Convict (Character Kit)

__NOTOC__
==Convict==
Whether convicted of a crime, or merely accused by a templar, the result is always the same—the accused is branded a criminal. The consequences are imprisonment and slavery. The unfortunate convict either spends the remainder of his life at hard labor, or battles for survival in the arena. For some, the arena is the better choice. Convicts have nothing to lose and only time to gain.
The convict is a hybrid of fighter and rogue. Convicts gain certain thieving abilities while in prison. They fight, earn experience points, and follow levels as a gladiator (Warrior). Saving throws are made according to the more favorable class (either Rogue or Warrior). A Strength of 15 and a Dexterity of 15 are required.
Role: Crimes or the whims of their enemies have forced these gladiators into the arena. Convicts are essentially slaves, sent to the arena for only one purpose—to provide as much entertainment as possible before they die. In some cases, arena combat is used to execute death sentences. Lenient templars may sentence a criminal to the arena for a period of years, or to a specific number of games.
Secondary Skills: Convicts may take any secondary skill. These are the skills they learned before imprisonment.
Weapon Proficiencies: Convicts begin with a specialization in a one-handed melee weapon of their choice. Their selection is, however, limited to daggers, blackjacks, and concealable weapons. This specialization is derived from skills they learned while trying to stay alive in captivity. The convicts weapon proficiencies are those of rogues and are restricted by the rogue character class. They may not specialize in any other weapons.
Nonweapon Proficiencies: Bonus Proficiencies: (Rogue) Jumping (Warrior) Weapon Improvisation. Recommended: (General) Bargain, Heat Protection.
Equipment: If convicts begin the game while incarcerated, they may buy armor but not weapons. Convicts may also purchase any nonmagical items before play begins, at the discretion of the DUNGEON MASTER™ (DM™). After play begins, they pay market price (see Special Motes) for any new item until they are either placed in the games or they escape. If a convict begins the game outside of prison, equipment is purchased normally.
Special Benefits: Part warrior, part rogue, the convict gladiator is the best of both. The convict is a multiclass character. Convicts may learn any three of the Rogue Thieving Skills (found in the Player s Handbook and Dragon Kings). Once the three skills are chosen, they may never be changed. Racial and Dexterity adjustments apply. New skills may not be learned unless the kit is abandoned. Following their imprisonment, they go off into the world, taking the skills they learned. For every level of experience obtained, the convict gains an additional 10% in any one thieving skill used since earning the previous level
Special Hindrances: Convicts are branded or tattooed before being placed in the arena; frequently their hair is dyed as well. Everyone in the stands knows the crime of the convict gladiator. Some cities even tattoo patterns on the convict's face, in bright colors that can been seen from a distance. Others brand a crime token on the face or upper body.
Since both are permanent, it is difficult for a released convict to find employment anywhere in the region. These marks make any escaped convicts easy to locate in a crowd. Unfortunately, freed convicts may be wrongfully rearrested if they chance to be in the same area where a crime has been committed.
Wealth Options: If the accused is wealthy enough, the guards or templars may be bribed for special favors. Not dyeing the hair or not tattooing the accused are possibilities. Bribes may also reduce the length of the sentence to the arena. Money may also be spent to gain more favorable accommodations. Special weapons training may also be purchased.
Convicts receive no money for arena combat victories, however, they may be able to bribe templars into betting on them. If the convict does well and gains the attention of a templar, there is always the possibility that the templar may buy the convict for a personal slave.
Races: Since anyone at any time may be accused by a templar of committing a crime, the Convict kit is suitable for all races.
Special Notes: Convicts may have any equipment that can be smuggled into the jails and pits in which they are held. They must find a slave, worker, templar, or family member willing to take the risk. Even then, the price can be high. The cost of a bribe to smuggle in an item is usually two to ten times the normal cost (based on availability and the DM). Poison, weapons, or other dangerous items could cost up to one hundred times the normal street value for someone to want to take the risk.
Famous and Infamous:
* Atrocla: Half-giant female veteran of more than 40 arena battles.
* Xutan: Former Raam templar s servant, current Nibenay convict. Half-elf male.
* Banoc the worm: Escape artist. Current whereabouts unknown.
* Gall the Obtuse: A favorite in Urik. Has been raised 3 times. Accidently impaled self 4 times. Currently deceased. Male half-giant.
Category:Character Kit
Category:Character Kit CGH