[Types]
Your skill, daring, and flamboyant style outshine most others. When battle beckons, you rely on agile swordplay rather than brute force. You’re not afraid to leap onto tables, slide down bannisters, and otherwise gamble on using the environment to your advantage. That same reckless confidence imbues your dashing grin, your witty banter, and your almost-theatrical charisma, allowing you to charm and beguile as you please.
Among those in your company, you’re probably one of the most ostentatious. If a fight is in the offing, foes are likely to focus on you for as long as wish, thereby providing your allies a measure of protection. Of course, your fencing skills are amazing, so that’s no sacrifice on your part. In fact, combat is just another stage on which you can show off your style and wit, aiding in your efforts to negotiate or woo.
Abilities You gain all of the following benefits:
When you attack, you add stylish moves, entertaining quips, or a certain something that entertains or impresses others. One creature you choose within short range who can see you gains an asset to their next task if taken within a round or two.
You attack in a way that has a greater risk of making an error but gains an additional benefit. Your GM Intrusion range for this attack increases by 2 (from 1 on a d20 to 1– 3 on a d20), but if you hit you can choose one of the following additional effects:
Your accompanying exuberant charm, bold confidence, perfectly timed bow, or suggestive wink means if your roll to persuade or impress is less than a 9, treat the roll as a 9.
(This means you don’t get a GM Intrusion if you roll a 1.) Effort: Increase the minimum number rolled for this ability by 3.
At tier 3, the minimum number rolled for this ability increases to 12.
Choose the following equipment bundle to quickly outfit your character, or assemble your own starting equipment
A rapier, flamboyant clothing (for example, a ruffled shirt, a feathered hat, a long cape, ornate boots, fine gloves, and an elaborate belt, often vibrant in color), a backpack, a bedroll, a hand mirror, a writing set (quill, ink, and parchment paper), gaming dice, five candles, rations and water for three days, a tinderbox, and enough extra currency to buy a moderately priced item.