Core Abilities
1 AP, class level 1: Swift Strikes: Passive: +1% Dodge.
5 AP, class level 3: Swashbuckling: Defensive Stance: You gain 1% Doublestrike and Doubleshot as well as +1 to the Enhancement Bonus of the weapon in your main hand. Swashbuckling requires wielding a Finesseable or Thrown weapon in your main hand, wielding a Buckler or nothing in your off hand, and wearing Light Armor or no armor. (Druids cannot Swashbuckle while in animal forms.)
Passive: In addition, while Swashbuckling, [*]Passive: While Swashbuckling, the following weapons receive Competence bonuses to their critical profiles:
[B]Dagger, Shortsword, Throwing Dagger:[/B] +1 Threat Range, +1 Multiplier
[B]Light Mace, Sickle, Dart, Shuriken, Throwing Axe, Throwing Hammer:[/B] +2 Threat Range, +1 Multiplier
[B]Kukri, Rapier:[/B] +1 Multiplier
[B]Handaxe:[/B] +2 Range
[B]Light Pick: [/B]+1 Range
10 AP, class level 6: Uncanny Dodge: You gain the Uncanny Dodge feat. Passive: Swashbuckling grants an additional 1% Doublestrike, 1% Doubleshot, and +1 Damage.
20 AP, class level 12: Panache: While Swashbuckling, you gain +1% Dodge, 1% Doublestrike, 1% Doubleshot, +1 Damage, +1 Reflex Saving Throw, and the weapon in your main hand gains an additional +1 to its Enhancement bonus.
30 AP, class level 18: Roll with the Punches: While Swashbuckling, you gain +5 Insight Bonus to Character Dodge Cap, the Slippery Mind feat, +1% Doublestrike, 1% Doubleshot, and +1 Damage.
41 AP, class level 20: Evasive Maneuvers: +2 CHA, +2 DEX.While Swashbuckling, you gain the Evasion feat, +1% Doublestrike, 1% Doubleshot, +1 Damage, and the weapon in your main hand gains an additional +1 to its Enhancement bonus.
Tier One
On Your Toes: +1/2/3 Dodge
Blow By Blow:
Multiselector: Melee or Thrown Attack: Make an attack with +(1/2/3) critical threat range that deals extra Sonic damage, and reduces your threat with nearby enemies. This sonic damage scales with Spell Power.
Multiselector: Insults
Scathing Words: Activate to reduce the Fortitude saves of nearby enemies by 3. (Costs Spell Points, moderate cooldown)
Cutting Jibes: Activate to reduce the Will saves of nearby enemies by 3. (Costs Spell Points, moderate cooldown)
Appalling Diatribe: Activate to reduce the Reflex saves of nearby enemies by 3. (Costs Spell Points, moderate cooldown)
Tavern Shanties: +1/2/3 Bard Songs.
Limber Up: +(1/2/3) to Balance, Jump, Swim, and Tumble. 3rd Rank: When you Tumble, you gain +3 to saves against traps for 6 seconds. 12 second cooldown.
Tier Two
En Pointe: Melee Attack: Make an attack with +4/8/12 critical threat range, but -1 Critical Multiplier. Costs Spell Points to activate.
Deflect Arrows: You gain the benefits of the Deflect Arrows feat, knocking aside one incoming projectile that would have struck you every 6/4/2 seconds. (Antireq Tempest Deflect Arrows)
Aqua Vitae: Gain 3 Temporary Hit Points per Bard Level for 9 seconds. Heal 1d6 HP every two seconds while the temporary hitpoints persist. (Long cooldown).
Sword Dance: While Swashbuckling, when enemies miss you in combat, you deal 1d10/1d12/1d20 Sonic Damage. Scales with Spell Power. (This triggers off of various miss chances, including Dodge, Armor Class, Displacement, etc.)
Multiselector:
Action Boost: Doublestrike: You gain +10/20/30% Action Boost bonus to Doublestrike for 20 seconds. Usable 5 times per rest.
Action Boost: Doubleshot: You gain +10/20/30% Action Boost bonus to Doubleshot for 20 seconds. Usable 5 times per rest.
Tier Three
Elegant Footwork: When enemies miss you while Swashbuckling, they have a small chance to be knocked down with no save. Cooldown: 12 seconds.
Swashbuckling Style:
Dashing Scoundrel: While Swashbuckling with nothing in your off hand, you gain +1 Damage per 5 Character levels and 7% Doublestrike/Doubleshot.
Skirmisher: While Swashbuckling with a Buckler in your off hand, you gain 7% Dodge.
Arcane Marauder: You can now Swashbuckle with an Orb in your off hand. (Does not count as a Buckler for Buckler-specific abilities). Requires Magical Training.
Cannoneer: You can now Swashbuckle with a Rune Arm in your off hand. (Does not count as a Buckler for Buckler-specific abilities). Requires Runearm Proficiency.
Resonant Arms: While Swashbuckling, the Finesseable or Thrown weapon in your main hand deals an additional 2d6/4d6/6d6 Sonic Damage on critical hits.This Sonic damage scales with spellpower.
Fast Movement: You run faster. Additional Bard levels increases the speed bonus.
CHA/DEX
Tier Four
On the Mark: Passive +1/2/3 to attack rolls to confirm critical hits and damage on critical hits (before weapon multipliers)
Multiselector: Swashbuckling Style II
Slap in the Face: While Swashbuckling and wielding nothing in your off hand, activate to deal 1 Bludgeon damage. Damaged enemies can't cast spells for 3/6/9 seconds and are stunned for one second (Perform + d20 saves for the Stun). 18 second cooldown. Costs 10 Spell Points.
Low Blow: While Swashbuckling and wielding a Buckler in your off hand, activate to perform a shield bash with +2 Critical Threat Range and Multiplier. On hit, briefly knock down affected enemy (Perform + d20 saves for the Knockdown). Costs 10 Spell Points.
Loud & Clear:Toggle: While Swashbuckling with an Orb in your off hand, +10 Sonic Spell Power.
Tune Arm/Music Box: Toggle: While Swashbuckling with a Rune Arm in your off hand, your Rune Arm Weapon Imbue deals an additional 1d6 Sonic damage.
Battering Barrage: (2 AP, 2 ranks) While Swashbuckling, critical hits inflict Destruction/Improved Destruction.
Wind at my Back: +1 to the Enhancement Bonus of your equipped Throwing Weapons, plus an additional +1 for every five Bard levels.
CHA/DEX
Tier Five
Thread the Needle: While Swashbuckling, +5 Damage while the Precision feat is active.
Exploit Weaknesses:While Swashbuckling, every time you damage an enemy but do not critically hit, you gain a stacking +1 Insight Bonus to Critical Threat Range until you successfully critically hit.
Well, not quite everyone. I've got a rank and a half to go, as expected. Since we're running level 3 content, those that qualify can take lvl5 if they haven't already. We'll have to take a look at what content we want to tackle going forward, keeping in mind that this group will be more flexible than previous ones.We finished the Catacombs chain and the first two parts of Water Works, with everyone taking level 5.
Well, not quite everyone. I've got a rank and a half to go, as expected. Since we're running level 3 content, those that qualify can take lvl5 if they haven't already. We'll have to take a look at what content we want to tackle going forward, keeping in mind that this group will be more flexible than previous ones.
When they run again, the 20's will finish Shroud flagging and then run the GH raid, as already planned. Still taking requests on what chains people want to run. Although Peter is correct about having the option of running splits thru different chains, it's been my intention to keep that group mostly in lockstep as we agreed long ago.