Swashbuckling

Macbeth

First Post
I am begining a new campaign based on the Speljammer comversion from Polyhedron, with an emphasis on swashbuckling adventures. To fit the swashbuckling archetype I have made the following house rules:

1. No alignment. Nobody has it. Spells that deal with alignment don't exist. Its gone.
2. Everybody has the basic Parry feat from Dragon #301, and the advanced parry feats are available.
3. The guns listed in the Spelljammer setting, and the non-gun weapons from Dragon #301 are available, but heavy armor is very hard to find.
4. A modified version of the Faith Healer class from one of the Fantasy Fight Games' books is inluded. (Fewer known spells)

Any suggestions for other house rules to fit the swashbuckling mode?
 

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Why ditch alignment?

I prefer Expertise (and Superior Expertise) to the Parry rules as they don't involve extra die rolling.

One thing I'd suggest its to split the Charisma skill, esp. Diplomacy, into multiple skill.

I'm working on a set of social status rules but they are in alpha stage at this time.


Aaron
 

I saw a great website on ideas for a Swashbuckling campaign, but have seemed to have lost the site somewhere. Damn the blackholes of the internet, swallowing things up when I am not looking.

If you get that social status thing past the alpha stage, let me know. I am in the process of (still in the idea stage) of creating a campaign based on social levels and getting from lower class beggar to upper class lord type stuff.

Have you looked at the Swashbuckling PrC? It is very similar to the Duelist PrC, but a few changes. that might help you out.

I also like the idea of getting rid of alignment. Evil is realitive. I don't think there is an alignment to describe anyone. I have gotten rid of alignment based spells in my campaign, but have added a few spells to off-set the idea of alignment. One of the spells is something along the line of "Know Past". It allows the cast to know of something the target might have done that was against laws (steal, murder, etc.)
 

I haven't run something swashbuckling in d20, but if you want to encourage swashbuckling stunts, I'd suggest:

- make climbing and jumping easier. Maybe drop all such DCs by 5?
- throw out the improvised weapon penalty or reduce it to -2
- maybe give a +1 bonus to attack/parry rolls for inventive descriptions
 

Thanks for the suggestions. I just wanted to explain my reasons for getting rid of alignment:

1. It makes it too easy
If a persons true nature can be revealed by a single spell, the PCs can find villians, spys, assasins, without much work. Sure, some spells help counter act this, but if the PCs can use spells to discern alignment, then it quickly becomes a contest of who has the better alignment revealing/concealing spells.

2. Disguise
My characters have really latched on to the swashbuckling style, and so they've taken full advantage of the disguise skill. The one problem is that with alignment, the disguise skill is effectively limited to people of your alignment. If the characters want to disguise themselves as evil gaurds, and somebody casts an alignment detecting spell, the disguise is worthless.

3. Shades of Grey
My players are constantly finding new grey areas of alignment, finding actions that defy being classified as being of one alignment. Doing away with alignment takes care of these problems.

4. Roleplaying
without alignment the players must roleplay encounters with NPCs, using roleplaying to determine if the NPC is friend or foe. With the alignment spells the PCs can just cast a spell to determine if a new NPC is a good guy or a bad guy. Now they have to find out for themselves.

And thats about it. Thats why i don;t use alignment for a swashbuckling campaign.
 


Because swashbuckling's fun! And it's something that the D&D3e core classes to not directly address.

Macbeth, a few threads down I have a suggested swashbuckler class. The class may not grab you, but I think these few bits might be interesting:

Audacious Stunt (as a class feature or a feat): By throwing caution to the wind, the swashbuckler can add a +10 luck bonus to any single Jump, Climb, Balance, or Tumble check a number of times per day equal to his Charisma modifier.

Bravado (as a class feature?): When wearing no armor or light armor, a swashbuckler adds his Charisma bonus (if any) to AC, in addition to his normal Dexterity modifier. This Charisma bonuss represents a swashbuckler’s daring in the face of danger, and a swashbuckler does not lose the bonus even in situations when he loses his Dexterity modifier due to being unprepared, ambushed, stunned, and so on. A swashbuckler does lose this bonus, however, whenever he is immobilized, subject to a morale based penalty, or under the influence of magical fear or similar effects.

Repartee (the anti-bardic music ability :)): Once per day per level, a swashbuckler can use his razor-sharp tongue to cut his opponent to the quick. The swashbuckler must be able to verbally communicate with the potential target creature of his repartee. For example, they must share a language in common, the swashbuckler must be free to speak, and the target must no be deaf or deafened. A swashbuckler’s repartee is a supernatural mind-affecting ability.

Subjecting targets to repartee is a move-equivalent action. The swashbuckler makes a repartee check, d20 + Charisma modifier + swashbuckler level. Each target then makes a Will save with a DC equal to the swashbuckler’s repartee check total. If the target fails the Will save, the target is affected by the swashbuckler’s repartee.

All repartee techniques except for the verbal slap and retort can last longer than 1 round, as long as the swashbuckler continues to speak his insults. Continuing repartee is a free action that requires a Bluff check to keep the swashbuckler’s targets bamboozled. The DC of the Bluff check depends upon how the swashbuckler’s luck is holding. If the swashbuckler has not failed any other rolls (including skill checks, attacks, and saves) since the repartee started, the DC is 15. If the swashbuckler has failed one or two rolls, the DC is 20. If the swashbuckler has failed 3 or more rolls, the DC is 25 or higher.

Players of swashbuckler characters who are willing to invent witty insults for the occasion gain +2 circumstantial bonuses to any repartee or related Bluff checks.

Repartee Technique & Effects

Distraction: Target suffers a 25% miss chance on any melee or ranged attack against any opponent.

Enrage: Target gains a +2 morale bonus to Strength and Constitution scores, a +1 moral bonus on Will saves, and a -1 penalty to AC. The target is compelled to fight heedless of danger. Enrage does not stack with barbarian rage, similar spell effects, or itself.

Greater Distraction: Target suffers a 50% miss chance on any melee or ranged attack against any opponent.

Retort: Cancels the effect of a previous repartee technique on the target if the swashbuckler’s repartee check total matches or exceeds the previous technique’s repartee check total. If the retort is successful, the swashbuckler may follow-up the retort with another repartee check of his choice against any target that heard and understood the entire exchange. The follow-up repartee check is a free action and does not count against the total number of repartee checks the swashbuckler can make otherwise per day.

Ridicule: Target is shaken suffering a -2 morale penalty on attack rolls, checks, and saving throws. If the swashbuckler has at least twice as many hit dice as the target, the target becomes frightened and flees as well as it can but may fight is flight is impossible. If the swashbuckler has at least three times as many hit dice as the target, the target becomes panicked. A panicked creature has a 50% chance to drop what he's holding, chooses his path randomly (as long as he is getting away from immediate danger), and flees any other dangers that confront him. If cornered, a panicked creature cowers. A creature may use a special ability or spell to escape.

Verbal Slap: Target loses one action and is flat-footed until the target’s next action

Mass (Technique): Same as underlying technique, except it effects 1 target per swashbuckler level. No two targets can be more than 30 feet apart.
 

AdamBank:
I likealot of the things you've done with the swashbuckler class, but theres one problem with using it for my campaign: its a class.
This may seem like a stupid remark, but in a campaign where all of the characters are, to some degree, swashbucklers, having a class for swashbuckling limits the players. Having a swashbuckling class means that players begin to think that only Swashbucklers (the class) are swashbucklers (the kind of hero). If a player wants to play a swashbukling wizard, for example, he should be able to feel like a swashbuckler without taking levels in another class.
Having said that I have to mention again how much I like the class. I think I can see two ways to use some of those great abilities without forcing swashbuckling heros to multi-class:

1. Feats
Many of these abilities could become feats, so that any character can have swashbuckling abilities. I see that you mentioned this option with audacious stunt, and I think it could work with the other abilities too, though repartee would probably be split in to multiple feats.

2. "Swashbuckling" Prestige Classes
This idea i really like: give each core class a swashbuckling Prestige class. These swashbuckling prestige classes (swashbuckling rogue, swashbuckling bard, swashbuckling cleric, etc.) would give each class some "swashbuckling" abilities, like repartee for the swashbuckling bard and audacious stunt for the swashbuckling rogue, while still giving progression in each classes main features. So the swashbuckling Rogue would gain swashbuckling abilties like audacious stunt, and maybe bravado, while still having good save progression and still advancing in sneak attack. The swashbuckling bard would get repartee (along with other abilities), while still progressing in spell casting as normal. I think that these PrC would make it easy for players who really want "swashbuckling" characters to have them without giving up there main class or having to multiclass

Anybody have more swashbuckling ideas? I've started my campaign, and its running well, but more advice is always appreciated.
 

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