Introduction
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.
Disclaimer
We support a limited subset of Pathfinder’s rules content. If you would like help with Pathfinder options not covered here, please email me and I may be able to provide additional assistance.
RPGBOT uses 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.
- : Bad, useless options, or options which are extremely situational. Nearly never useful.
- : OK options, or useful options that only apply in rare circumstances. Useful sometimes.
- : Good options. Useful often.
- : Fantastic options, often essential to the function of your character. Useful very frequently.
Dares
(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.
(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.
(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.
(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.