Pathfinder - Gunslinger/Swashbuckler Dares Breakdown
I support a limited subset of Pathfinder's rules content. If you would like help with Pathfinder player options not covered here, please email me and I am happy to provide additional assistance.
I will use the color coding scheme which has become common among Pathfinder build handbooks. Also note that many colored items are also links to the Paizo SRD.
- Red: Bad, useless options, or options which are extremely situational.
- Orange: OK options, or useful options that only apply in rare circumstances
- Green: Good options.
- Blue: Fantastic options, often essential to the function of your character.
Gunslingers and Swashbucklers depend heavily on their Grit/Panache pools, and when their pool runs out they lose a lot of excellent options and passive abilities. Because of this, it's generally best for Gunslingers/Swashbucklers to keep one point at all times. Dares help to mitigate the cost of that last point by introducing new options to quickly regain one Grit/Panache point.
Dares are taken in place of Gunslinger/Swashbuckler Bonus Feats, so they should be roughly equal in effectiveness.
Desperate Evasion (Ex): Evasion is fantastic, and this can be very easy to abuse if you have a friendly Blaster. Have your party members throw effects with low DCs on top of you, and your Grit/Panache could come back before your next turn.
Frantically Nimble (Ex): This is a nice boost to your AC when your other abilities can't function, but requiring 3 consecutive misses makes it difficult to rely upon.
Out for Blood (Ex): Critical hits are one of the ways in which a Gunslinger can normally regain Grit. Unfortunately, adding 1 to your crit range will very rarely matter. Improved Critical is strictly better, and it always applies.
Run Like Hell (Ex): If someone sees you use this and calls you a coward, they are absolutely correct. However, getting 100 feet away from your closest enemy should be trivially easy, which lets you get back into combat faster.