2E Swashbuckling Rules
We will be using the Rules Cyclopedia ability modifiers, they are as follows:
These modifiers affect:
|Strength||Attack Modifier, Damage Modifier|
|Dexterity||Reaction Adjustment, Missile Fire Adjustment, Defensive Adjustment|
|Constitution||Hit Point Adjustment|
|Wisdom||Magical Attack Adjustment|
All other ability modifiers are unchanged.
|Cleric||Priest||PHB||Christian priests, cannot use spells to harm men directly. Does not need to prepare spells, they simply pray for spell slots and use whatever spell they choose at the time of casting; however they only gain spell slots once per week (usually on Sunday). May gain proficiency in any weapon. Turn Undead, acts as both a dispel magic and can turn supernatural beings.|
|Dabbler (Bard)||Rogue||PHB||Uses arcane spells.|
|Fighter||Warrior||PHB||All warriors gain a number of attacks per round as if specialized.|
|Paladin||Warrior||PHB||Only available as a split class to 9th level fighters|
|Preacher (Bard)||Rogue||PHB||Uses divine spells.|
|Scholar (Wizard)||Wizard||PHB||May learn both arcane and divine spells. Scholars must specialize before gaining 3rd level, all first level spells are available to all scholars.|
|Thief||Rogue||PHB||May increase proficiencies with discretionary points on a 10 for 1 basis.|
|Unavailable Classes||Druid, Ranger|
|Complete Barbarian||Dreamwalker (Shaman), Medicine Man (Shaman), Plainsrider (Native Brave, Huntsman), Seer(Shaman), Witchman (African Shaman only), Wizard Slayer (any class)|
Armor and Defense
A swashbuckler doesn’t stumble around in plate, making a racket.
- Your AC is equal to your THAC0 minus 10, minus your Dexterity Adjustment.
There are only three types of armor: leather, mail, and plate. Mail is out of favor with all but the berserkers of the Kingdoms of the Great Lakes.
- Leather Armor absorbs 1d3 points of damage from all sources.
- Mail Armor absorbs 1d6 damage from bludgeoning and slashing weapons, 1d3 from piercing and elemental attacks. It absorbs only 1 point of damage from firearms.
- Plate Armor absorbs 1d10 damage from slashing, bludgeoning, and piercing attacks; 1d6 damage from firearms and elemental attacks.