golden giise

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Amulet Dragon is a powerful monster card in the trading card game Yu-Gi-Oh!. It belongs to the Dark Magician archetype and is a fusion monster. Its appearance is similar to that of the Dark Magician, but it has additional golden armor and decorations. To summon Amulet Dragon, players need to use the Fusion Summoning method. They must fuse the Dark Magician with any Dragon-type monster. Once summoned, Amulet Dragon possesses several impressive abilities and stats.


You'll use it depends the situation.

It doesn t change that much, though you can push towards speed but consider that playing a swashbuckler lets you appreciate more any other class, including the alchemist. It doesn t change that much, though you can push towards speed but consider that playing a swashbuckler lets you appreciate more any other class, including the alchemist.

The curse of the swashbuckler

Once summoned, Amulet Dragon possesses several impressive abilities and stats. Its attack and defense points are both high, making it formidable in battle against other monsters. Amulet Dragon also has a unique effect.

I’m struggling with my Swashbuckler - does it get better?

One of the ways I build my character is based on a miniature. So I picked an Axolotl with a single sword and decided to make a Kobold and I wanted to pick a class that’s good at one handed weapons. I already had a Rogue and I already have several laughing Shadow Magus and Barbarian isn’t good at it and Ranger doesn’t seem to care much only dual wield or ranged for them and Fighter seems kind of boring…

So I ended up Swashbuckler… and it’s been kind of frustrating. I tend to play Pathfinder society or in the one adventure path I’m in nothing special is turned on (no FA, no Dual Class no nothing just basic rules) and honestly it’s a slog to do anything.

I thought the forum complainers might be wrong: because I was afraid to play a caster for so long due to negative internet stigma, then played a blaster sorcerer and it straight up just rocks. It just works. I don’t struggle with action economy or anything and it’s interesting and it’s not repetitive.

Well. The Swashbuckler sucks. If you’re not within 25 feet to try tumble through.. or 30 ft because Bon Mot (I’m Wit) then… no panache. You could use 2 movements one to get closer, one to tumble through for panache, and then confident finisher… but then you don’t have 20 AC from dueling parry. And I’ve been downed. A lot, and no I’m not running in solo I’m setting up flanking with my fellow melees for the flat footed bonus to both of us. Sometimes because it’s PFS it’s like oops all martials.

So the idea would be Bon Mot -> Confident Finisher -> Dueling Parry or Stride to Tumble Through to get closer -> CF -> DP. Or you know whatever, just basically set up for damage, do the damage, be defensive. However if it’s a bad game where I can’t roll above a 5 it just feels miserable and I guess that could be true for any martial, but for some reason it feels especially tilting to fail at panache over and over and over and you don’t even get the bonus movement speed unless you actually get panache..

It’s just been kind of a frustrating experience. Does it get better?

I just wanted a class that “just works” like the Sorcerer. I just use burning hands or horizon thunder Sphere or whatever damage spell and they roll and even if they succeed I still win anyway and they take some damage.

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Trixleby wrote:
It’s just been kind of a frustrating experience. Does it get better?

It doesn't change that much, though you can push towards speed ( but consider that playing a swashbuckler lets you appreciate more any other class, including the alchemist ):

- being elf ( starts with 30 speed rather than 25 )
- nimble elf ( +5 speed )
- fleet ( +5 speed )
- Longstrider wand ( +10 speed ).

being able to start with 50 speed rather than 25 would help you at earlier levels ( you'll need to be lvl 3 to hit all of this ), resulting in more chances to hit tumble through with 1 action.

Apart from that, the class is clunky.

What you can do is to play a gymnast with a finesse weapon ( 16 STR 18 DEX ), keeping your panache for a +2 precision damage for 2x strikes rather than using your finisher.

I also think a finisher is not meant to be used all the time, unless at mid/high level, when your base speed is higher. So there's nothing wrong relying in precise strike rather than finisher.

You'll use it depends the situation.

Apart from that, it's RNG.
You fail your check? You won't be able to finisher + vivacious bravado.

And even if you put every single point and bonus mixaxing your skills, there will be several times you'll find yourself loosing a round because of failed panache.

Trixleby wrote:

I just wanted a class that “just works” like the Sorcerer. I just use burning hands or horizon thunder Sphere or whatever damage spell and they roll and even if they succeed I still win anyway and they take some damage.

I think you might have confused classes.

I mean, if you wanted the enemy to roll against your attacks, you should have definitely made a spellcaster and not a combatant.

Well in my first paragraph I address why I’m not an elf, but I didn’t actually show the mini I’m using, so I’ll show it now: https://www.myminifactory.com/object/3d-print-aztec-axolotl-202557

I chose a Tunnelflood Kobold for the swim speed with Sailor background to represent being good with water, because it’s an amphibious miniature (axolotl are salamanders).

As previously explained I just wanted a class that’s good at using a one handed weapon with a free hand… because of the mini I’m using.

Also I didn’t get confused about my example of a class that “just works”. The Sorcerer doesn’t have to jump through any hoops, I just use a cantrip, or use a spell slot and something happens. I don’t need to make a roll to “turn on” before I can do anything else.

If it apparently doesn’t get better I may be better off rebuilding into a Fighter, but then I’m worried my combat routine will become even more static and I’ll get bored with the character.

I missed the mini part ( now I better understand it ), my bad.

I think that, overall, every combatant routine tends to be the same ( strike x2 + stride/skill ).

A swashbuckler, as well as a fighter, can rely respectively on different finishers or attacks, making things somehow more interesting, but as you already witnessed, if the swashbuckler fails their check, it's one action less. which makes everything fall.

by lvl 10 you'll have the stance always active ( so no more 1 action to raise your guard ). this might allow you to, eventually, use a second check, although you will be renouncing to vivacious bravado ( to me the best routine would be acrobatics + finisher + bravado ).

It's kinda a pita, I totally agree.

ps: If you were to play a human I would have suggested you to try the braggart swashbuckler + aldori duelist dedication ( because of this ), but I am not sure it would be accessibile for a kobold.

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Trixleby wrote:

It’s just been kind of a frustrating experience. Does it get better?

I just wanted a class that “just works” like the Sorcerer.

That is definitely not the expectation of Swashbuckler. Swashbuckler is high risk -> high reward.

I am currently playing two Swashbucklers. Both are level 1 currently. One (fencer style) is in PFS, and another (gymnast) is in a Discord game. I am thoroughly enjoying both characters.

To break down the math with some comparable action economy options:

And to make the math easier, I am going to assume that all d20 rolls have a 50% chance of success. So ignoring MAP for the moment.

A Champion (to pick a generic martial character) can use Stride to get into position, then use two actions to make two attacks. If they can't roll above a 5 and succeed at neither, then they do 0 damage. If they succeed at one, they do X damage. And if they succeed at both they do 2X damage.

A Fighter can use Power Attack for two actions. They only make one roll and add bonus damage. If they miss, the still do 0 damage. If they succeed at the attack roll, instead of doing X damage they do X+Y damage.

Swashbuckler can use two actions to make one attack with two d20 rolls. One a skill check, and the other an attack roll. If they fail at both, they do 0 damage - same as the Champion making two Strikes. If they succeed at the skill check and fail at the attack roll (assuming confident finisher), then they can do W damage - usually a rather trivial amount. At level 1 it is somewhere around 3 points of damage on average. If they fail at the skill check and succeed at the attack roll, then they can do X damage - again somewhat similar to the Champion succeeding at one Strike (usually a couple of points lower on the damage because of DEX focus and finesse weapons). But if they succeed at both, then they are doing X+Z damage - some astronomically large amount of d6 damage dice that will generally 1-shot an enemy in low level PFS play.

So. What is the chances of each of those outcomes happening?

With a 50% chance on every d20 roll (to estimate things easier), there is a 25% chance that both rolls fail, a 50% chance that one of the two rolls succeeds, and a 25% chance that both rolls succeed.

So the Champion has a 50% chance of one of the attacks succeeding, and a 25% chance of landing both hits. And only a 25% chance of completely missing.

The Fighter using Power Attack has a 50% chance of succeeding at the one roll and a 50% chance of missing.

The Swashbuckler though. Has a 25% chance of landing a finisher. And that is the only outcome that actually 'feels good'. Technically, landing a regular Strike isn't all that much behind the Champion landing one attack either. But humans are loss averse. If 3d6+1 was presented as an option, getting 1d6+1 as your result feels bad. Even worse is getting 0.5 * 2d6 => 3.

TL;DR: Swashbuckler is always going to trigger your loss aversion. More than other classes do. 3/4 of the time you won't be getting the outcome that you want.

One of the ways I build my character is based on a miniature. So I picked an Axolotl with a single sword and decided to make a Kobold and I wanted to pick a class that’s good at one handed weapons. I already had a Rogue and I already have several laughing Shadow Magus and Barbarian isn’t good at it and Ranger doesn’t seem to care much only dual wield or ranged for them and Fighter seems kind of boring…
Golden giise

Once per turn, it can negate an opponent's spell or trap card. This ability is extremely useful in disrupting the opponent's strategies and protecting the player's Life Points. Additionally, Amulet Dragon's effect allows it to gain attack points equal to the attack points of the negated card until the end of the turn. This makes it even more potent in battle. Furthermore, Amulet Dragon has an alternate form known as "Timaeus the Knight of Destiny". By using the "The Eye of Timaeus" spell card, a player can transform the Dark Magician into Timaeus the Knight of Destiny, which can then be fused with a Dragon-type monster to summon Amulet Dragon. This adds another layer of flexibility and strategy to the Dark Magician archetype. Overall, Amulet Dragon is a highly sought-after card among Yu-Gi-Oh! players. Its strong stats, powerful effect, and connection to the iconic Dark Magician make it a valuable asset in any deck. With Amulet Dragon by their side, players can unleash devastating attacks and turn the tide of the duel in their favor..

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golden giise

golden giise