Advanced Dungeons and Dragons Second Edition, AD&D 2nd edition Character creation: Kits and Classes, Warrior, gladiator, Convict kit
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Convict

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.
Nonweapon Skills: Bonus skills: Jumping, Weapon Improvisation. Recommended skills: Haggling, Endurance, Appraisal, Looting, Blindfighting, Gaming.
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.
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