The Human Swashbuckler

A daring and stylish adventurer, the Swashbuckler is a quick and agile fighter. Similar in many ways to rogues, Swashbucklers live in the most dangerous parts of large cities and are well capable of defending themselves against the scum and the bandits that roam there. Possessing incredible speed in combat, the Swashbuckler is not afraid to use unorthodox techniques and doesn't think twice when he is given the chance to deliver a dirty blow. Hanging around pubs and inns, Swashbucklers are easily drawn towards gold and adventure when listening to the stories of wanderers and vagabonds.

Special Rules

Ambidextrous: The Swashbuckler is capable of wielding two weapons, one in each hand. In addition to any one-handed weapon carried, he may use a dagger, swordbreaker, stiletto, shortsword or any form of unarmed combat (fists/knuckledusters) wrong-handed, effectively gaining an attack. Note, however, that a penalty of -1 to hit applies to the main weapon and -2 to the other one as using two weapons remains quite a difficult feat even for these exceptional heroes! If an opponent fumbles against the Swashbuckler, he will be allowed only to attack back with one of his two weapons (player's choice).

Dirty fighter: If the Swashbuckler rolls the same result on both of his attacks' hitting rolls, except in the case of a miserable double one (!) he has struck a dirty blow (this applies even if the result would be to low to hit the opponent, such as a double 2 or 3). Using wit and cunning the Swashbuckler has thrown his opponent off-guard, both his attacks count as hitting and damage dice are rolled against the opponent's initial Toughness, ignoring all bonuses for armour. This special rule means you need not despair if your first roll to attack misses, for you never know when a Swashbuckler managed to trip his opponent over or throw some dust in his eyes to turn this failure into a complete success!

Profession bonuses: The Swashbuckler is well capable of punching and hitting opponents and for this reason, in the same way as Fighters, is at +1dd if totally unarmed (i.e. using his fists in close combat).

Equipment: Swashbucklers may not use any shield, helm or any armour heavier than a chainmail. All their special abilities are lost if they wield any weapon but one-handed blades or impact weapons (no long weapons or two-handed weapons). Swashbucklers can find their way into any place, and for this reason can visit the Thieves' guild as if they were Thieves.

 

Name and Race:
Skill Initial Current Skill Initial Current
WS 9 - Sp 9 8
DS 8 - St 9 --
BS 7 6 Br 9 -
S 6 - Int 7 -
T 6 7 fate

  m m

WOUNDS

Mishelonous-Diamond-Red.GIF (409 bytes)  Mishelonous-Diamond-Red.GIF (409 bytes)   Mishelonous-Diamond-Red.GIF (409 bytes)  Mishelonous-Diamond-Red.GIF (409 bytes)

GENERAL SKILLS
Surprise 0 Deactivate trap 0
Lockpicking +1 Magic resistance 0
Discover trap 0 Weapon Proficiency 5

Special Rules and Abilities

Ambidextrous: may use a variety of small weapons wrong-handed (-2 penalty to hit, not included in hitting table below). While doing so right-handed weapon suffers -1 to hit penalty (these modifiers are NOT included in the hitting table below).

Dirty fighter: if two attack rolls come up with same natural number (ANY, except for a double 1!), both attacks count as hitting and ignore opponent's armour when rolling DDs.

Profession bonuses: +1dd when unarmed (as fighter)

Equipment: no shield, helm or armour heavier then chainmail.

 

 

Close combat Attacks

Weapon

1 2 3 4 5 6 7 8 9 10 11 12 DD critic fumble
unarmed 2 2 2 2 3 4 5 6 7 8 9 10 2 - -
Sword 2 2 2 2 3 4 5 6 7 8 9 10 4 12 1
Dagger 2 2 2 2 3 4 5 6 7 8 9 10 2 12 1
Ranged Attacks

Weapon

1-2 3-5 6-10 11-24 25+ RANGE DD critic fumble
- - - - - - - - - -
Armour Modifiers

Armour

DS BS T Sp St
Leather Armour - -1 +1 -1 -
- - - - - -
- - - - - -
Equipment and spell components
Sword, Dagger, Leather armour

 

 

 

 

  

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