Requirements: The character must fulfill all of the requirements before being allowed to enter the High Roller PrC. Skills: Bluff 6+, Gamble 8+, Sense Motive 6+. Feats: Fame or Infamy Abilities: Charisma and Wisdom 13+
Game Rule Information Vitality: High rollers gain 1d6 vitality points per level. The character’s Constitution modifier applies.
Class Skills
The high roller’s class skills (and the key ability for each) are: Appraise (Int), Bluff (Cha), Computer Use (Int), Diplomacy (Cha), Diplomacy (Cha), Gamble (Wis), Gather Information (Cha), Hide (Dex), Intimidate (Int), Knowledge [Any] (Int), Profession (Wis), Read/Write Language (none), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (none), and Spot (Wis). Skill Points per level: 6 + Intelligence modifier.
The following are features of the high roller prestige class.
Starting Feats: The high roller gains the following feats: Persuasive Trick Weapon Group Proficiency (blaster pistols)
Steel-Faced: After years of gambling, one knows how to hide their face from scrutiny at the game. With a face like Durasteel, you are both perplexing to those who are trying to determine your plan and you in return intimidate them with your stare. This bonus is added to gambling-related Intimidate and Bluff checks.
Smells Like Money: The high roller is adept at finding gambling in any area. He gains a +5 bonus to Gather Information checks made to find gambling establishments or private individuals who are willing to gamble.
Casino Resource Access: After losing at least one game with the Gambling skill, the high roller can call upon the casino (or any other large gambling establishment) to supplicate the his funds. This income is for only entertainment and other activities at said casino’s discretion. The formula for funds allocated is at maximum, The High Roller’s class level x their Charisma modifier x 3,000.
A Name Opens Doors: The high roller is well known in gambling circles and is eligible for invitation-only high stakes gambling where he may go. He gains a +2 Reputation bonus when the GM checks to see if the high roller is invited (Reputation DC 20).
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Defense Bonus | Reputation | | 1st | 0 | 0 | 1 | 2 | Starting Feats, Steel-Faced 1 | 1 | 1 | | 2nd | 1 | 1 | 2 | 3 | Smells Like Money | 2 | 2 | | 3rd | 2 | 1 | 2 | 3 | Casino Resource Access, Steel-Faced 2 | 2 | 2 | | 4th | 2 | 2 | 3 | 4 | A Name Opens Doors | 2 | 3 | | 5th | 3 | 2 | 3 | 4 | Steel-Faced 3 | 3 | 4 |
|