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"Screw That, I Don't Need To Work To Earn Money.": Class Skills: Acrobatics (Dex), Bluff

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0% found this document useful (0 votes)
156 views5 pages

"Screw That, I Don't Need To Work To Earn Money.": Class Skills: Acrobatics (Dex), Bluff

The document expresses a person's unwillingness to work in order to earn money, implying they do not see the need to work for a living or income.

Uploaded by

api-3865214
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
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“Screw that, I don’t need to work to earn money.

Class Traits
• Role: Controller. You can change the
tide of battle, make bad rolls turn into
good rolls, and affect enemies with
conditions through your illusions and
tricks. Also with good luck, you can turn
the tables on your enemies.
• Power Source: Bluff. Any good player
needs a good poker face when you are
against multiple opponents. Luckily, this
trait is really helpful in battle to trick your
opponents into thinking that you are
open to an attack that will leave them
open in the end.
• Key Abilities: Dexterity, Charisma,
Wisdom
• Armor Proficiencies: Cloth, Leather
• Weapon Proficiencies: Light Blades,
Light Thrown Projectiles, Staves
• Bonus to Defense: +1 Reflex, +1 Will
• Hit Points at 1st Level: 12 +
Constitution Score
• Hit Points per Level Gained: 4
• Healing Surges per Day: 6 +
Constitution Modifier
• Trained Skills: You are automatically
trained in Bluff, then from the class skills
list below, choose three more trained
skills at 1st level.
Class Skills: Acrobatics (Dex), Bluff
(Cha), Diplomacy (Cha), Intimidate
(Cha), Streetwise (Cha), Insight (Wis),
Thievery (Dex), Perception (Wis)
• Build Options: Compulsive Gambler,
Strategist
• Class Features: Mulligan, Unlucky
Aura, Feign Weakness, Weapon Focus
(Throwing), Gambler Tricks

Gambler Class Features attack, only to trick the opponent leaving him
open instead.
___________ Encounter ♦ Martial, Weapon
You have the following class features. Immediate Interrupt Range
10
Lucky Shot Trigger: You are hit by a melee attack
All gamblers start off with the “Lucky Shot” at- Effect: After the opponent rolls its attack roll
will skill. You gain this skill as well as another against you (Only as a melee attack vs. AC or
Reflex), you may then use this skill (even after
skill determined by your gambling path.
seeing the roll). Activating this skill will add
your (D20 + [(bluff or insight) skill ÷ 5]) to
Compulsive Gambler your AC & Ref. If this cause the opponent to
Gambling for several years has left you miss, it will be open to a attack of opportunity.
extremely lucky, your battle expertise might You may then choose an ally within range to
trigger the opportunity attack.
not be so “Reliable” but can become very
Increase the effect to 2D20+[(bluff or insight)
powerful. skill ÷ 5] at 21st level.
Critical Attack: You know the “Critical attack”
at-will skill.

Mulligan: You gain the Mulligan Encounter Unlucky Aura


skill.
Enemies within 5 squares of you will become
Mulligan “unlucky” having their attack rolls critically fail
Compulsive Gambler skill on rolls 1-2 and allies will have +1 to crit (ex.
“That was terrible, lets try that again.” +2 to crit will make attack rolls crit on rolls 18-
Encounter 20) against target(s) in your aura.
Personal
Free Action
Weapon Focus (Throwing
Effect: Reroll any single dice roll. You must
use the second roll, even if it’s lower. Weapons)
Double the usage at 21st level You gain the Weapon Focus feat to throwing
Strategist weapons (+1 Damage with all throwing
This feature is for the players who prefer to rely weapons).
more on probability than luck for their choice of
offence.

Swift strike: You know the “Swift strike” at- Gambler


will skill.
Tricks______________________
Feign Defense: You gain the “Feign Defense” Your gambler skills are called “tricks”, they are
skill. used often as forms of entertainment and
deceit.
Feign Defense
Strategist Skill
You pretend to leave yourself open to an
Class Features or 1[W] + Dexterity modifier damage (Ranged).
Increase the damage to 2[W] at 21st level.
Sleight of Hand
Effect: Any single attack after being struck by
Gambler Trick
“Lucky Shot” will have a +2 Critical effect on
You show an object to the audience only to
their attack roll. This effect ends on the end of
make it disappear within the next second,
your next turn if there are no attacks on the
leaving them wondering how you do it.
target.
At-Will ♦ illusion, martial
Minor Action Close Burst
3
Target: Each creature in burst Critical Attack
Gambler Skill 1
Effect: You quickly conceal an object (either
into your inventory or just hiding within your Not only does the gambler drive his staff in the
clothing etc.) either in front of an audience or goblin’s eye, he also drives his staff further to
out of security. This skill is very difficult to spot the other side.
at 1st glance; if challenged, make a bluff vs. At-Will ♦ Martial, Weapon
insight check. Standard Action Melee or
Ranged Weapon
Target: One Creature
Attack: Dexterity vs. AC
Divert Attention
Hit: 1[W] + Strength modifier damage (Melee)
Gambler Trick
or 1[W] + Dexterity modifier damage (Ranged).
“Look over there!”
Increase the damage to 2[W] at 21st level.
At-Will ♦ illusion, martial
Special: If this attack becomes a critical hit,
Standard Action Blast 3
your weapons gains the “High Crit” attribute. If
within 5 squares.
the weapon already have “High Crit” attribute,
Target: Each creature within blast.
add another 1[W] damage instead. This effect
Effect: You divert the attention of a small applies before the damage is accounted for.
group of people by throwing your voice or an
object (etc.) at a called location (within 5
squares of your location). This effect however
only lasts for a couple of moments and the Swift Strike
Checks will be more difficult according to the Gambler Skill 1
situation (ex. Being chased or in a open You swiftly hit the enemy in the head, leaving
location). However, it leaves enough time to him uncoordinated for a few moments.
conceal yourself with a stealth check or other At-Will ♦ Martial, Weapon
quick maneuvers. Standard Action Melee Weapon
Target: One Creature
Attack: Dexterity vs. AC
Hit: 1[W] + Strength modifier damage and the
target is Dazed until the end of your next turn.
Increase the damage to 2[W] at 21st level.
Special: If this attack becomes a critical hit,
target becomes Stunned until the end of your
next turn instead.

Level 1 At-Will
Skills________________
Lucky Shot
Gambler Skill 1
You drive your weapon into your opponent,
leaving the next attack to hurt much worse.
At-Will ♦ Martial, Weapon Level 1 Encounter
Standard Action Melee or
Ranged Weapon
Skills____________
Target: One Creature Change of Luck
Attack: Dexterity vs. AC Gambler Encounter 1
Hit: 1[W] + Strength modifier damage (Melee) “Well what do you know? Today is looking good
after all!”
Encounter
Free Action Range 10
Trigger: A creature within range rolls a Critical
or a Critical Fail. Level 1 Daily
Effect: You can change any creature’s Critical
Hit into a Critical Fail, or a Critical Fail into a
Skills__________________
Critical Hit (must be within range). Critical attack
Compulsive Gambler: If you are able to make Gambler Daily 1
a opportunity of attack against affected target, “This is gonna hurt.”
you may do so. Daily
Minor Action Personal
Effect: Your next attack will be considered
critical attack (you still have to roll an attack
Roulette
roll though).
Gambler Encounter 1
You cast wild spell on the enemy, the effects
later are unknown!
Three of a Kind
Encounter ♦ Arcane
Gambler Daily 1
Standard Action Range 10
Target: One Creature With several projectiles wielded in both hands,
Attack: Dexterity vs. Reflex you throw them all with major precision at
multiple targets.
Hit: Roll a D20, the affects of this spell is
determined by the number of the roll. Daily
1: You are Knocked Down and Helpless till your Standard Action Ranged
next turn. Weapon
2-5: Target is now Dazed Requirement: Must be wielding a light thrown
6-10: Target is now Blinded weapon.
11-15: Target is now Stunned Target: One Creature per attack
16-19: Target Is Knocked Down Attack: Dexterity vs. Reflex
20: Target is Knocked Down and Helpless till its Hit: 2[W] + Dexterity modifier damage for
next turn. each attack.
Special: When declaring targets, you can
target any creature within your throwing range
(the same one can be targeted again). This skill
Pachinko
does not end if you miss, and will continue until
Gambler Encounter 1
you made your three attacks.
Having already perfected your throwing arts,
you decide that it will be better to save your
ammunition by using your one projectile to hit
multiple targets. Backdoor
Encounter ♦ Martial, Weapon Gambler Daily 1
Standard Action Ranged In a flash, the gambler will quickly appear
Weapon behind the target, making the enemy much
Requirement: Must be wielding a light thrown more vulnerable for the attack.
weapon. Daily
Target: One Creature Standard Action Melee
Attack: Dexterity vs. Reflex Weapon
Hit: 2[W] + Dexterity modifier damage. Make Target: One Creature
a secondary attack. Attack: Dexterity vs. Reflex
Secondary target: A creature at least 5 Hit: 2[W] and the target is thrown forward up
squares adjacent to the primary target. to 5 squares.
Secondary attack: Dexterity vs. Reflex Special: You are teleported anywhere adjacent
Hit: 1[W] + Dexterity modifier damage. Make a to the target before the attack.
third attack. Special: Target thrown to objects or walls will
Third target: A creature at least 5 squares take an extra 2d4 damage.
adjacent to the secondary target.
Third attack: Dexterity vs. Reflex
Hit: 1[W] Damage
Strategist: Any critical hits in the process will
daze the target till the end of your next turn.
Level 2 Utility
Skill__________________
Master of Deceit
Gambler Utility 2
The line between truth and deception is thin,
and you cross it with ease.
Encounter ♦ Martial
Free action Personal
Trigger: You roll a Bluff check and dislike the
result.
Prerequisite: You must be trained in Bluff.
Effect: Reroll the Bluff check. You decide
whether to make the reroll before the DM
announces the result.

Barter
Gambler Utility 2
After several agreements and
misunderstandings, you finally get the item
that you want at a lower price. “You drive a
hard bargain, mister.”
Daily ♦ Martial
Minor action Range: 3
Trigger: You make a purchase at any
store/stand/etc.
Action: Bluff vs. Insight
Effect: You may purchase an item for 20% less
than the original value.
Special: There is only a 10% price reduction
for magical items

Buyback
Gambler Utility 2
You successfully exaggerate the price of an
inexpensive item in your possession to gain
more money out of it than it is worth.
Daily ♦ Martial
Minor action Range: 3
Trigger: You sell an object at any
store/stand/etc.
Action: Bluff vs. Insight
Effect: You sell a object back for 150% of its
original bought cost (Items are usually bought
back for only 20-50% back).
Special: Magical Items can only be sold for a
maximum of up to 50%.

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