Skip to main content

Breadcrumb

Criminal

As a career criminal you were acquainted with murderers, thieves, and those who hunt them. Your new career as an adventurer is, relatively speaking, an honest trade. 

Were you a pickpocket? An assassin? A back-alley mugger? Are you still?

Ability Score Increases
+1 to and one other ability score.
Skill Proficiencies
Stealth, and either Deception or Intimidation.
Tool Proficiencies
Gaming set, thieves’ tools.
Suggested Equipment (Cost
26 gold
)

Common clothes, dark cloak, thieves’ tools.

Feature:
Thieves’ Cant

You know thieves’ cant: a set of slang, hand signals, and code terms used by professional criminals. A creature that knows thieves’ cant can hide a short message within a seemingly innocent statement. A listener who knows thieves’ cant understands the message.

Thieves’ cant also includes a set of secret written symbols which can convey simple concepts associated with crime such as danger, secret exits, sellers of stolen goods, and whether a location is the territory of a specific gang.

Adventures and Advancement

If you pull off several successful jobs or heists, you may be promoted (or reinstated) as a leader in your gang. You may gain the free service of up to 8 bandits  at any time.

Connection and Memento. Roll 1d10, choose, or make up your own.
D10Criminal CONNECTIONS
1
The master criminal who inducted you into your first gang.
2
The cleric or herald who convinced you to use your skills for good (and who may be legally responsible for your continued good behavior).
3
Your sibling or other relative—who also happens to be a representative of the law.
4
The gang of rascals and pickpockets who once called you their leader.
5
The bounty hunter who has sworn to bring you to justice.
6
Your former partner who made off with all the loot after a big score.
7
The masked courier who occasionally gives you jobs.
8
The crime boss to whom you have sworn loyalty (or to whom you owe an enormous debt).
9
The master thief who once stole something precious from you.
10
The corrupt noble who ruined your once-wealthy family.
D10Criminal MEMENTOS
1
A golden key to which you haven’t discovered the lock.
2
A brand that was burned into your shoulder as punishment for a crime.
3
A scar for which you have sworn revenge.
4
The distinctive mask that gives you your nickname (for instance, the Black Mask or the Red Fox).
5
A gold coin which reappears in your possession a week after you’ve gotten rid of it.
6
The stolen symbol of a sinister organization; not even your fence will take it off your hands.
7
Documents that incriminate a dangerous noble or politician.
8
The floor plan of a palace.
9
The calling cards you leave after (or before) you strike.
10
A manuscript written by your mentor: Secret Exits of the World’s Most Secure Prisons.