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387 lines
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Plaintext
387 lines
19 KiB
Plaintext
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-----=====Earth's Dreamlands=====-----
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(313)558-5024 {14.4} - (313)558-5517
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A BBS for text file junkies
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RPGNet GM File Archive Site
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.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.
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By: Nancy Mccaskey
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----------------------------------------------------------------------
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The Swashbuckler
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by Nancy McCaskey
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Stats:
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Strength: 9 or better (no "to hit" bonuses for high Strength)
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Intelligence: 6 or better
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Constitution: any (9 or better recommended)
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Charisma: 14 or better
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Wisdom: 16 or lower*
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Dexterity: 15 or better
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*Wisdom will range from 4-6 at first level, then go up one point
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per level until the rolled stat is reached. The Swashbuckler will
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gain full Wisdom at 12th level in any case. He or she is allowed
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to use the modifiers from the original Wisdom score for saving
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throws vs. mental attacks involving willforce, resisting ego
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swords, etc., but not for rolling vs. Weaknesses.
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Races allowed: human, elf, and half-elf. The D.M. may place
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special restrictions on elves and half-elves.
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Weapons: +1 "to hit" with light swords (foil, rapier, saber, or
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cutlass). Can use other light weapons (quarterstaff, dagger,
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etc.), excluding martial-arts weapons. No polearms or bows are
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allowed. Black powder pistols are allowed if they exist in the
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campaign world--however, they are cumbersome to use.
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Armor: None. (Gets a double Defensive Adjustment against a
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similar weapon type--i.e., foil vs. foil, rapier vs. cutlass,
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etc.). Can use a buckler. The D.M. may rule that leather armor is
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allowed at very low levels (1-3).
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Alignment: chaotic only. Titles differ by alignment:
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Swashbuckler (good), Rogue (neutral), and Villain (evil).
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Magic items allowed: items for fighters, items that raise
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dexterity, items usable by all classes.
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Description: Swashbucklers are a subclass of fighters with some
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Rogue abilities, whose training emphasizes swiftness and agility.
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Experience Chart
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Experience Hit dice/ Title Abilities
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points level (Good-Neutral/Evil)
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(d8)
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0 1/1 Wastrel/(same) d4+2 skills (AAACMM)
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2,251 2/2 Profligate/(same) A skill
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4,501 3/3 Spendthrift/(same) M skill
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10,001 4/4 Prodigal/Rake C skill
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20,001 5/5 Rascal/Schemer A skill
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40,001 6/6 Scoundrel/Knave M skill
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90,001 7/7 Fencer/Outlaw C skill
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150,001 8/8 Swordsman/Opponent A skill*
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225,001 9/9 Rogue/Foe M skill*
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325,001 10/10 Swashbuckler/ C skill*
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Rogue/Villain
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650,001 11/11 (same) A skill*
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975,001 12/12 (same) M skill*
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1,300,001 Mandatory retirement**
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*The Swashbuckler may opt to remove one of his Weaknesses.
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**He or she can either remain at 12th level indefinitely or switch
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to another class. Most have an affinity for the fighter or
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thief classes.
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Beginning at first level, a Swashbuckler gets:
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Attacks and weapon proficiencies as a fighter
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Jumping (front, back, sideways, and vertically) as Thief-Acrobat
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Automatic first strike in combat, except when surprised or
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fighting another Swashbuckler/Rogue/Villain
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Base movement at 12"
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d4 + 3 Weaknesses
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d4 + 2 Skills
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Skill in one gaming or gambling scenario involving skill, not
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chance. Examples: chess, backgammon, poker, blackjack, etc.
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When playing the game, the Swashbuckler gets to make TWO
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rolls to determine the outcome and takes the most favorable
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one. Furthermore, the Swashbuckler selects a new game
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every time (s)he gains a level.
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Weaknesses
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1. SPENDTHRIFT--Every time the Swashbuckler accumulates more
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than 50 g.p. and is in a non-critical situation, (s)he
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must save vs. Wisdom on d20 or spend {(d6 +d4) X 10}% on
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one or more other Weaknesses.
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2. EGOTISM--This Weakness can take several forms:
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FOPPISHNESS--the Swashbuckler feels compelled to wear the
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latest, most expensive fashions and refuses to be seen in
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public otherwise.
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VANITY--Roll 4d10 + 60 to determine the Swashbuckler's
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vanity. 95-00 is megalomania. He or she will be egotistical,
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conceited, and snobbish; (s)he may seek revenge for minor
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wrongs, irk local officials, brag too much, etc. Morale
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checks for henchmen and associates will have the
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Swashbuckler's Vanity score subtracted from their roll!
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INTELLECTUAL PRIDE--(requires Intelligence of 12 or
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greater)--The Swashbuckler will place great stock in his/her
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mental prowess, wanting the party to follow his/her ideas,
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wanting to be the first person to figure out puzzles, riddles,
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etc.
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VAINGLORY--the Swashbuckler will continually be trying to
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perform brave (or foolhardy) feats in order to be immortalized
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in story and song.
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The D.M. may opt to make these Weaknesses unremovable.
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3. WANDERING EYE--the Swashbuckler will hit on any member of
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the opposite sex with a comeliness score of 14 or above. The
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target of this Weakness will save vs. Wisdom (SUBTRACTING the
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Mental Attack Adjustment) with the following modifiers: -3 if
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married or engaged, -4 if lawful, -1 per level, -5 if under
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oath of celibacy, -10 if (s)he has been seduced and dumped by
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a Swashbuckler before; +4 if chaotic, +2 if elf, +1 if half-
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elf, +5 if cleric of Aphrodite or similar deity, +10 if the
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target is a Swashbuckler and the PC has a comeliness of 14 or
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better. Please keep in mind that subtracting a negative
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yields a positive, so someone with a very low Wisdom and a
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Mental Attack Adjustment of -3 will actually roll a save at
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- -3 and ADD three to the base roll. The Swashbuckler may
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continue attempts for (d4 X Swashbuckler's level) days before
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losing interest.
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4. GAMBLING--the Swashbuckler must make a save vs. Wisdom on
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d20 to resist an invitation to gamble (if (s)he rolls a 1,
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(s)he immediately invites others to gamble!). Once begun, the
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Swashbuckler will continue the game until (s)he's broke or the
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other players quit.
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5. DRINKING--takes one of two forms (d%)
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01-70: The Swashbuckler drinks to intoxication after
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failing a save vs. Wisdom in non-critical
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situations. Roll once a day.
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71-00 The Swashbuckler collects and drinks the finest,
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most expensive beverages (s)he can afford.
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6. FAMILY PROBLEMS--Swashbucklers are often second (or
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later) children of minor noble houses. Roll d8:
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1-3 Disinherited
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4-6 Disowned and disinherited
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7 Disowned, disinherited, and in trouble with
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parents' liege*
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8 Disowned, disinherited, in trouble with parents'
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liege, PLUS d6 other nobles*
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*The Swashbuckler will not return to his/her homeland until (s)he
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has removed at least one Weakness and/or has the means to make
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amends.
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7. OUTSTANDING DEBT--Although the creditors now know that
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the Swashbuckler is a poor credit risk, (s)he will start at
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first level with a debt of (d% X 100) gold pieces. This is
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the ONLY Weakness that can be removed prior to reaching 8th
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level. The Swashbuckler may well have to deal with collectors
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("There's an ogre magi here to see you!"), grovel for more
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time, etc. Roll for the alignment of the creditor(s):
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d6: 1-2 lawful, 3-4 neutral, 5-6 chaotic
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d6: 1-2 good, 3-4 neutral, 5-6 evil
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8. SECRET--The Swashbuckler has something in his/her past
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that (s)he's ashamed of. Secrets 6 and 10 do not apply to
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elves or half-elves. Roll d10:
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1 Used to be another chaotic alignment
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2 Sired (or had) a baby and abandoned it
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3 Robbed a store; frittered away the money
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4 Stole from one or both parents to
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support Weaknesses
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5 Killed someone**
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6 Had an affair with a noble's spouse
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7 Destroyed a powerful person's valuable property**
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8 Briefly belonged to politically suspect organization
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9 Got drunk and did something SO humiliating that
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it can't even be mentioned here!
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10 Family background--roll d8: 1-3 peasant background
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d4 generations back; 4 orc blood d4 generations back; 5
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Swashbuckler born d6 months after parents wed; 6 Swashbuckler
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was the product of mother's affair; 7-8 parents or sibling(s)
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are what the Swashbuckler would consider a disgraceful
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alignment, profession, religion, or status.
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**If the Swashbuckler is Good alignment, there is a 90% chance that
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it was accidentally.
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Secrets cannot be removed. The player can customize them with the
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D.M.'s approval.
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9. A PHOBIA or OBSESSION--these will be assigned by the
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Dungeon Master. An obsession is often the only stable element
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in an otherwise chaotic life. These Weaknesses also cannot be
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removed except under extraordinary circumstances.
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A Swashbuckler can take a MAXIMUM of two Secrets and/or one Debt as
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Weaknesses.
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A Swashbuckler starts out with d4 + 2 skills. The first three
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must be Aristocratic, the next either combat or miscellaneous, any
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other miscellaneous only. Every time the Swashbuckler increases a
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level, (s)he gains another skill--however, the skills acquired must
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alternate between "aristocratic" and other types.
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Aristocratic skills
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1. HERALDRY--The Swashbuckler can identify shields and
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devices. If the shield/device is not from his/her homeland,
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the Swashbuckler has a 10% chance per month (s)he's stayed in
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the region to identify it.
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2. RIDING
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3. HUNTING--This basically entails going into the forest
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with dogs, with servants to handle the animals, clean the
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kill, etc. This in no way confers Ranger-like abilities!
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4. FALCONRY--Hunting, as above, with raptors instead of dogs
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5. POETRY
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6. MUSIC--the Swashbuckler can play one instrument at 10%
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skill per level. This skill can be taken more than once.
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7. DANCING--courtly dancing
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8. ETIQUETTE--courtly etiquette
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9. SINGING--as Music, but success rate is 15%/level.
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10. COMBAT RIDING--requires Riding as a prerequisite. The
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Swashbuckler will not need to save vs. Dexterity when slashing
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an opponent from a moving horse.
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11. FLIRTING--allows the Swashbuckler to guess whether
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someone will be responsive to his/her attentions.
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12. COURTLY LOVE/COURTSHIP:
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For male Swashbucklers:
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Adds 1 to target's saving throw for every skill the
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Swashbuckler has in Music, Poetry, and Singing.
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Each type of skill will only count for one point,
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even if the Swashbuckler has taken multiple skills
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in Music. The Swashbuckler will need to spend d4
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turns composing an original song for his beloved.
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For female Swashbucklers:
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Adds 1 to target's saving throw for each of the
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Swashbuckler's skills in Dancing, Flirting, and
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Etiquette.
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13. EPICURISM--Swashbuckler can identify fine food and wine.
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14. LITERACY--can read and write Common.
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15. LANGUAGES--If the Swashbuckler has Literacy, (s)he can
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learn to speak and read other languages. This skill can be
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taken as many times as Intelligence permits.
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16. ARISTOCRATIC LORE--The Swashbuckler has a 7% chance per
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level for Legend Lore about his/her homeland, 3% for
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territories near the homeland, and 1% for distant lands.
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Miscellaneous skills
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A Swashbuckler's miscellaneous skills won't be very time-consuming
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or difficult to learn (no magic or smithing, for example).
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Swashbucklers won't take skills that they consider beneath their
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dignity--for example, cooking or sewing ("The SERVANTS do that!").
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A Swashbuckler's skills must be primarily urban. Within these
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limits, Miscellaneous skills can encompass just about every
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category in the campaign. Criminal skills (thief skills, disguise,
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con artistry, bribery, lying, and smuggling) are lumped under
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Miscellaneous. The only thief skills allowed are: Pick
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Pockets/filching, Find (but not Remove) Traps, Move Silently, Hear
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Noise, and Climb Walls. A Swashbuckler can take one thief/criminal
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skill, a Rogue two, and a Villain three.
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Combat Skills
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1. FENCING--gives another +1 with a specific type of light
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sword (or other weapon). This skill can be taken more than
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once, but the cumulative pluses on a weapon due to FENCING
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may not exceed +3. The Swashbuckler may, of course, opt to
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take this skill on more than one weapon.
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2. BUCKLER--lowers armor class another 2 places due to skill
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and dexterity when using a buckler. This does not apply to
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non-frontal or area attacks. The D.M. may allow this skill to
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be taken more than once.
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3. FLORENTINE FIGHTING--allows the Swashbuckler to fight
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with a sword (or dagger) in each hand with no penalty. Damage
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will be normal.
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4. EVASION--Once a turn, a Swashbuckler can make a saving
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throw vs. dexterity to see if (s)he dodges an opponent's blow.
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This ability cannot be used if the Swashbuckler is blocked in,
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surprised, or trying to evade an area-effect missile or magic.
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The D.M. may want to limit this ability to x times per game,
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x times per level, or even x times per lifetime.
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Eventually the Swashbuckler will attract the attention of a Villain
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of equivalent level. The Swashbuckler and the Villain will share
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at least one Weakness (usually an egotism weakness), and a rivalry
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will ensue. The Villain may not always seek the Swashbuckler's
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death--sometimes a public or private humiliation will do. When a
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Swashbuckler and a Villain clash in combat, the loser will lose a
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level if (s)he survives.
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Fights between Swashbucklers and Villains are invariably hand-to-
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hand; after all, the object is to prove oneself the better fighter!
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The Villain, however, will probably resort to nefarious means to
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lure the Swashbuckler into the confrontation in the first place--
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kidnapping his/her fiance, threatening innocent bystanders, putting
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posters up all over town publicly challenging the Swashbuckler,
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etc. Characters and enemies with Weakness--Egotism--Intellectual
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Pride will place more emphasis on outwitting their enemies (and
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gloating if they can get away with it)!
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Henchmen: Swashbucklers do not attract henchmen in the usual
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manner. Upon reaching 8th level (and every level thereafter), (s)he
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has a 1 in 4 chance to attract either a temporary (75%) or
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permanent (25%) sidekick. Temporary sidekicks will only remain
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with the Swashbuckler until (s)he gains a level; permanent
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sidekicks are fanatically loyal, will stick around indefinitely,
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and will prevent the Swashbuckler from gaining another sidekick of
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any type for as long as the sidekick lives. The sidekicks will be
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the same general alignment (good/neutral/evil) as the Swashbuckler.
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A sidekick will always be someone the Swashbuckler secretly
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considers "inferior" to him or herself--a Villain with Intellectual
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Pride, for instance, may accept a big, dumb ogre as a sidekick; a
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foppish or vainglorious Swashbuckler prefers someone who won't
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outshine him or her. Permanent sidekicks are never Swashbucklers,
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but several adventuring Swashbucklers can work together if their
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Weaknesses (and alignments) are compatible. (The D.M. will
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determine Weakness compatibility--a bunch of Swashbucklers may well
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enjoy drinking and gambling together, but get on each other's
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nerves if they're continually choosing the same person to flirt
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with, trying to outdo each other in glory-seeking, bragging at each
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other's expense, etc.).
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Here's an example of how skills and Weaknesses work--Indiana Jones
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as a 10th-level Swashbuckler:
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S: 13
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I: 17
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C: 20*
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Ch: 15
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W: 19*
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D: 17
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*raised by artifact above rolled stats.
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Skills (assuming maximum roll on initial skills):
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ARISTOCRATIC COMBAT MISCELLANEOUS
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Literacy Fencing--whip Basic Archaeology
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Riding Fencing--whip Advanced Archaeology
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Language (pick one) Fencing--whip Legend Lore (Religion)
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Language (pick one) Florentine fighting Ciphering
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Language (pick one) Evasion Find Traps
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Language (pick one)
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Weaknesses:
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Family problems--disinherited by father (removed)
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Secret--real name
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Secret--knows the location of the Holy Grail
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Intellectual pride (cannot be removed)
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Obsession--recovering ancient religious artifacts
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Phobia--snakes
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Wandering eye (removed)
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This character class also allows enough flexibility that you
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could play a Sherlock Holmes-type character instead: Aristocratic
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skills would include Literacy, Music, Custom--Law, and Etiquette;
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Combat skills fencing (x 3) and Custom--Boxing; General skills
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Disguise, Observation, Crime Lore, and Psychology; and Weaknesses
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Intellectual Pride (x 3), Obsession--solving crimes, and an
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opposing Villain. If anyone wants to write up Inigo Montoya or
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Edmund Blackadder, be my guest!
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-------------------------------------------------------------------
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Possible restrictions on elves and half-elves: the D.M. should
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enforce some restrictions if in his/her opinion the character would
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be too powerful otherwise.
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Some suggested restrictions are:
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A. Limit elves and half elves to one level per 3 points of
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Dexterity, OR use the next set of restrictions:
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B. Elves retain their racial bonus of +1 "to hit" with swords,
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but their cumulative bonuses from FENCING cannot exceed +2 per
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weapon.
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c. They do not have any special skills at first level; at most,
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the D.M. may permit one Aristocratic skill. They gain another
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Aristocratic skill upon reaching 2nd level, then proceed in normal
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C-M-A-C-M fashion.
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D. If they take a Language as an Aristocratic skill, they lose
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one racial language (they'll always know Elvish, though).
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E. At the D.M.'s option, elves (and maybe half-elves) can be
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assigned 1-2 extra Weaknesses.
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* Origin: Join RPGNet today! Freq "RPG" for info! (1:3605/422)
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