Spelljammer
Swashbuckler
Profession Category:Fighter
Profession:Swashbuckler
:
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 AbilityDescription
Weapon SpecializationThe swashbuckler must specialize in All Swashbuckling Weapons, which consists of rapier, long sword, short sword, cutlass, scimitar, dagger, flintlock pistol and hand crossbow.
Brawling SkillSwashbucklers gain Brawling skill at a rank equal to their overall level.
Armor LimitationSwashbucklers 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 MovementIn 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 FlawAll swashbucklers must take the Overconfident character flaw. The Tithe 10% (Adventurous Lifestyle) is also recommended but not required.
Swashbuckling Magic PointsSwashbucklers 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 RecoveryMagic 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 LevelThe 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
AbilityDescription
1
Acrobatic Success3 points to increase an acrobatic roll by one success level (e.g., failure to partial success, partial success to near success, etc.).
1
Limb Walking2 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 Walking2 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 Landing2 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 Walking2 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
Protection2 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 Leap2 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 Effect2 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
Speed1 point to increase TMR by 10 for 1 round per rank.
5
Sure Hit2 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 Throw2 points to increase a saving throw by 1 per rank vs a single effect.
6
Sure Footed RunningAs Sure Footed Walking but can spend 3 points to Run at 2x TMR. Duration is 1 minute per rank.
6
Limb RunningAs Limb Walking but can spend 3 points to Run at 2x TMR. Duration is 1 minute per rank.
7
Blade Magic3 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
Dodge2 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 RunningAs Ice Walking but can spend 3 points to Run at 2x TMR. Duration is 1 minute per rank.
8
Triple LeapAs Double Leap but spend 3 points to triple the leap distance. Can only spend two points on this ability.
8
Extra Attack5 points to gain an extra attack. This cannot be used more than once per round.
9
Disarm Foil3 points to ignore any result that indicates that the swashbuckler is disarmed.
9
Cheat Death IIf 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 WoundIf 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 IIIf 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 LeapAs Double Leap but spend 4 points to quadruple the leap distance.
Other FeatsThe swashbuckler gains the following abilites that do not use magic points.

Rank
AbilityDescription
1
Charmed Life IAfter 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 DefenseThe 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 IIAs Charmed Life I but can be used up to twice per day.
7
Coward's BaneIf 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
EvadeThe swashbuckler can retreat from combat without giving their opponent(s) a free attack unless the opponent has First Strike.
10
Sure GripAny 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 IIIAs Charmed Life I but can be used up to three times per day.
12
Whirling AttackThe 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.
Dexterity and LuckThe 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
Stat Multiples:
StatModifier
STR1
DEX1
CON1
INT2
KNOW1.5
WP1.5
MA1
LUCK1
CHA1
PER1
Skill EXP Multiples:Any skill not listed below is assumed to have a EXP multiple of 1.0 (1.25 for Generalist profession).

SkillsModifier
Religious Language Aster
Religious Language High Eirenay
Religious Language High Sindathul
Religious Language Low Eirenay
Religious Language Low Sindathul
Religious Language Middle Eirenay
Religious Language Middle Sindathul
Religious Language Nifle
Religious Language Sumerian
Religious Lore
Religious Lore - Norse
2.0
Administration
Alchemy
Appraisal
Artifact Lore
Assassination
Astral Lore
Diplomacy
Elemental Lore
Forgery
Jeweler
Magic Language - Elementia
Magic Language - Naturian
Magic Language - Nifle
Magic Language - Oozian
Magic Language - Psion
Magic Language - Shadian
Magic Language - Sorcery
Magic Language - Witchery
Magic Lore
Research
Underworld Lore
1.5
1.25
Acrobatics
Climbing
Courtesan
Hide in Shadows
Move Silently
Navigation
Rope Mastery
Running
Sailing
Sleight of Hand
.9
.75
.5
Forbidden Skills:All Barbarian Weapons
Barbarian
Beast Speech
Beastmaster
Blink
Burrow
Cantrips
Cast Clerical Spells
Cleric
Cocoon
Create Element
Dimension Door
Dimensioning
Direction Sense
Disease Resistance
Distant Death
Drop of the Fallen
Drow Spells
Druid
Endure Cold
Endure Heat
Eyes of the Wolf
Fast Healer
Flying
Gnosis
Great Leaps
Healing Specialist
Homid Combat
Infravision
Jam Technology
Leap of the Kangeroo
Lightsleep
Living Weapon
Lupus Combat
Mage Air Magics Arcane Knowledge
Mage Air Magics General Knowledge
Mage Air Magics Special Knowledge
Mage Dark Magics Arcane Knowledge
Mage Dark Magics General Knowledge
Mage Dark Magics Special Knowledge
Mage Disenchanting Magics Arcane Knowledge
Mage Disenchanting Magics General Knowledge
Mage Disenchanting Magics Special Knowledge
Mage Earth Magics Arcane Knowledge
Mage Earth Magics General Knowledge
Mage Earth Magics Special Knowledge
Mage E&E Arcane Knowledge
Mage E&E General Knowledge
Mage E&E Special Knowledge
Mage General Spells Arcane Knowledge
Mage General Spells General Knowledge
Mage General Spells Special Knowledge
Mage Green Magics Arcane Knowledge
Mage Green Magics General Knowledge
Mage Green Magics Special Knowledge
Mage Illusions Arcane Knowledge
Mage Illusions General Knowledge
Mage Illusions Special Knowledge
Mage Lay Healer Arcane Knowledge
Mage Lay Healer General Knowledge
Mage Lay Healer Special Knowledge
Mage Lesser Summonings Arcane Knowledge
Mage Lesser Summonings General Knowledge
Mage Lesser Summonings Special Knowledge
Mage Sorceries of the Mind Arcane Knowledge
Mage Sorceries of the Mind General Knowledge
Mage Sorceries of the Mind Special Knowledge
Mage Transformation Magics Arcane Knowledge
Mage Transformation Magics General Knowledge
Mage Transformation Magics Special Knowledge
Mage Water Magics Arcane Knowledge
Mage Water Magics General Knowledge
Mage Water Magics Special Knowledge
Magic Dampener
Magic Enhancer
Magic Language - Elementia
Magic Language - Naturian
Magic Language - Nifle
Magic Language - Oozian
Magic Language - Psion
Magic Language - Shadian
Magic Language - Sorcery
Magic Language - Witchery
Magic Resistance
Martial Artist
Master of Barbarian Weapons
Master of Battle Magics
Master of Defensive Magics
Master Ritualist
Mechanician
Memory
Mental Perception
Mental Resistance
Mystic Sense
Paladin
Persuasion
Phase Attack
Poison Resistance
Power Perception
Primal Urge - Homid
Psionic Combat
Psionic Concentration
Psionic Energy
Psionic Memory
Quarterstrength
Ranger
Reshape Natural Object
Scent of the Wolf
Sense Wyrm
Shield Large
Shield Small
Sleep and Charm Resistance
Smell of Man
Sorcery
Speed Reading
Spell Energy
Spell Memory
Spelljammer Astrogator
Spelljammer Pilot
Spirit Ward
Staff Defense
Strong Lungs
Suppleness
Teleport Other
Teleportation
Time Sense
Toughness
Turn Undead
Ultravision
Weapons Kata
Weather Seer
COP Missiles
Magic Missile
Agent of Law
Combat Sense
Night Sense