The Dragonlance Nexus

Printed From:
http://www.dlnexus.com/fan/rules/12671.aspx

The Gambler

D&D 3e (3.0/3.5) Rules

by Talanthandros


The world, as far as most people are concerned, is run by money. People try to make their living through a variety of ways. Some work humble professions, such as farmers, shopkeepers, or millers. Others work through the use of blade, arrow, and magic, performing jobs such as mercenaries, soldiers or adventurers. Then there are those individuals that abandon all of these methods, leaving their financial fate to chance and the love of the bet. These special adventurers make their living on three practices: wheeling, dealing, and never looking back. The gambler lives on the odds and chances.

Adventures: The gambler travels to where there is opportunity and the action is hot. If there's a chance to earn a coin, you'll be sure to see a gambler. Many travel because of the work they perform for mafias, mobs, or gangs. Then there are those freelance gamblers who move from place to place for no reason other then boredom. No matter why a gambler is traveling you can be sure that money is at the center of their reason.

Characteristics: Gamblers are sly and sometimes underhanded dealers. This character tends to be sarcastic, witty, and sometimes blatantly arrogant. Physically, gamblers tend to be slight of build and nimble so they can escape persecution from law enforcement or angry "clients" who may have hit hard times due to the gambler's antics. Due to their lifestyle, gamblers tend to have very little control over their betting problems.

Alignment: Gamblers usually defy the laws of cities with the illegal games that they run or make clearly illegal bets, therefore gamblers are never lawful. Chaos usually finds a way into the lifestyle of these chance-taking characters. The mortal argument between good and evil usually ends in neutrality but the two extremes also have their followers.

Religion: Gamblers base the core of their life on luck and chance. Due to this, these characters usually follow gods of the Luck domain who are the source of their influence over their life's fuel. Some gamblers hold religion close to their hearts and all gamblers tend to be very religious when their luck is running short.

Background: Gamblers usually come from families with poor moral standards, many are orphans, while some are nobles. The gamblers hold one background trait in common; they come from a place that has a lot of opportunity. Most gamblers also have criminal records or are, at the very least, watched by law enforcement.

Races: Humans take to gambling for various reasons: ambition, excitement, or a lust for power. Human gamblers tend to be rash and stubborn regardless of the debt they have amassed.

Elves and half-elves tend the life of fate out of defiance of the elven lifestyle. Elfkind sees an art behind the bet. Elves and half-elves, however, usually tend to be more in control of the lifestyle that can turn out to be a legitimate problem.

Other races sometimes pursue this profession, but tend to find other life paths more often than making a life out of betting.

Other Classes: Gamblers like to work with other classes if there proves to be an opportunity in it. Gamblers tend to despise paladins and clerics who have moral objectives to the gamblers' lifestyles.

Role: The gambler's role is to find the opportunity in anything and to provide a money source (when luck is with them). Gamblers also make good negotiators due to their high Charisma.

Game Rule Information

Gamblers have the following game statistics.

Abilities: Charisma determines how well the gambler can bluff and get out of situations. A high Dexterity is important for gamblers due to their need to run and hide at times. It also usually helps their fighting style in battle. A high Intelligence score can help so that the gambler is smart about his decisions.

Alignment: Any nonlawful.
Hit Die: d8.

Class Skills

The gambler's class skills (and the key ability for each skill) are Bluff (Cha), Craft (gambling items) (Int), Diplomacy (Cha), Hide (Dex), Knowledge (local) (Int), Profession (Wis), Sleight of Hand (Dex), and Spot (Wis). See Chapter 4: Skills in the Player's Handbook for skill descriptions.

Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.

Class Features

All of the following are class features of the gambler.

Weapon and Armor Proficiency: Gamblers are proficient with all daggers, knives, the short sword, short bow, and light crossbow. The gambler is proficient with light armor and the buckler (but not other shields).

Sneak Attack: The gambler's quick, underhanded tactics give him the ability to make sneak attacks. This starts at 1d6 at first level and increases by 1d6 every four levels (5th, 9th, 13th, 17th).

Lady Luck's Favor: At 3rd level, the gambler gains a + 1 luck bonus to attack rolls, damage rolls, and saving throws. This bonus increases by 1 every four levels (7th, 11th, 15th, 19th).

Evasion: At 6th level and higher, a gambler can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion may only be used if the gambler is wearing light or no armor. A helpless gambler does not gain the benefit of evasion.

Improved Evasion: This ability works like evasion, except that while the gambler still takes no damage on a successful Reflex saving throw against attacks such as a dragon's breath weapon or a fireball, henceforth he henceforth takes only half damage on a failed save. A helpless gambler does not gain the benefit of improved evasion.

Coin Toss: A gambler gains this ability at 20th level. On a melee attack a gambler may designate up to 1000 gold pieces as a gamble that will transfer into damage. The player rolls percentile dice, fifty-one percent and above is a success and fifty percent and below is a failure. The player must choose how much to put into this ability before making a melee attack.

High Roller: The gambler gains a +2 bonus to Bluff and Diplomacy checks. This increases to a +4 bonus when the topic pertains to gambling.

Table 1-1: The Gambler
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +2 +0 Sneak attack +1d6
2nd +1 +0 +3 +0 -
3rd +2 +1 +3 +1 Lady luck's favor +1
4th +3 +1 +4 +1 -
5th +3 +1 +4 +1 Sneak attack +2d6
6th +4 +2 +5 +2 Evasion
7th +5 +2 +5 +2 Lady luck's favor +2
8th +6/+1 +2 +6 +2 -
9th +6/+1 +3 +6 +3 Sneak attack +3d6
10th +7/+2 +3 +7 +3 -
11th +8/+3 +3 +7 +3 Lady luck's favor +3
12th +9/+4 +4 +8 +4 Improved evasion
13th +9/+4 +4 +8 +4 Sneak attack +4d6
14th +10/+5 +4 +9 +4 -
15th +11/+6/+1 +5 +9 +5 Lady luck's favor +4
16th +12/+7/+2 +5 +10 +5 -
17th +12/+7/+2 +5 +10 +5 Sneak attack +5d6
18th +13/+8/+3 +6 +11 +6 -
19th +14/+9/+4 +6 +11 +6 Lady luck's favor +5
20th +15/+10/+5 +6 +12 +6 Coin toss

Human Gambler Starting Package

Armor: Leather (+2 AC, speed 20 ft., 7-1/2 lb).
Weapons: 2 daggers (1d4, crit 19-20/x2, range inc. 10 ft., 1 lb., light, piercing or slashing), light crossbow (1d6, crit 19-20/x2, range inc. 80 ft., 2 lb., piercing).
Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor Check
Bluff 4 Cha --
Diplomacy 4 Cha --
Knowledge (local) 4 Int --
Sleight of Hand 4 Dex 0
Hide 4 Dex 0
Spot 4 Wis --

Feat: Deft Hands.
Gear: Backpack with waterskin, one day's trail rations, bedroll, sack, and flint and steel. Hooded lantern and three pints of oil. Case with 10 crossbow bolts.
Gold: 4d6 gp.

Fan Ratings

Oops! You don't have the site cookie set. Please wait a minute and try again or click the help icon for more information.
. Tell us what you think! 

This item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast.