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Gambler

2E AD&D Custom Class

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Count Poopula
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0% found this document useful (0 votes)
32 views2 pages

Gambler

2E AD&D Custom Class

Uploaded by

Count Poopula
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOC, PDF, TXT or read online on Scribd
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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.

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