Gambler : Rogue Class
Prime Requisites: Dexterity- 15/ Intelligence- 14/ Wisdom- 13/ Charisma- 16
Bonus Proficiencies: Alertness (Thief’s Handbook), Gaming, Quickness (Combat
                   & Tactics)
Recommended Proficiencies: Acting (Bard’s Handbook), Ambidexterity (Combat
                   & Tactics), Appraising (Thief’s Handbook), Dirty Fighting
                   (Combat & Tactics), Escapology (Ninja’s Handbook), Fast
                   Talking (Thief’s Handbook), Information Gathering (Thief’s
                   Handbook), Looting (Thief’s Handbook), Observation (Thief’s
                   Handbook), Running, One Handed Weapon Style (Combat &
                   Tactics), Two Weapon Style (Combat & Tactics)
Weapons and Equipment: Only small, easily hidden weapons are normally used,
                   although no penalty is incurred by taking a medium sized
                   weapon allowed to thieves.
                   As for equipment, gamblers normally only own what they
                   can carry and stash any extra gear in storage areas. They
                   normally bank or burry large amounts of treasure.
                   Gamblers don’t wear armor.
Kit Bonuses:     Gamblers fight as a warrior with a favorite weapon chosen at
                   creation.
                   Gamblers also get 4 weapon slots every 4 levels instead of
                   2 every 4.
                   Gamblers are naturally smooth and gain a +2 to all
                   charisma checks.
                   Now You See Em’- Gamblers can surprise all in a 5’ radius
                   with an improvised distrction (kicking over a table, throwing
                   some coins up in the air). The radius effected will increase
                   by 2’ for every three levels gained after first (7’ at fourth, 9’
                   at seventh, etc…). Those in the area of effect will be
                   surprised for one round if they fail a save vs spell at –1 for
                   every three levels of the Gambler. This round can be taken
                   to attack or flee.
                   +10 to Pick Pockets, + 5 to Hide, -10 to Read Languages
Kit Hinderances:     Gamblers make a lot of enemies, so they need to be
                   continually alert. Also, the no armor thing kind of sucks too.
                   As an additional penalty for the time spent learning
                   weapons, Gamblers only get 50 points for thief skills at first
                   level along with 20 each additional level.