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Gambler

Masters of luck, gamblers are cunning heroes that utilize a supernatural control over luck to always come out on top of their enemies.

Career

Qualifications

To master the twisting of luck, one needs to submit to chaotic energies, and thus a gambler must be Chaotically aligned in some way.

Perception

Social Status

Gamblers occupy the lower rungs of society, working to make a fortune on the streets. They often lie, cheat, and steal, utilizing their powers to remain out of the hands of the law or avoid their dept collectors.

Operations

Tools

Gamblers often train in exotic weapons designed to exploit the weaknesses of their opponents and strike vital hits at the right moments.

Gambler


Having studied the flow of fate, a Gambler has learned how to manipulate the odds of chance itself. Able to spread fortune to their allies and misfortune to their enemies, a Gambler is determined to break free from the law of fate.

 
Role: A gambler is an excellent support master, able to empower his allies while hindering his enemies within his aura of luck.
 
Alignment: Any Chaotic
 
Hit Die: D8
 
Starting Wealth: 4d6 x 10 gp (average 140 gp). In addition, each character begins play with an outfit worth 10 gp or less.
 
Class Skills: The gamblers class skills are Acrobatics, Appraise, Bluff, Craft, Diplomacy, Disguise, Escape Artist, Intimidate, Knowledge (History), Knowledge (Local), Linguistics, Perception, Perform, Profession, Sense Motive, Sleight of Hand, Stealth, and Use Magic Device.
 
Skill Ranks Per Level: 6 + Intelligence modifier

Class Features


Weapon and Armor Proficiencies: Gamblers are proficient with all simple weapons as well as a variety of other weapons (see Exotic Weapons below). Gamblers are proficient with light armor, but not with shields.
 
Exotic Weapons: Gamblers often train with a variety of different and rare weapons to catch their foes off guard. At 1st level, the gambler chooses a number of weapons equal to his charisma modifier from the following list and adds those weapons to his list of weapon proficiencies: bardiche, bastard sword, butterfly knife, cutlass, double crossbow, dueling dagger, dueling sword, falcata, falchion, gladius, greatsword, hand crossbow, heavy-flail, heavy wrist launcher, khopesh, kukri, longsword, machete, quadrens, rapier, scimitar, sea-knife, short sword, spiral rapier, switchblade knife, two-bladed sword, or war razor
 
Luck Pool: At 1st level the gambler gains a luck pool. The gambler gains a number of luck points equal to his charisma modifier plus ½ his gambler level. Unlike other classes that gain point pools, the gambler does not regain his full points each time he rests. Instead, he only regains points equal to his charisma modifier when resting. He also regains a point when anyone within his aura (including himself) confirms a critical hit, a critical failure, or rolls a natural 1 or 20 on any D20 roll when not in combat. He cannot gain more luck points than his maximum amount. He can spend one or more luck points to activate one of his favors to affect creatures inside his aura. Unless the favor says otherwise, he cannot activate any ability targeting a critical roll (either critical failures or critical hits). The base cost of activating a favor is one luck point, but some favors may cost more or not require the gambler to spend a luck point, although the gambler must still have at least 1 point in his luck pool to activate those abilities.
 
Aura of The Gambler: The gambler always exudes an aura of luck. He can affect creatures within his aura with his favor abilities. This aura starts at 20 feet at 1st level, and increases by 5 feet at 4th, 8th, 12th, 16th to a maximum of 40 feet at 16th level.
 
Gambler's Hand: Starting at 1st level, the gambler begins to manipulate the luck of creatures. He may spend a luck point as an immediate action to grant a -2 luck penalty or a +2 luck bonus on any one die roll to any creature within his aura. This bonus increases to +3 at 4th level, and increases by +1 for every 4 levels beyond 4th.
 
Favors: Starting at 2nd level, and every even level thereafter, the gambler may select a favor (see Favors section below)
 
Favoring Aura: Starting at 3rd level, at the beginning of each day, the gambler can designate a lucky target. For every 2 levels after 3rd the gambler possesses, the gambler can designate an additional lucky target. That target gains +1 luck bonus to AC and to attack rolls for as long as it remains in the gambler’s aura of luck. This bonus increases by 1 for every four levels the gambler has beyond the 3rd, to a maximum of +4 at level 19. The gambler can spend 1 luck point to swap one lucky target to a new target. If a character moves out of your lucky aura, they are no longer a lucky target and the gambler must spend a luck point to redesignate them.
 
Innocent Defense: Starting at 5th level, the gambler learns to mask his presence to easily dodge foes. While wearing light or no armor and not using a shield, he adds 1 point of charisma bonus per gambler level as a dodge bonus to his AC. If the gambler is caught flat-footed or otherwise loses his dexterity bonus, he loses this bonus.
 
Deep Pockets: Starting at 7th level, the gambler learns to carry many extra things. As a result, he may carry unspecified equipment worth up to 100 gp per class level. This can be any kind of gear that can reasonably fit into a backpack, including potions and scrolls, but not other magic items. As a full round action the gambler can dig through his pockets to retrieve an item he specifies at that time, deducting its value from the allocated amount of cost. When the total remaining cost reaches 0, the gambler can no longer retrieve items until he refills his pockets, by spending a few hours and an amount of gold to bring his total back up to 100 gp per class level.
 
In addition, if he takes 1 hour to pack his gear each day, he gains a +4 bonus to Strength to determine his light encumbrance. This does not affect his maximum carrying capacity. The efficient distribution of weight simply encumbers him less then the same amount of weight would. Finally, the gambler gains a +4 bonus on Sleight of Hand checks made to conceal small objects on his body.
 
Evasion: Starting at 9th level the gambler learns to avoid even magical and unusual attacks with great agility. If he makes a successful reflex save against an attack that deals half damage on a successful save, he instead takes no damage. Evasion can only be used if the gambler is wearing light or no armor and is not carrying a medium or higher load. A helpless gambler can’t gain the benefit of evasion.
 
Live to Tell the Tale: Starting at 11th level, the gambler learns how to weasel his way out of dangerous effects. Once per day per three class levels the gambler possesses, the gambler can attempt a new saving throw against any ongoing condition against which he had previously failed a saving throw in a previous round, even if the effect is normally permanent. This ability has no effect on conditions that do not allow a saving throw or against instantaneous effects.
 
Unnatural Aura: Starting at 13th level, creatures inside the gamblers aura begin to feel luck affect their strikes. Any lucky targets in the gamblers aura have their critical threat range increased by 1. This stacks with other abilities that increase critical ranges.
 
Improved Evasion: Starting at 15th the gambler gains the ability to dodge even the most extreme attacks. This ability functions as evasion, but now he takes only half damage on a failed save. A helpless gambler still gains no benefit from evasion.
 
Aura of Extreme Luck: Starting at 17th level, as an immediate action, the gambler can spend a luck point and target a character rolling to confirm any type of critical. That character rolls twice and takes the better result if it's an ally, or rolls and takes the worst result if it's an enemy.
 
Improved Unnatural Aura: Starting at 19th, all lucky targets in the gambler's aura increase their critical modifier by +1, while enemies in the aura decrease their critical modifier by -1. Enemies with a x1 critical modifier only deal normal damage on a critical hit, however the hit still counts as a critical hit for the purposes of effects that trigger off critical hits.
 
Master of Fate: At 20th level, the gambler has become a master of the forces of luck. He doubles the range of his Aura of Luck, and anytime a creature threatens a critical hit or failure within his aura, he can choose to have that creature automatically confirm that critical hit. Additionally, he now regains his luck points after twenty minutes of rest.
 

Gambler Favors


 
Always on Top: A gambler with this favor wins ties even if he is not the aggressor against anyone within his aura, unless the aggressor is another gambler with this favor.
 
Changing Tides: As a swift action, a gambler with this favor can change a penalty to a bonus or vice versa. The gambler must spend a number of luck points equal to half the bonus or penalty that is being shifted (minimum 1). The gambler must be at least 8th level to select this favor.
 
Critical Luck: A gambler selecting this favor gains a critical feat that he meets the prerequisites for. He treats his gambler level as fighter levels, and treats his BAB as equal to his gambler level for the purposes of meeting prerequisites for those fears. A gambler may select this favor multiple times. Each time he does, he selects a different feat.
 
Destined Tactics: As an immediate action, a gambler with this favor can spend a luck point to grant an ally any critical or teamwork feat that the gambler possess for 1 round per level the gambler possess. For each five levels beyond 1st the gambler possesses, the gambler can target an additional creature to gain that critical or teamwork feat when activating this ability.
 
Empowering Aura: When a gambler with this favor chooses a creature with his Favoring Aura feature, can grant that target one of the following extra bonuses; a +2 luck bonus to any one ability score, a +1 luck bonus on all saving throws, or a +4 luck bonus to initiative. He can spend a luck point as a swift action to change to one of the other bonuses. He can only do this to one target at a time, even if he can select multiple creatures with his Favoring Aura. The gambler must be at least 4th level to select this favor.
 
Improved Empowering Aura: The gambler with this feature now affects all creatures in his aura designated as a lucky target with his empowering aura ability, rather than just a single target. The gambler must have Empowering Aura to select this feature. The Gambler must be 8th level to select this feature.
 
Extended Aura: A gambler with this favor extends his Aura of Luck by 5 feet. A gambler may take this favor multiple times.
 
Donate Luck: As a swift action, a gambler with this favor can spend a luck point to allow an ally within his aura to utilize the skills of their allies. The next time that ally makes dice roll this round, they instead add any modifiers of another ally who is also in the aura to that roll instead of their own, as if that ally had rolled the dice instead. The gambler must be at least 5th level to select this favor.
 
Exchange Luck: As a swift action, a gambler with this favor can spend a luck point to steal the fortune of a creature within his aura. The gambler rolls a d20 roll and adds his modifier for whatever action he would take. He then selects a creature within his aura. The gambler then rolls again, using that creature's modifier for his roll rather than his own. The next time that creature attempts to do the same type of action, instead of rolling, they automatically gain the original result rolled by the gambler. A creature may resist this effect with a Will save (DC equal to 10 + ½ the gambler's hit dice, + the gambler's Charisma modifier) The gambler must be at least 10th level and have the Donate Luck favor to select this favor.
 
Steal Luck: As an immediate action, when a creature within the gambler’s aura makes any d20 roll, the gambler can spend a luck point to steal the roll that creature made. The gambler must choose to use this ability before the result of that roll is revealed. The creature must make a second roll, and it must use the second roll even if it is worse. The gambler may use the result of the first roll on any d20 roll he makes for the rest of the day. The creature may resist this effect with a will save (DC equal to 10 + ½ the gambler’s hit dice, + the gambler’s Charisma modifier). The gambler must be at least 15th level to select this favor
 
Extended Luck: As a standard action, the gambler can touch a creature and spend a luck point to double the duration of a spell or spell-like ability affecting a creature. The gambler can't affect a creature already affected by this ability, and if the target is unwilling, the gambler must make a melee touch attack to use this ability on the creature. An unwilling creature can resist this effect with a will save (DC: 10 +½ the gamblers HD + Charisma modifier). This ability has no effect on spells with a duration of 24 hours or longer. A Gambler must be at least 6th level to take this favor.
 
Fate Seal: At the start of each day, a gambler with this favor rolls a number of d20s equal to his luck points. He then orders those numbers in a queue. As an immediate action, he can replace any d20 roll he rolls with the first number in his queue. If he has unused rolls in his queue at the end of the day, he rolls that many less dice the next day, and any new numbers rolled the next day must be placed behind the leftover numbers in the queue.
 
Favor's Speed: Whenever a gambler with this favor spends a luck point, he can grant a +10 enhancement bonus to land speed to any creature in his aura. This bonus lasts until the end of his next turn.
 
Forgo Critical: Whenever a gambler with this favor confirms a critical hit, he can choose to deal normal damage instead of scoring the critical. If he does, he designates an ally in his aura. That allies next successful hit on the creature that the gambler confirmed the hit against becomes a confirmed critical hit. Both the ally and the creature must still be in the gambler’s aura, and the ally must still make an attack roll. If the ally rolls a natural 1 on that roll, the effect is negated, and that attack is considered a normal miss instead of a critical failure.
 
Fortune/Misfortune: As an immediate action, the gambler can spend a luck point to have a target within his aura roll twice. The target either takes the lower or higher result, as determined by the gambler when he uses this ability. The gambler must be at least 12th level to select this favor.
 
Intune With Luck: A gambler with this favor can sense any creature that has a Charisma score inside their aura, as the ability blindsense. Any creature protected by effects that prevent sensing minds or other divination magics protects it from this ability. The gambler must be at least 8th level to select this favor.
 
Lucky Dodge: As an immediate action, a gambler with this favor can spend a number of luck points to increase the percent chance of being missed. Each luck point increases any miss percent chance they have by 10%, to a maximum of 70%.
 
Luck's Grace: As an immediate action, a gambler with this favor can spend a luck point to grant himself a luck bonus to a saving throw equal to his Charisma modifier.
 
Lucky Magic: As a standard action, a gambler with this favor can spend a luck point to cast either bungle or true strike on a creature within his aura. The DC for the bungle effect is equal to 10 + ½ gambler level + Charisma modifier, and the gambler can only affect creatures of his hit dice or lower with either effect.
 
Overwhelming Aura: As a swift action, a gambler with this favor may spend a luck point to double all bonuses given by his favoring aura for 1 round. The gambler must be at least 6th level before selecting this favor.
 
Lingering Aura: When a gambler with this favor activates the Overwhelming Aura favor, the doubling lasts for a number of rounds equal to his Charisma modifier rather than 1 round. The gambler must have Overwhelming Aura favor before selecting this favor.
 
Rogue Talent: A gambler who selects this favor can select a rogue talent that he meets the prerequisites for. He treats his gambler level as his rogue level for the purpose of meeting prerequisites for those feats. A gambler can select this favor multiple times. Each time he does, he selects a different rogue talent.
 
Sixth Sense: A gambler with this favor gains a luck bonus equal to his Charisma modifier to AC, saving throws, and initiative during surprise rounds.
 
Skilled Individual: As an immediate action, a gambler with this favor can spend a luck point to grant a luck bonus equal to his Charisma modifier to allies next skill check, as long as that ally remains in his aura for the entire time it takes to complete said skill check.
 
True Luck: Any creature that is the target of the favoring aura of a gambler with this favor gains a luck bonus on confirming critical hits while in the aura. This bonus is equal to the gambler's Charisma modifier. The gambler must be at least 8th level to select this favor.
 
Turning Tables: Whenever the gambler uses his Gambler's Hand ability to modify an attack roll, if the bonus causes the modified roll to enter a critical threat range (either success or failure) that roll is then treated as a critical threat. That threat roll must still be confirmed normally. A critical confirmed this way doesn't regain a luck point for the gambler. The gambler must be at least 6th level before selecting this favor.
 
Unlikely Swing: As an immediate action, a gambler with this favor can spend 1 luck point to redirect a melee attack against him to a random creature adjacent to him. The attack cannot be redirected to the attacker. If there are no creatures adjacent to the gambler other then the attacker, then the gambler cannot utilize this favor.

Gambler Feats


Extra Favor
Prerequisite: Favor class feature
When a character takes this feat, they may immediately select another favor from the gambler list. A character may take this feat multiple times. Each time they do, they select a different favor.
 
Extra Luck
Prerequisites: Luck Pool class feature.
When a character takes this feature, they gain 2 additional luck points and increase their total luck points they can hold by 2.


LevelBase Attack BonusFortitudeReflexWillSpecial
100+20Aura of the Gambler, Exotic Weapons, Gambler's Hand, Luck Pool
2+10+30Favor
3+2+1+3+1Favoring Aura
4+3+1+4+1Favor
5+3+1+4+1Innocent Defense
6+4+2+5+2Favor
7+5+2+5+2Deep Pockets
8+6/+1+2+6+2Favor
9+6/+1+3+6+3Evasion
10+7/+2+3+7+3Favor
11+8/+3+3+7+3Live to Tell the Tale
12+9/+4+4+8+4Favor
13+9/+4+4+8+4Unnatural Aura
14+10/+5+4+9+4Favor
15+11/+6/+1+5+9+5Improved Evasion
16+12/+7/+2+5+10+5Favor
17+12/+7/+2+5+10+5Aura of Extreme Luck
18+13/+8/+3+6+11+6Favor
19+14/+9/+4+6+11+6Improved Unnatural Aura
20+15/+10/+5+6+12+6Master of Fate
Type
Illicit
Legality
Many more lawful areas ban the act of gambling, something that most gamblers partake heavily in. Due to this, many gamblers find themselves on the wrong end of the law.

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