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Prime Requisite: STR & DEX
Hit Dice: 1d8
Maximum Level: none
Fight as: Fighter
Save as: Thief
Armor: Studded Leather, Leather, or other light armor; No Shield
Weapons: Any one handed melee weapon. Any thrown missile weapon. Pistol.
Most fighters put their faith in weight of steel, relying on heavy armor and weapons to impose their will on the field of combat. Some, however, take a more elegant approach to combat. Swift of foot and blade, the swashbuckler relies on speed and precision, rather than a heavy blade and armor, to defeat his foes.
The swashbuckler's prime requisites are STR and DEX. A score of 13+ in both gives a +5% XP bonus. A score of 16+ in both gives a +10% XP bonus.
The swashbuckler's prime requisites are STR and DEX. A score of 13+ in both gives a +5% XP bonus. A score of 16+ in both gives a +10% XP bonus.
Special Abilities:
Fleet of Foot: The swashbuckler adds 1/2 his level (round down) to armor class.
Nimble Fighter: The swashbuckler relies as much on agility and precision as he does strength. Consequently, he may use either his STR or DEX modifier for to-hit and damage.
Fighting Florentine: The swashbuckler may choose to use his agility to strike hard and fast, rather than doge his enemy's blow. In any round, he may forgo the AC bonus for "Fleet of Foot", and instead fight two handed with no penalty to-hit for the primary weapon, and a -2 penalty to hit for the secondary weapon. The secondary weapon must be smaller than the primary weapon.
Dashing Deeds: The swashbuckler is known for his panache in combat. Quick of sword and foot, he can do things of which the heavily armed warrior can only dream: disarm opponents with a flick of the blade, swing on a chandelier over the melee and drop behind to attack the rear, carefully make an aimed shot at a particular location on his foe, blind opponents with the sweep of his cloak, etc.
Whenever a swashbuckler makes an attack, he may choose to perform a 'dashing deed'. Basically anything flamboyant and Errol Flynn-like, he can try it. The chance of success is determined by rolling 1d6 and comparing to the following chart:
Reaching 9th Level:
Swashbucklers do not settle down to become rulers as other fighters . At 9th level, however, the swashbuckler may instead establish an Academy, to teach others how to fight with finesse. If established in an urban or other appropriate area, the academy will attract 2d6 first level swashbucklers. They must be treated fairly and given appropriate training or they will abandon the academy for a better school. If any followers die in the swashbucklers' service, they will not be replaced.
Whenever a swashbuckler makes an attack, he may choose to perform a 'dashing deed'. Basically anything flamboyant and Errol Flynn-like, he can try it. The chance of success is determined by rolling 1d6 and comparing to the following chart:
Level
|
Roll
|
1-3
|
2
|
4-7
|
3
|
8-12
|
4
|
13-18
|
5
|
19+
|
6 (roll 2nd d6; fails on a
roll of ‘6’)
|
Swashbuckler Level Progression
|
||
Experience
|
Level
|
Hit Dice (1d8)
|
0
|
1
|
1
|
2100
|
2
|
2
|
4200
|
3
|
3
|
8400
|
4
|
4
|
16800
|
5
|
5
|
33600
|
6
|
6
|
67200
|
7
|
7
|
134400
|
8
|
8
|
268800
|
9
|
9
|
403200
|
10
|
+2 hp*
|
537600
|
11
|
+4 hp*
|
672000
|
12
|
+6 hp*
|
806400
|
13
|
+8 hp*
|
940800
|
14
|
+10 hp*
|
1075200
|
15
|
+12 hp*
|
1209600
|
16
|
+14 hp*
|
1344000
|
17
|
+16 hp*
|
1478400
|
18
|
+18 hp*
|
1612800
|
19
|
+20 hp*
|
1747200
|
20
|
+22 hp *
|
* Hit point modifiers from constitution
are ignored
|
Inspiration
Barrel Rider Games "Swashbuckler"; The OSR Library "Swashbuckler"; Beyond the Black Gate "Class: Musketeer"; Dungeon Crawl Classics RPG "Mighty Deeds of Arms" rule; Errol Flynn movies; "The Three Musketeers"
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