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Curiosity about Swashbucklers for a 1-off.

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First Post
Howdy, I've been lurking the boards but I hadn't been compelled to register until today, where I've been stuck in a slight logic loop here:

The group I play 3.5 with is going to be having a one off in a few weeks. Our DM has given us a few set parameters and info concerning the game:

30 point buy system
340k gold to start
Level 17 characters
shapechange is disallowed

The setting will be undead heavy.

The DM has allowed (which seems like common sense) using the swashbucklers dodge to count towards the feat requirements for mobility and spring attack.

These things in mind, I'm rolling a straight swashbuckler. I'm going dex, con, and int heavy (focussing less on Cha due to the nature of the game). Obviously, a swashbuckler is a bad choice in an undead campaign w/o truedeath crystals, so they will be on her weapons or within close reach.

I was thinking of the following 7 feats:
Weapon focus (rapier)
Two weapon Fighting
Improved critical
Mobility
Spring attack
Bounding Assault
Combat Acrobat.

I was going to invest in some skill tricks (Changing direction in a charge and a few others that I haven't gotten to really read through yet)

The idea of this character is to be able to maximize on the swashbucklers ability to get around dangerous areas and still attack. If I'm "safe" in an attack area, I'll unleash a full attack.

So first of two questions: Are there any horrible gaps in my logic here?
second: overcoming dr without spending every bit of 360k on weapons.

Thanks in advance!
 

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I see a huge gap in logic... on the DM side.

A Swashbuckling adventure (to me) implies pirates, high seas, town-centric, social interaction, mostly human opponents and villains. And rapiers. And 'The Three Musketeers'.

An undead-heavy campaign means a Rogue (or any class that relies on the ability to hit critical areas) is limited in his ability to deal that extra damage.

Overcoming DR isn't a problem - actually hitting an undead (by allowing yourself to get into melee with one) and allowing an undead to hit you is usually the problem.

What you'll need:
+1 [Adamantine][Holy][Undead Bane][weapon] with a greater truedeath crystal
Cost: 32k (+4 equivalent) + 3000 (adamantine) + ~300 (weapon)

And/Or a Sun Blade. (Moderate evocation; CL 10th; Craft Magic Arms and Armor, daylight, creator must be good; Price 50,335 gp; Cost 25,335 gp + 2,000 XP.)

That should cover your weapon needs.

Personally, I'd go Duskblade, Psychic Warrior, Soulknife, or Cleric over Swashbuckler. With the proper feats and flavor, you can be just as swashbuckler-y with those classes without being tied down to a 17th level sword-poker.
 
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I see a huge gap in logic... on the DM side.

A Swashbuckling adventure (to me) implies pirates, high seas, town-centric, social interaction, mostly human opponents and villains. And rapiers. And 'The Three Musketeers'.

It's the player that wants to be a swashbuckler, not the DM forcing him to play one in his undead campaign.

But its what the player wants, and the suggestions so far are valid.
 



Have you considered a Swashbuckler/dualist ?

I had considered a few different prestige classes, but most were based on mobility. Honestly, while I don't mind playing a PrC, I'd rather get ALL of the benefits of a 17th level <insert class here>, it tends to be pretty powerful on it's own.
 


Sure the duelist isn't any good but neither is going straight swashbuckler. I'd wager a 7/10 swashbuckler/duelist is stronger than just a 17 swashbuckler, especially if you can convince the dm to let some of those bonuses stack.
 
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