The swashbuckler is an agile and acrobatic fighter, specializing in dual-wielding light melee weapons. Her prime stats are Agility and Creativity, but decent physical abilities will greatly support their prowess in battle. The swashbuckler usually focuses on a variety of combat skills and less on mastering a wide range of weapons.
The trademark of the swashbuckler is their wild and acrobatic combat moves - and most design their skill sequences with great care to build up a series of signature actions in combat.
Swashbucklers are often seen as flashy and unpredictable, their confidence sometimes mistaken for arrogance. Allies appreciate their quick thinking and dynamic fighting style, while enemies are often caught off guard by their unpredictable movements and bold strikes.
Only 1-handed weapons (both ranged and melee)
Can only use 1-handed weapons
Core Abilities
Agility: Precision footwork, blade control, and clean entries/exits—perfect for Melee Expertise, Movement, and evasive Defense; maps directly to most 1-handed blades and knives.
Creativity: Feints, unconventional lines, and set-piece sequences—great for Acrobatics and flourish-driven combat; also adds its bonus to Base Defence via the class bonus.
Supporting Abilities
Quickness: Tempo and initiative—capitalize on 1 AP off-hand action economy, chain repositioning, and hit narrow punish windows; shows up on rapier/shortsword, handguns, and 1-handed crossbows.
Strength: Bind/break power, shoves, and finish pressure—adds bite to light blades and supports the heavier end of 1-handed swords.
Important Abilities
Boldness: Commitment on high-value openings—powers audacious sequences and risk-reward gambits typical of swashbuckling duels.
Intuition: Lane/tell sensing and timing—pick the exact beat for a lunge, disengage, or throw; aligns with Awareness-style reads and several 1-handed ranged options.
Presence: Selling feints and controlling attention—useful in Social moments and posture-driven deterrence mid-fight; appears on several 1-handed weapon lines.
Self Discipline: Form discipline for precise counters, consistent dual-wield rhythm, and calm aim with sidearms; useful for patient Defense holds.
Minor Abilities
Self Discipline: Form discipline for precise counters and consistent dual-wield rhythm; helpful, but secondary to agility, strength, and bold tempo plays.
Constitution: Helps on long bouts and travel, but you avoid attrition through movement and initiative.
Memory: Useful for choreographed routines and opponent study; rarely the limiter.
Reasoning: Planning helps, though live timing and read-and-react carry this class.
Empathy: Handy for crowd charm and de-escalation, but secondary to agility, tempo, and flair.