High Roller

The High Roller is a suave jet-setter possessed of uncanny luck and unmatched style.



Streetwise 4+ ranks


The Dice are Hot, Fortunate


Vitality per Level

1d10 + Con modifier

Skill Pts per Level

6 + Int modifier

Class Skills

Bluff, Bureaucracy, Cultures, Drive, Impress, Investigation, Networking, Notice, Profession, Sense Motive, Sleight of Hand, Streetwise

The High Roller is the archetypical playboy adventurer, his life a series of glamorous highlights and down-to-the-wire escapes. A master at both, the High Roller combines animal magnetism with uncanny luck, slipping into and out of extreme situations with a grace that few can match.

Attributes: While Charisma stands out as the High Roller’s most favored attribute, his inherent flexibility demands a unique attribute spread of his own design.

Core Ability

Jacks or Better

You and each adjacent teammate may re-roll each action die that results in a 1. This does not affect the second and subsequent rolls made with an action die that explodes.

The High Roller
Level BAB F R W Def Init Wlth Gear Abilities
1 +0 +0 +1 +1 +2 +1 2 -- High life, jacks or better
2 +1 +0 +2 +2 +3 +1 3 1T More than luck
3 +2 +1 +2 +2 +3 +2 3 1T Bonus feat
4 +3 +1 +2 +2 +4 +2 4 1T, 1G Panache, poise
5 +3 +1 +3 +3 +5 +3 4 1T, 1G Smooth operator (1 feat)
6 +4 +2 +3 +3 +6 +4 5 1T, 1G Allure +2
7 +5 +2 +4 +4 +6 +4 5 2T, 1G Bonus feat, more than luck
8 +6 +2 +4 +4 +7 +5 6 2T, 1G Charmed life, poise
9 +6 +3 +4 +4 +8 +5 6 2T, 1G, 1W Smooth operator (2 feats)
10 +7 +3 +5 +5 +9 +6 7 2T, 1G, 1W Nobody does it better

Class Abilities

High Life

At Level 1 and for each class level gained thereafter, you gain 1 additional skill point that must be spent to purchase ranks in the Cultures or Impress skills. Further, your Lifestyle increases by 2.

More Than Luck

At Level 2, once per roll, you may spend 1 action die to re-roll (ignoring the original roll as if it had never taken place). You may use this ability even if the initial roll results in an error, but you must declare its use before the critical failure is activated. You may use this ability a number of times per session equal to your starting action dice.

At Level 7, the action die spent to use this ability is also rolled and its result is applied to the re-roll.

Bonus Feat

At Levels 3 and 7, you gain 1 additional Chase or Gear feat.


At Level 4, your Chase, Gear, and Style feats count as Chance feats when determining the effects of any ability, prerequisite, or requirement based on the number of Chance feats you possess.


At Levels 4 and 8, your lowest attribute increases by 1.

Smooth Operator

You’re tremendously versatile, able to blend into any social situation. At Level 5, once per mission during the Intel Phase, you may gain 1 temporary Style feat of your choice until the end of the current mission.

At Level 9, you may use this ability 1 additional time per mission.


Your charm is undeniable. At Level 6, your Charisma score increases by 2.

Charmed Life

At Level 8, the error ranges of all your rolls decrease by 2 (minimum 1). Further, no more than 2 action dice may ever be spent to activate one of your critical failures.

Nobody Does It Better

At Level 10, you may choose to re-roll any action die, though you must keep the second result even if it is lower. If you possess an ability that allows you to roll 2 dice when spending 1, you must re-roll both dice together when using this ability.

Spycraft 2.0
Characters - Skills - Feats - Gear - Combat - Dramatic Conflict

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