:
Easy Start
Important attributes: STR, DEX, CON and LUCK
Suggested starting skills
Starting Skill List
Acrobatics to level 1
Hit Points to level 1
Range of Field to level 1
Swashbuckler to level 1
Weapon <any> to level 1
Talent List
Pick your maximum starting talents (1 for dual-classed, 3 for single-classed)
Swashbucklers are the derring-do warriors of the adventuring world. They are very acrobatic and believe that style trumps substance though both are desired.
Special Ability | Description |
Weapon Specialization | The swashbuckler must specialize in All Swashbuckling Weapons, which consists of rapier, long sword, short sword, cutlass, scimitar, dagger, flintlock pistol and hand crossbow. |
Brawling Skill | Swashbucklers gain Brawling skill at a rank equal to their overall level. |
Armor Limitation | Swashbucklers can only wear leather armor or elven chain. This armor combines with the swashbuckler's LUCK-based protection as indicated below:
- Leather Vest or Armor: +1 PROT
- Elven Chain: +5 PROT
Each plus of the armor adds another point of PROT. Thus, +1 Leather Armor would add 2 points to the swashbuckler's LUCK-based protection. If the normal armor protection would be better than the bonus to LUCK-based protection, use that instead.
Swashbucklers cannot use shields. |
Battle Movement | In combat, a five foot free move is allowed. Swashbucklers add 1 foot per rank to this distance. This can be combined with Acrobatics.
For example, if the swashbucklers is rank 5 with Swashbuckler and rank 5 with Acrobatics, he can make a 10 foot free move in combat or, if he succeeds in an Acrobatics roll, he can move up to 17 feet. |
Character Flaw | All swashbucklers must take the Overconfident character flaw. The Tithe 10% (Adventurous Lifestyle) is also recommended but not required. |
Swashbuckling Magic Points | Swashbucklers have a pool of points that can be used to accomplish acrobatic feats. The number of points is equal to (rank x 2) plus a bonus for a high MA, as indication below:
- MA 18-19: +1
- MA 20-21: +3
- MA 22-23: +5
- MA 24-25: +7
- MA 26: +9
- MA 27: +10
- MA 28: +12
- MA 29: +15
- MA 30: +18
The maximum number of points that can be spent on a single feat is equal to rank / 3 (1 point at ranks 1-3, 2 points at ranks 4-6, 3 points at ranks 7-9, etc.)
Pool points are recovered with a night's rest. |
Swashbuckling Magic Point Recovery | Magic points recover at the same rate as spell points, which generally means they come back after a night's rest. However, magic points are also recovered in the following circumstances:
- 1 point each time a confirmed grievous is rolled in battle against a non-retreating foe, or 2 points if the confirmed grievous kills the target.
- 1 point each time the swashbuckler gets the killing blow against a melee opponent whose level is higher than the swashbucklers overall level.
- 1 point each time the swashbuckler rolls Absolute Success for a difficult Acrobatic maneuver (GM discretion on what is difficult).
Note that points cannot be regained if they were used to accomplish one of the above criteria. |
Swashbuckling Magic Feats by Level | The swashbuckler can spend their magic points on the following feats as they gain rank. These points can be spent after rolling any complimentary skills (e.g., Acrobatics).
Rank | Ability | Description |
1 | Acrobatic Success | 3 points to increase an acrobatic roll by one success level (e.g., failure to partial success, partial success to near success, etc.). |
1 | Limb Walking | 2 points to walk at normal TMR across a narrow surface such as a strong tree limb, top of a narrow wall, etc. with no chance of falling. Duration is 1 minute per rank. |
1 | Sure Footed Walking | 2 points to walk at normal TMR across an uneven surface such as a steep incline, sand or rocky surface, etc. with no chance of falling. Duration is 1 minute per rank. |
2 | Safe Landing | 2 points to ensure a safe landing after any acrobatic maneuver. If used in a falling/drop down situation, it doubles the safe falling distance. If the fall is longer than the safe falling distance a safe landing is not ensured. |
3 | Ice Walking | 2 points to walk at normal TMR across a slippery surface such as ice with no chance of falling. Duration is 1 minute per rank. |
3 | Protection | 2 points to increase PROT by 1 for one round. This can be called at the beginning of the round or at any time during the round and will end on the same initiative the following round. |
4 | Double Leap | 2 points to double a leaping distance. Must make an Acrobatics roll first and then use this ability to double the distance indicated by the roll. Can only spend one point on this ability. |
4 | Lucky Effect | 2 points to roll twice for a beneficial effect and take the better of the two rolls. This could be used for healing, stoneskins, etc. |
5 | Speed | 1 point to increase TMR by 10 for 1 round per rank. |
5 | Sure Hit | 2 points to increase strike chance by 5 for a single attack. This can be spent after rolling for an attack. This can only be used to change a miss into a hit until rank 8, at which time it can also be used to change a hit into a critical or grievous. |
6 | Saving Throw | 2 points to increase a saving throw by 1 per rank vs a single effect. |
6 | Sure Footed Running | As Sure Footed Walking but can spend 3 points to Run at 2x TMR. Duration is 1 minute per rank. |
6 | Limb Running | As Limb Walking but can spend 3 points to Run at 2x TMR. Duration is 1 minute per rank. |
7 | Blade Magic | 3 points to increase the effective "plus" of a weapon wielded by the swashbuckler by 1. This does not affect strike chance or damage. It simply makes weapon effective against creatures requiring magical weapons. The exception is elementals where damage is based on the plus of the weapon. |
7 | Dodge | 2 points to increase DEF by 5 for 1 attack. Can be spent after an attack to make an attack miss or perhaps reduce a grievous hit to a critical or critical hit to a normal hit. |
8 | Ice Running | As Ice Walking but can spend 3 points to Run at 2x TMR. Duration is 1 minute per rank. |
8 | Triple Leap | As Double Leap but spend 3 points to triple the leap distance. Can only spend two points on this ability. |
8 | Extra Attack | 5 points to gain an extra attack. This cannot be used more than once per round. |
9 | Disarm Foil | 3 points to ignore any result that indicates that the swashbuckler is disarmed. |
9 | Cheat Death I | If a combat attack takes the swashbuckler to -1 to -10 hit points, he can spend 4 points to end up at 0 hit points or 5 points to end up at 1 hit point. |
10 | Bleeding Wound | If a hit causes damage, the swashbuckler can spend 2 points to have the wound bleed at 1 point per round. This only applies to targets that bleed so is useless against undead, golems, etc. |
12 | Cheat Death II | If a combat attack takes the swashbuckler to -11 or more hit points, he can spend 3 points to end up at -8 hit points, 5 points to end up at -5 hit points, 7 points to end up at 0 hit points or 10 points to end up at 1 hit point. |
12 | Quadruple Leap | As Double Leap but spend 4 points to quadruple the leap distance. |
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Other Feats | The swashbuckler gains the following abilites that do not use magic points.
Rank | Ability | Description |
1 | Charmed Life I | After a saving throw has already been rolled, the Swashbuckler can add ((CHA - 15) x 2) to their saving throw. This ability is not gained if the swashbuckler's CHA is 15 or less. This can be used once per day. |
6 | Gallant Defense | The swashbuckler can intercept an attack directed at an adjacent target. The same attack roll is used but is applied to the defense of the swashbuckler. If a hit is indicated, the swashbuckler takes the damage. This can be used up to once per round. |
6 | Charmed Life II | As Charmed Life I but can be used up to twice per day. |
7 | Coward's Bane | If a melee opponent flees combat from the swashbuckler, they gain a bonus of +10 to their strike chance to hit them as they are fleeing. |
8 | Evade | The swashbuckler can retreat from combat without giving their opponent(s) a free attack unless the opponent has First Strike. |
10 | Sure Grip | Any time a natural 96-00 is rolled, instead of an auto miss, the swashbuckler scores a normal hit against the target. Roll damage twice and take the lower of the two rolls. |
11 | Charmed Life III | As Charmed Life I but can be used up to three times per day. |
12 | Whirling Attack | The swashbuckler makes a single attack against all of their melee opponents. A normal attack roll is made and applied vs the first opponent. The same attack roll is then applied to the second opponent but at -10. If there is a third opponent, the same roll is applied to them at -20, an so on. In any case damage is rolled separately against each opponent. Once this ability is used, it cannot be used again for 1d4+1 rounds. Whirling attack counts as a single attack. It cannot be combined with Hitting Extra Hard. |
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Dexterity and Luck | The swashbuckler's racial maximum for Dexterity or Luck is improve by 1 at ranks 6, 10, 13 and 16.
For example, at rank 6, the player chooses to increase the racial maximum for DEX by 1. At rank 10, he may choose to increase DEX by another point, or increase LUCK by one point. Note the that point must still be bought up with EXP. |
Required Skills - The following are required skills for the Swashbuckler to advance in rank:
- Acrobatics
- All Swashbuckling Weapons
- Defense
- Range of Field (through rank 10)
- Swashbuckler
- One Weapon FF skill
- Two of the following skills: Climbing, Courtesan, Hide in Shadows, Move Silently, Navigation, Rope Mastery, Running, Sailing, Sleight of Hand
Minimum Characteristic Requirements
- STR - 16
- DEX - 22
- CON - 18
- LUCK - 20
Skill List Multiples
General - x1 (if dual-classed then x1.25)
Holy Skills - x2.0
Warrior Skills - x1.0
Sorcery Skills - x1.5
Rogue Skills - x1.0
Talents - x1.0 |