:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:
         -----=====Earth's Dreamlands=====-----
          (313)558-5024 {14.4} - (313)558-5517
              A BBS for text file junkies
              RPGNet GM File Archive Site
.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.

By: John Givler
----------------------------------------------------------------------
The Swindler

Description: The Swindler makes his living playing and betting on
different types of games.  It doesn't matter if he wins by his
ability or if he cheats, because the Swindler is only interested
in getting money
     Their main attributes are quick thinking and speed, so high
intelligence and dexterity are prefered.  Since intelligence and
dexterity are of the essence. he needs at least a 14 in both.  A
high strength is also important.

Role: The Swindler is a gambler, and will gamble on just about
any type of game there is.  The Swindler is a cheat, and while
playing a game with someone he wishes to try and steal money from.
The Swindler can find jobs as gambler, casino operators, drug
dealers, pimps, and forgers.

Legal Issues: If caught a swindler may not be looked highly upon,
and the DM should think up a punishemnt for the crime.
     Some swindlers may work in casinos and as are looked highly
upon by the casino owners hoping to become a casino operator
themselves someday.

Secondary Skills: If your DM is using secondary skills the
character can select any of the following secondary skills:
Gambler, Jeweler, Limner/Painter, and Scribe.  The character can
have any two of the four.

Weapon Proficiencies: Required: axe (hand or throwing), hand
crossbow, dagger (normal or throwing), dart, shortsword, and the
whip.  The Swindler prefers these weapons because they are some
of the easier ones to conceal, and the Swindler must become
proficient in these weapons before gaining proficiencies in any
other weapon.

Nonweapon Proficiencies: Bonus nonweapon proficiencies: Gaming
and Forgery.  Recommended (General): Artistic Ability, Etiquette,
Pottery, Riding Land-based, and Singing; (Warrior): Blind-
fighting, Endurance, and Running.
     If a thief then recommended (Rogue): Blind-fighting, fast
talking, reading lips, ventiloquism

Skill Progression: (If a thief) the Swindler will be well developed
in openng locks, and picking pockets.  He will evenlyu distributed
among the rest.

Special Benefits: The Swindler has the skill known as Gaming
Influence: This ability give the Swindler a +1 bonus to his
nonweapon proficiency of gaming.  The ability increases +1 for
every four level for a maximum of +3.
     Swindler have excellent use with the throwing axe or dagger,
and the dart and because of their ability with this weapon they
recieve a +1 bonus to hit and to damage.  This ability increase
every four levels to a maximum of +3.
     The Swindler that are not a theif have the abilities of a Pick
Pockets, and Open Locks.  His abilities are equal to that of a
thief of equal level.

Special Hindrances: The Swindler can not wear armor heavier than
chain, because he often times have to make a fast get aways,
because he has been caught cheating.
     The Swindler does not recieve the 10 percent bonus to earned
experience.  Although the Swindler can be any alignment, most
have little regard for law and order.
     The Swindler at first level must choose what weapon he wants
to develope his throwing ability with, because the Swindler uses
his throwing ability to make money.
     The a nonthief swindler only has his thievies abilities in
clubs, and casinos, because that is where all the money is at.  The
Swindler will not bother to pick pockets on the streets.

Wealth Options: The Swindler recieves the usual 5d4 x 10gp in
starting gold, and will spend on the equipment he deems
necessary for his survival.
     While the Swindler can have any monetary amount of treasure,
they cannot have more treasure than they can carry.  So in this
case a Bag of Holding is very useful.  Unless the Swindler has
some sort of secret hid out to stash his loot.

Races: Any race that enjoys playing games and gambling can be a
Swindler, but it is only recommended for humans, and half-elves.
Nonhuman characters are limited to their racial restrictions of
their choosen class.

Notes: Most warriors or thieves build strongholds when they reach
the 9th level, and start to attract a bodies of soldiers.  But
since a Swindler spends his time gambling he will build a
stronghold outside of some town, and run a casino, drug house, and
prostitution ring out of it, because the Swindler is into making
money.  Although the people that come to his club do not realize
this, all of his games will be designed so there is no winner.  The
Swindler will also attract a body of soldiers, and these men will
be loyal to him, and help him run his casino, and defend his
stronghold.

 * Origin: The Other BBS, Hbg Pa, 717-657-8699 (1:270/101)
