Since creating the Ninja base class seemed to work out well as a test for slicing into the new pie (
http://www.crafty-games.com/forum/index.php?topic=6692.0), I thought I'd use the same approach again: pick a single character I've enjoyed watching or playing in other media, build a class
specifically for that character, then see if it can fulfill the needs of a more general archetype. In the case of the Ninja that was 100% Rikimaru from Tenchu, and gee isn't it nice that most ninja work that way more or less

.
My roommate is a bit more traditionalist in the sense that he insisted that if I started another base class I needed 2-4 fictional characters that it definitely models. That's certainly worked out well as a sanity check. Identifying other characters that this next class could model was key to finalizing what is one of the most bizarre class skill lists in recent mememory.
So, in the spirit of making things I'd like to play, and making them work the way they appear in their native media, I present the New Pie version of the High Roller... shaken, not stirred.
HIGH ROLLER Flashy and charming, the High Roller is a wizard with advanced gizmos and high speed action. An adrenaline junky of the most talented sort, he is the perfect weapon to point at any convoluted scheme - he’ll drill through it with all the boyish glee of a summer blockbuster movie and he always gets the girl along the way.
In your campaign, a High Roller could be…
• A world renowned anti-spy who leaves a trail of wrecked vehicles and vanquished masterminds in his wake
• A playboy weapons designer with a recently revitalized conscience
• A wild-man extreme sports blogger recruited by the government
• A no-nonsense international courier who
never looks in the package.
Party Role: Specialist. The High Roller puts the finest hardware to the test, leveraging tools and luck to get the job done... and making it look good the whole time.
Class Features Favored Attributes: Precision while avoiding any dump stats
Class Skills: Competition, Deception, Expertise, Focus, Impress, Mischief, Parley, Profession, Stealth & Vigilance
Skill Points: 6 + Guile modifier
Morale: 9 + Determination modifier per level
Starting Weapon Proficiencies: 4 + Precision modifier
Core Ability New Hawtness: Its not enough for the toys to be new... They also need to be shiney. Once per adventure as a free action, you may temporarily grant youself and your teammates the Favored Gear feat until the end of the adventure.
Class Abilities Man of Action: At Level 1, your Expertise and Impress are flawless.
(Each time you fail a check with a flawless skill and don’t suffer an error, you still succeed as long as the check DC (or your opponent’s check result) is equal to or less than your Class Level + 20. If several grades of success are possible, you achieve only the lowest possible positive result.
If you gain the same flawless skill from two or more classes, add together your Class Level in all of those classes when determining the minimum result.) More than Luck: At Level 2, once per scene you may re-roll any single attack check, skill check, or save after learning the outcome. You may do so even if the result is an error, with the decision to do so coming before opponents may spend action dice to confirm a critical failure.
At Level 11 you may use this ability twice per scene, but no more than once on any single roll.
At Level 19 you may use this ability thrice per scene, but no more than once on any single roll.
Bonus Feat: At Levels 3, 5, 7, 9, 11, 13, 15, 17, and 19 you gain an additional Chance or Gear feat.
Playboy I: At Level 4, you gain the Comely feat
(page 107).
Playboy II: At Level 12, you gain the Elegant feat
(page 107).
Playboy III: At Level 20, you gain the Enchanting feat
(page 107).
The Hand You are Dealt: At Levels 6, 9, 12, 15, and 18, you may choose one of the following abilities. Each of these abilities may be chosen only once.
•
Always Ready: You may always act during surprise rounds.
•
Break the Mold: You gain 1 field and add a skill of your choice to your High Roller class skill list.
•
Charm School: Once per adventure, you may spend 1 hour practicing to gain 1 temporary Style feat of your choice until the end of the current adventure.
•
Dogged Pursuit: You gain a second attribute bonus to Pursuit and Maneuver checks equal to your Determination modifier.
•
Expert: You become an expert with 1 High Roller class skill.
(Taking 10 with this skill doesn’t take twice as long and taking 20 takes only 10 times as long.)•
Improvised Toolbox: Choose 1 kit
(page 159). You’re always considered to have this kit when making an associated skill check.
•
Perfectionist: Your Precision rises by 1.
•
Poetry in Motion: You gain a second attribute bonus to Pursuit and Maneuver checks equal to your Grace modifier.
•
Rough Riding: Your vehicle or mount ignores speed penalties from terrain
(page 371).
Excellence: At Levels 8 and 12, your highest attribute rises by 1.
That’s Impossible: Helicopters can’t really do that, can they?!!?! At Level 10, once per session you may set the result of a Maneuver check to 50 instead of rolling.
At Level 20 you may use this ability twice per session.
Nobody Does it Better: At Level 14, each time you roll an action die, you may re-roll it once. If you have an ability that allows you to roll multiple action dice when you spend a single action die, you must re-roll all of those dice together when using this ability.
Table 2.2: The High RollerLevel BAB Fort Ref Will Def Init Lifestyle Legend Abilities
1 +0 +0 +1 +1 +1 +0 +2 +1 Man of Action;
Jacks or Better2 +1 +0 +2 +2 +1 +0 +3 +2 More than Luck 1/scene
3 +2 +1 +2 +2 +2 +1 +3 +3 Bonus Feat
4 +3 +1 +2 +2 +2 +1 +4 +3 Playboy (Comely)
5 +3 +1 +3 +3 +3 +1 +4 +4 Bonus Feat
6 +4 +2 +3 +3 +4 +2 +5 +5 The Hand you are Dealt
7 +5 +2 +4 +4 +4 +2 +5 +6 Bonus Feat
8 +6 +2 +4 +4 +5 +2 +6 +6 Excellence
9 +6 +3 +4 +4 +5 +3 +6 +7 Bonus Feat; The Hand you are Dealt
10 +7 +3 +5 +5 +6 +3 +7 +8 That’s Impossible 1/session
11 +8 +3 +5 +5 +7 +3 +7 +9 Bonus Feat; More than Luck 2/scene
12 +9 +4 +6 +6 +7 +4 +8 +9 Playboy (Elegant); The Hand you are Dealt
13 +9 +4 +6 +6 +8 +4 +8 +10 Bonus Feat
14 +10 +4 +6 +6 +8 +4 +9 +11 Nobody Does it Better
15 +11 +5 +7 +7 +9 +5 +9 +12 Bonus Feat; The Hand you are Dealt
16 +12 +5 +7 +7 +10 +5 +10 +12 Excellence
17 +12 +5 +8 +8 +10 +5 +10 +13 Bonus Feat
18 +13 +6 +8 +8 +11 +6 +11 +14 The Hand you are Dealt
19 +14 +6 +8 +8 +11 +6 +11 +15 Bonus Feat; More than Luck 3/scene
20 +15 +6 +9 +9 +12 +6 +12 +15 Playboy (Enchanting); That’s Impossible 2/session