Convict
You're a criminal that has received some of the most intense punishment that the world has to offer: Torture, solitary confinement, sensory deprivation, prison food. You've experienced it all. You've managed to escape, and old habits die hard.
A convict is a rogue that has very deep ties to criminality and a unique set of abilities developed to cope with the agony of incarceration.
Quick Disclaimer This class is not intended to make light of anything related to incarceration. It's harms to the individual and to society are well documented and can be deeply personal. Trust me, I'm American. In a fantasy world, what doesn't kill you makes you stronger. In real life, it scars you for life, alienates you from society and destroys your future.
1 - Quest: Wanted!
You are wanted by a particular country, organization or creature that will hunt you down to bring you to justice. Because of the pressure this creature puts on you and your criminal history, you take a -10 penalty to any check to generate money over time, such as profession or alchemy, unless it is in association with a criminal enterprise.
In return you are forced underground. You gain access to the Black Market Connections talent.
You can eventually clear your wanted status. If you manage to prove you are innocent, perform some spectacular stunt to get those hunting you to waive your crimes or ramp up the violence to such a degree you make your captors fear you, you can clear your wanted status and lose this penalty to your money making.
1 - What are you in for?
Select the type of crime you were arrested for, granting a unique boon.
Violent Offense - Assault, murder, arson etc. When you defeat or kill a creature, dash. Prisoner of War - Soldier captured by an enemy nation. Whenever you are defeated, you are not drained. Petty Crime - Theft, breaking and entering etc. You get sleight of hand proficiency with a +4 bonus. Money Business - Gambling debt, cooking books etc. You get linguistics proficiency with a +4 bonus.
1 - Boy 'aint Right [concentration]
Your time spent in solitary confinement has left a mark on your psyche. You have an imaginary friend, a voice in the back of your head as well as an angel and a devil that regularly appear on your shoulders. You can communicate freely with this imaginary entity(s?) while recuperating with outcast, or by concentrating on them.
The Voices - They have access to a singular skill with a bonus of (your level+3). Because they are imaginary, this limits them to skill that don't require interaction with the physical world or others. You can take something like deception or medicine, but you must pre-plan what you intend to do in an encounter you expect to happen in the future.
Angel n Devil - You can also commune with the voices, functioning similar to the default function of prayer.
Imaginary Friend - You persistently benefit from the aid action, as though aiding yourself. You must choose what benefit you get at the start of your turn. While all alone, the bonus increases by 1.
2 - Secret Weapon
You are constantly under the effects of Fan of Knives. Drawing a concealed weapon using sleight of hand requires no action.
2 - Outcast
You can recuperate from afflictions with general cures by completely isolating yourself from any kind of social contact for the amount of time you would normally need to relax.
If you are ever the last one standing in combat, meaning all your allies are defeated/captured/have fleed etc. You get a +4 bonus to all d20 rolls until the combat ends or one is back in the fray.
4 - Executed
You were on death row and you would've been in the underworld were in not for your thick head, your resistance to administered poisons or dumb luck. Whenever you are defeated, you can roll serendipity. If your roll exceeds the damage used to take you down, then you are instead set to 1 hp.
Every time you use this feature, you take a -4 penalty to further checks until you rest.
6 - Sensory Deprivation
You were kept silent in the dark so long you made it your own. You gain blindsense, and can choose either tremorsense or scent (10 ft).
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