The Gambler
Jun 25, 2014 17:58:47 GMT
Post by DouglasT on Jun 25, 2014 17:58:47 GMT
Gambler
The luck of the Gambler lies in the heart of his cards. And as the song says, knowing when to hold them, fold them, walk away and run is all a part of the life he/she leads. Luck can also be defined as the residue of hard work though, so the Gambler is not to be taken lightly. He is used to long nights, tobacco smoke and booze. And he knows, everyone pays...Eventually. He can act as a face man - or woman - and always has an ace up his sleeve and some good information to pass along. He is long used to knowing the signs of a 'tell' and has also learned to mask his own. Yes, having a Gambler in the party is usually a boon. If you can see through his lies and know that fortune often favors the foolish.
Table: The Gambler
Hit Die
D6.
Requirements
To qualify to become a gambler, a character must fulfill all the following criteria.
Skills
Perform 3 ranks, Sense Motive 8 ranks, Bluff 8 ranks
Feats
Weapon Finesse, Persuasive.
Class Skills
The gambler’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at Each Level
4 + Int modifier.
Class Features
All the following are Class Features of the gambler prestige class.
Weapon and Armor Proficiency
Gamblers are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Gamblers are proficient with light armor, but not with shields.
Sneak Attack
The gambler gains sneak attack as per Rogue class.
Improved Initiative
The gambler has a keen insight to body language, giving him a jump on others. Gained as feat Improved Initiative.
Insight (Ex)
A gambler, by necessity, must remained aware of things happening around him. There is a measure of hyper-sensibility, even as he remains calm and collected. This functions as Insight of Good Fortune (PHBII, PG 115) and lasts a number of minutes equal to the number of gambler levels.
Improved Feint
Knowing how to cause another to react give the gambler a combat advantage, using his actions to draw reactions from his opponent. Gained as feat Improved Faint.
Short Sleeper
Late nights and busy days had made the gambler accustomed to receiving only a few hours of sleep per night, therefore allowing the to raise fully rested at four hours, as if having slept eight.
Evasion
Gambler gains Evasion as Rogue. If Character already has Evasion, they gain instead Improved Evasion as per Rogue Special Ability.
Run
Sometimes, even the wit and insight of the gambler does not compare to the simple ability to get the hell out of Dodge. Gains feat Run.
Merciful Dagger
Knowledge is key, and it is hard to get knowledge from a dead man. Staying ahead of his opponents is the motivation to get all he can for the resources needed, therefore the gambler uses his knowledge of pressure points to maximum effectiveness, utilizing the pummel of his daggers. The Gambler may substitute Subdual Damage when attacking with daggers.
Skill Focus
Gains the feat Skill Focus on any skills allowed to The Gambler.
Moment of Prescience (Ex)
Sometimes the situation aligns itself just right, unnoticeable to most. To the perceptive gambler, he uses it to his advantage. Once per day he/she may use Moment of Prescience as an immediate action at a +5 bonus.
The luck of the Gambler lies in the heart of his cards. And as the song says, knowing when to hold them, fold them, walk away and run is all a part of the life he/she leads. Luck can also be defined as the residue of hard work though, so the Gambler is not to be taken lightly. He is used to long nights, tobacco smoke and booze. And he knows, everyone pays...Eventually. He can act as a face man - or woman - and always has an ace up his sleeve and some good information to pass along. He is long used to knowing the signs of a 'tell' and has also learned to mask his own. Yes, having a Gambler in the party is usually a boon. If you can see through his lies and know that fortune often favors the foolish.
Table: The Gambler
Hit Die
D6.
Requirements
To qualify to become a gambler, a character must fulfill all the following criteria.
Skills
Perform 3 ranks, Sense Motive 8 ranks, Bluff 8 ranks
Feats
Weapon Finesse, Persuasive.
Class Skills
The gambler’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at Each Level
4 + Int modifier.
Class Features
All the following are Class Features of the gambler prestige class.
Weapon and Armor Proficiency
Gamblers are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Gamblers are proficient with light armor, but not with shields.
Sneak Attack
The gambler gains sneak attack as per Rogue class.
Improved Initiative
The gambler has a keen insight to body language, giving him a jump on others. Gained as feat Improved Initiative.
Insight (Ex)
A gambler, by necessity, must remained aware of things happening around him. There is a measure of hyper-sensibility, even as he remains calm and collected. This functions as Insight of Good Fortune (PHBII, PG 115) and lasts a number of minutes equal to the number of gambler levels.
Improved Feint
Knowing how to cause another to react give the gambler a combat advantage, using his actions to draw reactions from his opponent. Gained as feat Improved Faint.
Short Sleeper
Late nights and busy days had made the gambler accustomed to receiving only a few hours of sleep per night, therefore allowing the to raise fully rested at four hours, as if having slept eight.
Evasion
Gambler gains Evasion as Rogue. If Character already has Evasion, they gain instead Improved Evasion as per Rogue Special Ability.
Run
Sometimes, even the wit and insight of the gambler does not compare to the simple ability to get the hell out of Dodge. Gains feat Run.
Merciful Dagger
Knowledge is key, and it is hard to get knowledge from a dead man. Staying ahead of his opponents is the motivation to get all he can for the resources needed, therefore the gambler uses his knowledge of pressure points to maximum effectiveness, utilizing the pummel of his daggers. The Gambler may substitute Subdual Damage when attacking with daggers.
Skill Focus
Gains the feat Skill Focus on any skills allowed to The Gambler.
Moment of Prescience (Ex)
Sometimes the situation aligns itself just right, unnoticeable to most. To the perceptive gambler, he uses it to his advantage. Once per day he/she may use Moment of Prescience as an immediate action at a +5 bonus.