Spiv

Emperor Xan's picture

Spiv

Out amongst the Great Ring, it takes all kinds to survive. Spivs are a special breed of characters hailing from wherever they were born and let it be known to anyone who will listen. Spivs survive the multiverse's worst by dexterity, wisdom and strength. The spiv may not be privy to all the accouterments of Sigil and the gatetowns, but he is hardy, robust, independent and an expert at survival.

Adventures: Most spivs are forced into the adventuring life. The harsh realities of the planes make an excellent training crucible. Filled with lofty ideals and wonderment, the spiv wanders the planes seeking fame and fortune. Once out amongst the deities, the spiv views their home as insignificant, unless they hail from Sigil.

The Spiv

 

Base Attack

Fort

Ref

Will

Special

Level

Bonus

Save

Save

Save

 

1

+0

+2

+1

+0

Bonus feat

2

+1

+3

+2

+0

Barter

3

+2

+3

+2

+1

Adaptive learning

4

+3

+4

+2

+1

Jury-rig +2

5

+3

+4

+3

+1

Survival +2

6

+4

+5

+3

+2

Adaptive learning

7

+5

+5

+4

+2

 

8

+6/+1

+6

+4

+2

Jury-rig +4

9

+6/+1

+6

+4

+3

Adaptive learning

10

+7/+2

+7

+5

+3

Survival +4

11

+8/+3

+7

+5

+3

 

12

+9/+4

+8

+6

+4

Jury-rig +6, adaptive learning

13

+9/+4

+8

+6

+4

 

14

+10/+5

+9

+6

+4

 

15

+11/+6/+1

+9

+7

+5

Survival +6, adaptive learning

16

+12/+7/+2

+10

+7

+5

Jury-rig +8

17

+12/+7/+2

+10

+8

+5

 

18

+13/+8/+3

+11

+8

+6

Adaptive learning

19

+14/+9/+4

+11

+8

+6

 

20

+15/+10/+5

+12

+9

+6

Survival +8, jury-rig +10

 Characteristics: The spiv is a true jack-of-all-trades, learning a bit of everything to increase his chances of survival. Spivs, being a tenacious bunch, can maintain even the oldest equipment. As such, they are better at keeping the equipment jury-rigged than fixing it completely. This means the spiv is faster at making slapdash repairs, even in the face of extremes. The spiv is most comfortable living in the empty regions of the planes and able to get by without the conveniences of civilization. Of all the classes, the spiv is best adapted to deal with whatever the multiverse dishes out. The spiv has excellent survival instincts, good combat abilities, and an enthusiasm that helps get him through all sorts of difficult circumstances.

Alignment: Spivs may be of any alignment. However, many gravitate towards chaotic alignments.

Religion: Though they may come from a deity's realm, spivs don't necessarily worship said deity. In general, spivs are free-spirited and revere gods of travel and freedom. As such, religion for a spiv is a matter of what he believes and personal taste.

Background: Spivs come to their profession by seeking a better life, searching for excitement, escaping the situation at home, or for vengeance. Some seek wealth and power, others adventure, still others are motivated by revenge. They may be lured from home by the promises of riches, escaping from slavery, or servitude, recruited to a cause they believe is worth following, or driven from their home by invaders or their neighbors. Spivs think of themselves as whatever skills they fancy they're best.

Races: Any race may become a spiv. However, the axiomatic races tend to avoid this class.

Other Classes: Spivs tend to get along with anyone who let's them do their thing, but they prefer the company of classes that make their way though the planes; barbarians, rangers, and sorcerers top the list. If any class is unwanted as company, the stuffy paladin is it.

Factions: Spivs tend to be members of factions/sects where they are allowed to be free. Few spivs ever join the Harmonium.

 

Game Rule Information

Spivs have the following game statistics.

Abilities: Dexterity, Wisdom, and Strength are the basis of most of the spiv's skills, and thus are the most important ability scores for this character.

Alignment: Any.

Hit Die: d10.

 

Class Skills

The spiv's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually (Int), Listen (Wis), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), and Swim (Str).

Skill Points at 1st Level: (6 + Int modifier) x 4.

Skill Points at Each Additional Level: 6 + Int modifier.

 

Class Features

All of the following are class features of the spiv.

Weapon and Armor Proficiency: Spivs are proficient in all simple and martial weapons, light armor, medium armor, and shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of armor and equipment carried.

Bonus Feat: At 1st level, the spiv gains a bonus feat selected from Alertness, Combat Reflexes, Endurance, Exotic Weapon Proficiency, Run, or Toughness.

Barter: Beginning at 2nd level, the spiv gains a +5 competence bonus on any Diplomacy check made to buy or sell equipment.

Adaptive Learning: At 3rd level and every three levels thereafter (6th, 9th, 12th, 15th, and 18th), the spiv may designate any one cross-class skill (not including Belief skills) as a class skill. The skill must be one relatively common to the campaign. The DM is free to rule that a specific skill is off limits for this ability.

Jury-rig: Beginning at 4th level, a spiv gains a +2 competence bonus on Repair checks made to attempt temporary or jury-rigged repairs. (See the Repair skill for more information on temporary repairs.) This bonus increases by +2 every four levels thereafter (8th, 12th, 16th, and 20th).

Survival: Beginning at 5th level, a spiv gains a +2 competence bonus on any Survival checks made. This bonus increases by +2 every five levels thereafter (10th, 15th, and 20th).

Starting Funds: 4d4 x 10gp.

Krypter's picture
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factotums
Joined: 2004-05-11
Spiv

Fixed.

Emperor Xan's picture
Offline
factotums
Joined: 2004-06-29
Spiv

Not sure how that got stuck in there, but the table for the "Acolyte" is not part of this class.

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