The Accountant
by Dean Coldham



 
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Classes
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Dragon

ACCOUNTANT

1. SUBCLASS = None
2. SOCIAL CLASS MINIMUM = MMC
3. ABILITY SCORE MINIMUMS
STRENGTH = 6
INTELLIGENCE = 13
WISDOM = 6
DEXTERITY = 6
CONSTITUTION = 6
CHARISMA = 6
COMELINESS = 3
PERCEPTION = 3
4. XP BONUS = None
5. POSSIBLE RACES = Human
6. MAXIMUM LEVEL ATTAINABLE = 20 (The Big Cheese)
7. HIT DIE TYPE = d4
8. MAXIMUM NUMBER OF HIT DICE = 10
9. SPELL ABILITY = No
10. ARMOR PERMITTED = No
11. SHIELD PERMITTED = No
12. WEAPONS PERMITTED = MU, all 20th century weapons
13. OIL PERMITTED = Yes
14. POISON PERMITTED = Yes
15. ALIGNMENT = Always L, most often LN and only rarely LG
16. STARTING MONEY = 10-1000 gp (d% x 10)
17. WEAPON PROFICIENCIES = 1 (6:2, 11:3, 16:4)
18. NON-PROFICIENCY PENALTY = -5
19. NON-WEAPON PROFICIENCIES = 5 (6:6, 11:7, 16:8)
20. STARTING AGE = 20+d4
21. COMBAT = MU
22. SAVING THROWS = Thief
23. MAGIC ITEMS = MU ++ any written item
 

Table 22: ACCOUNTANT
Experience Points Level Level Title HP SPECABS MS% HS%
<5> <0>
x -- x 0 Office Worker - Charisma Max <10> <5>
x -- x 1 Novice x Inconspicuous, 
Verbal Blast: Bore to Tears
15 10
x -- x 2 Flunky x Verbal Blast: Bore to Sleep 21 15
x -- x 3 - x - 27 20
x -- x 4 - x - 33 25
x -- x 5 - x - 40 31
x -- x 6 - x - 47 37
x -- x 7 Master Accountant x Verbal Blast: Bore to Death 55 43
x -- x 8 Financial Claims Adjuster x Produce Numerals 62 49
x -- x 9 - x - 70 56
x -- x 10 Regional Marketing Officer x Stronghold 78 63
x -- x 11 - x - 86 70
x -- x 12 - x - 94 77
x -- x 13 - - 99 85
(COMBAT) x -- x 14 Master of Copper Pieces (64) - 99 93
(COMBAT) x -- x 15 Master of Silver Pieces (32) - 99 99
(COMBAT) x -- x 16 Master of Electrum Pieces (16) - 99 99
(COMBAT) x -- x 17 Master of Gold Pieces (8) - 99 99
(COMBAT) x -- x 18 Master of Platinum Pieces (4) - 99 99
(COMBAT) x -- x 19 Master of Mithril Pieces (2) - 99 99
(COMBAT) x -- x 20 The Big Cheese (Unique) Vorpal Pencil 99 99

0. Charisma Max = CH is limited to 8 until level 1 is attained
1. Inconspicuous = there is only a 50% chance that an opponent will notice an accountant in combat
1. Verbal Blast*: Bore to Tears = causes victim to to lapse into an uncontrollable spasm of bawling that lasts for 1-6 turns.
2. Verbal Blast*: Bore to Sleep = puts the victim in a deep slumber for 1-6 turns
7. Verbal Blast*: Bore to Death =
8. Produce Numerals = Produces 1 numeral per level of the accountant. Basically each is a 6' high d10. Basically, these are obstacles.
10. Stronghold = 10-60 Office Workers + 2-8 Fixtures
20. Vorpal Pencil =

* Verbal Blasts are Language Dependant (language-speaking creatures that do not understand the accountant will attack him)
    Save vs. magic is allowed if the victim has I16+ or I7-.
    Range = earshot
    Area of Effect = 1 victim


Original Text:

[b]A character that really counts[/b]
by Dean Coldham

Sooner or later, every game universe
gets large enough and complicated
enough to support a distinctive type of
character whose primary purpose is to
count anything at all for any reason
whatsoever.

This new class of non-player char-
acter is the Accountant. Besides being
easy for the referee to prepare and intro-
duce into a campaign, the Accountant
provides a degree of boredom and dull-
ness that would otherwise be lacking in
the campaign.

Accountants are always human,
despite the public’s frequent accusations
to the contrary.

Accountants must have an intelligence
of 13 or greater so they can learn numer-
ous languages, the better to employ their
widely feared Verbal Blast weapon (see
below). Accountants are always lawful in
alignment, most often neutral and only
rarely of true good alignment.

The special abilities of an Accountant
are as follows:

1. All Accountants are capable of un-
leashing a Verbal Blast, with the effec-
tiveness of the weapon increasing as the
Accountant rises in experience levels. At
first level (Novice), Accountants can use
the Verbal Blast to Bore to Tears, caus-
ing the victim to lapse into an uncon-
trollable spasm of bawling that lasts for
1-6 turns. At second level (Flunky), the
Accountant gains the ability to Bore to
Sleep, which puts the victim in a deep
slumber for 1-6 turns. Beginning at sev-
enth level (Master Accountant), the Ver-
bal Blast can also be employed to Bore
to Death, which means just what it says;
Against any form of the Verbal Blast, a
saving throw vs. magic is allowed if the
victim has an intelligence of 16 or greater
— or 7 or less. The Accountant must
utter the Verbal Blast in a language that
is understood by the intended victim;
otherwise, hearing such gibberish is lia-
ble to make those within earshot regard
the Accountant as a madman who must
be put out of his misery immediately.

2. Accountants can Move Silently and
Hide in Shadows as a thief of the same
level. This is due to their innate ability to
blend into the surroundings in any en-
vironment and use their bland, drab ap-
pearance to be inconspicuous even in
normal circumstances. There is only a 50
percent chance that any potential enemy
will notice an Accountant in a party un-
less the Accountant attacks that crea-
ture or character.

3. Upon reaching eighth level (Financial
Claims Adjuster), an Accountant gains
the ability to Produce Numerals. One
such numeral from 0-9 is produced for
each level of experience of the Accoun-
tant. It appears as a balloon-like figure, 6
feet tall, that floats around in the vicinity
of the victim, obstructing vision and
hindering movement. An Accountant of
sufficiently high level can produce
enough numerals to surround and suf-
focate the hapless, bewildered victim.

4. Upon reaching 10th level (Regional
Marketing Officer), an Accountant may
establish a stronghold, usually referred
to as a Financial Consulting Firm or
some other such important-sounding ti-
tle. It will be run by 10-60 Office Workers
(zero-level characters with a charisma of
8 or less) and 2-8 Fixtures, former Office
Workers who pursued a lifetime career in
Accounting and are now closely ap-
proaching retirement and senility at the
same time. Any Accountant with such a
stronghold must spend at least 50 per-
cent of his time working as an Accoun-
tant in the stronghold — checking and
double-checking huge columns of num-
bers prepared by the workers for the sole
purpose of making their benefactor feel
worthwhile.

5. When an Accountant ascends to
20th level of experience (The Big
Cheese), he is awarded the use of an
indestructible Vorpal Pencil that, upon
command, will draw The Bottom Line.
The pencil will create a magical mark on
any surface. A character or creature who
steps over or through The Bottom Line is
immediately totaled (instant death un-
less a save vs. arithmetic is made).
At higher levels of experience, there
can (mercifully) only be a certain number
of Accountants. At 17th level (Master
of Gold Pieces), there can only be eight
Accountants; at 18th level (Master of
Platinum Pieces) the limit is four; and at
19th level (Master of Mithril Pieces) there
can only be two Accountants. There is
never more than one Big Cheese (20th-
level Accountant) at one time. If a se-
cond Accountant accumulates enough experi-
ence points to put him at 20th level, he
must engage in mortal combat with the
reigning Big Cheese. This titanic strug-
gle will only end when one combatant or
the other is successful with a Bore to
Death attack.
(Turn to page 98)

Original Accountant (No Addition)
1. SUBCLASS =
2. SOCIAL CLASS MINIMUM =
3. ABILITY SCORE MINIMUMS
STRENGTH = 6
INTELLIGENCE = 13
WISDOM = 6
DEXTERITY = 6
CONSTITUTION = 6
CHARISMA = 6
COMELINESS = 3
PERCEPTION = 3
4. XP BONUS =
5. POSSIBLE RACES = Human
6. MAXIMUM LEVEL ATTAINABLE =
7. HIT DIE TYPE =
8. MAXIMUM NUMBER OF HIT DICE =
9. SPELL ABILITY =
10. ARMOR PERMITTED =
11. SHIELD PERMITTED =
12. WEAPONS PERMITTED =
13. OIL PERMITTED =
14. POISON PERMITTED =
15. ALIGNMENT = Always L, most often LN and only rarely LG
16. STARTING MONEY =
17. WEAPON PROFICIENCIES =
18. NON-PROFICIENCY PENALTY =
19. NON-WEAPON PROFICIENCIES =
20. STARTING AGE =
21. COMBAT =
22. SAVING THROWS =
23. MAGIC ITEMS =
 
 
 
 
 

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