Swashbuckler

Description: Romantic rogues and scurvy mercenaries combine finesse and prowess to great effect. Swashbucklers typically live a carefree life of adventure and romance. Many come from the high seas or pirate lifestyles, but this is often not the case. Swashbucklers rarely have a reputation of being fine upstanding gentleman and instead are often viewed as somewhat dishonest. When a Swashbuckler is not adventuring or romancing the locals, they can often be found sampling the local brews. They are generally very good at holding their liquor.

Swashbucklers receive 0.20 body for each skill point spent in Swashbuckler skills.

All weapon related Swashbuckler skills listed within may only be used in conjunction with a 1-handed melee weapon, never with any other weapon.

Prerequisites: Prowess 5, Finesse 5, Dodge 1, and Weapon Focus 1 in a 1-handed weapon.

Additionally skill ranks 7-9 require 15 skill points to have been spent in Swashbuckler, while rank 10 skills require 30 skill points to have been spent before purchase.

Rank 4 (P & F of 5 & 5) Rank 5 (P & F of 5 & 6) Rank 6 (P & F of 6 & 6)
(1) Fame/Infamy

(2) Rumor Monger

(5) Versatility
(2) Body Strike

(3) Lie
(6) Advanced Dodge 1

(4) Flourish

(3) Taunt

(4) Quad Strike
Rank 7 (P & F of 6 & 7) Rank 8 (P & F of 7 & 7) Rank 9 (P & F of 7 & 8)
(4) Alcohol Tolerance

(3) Innate Influence

(2) ‘Tis but a Scratch
(8) Advanced Dodge 2

(10) Ambidexterity

(4) Threaten
(6) Advanced Retain

(6) Reflect Strike

(6) Speed Strike
Rank 10 (P & F of 8 & 8)
(6) Feint

(4) Mulligan

Note: For Attribute Prerequisites, in which multiple numbers are given, the requirements can be met in any order. For example, if a skill stats a requirement of “P & S of 6 & 5” or “Prowess and Spirit of 6 and 5”, either Prowess or Spirit must be at least 6 and the other must be at least 5.

Rank 4:

Fame/Infamy

Purchase: Once Ever

Rank: 4

Cost: 1

Prerequisites: Swashbuckler Prestige Class, Prowess and Finesse of 5 & 5

Uses: Continuous

Effect: Purchase of this skill means the Swashbuckler is famous (or sometimes infamous at the choice of the player).

Activation: N/A

Notes: Infamy doesn’t necessarily mean the character is bad or evil. It can mean a dreaded or feared pirate for example. It does often come with an occasional “misunderstanding” however.

Rumor Monger

Purchase: Once Ever

Rank: 4

Cost: 2

Prerequisites: Swashbuckler Prestige Class, Prowess and Finesse of 5 & 5

Uses: Once per Event

Effect: Purchase of this skill provides the character with a list of rumors at the beginning of each event.

Activation: NA

Notes: NA

Versatility

Purchase: Up to 5 Times Ever

Rank: 4

Cost: 5

Prerequisites: Swashbuckler Prestige Class, Disabling Blow, Prowess and Finesse of 5 & 5

Uses: Once per Convergence per Purchase

Effect: This skill allows the Swashbuckler to use either a Critical Strike, Disarm/Retain, Disable Limb, or Waylay. The selection is chosen when used and can be different every time, but only one of the listed skills can be used per purchase per convergence.

Activation: Per the associated skill, as chosen at the time of use.

Notes: per the associated skill, except that this skill is not weapon or hand specific, regardless of the associated skills.

Rank 5:

Body Strike

Purchase: Up to 5 Times Ever

Rank: 5

Cost: 2

Prerequisites: Swashbuckler Prestige Class, Prowess and Finesse of 6 & 5 (any order)

Uses: Once per Convergence per Purchase

Effect: This skill allows the Swashbuckler to swing a precise strike which bypasses armor. The attack strikes directly for body damage

Activation: Strike as normal, but call “Body” instead of “Normal”.

Notes: N/A

Lie

Purchase: Up to 2 Times Ever

Rank: 5

Cost: 3

Prerequisites: Swashbuckler Prestige Class, Prowess and Finesse of 6 & 5 (any order) Uses: One Line of Questioning (max 30 minutes) per Convergence per Purchase Effect: This skill allows the Swashbuckler to lie, even in situations where it would normally be impossible. The skill can be used in response to a Detect Lie skill to cancel that skills effect, or it can be used to lie while under the influence of charm magics where it would otherwise be impossible. If this skill is used under the influence of charms, its use does not have to be announced, but a marshal should be informed at the earliest opportunity. If this skill is used in response to a Detect Lie skill, it must be stated to the player using that skill (usually in private), who then gets the opportunity to Detect Lie again, which then has the opportunity to have another Lie skill used, etc. (essentially, whoever has the most of their skill wins, or in a tie the lie remains).

Activation: There is no verbal activation to this skill. A marshal should be informed of the situation and of its exact use at the earliest opportunity.

Notes: Earliest opportunity is defined as the earliest time without breaking in game moments or arising metagame suspicions. Lies and the detection of lies is a gray area and are ultimately at marshal discretion. A “Line of Questioning” refers to any and all questions asked that pertain to the original question. For example, let’s say a Swashbuckler lightens a merchant’s purse, but the merchant realizes he’s been stolen from and suspects the Swashbuckler may be to blame. The Swashbuckler reluctantly, or perhaps unwillingly, finds himself magically dominated and being questioned about the theft. Any questions that could implicate the Swashbuckler in the theft could be lied to with 1 use of the Lie skill. For example, questions about whether he stole it, whether he knows what was stolen, whether he has recently been within 1 foot of the merchant earlier, come in contact with the merchants clothing, wanted his things, etc would all be eligible to be lied to with 1 use of the skill (assuming all are asked within 30 minutes of using the skill). Questions unrelated however would not be able to be lied to without further uses of the skill, so if still dominated and asked if he’s ever stolen anything previous to that day, the dominate would force truthful answers. The marshal in that example would rule that “stealing from the merchant” and “stealing prior to that day” are separate lines of questioning and would each need a lie skill used to lie to questions related to those categories. Lastly, the question “have you lied to me”, “is anything you’ve said not the truth”, or similar type questions are always considered under the same line of questioning as the one the lie skill was used for. That question can be lied to provided that no lies were spoken other than to the original line of questioning.

Rank 6:

Advanced Dodge 1

Purchase: Once Ever

Rank: 6

Cost: 6

Prerequisites: Swashbuckler Prestige Class, Dodge 2, Prowess and Finesse of 6 & 6

Uses: Once per convergence

Effect: This skill gives the Swashbuckler an additional dodge.

Activation: As per dodge.

Notes: As per dodge.

Flourish

Purchase: Up to 3 Times Ever

Rank: 6

Cost: 4

Prerequisites: Swashbuckler Prestige Class, Prowess and Finesse of 6 & 6

Uses: Once per convergence per purchase

Effect: Purchase of this skill allows a character to flourish their weapon, momentarily stunning their opponent.

Activation: Flourish weapon and call “true aim, stun by mind”

Notes: N/A

Taunt

Purchase: Up to 5 Times Ever

Rank: 6

Cost: 3

Prerequisites: Swashbuckler Prestige Class, Prowess and Finesse of 6 & 6

Uses: Once per convergence per purchase

Effect: Purchase of this skill allows the character to use a by sight enrage by mind effect. The swashbuckler must perform a taunting act/verse, make eye contact with the target, then point at the target and say “true aim, enrage by mind.”

Activation: The Swashbuckler must get the attention of the target and taunt him/her with phrases or gestures.

Notes: N/A

Quad Strike

Purchase: Up to 3 Times Ever

Rank: 6

Cost: 4

Prerequisites: Swashbuckler Prestige Class, Prowess and Finesse of 6 & 6.

Uses: Once per convergence per rank

Effect: This skill is identical to Critical Strike, except 4 times the damage instead of double.

Activation: The Swashbuckler strikes normally and then quadruples the damage dealt and calls an effect of “quad” (for example, “12 Body Quad”).

Notes: As per Critical Strike. This skill can be used with 1-handed melee weapons only.

Rank 7:

Alcohol Tolerance

Purchase: Once Ever

Rank: 7

Cost: 4

Prerequisites: Swashbuckler Prestige Class, Prowess and Finesse of 7 & 6 (any order), 15+ skill points spent in Swashbuckler Skills.

Uses: Unlimited

Effect: This skill allows the Swashbuckler to completely ignore the negative effects of intoxication. The Swashbuckler is of course still drunk, but through intense training, has learned to act and fight proficiently in this state.

Activation: The Swashbuckler may call “no effect” to intoxication effects as they hit or any time under their influence.

Notes: This use is optional and the Swashbuckler may still “get drunk” and role-play drunk if desired.

Innate Influence

Purchase: Up to 5 Times Ever

Rank: 7

Cost: 3

Prerequisites: Swashbuckler Prestige Class, Prowess and Finesse of 7 & 6 (any order), 15+ skill points spent in Swashbuckler Skills.

Uses: Once per convergence per purchase

Effect: This skill allows the Swashbuckler to glibly doubletalk or smoothly charm an individual. Its effects are as per the Influence spell.

Activation: The Swashbuckler calls “true aim, influence by mind”.

Notes: As per the Influence spell.

‘Tis but a Scratch

Purchase: Up to 5 Times Ever

Rank: 7

Cost: 2

Prerequisites: Swashbuckler Prestige Class, Prowess and Finesse of 7 & 6 (any order), 15+ skill points spent in Swashbuckler Skills.

Uses: Once per convergence per purchase

Effect: This skill allows the Swashbuckler to downplay the pain and effects of a physical strike or spell. One per use, the damage of a single damaging effect can be reduced by 10, to a minimum of 1.

Activation: Upon being struck by any damage, whether spell or physical, the Swashbuckler says some variation of “’tis but a scratch”, “it’s just a flesh wound”, etc followed by “reduce 10 damage”. The damage is then reduced by 10, to a minimum if 1.

Notes: This skill can be used on damage only and has no effect on non-damaging skill or effects. It can however be used on the damage components of multi-component effect, but has no effect beyond damage reduction.

Rank 8:

Advanced Dodge 2

Purchase: Once Ever

Rank: 8

Cost: 6

Prerequisites: Swashbuckler Prestige Class, Advanced Dodge 1, Prowess and Finesse of 7 & 7, 15+ skill points spent in Swashbuckler Skills.

Uses: Once per convergence

Effect: This skill gives the Swashbuckler an additional dodge.

Activation: As per dodge.

Notes: As per dodge.

Ambidexterity

Purchase: Once Ever

Rank: 8

Cost: 10

Prerequisites: Swashbuckler Prestige Class, Florentine L3, Prowess and Finesse of 7 & 7, 15+ skill points spent in Swashbuckler Skills.

Uses: Unlimited

Effect: This skill allows the Swashbuckler to use hand specific skills in either hand. For example, a Swashbuckler with Weapon Focus 2 in short sword (right hand) could apply the +2 bonus to both hands simultaneously. Or the Swashbuckler could use a crit skill with the left hand instead of the right hand that was originally designated.

Activation: No activation is required to use Ambidexterity. Skills are activated as normal.

Notes:N/A

Threaten

Purchase: Up to 5 Times Ever

Rank: 8

Cost: 4

Prerequisites: Swashbuckler Class, Prowess and Finesse of 7 & 7, 15+ skill points spent in Swashbuckler Skills.

Uses: Once per convergence per purchase

Effect: This skill allows the Swashbuckler to keep an enemy at bay via the threat of a drawn and ready sword

Activation: The Swashbuckler points a drawn and ready sword at an opponent and says “by sight, avoidance by blood”. The effect remains in place as long as the Swashbuckler keeps the sword drawn and pointed in the general direction of the target.

Notes: n/a

Rank 9:

Advanced Retain

Purchase: Once Ever

Rank: 9

Cost: 6

Prerequisites: Swashbuckler Prestige Class, Disarm/Retain x2, Prowess and Finesse of 8 & 7 (any order), 15+ skill points spent in Swashbuckler Skills.

Uses: Continuous

Effect: This skill renders the Swashbuckler completely immune to being disarmed. Whether by spell or skill, all attempts to disarm the Swashbucklers weapons fail.

Activation: When hit with a disarm skill or spell, the Swashbuckler should call “no effect”

Notes: As with all weapon related Swashbuckler skills, this skill only applies to 1 handed melee weapons. Bows, 2 handed weapons, shields, and other non 1-handed weapons are still disarmed normally.

Reflect Strike

Purchase: Up to 2 Times Ever

Rank: 9

Cost: 6

Prerequisites: Swashbuckler Prestige Class, Prowess and Finesse of 8 & 7 (any order), 15+ skill points spent in Swashbuckler Skills.

Uses: Once per convergence per purchase

Effect: Purchase of this skill allows the Swashbuckler to reflect 1 melee attack back on its attacker.

Activation: After being stuck with any melee attack, call “Reflect Strike”, followed by the exact effects of the strike being reflected.

Notes: N/A

Speed Strike

Purchase: Up to 2 Times Ever

Rank: 9

Cost: 6

Prerequisites: Swashbuckler Prestige Class, Prowess and Finesse of 8 & 7 (any order), 15+ skill points spent in Swashbuckler Skills.

Uses: Once per convergence per purchase

Effect: Purchase of this skill allows the Swashbuckler to strike with enhanced speed, such that the actual swing is nearly too fast to even be seen.

Activation: Instead of swinging to strike an opponent, the Swashbuckler can call “Speed, <strike>”, where <strike> is the damage call or a melee skill they would normally swing. So for example, someone using this skill could call “Speed, 54 Magic Slay” or “Speed, Disable Limb” or simply “Speed, 3 Normal Damage”. Any skills called must be available in that convergence and are consumed in the attempt, so to call a slay, the Swashbuckler must have a slay available to use. Essentially, this skill simply bypasses the need to swing and make contact with the opponent. Everything else remains the same.

Notes: In order to strike someone using this skill, the user must be within weapons reach of the opponent. Shield spells will block the Speed Strike like any other strike. The opponent can also call skill defenses to block the strike, like a Parry for example.

Rank 10:

Feint

Purchase: Up to 2 Times Ever

Rank: 10

Cost: 6

Prerequisites: Swashbuckler Prestige Class, Prowess and Finesse of 8 & 8, 30+ skill points spent in Swashbuckler Skills.

Uses: Once per convergence per purchase

Effect: This skill allows the Swashbuckler to feint a strike. In other words, the Swashbuckler pretends to strike in order to lure out an opponents defensive skills. Essentially, the Swashbuckler pretends as if they are going to strike with something dangerous, like a disable limb, or critical strike, but in actuality they pull the dangerous strike to be used at a later time.

Activation: After an opponent calls a melee defense (like parry, retain, or aura of deflection) against a Swashbucklers strike, the Swashbuckler can call Feint and keep the skill that was going to be blocked. The skill or aura the opponent called is still used, but the Swashbuckler may use the would-be blocked attack again.

Notes: This skill will break a melee aura even though the attack is “pulled”. In that situation, the Swashbuckler does make contact with a minor strike in order to trigger the aura.

Mulligan

Purchase: Once Ever

Rank: 10

Cost: 4

Prerequisites: Swashbuckler Prestige Class, Advanced dodge 2, Prowess and Finesse of 8 & 8, 30+ skill points spent in Swashbuckler Skills.

Uses: Once per dodge (instead of calling dodge) per convergence

Effect: The Mulligan skill upgrades all Dodge skills to Mulligan. Mulligan is like a dodge, but adds a bit of foresight and a little dumb luck in addition to simply moving quickly. Mulligan is a more powerful version of Dodge and can stop attacks that Dodge normally cannot. In addition to stopping everything a Dodge stops, Mulligan will also protect against a voice delivered attack (only against the Swashbuckler however). It will also stop “unseen” attacks like waylay, assassinate, or even an attack while they are sleeping (although, not a magical sleep that they cannot awaken from). Lastly, a Mulligan will stop a “misstep”, like stepping on or touching a trap or “trigger” or a would-be fall from stepping to close to a cliff edge.

Activation: This skill is called like dodge, except “mulligan” is called instead.

Notes: This skill does not add any additional dodges. It simply upgrades all current/available dodges to Mulligans. “Missteps” apply to physical missteps only, not verbal related mistakes, with the specific exception of answering riddles. In that case only, the Swashbuckler can call a Mulligan to a wrong answer and try again. In the case of reversing a “misstep”, the Swashbuckler gets a bad feeling about stepping on or touching whatever it was that the Mulligan was called against. In other words, the Swashbuckler knows it’s a bad idea to step on or touch whatever it was. The Swashbuckler and anyone who saw or heard the result of the misstep should role-play not knowing the exact effects, but they will see that the Swashbuckler clearly got a bad feeling and pulled back (i.e. they will know it’s probably not a good idea to step or touch, but they won’t know exactly what will happen). For example, a group of PCs see the Swashbuckler step on a trap which releases a gas everywhere in the room. The Swashbuckler calls Mulligan and reverses having ever triggered the trap. Everyone will then know it’s probably not a good idea to step around there, but they should pretend that they don’t know exactly what will happen if someone does.

Swashbuckler

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