Ok, one question.JadedDM wrote:Yep, looks good.
Your character will start with 3 WP, 6 NWP, and 3 languages. Please roll 2d6 for her starting gold, and post it here. Then multiply that number by 10, and that's how much money you start with, so you can buy your gear.
Remember that your extra WP slot must be dedicated to your "weapon of choice" which you can fight with the skill of a fighter. It must be stiletto, main-gauche, rapier or sabre. You must dedicate half of your WP throughout your career to learning all of these weapons. So two of your starting WP are devoted to one of the aforementioned four weapons, and the third is up to you. Make sure to specify which of the two dedicated to the aforementioned weapons is your 'weapon of choice.'
The Thieves' Handbook says that you must take Etiquette and Tumbling, but I really don't care if you do or don't. Up to you.
The Thieves' Handbook also says that as a swashbuckler, you can perform disarm attempts. Well, anyone can do that in my games. So your character can perform disarms or any flashy, difficult moves (trips, pins, grabs, disarms, etc.--basically anything that requires a called shot) with a -2 to hit (instead of the standard -4) and no penalty to your initiative roll (normally, it's +1).
Swashbucklers get a +2 reaction adjustment to members of the opposite sex.
You'll also receive a -2 AC bonus if you are not wearing armor and can cross-class as a warrior (meaning you can purchase Warrior nonweapon proficiencies at cost, instead of paying extra).
Typically elves would have +1 with longswords/short swords and bows.
But, as this is a naval campaign those weapons seem... well... not quite in keeping with the setting.
I would think Sabre/Rapier and crossbows would be better in keeping, but hey, just a thought.