Swashbuckler
Requirements: Minimum CHA 9
Prime requisite: CHA and DEX
Hit Dice: 1d6
Maximum level: 14
Armour: Leather, no shields
Weapons: Missile weapons, daggers, sword, short sword
Languages: Alignment, Common
Prime requisites: A swashbuckler with at least 13 in one prime requisite gains a 5% bonus to experience. If both CHA and DEX are 16 or higher, the swashbuckler gets a +10% bonus.
Daring Attack
Using the daring manoeuvre ability, a swashbuckler can make a daring melee attack. The attack inflicts double damage if successful. Against an unaware opponent, the swashbuckler also gains a +4 bonus to hit.
Dual Wielding
Skilled in the art of the blade a swashbuckler may carry a second bladed weapon in their off hand which they can choose to give either a +1 AC bonus or a +1 to hit bonus when attacking with their main weapon.
Evasion
When retreating from melee, a swashbuckler ability to make a daring manoeuvre negates the opponent’s usual +2 bonus to hit.
Swashbuckler skills
Swashbucklers can use the following skills with the chance of success shown below.
▶ Climb sheer surfaces (CS): A roll is required for each 100’ to be climbed. If the roll fails, the swashbuckler falls at the halfway point, suffering falling damage.
▶ Daring manoeuvre (DM): Swashbucklers throw caution to the wind and attempt all sorts of feats in combat such as swinging from chandeliers, running along narrow railings and vaulting obstacles. A roll is required for every 60’ travelled or new action attempted. The referee should modify the chance of success as they see fit based on the conditions and riskiness of the manoeuvre.
▶ Falling (FA): When able to make a daring manoeuvre, swashbuckler suffer no damage from the first 10’ of any fall. Damage due to falling from a greater height is reduced by the listed percentage (rounding fractions down).
▶ Pick pockets (PP): A swashbuckler may attempt to pick pockets as per a thief of the same level.
After reaching 9th level
A swashbuckler can establish a stronghold attracting 2d6 level 1 swashbucklers as followers. These swashbucklers will serve the character with some reliability; however, should any be arrested or killed, the PC will not be able to attract apprentices to replace them.
Swashbuckler Level Progression
Saving Throws
Level XP HD THAC0 D W P B S
1 0 1d6 19 [0] 13 14 13 16 15
2 1,500 2d6 19 [0] 13 14 13 16 15
3 3,000 3d6 19 [0] 13 14 13 16 15
4 6,000 4d6 17 [+2] 13 14 13 16 15
5 12,000 5d6 17 [+2] 12 13 11 14 13
6 24,000 6d6 17 [+2] 12 13 11 14 13
7 50,000 7d6 14 [+5] 12 13 11 14 13
8 100,000 8d6 14 [+5] 12 13 11 14 13
9 200,000 9d6 14 [+5] 10 11 9 12 10
10 320,000 9d6+2* 12 [+7] 10 11 9 12 10
11 440,000 9d6+4* 12 [+7] 10 11 9 12 10
12 560,000 9d6+6* 12 [+7] 10 11 9 12 10
13 680,000 9d6+8* 10 [+9] 8 9 7 10 8
14 800,000 9d6+10* 10 [+9] 8 9 7 10 8
* Modifiers from CON no longer apply. D: Death / poison; W: Wands;
P: Paralysis / petrify; B: Breath attacks;
S: Spells / rods / staves.
Swashbuckler Skills Chance of Success
Level CS DM FA PP
1 87 60 25 20
2 88 65 25 25
3 89 70 25 30
4 90 75 33 35
5 91 80 33 40
6 92 85 33 45
7 93 90 33 55
8 94 95 50 65
9 95 99 50 75
10 96 99 50 85
11 97 99 50 95
12 98 99 66 105
13 99 99 66 115
14 99 99 75 125