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Experience Points |
Hit dice Per Level (d8) |
Title (Good-Neutral/Evil) |
Abilities |
0 2,251 4,501 10,001 20,001 40,001 90,001 150,001 225,001 325,001
650,001 975,001 1,300,001 |
1 2 3 4 5 6 7 8 9 10
11 12 |
Wastrel/(same) Profligate/(same) Spendthrift/(same) Prodigal/Rake Rascal/Schemer Scoundrel/Knave Fencer/Outlaw Swordsman/Opponent Rogue/Foe Swashbuckler/ Rogue/Villain (same) (same) |
d4+2 skills (AAACMM) A skill M skill C skill A skill M skill C skill A skill* M skill* C skill*
A skill* M skill* Mandatory retirement** |
*The Swashbuckler may opt to remove one of his Weaknesses.
**He or she can either remain at 12th level indefinitely or switch to another class. Most have an affinity for the fighter or thief classes.
Beginning at first level, a Swashbuckler gets:
Attacks and weapon proficiencies as a fighter
Jumping (front, back, sideways, and vertically) as Thief-Acrobat
Automatic first strike in combat, except when surprised or fighting another Swashbuckler/Rogue/Villain
Base movement at 12"
d4 + 3 Weaknesses
d4 + 2 Skills
Skill in one gaming or gambling scenario involving skill, not chance. Examples: chess, backgammon, poker, blackjack, etc.
When playing the game, the Swashbuckler gets to make TWO rolls to determine the outcome and takes the most favorable one. Furthermore, the Swashbuckler selects a new game every time (s)he gains a level.
Weaknesses
1. SPENDTHRIFT--Every time the Swashbuckler accumulates more than 50 g.p. and is in a non-critical
situation, (s)he must save vs. Wisdom on d20 or spend {(d6 +d4) X 10}% on one or more other
Weaknesses.
2. EGOTISM--This Weakness can take several forms:
FOPPISHNESS--the Swashbuckler feels compelled to wear the latest, most expensive fashions and
refuses to be seen in public otherwise.
VANITY--Roll 4d10 + 60 to determine the Swashbuckler's vanity. 95-00 is megalomania. He or she
will be egotistical, conceited, and snobbish; (s)he may seek revenge for minor wrongs, irk local
officials, brag too much, etc. Morale checks for henchmen and associates will have the
Swashbuckler's Vanity score subtracted from their roll!
INTELLECTUAL PRIDE--(requires Intelligence of 12 or greater)--The Swashbuckler will place
great stock in his/her mental prowess, wanting the party to follow his/her ideas, wanting to be the
first person to figure out puzzles, riddles, etc.
VAINGLORY--the Swashbuckler will continually be trying to perform brave (or foolhardy) feats in
order to be immortalized in story and song. The D.M. may opt to make these Weaknesses
unremovable.
3. WANDERING EYE--the Swashbuckler will hit on any member of the opposite sex with a
comeliness score of 14 or above. The target of this Weakness will save vs. Wisdom
(SUBTRACTING the Mental Attack Adjustment) with the following modifiers: -3 if married or
engaged, -4 if lawful, -1 per level, -5 if under oath of celibacy, -10 if (s)he has been seduced and
dumped by a Swashbuckler before; +4 if chaotic, +2 if elf, +1 if half-elf, +5 if cleric of Aphrodite
or similar deity, +10 if the target is a Swashbuckler and the PC has a comeliness of 14 or better.
Please keep in mind that subtracting a negative yields a positive, so someone with a very low
Wisdom and a Mental Attack Adjustment of -3 will actually roll a save at -3 and ADD three to the
base roll. The Swashbuckler may continue attempts for (d4 X Swashbuckler's level) days before
losing interest.
gamble (if (s)he rolls a 1, (s)he immediately invites others to gamble!). Once begun, the
Swashbuckler will continue the game until (s)he's broke or the other players quit.
5. DRINKING--takes one of two forms (d%)
01-70: The Swashbuckler drinks to intoxication after failing a save vs. Wisdom in non-critical
situations. Roll once a day.
71-00 The Swashbuckler collects and drinks the finest, most expensive beverages (s)he can afford.
6. FAMILY PROBLEMS--Swashbucklers are often second (or later) children of minor noble houses.
Roll d8:
1-3 Disinherited
4-6 Disowned and disinherited
7 Disowned, disinherited, and in trouble with parents' liege*
8 Disowned, disinherited, in trouble with parents' liege, PLUS d6 other nobles*
*The Swashbuckler will not return to his/her homeland until (s)he has removed at least one Weakness and/or has the means to make amends.
risk, (s)he will start at first level with a debt of (d% X 100) gold pieces. This is the ONLY
Weakness that can be removed prior to reaching 8th level. The Swashbuckler may well have to deal
with collectors ("There's an ogre magi here to see you!"), grovel for more time, etc. Roll for the
alignment of the creditor(s):
d6: 1-2 lawful, 3-4 neutral, 5-6 chaotic
d6: 1-2 good, 3-4 neutral, 5-6 evil
8. SECRET--The Swashbuckler has something in his/her past that (s)he's ashamed of. Secrets 6 and 10
do not apply to elves or half-elves. Roll d10:
1 Used to be another chaotic alignment
2 Sired (or had) a baby and abandoned it
3 Robbed a store; frittered away the money
4 Stole from one or both parents to support Weaknesses
5 Killed someone**
6 Had an affair with a noble's spouse
7 Destroyed a powerful person's valuable property**
8 Briefly belonged to politically suspect organization
9 Got drunk and did something SO humiliating that it can't even be mentioned here!
1-3 peasant background d4 generations back;
4 orc blood d4 generations back;
5 Swashbuckler born d6 months after parents wed;
6 Swashbuckler was the product of mother's affair;
7-8 parents or sibling(s) are what the Swashbuckler would consider a disgraceful alignment,
profession, religion, or status.
**If the Swashbuckler is Good alignment, there is a 90% chance that it was accidentally. Secrets cannot be
removed. The player can customize them with the D.M.'s approval.
the only stable element in an otherwise chaotic life. These Weaknesses also cannot be removed except under extraordinary circumstances.
A Swashbuckler can take a MAXIMUM of two Secrets and/or one Debt as Weaknesses.
A Swashbuckler starts out with d4 + 2 skills. The first three must be Aristocratic, the next either combat or miscellaneous, any other miscellaneous only. Every time the Swashbuckler increases a level, (s)he gains another skill--however, the skills acquired must alternate between "aristocratic" and other types.
Aristocratic skills
his/her homeland, the Swashbuckler has a 10% chance per month (s)he's stayed in the region to
identify it.
2. RIDING
animals, clean the kill, etc. This in no way confers Ranger-like abilities!
4. FALCONRY--Hunting, as above, with raptors instead of dogs
5. POETRY
more than once.
7. DANCING--courtly dancing
8. ETIQUETTE--courtly etiquette
Dexterity when slashing an opponent from a moving horse.
attentions.
12. COURTLY LOVE/COURTSHIP:
For male Swashbucklers:
Adds 1 to target's saving throw for every skill the Swashbuckler has in Music, Poetry, and
Singing. Each type of skill will only count for one point, even if the Swashbuckler has taken
multiple skills in Music. The Swashbuckler will need to spend d4 turns composing an original
song for his beloved.
For female Swashbucklers:
Adds 1 to target's saving throw for each of the Swashbuckler's skills in Dancing, Flirting, and
Etiquette.
13. EPICURISM--Swashbuckler can identify fine food and wine.
14. LITERACY--can read and write Common.
languages. This skill can be taken as many times as Intelligence permits.
his/her homeland, 3% for territories near the homeland, and 1% for distant lands.
Miscellaneous skills
A Swashbuckler's miscellaneous skills won't be very time-consuming or difficult to learn (no magic or smithing, for example). Swashbucklers won't take skills that they consider beneath their dignity--for example, cooking or sewing ("The SERVANTS do that!"). A Swashbuckler's skills must be primarily urban. Within these limits, Miscellaneous skills can encompass just about every category in the campaign. Criminal skills (thief skills, disguise, con artistry, bribery, lying, and smuggling) are lumped under
Miscellaneous. The only thief skills allowed are: Pick Pockets/filching, Find (but not Remove) Traps, Move Silently, Hear Noise, and Climb Walls. A Swashbuckler can take one thief/criminal skill, a Rogue two, and a Villain three.
Combat Skills
taken more than once, but the cumulative pluses on a weapon due to FENCING may not exceed +3.
The Swashbuckler may, of course, opt to take this skill on more than one weapon.
This does not apply to non-frontal or area attacks. The D.M. may allow this skill to be taken more
than once.
with no penalty. Damage will be normal.
dodges an opponent's blow. This ability cannot be used if the Swashbuckler is blocked in, surprised,
or trying to evade an area-effect missile or magic. The D.M. may want to limit this ability to x times
per game, x times per level, or even x times per lifetime.
Eventually the Swashbuckler will attract the attention of a Villain of equivalent level. The Swashbuckler
and the Villain will share at least one Weakness (usually an egotism weakness), and a rivalry will ensue.
The Villain may not always seek the Swashbuckler's death--sometimes a public or private humiliation will
do. When a Swashbuckler and a Villain clash in combat, the loser will lose a level if (s)he survives.
Fights between Swashbucklers and Villains are invariably hand-to-hand; after all, the object is to prove
oneself the better fighter!
The Villain, however, will probably resort to nefarious means to lure the Swashbuckler into the
confrontation in the first place--kidnapping his/her fiance, threatening innocent bystanders, putting
posters up all over town publicly challenging the Swashbuckler, etc. Characters and enemies with Weakness--Egotism--Intellectual
Pride will place more emphasis on outwitting their enemies (and gloating if they can get away with it)!
Henchmen: Swashbucklers do not attract henchmen in the usual manner. Upon reaching 8th level (and every level thereafter), (s)he has a 1 in 4 chance to attract either a temporary (75%) or permanent (25%) sidekick. Temporary sidekicks will only remain with the Swashbuckler until (s)he gains a level; permanent
sidekicks are fanatically loyal, will stick around indefinitely, and will prevent the Swashbuckler from gaining another sidekick of any type for as long as the sidekick lives. The sidekicks will be the same general alignment (good/neutral/evil) as the Swashbuckler.
Sidekick: A sidekick will always be someone the Swashbuckler secretly considers "inferior" to him or herself--a Villain with Intellectual Pride, for instance, may accept a big, dumb ogre as a sidekick; a foppish or vainglorious Swashbuckler prefers someone who won't outshine him or her. Permanent sidekicks are never Swashbucklers, but several adventuring Swashbucklers can work together if their Weaknesses (and alignments) are compatible. (The D.M. will determine Weakness compatibility--a bunch of Swashbucklers may well enjoy drinking and gambling together, but get on each other's nerves if they're continually choosing the same person to flirt with, trying to outdo each other in glory-seeking, bragging at each
other's expense, etc.).
Here's an example of how skills and Weaknesses work--Indiana Jones
as a 10th-level Swashbuckler:
Strength Dexterity Constitution Intelligence Wisdom Charisma |
13 17 20* 17 19* 15 |
*raised by artifact above rolled stats.
Skills (assuming maximum roll on initial skills):
ARISTOCRATIC COMBAT MISCELLANEOUS
Literacy Fencing--whip Basic Archaeology
Riding Fencing--whip Advanced Archaeology
Language (pick one) Fencing--whip Legend Lore (Religion)
Language (pick one) Florentine fighting Ciphering
Language (pick one) Evasion Find Traps
Language (pick one)
Weaknesses:
Family problems--disinherited by father (removed)
Secret--real name
Secret--knows the location of the Holy Grail
Intellectual pride (cannot be removed)
Obsession--recovering ancient religious artifacts
Phobia--snakes
Wandering eye (removed)
This character class also allows enough flexibility that you could play a Sherlock Holmes-type character instead: Aristocratic skills would include Literacy, Music, Custom--Law, and Etiquette; Combat skills fencing (x 3) and Custom--Boxing; General skills Disguise, Observation, Crime Lore, and Psychology; and Weaknesses Intellectual Pride (x 3), Obsession--solving crimes, and an opposing Villain. If anyone wants to write up Inigo Montoya or Edmund Blackadder, be my guest!
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Possible restrictions on elves and half-elves: the D.M. should enforce some restrictions if in his/her opinion the character would be too powerful otherwise.
Some suggested restrictions are:
A. Limit elves and half elves to one level per 3 points of Dexterity, OR use the next set of restrictions:
B. Elves retain their racial bonus of +1 "to hit" with swords, but their cumulative bonuses from FENCING cannot exceed +2 per weapon.
c. They do not have any special skills at first level; at most, the D.M. may permit one Aristocratic skill. They gain another Aristocratic skill upon reaching 2nd level, then proceed in normal C-M-A-C-M fashion.
D. If they take a Language as an Aristocratic skill, they lose one racial language (they'll always know Elvish, though).
E. At the D.M.'s option, elves (and maybe half-elves) can be assigned 1-2 extra Weaknesses.