Deuce Traveler
Adventurer
Alright, we're ready to get started for our Tekumel adventure. Please post characters here in this thread for reference and active updates. I'll look over what you have and make comments in the OOC/recruitment thread in case I need any tweaks. Everyone automatically gets Comman and Tsoylani (language common to your current area of Tekumel). You may be able to learn others behind your Intelligence limits, depending upon exposure and opportunities to study.
I will be doing the same for Handsome Jack's characters sheet, although Fenris will be playing him in IC.
Handsome Jack
Name: Chevalier Jacques La Tulipe d'Calais
Race: Human
Class: Swashbuckler
Level: 3
Alignment: Neutral
Languages: Common, Tsoylani
Racial Abilities: Medium size, 30' movement, Additional Prime Attribute (for total of 3)
Strength: 15 +1
Dexterity: 18 +3 (Primary)
Constitution: 17 + 2 (Primary)
Intelligence: 12
Wisdom: 8 -1
Charisma: 18 +3 (Primary)
Hit Points: 33
AC: 17 (18 through Improvised Shield)
Hit Bonus (melee): +7 w/ rapier, +6 all others
Damage Bonus (melee): +2 w/ raper, +1 all others
Class Abilities:
Morale Code
Finesse Fighting (Dex bonus for to hit)
Two Weapon Combat (1 point reduction from penalty on each hand)
Improvised Shield (can use any nearby mundane object or removeable clothing like a hat with free hand to use as a buckler/shield)
Taunt (Enrage opponent in combat, opponent must attack taunter, but loses 3 points from to hit rolls and AC)
Improved Disarm (+1 to attempt)
Improved Armor (+1 to AC)
Combat Sense (harder to surprise)
Defensive Attack (Can attack once/day at end of combat round)
Improved Initiative (+3 to Initiative rolls)
Signature Weapon: Rapier
Weapons: Rapier (1d6), Poniard (1d4)
Armor:Studded Leather (+3 AC)
Equipment: Backpack, Bedroll, Mirror, Wineskin, Journal, Quill, Ink, Signet Ring (Tulipe family crest), Locket w/ strands of Madam Crawfords hair
Ship: The Bonne Homme Ricard
Description: The dashing Handsome Jack has made quite a reputation for himself. The fifth child of the House of Tulipe, he was so far down the line of lineage from inheriting the Comte seat that he had little prospects for professional success outside foreign military service and the clergy. After two failed attempts at both professions (his carousing ways impeding the former and a brief dalliance with woman or three the latter), the scion of his house gave him one last chance to prove himself. Handsome Jack was given a ship with his best friend Rolfe first mate, a crew, and a letter of introduction to the Imperial Ambassador in charge of the small foreign district in the Tekemul capital of Jakalla. There he was to establish trade for the benefits of his house and find his fortune. This ended up being the perfect assignment for the young swordsman and he has earned a reputation as a treasure hunter. The adventures of Handsome Jack and his treasure hunting crew have put him in a complicated relationship with one Ms. Crawford, especially since the relic desiring wishes of his father are more important to the swashbuckler than any feelings of a fond acquaintance. Sometimes allies, most often rivals, the two have crossed one another too often to count. Though their duels have never been lethal, the have on occassion crossed some lines of civility. One physical bit of evidence from this rivalry is a slight scar on Jack's left cheek, placed upon him by Ms. Crawford when he went a step too far with one of his taunts. Much to her chagrin, the scar only added to Handsome Jack's good looks and the sense of mystery and danger he exudes towards group of native and foreign women.
The Swashbuckler (as borrowed and slightly tweaked from Lurker of the C&C forums)
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PRIME ATTRIBUTE: Dex
ALIGNMENT: Any Non-Lawful
HIT DICE: d10
BTH: As Ranger/Knight/Paladin and other Sub Classes of the Fighter.
EXP Progression: As Ranger/Knight
WEAPONS: Any allowable to the era & society the character comes for, but they must be one handed 'finesse' type weapons - in general this will be broad sword – Scottish claymore- saber, rapier, short sword, dirk, Main Gauche, Poniard, other weapons may be allowable depending on the society and era
ARMOR: padded, leather, ring mail/studded leather, and small shields only.
Moral code:
Like the duelist, despite being a non-lawful minded character, the swashbuckler has a deeply ingrained moral code. This code is more focused on his individual personal reputation. As such it may or may not involve a code of justice (though a 'good' swashbuckler may in fact have a strong sense of justice entwined in his moral code).
As such a swashbuckler will NEVER stoop to tactics like back stabbing, attacking from shadows, using poison, etc etc etc. Nor will he take undue advantage of an opponent's poor luck - a slip and fall in the mud, an accidentally dropped weapon (this is different from an opponent that was disarmed by the duelist). Finally, a duelist will accept a foes surrender - unless there is a valid expiation that the opponent will not follow through with an honorable surrender, and will give quarter to a defeated foe - unless the foe continues to fight even when bested.
Even when a swashbuckler is 'ambushing' an opponent - he is choosing to attack at a time place and in position where he has an advantage and the opponent is less than fully prepared - he will never attack a foe in a way that he is completely flat footed or unaware of the approaching combat. For example, the swashbuckler may maneuver the foe into a scenario that causes him to fight in a remote back alley or on a lonely stretch of a neglected road, and away from friend and allies who may be able to save them. However, he will never fire from the shadows or attack the foe before he is aware that the swashbuckler is present and ready for the fight. This warning may help to unnerve the foe (a whistle from the shadows and alarmingly slowly drawn weapon followed by an ominous 'sir, prepare to meet your final fate') but it will always allow the foe time to ready for the attack and draw his weapon.
ABILITIES:
All of the class abilities require the swashbuckler to be armored with only approved armor. If wearing heavier & more restrictive armor the character will be unable to utilize the abilities.
Starting at 1st level
Finesse fighting (Dex): The swashbuckler can use his Dex modifier instead of his Str modifier for a bonus to hit in combat. This represents their accuracy and quickness of foot and hand in combat vs normal brute strength.
Two-weapon combat (Dex): Swashbucklers take 1 point off the penalties for attack rolls in two-weapon combat. This improves to 2 by level 4, 3 by level 8, & 4 by level 12. - the reduction in penlites will never result in a bonus, on a reduction (to 0) of the penalties normally associated with 2 weapon fighting.
Improvised shields, (if not using a buckler or a second weapon): The swashbuckler is able to use items in a surprising defensive manner. Whether it is a large floppy hat, a cape, or another mundane item, the swashbuckler is always considered to have the benefit of a shield.
Starting at 2nd level
Signature Weapon: Per a fighter's weapon specialization, but limited to 'swashbuckling' weapons
Taunt (Charisma): The swashbuckler can force an opponent to make a charisma save or become enraged. The ability is based on the swashbuckler's ability to taunt, annoy, mock, etc, the target. As such the target must have an intelligence higher than animal. However, the target does not have to speak the language the swashbuckler is using to taunt with. An enraged target is focused on the swashbuckler and will not attack any other target. The effect last for one round per the swashbuckler's level.
While fighting an enraged opponent, the target receives a negative to it's BTH & AC equal the the swashbuckler's charisma bonus (at minimum the opponent will be at a -1 even if the swashbuckler has no charisma bonus). The swashbuckler can attempt this ability 1 per day at 2nd level, 2 per day at 4th level etc
Improved disarm: Swashbucklers receive a +1 for their attack rolls when attempting to disarm an opponent. This improves to +2 by level 5, and +3 by level 8.
Improved armor (Dex): The swashbuckler receives a +1 to their AC, at 4th level they receive a +2, and a +3 at 8th.
Starting at 3rd Level
Combat Sense (Wis): The swashbuckler has a canny ability to sense (and avoid) attacks that would surprise others. With a successful wisdom check, the swashbuckler can cancel the to hit bonuses for a thief/assassins surprise based attacks, or avoid a back attack from any class (The attack can still be attempted but will have no bonus to hit)
At 6th level, even with a failed wisdom check, the attacker's bonus is limited to half
At 9th level a foe attempting to back attack a swashbuckler receives no bonus to the attack without the swashbuckler needing to make a wisdom check - A normal successful to hit roll (with no bonus) will still succeed in hitting the swashbuckler.
Improved initiative (Dex): The swashbuckler can add his dex modifier to all initiative rolls.
Defensive Attack (Dex): The swashbuckler is able to attempt to make an attack at the end of a round if they have chosen to fight defensively (dodge, parry, evade etc) - which normally does not allow an attack. The swashbuckler must make a successful dex check (vs the target's level) to attempt the attack. Can be attempted once per day for every 2 levels above 3rd level.
4th:
Nimble/athletic Adds +1 per 4 class levels, to all run jump climb fall checks.
6th:
Move silently, scale, hide – per the ranger/thief but at 1st level, progressing as the swashbuckler gains experience ( 2nd level when the character reaches 7th level, etc)
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I will be doing the same for Handsome Jack's characters sheet, although Fenris will be playing him in IC.
Handsome Jack
Name: Chevalier Jacques La Tulipe d'Calais
Race: Human
Class: Swashbuckler
Level: 3
Alignment: Neutral
Languages: Common, Tsoylani
Racial Abilities: Medium size, 30' movement, Additional Prime Attribute (for total of 3)
Strength: 15 +1
Dexterity: 18 +3 (Primary)
Constitution: 17 + 2 (Primary)
Intelligence: 12
Wisdom: 8 -1
Charisma: 18 +3 (Primary)
Hit Points: 33
AC: 17 (18 through Improvised Shield)
Hit Bonus (melee): +7 w/ rapier, +6 all others
Damage Bonus (melee): +2 w/ raper, +1 all others
Class Abilities:
Morale Code
Finesse Fighting (Dex bonus for to hit)
Two Weapon Combat (1 point reduction from penalty on each hand)
Improvised Shield (can use any nearby mundane object or removeable clothing like a hat with free hand to use as a buckler/shield)
Taunt (Enrage opponent in combat, opponent must attack taunter, but loses 3 points from to hit rolls and AC)
Improved Disarm (+1 to attempt)
Improved Armor (+1 to AC)
Combat Sense (harder to surprise)
Defensive Attack (Can attack once/day at end of combat round)
Improved Initiative (+3 to Initiative rolls)
Signature Weapon: Rapier
Weapons: Rapier (1d6), Poniard (1d4)
Armor:Studded Leather (+3 AC)
Equipment: Backpack, Bedroll, Mirror, Wineskin, Journal, Quill, Ink, Signet Ring (Tulipe family crest), Locket w/ strands of Madam Crawfords hair
Ship: The Bonne Homme Ricard
Description: The dashing Handsome Jack has made quite a reputation for himself. The fifth child of the House of Tulipe, he was so far down the line of lineage from inheriting the Comte seat that he had little prospects for professional success outside foreign military service and the clergy. After two failed attempts at both professions (his carousing ways impeding the former and a brief dalliance with woman or three the latter), the scion of his house gave him one last chance to prove himself. Handsome Jack was given a ship with his best friend Rolfe first mate, a crew, and a letter of introduction to the Imperial Ambassador in charge of the small foreign district in the Tekemul capital of Jakalla. There he was to establish trade for the benefits of his house and find his fortune. This ended up being the perfect assignment for the young swordsman and he has earned a reputation as a treasure hunter. The adventures of Handsome Jack and his treasure hunting crew have put him in a complicated relationship with one Ms. Crawford, especially since the relic desiring wishes of his father are more important to the swashbuckler than any feelings of a fond acquaintance. Sometimes allies, most often rivals, the two have crossed one another too often to count. Though their duels have never been lethal, the have on occassion crossed some lines of civility. One physical bit of evidence from this rivalry is a slight scar on Jack's left cheek, placed upon him by Ms. Crawford when he went a step too far with one of his taunts. Much to her chagrin, the scar only added to Handsome Jack's good looks and the sense of mystery and danger he exudes towards group of native and foreign women.
The Swashbuckler (as borrowed and slightly tweaked from Lurker of the C&C forums)
[sblock]
PRIME ATTRIBUTE: Dex
ALIGNMENT: Any Non-Lawful
HIT DICE: d10
BTH: As Ranger/Knight/Paladin and other Sub Classes of the Fighter.
EXP Progression: As Ranger/Knight
WEAPONS: Any allowable to the era & society the character comes for, but they must be one handed 'finesse' type weapons - in general this will be broad sword – Scottish claymore- saber, rapier, short sword, dirk, Main Gauche, Poniard, other weapons may be allowable depending on the society and era
ARMOR: padded, leather, ring mail/studded leather, and small shields only.
Moral code:
Like the duelist, despite being a non-lawful minded character, the swashbuckler has a deeply ingrained moral code. This code is more focused on his individual personal reputation. As such it may or may not involve a code of justice (though a 'good' swashbuckler may in fact have a strong sense of justice entwined in his moral code).
As such a swashbuckler will NEVER stoop to tactics like back stabbing, attacking from shadows, using poison, etc etc etc. Nor will he take undue advantage of an opponent's poor luck - a slip and fall in the mud, an accidentally dropped weapon (this is different from an opponent that was disarmed by the duelist). Finally, a duelist will accept a foes surrender - unless there is a valid expiation that the opponent will not follow through with an honorable surrender, and will give quarter to a defeated foe - unless the foe continues to fight even when bested.
Even when a swashbuckler is 'ambushing' an opponent - he is choosing to attack at a time place and in position where he has an advantage and the opponent is less than fully prepared - he will never attack a foe in a way that he is completely flat footed or unaware of the approaching combat. For example, the swashbuckler may maneuver the foe into a scenario that causes him to fight in a remote back alley or on a lonely stretch of a neglected road, and away from friend and allies who may be able to save them. However, he will never fire from the shadows or attack the foe before he is aware that the swashbuckler is present and ready for the fight. This warning may help to unnerve the foe (a whistle from the shadows and alarmingly slowly drawn weapon followed by an ominous 'sir, prepare to meet your final fate') but it will always allow the foe time to ready for the attack and draw his weapon.
ABILITIES:
All of the class abilities require the swashbuckler to be armored with only approved armor. If wearing heavier & more restrictive armor the character will be unable to utilize the abilities.
Starting at 1st level
Finesse fighting (Dex): The swashbuckler can use his Dex modifier instead of his Str modifier for a bonus to hit in combat. This represents their accuracy and quickness of foot and hand in combat vs normal brute strength.
Two-weapon combat (Dex): Swashbucklers take 1 point off the penalties for attack rolls in two-weapon combat. This improves to 2 by level 4, 3 by level 8, & 4 by level 12. - the reduction in penlites will never result in a bonus, on a reduction (to 0) of the penalties normally associated with 2 weapon fighting.
Improvised shields, (if not using a buckler or a second weapon): The swashbuckler is able to use items in a surprising defensive manner. Whether it is a large floppy hat, a cape, or another mundane item, the swashbuckler is always considered to have the benefit of a shield.
Starting at 2nd level
Signature Weapon: Per a fighter's weapon specialization, but limited to 'swashbuckling' weapons
Taunt (Charisma): The swashbuckler can force an opponent to make a charisma save or become enraged. The ability is based on the swashbuckler's ability to taunt, annoy, mock, etc, the target. As such the target must have an intelligence higher than animal. However, the target does not have to speak the language the swashbuckler is using to taunt with. An enraged target is focused on the swashbuckler and will not attack any other target. The effect last for one round per the swashbuckler's level.
While fighting an enraged opponent, the target receives a negative to it's BTH & AC equal the the swashbuckler's charisma bonus (at minimum the opponent will be at a -1 even if the swashbuckler has no charisma bonus). The swashbuckler can attempt this ability 1 per day at 2nd level, 2 per day at 4th level etc
Improved disarm: Swashbucklers receive a +1 for their attack rolls when attempting to disarm an opponent. This improves to +2 by level 5, and +3 by level 8.
Improved armor (Dex): The swashbuckler receives a +1 to their AC, at 4th level they receive a +2, and a +3 at 8th.
Starting at 3rd Level
Combat Sense (Wis): The swashbuckler has a canny ability to sense (and avoid) attacks that would surprise others. With a successful wisdom check, the swashbuckler can cancel the to hit bonuses for a thief/assassins surprise based attacks, or avoid a back attack from any class (The attack can still be attempted but will have no bonus to hit)
At 6th level, even with a failed wisdom check, the attacker's bonus is limited to half
At 9th level a foe attempting to back attack a swashbuckler receives no bonus to the attack without the swashbuckler needing to make a wisdom check - A normal successful to hit roll (with no bonus) will still succeed in hitting the swashbuckler.
Improved initiative (Dex): The swashbuckler can add his dex modifier to all initiative rolls.
Defensive Attack (Dex): The swashbuckler is able to attempt to make an attack at the end of a round if they have chosen to fight defensively (dodge, parry, evade etc) - which normally does not allow an attack. The swashbuckler must make a successful dex check (vs the target's level) to attempt the attack. Can be attempted once per day for every 2 levels above 3rd level.
4th:
Nimble/athletic Adds +1 per 4 class levels, to all run jump climb fall checks.
6th:
Move silently, scale, hide – per the ranger/thief but at 1st level, progressing as the swashbuckler gains experience ( 2nd level when the character reaches 7th level, etc)
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