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106 lines
4.9 KiB
Plaintext
106 lines
4.9 KiB
Plaintext
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-----=====Earth's Dreamlands=====-----
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(313)558-5024 {14.4} - (313)558-5517
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A BBS for text file junkies
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RPGNet GM File Archive Site
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By: John Givler
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----------------------------------------------------------------------
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The Swindler
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Description: The Swindler makes his living playing and betting on
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different types of games. It doesn't matter if he wins by his
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ability or if he cheats, because the Swindler is only interested
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in getting money
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Their main attributes are quick thinking and speed, so high
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intelligence and dexterity are prefered. Since intelligence and
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dexterity are of the essence. he needs at least a 14 in both. A
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high strength is also important.
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Role: The Swindler is a gambler, and will gamble on just about
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any type of game there is. The Swindler is a cheat, and while
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playing a game with someone he wishes to try and steal money from.
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The Swindler can find jobs as gambler, casino operators, drug
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dealers, pimps, and forgers.
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Legal Issues: If caught a swindler may not be looked highly upon,
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and the DM should think up a punishemnt for the crime.
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Some swindlers may work in casinos and as are looked highly
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upon by the casino owners hoping to become a casino operator
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themselves someday.
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Secondary Skills: If your DM is using secondary skills the
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character can select any of the following secondary skills:
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Gambler, Jeweler, Limner/Painter, and Scribe. The character can
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have any two of the four.
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Weapon Proficiencies: Required: axe (hand or throwing), hand
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crossbow, dagger (normal or throwing), dart, shortsword, and the
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whip. The Swindler prefers these weapons because they are some
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of the easier ones to conceal, and the Swindler must become
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proficient in these weapons before gaining proficiencies in any
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other weapon.
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Nonweapon Proficiencies: Bonus nonweapon proficiencies: Gaming
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and Forgery. Recommended (General): Artistic Ability, Etiquette,
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Pottery, Riding Land-based, and Singing; (Warrior): Blind-
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fighting, Endurance, and Running.
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If a thief then recommended (Rogue): Blind-fighting, fast
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talking, reading lips, ventiloquism
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Skill Progression: (If a thief) the Swindler will be well developed
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in openng locks, and picking pockets. He will evenlyu distributed
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among the rest.
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Special Benefits: The Swindler has the skill known as Gaming
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Influence: This ability give the Swindler a +1 bonus to his
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nonweapon proficiency of gaming. The ability increases +1 for
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every four level for a maximum of +3.
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Swindler have excellent use with the throwing axe or dagger,
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and the dart and because of their ability with this weapon they
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recieve a +1 bonus to hit and to damage. This ability increase
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every four levels to a maximum of +3.
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The Swindler that are not a theif have the abilities of a Pick
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Pockets, and Open Locks. His abilities are equal to that of a
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thief of equal level.
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Special Hindrances: The Swindler can not wear armor heavier than
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chain, because he often times have to make a fast get aways,
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because he has been caught cheating.
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The Swindler does not recieve the 10 percent bonus to earned
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experience. Although the Swindler can be any alignment, most
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have little regard for law and order.
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The Swindler at first level must choose what weapon he wants
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to develope his throwing ability with, because the Swindler uses
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his throwing ability to make money.
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The a nonthief swindler only has his thievies abilities in
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clubs, and casinos, because that is where all the money is at. The
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Swindler will not bother to pick pockets on the streets.
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Wealth Options: The Swindler recieves the usual 5d4 x 10gp in
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starting gold, and will spend on the equipment he deems
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necessary for his survival.
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While the Swindler can have any monetary amount of treasure,
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they cannot have more treasure than they can carry. So in this
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case a Bag of Holding is very useful. Unless the Swindler has
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some sort of secret hid out to stash his loot.
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Races: Any race that enjoys playing games and gambling can be a
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Swindler, but it is only recommended for humans, and half-elves.
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Nonhuman characters are limited to their racial restrictions of
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their choosen class.
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Notes: Most warriors or thieves build strongholds when they reach
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the 9th level, and start to attract a bodies of soldiers. But
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since a Swindler spends his time gambling he will build a
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stronghold outside of some town, and run a casino, drug house, and
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prostitution ring out of it, because the Swindler is into making
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money. Although the people that come to his club do not realize
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this, all of his games will be designed so there is no winner. The
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Swindler will also attract a body of soldiers, and these men will
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be loyal to him, and help him run his casino, and defend his
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stronghold.
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* Origin: The Other BBS, Hbg Pa, 717-657-8699 (1:270/101)
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