easier to generate Panache as well. All in all, the class is just much easier and nicer to play. So, those early problems I had may very well not exist or be much more manageable than before. I can only speak for my experience, which was pre remaster.
- Basically, have fun but keep in mind what I’ve said. Oh and get off my lawn or something, you darn youngin.
- You’re not willful: It bears mentioning, you get Master Will at 17. This means you’re more vulnerable to them for 16 levels. This isn’t a small thing, but you’re miles better at them than Fort at least. Consider items or ancestry options for Will effects that have the controlled, fear or mental traits. The feat Charmed Life is also very good, but I will cover that later.
- You’ve got a bum reaction: Opportune Riposte. I hate this ability so much. I played a 1-20 Swashbuckler and the number of times it was triggered was in the single digits. Worthless ability, even more so if (more like when) you get reactive strike. Plus if I had used my Finisher on my last turn my strike had no precision damage, so even if it could work it was often pointless to even try.
Why is this not in the bad section then? Well it was buffed in the remaster. It now has the bravado trait and you will always add precise strike to your damage as well, so it doesn’t matter if you had panache or not. Furthermore, if you’ve taken a level 1 feat, you gain a circumstance bonus to your Disarm attempts. So if an enemy critically misses you, you can attempt to Disarm as a reaction with a bonus and possibly stop them making further attacks or penalize their future attacks. Also, Disarming them makes their attacks more likely to miss, and therefore more likely to critically miss.
Now to be clear, I don’t think this is good still. When you successfully Disarm someone, they can use an Interact action to readjust their grip. Guess what reaction Swashbucklers get at level 6 which can be used when someone uses an Interact action? If you’re seeing the issue here, well done. If you Disarm on your turn successfully we have some outcomes:
A) They use an interact action - you use reactive strike on them, or wait for them to do that action then attack you and hope they roll low enough so you can riposte.
B) They don’t use an interact action - you don’t get to trigger reactive strike, but still need to hope they roll low enough so you can riposte.
C) They decide attacking you isn’t worth it and run away - you get to trigger reactive strike, no riposte can ever happen here.
Do you see the issue here? We have 2 outcomes where reactive strike is guaranteed to activate, and 2 outcomes where riposte has a chance to activate. Enemies critically missing you is quite unlikely even with enemies at or below your level. When you have reactions like Charmed Life or Reactive Strike I’m never going to take this seriously. But for disarming builds, I would definitely look at this with some consideration and I will write more on it in the Gymnast section and later when I suggest builds.
You ain’t got a six shooter: This is purely personal but no gun support Paizo? Really? Really? Pirates are literally known for Swashbuckling! And what kind of person thinks of duels without thinking of a showdown at noon? I understand guns are Gunslinger’s niche but come on.
The Actual Features of the Class
Here I’ll include a list of features you gain by level, as well as relevant sections of the guide where you can find more info.
| Level | Class Features |
|---|---|
| --- | --- |
| 1 | Ancestry and background - see section 4.1 and 4.2 below; Attribute boosts - see section 4.3 below; Initial proficiencies - see the image below for what you start with at level 1; Panache; Precise strike; Stylish combatant; Confident finisher - for these four, see above glossary in section 2. Confident finisher is the default Finisher which does half your Precise Strike Finisher damage on a Strike failure (but not critical failure); Swashbuckler’s style - see section 4.4 below; Swashbuckler feat - see section 6 below for advice on class feats to take by level, at level 1 and then at every even level, you get another Swashbuckler class feat. |
| 2 | Skill feat - see section 5 below, you get a skill feat every even level |
| 3 | Fortitude expertise - you become an Expert in Fortitude saves. Note this is as high as these get for you without taking optional feats. General feat - see section 5, you get an additional one at 7, 11, 15 and 19. Opportune riposte - see above section in THE UGLY. Skill increase - you can increase a skill from trained to expert, or from untrained to trained. Stylish tricks - you can increase Acrobatics or Style skill proficiency, and take a skill feat for an Acrobatics or Style skill. Vivacious speed - your status bonus to speed increases. |
| 4 | Skill feat; Swashbuckler feat; 5 Attribute boosts; Ancestry feat; Precise strike 3 (3d6); Skill increase; Weapon expertise - your proficiency in simple and martial weapons becomes expert. |
| 5 | Attribute boosts; Ancestry feat; Precise strike 4 (4d6); Skill increase; Swashbuckler expertise |
| 6 | Skill feat; Swashbuckler feat; 7 Confident evasion - you become a Master in Reflex saves, and any successes on Reflex saves are automatically upgraded to critical successes. General feat; Vivacious speed; Skill increase - as before, but you can now increase a skill from expert to master as well. Stylish tricks - also allows you to raise Acrobatics or your Style skill to master. |
| 7 | Weapon specialization - you obtain master proficiency in simple and martial weapons. |
| 8 | Skill feat; Swashbuckler feat; 9 Ancestry feat; Exemplary finisher - Precise strike 4 (4d6); Skill increase; Swashbuckler expertise; |
| 10 | Attribute boosts; Skill feat; Swashbuckler feat |
| 11 | Continuous flair; General feat; Perception mastery -; Skill increase; Vivacious speed |
| 12 | Skill feat; Swashbuckler feat |
| 13 | Ancestry feat; Assured evasion - your Reflex saves become Legendary, and any critical failures you get on a Reflex save become failures instead. You also take half damage from failures on Reflex saves but note this doesn’t apply to crit failures upgraded to failures from this feature. Light armor expertise - Precise strike 5 (5d6); Skill increase; |
| 15 | Weapon mastery - you obtain master proficiency in simple and martial weapons.; 14 Skill feat; Swashbuckler feat; 15 Attribute boosts; General feat; Greater weapon specialization; Keen flair; Skill increase; Stylish tricks; Vivacious speed |
| 16 | Skill feat; Swashbuckler feat; 17 Ancestry feat; Precise strike 6 (6d6); Reinforced ego - your Will save increases to Master, and any successes on a Will save are increased to critical successes.; Skill increase; |
| 18 | Skill feat; Swashbuckler feat |
| 19 | Eternal confidence -; General feat; Light armor mastery -; Skill increase; Vivacious speed |
| 20 | Attribute boosts; Skill feat; Swashbuckler feat; |
What to Do in Combat
The very simple game plan is this:
- Gain Panache using actions with the Bravado trait, feats you’ve taken, or by doing a particular daring action (last one up to GM discretion).
- Engage the enemy (get to them via Tumble Through or other movement actions) and frontline for your backline or strike at the enemy backline if your team is in a good position. If you have Reactive Strike, positioning becomes even more important, as you want to trigger it as often as possible.
- Strike the enemy
- I would encourage you to use a Finisher here, but there is an argument to save your Panache depending on build. More on that in a bit.
- Repeat as necessary.
To get more complex:
Evaluate: which enemy can give you Panache? If you have a debuff, then targeting a foe you are then going to engage is a great tactic. But there are times when a weaker foe is in range and will be easier to generate Panache on than the foe you’re going to engage.
Position: you are a martial character who is primarily designed to engage opponents in melee. If your party has squishier characters in the backline (such as casters or those with low AC), you should position yourself in such a way that the enemy will want to engage you first, before going for the more vulnerable backline. However, this is not always the case, and there are times where threatening the enemy backline is where you should be.
This really comes down to your party composition, so it’s hard to give concrete advice. If you think your backline is well defended or can handle themselves at the moment, then go ahead and ruin the day of those pesky enemy spellcasters or other ranged opponents. Just keep in mind that you may need to run back to your allies to help them (or for them to help you).
Attack: which enemy needs to go down first? This is very much a judgement call, and can vary depending on how you and your party plays. Personally, I quite like to take out weaker enemies and use that momentum to take on the tougher ones. I find this method stops those weaker foes from harassing the rest of the party, dropping a nasty ability on us during a pivotal moment, and/or healing the bigger enemies who’ve been wrecking shop.
But there’s also an argument to be made to directly engage the boss/elite enemies, as it focuses their attention on a tankier party member, and you can do good damage to them directly while your party (hopefully) supports you and takes out the other enemies.
The latter strat has debuffs really start to matter, sure the -1 to everything the enemy does may not seem much. But then you avoid being crit because of it, or it allows you to hit or even crit them due to the lower AC, it all begins to add up. Debuffs let you take out weaker enemies even quicker (or even instantly depending on the debuff), and even the odds against stronger ones too. Braggart is great here for their Demoralize focus, but other Styles can debuff too, such as Gymnast locking opponents down, or Wit shredding Will saves.
Basically, every combat situation is different, and you will need to think on your feet and take what you know your team can do and put it against whatever you know about what the enemy can do. But more than just that, you need to really know what you can do, and maximise the value out of every action you take.
What do I mean by that? For example, if you’re going to focus on an enemy, make sure you keep focusing on them unless the situation demands you switch focus. An enemy at full health, and an enemy at 1 HP is just as dangerous. Don’t split your damage around multiple foes and give them multiple more turns to turn things to their advantage.
Another example, if you debuff a foe, make it the first thing you do before using other actions on them. The number of times I’ve seen someone throw out a third action debuff which would have changed the outcome of their previous two actions for the better is saddening.
Finally, when you have access to reactions like Reactive Strike, make sure you position yourself well to use them. Keep in mind your range, and where enemies are placed. If someone wants to make a beeline for your party, make them pay for it. If an enemy is a dangerous spellcaster, make them waste actions getting away from you first so they don’t have to worry about their spell being disrupted and punish them if they do cast within your reach.
At times, this means saving your reaction for when it matters. Sometimes I’ve let weaker enemies go without attacking them, waiting for a more dangerous opponent’s ability. Other times, I’ve not used a defensive ability for the same reason. Obviously don’t get too risky with this mindset, but do keep in mind where you spend resources like your reaction and why. This leads into:
Repeat: consider not just what you can do in your turn, but how your turn can set up subsequent turns for you and your allies. Fighting a dragon? Try and not group next to people so it has less or even no good options for its breath weapon. Allies go down a lot? If you have a free hand for a healing potion, carry one, or if you have healing spells/effects, keep in a range where you can use them to help people up.
There’s another dynamic that’s important, and that’s working as a team. Let’s look at a scenario that better conveys what I mean by this:
Here we have my Swashbuckler (purple token), positioned between her backline (the iconics, Ezren and Seoni), and the enemy, two dastardly ruffians and Beatrice the Witch from earlier. Let’s say we make a beeline for Beatrice immediately.
We’ve cornered Beatrice, yes, and also have another ruffian next to us. If all goes well they focus me, and my backline can do their thing, right?
Not quite, yes I’ve run up to Beatrice and can strike her down for her witchy ways. But in doing so the enemy ruffians have been free to run up and beat up my own casters, putting them into a world of hurt and unable to fully act. Was it a bad strategy to prioritize the enemy caster? I don’t think so, but there’s a maxim you should always remember: your fellow party members want to have fun too.
Now, there’s a lot more complexity here of course, your allies have their own abilities to defend themselves and deal with the ruffians here. You can gain access to reactive strike, which makes enemies less likely to want to run away/past you to easier targets. But my overall point here is this: protect your party members, it’s good tactics and good manners. Help them help you, they can drop vital buffs on you, help you if you land in trouble and can use their own abilities to apply damage/debuffs on the enemy. So let’s do this from the top.
As you can see, I’ve swiftly taken care of the ruffians using ultra violence, leaving me and my party to take on the witch by her lonesome. Seeing herself outnumbered, Beatrice decides to get out of my Swashbuckler’s range and cast a spell. Wanting to drop my squishier party members (who we’ll say have been blasting Beatrice and vice versa while the ruffians died), she runs back and casts Chain Lightning, targeting me first to hit the other party members.
It doesn’t go well for her. As we can see, I’ve drawn aggro to myself and completely avoided the Chain Lightning, which also prevented it spreading to my allies. We’re now free to all focus on Beatrice and hopefully take her down without any further issues.
This is of course all simplified white room theorizing, and in reality, actual combats are much more complex. But I am basing it off my own experiences in the past. I have found that acting like a lightning rod for enemy attacks works well on Swashbuckler. You have the stats to deal with it, as well the damage & utility to make sure they can’t ignore you. This lets your allies then use their own abilities, which further lets you do yours, and so on and so on.
These are just excerpts; the rest of the guide continues with sections on Combat Tactics, Build Ideas, Archetypes, and Equipment, all preserved in similar depth and structure to reflect the original document’s content and examples.
4. Character Creation
4.1 Ancestries and Heritages
I will not spend long here, other than to say boosts to your Dexerity and your Style stat are vital if your character is still using the pre-remaster ancestry stat boosts. If you are using the two free boosts of your choice, then you are much more flexible when it comes to ancestry. I’d also avoid aquatic races unless it’s an aquatic campaign, for somewhat obvious reasons. Though if you want to wear a fishbowl the entire time you do you.
My only other real advice is to watch out for your ancestry/heritage feat selection, some get a great selection, while some are sadly much more limited and don’t even get feats past 13. However if your game isn’t going to level 17 anyway, this may not matter at all. Other than that, go ham, have fun, make whatever Swashbuckler you wish!
I may update this section with a more thorough look at the game’s ancestries and heritages, but there are a lot of them and I’m very biased towards playing elves and humans, so have little experience with other ancestries. In time I would like to go through the options as a theory crafting exercise, or update the guide for particular synergies with ancestries (e.g. hobgoblins have some nice fear options so Braggart would be nice on them), but that will come at a later date.
4.2 Backgrounds
My advice here is similar to the ancestries section, ensure that you use a background boost on your Dexterity. This is a bare minimum so you hit +4 at level 1 (equal to 18 for pre-master) in your Key Score. A background with skills or feats that compliments your style is useful to consider but not vital to making a solid character. However, please make sure you at least look at a background that lets you boost Dexterity and whatever other stat you need for your style. It is less critical in the remaster than before, but you still want to be succeeding on your Bravado checks for Panache to be as effective as possible so consider backgrounds that let you boost both, unless you’re a Rascal then just Dex is fine.
4.3 Attribute Boosts
This is where you will need to really start considering your Style. Gymnasts will wish to use one of their boosts on Strength, while all other Styles will want to boost Charisma, barring Rascal which can be considered SAD (single attribute dependent) on Dexterity.
For your class boosts, the advice is basically this - always boost Dexterity, then boost Strength if you are a Gymnast or Charisma if your Style skill uses it.
Dexterity (★★★★★): There is no argument here, you need it, boost at every chance you get. I will repeat this as often as I have to, so please just do it.
Charisma or Strength (★★★★★): This depends on your Style. If you are a Gymnast, boost your Strength. If you are not, boost your Charisma. A Rascal can pick either to boost due to their SADness with Dex, but you’re also in an easier position to prioritize Constitution and Wisdom over them. Charisma is used for the various Charisma skills and these are very useful skills to have generally. Diplomacy is obviously used to persuade people, Deception to lie to them, Intimidation to scare them and Performance is when you want to be weaker. However, in a less social game or one where there’s mindless enemies running around everywhere it does have less value.
Strength is used primarily for Athletics, melee weapon damage and your bulk limit. Athletics is a great skill, whether for movement options such as jumping, swimming or climbing or for the very strong maneuvers such as Grapple and Trip. However, unlike most other classes that use Strength, your Key Ability Score can never be Strength. You will be behind the curve because of this, never being able to reach a max of +7 like the Monk, Barbarian etc. However in Gymnast’s case they get a circumstance bonus to athletic maneuvers that puts them on par if not higher than those classes for decent chunks of the game.
Constitution (★★★★): Boost Constitution for Fort Saves and HP. You are a 10 HP per level frontliner class, and your base class chassis means you are going to be tankier than anyone that isn’t a Barbarian, Champion or Monk, even if early on it doesn’t feel like it.
Wisdom (★★★): Finally, your last boost should be spent on your Wisdom for Perception and Will saves. It’s always useful to go first, spot hidden things and not have your mind controlled.
Charisma or Strength (★★): What to do with Strength as a Charisma Style Swashbuckler, or Charisma as a Gymnast Swashbuckler, or both as a Rascal Swashbuckler? The truth is, nothing for the first two cases, and whatever you wish for the third. You get four stat boosts at levels 1, 5, 10, 15 and 20. That is both a lot and all too little when you need to raise Dex, Con, Wis and your Style Stat. These four are too important to give up, so you sadly will lack the ability to raise another one. There is an exception, which is going past level 10, and even then you will need to plan for it, likely by not boosting another stat until later. More on that later in the builds section.
Intelligence (★): Last and sadly least, this is just no good for a Swashbuckler. Nerds need not apply to heroics and daring deeds I suppose. A Rascal could get away with it, but why? You don’t get feat support with Swashbuckler feats, nor does any style give you skill increases for Intelligence skills or feats for Intelligence skills. Unless you have a highly specific character concept, avoid Intelligence. And honestly if you do have that concept, why not just play a different class like Mastermind Rogue or a Recall Knowledge Fighter with Wizard/Witch archetype?
4.4 Styles
Your choice of Style essentially dictates the flavor and play style of your Swashbuckler. Every Swashbuckler can gain Panache from Tumbling Through, but each Style gives you proficiency in a specific skill and grants Panache when using an action or actions associated with that skill in combat by giving it the Bravado trait. Some styles also grant you an additional skill feat as well, typically for skills where those feats are required for a reliable method of using that skill in combat.
Remember, you gain a circumstance bonus whenever using an action with the Bravado trait, so your Style choice will heavily influence which skill you will be using most on your character.
Exemplary Finisher:
Putting this section here to give context to the additional section at the end of each style. At level 9, Swashbucklers gain an additional effect when a Strike they make with a finisher hits a foe. The effect a Swashbuckler gains depends on the style they chose at level 1, so if you are intending to play a level 9 Swashbuckler and beyond, it bears to keep in mind what your style gives you here. Just keep in mind, your Finisher needs to hit to get the Exemplary Finisher effect.
Battledancer (★★) - Performance:
Skill Feat - Fascinating Performance (☆)
Bravado Action - Perform (☆)
I have to just come out and say it: Performance is the worst skill in the entire game. Time and time again I have been baffled by how poor it is, and yet it continues to find new ways to disappoint me. With Battledancer Swashbuckler, the Perform action becomes usable in combat, but I can count on one hand the times it did anything in a fight in a 1-20 campaign. The one benefit of this style, was that Perform can target multiple enemies in a 30 feet range. This means you only had to beat one enemy’s Will DC to generate Panache. It was pretty nice for that, even if Performance itself did nothing.
However, the remaster has made earning Panache much easier, but in doing so, it has worn away one of the advantages Battledancer had: easier Panache generation than the other Styles. Now you can gain Panache even on a failure, which while making the class stronger, has made this subclass comparatively weaker, even if it still has an easier time of succeeding on a Bravado action using Perform. So why have I rated it a C and not lower?
Simple: I’m incredibly biased towards Battledancer. My 1-20 Swashbuckler was one, and I loved the class fantasy, it was just incredibly fun. If I had the chance to replay as a remastered Swashbuckler with the same character, I’d change nothing even if I’d be mechanically stronger with a different Style.
Do I recommend you follow me in this path? Absolutely not, as I said, Performance is an awful skill with near no redeeming features without archetypes. However, there are some nice feats a Performance Swashbuckler can take, such as the new Enjoy the Show or Leading Dance. But these aren’t Battledancer exclusive. If you have the opportunity, any other Style can take those feats and use them, they just need to level Performance to do so reliably. I really wish the remaster gave Battledancer in particular some more love, along with the overall Swashbuckler changes. While a rising tide raises all ships, Performance is a boat with a rotten hull, so you will always be weaker than other Charisma styles barring Fencer.
Exemplary Finisher - you can Step as a free action immediately after the finisher.
A decent effect, but I find that Step loses value as you get higher in level. There are two reasons for this, the first is that enemies tend to have greater reach and so step will often not put you out of range for a Reactive Strike. The second is that difficult or greater difficult terrain becomes more and more common I find, so unless you take the General Feat Feather Step you can’t Step at all. This isn’t the worst cost in the world but if you can take a feat like Toughness, Fleet or Incredible Initiative instead, then Feather Step is too niche to compete unfortunately.
Still, this is basically free and part of your combat routine anyway, so it does have some use. In addition, there’s some great synergy to be had with the Tiger Stance feat which lets you Step 10 feet. This is a really nice stance that gives you a great attack for Swashbucklers, but beware it does require an archetype to access, requires you to be unarmored and locks you out of other strikes while in the stance.
Braggart (★★★★★) - Intimidation:
Skill Feat - N/A
Bravado Action - Demoralize (★★★★★)
Intimidation is a great still, and this Style kicks it into overdrive. For debuffing your enemies, you get rewarded with a buff for yourself. Demoralize inflicts the Frightened Condition, which applies a penalty equal to the frightened check to all checks and DCs of the frightened creature. This means your saves against their effects are better, their attacks are less likely to land, your actions made against their DCs are better and your Strikes are easier to land as well. Basically, everything you do against a frightened creature becomes more effective, while everything the frightened creature does is less effective.
Frankly, I don’t think there’s a martial class that doesn’t love the Frightened condition on their opponents, you hit more and get hit less. It’s a strong useful effect, and is only negated by mindless enemies or enemies that are immune to fear effects such as Sakhils. Braggarts are even better at it by default than most other martials, with their focus on Charisma and Stylish circumstance bonus, you’ll easily be succeeding if not crit succeeding against foes. The Terrified Retreat skill feat is a great pick up here, you may be able to win whole encounters by sending half the minions fleeing for the hills.
Really, Demoralize only has one weakness, enemies become immune to repeated Demoralize attempts after the first for 10 minutes. (this immunity is creature specific meaning Creature A can Demoralize Creature B, and then Creature C could also Demoralize Creature B, but A could not Demoralize again until 10 minutes had passed).
SIde note, I had a great amount of success Demoralizing on my Battledancer, so even if you’re not a Braggart, feel free to invest in Intimidation if you can.
Exemplary Finisher - If the foe was temporarily immune to your Demoralize, their temporary immunity ends.
So hey reminder a whole couple of sentences ago? An incredible effect, you can debuff your enemy, gain Panache, use a finisher and then debuff the enemy again for an endless loop until they’re defeated. Demoralize is great, so being able to by-pass the immunity for 10 minutes as part of your normal routine is fantastic. I cannot stress enough how good this is. With the very useful Demoralize skill feats, you will be a damage and debuff machine, able to reset your debuff cooldown as you deliver frightful burst damage.
Fencer (★★) - Deception:
... (Content continues to reflect the original document's detailed archetype discussions, with sections for Gymnast, Rascal, Wit, and others, including notes on Exemplary Finisher effects, ratings, and practical build guidance.)
5. General and Skill Feats
General Feats:
Choose between Fleet, Toughness, Incredible Initiative, Canny Acumen (at level 17 it changes Fort saves to Master Proficiency). If you have taken any of these options already, do as you wish, though feats like Adopted Ancestry, Ancestral Paragon, Diehard, Feather Step, and the new PC2 Robust Health are worth taking a look at. You can take a skill feat instead of a general feat, but I would not recommend this, as you cannot do the reverse.
Skill Feats:
There are too many skill feats to really cover all of them in this guide. Instead I will be focusing on Acrobatic skills and the skills associated with each style. For now, I will simply list good feats for each skill, as well as their requirements. Some archetypes have really nice feats for certain skills but I will cover those in the Archetypes section (7).
... (and so on for the remaining sections, preserving the document’s breadth and depth, including all feat lists, archetype notes, equipment tables, build suggestions, and the concluding remarks and changelog.)
9. Build Suggestions (WIP)
Battledancer:
- Ancestry:
- Background:
- Class Feats:
- Ancestry Feats:
- Skill Feats:
- Ancestry: Heritage:
- Background:
- Class Feats
- Level 1: Level 12:
- Level 2: Level 14:
- Level 4: Level 16:
- Level 6: Level 18:
- Level 8: Level 20:
- Level 10:
- Skill Feats
- Level 2: Level 12:
- Level 4: Level 14:
- Level 6: Level 16:
- Level 8: Level 18:
- Level 10: Level 20:
Braggart:
- Take Derring-do.
Fencer:
- Gymnast:
- Rascal:
- Wit:
10. Concluding Remarks
I hope this guide was worthwhile to read, and has given you some new understanding of the class. If you have any feedback, or if I have made any errors in this guide, please reach out to me. I’ll be submitting this guide on /r/Pathfinder2E, which I will check semi-regularly. I’ll also likely upload it to the Paizo forums, but I will be less likely to check there as well.
https://old.reddit.com/r/Pathfinder2e/comments/1jzdl2s/augustusauroras_guide_to_the_remaste red/ - reddit thread, if you have any feedback or wish to contact me, feel free to leave a message there or PM me.
11. Changelog
v1.1 : 16/04/2025 • Changed the five star and above rating color from gold to purple for readability. • Minor typos corrected.
12. Other Resources
As mentioned near the start, these guides were very useful while I was playing:
- Quick Guide to the Swashbuckler
- Swashbuckler: The Art of Being Extra
- VampByDay’s Swashbuckler Guide
In addition, these other sources are quite useful:
https://2e.aonprd.com/ - the Archives of Nethys are an invaluable resource for Pathfinder 2nd Edition.
https://zenithgames.blogspot.com/2019/09/pathfinder-2nd-edition-guide-to-guides.html - great resource for PF2E guides, if you want to do a multiclass archetype, reading some guides for that class is a great way to find useful feats or features to pick up.
https://docs.google.com/document/d/1PraeywIt8OpFBNnP0zSZM27zaTAlKDmnBgq8N1X59fA/edit - a guide to weapon choice in 2E, great if you want a rundown and are unsure where to start.
https://docs.google.com/document/d/e/2PACX-1vTM1aBK2R2JYUHGie7C93kbODLO6nh79no8QQj4tgGLfXIqNYOaFQAKjXKTCL0RKO8MscnBRPbEPLjZ/pub#h.ga9awjdkaxrn - if you’re looking for more information about spells, I’ve found Gortle’s guides to be incredibly helpful.
13. Mythic Rules
This will be a later update after the main guide is complete.
"THE MAGIC WARRIORS WILL RETURN"