Pathfinder Class: Gambler


Gambler



A master of tricks and chance - using their knowledge of luck and skill to manipulate the battlefield for the better - or worse. they use their chances to manipulate enemy and ally stats while dealing heavy damage when luck is on their side.

Role: A nimble damage dealer relying on chance and critical hits to deal damage. Able to manipulate the battlefield for the better - or worse.

Hit die: d8.

Skill points per level: 6 + intelligence modifier.

Class skills: Acrobatics, appraise, bluff, diplomacy, disable device, disguise, escape artist, knowledge (local), knowledge (nobility), linguistics, perception, perform, profession, sense motive, sleight of hand, stealth, survival.

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Increased odds
1
2
3
4
5
6
1
0
0
2
0
Gambles, luck, divine dealer, spells, orisons
-
1
-
-
-
-
-
2
1
0
3
0
Trick sense, lucky dodge +1
-
2
-
-
-
-
-
3
2
1
3
1
Uncanny dodge, Gambler’s guise
-
3
-
-
-
-
-
4
3
1
4
1
Gambles, lucky blows +1, sneak attack +1d6
-
3
1
-
-
-
-
5
3
1
4
1
Rigged dice +1, increased odds
+5%
4
2
-
-
-
-
6
4
2
5
2
Lucky dodge +2
+5%
4
3
-
-
-
-
7
5
2
5
2
Gambles, Will of the game
+5%
4
3
1
-
-
-
8
6/1
2
6
2
Improved uncanny dodge, sneak attack +2d6
+5%
4
4
2
-
-
-
9
6/1
3
6
3
Rigged dice +2, lucky blows +2
+5%
5
4
3
-
-
-
10
7/2
3
7
3
Gambles, lucky dodge +3
+10%
5
4
3
1
-
-
11
8/3
3
7
3
Quick gambler
+10%
5
4
4
2
-
-
12
9/4
4
8
4
Lucky blows +3, sneak attack +3d6
+10%
5
5
4
3
-
-
13
9/4
4
8
4
Gambles, rigged dice +3
+10%
5
5
4
3
1
-
14
10/5
4
9
4
Lucky dodge +4, lucky blows +3
+10%
5
5
4
4
2
-
15
11/6/1
5
9
5
Unreadable
+15%
5
5
5
4
3
-
16
12/7/2
5
10
5
Gambles, sneak attack +4d6
+15%
5
5
5
4
3
1
17
12/7/2
5
10
5
Rigged dice +4
+15%
5
5
5
4
4
2
18
13/8/3
6
11
6
Lucky dodge +5
+15%
5
5
5
5
4
3
19
14/9/4
6
11
6
Lucky blows +4
+15%
5
5
5
5
5
4
20
15/10/5
6
12
6
Lady luck, sneak attack +5d6
+20%
5
5
5
5
5
5

Weapon and armor proficiencies: Gamblers are proficient with light armor, simple weapons, as well as the fighting fan, gladius, iron brush, kukri, sap, short sword, starknife, nine-ring broadsword, rapier, scimitar, sword cane, falchion, short bow, and whip. They are not proficient with shields.

Divine dealer (Ex and Su): In the hands of a gambler, a deck of cards becomes a weapon. These have the same statistics as a masterwork dart. Unlike the deadly dealer feat, divine dealers become especially deadly – granting these cards an additional +1 bonus from the lucky blows gambler ability, gaining it at first level. At 3rd level, cards have a +1 enhancement bonus in the hands of a gambler. This enhancement bonus increases by +1 for every three levels following 3rd, to a maximum of +6 at 18th level. The gambler can put abilities on their attacks, chosen when they regain spells after rest. These can be added as long as a +1 enhancement bonus is on their card attacks. 

When they prepare spells, the gambler can infuse their gambling energies which alters the cards' powers when thrown. Instead of enhancement bonuses, the gambler can also add bewildering, brilliant energy, cold burst, conductive, corrosive, corrosive burst, cunning, dazzling, deceptive, distance, endless ammunition, fate-stealing (luck), flaming, flaming burst, frost, glorious, lucky, lucky (greater), nimble shot, second chance, seeking, shock, shocking burst, and sniping (MM). Before adding abilities, their cards must have at least a +1 enhancement bonus. 

Spells: A gambler casts divine spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every gambler spell has a somatic component instead of verbal components, as a gambler silently reads and uses his sleight of hand with mastery. To learn or cast a spell, a gambler must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a gambler's spell is 10 + the spell level + the gambler's Charisma modifier.

Like other spellcasters, a gambler can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the gambler table above. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

The gambler's selection of spells is extremely limited. A gambler begins play knowing four 0-level spells and two 1st-level spells of the gambler's choice. At each new gambler level, he gains one or more new spells, as indicated on Table: Gambler Spells Known. (Unlike spells per day, the number of spells a gambler knows is not affected by his Charisma score. The numbers on Table: Gambler Spells Known are fixed.)

Upon reaching 5th level, and at every third gambler level after that (8th, 11th, and so on), a gambler can choose to learn a new spell in place of one he already knows. In effect, the gambler "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level gambler spell the gambler can cast. A gambler may swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

A gambler need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level.

Spells known: Gambler
Level
0
1
2
3
4
5
6
1
4
2
-
-
-
-
-
2
5
3
-
-
-
-
-
3
6
4
-
-
-
-
-
4
6
4
2
-
-
-
-
5
6
4
3
-
-
-
-
6
6
4
4
-
-
-
-
7
6
5
4
2
-
-
-
8
6
5
4
3
-
-
-
9
6
5
4
4
-
-
-
10
6
5
5
4
2
-
-
11
6
6
5
4
3
-
-
12
6
6
5
4
4
-
-
13
6
6
5
5
4
2
-
14
6
6
6
5
4
3
-
15
6
6
6
5
4
4
-
16
6
6
6
5
5
4
2
17
6
6
6
6
5
4
3
18
6
6
6
6
5
4
4
19
6
6
6
6
5
5
4
20
6
6
6
6
6
5
5


Orisons: 0 level spells known may be used an unlimited number of times per day.

Luck (Ex): Gamblers gain access to a pool of luck, which allow them to accomplish their gambles. At the beginning of each day after rest, the gambler has a number of luck points equal to their charisma modifier. They spend these points in order to accomplish tasks and use special abilities named gambles.

Regaining luck: The gambler regains 1 luck point whenever they score a critical hit, win a gambling game against a creature whom does not know the gambler, roll a natural d% roll of 90 or above when using gambler abilities, or in specific ways stated in their gambles.

Gambles (Su): Gamblers love for the rush of the game, gambling with the deity of luck to either grant them boons or curses. Unless stated otherwise, using a gambler talent is a swift action that does not provoke attacks of opportunity. For saving throws, they are made when the target is chosen, before any d% or dice roll is made.

1st level onward:

Chance strike: Roll a d20. If 1-9, it is a critical miss (if not using critical misses, the player is fatigued for 1 round per level they possess. If they roll a 1, they are exhausted). If 10 or above, it is a confirmed hit. This window is modified by the crit range, /2. (i.e., if the crit range is 17-20, the ranges are 1-8 and 1-16). This costs one luck point.

Go far or bust: The gambler moves far or not at all; if they make a d% check of 51 or higher, they move twice their base movement speed in one move action. If they fail, they waste the move action and do not move. At 10th level, they can use this ability on a number of targets equal to their charisma modifier, on their next turn. Unwilling targets get a save against this effect, and this can target enemies. The gambler can use their odds ability to decrease the d% roll.

Slick luck: the gambler can spend 1 luck point to gain a bonus 1d6 to a single acrobatics, bluff, disguise, escape artist, perform, profession (gambler), sense motive, sleight of hand, or stealth check. If they roll a natural 6, they roll an additional 1d6 to add to the check. They continue rolling until a 6 isn’t rolled.

Turn of fortune: As a swift or immediate action, the gambler can spend one luck point to have themselves or an ally roll twice on a d20 roll, and they may take the preferred result. They can also use this ability to cause a target to roll twice and take the lower result. The target gets a will save to negate this effect. This must be chosen before the roll is made. The gambler may spend 2 luck points to make a second roll after the first, but before the result is revealed.

4th level onward:

Defensive gamble: The gambler plays close to the chest, betting on whether their deity benefits the target or curses their defenses. They roll a d%; If they roll above 50%, the target gains a +2 sacred bonus to their armor class for one round. If they fail the roll, they take a -2 penalty to their AC and CMD for one round. This bonus and penalty increase by 1 for every 6 levels they possess. At 10th level, they can use this ability on a number of targets equal to their charisma modifier within 30 ft. Unwilling targets get a save against this effect, and this can target enemies. The gambler can use their odds ability to decrease the d% roll.

Magic gamble: At fourth level, the gambler can use a standard action to cast a random spell as a spell-like ability using 1 luck point. Depending on what is rolled, a different effect takes place. This ability cannot be used again until the current effect ends. The gambler rolls a d20, and casts a random spell from the list based on the result. The gambler chooses to benefit, or negatively effect the enemy. If no creature is in range (such as, they get the bestow curse drawback spell and there is no target in touch range) the spell gains the reach spell feat. If no target can still be affected, the ability and luck is wasted with no effect.

Benefits
1: Doom (self)
2: Guidance
3: Fox’s cunning
4: Bear’s endurance
5: Cat’s grace
6: Owl’s wisdom
7: Eagle’s splendor
8: Bull’s strength
9: Magic weapon
10: Divine favor
11: Resist energy
12: Protection from chaos/law
13: Protection from evil/good
14: Mirror image
15: Blur
16: Enlarge person
17: Heroism
18: Invisibility
19: Magic vestment
20: Haste

Drawbacks
1: Bane (self only)
2: Doom (self only)
3: Bane (enemies)
4: Doom (enemy)
5: Flare
6: Daze
7: Hideous laughter
8: Touch of idiocy
9: Ray of enfeeblement
10: Deafness
11: Blindness
12: Reduce person
13: Hold person
14: Touch of fatigue
15: Sleep
16: Confusion
17: Crushing despair
18: Slow
19: Ray of exhaustion
20: Bestow curse

Throw dice (d6): Using one luck point as a move action, the gambler may throw their divine dice before attacking, manipulating a standard attack. Depending on the result, different effects occur (decided instead of an attack roll) Each multiplier is increased for the number of multipliers above x2. At 4th level, they can roll 2 dice. At 8th and 12th level, they can roll one additional die.

Two dice (2d6):
Snake eyes: Critical miss, and the gambler is exhausted.
Below 7: Miss
7 or above: Hit.
Doubles: 2x damage.
Double 6: 3x damage, and the gambler regains 1 luck.

Three dice (3d6):
Three 1’s: Critical miss, exhausted and stunned for 1 round.
Total under 7: Critical miss and fatigued
Total 7-10: Miss.
11 or higher: Hit.
Doubles: 1.5x damage.
Straight: 2x damage.
Triples: 3x damage, and the gambler regains 1 luck.
Triple 6: 4x damage, and half gambler’s luck pool is completely replenished.

Four dice (4d6):
Four 1’s: Critical miss, exhausted, and stunned for 1 minute.
Below 9: Miss, and fatigued.
9-14: miss.
14 or higher: Hit.
3 straight: 1.5 x damage.
Triples: 2x damage.
double doubles: 2x damage.
Four straight: 3x damage, and the gambler regains 1 luck.
Four of a kind: 3x damage, and half the gambler’s luck pool is replenished.
6666: The enemy makes a fortitude save. If they fail, they are instantly killed. If they pass, this attack deals 5x damage. The gambler’s luck pool is completely replenished.

Double critical: As long as 1 luck remains in the gambler’s pool, they can deal more devastating critical hits if they are lucky enough. If a 20 is rolled for both attack and confirmation, the critical multiplier is increased by 1. This is a passive effect. When this effect occurs, the gambler regains 1 additional luck.

Weapon gamble: Using 1 luck point, the gambler can enchant their weapon for 1 round per level they possess. They roll a d%, and depending on their roll, their weapon may either grow powerful, or weaker. This enhancement bonus stacks with the weapon’s current bonus. Abilities can be chosen after the d20 roll is made, but the weapon must at least have a +1 enhancement bonus before adding abilities. Increased odds cannot bring the roll more than one category higher than their natural result.
1-5%: Weapon gains the broken condition
6-15%: Weapon becomes non-magical for 1 minute
16-50%: No change
51-70%: +1 enhancement bonus
71-95%: +2 enhancement bonus
96-99%: +3 enhancement bonus
 100%:   +4 enhancement bonus

7th level and onward:

Dice bomb: As a standard action, the gambler can enchant their dice with divine energy, and throw them at their enemies. This counts as a ranged touch attack. If the gambler hits, their die bursts and deals 3d6 + 1d6 damage per two levels following 7th as divine fire to the target. They get a reflex save for half damage. Adjacent enemies take splash damage from the attack. This uses two luck points from the gambler’s pool.

Glancing blow: As long as 1 luck remains in the gambler’s pool, they can confirm a glancing blow. If they miss an attack by 1, the DM rolls a d% with a check of greater than 50. If successful, the gambler hits. The gambler's increased odds does not affect this ability.

Magical gamble, healing: This ability acts as magical gamble, benefit, except they cast a healing spell on themselves or a target in range. The gambler rolls a d6, and the spell is cast as a spell-like ability, with their caster level. This can only affect a creature once per day.
1: Cure light wounds
2: Cure moderate wounds
3: Cure moderate wounds
4: Cure moderate wounds
5: Cure serious wounds
6: Cure critical wounds

Mirrored reduction: The gambler chooses an enemy they about to attack after a confirmed hit roll, and make a d% roll. If above 50%, they gain 1 DR/- level until their next turn. If they fail, the enemy gains it the damage reduction instead. This can instead be used when hit by an attack as an immediate action, but before the attack deals damage.

Tricky save: The gambler bets their own or an ally’s physical and mental state. If they succeed on a d% roll of over 50, they gain a +2 sacred bonus to their saving throws for 1 round per level they possess. If they fail, the chosen target takes a -2 penalty to all saving throws for the duration. This bonus and penalty increase by 1 at 11th, 15th, and 19th level.  If a penalty is gained, it cannot be removed until the duration is complete. An unwilling creature can make a save to negate the gamble before the roll is made. as above, one roll, all allies within 30 ft. At 10th level, they can use this ability on a number of targets equal to their charisma modifier within 30 ft.

10th level and onward:

Double dice: The gambler rolls a d% check after a confirmed hit. If they pass a DC 50 d% check, they use double the number of damage dice. If they fail, the attack deals half damage. If they use this ability to improve the spell, the damage dice acts as if the caster level was increased by 2. If they fail the check, the caster level decreases by 2.

High roller's boon: The gambler can spend one luck point to roll three times on a saving throw or attack roll, after which they can take the preferred result. If they fail the save or miss the attack, they lose one additional luck. If they have no more luck points, they are fatigued. 

Luck of the draw: Roll d(number in initiative), the chosen individual’s next melee or ranged attack is a confirmed critical.

Weapon gamble, improved: Using 1 luck point, the gambler can enchant their weapon for 1 round per level they possess. They roll a d%, and depending on their roll, their weapon may either grow powerful, or weaker. This enhancement bonus stacks with the weapon’s current bonus. Abilities can be chosen after the d20 roll is made, but the weapon must at least have a +1 enhancement bonus before adding abilities. The weapon cannot be given more than +5 using this ability. Increased odds cannot bring the roll more than one category higher than their natural result.
1-5%: Weapon gains the broken condition
6-15%: Weapon becomes non-magical
16-25%: No change
26-50%: +1 enhancement bonus
51-75%: +2 enhancement bonus
76-85%: +3 enhancement bonus
86-95%: +4 enhancement bonus
96-99%: +5 enhancement bonus
 100%:   +6 enhancement bonus

13th level:

Folly in fate: The gambler can choose one target within 30 ft. as a standard action and proclaim lesser or greater misfortune. If the target fails a will save, they are subject to luck's downfall. If the gambler chose lesser, the target rolls twice and takes the lower result on all d20 rolls for 1 round per level of the gambler. If they chose greater, the target rolls three times and takes the lower result on all d20 rolls and damage rolls for 3 rounds. 

Magic gamble, greater: This ability acts as magic gamble, but the gambler can spend 2 luck points to make a magical gamble that exceeds his prior potential.


Benefits
1: Crushing despair (self only)
2: Doom (self only)
3: Fox’s cunning (mass)
4: Bear’s endurance (mass)
5: Cat’s grace (mass)
6: Owl’s wisdom (mass)
7: Eagle’s splendor (mass)
8: Bull’s strength (mass)
9: Magic weapon (greater)
10: Divine power
11: Resist energy (communal)
12: Protection from chaos/law (communal)
13: Protection from evil/good (communal)
14: True seeing
15: Displacement
16: Legendary proportions
17: Heroism (greater)
18: Invisibility (Greater)
19: Mind blank
20: Spell immunity (greater)

Drawbacks
1: Crushing despair (self only)
2: Doom (self only)
3: Crushing despair
4: Dispel magic
5: Daze monster
6: Hold monster
7: Fear
8: Waves of fatigue
9: Ray of exhaustion
10: Slow
11: Blindness
12: Curse, major
13: Poison
14: Feeblemind
15: Insanity
16: Eyebite
17: Waves of exhaustion
18: Suffocation
19: Waves of ecstasy
20: Power word: Stun

Magical gamble, improved healing: this ability acts as magical gamble, healing, except with more powerful spells, and it costs 2 luck points.
1: Mass cure light wounds
2: Mass cure moderate wounds
3: Mass cure moderate wounds
4: Mass cure serious wounds
5: Mass cure serious wounds
6: Mass cure critical wounds

Spell Conductor: As long as 1 luck remains in the gambler’s pool, they can reflect one spell per round. If they pass a d% check of 95 when hit by a spell, the caster takes the effect instead. If they do not pass, this gamble has no effect.


16th level:

Lucky aura: As long as 1 luck remains in the pool, the gambler gains an aura of luck out to 10 ft. Allies within gain a +1 luck bonus to their armor class, attack rolls, saving throws, skill checks, ability checks, caster level checks, and damage rolls. In addition, their critical threat ranges increase by 1. This stacks with effects such as keen or improved critical. The gambler is immune to demoralization, despair, curse, and compulsion effects while this aura is active. The critical range bonus does not stack with lucky blows.

Roulette: Standard action. Roll d(number in initiative), the chosen individual is instantly brought to 1 hit points. Targets below 1 hit point are unaffected. Only works on individuals below the gambler's level or less.

Weapon gamble, greater: Using 1 luck point, the gambler can enchant their weapon for 1 round per level they possess. They roll a d%, and depending on their roll, their weapon may either grow powerful, or weaker. This enhancement bonus stacks with the weapon’s current bonus. Abilities can be chosen after the d20 roll is made, but the weapon must at least have a +1 enhancement bonus before adding abilities. The weapon cannot be given more than +5 using this ability. Increased odds cannot bring the roll more than one category higher than their natural result.
1-5%: Weapon gains the broken condition
6-10%: Weapon becomes non-magical
11-15%: No change
16-25%: +1 enhancement bonus
26-35%: +2 enhancement bonus
36-60%: +3 enhancement bonus
61-80%: +4 enhancement bonus
81-90%: +5 enhancement bonus
91-95%: +6 enhancement bonus
96-99%: +7 enhancement bonus
 100%: +10 enhancement bonus

19th level:

Boon of fortune: The gambler bestows absolute fortune upon a target for 1 minute per level they possess. The creature chooses one d20 roll per round, and rolls twice and takes the higher result, or chooses a d% roll and chooses the preferred result. This can be used on one ally at a time, and no creature can gain this boon more than once per day.

Curse of Misfortune: The gambler bestows a deadly curse of raw misfortune upon an enemy for 24 hours. They must, for 1 day per level of the gambler, roll twice for the first d20 roll they make per round and take the lower result. A successful will save negates this curse. This can be used once per day. If the cursed enemy dies before the 24 hours are up, the gambler must still wait the duration before granting another curse.

Death gamble: The gambler makes a deadly risk betting their live against the enemy. If they pass a d% check of 60, the enemy must make a fortitude save with a -2 penalty. If they fail, they die. If the gambler fails this check, the enemy still makes this save, but the gambler must make the same save or suffer the same fate. This can be used once per day.

Lucky dodge (Ex): At 2nd level, the gambler is especially lucky in dodging attacks. They gain a +1 luck bonus to their armor class at all times. This bonus increases by 1 every 4 levels after 2nd, to a maximum of +5 at 18th level. This does not stack with other luck bonuses. This bonus is lost if the gambler wears medium or heavy armor, or carries a medium or heavy load.

Trick sense (Ex): At 2nd level, Gamblers have a knack for detecting subtle changes and things that would turn the tides against them. They get a bonus to perception and checks to notice traps, tricks (such as cheating during a game), and surprise attacks equal to ½ their level, a bonus to their initiative equal to one quarter their level (minimum 1). They also gain a bonus to profession (gambler) checks, perform (card tricks) checks, sleight of hand checks, and appraise checks equal to half their level. In addition, they gain a +2 bonus to will saves against illusions.

Uncanny dodge (Ex): At 3rd level, the gambler has an uncanny knack for dodging unknown strikes and predicting attacks. They are no longer able to be caught flat-footed.

Gambler’s guise (Ex): At 3rd level, the gambler adds half their level to bluff and sense motive checks. They also apply this bonus to the DC to attempts to sense the gambler’s challenge rating.

Lucky blows (Ex): The gambler has a lucky knack for finding weak points and making deadly blows to their enemy. At 4th level, the critical range of their attacks with all weapons increases by 1. Every 5 levels following, the gambler’s critical window with weapons increases by 1, to a maximum number of 4 at 19th level. This ability does not stack with effects such as keen edge, keen weapons, or the improved critical feat. Weapons with a base 20 critical range gain half the bonus from this effect, rounding up.

Sneak attack (Ex): At 4th level, the gambler gains the sneak attack ability, dealing 1d6 additional precision damage when striking an enemy that is flat-footed or denied its dexterity bonus. This damage increases by 1d6 for every 4 levels following 4th. This acts as the rogue ability. 

Rigged dice (Su):
At 5th level, the gambler can alter the effect of a single non-d% die by 1. Every 4 levels following, the amount which they can alter the die roll is increased by 1. This cannot alter the die roll higher or lower than the maximum or minimum amount. It can be used after the roll is made, but must be before the result of the roll is revealed. This does not change the natural result of the roll for the purposes of automatic successes. This can alter their own die roll, or another creature's roll, but this can only be used once per round. Unwilling creatures get a will save to negate this effect. This is usable a number of times per day equal to 3 + the gambler’s charisma modifier.

Will of the game (Ex): At 7th level, the gambler ensures they are not trifled with. They gain a +2 bonus on will saves against enchantment and divination spells.

Improved uncanny dodge (Ex): At 8th level, the gambler’s predictive nature improves; they are no longer able to be flanked.

Quick gambler (Ex): Using a gamble that is normally a swift action, is now a free action. This does not allow the gambler to use multiple gambles in one round. In addition, for one round after using a gamble, they gain a +2 morale bonus to sleight of hand checks and a +10-ft. morale bonus to movement speed.

Unreadable (Ex): The gambler’s guise is so skilled, that they are nearly unable to be read by others. When attempting to sense the gambler’s motives, they must always roll twice and take the lower result.

Read the player (Ex): An expert at reading and dealing with others, the gambler gains an additional +2 bonus on will saves against enchantment effects. In addition, they gain the uncanny ability to see through illusions, granting them an additional +2 bonus against illusions, and they can take a swift action to analyze something to figure out if it is an illusion.

Lady luck (Ex): Lady luck is on their side, giving the gambler an additional lucky blow increase, rigged dice increase, and increasing all critical multipliers by 1. These are also auto confirmed. If fighting an enemy immune to critical hits, the gambler can instead forgo the lucky blow bonus, switching to brute force gaining the same bonus to all damage rolls.

Class-based gear:

Lady Luck’s dress/Gambler’s jacket: Gives a (varying) armor bonus of 1d8 every turn, rolled at the beginning of the wearer’s turn. This dress can be magically enhanced from +1 and up with special abilities. This has no armor check penalty or spell failure chance. If the individual has no experience as a gambler, this item only functions like finely-made clothing. Wondrous item (body). Buy price: 10000g, magical enhancements are additive. Crafting price: 5000g. Requirements: Feat: Craft wondrous item; Spells: Divine favor.

Bracers of odds (+5%): Bracers add 5% to the increased odds ability of a gambler. 10000g. Crafting: 5000g, craft wondrous item, divine favor.

Feats:

Dismiss gamble: As an immediate action, you can re-roll a failed gamble to dismiss it. If you pass, the gamble is removed. If failed, the gambler is fatigued.
Requirements: Gambler talent abilities.

Comments

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  3. If you don't mine me saying, this is a cool class. I've been wanting a Pathfinder gambler class to use in my own campaigns!

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