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Swindler

A swindler is a charlatan who has enjoyed a bit more success -- their grifts are complex and varied, and they always have a few irons in the fire.  You have developed a network of allies who will provide some support for your activities -- spotting likely targets, vouching for you, and so on.    
  • Investment: 20% of the gold your character has upon reaching Tier 2.
  • Lifestyle: Wealthy
  • Skill: Deception, insight, or investigation
  • Proficiency: Any language, forgery kit, or disguise kit
  Special Ability: Swindler's Crew. You have a small collection of non-combatant helpers that you have recruited in and around your home base city.  They may provide information, gear, and other sorts of support. The group can uproot and move to a new city if necessary, taking a week to travel and a week to set up new identities in the new city before they can provide the same level up support.    Preparation and Support: You can declare that your crew has been anticipating a need that you have, and declare a sort of support that you need during your adventure. To determine whether the support is there on time, as you need it, make an insight, deception, or investigation check with a DC set by the DM based on how reasonable the anticipation is. 
  • On a success, the support is there as you have described, and you can't use this ability again for seven days. 
  • On a failure, the support is not there, but the use of the ability is not expended. 
  • Whether or not the attempt succeeds, make a Rivel check as you would for downtime to see if your crew's efforts to support you have run afoul of a powerful rival. 
  Downtime: Work towards the completion of a score.

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