Chapter 1 - Class - Character Kits - Other Kits
Swashbuckler
Note: This kit is taken from the book Skills and Powers.
A swashbuckler is the lightly armed and armored hero with a flashing
blade and rapier wit. Most at home in a city-based campaign (dungeons tend to ruin their
expensive, foppish attire), the swashbuckler seems to have stepped right out of Dumas’
The Three Musketeers. Swashbucklers may be dull bureaucrats, wheezing aristocrats, or
meek scribes during the day—but at night they don their fanciest clothes, gird on their
blades, and venture out into the darkening city for an evening of raucous revelry, flippant
conversation, and a helping of derring-do. Despite a generally flippant (some might say
arrogantly sarcastic) attitude, most swashbucklers have a strong sense of honor. Anyone
who dares insult the swashbuckler, his comrades, or a member of the opposite sex may
well find a blade at his throat.
Social ranks: Swashbucklers are more affluent than common fighters. Roll 2d6 to
determine a social rank.
2d6 roll Rank
2–7 Upper Middle Class
8–12 Upper Class
Requirements: Swashbucklers should be witty, and they should be light on their feet
for those occasions when their wit goes unappreciated. As such, all swashbucklers need
minimum Dexterity/Balance and Intelligence/Reason scores of 12. This kit is closed to
the optional player character races, and to rangers and druids.
Recommended weapon proficiencies: Swords are the traditional weapons of most
swashbucklers, especially rapiers and sabres. However, they can use any weapons that fit
their adventuring professions.
Recommended Nonweapon proficiencies: Tumbling, etiquette, dancing, riding,
blind-fighting, musical instrument, appraising, gaming, tightrope walking, jumping.
Equipment: A swashbuckler can wear any armor and weapons allowed to his class,
though they should be flashy and of good quality.
Recommended traits: Ambidexterity, artistic ability, glibness, music, lucky.
Benefits: When unarmored or wearing armor no heavier than studded leather,
swashbucklers gain a +2 armor class bonus. This bonus is in addition to any other AC
modifiers such as a high Dexterity and magical defensive items. (This is equal to the
optional defensive bonus class ability, and the two cannot be combined.) Also, due to
their roguish charm, swashbucklers gain a +2 reaction roll bonus from NPC members of
the opposite sex.
Hindrances: As the swashbuckler seeks out adventure, so too does adventure findhim. Life, and the DM, should conspire to make reality interesting for the character. For
example, if a swashbuckler is fleeing the outraged sibling of one of his paramours, his
flight might carry him across the path of a defenseless peasant who is being harassed by a
gang of ruffians. Or, if a swashbuckler leaps overboard to escape the buccaneers who
shanghaied him, he discovers that the waters are infested with sahuagin riding sharks.
Wealth: Standard for the character’s class, plus 20% to reflect his affluent
background.