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
|
+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.
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
2: Guidance
3:
Fox’s cunning
4: Bear’s endurance
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.
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.
Total 7-10: Miss.
11 or higher: Hit.
Doubles: 1.5x damage.
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
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.
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)
2: Doom (self only)
3: Fox’s cunning (mass)
4: Bear’s endurance (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)
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.
Requirements: Gambler talent abilities.
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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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