Next Class - Scout
The Scouts encompass the various trackers of Imarel, whose skills allow for the discovery of an enemy's hidden encampment, the less traveled path through...
A neo-Victorian Magitech Adventure RPG
When it comes to turning the tables in their favor by being underhanded and dishonest, nobody beats a swashbuckler. In any non-combat situation where a Swashbuckler can potentially get an upper hand like gambling, making bargains or fencing goods for example, the Swashbuckler has a 75% chance to pull the wool over the eyes of those he's dealing with. This skill can be used as much as the Swashbuckler likes, but cheating the same person over and over has a -5% cumulative effect that they'll be caught in the act. (75% chance to cheat. -5% per attempt on the same target).
Smooth Talker
Swashbucklers get themselves into trouble. A lot. It is essentially the bread and butter of their adventurous lives that they just get into some rather tangled situations and simply blasting their way out of those situations isn't always feasible. Hence, the ability to smooth talk out of a potentially violent and life-ending situation is paramount. The Swashbuckler has a 60% chance to turn hostile enemies into non-hostile for the first round of smooth talking then another 30% chance to make those formerly hostile individuals actually sympathetic to the Swashbuckler's plight. Finally, the third and final round of smooth talking offers a possible 15% to strike a temporary alliance with the former hostiles. Note that there is no requirement for anything the Swashbuckler to say to be even remotely grounded in truth! This skill can be used three times per day. (60% to turn hostiles into non-hostiles, 30% to turn non-hostiles sympathetic and 15% to turn sympathetic into temporary allies 3 times per day).
Underhanded Tactics
When it comes to fighting dirty Swashbucklers have brought doing so to a fine art. Once per day, a Swashbuckler can opt to attack in such a way that he or she can complete debilitate their opponent for 1d4 rounds. While this attack is rarely lethal, it gains a +30% to melee/ranged hit due to its underhanded nature. A debilitated target cannot retaliate, cannot escape and can do nothing more than languish in pain during the time he or she is debilitated. Like other attacks of this nature, this can be nearly anything so long as it's feasible to debilitate the target. Hitting a Half-Giant in the face with a fluffy pillow for example would not be particularly effective. (+30% to melee/range hit with the effect of debilitating the target for 1d4 rounds, once per day).
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