Description: Several kingdoms give convicted criminals a choice between spending
the rest of their lives in hard labor or spending the remainder
of their lives battling 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 from their formal criminal prusuits and learn
the ways of the gladiator in the arena. They fight, earn experience
points and follow the levels as a gladiator. Saving throws are
made according to the more favorable class (either rogue or warrior).
Special Requirments: A convict must have a Strength and Dexterity of 15 or more in
addition to the normal requirements to become a gladiator.
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 authorities may sentence a criminal to
the arena for a period of years or to a specific number of games.
A convict PC is assumed to have completed his sentence and is
free to adventure.
Weapon Proficiencies: Convicts begin with a specialization in a one-handed weapon of
their choice. However, their selection is limited to dagger, blackjack,
and concealable weapons. This specialization is derived from the
skills they learned while trying to stay alive in captivity. The
convict's weapon proficiencies are restricted to those useable
by thieves. They many not specialize in any other weapons. Unlike
other gladiators, a convict that wields a weapon other than those
allowed to thieves receives a nonproficiency penalty of -2 to
hit.
Equipment: If a convict begins the game while incarcerated, he
may buy armor but not weapons. If it is determined that the convict
has already served out his sentence, he may purchase equipment
normally.
Special Benefits: Part warrior, part rogue, the convict gladiator
is the best of both. The convict is similar to a multiclassed
character. Convicts may learn any three thieving skills. Once
these three skills are chosen, they may never be changed. At first
level, the convict's thieving skills are calculated by adding
racial and dexterity adjustments to the Thieving Skill Base Score
found on pg. 39 of the Player's Handbook. To these skills the
convict may divide 20 discretionary points, adding no more than
10% to a single skill. For every level gained the convict may
divide 10 percentile points between his thief skills.
Convicts may learn nonweapon skills from the rogue crossover group
at no additional cost.
Special Hinderances: 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 be seen
from a distance. Others brand a crime token on the face or uper
body.
Since both are permanent, it is difficult for a rleased convict
to find employment anywhere in the region. These marks make any
escpaed convict easy to locate in a crowd. Unfortunetely, freed
convicts may be wrongfully rearrested if they chance to be in
the same area where a crime has been committed.
Convict gladiators may not be multiclassed. A convict gladiator
cannot choose a rogue class as a second class if he chooses to
become dual classed.
Convict gladiators must earn an additional 10 percent experience
points to advance in level.
Wealth Options: The convict rolls 3d20 for his initial Social Class.
Races: A character of any race can become a convict.