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Proficiencies

This chapter details new proficiencies for SAVAGE COAST campaigns. In addition to a number of new Non-weapon proficiencies, there are new weapon proficiencies, new specialisations, and notes on using natural weapons. The new weapons themselves are described in the "Equipment and Economics" chapter. This chapter also includes expanded rules for weaponless combat, such as martial arts, punching, and wrestling.

Weapon Proficiencies

In this setting, a number of races have natural attack forms. In order to maintain play balance between those races and more standard humans and demihumans, PCs with such natural attack forms must devote proficiency slots to them if they are to be used. This is similar to human and demihuman characters being required to spend proficiency slots to become more effective with their natural attack forms of punching and wrestling. Note that all humanoid PCs can use the normal punching, wrestling, and overbearing attacks as described in the PHB and DMG.

Characters can even specialise in punching, wrestling, and martial arts in the SAVAGE COAST campaign setting. Rules for other attack specialisations are also detailed here.

Natural Attack Forms

The races of the Savage Coast have many different types of natural weapons: bite (for tortles, lupins, rakastas, and araneas), claws (for tortles and rakastas), rear claws (for rakastas), and web-casting (for araneas). The attacks are defined in the following text; damage is listed in Table 11.11 in the "Player Characters" chapter. Note that members of these races used as "monsters" may not be proficient in all the natural attack forms of the race; for example, the average rakasta does not learn how to use rear claws. However, attack forms gained from Legacies automatically grant proficiency in that form whenever the Legacy is active.

Like other weapons, natural attack forms fall into these types: bludgeoning, piercing, and slashing. A bite (at least for these PC races) classifies as a piercing attack and claws classify as slashing attacks. Strength adjustments to attack and damage rolls apply to all natural attack forms.

Natural Weapons

This proficiency allows a character to take full advantage of one type of natural attack form. For example, a lupin with this proficiency could bite an opponent without suffering a non-proficiency penalty. Other lupins incur a non-proficiency penalty when biting. If the character wishes to use two attack forms, such as claws and bite, he must spend two weapon proficiency slots. However, if the race's natural attack form is with two claws, the character need spend only one slot to gain full use of both claws in the same round. For example, a rakasta can take one weapon slot for a bite attack and a second slot for a claw attack; the second slot allows the rakasta to attack with both claws in the same round at no penalty.

Note: Rakastas also have a special weapon unique to the race: war claws. Characters gain the war claw proficiency for free by taking the natural weapon proficiency for claws.

A bite attack requires characters to close their jaws on a portion of an opponent's anatomy. In some situations, however, the attacker might also suffer damage due to special properties of the victim. Claw attacks are made by slashing an enemy with claws on the hands. Rear claw attacks can be made only if the attacker has grappled with an opponent or has otherwise grasped the defender with both hands (such as by making two successful claw attacks and holding on). In order to make a rear claw attack, a character draws his feet up and uses his rear claws to slash the enemy. Of course, a rear claw attack cannot be made if any type of footwear covers the claws.

A tail slap can be used only against an opponent who is behind or flanking the attacking character; a character who cannot see an opponent suffers a penalty to the attack roll (-2, unless the attacker has no idea of the location of the individual in tail range). The drowning attack is a variation of the overbearing attack; drowning attacks can be made only by gurrash.

A web-casting attack closely resembles a lasso attack, with the same results. Only araneas can make a web-casting attack. The rope use Non-weapon proficiency provides the character with a +2 web-casting attack bonus, just as it does for someone with the lasso proficiency. It takes 20 feet of webbing to immobilise a medium-size creature, about half that for a small or tiny creature, and about twice that for a large creature. A lesser amount can be used to capture or entangle an opponent. Strands can be cut easily (requiring only 2 points of damage) and can be broken by a successful open doors roll.

Weaponless Attacks

Punching and wrestling rules are detailed in Chapter 9 of both the PHB and the DMG. Anyone can use punching or wrestling without the expenditure of a proficiency slot, but to specialise in either, characters must spend one weapon proficiency slot.

The martial arts system described below is condensed from the CFH and the CPH. By spending one weapon proficiency slot, any character can acquire the ability to use martial arts. Spending a second weapon proficiency slot gives the character specialisation in martial arts.

In a SAVAGE COAST campaign, any character can specialise in more than one type of unarmed combat. Typically, however, only Nobles specialise in punching, and few people besides Fighting Monks specialise in more than one unarmed combat style. Some Savages and Traders specialise in wrestling, which is used to prove battle prowess without causing lethal damage.

Note that a character who carries a weapon in one hand and nothing in the other can punch with the empty hand, but the same penalties apply as for using a second weapon. A character specialised in martial arts, who wields a weapon in one hand and carries nothing in the other, can make a martial arts attack in addition to the weapon attack. As with punching, the character suffers penalties for the second attack.

A character with natural weapons (like claws) causes no additional damage when making an unarmed attack. Natural weapon attacks are considered separately. For example, a rakasta punches with the claws turned inward, not causing extra claw damage.

Punching Specialisation

A character specialised in punching gains a +1 bonus on punching attack rolls, a +1 bonus to all damage done while punching, and a +1 bonus on the Punching and Wrestling Results table. The chart bonus reflects the character's superior accuracy. While most characters roll on the punching results table to determine which manoeuvre is made, the +1 table bonus allows the specialised character to choose from the rolled result or either result within one space of it (in other words, the result directly above or below it on the table).

Wrestling Specialisation

A character specialised in wrestling gains a +1 bonus on wrestling attack rolls, a +1 bonus to all damage with wrestling (including damage per round of a continued hold), and a +1 bonus on the Punching and Wrestling Results table. The table bonus operates exactly like that for punching.

Martial Arts: Torasta

The martial arts described here belong to a sort of "generic" style. In most places on the Savage Coast, the skill is called torasta, usually acknowledged to be a combination of ancient tortle and rakastan unarmed combat styles.

At its basic level, torasta operates just like punching or wrestling. Torasta combat occurs when a character attacks with bare hands, feet, or head. No weapons are used in torasta attacks, but the character can hold a weapon in one hand though not both while performing this martial arts style with the other. If a character's torasta attack occurs in the same round as his weapon attack, penalties apply as if the character were attacking with two weapons.

When making a torasta attack, the martial artist makes a normal attack roll against the target's Armour Class. An attacking character who wears armour suffers from the armour modifiers for wrestling, as detailed in Chapter 9 of the PHB and DMG. Any other modifiers to the attack roll such as those from Strength or using martial arts as a second attack apply normally.

If the attack roll succeeds, consult Table 14.1 for results. Damage modifiers for Strength apply to all torasta attacks.

Table 14.1: TORASTA RESULTS

Roll

Manoeuvre

Damage

%KO

20+

Head punch

3

15

19

High kick

2

10

18

Vitals kick

2

8

17

Vitals punch

2

5

16

Head bash

2

5

15

Side kick

1

3

14

Elbow shot

1

1

13

Body punch

1

2

12

Low kick

1

1

11

Graze

0

1

10

Body punch

1

2

9

Low kick

1

1

8

Body punch

1

2

7

Knee shot

1

3

6

Side kick

1

5

5

Head bash

2

10

4

Vitals punch

2

10

3

Vitals kick

2

15

2

High kick

2

20

1

Head punch

3

30

The "Roll" refers to the modified attack roll; the "%KO" refers the percentage chance that the manoeuvre has to knock out the target; manoeuvres are described in the following text.

Body punch: The attacker lands a straightforward punch into the target's stomach or chest.

Elbow shot: The attacker plants an elbow in the target's chest, side, or stomach.

Graze: This begins as another manoeuvre but does not land firmly, merely grazing the target.

Low kick: The attacker kicks the target's leg or thigh.

Head bash: The attacker slams his forehead into the target's face.

Head punch: The attacker plants a good, strong blow with the fist to an enemy's head, particularly the jaw.

High kick: The attacker kicks the target somewhere in the upper body stomach, chest, back, or shoulder.

Knee shot: The attacker brings a knee up into the target's stomach or thigh.

Side kick: This manoeuvre indicates that the attacker has time to prepare and launch a very powerful sideways kick (perhaps at the end of a cinematic leap).

Vitals kick: The attacker kicks the target at some vital point groin, kidney, neck, solar plexus, etc.

Vitals punch: The attacker puts a fist into a vulnerable point, as listed under vitals kick.

Martial Arts Specialisation

The torasta specialist gains a +1 bonus to attack rolls with torasta, +1 to damage rolls with torasta, and a +1 bonus on the Torasta Results table.

Continuing Specialisation

Fighting Monks can continue specialisation in any form of unarmed combat; Honourbound can continue specialisation in martial arts; duellists and Nobles can continue specialisation in punching. These characters are the only ones who can continue specialisation in unarmed combat styles. In a SAVAGE COAST campaign, a character can devote multiple slots per level to continued specialisation, if desired.

Continuing specialisation requires the expenditure of one additional weapon proficiency slot per level of specialisation. For each additional slot spent, the character gains a +1 bonus to attack rolls with the chosen combat style, a +1 bonus to all damage with the combat style, and an additional +1 bonus on the appropriate attack results table. For example, a character with a +2 chart bonus could choose the manoeuvre rolled, either of the two above it, or either of the two below it.

Special Attack Forms

Several special weapon manoeuvres are described in the PHB and the CFH. Two of these manoeuvres attacking with two weapons and disarming are repeated and expanded here because of their popularity on the Savage Coast, especially among the Swashbucklers of the Savage Baronies. In addition, another proficiency, "quick draw," is described here as well. This proficiency aids mostly in duelling, a popular pastime in the area.

Each of these abilities costs one proficiency slot. Some of these skills are only available to certain classes, though.

Disarm

This is a variation of the rules for attempting to hit a specific target, as described under "Hitting a Specific Target" in Chapter 9 of the DMG.

Intent to disarm must be declared before initiative is rolled. This manoeuvre can be used to dislodge any item held in one hand of a target. Just as with other called shots, the character attempting to disarm receives a +1 penalty to the initiative roll and a -4 penalty to the attack roll. The attack is then made against the target's normal Armour Class.

A successful attack sends the dislodged item 2d6 feet from the target's hand (unless some special factor prevents this). To determine the direction in which the item moves relative to the attacker, roll 1d6 with results as follows: 1, straight ahead of the attacker; 2, ahead and right; 3, behind and right; 4, straight behind; 5, behind and left; 6, ahead and left.

Other disarming manoeuvres, as well as many details on called shots, can be found in the CFH.

Two-Weapon Style Specialisation

Any warrior or thief can automatically wield two weapons at the same time without spending a proficiency slot. As explained in the PHB, however, the character suffers penalties of -2 with the main weapon and -4 with the second weapon. These rules also limit the choice of secondary weapon. Using a second weapon provides the character with one extra attack per round, barring haste and other similar magic, regardless of how many attacks the character can normally make.

Note that in this setting, punching and martial arts can be used as a "second weapon," though martial arts work this way only if the character is specialised.

Any warrior, rogue, Fighting Monk, Militant, or Swashbuckler can specialise in the two-weapon style by spending one weapon proficiency slot. This skill never requires a proficiency check.

If the character acquires the two-weapon style specialisation, attacks made with two weapons suffer lesser penalties: 0 with the primary weapon and -2 with the secondary weapon. An ambidextrous character (as determined by the DM, or purchased at the cost of a proficiency slot of any type) with this proficiency suffers no penalties for either weapon. Also, as described in the PHB, a character's Reaction Adjustment can modify or negate these penalties.

In addition, characters with this specialisation can use two weapons of the same size. The weapons can both be used for the same manoeuvre or different manoeuvres (such as one striking and the other disarming). If used for different manoeuvres, each receives a -1 penalty to its attack roll.

The Dominguez fighting school requires its members to purchase this skill. They receive no penalty to their secondary weapon attacks. See the "Secret Passes" section for details.

Quick Draw

Anyone able to choose Non-weapon proficiencies from either the warrior or the rogue group may purchase the quick draw proficiency. This proficiency allows a character to more quickly use a ranged weapon during combat. The ability can be purchased as either a weapon or Non-weapon proficiency.

To use this proficiency, a character must make a successful Dexterity check. If the check fails, the character fails to perform a quick draw in that round but suffers no other adverse effects. On the other hand, if the check succeeds and the character is firing a bow, crossbow, or firearm of any type, the character gains a -2 bonus on individual initiative. If individual initiatives are not being used, the character still gains the bonus, acting two steps earlier than others on his side of the conflict. Obviously, this is important only if the difference between initiatives for the two sides equals 2 or less.

A character with this proficiency who is also specialised in the use of a bow, crossbow, or firearm can still fire first in a round (before initiative is rolled), if the character has an arrow nocked and drawn or a crossbow or firearm loaded and cocked and a target in sight. In this case, the -2 initiative bonus applies to the character's next shot if the character gets a second shot in the same round, given the weapon type and the situation.

Secret Passes

One of the most important elements of swashbuckling is duelling. This new secret pass system heightens the excitement of these types of encounters. With the new system, PCs can join fighting schools to learn secret fencing moves and strategies.

Secret passes are fighting manoeuvres that PCs must spend a great deal of time learning and perfecting. Still, the hard work pays of grandly in the end. These special manoeuvres can mean the difference between a mundane win and a grandiose victory and sometimes even between life and death.

The secret pass system should be used instead of, not in addition to, the critical hit system. Secret passes each cost one weapon or Non-weapon proficiency slot. A PC may begin play with one secret pass only if he is a full member of a fighting school. (See "Fighting Schools" below for more details.) These passes can be performed only against humanoids or other creatures using weapons (DM's call otherwise). The DM should also feel free to expand the list of passes for each school or even add new schools, using these as guidelines.

Learning Secret Passes

Any PC can learn a secret pass if he joins a fighting school. A PC must accumulate one month's worth of training with a master and make a successful Intelligence check to learn the pass. If the check fails, the PC cannot try to learn that pass again until the next level of experience, but the proficiency slot is not lost. A PC learns a pass only on a specific weapon. Once a PC has learned a pass, however, spending one more proficiency slot on it would allow him to perform that pass with any one-handed sword he is already proficient in.

To learn a Difficult Pass, a PC must have already mastered two Basic Passes. To learn a Master Stroke, he must have already mastered two Difficult Passes. To learn a Death Move, he must have already mastered two Master Strokes. A PC can never have more Difficult Passes than Basic Passes, more Master Strokes than Difficult Passes, or more Death Moves than Master Strokes.

To determine which pass a PC's master chooses to teach him, refer to the list of passes for his school and roll for a pass that he is eligible for. If it is his first pass, roll for a Basic Pass. If he already knows two Basic Passes, roll for either a Basic Pass or a Difficult Pass (PC's choice). A PC can always go back and learn a lower level pass.

These special combat moves are almost always taught by a master swordsman. A PC cannot teach a move until he has known it for at least five levels of experience, and even then he must acquire permission from his school.

Stealing Secret Passes

Secret passes are just that secret. One does not want to use them in public for fear that another swordsman might see and copy them. Generally, a swordsman would use such moves only in combats to the death, or at least duels held in secret.

Allowing someone to steal a move is not only dishonourable, but it can also be grounds for punishment by that school. Stealing passes, while not dishonourable, does anger the members of the school from which it is stolen.

A PC can steal only moves that he would be capable of learning. For example, a PC who knows only one Basic Pass could not steal a Master Stroke. In order to steal someone's move, the PC must see the pass used firsthand with no distractions (such as being in battle). A PC fighting nearby could not see the pass well enough to copy it. Even if it was used against him personally, a PC would not be able to duplicate the move. The PC must also be proficient in the weapon that was observed.

If all of these qualifications are met, then the PC can attempt an Intelligence check to see if he understands the move; if this check is successful, the PC must practice the move until he reaches the next level of experience. At that point, the PC must make another Intelligence check at a -4 penalty to actually master the move. If this check is successful, the PC has completely mastered that secret pass. If this check fails, however, the PC must continue the training and attempt another Intelligence check at a -3 penalty upon reaching the next level. The attempt gets easier each time.

A stolen pass still requires spending a proficiency slot. If the PC does not have one available at the time, he must wait to master the move until he does.

Using Secret Passes

The rapier is the most appropriate weapon for these moves, but any one-handed sword will suffice (subject to DM approval). Rapiers receive no penalty; other swords receive a -1 penalty to all secret pass attacks. DMs must use common sense in deciding which passes can be performed with some swords.

When a player rolls at least five points higher than his target number in an attack, this counts as an exceptional hit. In combat, any time a PC makes an exceptional hit against an opponent, he has the option to use a secret pass. The degree of success necessary for each type of move is given below in Table 14.2.

Table 14.2: SECRET PASS EXCEPTIONAL HITS

Attack Roll Must Succeed By

 

Attack Roll Must Succeed By

Pass

Rapier

Sword

Basic Pass

5

6

Difficult Pass

6

7

Master Stroke

7

8

Death Move

8

9

A player does not declare before rolling that he intends to use a secret pass. By rolling well in combat, the PC creates an opening for one of these manoeuvres, and he can then choose whether to take it or not. If too many people are around or he doesn't have an appropriate move available, he can choose to simply score a normal hit on the opponent.

The effect of a secret pass is always in addition to normal damage unless otherwise specified in the description. Some of the passes require a special condition, such as the use of a shield or second weapon or the presence of a certain object.

For example, Fernando (an 11th-level fighter) has a 10 THAC0 with his rapier. His opponent has an Armour Class of 3 due to his Dexterity and +3 ring of protection, so Fernando needs a roll of 7 to strike him successfully. An attack roll of 15 succeeds by 8 points, so Fernando can then choose to land a normal hit on him or use any Basic or Difficult Pass, Master Stroke, or Death Move that he has learned. Fernando, having already been severely wounded, decides to perform the Surgeon's Knife, killing his opponent and ending the duel.

Fighting Schools

Secret passes differ according to school. The four most famous fighting schools on the Savage Coast are the Dominguez, Cavalcante, Moncorvo, and Verdegeld schools. These schools distinguish themselves by their differing philosophies. No one is ever allowed to join more than one school. Each school has its own set of secret passes, though some of the basic ones are similar. The schools each employ a few masters, who learn all the passes, and some instructors, who learn most of them.

Very selective in choosing their students, these schools often require a test (or series of tests) be passed before joining. Most schools also charge dues to their members, usually around 100 gp per year. This amount does not include any fee or demands made by the specific instructor before revealing a secret pass. The price of learning an individual pass can be as high as 200 gp per level of the pass.

The schools each have a secret phrase or signal that lets members identify one another. Someone who performs a secret pass and cannot identify himself as a member of that school could be in a bit of trouble.

Dominguez. The Dominguez fighting school originated in Torreón, but it has also become the most popular school in Renardy. It focuses on the two-weapon fighting style, so to be a member of this school, a character must spend an additional proficiency slot in that style. Dominguez members do not receive the -2 penalty to their secondary weapon attacks.

Table 14.3: DOMINGUEZ SECRET PASSES

1d4

Basic Passes

1

Torreóner Two-Step: This attack can be used only on the swordsman's first attack (that round). With it, the swordsman sets up his next attack, which he will use to throw his secondary weapon at a +2 bonus to hit.

2

Swift Sting: This attack inflicts a wound to the opponent's sword-bearing arm. Foe fights at an attack penalty of -2 until damage is healed. (Effect is cumulative with each secret pass until -10; then, the foe loses all use of that arm).

3

Slow Counter-Step: This attack automatically puts the opponent off balance until the end of the following round; he has a +2 AC penalty (AC 5 becomes AC 7). This attack inflicts no damage.

4

Dominguez Double-Dive: This pass can be used only on the swordsman's first attack (that round). This move is actually two successful attacks, so it also takes the place of the second attack. Damage for both attacks is rolled at a +1 bonus.

 

 

1d6

Difficult Pass

1-2

Kiss of Steel: Swordsman hits opponent with weapon hilt; opponent must make a successful Constitution check at a -6 penalty or be stunned, losing all attacks for one round.

3-4

Morales Ironsnap: Swordsman pins foe's weapon. If used against an opponent fighting with one weapon, the next attack automatically hits for maximum damage unless the opponent uses his initiative (if he hasn't already used it) to make a successful Strength check, freeing his weapon. If the Strength check fails, his weapon must successfully save vs. crushing blow or break. This attack inflicts no damage.

5-6

Two-Handed Farewell: No matter which attack it is performed with, this pass inflicts maximum damage for both weapons. This does not negate any other attacks

 

 

1d4

Master Strokes

1-2

Torreóner Block and Strike: This attack must be on the first attack (that round). The first weapon inflicts no damage, but the second weapon inflicts maximum damage if it hits. The swordsman also automatically gains initiative in the next round. If the opponent has not attacked this round, his next hit is effectively parried.

3-4

Manzanas Blurring Tower: Swordsman whirls blades so quickly that the opponent is confused, missing all attacks until the end of the next round and suffering a +2 AC penalty.

Death Move

Dominguez Necktie: Swordsman strikes with both weapons, opening the arteries in the foe's neck. Opponent can no longer fight and will die in 2d4 rounds if a healing spell (cure serious wounds or better) is not used.

Cavalcante. The Cavalcante fighting school originated in Texeiras but is becoming popular throughout the Savage Baronies. This school focuses on force. Practitioners prefer moves that display strength and power. To be a member of this school, a character must have a Strength of at least 13.

Table 14.4: CAVALCANTE SECRET PASSES

1d4

Basic Pass

1

Agueira's Salute: This attack is a crushing blow to the opponent's head. It gives a +2 bonus to damage; the opponent must make a successful Constitution check at a -4 penalty or be stunned, automatically missing his next attack.

2

Cavalcante's Charge: The opponent must make a Strength check at a -4 penalty or be forced backward 1d4+2 steps. This is especially useful when fighting on a ledge or cliff.

3

Baronial Masquerade: The swordsman distracts the opponent and rushes in, knocking foe's weapon to the ground. The swordsman automatically gains initiative next round and a +2 bonus on his next attack. This attack inflicts no damage.

4

Texeiran Trounce: Swordsman attacks forcefully enough to knock foe off balance. Opponent must make a successful Strength check at a -4 penalty or be thrown to the ground. His next initiative must be spent picking himself up.

 

 

1d6

Difficult Pass

1-2

Iron Lunge: The swordsman doubles the damage rolled for this attack and adds +2.

3-4

Battle Royale: The swordsman runs his sword through the opponent, doing maximum damage. The opponent must make a successful save vs. paralysation at a -2 penalty or flee.

5-6

Shattering Ram: Swordsman strikes foe's weapon with his own sword, using massive force. Opponent's weapon must successfully save vs. crushing blow or be shattered. This attack inflicts no damage.

 

 

1d4

Master Stroke

1-2

Scarlet Veil: Swordsman gouges out one of the foe's eyes. Opponent receives a -2 penalty to all attacks and initiative rolls and a +2 AC rating penalty until the eye is magically regenerated. If both eyes are gouged out, the foe suffers a 4-point penalty to all the above.

3-4

Sudden Squall: Swordsman successfully hits for maximum damage and grabs a nearby object, hitting the opponent for an additional 1d8 points of damage plus any Strength bonus.

Death Move

Surgeon's Knife: Swordsman disembowels foe. Opponent can no longer fight and will die in 2d4 rounds. Only healing spells (cure serious wounds or better) can be used to repair this damage.

Moncorvo. The Moncorvo fighting school is a favourite of Swashbucklers all over the Savage Coast. This school originated in Vilaverde and still has its headquarters there. To be a member of this school, a character must either have the tumbling proficiency or a Dexterity of 13. This school also favours the use of a buckler.

Table 14.5: MONCORVO SECRET PASSES

1d4

Basic Pass

1

Hidalgo Deathwish: This attack inflicts a wound to the opponent's side. Foe suffers an AC penalty of +2 until the wound is healed. (Effect is cumulative with each pass until the opponent's AC is 10; then, the attack inflicts double damage.)

2

Rapier's Harvest: Swordsman can cut any single non-living object within reach, such as a pouch, rope, candle, belt, or any object that can normally be cut by a rapier. This attack inflicts no damage.

3

Baronial Panache: Swordsman's spectacular skill requires foe to make a successful save vs. paralysation or flee.

4

Silk and Steel: This attack lets the swordsman swirl a cloak to confuse his foe and entangle opponent's weapon, causing him to automatically miss the next attack.

 

 

1d6

Difficult Pass

1-2

Master Seal: Swordsman carves a personal mark into the foe's forehead or clothing. Scar requires regeneration to erase.

3-4

Swordsman's Gambit: Swordsman tumbles under the foe's weapon and adds an extra 1d6 damage on this attack.

5-6

Vilaverdan Slip: Swordsman skilfully steps around a foe blocking the way (including through a doorway), automatically gaining initiative in the next round and a +2 bonus on his next attack roll.

 

 

1d4

Master Stroke

1-2

Inigo's Rebuke: Swordsman creates an opening for 1d3 extra attacks, which he must apply immediately.

3-4

Swashbuckler's Eyebrow: Swordsman slashes the opponent on the forehead, inflicting maximum damage and temporarily blinding foe, who attacks with a -2 penalty for the next two rounds.

Death Move

Moncorvo's Heartbreak: Swordsman pierces for through the chest. Opponent can no longer fight and will die within 2d4 rounds if not healed magically (cure serious wounds or better).

Verdegild. The Verdegild fighting school originated in Eusdria. Popular with both paladins and Honourbound, this school teaches that superior skill is shown through control. Anyone can kill an opponent, but a superior swordsman can prove his skill without causing death. A duel ends when an opponent is disarmed or, occasionally, at first blood. Though practitioners of this style do not like to kill, they will defend themselves to the death if no other alternative presents itself.

Table 14.6: VERDEGILD SECRET PASSES

1d4

Basic Pass

1

Corsair's Handshake: This disarm attack will work even against an opponent using the two-weapon fighting style. Opponent must make a successful Strength check at a -4 penalty or drop all weapons he is currently holding. This attack inflicts no damage.

2

Paladin's Reverence: This attack inflicts a wound to the opponent's leg. Foe suffers a -2 penalty to initiative rolls until the leg is healed. (Effect is cumulative with each pass up to a -10 penalty; then, the opponent loses use of the leg.)

3

Swordsman's Slice: Swordsman can cut any single non-living object within reach, such as a pouch, rope, candle, belt, or other object which can normally be cut with a rapier. This attack inflicts no damage.

4

Show of Force: Opponent must make a successful Dexterity check at a -4 penalty or be knocked to the ground. His next action must be used to pick himself up. The swordsman can choose to execute this attack for no damage.

 

 

1d6

Difficult Pass

1-2

Royal Display: Swordsman's superior ability frightens opponent so much that he must make a successful save vs. paralysation at a -2 penalty or surrender.

3-4

Knight's Accolade: This attack inflicts damage to the opponent's sword-bearing arm. Foe fights at a -4 penalty to all attack rolls until arm is healed. (Effects are cumulative the first two times this is used; after that, the opponent can no longer use that arm.)

5-6

Eusdrian Standoff: Swordsman locks swords with the opponent, closing in until they are face to face. This effectively prevents any sword attacks by either of them until someone steps away. If the opponent steps away first, the swordsman automatically gains the next initiative with a +2 bonus on his attack roll. However, the opponent can attempt a Strength check at a -6 penalty to push the swordsman away; if he succeeds, neither receive any subsequent bonuses.

 

 

1d4

Master Stroke

1-2

Musketeer Sundown: This attack inflicts a hard blow to the side of the opponent's head. Foe must make a successful Constitution check at a -8 penalty or fall unconscious. This attack inflicts 1/2 damage.

3-4

Honourbounds Courtesy: The swordsman disarms the opponent and shreds his garments over a vital area. The opponent must make a successful save vs. paralysation at a -4 penalty or flee (if there is room) or surrender. The swordsman can choose to execute this attack for no damage.

Death Move

Verdegild's Sentence: Opponent's sword arm is severed (or at least completely disabled) at the elbow; opponent's hit points are automatically halved, and he must make a successful system shock roll or fall unconscious. He will bleed to death in 1d4 hours if not healed, magically or otherwise.

Weapon Specialisation

In SAVAGE COAST campaigns, only single class fighters can specialise in the use of a weapon unless a kit specifies otherwise. They can also specialise in the use of more than one weapon if they care to devote the slots to the skill. In other ways, specialisation is treated just as it is in the PHB, with the addition of some new weapons presented for the setting.

A character with natural weapons can also specialise. These specialisations are treated exactly like melee weapon specialisation. Since the claw proficiency already allows the character two attacks per round, specialisation allows one extra attack per round.

Lasso (or web-casting) specialisation is also possible in the Savage Coast campaign. The specialist gains the normal +1 bonus to attack rolls and +2 to bonus damage rolls; this damage bonus applies to all damaging effects except for strangulation (if a target is suspended with a lasso). A web-casting specialist can make two attacks in the same round if able to generate a web from each hand). Specialisation does not otherwise grant extra attacks.

Boomerang specialisation grants additional attacks, as indicated in Table 14.7. Specialisation in throwing stones acts like dagger specialisation in regard to the number of attacks allowed.

Fighters, Swashbuckler warriors and rogues, and Honourbound duellists can specialise in the use of the wheellock belt pistol or horse pistol. Such a specialist gains the point-blank range category like that of a bow or crossbow specialist, except with a range of 6 to 15 feet. The effect is a +2 bonus to attack rolls at point-blank range. No additional damage is caused, unless the character's bullets have a magical bonus. The number of shots allowed per round is shown in Table 14.7. As with bow or crossbow specialisation, specialisation in wheellock pistols allows a character to fire at the beginning of a round (before initiative rolls), if the pistol is loaded and cocked and a target is insight.

Table 14.7: SPECIALIST ATTACKS/ROUND

Level

Boomerang

Belt pistol

Horse pistol

1-6

2/1

1/1

1/2

7-12

3/1

3/2

1/1

13+

4/1

2/1

3/2

Non-weapon Proficiencies

Some of the proficiencies detailed here are adapted from other sources. In the case of any disagreements, descriptions in this book take precedence. The Non-weapon proficiencies groups available to each class are listed in Table 14.8. Additionally, Table 14.9 lists new Non-weapon proficiencies available, along with the slots required for each proficiency, its relevant ability, and modifiers applied to that ability to determine the score for the proficiency.

Table 14.8: GROUP CROSSOVERS

Class

Proficiency Groups

Fighter

Warrior, General

Paladin

Warrior, Priest, General

Ranger

Warrior, Wizard, General

Cleric

Priest, General

Druid

Priest, Warrior, General

Any Wizard

Wizard, General

Thief

Rogue, General

Bard

Rogue, Warrior, Wizard, General

Note: All wizards whether mages, wild mages, specialists, or elementalists have access to the same proficiency groups. However, some specialty priests might be able to access groups other than those listed for the cleric. This is left to the DM's discretion, but access to other proficiency groups should make sense for the priest's chosen Immortal.

Proficiency Descriptions

Details regarding the use of each new Non-weapon proficiency follow. For convenience, the group to which the proficiency belongs is listed in parentheses after the proficiency's name.

Table 14.9: NON-WEAPON PROFICIENCY GROUPS

General Proficiency

Slots

Ability

Modifier

Alertness

1

Wis

+1

Boating

1

Wis

+1

Glassblowing

1

Dex

-1

Legacy lore

1

Int

-1

Metalworking

1

Dex

0

Observation

1

Int

0

Panache

1

Cha

0

Poetry

1

Int

-2

 

 

 

 

Priest Proficiency

Slots

Ability

Modifier

Ceremony

1

Wis

0

Curse lore

1

Int

-1

Storytelling

1

Cha

0

Veterinary healing

1

Wis

-3

 

 

 

 

Rogue Proficiency

Slots

Ability

Modifier

Acting

1

Cha

-1

Animal noise

1

Wis

-1

Fast talking

1

Cha

Special

Fortune telling

2

Cha

+2

Information gathering

1

Int

Special

Intimidation

1

Special

Special

Looting

1

Dex

0

Storytelling

1

Cha

0

Trailing

1

Dex

Special

 

 

 

 

Warrior Proficiency

Slots

Ability

Modifier

Acting

1

Cha

-1

Animal noise

1

Wis

-1

Duelling

1

Cha

0

Gunsmithing

2

Int

-3

Intimidation

1

Special

Special

Military tactics

2

Int

0

Redsmithing

2

Int

0

Veterinary healing

1

Wis

-3

Weaponsmithing

1

Wis

-3

 

 

 

 

Wizard Proficiency

Slots

Ability

Modifier

Alchemy

2

Int

-3

Acting (Rogue, Warrior)

Characters with this proficiency have the ability to portray a role and speak clearly and deliberately, conveying the message in both words and manner. This allows them to make a living on the stage and can even help a character fake emotions or assume a false identity.

Generally speaking, only a difficult or unrehearsed role, performed on short notice, requires a proficiency check. A successful proficiency check can dupe unsuspecting individuals, making the user appear genuine, though further actions can create suspicions and force new checks.

If someone disguises the character with magic or the disguise proficiency, the character's acting checks receive a -1 bonus to the rolls. If the character actually has the disguise proficiency as well as the acting proficiency, proficiency checks for both acting and disguise are made with a +1 bonus.

Alchemy (Wizard)

This proficiency grants its owner basic knowledge of both alchemical compounds and the equipment used to manipulate them. It does not allow the user to create magical potions, but it does permit the individual to analyse and identify potions, poisons, and other substances given the proper tools (alembics, retorts, burners, etc. which are not the sort of things normally carried around). Proper identification requires a successful proficiency check.

Given the proper tools, a character with this skill can create an antidote to a particular poison. A sample of the poison or the blood of the poisoned individual is required for analysis. A failed check means that particular poison eludes the knowledge of the alchemist. Current theory holds that all poisons are relatively unique, so an antidote for the poison from the sting of one wyvern might not work for that of another. Antidotes can be created relatively quickly (1d10 rounds) but must be used immediately, since their efficiency diminishes within a matter of minutes. If stabilising agents exist that allow antidotes to survive for a long time, they are tightly held secrets of professional alchemists.

An alchemist of the Savage Coast also acquires the knowledge required to make smokepowder, including the correct ratio of vermeil and steel seed required (about 2 to 1), and the amount of time required (approximately an hour per ounce, to properly heat and mix the ingredients).

If an Inheritor teaches the character alchemy, the proficiency also includes knowledge of the recipe for the base liquid needed to make crimson essence. An Inheritor teaches this recipe only to other Inheritors; teaching it to anyone else is grounds for being declared a renegade.

Alertness (General)

Characters with this proficiency are exceptionally attuned to their surroundings, able to detect disturbances and notice discrepancies. A successful proficiency check reduces a character's chance of being surprised by 1.

Animal Noise (Rogue, Warrior)

Sometimes known as mimicry, this proficiency enables a character to imitate noises made by various animals or make other simple sounds. Such sounds are often used to signal others without alerting enemy forces. A successful proficiency check means that only magic can distinguish the mimicry from the noise of a real animal. A failed check means the sound varies slightly from what it is intended to mimic. Even if the check fails, not everyone who hears the sound knows it is a fake. Those familiar with the sound being imitated recognise the fake automatically, but other listeners might have to make a successful Wisdom check to detect it.

Boating (General)

With this proficiency, a character can pilot any small water craft no longer than 35 feet (such as a canoe or raft), even operating at maximum speed. Such craft are usually manoeuvred by paddles, though some have light sails. This skill also allows the character to make minor repairs and improvements in water craft, such as waterproofing and patching holes.

A successful proficiency check enables the character to handle the craft in treacherous situations, like manoeuvring a boat through choppy water without capsizing or avoiding collisions when boating through a narrow, rocky channel.

Note that while the navigation and seamanship proficiencies deal with ships in oceans, seas, and other large bodies of water, the boating proficiency is confined to small craft on rivers, lakes, or oceans (close to shore), usually on relatively calm waters.

Ceremony (Priest)

This proficiency indicates that the character has a basic understanding of the rituals pleasing to a particular Immortal, church, or cult and can use them to his advantage. This also means the individual might know enough to fully despoil an enemy's temple, if so desired.

Priests automatically have the ceremony ability for their own church, should they have a specific Immortal or faith. Characters can take additional ceremony proficiencies for other Immortals without offending their own, provided they use the knowledge to advance the cause of their chosen Immortal.

Curse Lore (Priest)

Characters with this proficiency have a fairly precise knowledge of the Red Curse, its effects, and its manifestations. They know all the legends of the Red Curse's origins and probably have a favourite. More useful is the fact that they know the true properties of the land's magical materials, are familiar with how magic interacts with the Red Curse, and are able to understand divinations more clearly (see the "Magic" chapter). With a successful proficiency check, such a character can recognise the stages of the Red Curse's manifestation and determine how far into the process someone is. The character can also determine the accuracy of a newly acquired piece of knowledge about the Red Curse, assuming he makes a successful proficiency check.

Duelling (Warrior)

The duelling proficiency provides its possessor with knowledge of all the rules of duelling for the different nations and states of the Savage Coast. This applies to duels with pistols, swords, other weapons, and even martial arts. The character can mediate duels and never makes a rules misstep when participating in one.

Suggested game mechanics for duelling are covered in "The Campaign" chapter; samples of duelling regulations of different cultures are described there as well.

Characters with this proficiency are very calm and collected during a duel. Those who make a successful proficiency check can stare down an opponent for a full round, shaking that opponent's resolve. The opponent then suffers a -2 penalty to his next attack roll, and opponents with the quick draw proficiency suffer a +2 penalty to their next proficiency check for that skill. Opponents who possess the duelling proficiency can attempt a Wisdom check to avoid the effects when it is applied against them.

Fast-Talking (Rogue)

Fast-talking is the art of distraction and conning. If the fast talker makes a successful proficiency check, he perpetrates the attempted scam with no trouble. If the proficiency is used against a player character and the check is successful, whatever the fast-talker says sounds reasonable to the PC.

Modifiers to the roll for the proficiency check are based on the target's Wisdom and Intelligence, as shown on Table 14.10. The DM can also introduce modifiers according to the difficulty or plausibility of what the fast-talker is attempting to achieve. All modifiers are cumulative.

Table 14.10: FAST-TALKING MODIFIERS

Target's

Intelligence

Target's

Wisdom

Modifier

3 or less

NA

3 or less

-5

4-5

4-5

-3

6-8

6-8

-1

9-12

9-12

0

13-15

13-15

+1

16-17

+2

18

16-17

+3

19

18

+5

20+

19+

NA

Targets with Intelligence of 3 or less are so dim that attempts to fast-talk them fail automatically because they cannot follow what is being said. (Still, creatures that stupid are easy to fool in other ways.) Targets with an Intelligence of 20, or more or a Wisdom of 19 or more, are impervious to fast-talking.

Fortune telling (Rogue)

This proficiency includes knowledge of a variety of methods of divination, mostly fake. The character with fortune telling is usually familiar with numerous devices and methods, such as cards, palm reading, interpreting bird flight, and so forth. At the very least, the character is familiar enough with these practices to appear to be an authentic soothsayer.

In this campaign, some predictions by such characters are accurate, though the proficiency confers no magical powers. If the proficiency check is a 1 or 2, the character using the skill has a flash of insight and is able to make an accurate prediction based on the method used. If the check succeeds with any other number, the character simply invents a prediction that the client believes. If the check fails, any prediction made is not believed by the client. Note that fast-talking modifiers can be applied with the fortune telling proficiency if the DM allows it.

Glassblowing (General)

This proficiency indicates that the character is trained in the craft of glass-blowing and can make a comfortable living at it, given the proper materials. The skill allows the user to make unique, hand-crafted items, as well as more traditional bottles or windows. Large sheets of glass are all but unknown on the Savage Coast; windows are made of smaller, hand-crafted pieces. The character also knows the basics of cutting and etching glass, performing these tasks with a +4 penalty to the proficiency check.

This proficiency cannot be taken by characters of primitive tribes until those characters reach an area where they can learn glassblowing.

Gunsmithing (Warrior)

Characters with this proficiency are able to build and repair wheellock pistols. If the proficiency check for building fails, the pistol has some error that causes it to explode the first time it is used, causing 1d8 points of damage to the user. If a check for repair fails, the character breaks something in the firearm, necessitating two successful checks to repair it.

Information Gathering (Rogue)

This proficiency allows a character to gather information, usually from the underworld and commonly in regard to roguish jobs and characters. A character with this proficiency, in appropriate circumstances, will be aware of any major rumours circulating around the area; this character can gather twice as many rumours as other characters in the same situation.

With a successful proficiency check, specific information about a person or place can be gathered. The DM can modify the proficiency check according to the specificity of information desired. Reaction adjustments based on Charisma can also affect the check, provided the situation requires the character to talk with people during the search. Membership in a guild or other organisation gives the skill user a +2 bonus to the proficiency check, because the character can gain information from connections in his organisation.

Since this proficiency depends on a network of informants and contacts, characters using it are at a disadvantage when trying to gather information outside their regular base of operations (a neighbourhood of a city, a town, or a whole province in some cases). Outside this territory, a proficiency check is required for such a character to hear rumours, and gathering information incurs a penalty of -3 to the proficiency checks. The DM can increase the penalty for truly foreign areas.

Whenever a proficiency check is required for information gathering, the gatherer must make a small investment for drinks, bribes, or other incentives. This money is spent whether or not the proficiency check is successful. A total of 1d10 gp is typical; if this amount is not spent, an additional -3 penalty is applied.

Characters can continue searching for rumours if they fail at first, making a new proficiency check each day. The DM may choose to modify the character's chances of success as a result.

Intimidation (Warrior, Rogue)

By using this proficiency, a character can bully or otherwise influence others through force or threats. The skill is ineffective against PCs or against NPCs of 5th level or higher. The DM can apply modifiers for particular situations (such as when a low-level ruler is surrounded by guards and supporters).

The character can use either Strength or Charisma to determine the score for this proficiency, with a -2 penalty. If Strength is used, the character is threatening immediate bodily harm; if Charisma is used, the intimidation consists of more subtle threats.

If the proficiency check is successful, the target NPC is convinced that the character is ready and able to make life miserable for him. The NPC will act according to the PC's wishes for a short time but might harbour resentment, planning revenge. A failed proficiency check indicates that the intimidation attempt results in a curt rebuff or even a call to combat.

Legacy Lore (General)

Legacy lore is similar to the spellcraft proficiency. If a character with this proficiency sees the manner in which a Legacy is used or any transformational or detrimental effects of a Legacy, the character has a chance to identify that Legacy. A successful proficiency check allows correct identification (though a failed check might still come close to identifying the Legacy used). With a second successful proficiency check, the character can remember some details about the Legacy identified, such as duration or approximate damage. If the character happens to have the same Legacy, or a related one, the check is made with a +3 bonus. This proficiency also provides a bonus when a caster attempts certain divination spells (see the "Magic" chapter).

Looting (Rogue)

This proficiency represents a knack for grabbing the best loot in the shortest time. For instance, if a character had only about two minutes to ransack a room before guards arrive, a successful proficiency check would allow the character to recognise and take the most valuable combination of items available, given space and time limitations.

Metalworking (General)

Characters with this proficiency can work artistically in silver, copper, gold, tin, brass, and other soft metals. They produce beautiful and useful metal items, such as oil lamps, vases, trays, and so on. They can also construct lovely jewellery.

A successful proficiency check results in an item of high quality. Failure may indicate that the character has fashioned something ugly. More often, failure means the item still looks pleasing but is somehow flawed or fragile, failing when put to the test.

Characters with an artistic ability proficiency that relates to metalworking gain a -1 bonus to rolls for metalworking proficiency checks. While metalworking allows characters to mould iron or steel with some deftness, it does not grant them the ability to make effective weapons, armour, or tools. Metalworkers can attempt to repair non-magical armour made of metal, but a failed proficiency check results in destruction of the armour (people seeking armour repair should visit an armourer). A metalworker can add engraving and inlays to armour.

Inheritors with this ability also learn the correct ways to manipulate and shape cinnabryl.

Military Tactics (Warrior)

Characters with this proficiency are so well trained in the concepts of military organisations and performance that they can interpret the movements of enemy forces and plan accordingly. To properly use this proficiency, a character must have accurate data as to the nature of the enemy force, either from magical scrying or mortal spies. This applies whether dealing with a band of marauding orcs or an enemy army.

When using this proficiency (with accurate data), the character gains a "double-check" to any plans, whether they are invasion or ambush. The DM makes a proficiency check in secret; if it succeeds, the DM should suggest a few ways to make the plan work better (though the player can reject advice as desired). A failed check means the DM can be silent on the matter, encourage a faulty plan, or even make foolish recommendations.

Observation (General)

This proficiency gives a character exceptional observational powers. If something is askew, the DM should secretly make an observation proficiency check for the character. A successful check means that the character notices something out of place.

This proficiency can also be used to increase a character's chance of finding secret or concealed doors by 1 in 6.

Panache (General)

Even though characters must expend Non-weapon proficiency slots to learn panache, it is not a typical Non-weapon proficiency. Instead, panache is a special effect native to the Savage Coast that characters can learn how to control. Simply put, the panache special ability allows characters to take advantage of the flamboyant, swashbuckling, adventuresome nature of the Savage Coast to mould situations to their advantage. Characters with panache can do what may seem to be impossible and even accomplish it with style.

Accumulating Panache Points. When a character learns panache, he gains the ability to accumulate Panache Points (PPs). PPs are an accumulation of heroic energy gathered by flamboyant individuals and expended, almost unconsciously, on their behalf. A character can accumulate a number of PPs equal to his current level plus his Charisma reaction modifier. So, a 1st level character with an 18 Charisma can accumulate up to 1 (his level) + 7 (his reaction modifier) = 8 PPs. A 5th level character with a 3 Charisma, however, can only accumulate 5 + (-5) = 0 PPs.

Of course, obtaining the panache special ability doesn't give characters PPs automatically. Characters must accumulate them by performing heroic and dangerous actions in a flamboyant, stylish manner. A panache-using character does not approach a problem by thinking "How can I accomplish this task?" but, rather, "How can I accomplish this task and come out looking great?" If an action is performed in a flamboyant manner, the DM can award PPs to the character even if it fails.

For example, two characters are standing on a balcony, looking at a bar fight below. They see Pirate Pete, Scourge of the Savage Coast, standing in the doorway. Pete pulls out his wheellocks and prepares to fire into the crowd. The characters must do something to prevent this (people who owe them money are in the crowd).

The first character, Miguele de Rocha, is a fighter who does not use panache. Drawing his weapon, he runs down into the crowd, forcing people aside with his great strength and using his Dexterity to side step battles. Because of his natural abilities, he should feasibly be able to cross the room in one round.

The second character, Melisande Sharp, is a swashbuckler who has learned panache. She could draw her rapier and follow her large partner through the crowd, arriving in front of Pirate Pete at the same time, but that would be extremely dull. Instead, she chooses to grab the rope of a nearby chandelier and cut it with her dagger, using the force of the descending weight and her tumbling proficiency to swing over the bar fight, right at Pirate Pete. When she gets there, instead of kicking him or drawing her sword, she kisses him full on his lips, stunning the scoundrel and allowing Miguele (who catches up breathlessly) to attempt to disarm the man.

When Melisande Sharp does this, the DM is encouraged to reward her inventiveness and devil-may-care attitude with a PP award (1-2 PPs is the standard award for a flamboyant act in the middle of an adventure). The DM may choose, instead, to make a note of the accomplishment and award Melisande a bulk award at the end of the adventure. However the DM does it, Melisande should gain some PPs for her exciting display.

Spending Panache Points. PPs can later be spent to increase the chance a character has of accomplishing a task, or even to accomplish a seemingly impossible task with little effort. The simplest translation of this effect in game terms is that if a character spends a PP, he gains a +1 (or +5%) to whatever action he is currently performing. The action could be an attack, a non-weapon proficiency check, or even a one-round improvement of his armour class. Virtually anything can be improved by panache. In addition, the character can spend a number of PPs equal to his level on any one action. So, a fifth-level character could spend 5 PPs to improve his chances on any single action by +5 (or +25%).

The other way to spend PPs leaves the exact effects up to the DM. A character can spend a bulk amount of PPs to accomplish a task (usually one for which few rules exist). The DM then determines whether or not the character is successful, possibly asking for attribute or Non-weapon proficiency checks at the same time. The character might spend 1, 5, or 10 PPs, hoping to accomplish a particular action. In order to rate these types of actions, the DM can use the examples in Table 14.11.

Table 14.11: BULK PP EXPENDITURES

Spend

Accomplish.

1 PP

a normal task automatically: a non-weapon proficiency check or impressing a potential employer.

5 PP

a challenging task automatically (or with a few skill rolls): diving from the crow's nest of a ship into the water safely or making a hostile enemy retreat.

10 PP

a seemingly impossible task with a skill check: diving from a castle tower into a moat or taking over the leadership of a band of hostile mercenaries.

While this chart is only a series of benchmarks, it should give DMs something to work with.

If a character spends PPs to accomplish a particular action, that character receives no PPs as a reward for that action. The rationale is simple; if the character spends PPs to do something, he is actually taking less of a risk. This does not affect awards given out for accomplishing adventure goals, however, since they are awarded based on a long series of actions, not one single action.

Characters cannot simply spend Panache Points to get any of the above effects. PPs are not just a game mechanic to cheat or avoid die rolls. The characters must substitute role-playing and description for these things. Whenever a character spends even one PP, the player must describe, in detail, how his character is using panache to accomplish his action, or that action will automatically fail.

For example, Melisande Sharp is in trouble again. Pirate Pete's men have grabbed Miguel from behind. The Scourge of the Savage Coast is not amused by Melisande's little trick; he throws her to the ground and draws his cutlass, preparing to carve her into bait.

Melisande's player states she'll use 5 PPs to decrease her AC from 8 to 3. The DM then asks for a description of her action; the player can't just mark 5 PPs off Melisande's sheet and leave it at that.

The player describes Melisande's action: "Melisande reaches around on the ground and finds a metal tankard, apparently cast off in the fighting. She swings the heavy cup around, blocking Pirate Pete's fatal blow. When Pete retreats in surprise, Melisande throws the mug in his face and flips onto her feet, saying, 'Now, let's dance!'"

Since this is a colourful description sure to impress "the natives," the DM allows the PP expenditure. However, if Pirate Pete rolls well enough to hit AC 3, Melisande will get hit despite her panache. She can't change the outcome of an action; she can only state her intent.

Gauche Points. If a character runs out of PPs or has none left, he can accumulate Gauche Points (GPs) in exchange for the PPs he needs. For every GP a character takes, he gets one PP. The maximum number of GPs a character can have is always ten.

GPs tie into the "trouble magnet" aspect of the swashbuckler's lifestyle. GPs can be used by the DM at almost any time to make the character's life more difficult. During an adventure, the DM can tell a character who has accumulated GPs to mark one off and then give the player bad news. Whenever a GP is used, something bad or unexpected happens to the character.

The DM can "spend" GPs two different ways. The easiest way is to cancel out a successful action performed by the character, immediately after it is performed. One GP erased cancels one successful action. The character can try to perform the action again if circumstances allow, but that prior success is negated.

The DM, however, is also constrained by the panache rules. He must describe, in detail, how the action was negated.

For example, when Melisande Sharp spent her 5 PPs to improve her armour class, she had to "buy" 2 PPs with 2 GPs, so she now has two Gauche Points that the DM can use at any time to make her life more difficult.

Currently, Melisande is dodging Pirate Pete's blows. She grabs up a chair and swings it at him, catching him right over the head and doing maximum damage. The DM notices that this would knock Pete unconscious and end the fight, so he tells Melisande to mark off a GP right away and then describes how the action failed.

"As you raise the chair over your head, you notice the fear in Pirate Pete's eyes. Desperately, he raises his arms to protect his head, but too late you bring the surprisingly light chair down on his skull! Well, you think you do. When you look at your hands, you notice you are holding two broken chair legs. Next time, you should look more closely at the weapon you choose. Meanwhile, Pete growls and hefts his cutlass again. This fight is far from over!"

The one exception to this cancellation of successful actions is simple. If a character spends PPs to succeed at an action or improve his chances, the DM cannot use a GP to cancel that success.

The other way a DM can use GPs is a little more subtle and a little more interesting. The DM can have a character erase one GP to introduce a "story twist," an event or situation that makes the situation more complicated for the character.

For example, Melisande and Pirate Pete are still sparring in the bar as Miguel holds Pete's men at bay. Melisande still has 1 GP left; the DM asks her to mark it off as he describes what happens next.

"You breathe a sigh of relief as you see the city watch burst into the tavern. Everyone pauses in their battle; Pirate Pete lowers his cutlass.

"'You!' the leader of the watch yells at Pete, 'Drop your sword!' You smile. Pete is the only armed person in the bar. Surely, the watch will haul him off.

"However, as the leader approaches Pete, you see the pirate dig into his pocket and come out with a gem the size of your eye. Without hesitating, he flips it to the watch commander. 'Now, I'm sure you fine officers can tell who the real culprits are, can't you?' Both Pirate Pete and the watch captain turn to face you."

This method of spending GPs ties into the "trouble magnet" aspect of the swashbuckling lifestyle. This gives the DM a very useful tool in introducing surprises for the panache-using character.

Poetry (General)

Proficiency in poetry includes the skills of reciting poetry and judging its quality. It also indicates that the character has a repertoire of poems memorised for recital at any time. Normal recitals require no proficiency checks. For composition of original poems, a successful proficiency check indicates above average quality.

Redsmithing (Warrior)

Characters with this proficiency are able to shape cinnabryl and red steel into useful shapes. This ability is necessary in the production of weapons and other items of red steel, so such a character is often in high demand, usually finding it easy to make a living as a redsmith.

This proficiency includes thorough knowledge of cinnabryl and red steel, including as how these substances are affected by heat and pressure. The character is familiar with cinnabryl talismans and amulets and is often necessary (at least as an adviser) in their production.

Storytelling (Priest, Rogue)

This proficiency grants the ability to captivate an audience with stories, making moral points and bringing humour through the tale. It does not allow an individual to draw a group from other actions just to listen, nor to prevent them from reacting if the tale is interrupted. It simply enables a character to tell stories well and perhaps even make a living at it. Some societies, especially the primitive cultures of the Savage Coast, hold storytelling in high regard.

If a character with this proficiency has knowledge in other areas (especially local history, ancient history, or lore of any kind) and uses this in the tale, the character should gain a bonus of +1 to +4 to the proficiency check. If the character speaks from personal experience, an additional +2 bonus should be applied as well.

Trailing (Rogue)

Trailing is similar to tracking, but it is used in urban centres, rather than in the wilderness. This includes the talent of tailing someone who may be attempting to blend into a crowd, duck around corners, or get lost in the confusion of a busy street.

A proficiency check is first made to see if the trailing character is able to trail without being noticed. The person trailing suffers a -5 penalty to the proficiency check if the person being followed has the alertness proficiency. If the trailing character is noticed, the person being followed might try to evade. To keep from losing the trail, the trailing character must make another proficiency check. The DM can apply a modifier between +3 and -3, depending on the two characters' relative familiarity with the area.

Other modifiers based on the situation can also be applied, such as a penalty for avoiding notice if the street is relatively clear or a bonus if in a crowd. The check for following the target can be penalised for a crowd setting or given a bonus for a clear area.

For any trailing proficiency check, a -3 penalty to the roll applies if the person being followed also has the trailing proficiency (presumably knowing a few tricks for evading pursuit).

Veterinary Healing (Priest, Warrior)

This skill resembles the healing proficiency, except that it applies to non-humanoid monsters and animals. Its effects imitate those of the healing proficiency, except that a character with veterinary proficiency can also identify and treat diseases in monsters and animals. A successful proficiency check means that natural diseases take the mildest forms and last the shortest duration possible. Supernatural creatures and creatures from other planes cannot be treated with this proficiency.

The veterinary proficiency can be used on humanoids at half the normal chance for success. Veterinary healing is not cumulative with the healing proficiency; the first one used takes precedence.

Weaponsmithing, Crude (Warrior)

This proficiency allows the character to make simple weapons out of natural materials. This skill is most often used by those from a primitive or tribal background. Crude weapons are limited to natural materials: stone, wood, bone, sinew, reeds, and so on. The DM can add additional primitive weapons to the list.

The character must be proficient in the use of the weapon he is trying to make. Any character with the hunting proficiency gains a +3 bonus to crude weaponsmithing proficiency checks.

If the proficiency check succeeds, the weapon can be used normally; if it fails, the weapon is so badly flawed that it is useless. If the roll for the proficiency is a 20, the weapon seems sound but breaks on the first use. Whenever, a weapon of wood, stone, or bone hits a target, an additional 1d20 must be rolled; on a result of 1, the weapon breaks. If when the weapon is made the proficiency check rolled is a 1, the weapon is so well crafted that it does not ever need to be checked for breakage.

Weapons that can be made with this proficiency, and the time required to make them, are listed in the following chart. Note that these times are for high quality weapons; a character can also make an extremely crude version of a weapon in 2d4 hours (though it most likely won't last long). If the proficiency check for a quickly made weapon fails, the weapon is useless. If the proficiency check succeeds, whenever the weapon is used, roll 1d6; the weapon breaks on a roll of 1 or 2 if it hits an opponent and on a roll of 1 even if it misses. If the proficiency check to make the weapon succeeds with a roll of 1, this is a special case. The maker has discovered just the right materials for the weapon, and it serves as a standard crude one, rather than extremely crude.

Table 14.12: CRUDE WEAPON CONSTRUCTION

Weapon

Construction Time

Arrows

7/day

Axe, battle

4 days

Axe, brol

8 days

Axe, hand

1 day

Axe, throwing

6 days

Bolas

3 days

Boomerang

8 days

Bow, long

15 days

Bow, short

12 days

Club

1 day

Club, great

1 day

Dagger

2 days

Dart

3/day

Dart, hessta

1 day

Javelin, bok

1 day

Knife

2 days

Lance, flight

2 days

Maga

3 days

Nunchaku

2 days

Quarterstaff

1 day

Spear

2 days

Staff sling

3 days

Throwing stone

3 days

War hammer

5 days