This isn't the first game to do this. But if anyone remembers, for example, the the old AD&D rules didn't allow you to create the actual original classes -- the "penalty" for trying to build your own.
The following class isn't fully fleshed out -- level names and a couple bits are needed to bring it in line, but the important bits are in place. It also assumes a different technological level than default ACKS, which tends to be late/post-Roman. Here we have a character more fitting to The Borgias or Backswords & Bucklers.
The Bravo
Prime Requisite: DEXRequirements: None
Hit Dice: 1d6
Max Level: 14
Bravos are urban warriors, from strutting peacocks to shadowy rakes. Although they are a martial class, they learn their skills in duelling schools, and forgo the chaos of the battlefield, being more comfortable in the ballroom, the salon, or the occasional alley.
Some Bravos are brave agents of the crown, officers of regiments which will rarely serve on battlefields. Others are little more than assassins, using cutting words and cunning to manoeuvre their target into a duel they will surely win. All of them understand the value of a dark cloak, a well-scouted rose-trellis, and soft-soled boots.
Bravos are well trained combatants with a narrow range of weapons. At first level they hit an unarmoured opponent with an attack throw of 10+. They advance in attack throws every two levels of experience. They gain a +1 on damage rolls, this increases at 3rd, 6th, 9th, and 12th level. Because they prefer free movement and flexibility, they cannot wear armour heavier than leather, and do not use shields*. They may use one-handed bladed weapons, any sort of one-handed club, baton, sap, or cudgel. Masters of the urban environment, they do not use ranged weapons. They may wield weapons in both hands.
Bravos have Cat-like Reflexes, they gain +1 on Surprise and Initiative rolls. The Dance of Life and Death gives them a
+1 bonus to Armor Class if wearing leather armour or less and able
to move freely. At level 7, the AC bonus increases to +2, and at
level 13 the AC bonus increases to +3. Finally, as Masters of the Blade they can instantly draw their rapier (a specialized short sword) and add their DEX bonus to their attack throws ), this counts as Weapon Finesse and does not stack with it.
If wearing leather armour or less, and dark clothes or a dark cloak, they can hide in shadows; if wearing soft shoes or barefoot they can move silently; and if wearing leather armour or less they can climb walls, all as a thief of the same level.
They make all saves as thieves of the same level.
At 9th lvl (Blademaster) a Bravo can open a Fencing School, and 2d6 1st lvl Bravos will come seeking instruction. Food and lodging must be covered, however they do not need to be paid.
Exp/Title/Lvl/Hit Dice/Damage Bonus
0 / Bravo / 1 / 1d6 / +1
1700/ Tough / 2 / 2d6 / +1
3400/ Rake / 3 / 3d6 / +2
6800/ Antagonist / 4 / 4d6 / +2
14000/ Blade / 5 / 5d6 / +2
28000/ Duellist / 6 / 6d6 / +3
55000/Swashbuckler/ 7 / 7d6 / +3
110000/Protagonist/ 8 / 8d6 / +3
230000/Blademaster/ 9 / 9d6 / +4
350000/Blademaster/ 10 / 9d6+2 / +4
470000/Blademaster/ 11 / 9d6+4 / +4
590000/Blademaster/ 12 / 9d6+6 / +5
710000/Blademaster/ 13 / 9d6+8 / +5
830000/ Blademaster/ 14 / 9d6+10 / +5
Proficiencies:
Acrobatics, Alertness,
Ambushing, Arcane Dabbling, Blind Fighting, Bribery, Cat Burglary,
Combat Reflexes, Combat Trickery (Force Back, Disarm, Incapacitate,
Trip), Command, Diplomacy, Eavesdropping, Fighting Style, Gambling,
Intimidation, Leadership, Lip Reading, Riding, Running, Sea-faring,
Seduction, Skirmishing, Skulking, Swashbuckling, Weapon Focus
And the breakdown:
Hit Point Value 1
Fighter Value 2, Reduced Armour to Narrow, Reduced Weapons to Narrow, Reduced Styles to 2.
Thief Value 1
Arcane & Divine Value 0.
2 Customs to choose Thief saves instead of Fighter saves.
1 Custom for Animal Reflexes, 1 for Bladedancing, 1 for Weapon Finesse (Rapiers only)
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