Call To Arms - Gallant (v2)
Call To Arms - Gallant (v2)
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CALL TO ARMS:
GALLANT
WRITING Introduction . . . . . . . . . . . . . . . . . . . 3
Alex Flagg, Scott Gearin
Gallant (Expert Class) . . . . . . . . . . . . . 3
ILLUSTRATION CLICKTHE
Ben McSweeney, Octographics DUDETO Building the Gallant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
HIDE Playing the Gallant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
GRAPHIC DESIGN PAGEFRAMES
Steve Hough Melee Combat Feats . . . . . . . . . . . . . . 4
Sword-Circle Basics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
EDITING & LAYOUT Sword-Circle Mastery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Patrick Kapera Sword-Circle Supremacy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
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GALLANT
GALLANT (EXPERT) prefer. You also gain a bonus to Defense against attacks by special
characters equal to your Wisdom modifier (minimum +1).
Victory Flourish: At Level 2, once per scene when you
The Gallant trades dank dungeon halls for resplendent castle kill or knock a special adversary unconscious, you may gain 1
corridors, and pragmatic survival skills for keen insight into the temporary Basic Combat feat until the end of the scene.
machinations of high society. Wealthy, handsome, and brave, he At Level 7, when you use this ability, choose 1 teammate who
fights for honor, land, and title with a vast arsenal of weapons can see and hear you. That teammate also gains the chosen feat
financial, social, and martial. His tools are a keen blade and an until the end of the scene.
equally sharp mind, which he uses to strike down foes and lead Worldly: You’re rarely taken by surprise. At Levels 3, 5, 7,
less refined teammates to everlasting glory. and 9, the lower of your Dexterity or Wisdom scores rises by 1
Depending on the campaign, a Gallant could be... (your choice in the case of a tie).
No More Games: You’ve seen every twist and ploy, and
• A samurai warrior, as well versed in courtly intrigue as lethal know how to counter each in turn. At Level 4, opponents may
swordplay not apply tricks to actions targeting you.
• An obsessed swordsman dedicated to slaying his father’s At Level 10, opponents may not apply tricks to actions
killer targeting any teammate who can see and hear you.
• A cynical chieftain on a mission of political and physical Power Play: At Levels 4 and 8, you may choose 1 of the
conquest Courtier’s power play abilities (see Fantasy Craft, page 37), with
• An arrogant noble lashing enemies with a sharp tongue and the same restrictions.
sharper blade Gifts and Favors I (city): At Level 6, you gain an additional
• A sworn bodyguard navigating his ward through the pool of money equal to your Lifestyle × your Class Level × 5
dangerous world of “polite” society silver at the beginning of each adventure that may only be spent
• A righteous gentleman masquerading as a fop by day and a on Supplies and bribes. This represents the wide array of tools
masked vigilante by night at your disposal, from desired trinkets to making and calling in
favors to leveraging your position and influence.
Party Role: Combatant/Backer. The Gallant is an War, by Other Means: At Level 8, your Style feats count
accomplished gentleman warrior, cunning in speech and battle. as Melee Combat feats and your Melee Combat feats count as
He relies on his honed political acumen and sophisticated Style feats when fulfilling prerequisites and requirements or
swordsmanship to advance his status and that of his chosen determining the effects of any ability.
companions.
BUILDING THE GALLANT
CLASS FEATURES The Gallant blends style and sophistication, on and off
Requirements: Dexterity 13+, Wisdom 13+, Impress 6+ the battlefield, guiding his party with insight and bold action.
ranks, any one Style feat He favors Origins granting Dexterity and/or Wisdom bonuses,
Favored Attributes: Wisdom, Dexterity and team-oriented abilities like encouragement and heroism.
Class Skills: Acrobatics, Bluff, Haggle, Impress, Intimidate, Of all Species, elves are perhaps the most natural fit for this class,
Medicine, Notice, Ride, Sense Motive, Tactics thanks to their massive Wisdom bonus and natural elegance, but
Skill Points: 6 + Int modifier per level pechs bring lots of useful Dexterity and Saurians have a bit of
Vitality: 9 + Con modifier per level both. The Bard Specialty, with solid resources and social abilities,
is a great compliment as well.
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CALL TO ARMS
Talker and skill-oriented classes are natural entry paths: On the gear front, the Gallant’s high Dexterity encourages light
Assassin/Gallants make excellent duelists; Courtier/Gallants weapons like fencing blades, polearms, black powder sidearms,
are subtle yet tough socialites; and Sage/Gallants can become or anything with the pech or finesse upgrades. Likewise, light
fantastic leaders and strong supporters in the most diverse armor (preferably with very low Disguise, Defense, and Speed
parties. penalties) help the Gallant slip smoothly between adventuring
Suggested Species: Elf, Human, Pech, Saurian and civilization. He might consider topping it off with flavorful
Suggested Human Talents: Agile, Savvy, Vigilant “fancy” items like grooming kits, pocket watches, and fine food
Suggested Specialties: Bard, Fencer, Musketeer, Swindler, and drink so he never has to leave the comforts of society very
Vanguard far behind.
Suggested Entry Classes: Assassin, Courtier, Sage Suggested Feats: Fencing Basics, Lightning Reflexes,
Misdirection Basics, Personal Lieutenant, Polearm Basics,
PLAYING THE GALLANT Repartee Basics, Sword-Circle Basics (see below)
The Gallant is a graceful warrior at his best when leading Starting Adventuring Equipment (250s): 3 uses of booze,
from the front, in court and in combat. Practical nobility kicks cutlass with the armor-piercing and grip upgrades or a halberd
the class off by boosting skills benefiting the entire team, while with the finesse upgrade, doctor’s bag, dueling pistol with 10
gifts and favors I, power play and a high Lifestyle enhance the powder and shot, grooming case, 3 meals of hearty food, partial
Gallant’s role as a resource machine. When things inevitably go studded leather with the reinforced upgrade, 5 torches
bad, the second halves of no more games and victory flourish foil
underhanded maneuvers and offer combat feats to teammates
when they’re needed most. MELEE
Famed blade and victory flourish are the Gallant’s secret
weapons when the party faces key foes. Paired with a high base COMBAT FEATS
attack bonus and the significant benefits of worldly, these abilities
turn the Gallant into a world-class one-on-one duelist. Yet he For more about Melee Combat feats, see Fantasy Craft, page
can just as easily become a tar pit, Anticipating and Taunting 87.
enemy leaders to focus their attacks on him while he whittles
them down with a finesse weapon (and thus freeing up his allies SWORD-CIRCLE BASICS
to finish off the rest of the fodder). To master the first sword-circle a candidate must dodge a
Feat choices are often made to enhance the Gallant’s dozen arrows fired by master marksmen — without lifting his
command of the social situations, and the ebb and flow of feet from the ground.
battle. The Fencing and Polearm chains take advantage of his Prerequisites: Edged forte
high Dexterity and Wisdom, especially at the Supremacy level, Benefit: When holding a readied fencing blade you gain a +2
Lightning Reflexes and Misdirection Basics are must-haves if gear bonus with Reflex saves. You also gain a stance.
he’s duel-focused, and Sword-Circle Basics (possibly paired with Fencer’s Circle (Stance): Opponents may not spend action
the Arrow Cutting and Parry advanced actions) can make him dice to boost melee attack checks or melee damage rolls targeting
an even more effective blockader. Other considerations include you. You may not move out of your current square.
Personal Lieutenant and Repartee Basics, two Style feats with
obvious applications in and out of combat.
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GALLANT
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CALL TO ARMS