Swindler

Swindlers use their keen understanding of chance and probability to manipulate others—often for profit, but sometimes for nobler ends. They are masters of their own fate, architects of their own destiny. To them, luck is the supreme force that created the universe, and it governs how everything in the universe interacts. Swindlers gamble on their ability to be in the right place at the right time, and through their actions, they can alter the fortunes of others for good or ill. The craftiest Swindlers learn new ways to manipulate their own luck as well, allowing them to beat the odds more often than the laws of probability would seem to allow.  
REQUIREMENTS
Skills: Bluff 3 ranks, Disguise 1 rank, Gamble 3 ranks.   Talents: Any two of the following Charismatic Hero talents: Charm, Coordinate, Fast-Talk.  
CLASS INFORMATION
Hit Die: d6.   Action Points: 8 + half character level (rounded down) per level. The Swindler's understanding of probability entitles him to a higher number of action points per class level than most other classes.   Class Skills: Acrobatics (Dex), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gamble (Wis), Knowledge (art, behavioural sciences, business, gossip, history, streetwise, theology and philosophy) (Int), Linguistics (Int), Perform (act) (Cha), Research (Int), Sense Motive (Wis), Sleight of Hand (Dex).   Skill Ranks Per Level: 6 + Intelligence bonus.  
TABLE: THE SWINDLER
 

CLASS FEATURES

Cheat Fate: Fortune favours the Swindler. Once per day, he may re-roll one roll that he has just made before the GM declares whether the roll results in success or failure. The Swindler must take the result of the re-roll, even if it’s worse than the original roll.   Thousand Faces: A Swindler’s ability to manipulate probability makes him unpopular in certain circles, increasing the need for a ready number of disguises.   At 2nd level, the Swindler becomes a master of the quick disguise. He can don a convincing disguise in one-tenth the normal time (1d4 minutes).   Bonus Feat: At 3rd, 6th, and 9th level, the Swindler gets a bonus feat. The bonus feat must be selected from the following list, and the Swindler must meet all the prerequisites of the feat to select it.   Action Boost, Action Hero, Blind-Fight, Confident, Deceptive, Educated, Elusive Target, Low Profile, Nimble, Renown, Trustworthy.   Fortune's Favour: Starting at 4th level, the Swindler learns to subtly predict the actions of his adversaries, making him harder to strike in combat. He can spend an action point to gain a +2 luck bonus to Defence for a number of rounds equal to half his class level (rounded down). The Swindler must use this ability on his turn, and the bonus lasts until just before the Swindler’s next turn.   The luck bonus to Defence increases to +4 at 7th level and +6 at 10th level.   Warp Probability: At 5th level, the Swindler can affect another creature’s attack roll, skill check, ability check, level check, or saving throw.   As a free action during another creature’s turn, the Swindler can spend an action point to alter the target’s d20 roll result. The Swindler must be within 30 feet of the target, must be able to see the target, and must declare that he’s spending the action point before the GM reveals the result of the target’s roll. The Swindler’s action-point die result counts either as a bonus or penalty to the target’s roll, at the Swindler’s discretion.   At 8th level, the range of this ability increases to 60 feet.


Cover image: Trash Planet by nkabuto