ROGUE - THIEF Swindler Kit Description: Swindlers are masters at manipulating people. Combining their high Intelligence and great personal Charisma with deft slight of hand and knowledge of an array of con games, Swindlers are able to use their insight and understanding of human nature to prey upon the foolish, overconfident, and greedy people around them. They often seen bold and boisterous, but they maintain self-control at all times, always maintaining their edge. The profession of ripping people off and making them feel good about it is an age- old practice, and none are better at it than Swindlers. Requirements: As a standard Thief, though a Swindler's utter contempt for laws and rules (which might prevent them from earning a dishonest living through their trickery) prevents them from following any lawful alignment. Swindlers must have Dexterity of at least 9 and Intelligence, Wisdom, and Charisma of at least 13. Weapon Proficiencies: Swindlers must take dagger, quarterstaff, or short sword as one of their initial weapon proficiencies, as these weapons are so widely used by people in a variety of roles that the Swindler may attempt to portray. At least half of all weapon proficiencies gained must be spent on these weapons (in any order), until proficiency in all is gained. Thief Abilities and Modifiers: Appraisal, Bribe Official (+15), Detect Illusion (+5), Detect Magic, Forge Document (+5), Pick Pockets (+5), Read Languages Special Benefits: Swindlers have an eye for gauging who might be an easy mark for their confidence games, and they possess a variety of special skills useful for bilking others of their hard-earned coin: Charm: If a Swindler has a chance to chat for 1d10 rounds with an intelligent creature whose initial reaction to him or her is no worse than Indifferent, he or she can force that person to save vs. paralyzation at -1 per three levels of the Swindler (round to nearest multiple of three), with failure indicating that they treat the Swindler as a trusted friend and companion (cf. charm person spell). This can be repeated with other creatures if desired, but only one creature per level of experience can remain charmed at any time. A new saving throw is permitted each time a Swindler attempts to use his or her newfound friendship with a creature for some sort of special favor. A periodic saving throw is also allowed, based on the creature's Intelligence score (cf. charm person). A successful save does not necessarily mean that the Swindler will not remain that creature's friend, but the request will be refused and the Charm effect will be negated. A creature that has shaken off the effects of a Swindler's Charm cannot ever be affected by it again. Any creature who rolls a 20 on his or her saving throw realizes the Swindler's attempt at manipulation and will have his or her reactions modified downward by one level, and will never regard the Swindler with anything better than Suspicion (q.v.). Cheating: Corrupting games of chance is one of a Swindler's standard tricks to make a little easy money. Because the mechanics of such games vary so widely, the DM must develop his or her own systems for adding bonuses to a Swindler's chances to win a game by cheating while reducing his or her chances to be caught at it. The simplest system is suggested under the Gaming proficiency in the Player's Handbook. A Swindler gains a bonus of +1 for every four levels of experience (rounding up) to his or her Gaming proficiency, and he or she also reduces the chance to be caught cheating by 1 for every four levels (rounding up). A Swindler of 13th level or above can still be caught cheating on a natural roll of 20 (even though he or she gains a +4 bonus to avoid being caught), but he or she is entitled to an Intelligence check rolled on 4d6 to make up a quick but plausible excuse to avoid being blamed for Cheating. Besides their gambling ability, Swindlers are accomplished liars and gain a +1 bonus for every three levels of experience (rounding up) vs. detect lie and similar truth-detection effects. Likewise, psionic power scores should be reduced by an amount equal to this bonus if being used to determine whether a Swindler is lying. Evaluate Target: As a standard Thief, but with a +20% bonus. In addition to the information usually gained through the use of this ability, a Swindler's extensive knowledge of humanoid nature, personality, and subtle verbal and nonverbal cues enables them to use this skill to determine whether someone is lying, operating under false pretenses, attempting a swindle, or is in disguise (even if magically cloaked with illusion). If a Swindler can engage that individual in conversation for 1d10 rounds, he or she can also make a check to determine that creature's alignment. Guild Association: As a standard Thief. Read Magical Writings: As a standard Thief. Simulate Skill: This special ability requires much study, time, and effort on the part of the Swindler. It enables the Swindler to appear to have a specific skill. This is not a disguise; rather, it is the ability to appear proficient at the chosen skill. The Swindler picks up an assortment of buzzwords, professional mannerisms, and general techniques from virtually every skill and occupation known. The Swindler's cursory knowledge of virtually all skills does not allow him or her to use them all, but it is highly useful for conning others into believing that the Swindler has the skill in question. If those observing the Swindler have no reason to suspect the deception, they will automatically be taken in (cf. illusion spells). A suspicious observer can make a saving throw vs. paralyzation, with a -1 penalty per three levels of the Swindler (rounding to the nearest multiple of three), to see through the deception. A Swindler can use Simulate Skill to fake any non-weapon proficiency. Further, if the Swindler makes an Intelligence check with a -10 penalty, he or she is actually able to function as if the proficiency was known (for that one check only). Thus, a Swindler can actually succeed just enough to keep skeptics satisfied. Swindling: By performing various petty cons, sleight-of-hand, and other deceptions, a Swindler is often able to walk away from any exchange of coins or exchange of coins for goods with far more than a fair deal. In any instance where the Swindler is handling coinage for purchase of any item, he or she can make a Pick Pockets roll. If successful, the normal cost of the item is multiplied by the difference between the percentage rolled and the Swindler's Pick Pockets score (to a maximum of 95) to find the actual cost that the Swindler ended up having to pay (e.g., a Swindler with a Pick Pockets score of 75 rolls a 50 on his or her check, resulting in a 25% discount). If the roll fails by an amount less than or equal to the Swindler's Charisma score, he or she pays full price but the con attempt is not noticed. If the roll fails by an amount exceeding the Swindler's Charisma score, the would-be victim notices the con attempt. Any unpleasant consequences of a noticed con should be role-played out. Swindling can be used for the purchase of any item or service or on any exchange of coin, but the savings realized through the use of this ability cannot exceed 10 g.p. per level of the Swindler on any exchange. Each attempt to use this ability on the same creature results in a cumulative 5% penalty each time it is used, so eventually it will become impossible to use Swindling on a particular creature if he or she is preyed upon repeatedly by a Swindler. A Swindler who elects to set up an elaborate scheme or con game must role-play out the precise nature of the scam, which can be anything from selling quack medicines to counterfeiting money, inventing a fake religious cult, or anything else the player can imagine (and the DM will allow). The chance of success is entirely up to the DM but should reflect the Swindler's level and skills. As a rule of thumb, however, any Swindler who spends at least one month cooking up a scheme of this nature should gain a +1 bonus to all proficiency checks involved with the plan (at the DM's option, an Intelligence check may be required to gain this bonus). Special Hindrances: Swindlers are different from most types of Thieves in that they practice their acts of larceny not in secret but rather in plain sight of everyone. As a result, they are much less concerned with matters of stealth than other Thieves and do not gain the Enhanced Surprise ability common to Thieves, nor do Swindlers have any special skill at attacking with a Backstab or Knockout. In addition, in the course of gaining the huge breadth of cursory knowledge about many subjects required to Simulate Skill, they neglect learning proficiencies in depth. Because of this, they gain only half the normal number of starting proficiencies (including bonus NWP slots due to high Intelligence) and gain new NWP slots only every four levels. They likewise gain new thieving skills only every four levels. Bonus Proficiencies: Gaming, Information Gathering, Language (Modern--Thieves' Cant) Preferred Proficiencies: Acting, Appraising, Astrology, Blather, Charm, Crowd Working, Debate, Disguise, Divining, Fast-talking, Grooming, Fortune Telling, Haggling, Healing, Herbalism, Juggling, Language (Modern), Local History, Mercantilism, Observation, Public Speaking, Reading Lips, Reading/Writing, Sign Language ***DISCLAIMER*** As with all postings by me of classes or races, it should be noted that portions of the information contained herein were inspired by or derived from information in published works of TSR, Inc., and may contain references to those works, quotations or passages of text (especially in the area of 'Character Description', where applicable sections from TSR works were often carried over more or less intact into my campaign world), or particular powers or abilities invented by TSR staff writers. No relationship with TSR, Inc., is to be implied by this use, nor is any attempt being made to solicit profit or remuneration of any kind. I have read the TSR Online Policy document, and have tried to accommodate the stipulations contained therein. In instances where I have lifted an essentially complete class or race without significant alteration, I have not included these in my postings but instead have inserted a reference to the appropriate D&D sourcebook for those curious in including it in their campaign. Only variations that include a significant component of original work, alteration, or reformulation (including the compositing elements from various TSR sources into new combinations) of have been included in this set of postings. Jason Eric Nelson < tjaden@u.washington.edu >