Swashbuckler

Comparisons
In a departure from the norm, this page begins by explaining the reasons not to choose the Swashbuckler class kit, followed by the niche of this class's benefits. Please see Thief page for the basics which will not be redundantly listed here.

If high melee damage is the goal:
Many new players fail to realize that it is possible to have multiple attacks per round and that warrior classes such as fighters get an extra .5 attack at levels 7 and 13. Further study of this wiki's Weapon proficiency page reveals warrior classes get an additional .5 attacks at 2 and 5 points of weapon proficiency. This means that a bare warrior will get 4 attacks per round dual wielding compared to the Swashbucklers 2 attacks per round. With even a Strength of 22 from Girdle of Fire Giant Strength the bonus of +10 strength makes the the extra attacks per round far more important than the Swashbuckler's advantages.

If high armor class is the goal:
The Swashbuckler may eventually wear any armor after taking the high level ability Use Any Item, but may only perform helpful thief functions like finding traps if wearing studded leather or lighter armor. While the inherent AC of the swashbuckler is a boon when also trying to wear equipment towards 100% magic resistance, the Monk class will have an easier time achieving both and still does more damage while having enough HP (due to warrior Constitution bonuses) and defenses to be immune to (or at least survive) most traps (which they too can detect to keep squishier members to the party safe). Please note that -24 AC is a hard in-game cap against any type of damage.

Reasons to still choose Swashbuckler:
The best reason is that a thief can opening any lock guaranteed and pickpocket many valuable items (such as a second Ring of Gaxx) making them useful to a party. If not wanting to waste time micromanaging hiding in shadows for sneak attacks, then the Swashbuckler is the perfect choice. Also, while Assassination may be chosen only once by other thieves, Whirlwind Attack may be chosen multiple times allowing superior bursts of melee damage even against targets (such as bosses and Barbarians) that are immune to back-stab. Swashbuckler's may also gain Shorty Saving Throw bonuses based on Constitution (for Dwarfs and Halflings) where as monks are restricted to Humans.

Essential Items
Since lack of attacks per round is the biggest issue for damage a Swashbuckler will face:
 * Scarlet Ninja-To +3, Belm, and Gauntlets of Extraordinary Specialization will get your melee attacks up to 4.5 (3.5 main hand and 1 off-hand) per round.
 * Tuigan Bow will grant your best long ranged damage and allow utilities with various arrows like Arrow of Dispelling.
 * Cloak of the Stars will allow the best (though very brief) throwing damage due to all darts uniquely having a base attack rate of 3 attacks per round. This also means that against enemies with immunity to enchanted weapons, plain darts will be the Swashbuckler's best damage.
 * For the few bosses with high weapon enchantment (+4 to beat) weapon immunity, Flail of Ages +5 or similarly powerful weapon with Whirlwind Attacks can finish off any boss.
 * The -24 AC cap to all types will not be hard to hit if this is the Swashbuckler's defensive focus. Many items such as Jansen AdventureWear, Tzu-Zan's Bracers, and Helmet of Defense can be worn once Use Any Item is chosen at level 24 to allow vast defensive and utility optimization combinations.