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Post by Tel Vinrae on Jun 22, 2014 22:22:12 GMT
Swashbucklers follow the same rules found in the Complete Warrior. For more information, please refer to D&D Tools.Starting Gold: 240gp. Swashbucklers call the seas of Mileria their home, and find Tel Vinrae a great source of coin to be had for the trades they push from one kingdom or land to another. Though Pirateering is considered a crime, only those caught smuggling goods out of Tel Vinrae can be punished, even if known to be a Smuggler.
Homebrew VariantsSeafarer The swashbuckler embodies the concepts of daring and panache - but a Seafarer manages to be daring while being the pinnacle of life on the sea. Whether they are pirates that prowl the field of blue with their silk sails or are captains of renowned trade vassals, Seafarers are experts at their art but are little known for their ability maintain the law - the law of the sea is far different from the law of the land. Though not as hardy as their land-loving compadres, they're packed with plenty of guile.
Alignment: Non-Lawful
HD: d8
Skill Points: 6 + INT
Skills: Acrobatics, Bluff, Climb, Craft, Diplomacy, Escape Artist, Jump, Knowledge (Geography), Knowledge (Nature), Perception, Profession (Sailor), Sense Motive, Survival, Swim, Use Rope
BAB: 3/4 Progression (IE: Like Rogue) Non-Lawful
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