Class
The Gambler
Some adventurers are kissed by Lady Luck. The Gambler embraces her, courts her, buys her flowers, and has been in an ongoing relationship with her most of his life. Gamblers are master strategists and masters of risk. Protected by unseen forces and guided by fate, gamblers are truly mysterious. They themselves do not understand the abilities that they possess. Some believe it to be a form of divine power and others say that the power comes from the gambler's willingness to risk it all, and that if all people could overcome their fears they too could possess it. A Gambler, as master strategist, learns the rules and the odds of all games. In truth she looks at life as a game. She understands that she is lucky and that if the odds are in her favor all the more reason to take the risk. Knowing the odds and playing them are two very different things.
Written by DJ Yoho.
Hit Die: d8
Class Table
| Level | BAB | Fort | Ref | Will | Special |
|---|---|---|---|---|---|
| 1st | +0 | +0 | +2 | +2 | Lucky Feeling, Lucky Strike +1d4 |
| 2nd | +1 | +0 | +3 | +3 | Gambler's Grace, Gambler's Flair |
| 3rd | +1 | +1 | +3 | +3 | Lucky Strike +2d4 |
| 4th | +2 | +1 | +4 | +4 | Pushing Your Luck, Gambler's Flair |
| 5th | +2 | +1 | +4 | +4 | Lucky Strike +3d4 |
| 6th | +3 | +2 | +5 | +5 | Gambler's Challenge, Gambler's Flair |
| 7th | +3 | +2 | +5 | +5 | Lucky Strike +4d4 |
| 8th | +4 | +2 | +6 | +6 | Gambler's Edge, Gambler's Flair |
| 9th | +4 | +3 | +6 | +6 | Lucky Strike +5d4 |
| 10th | +5 | +3 | +7 | +7 | Plead for Grace, Advanced Gambler's Flair |
| 11th | +5 | +3 | +7 | +7 | Lucky Strike +6d4 |
| 12th | +6/+1 | +4 | +8 | +8 | Deep Luck, Advanced Gambler's Flair |
| 13th | +6/+1 | +4 | +8 | +8 | Lucky Strike +7d4 |
| 14th | +7/+2 | +4 | +9 | +9 | Supreme Luck, Advanced Gambler's Flair |
| 15th | +7/+2 | +5 | +9 | +9 | Lucky Strike +8d4 |
| 16th | +8/+3 | +5 | +10 | +10 | Fortune/Misfortune, Advanced Gambler's Flair |
| 17th | +8/+3 | +5 | +10 | +10 | Lucky Strike +9d4 |
| 18th | +9/+4 | +6 | +11 | +11 | Hot Streak, Advanced Gambler's Flair |
| 19th | +9/+4 | +6 | +11 | +11 | Lucky Strike +10d4 |
| 20th | +10/+5 | +6 | +12 | +12 | No, Really!, Advanced Gambler's Flair |
Skill Ranks Per Level: 4 + Int modifier.
Class Skills: Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Use Magic Device (Cha).
Class Features
Weapon and Armor Proficiency: Gamblers are proficient with all simple weapons, plus the hand crossbow, rapier, scimitar, shortbow, and short sword. They are proficient with light armor, but not with shields.
Lucky Feeling: A Gambler possesses a Luck Pool that fuels his abilities. His Luck Pool equals his Level plus his Insight Bonus plus any luck points gained by Lucky Talents. After 4 hours of relaxation, a gambler regains Luck Points equal to his base Luck Pool. Additionally, the DM secretly adds 1d6 points of Luck (2d6 at 12th level). The maximum luck pool is double the character's level including the secret dice. A gambler's insight bonus equals the average of his Wisdom and Charisma modifiers, rounded down. His luck bonus equals 1/4 his luck pool (rounded down, minimum 1). At the start of each round, the gambler may apply this luck bonus to one of: AC, a Skill, an Ability check, Damage, or Caster Level Checks. Critical hits regain 1 luck point (2 if the hit kills), and the next attack is a Lucky Strike. The DM may award luck points for improbable successes.
Jinxed: If the luck pool is pushed below zero, the gambler gains the Jinxed condition — effectively a curse. It cannot be removed by rest, spell, or divine interaction. The gambler loses all class abilities and suffers -1 per 4 character levels to AC, Skills, Ability checks, Damage, Caster Level Checks, and Saves. The only removal is rolling a natural 20 on any check with a consequence for failure.
Lucky Strike: Upon striking a foe with a critical hit, the gambler may exploit the opponent's weakness, dealing an additional 1d4 damage for every odd level at the cost of 1 luck point per lucky strike.
Gambler's Grace: A gambler adds his insight as an insight bonus to all saves. If he fails a save, he loses 1 luck point, re-rolls the save, and accepts the second result.
Gambler's Flair
A gambler may select powers from the following list at every even-numbered level. Some abilities are active as long as the gambler has at least 1 luck point; others require expenditure of luck points.
Coin Dart: Use a coin as a weapon (1 point of bludgeoning, 15 ft. range). Spend 1 luck point to add Lucky Strike damage. Touch attack in first range increment.
Gambler's Finesse: Gain Weapon Finesse as a bonus feat.
Barroom Brawler: Gain improvised weapon proficiency. If taken twice, also gain Throw Anything.
Gambler Crawl (Ex): Move at half speed while prone and may take a 5-foot step while crawling.
Gambler's Strike: Resolve an attack within 30 ft. as a touch attack for 1 luck point.
Slow Reactions (Ex): Opponents damaged by Lucky Strike cannot make attacks of opportunity for 1 round.
Stand Up (Ex): Stand from prone as a free action (still provokes attacks of opportunity).
Lucky Senses: The gambler's luck bonus is permanently added to all Perception checks.
Luck Trick: Gain a bonus Lucky Talent the gambler meets the prerequisites for.
Ridiculous Luck: Maximum luck pool increased by 6. Can only be taken above 6th level, and again every 6 levels.
Minor Magic: At 6th level, choose 2 cantrips from the sorcerer/wizard list. Cast by spending 1 luck point as spell-like abilities. Save DC 10 + 1/2 level + Insight. Requires Wis or Cha 10+.
Major Magic: At 8th level, choose 1 1st-level spell from the sorcerer/wizard list. Cast by spending 2 luck points as a spell-like ability. Save DC 10 + 1/2 level + Insight. Requires Wis or Cha 11+.
Resiliency: When reduced below 0 hp, spend luck points to reduce damage at 1 point per 2 hp (leaving no better than 0 hp and disabled).
Signature Weapon (Ex): Gain Weapon Focus for a chosen weapon type as a bonus feat. At 8th level, also gain Weapon Specialization without meeting prerequisites.
Sure-Footed (Ex): Move at full speed using Stealth and Acrobatics without penalty. Indoors, move at full speed across difficult terrain. At 8th level, move at full speed across all terrain.
Advanced Gambler's Flair
Upon reaching 10th level the gambler enters a tier of luck control, able to affect the luck of those around them.
Empowered Luck: Lucky Strike dice become d6s.
Feat: Gain any feat the gambler qualifies for.
Forgotten: The gambler is lucky enough to slip from the memory of those around him.
Skilled Luck: Choose 4 skills. The gambler may take 10 on those skills even when distracted or threatened. While not distracted, also gain a bonus equal to 1/4 gambler level (minimum +2).
Returning Weapon (Ex): Choose a type of thrown weapon — it automatically returns. At 14th level, if ammunition is chosen, replenish 50 pieces at no cost and never run out.
Touch of Luck: As a standard action, spend 1 luck point to grant an ally a luck bonus equal to 1/4 the gambler's luck pool for 1 round (extendable by spending additional points).
Tough Luck: Spend 2 luck points as a swift action to force a fumble. The opponent makes a Will save (DC 10 + 1/2 gambler level + Insight) or their next attack, save, or skill check automatically fails.
Lucky Dodge: Gain a luck bonus to AC equal to 1/4 the Luck Pool against all attacks, including touch attacks.
Gambling Gambit: Wager luck points equal to the Luck Pool. Roll d20 + Luck Pool; if the total exceeds the opponent's AC the attack hits automatically and deals extra damage equal to the Luck Pool.
Fortunate Evasion: Gain evasion (or improved evasion if already possessed).
Divine Favor (minimum level 16): Once per day, gain a +4 luck bonus to attack rolls, damage rolls, and saving throws for rounds equal to the Luck Pool. Costs all remaining luck points.
Misdirection: As an immediate action, spend 1 luck point to redirect an attacker's attack to another valid creature within reach.
Master Bluffer: Gain a bonus equal to the Luck Pool on all Bluff checks. Spend 1 luck point to automatically succeed on a Bluff check.
Lucky Charm: Gain a luck bonus to all saving throws equal to 1/2 the Luck Pool.
Serendipitous Strike: After hitting with a Lucky Strike, spend 1 luck point and roll d20. On 15+, choose one: stun target 1 round, blind target 1 round, or knock target prone.
Fortunate Resilience: Gain a luck bonus to Fortitude and Will saves equal to 1/4 the Luck Pool. Spend 1 luck point to automatically succeed on a Fortitude or Will save.
Higher-Level Class Abilities
Pushing One's Luck: A gambler may use luck abilities even when out of luck points. If the cost can be paid it functions normally; if not, the action results in a critical failure.
Gambler's Challenge: Make a wager aloud with Lady Luck — set a task to be accomplished within 24 hours. The gambler receives a sign of acceptance. Winning awards double the wagered luck points; losing removes them. Falling negative means falling out of grace.
Gambler's Edge: Spend up to half the gambler's level in luck points for an augury. 1 point yields a yes/no feeling; more points yield increasingly detailed answers.
Plead for Grace: When all hope of survival is lost, spend all remaining luck points to pray to Lady Luck for salvation. She arranges events to allow survival but removes access to class abilities for a number of days as punishment. The gambler knows luck has returned when he can win a simple bet with himself.
Supreme Luck: Spend up to the gambler's level in luck points as a swift action to determine the minimum result of any die roll.
Fortune: Any ally within 30 feet may receive the benefit of any of the gambler's abilities at the gambler's discretion, at normal luck point cost.
Misfortune: Radiates a 30-foot aura causing all dice rolled within range to subtract 2 from their result (not applied to the gambler). Gain 1 luck point per minute the aura is active. Active for 1 minute per level; need not be consecutive.
Hot Streak: Craft symbolic dice through a 24-hour ritual (200 gp). Each use consumes a pair. As a swift action, throw the dice and learn the result — the dice dissolve in a flash. On 2 or 12, the dice return. Costs 10 luck points. Results: 2-Lose 1,000 XP and roll again; 3-Take 1d4 damage to a random ability; 4-Gain a negative level; 5-Penalty of -1 to attacks/saves/checks for 1 hour; 6--4 AC for 10 minutes; 7-Luck abilities are free for 7 rounds; 8-Opponents have 50% chance to fail all effects targeting the gambler; 9-Gambler gains luck bonus to all applicable areas; 10-Succeed on all saves for 1 minute; 11-Luck abilities free for 11 rounds and luck pool refreshes to maximum; 12-Gain 1,000 XP and may roll again.
No, Really!: Describe how the events of the previous round should have occurred. Choose the actual result of a number of dice rolls equal to the gambler's level. The rolls must have occurred between his last action and current one. May not change what actions occurred, only their outcomes. Costs 20 luck points.
Lucky Talents
| Talent | Prerequisites | Benefit |
|---|---|---|
| Advantageous Avoidance | Character level 3rd, any Lucky Talent | Expend 1 luck point to force foe to reroll critical threat confirmation, or 3 to force reroll of attack |
| Better Lucky than Good | Character level 6th, any two Lucky Talents | Expend 1 luck point to treat a natural 1 on an attack as a natural 20 |
| Dumb Luck | Character level 6th, any two Lucky Talents | Expend 1 luck point to treat a natural 1 on a save as a natural 20 |
| Fortuitous Strike | Character level 6th, any Lucky Talent | Expend 1 luck point to reroll attack, or 2 to reroll damage |
| Good Karma | Character level 3rd | Expend 1 luck point to redirect an attack against an ally to yourself |
| Healer's Luck | — | Reroll the amount cured by a healing spell |
| Lucky Break | — | Reroll a Strength check to break an item or burst a door |
| Lucky Catch | — | Reroll an Acrobatics, Climb, or relevant movement check |
| Lucky Fingers | — | Reroll a Disable Device or Sleight of Hand check |
| Lucky Start | — | Reroll initiative |
| Magical Fortune | Caster level 3rd, any Lucky Talent | Expend 1 luck point to reroll spell damage, or 2 to reroll a caster level check |
| Make Your Own Luck | Character level 6th, any Lucky Talent | Reroll a skill check |
| Miser's Fortune | — | Items gain +5 bonus on saves; expend 1 luck point to force foe to reroll a sunder attempt |
| Psychic Luck | Manifester level 3rd, any Lucky Talent | Expend 1 luck point to reroll power damage, or 2 to reroll a manifester level check |
| Sly Fortune | — | Reroll a Stealth check |
| Survivor's Luck | Character level 9th, any Lucky Talent | Reroll a saving throw; Gambler Flair abilities no longer cost luck points |
| Tempting Fate | Character level 6th, any Lucky Talent | Reroll a stabilization check; expend 1 luck point to avoid being killed |
| Third Time's the Charm | Character level 3rd, any Lucky Talent, Luck domain | Reroll again with Luck domain granted power |
| Unbelievable Luck | Any Lucky Talent | Gain 2 luck points and +2 luck bonus on worst save |
| Victor's Luck | — | Reroll a critical threat confirmation |
Racial Favored Class Bonuses
Dwarf — Stone's Resilience: +1/2 bonus on saves against mind-affecting spells or effects (+1 at 10th level).
Elf — Keen Perception: +2 racial bonus on Perception checks to notice hidden objects or secret doors (+4 at 10th level).
Gnome — Illusory Tricks: +1/2 bonus on saves against illusion spells or effects (+1 at 10th level).
Half-Elf — Charming Presence: +2 racial bonus on Diplomacy and Bluff checks with humans and elves (+4 at 10th level).
Halfling — Lucky Charmer: +1/2 bonus on saves against fear effects (+1 at 10th level).
Half-Orc — Intimidating Presence: +2 racial bonus on Intimidate checks (+4 at 10th level).
Human — Versatile Talent: Gain an additional Gambler's Flair at 2nd level and every 6 levels thereafter.
Aasimar — Divine Insight: +1/2 bonus on Knowledge (local) and Sense Motive checks (+1 at 10th level).
Tiefling — Infernal Luck: +1/2 bonus on Bluff and Sleight of Hand checks (+1 at 10th level).
Fetchling — Shadow Gambit: +2 circumstance bonus on Stealth checks to conceal actions when using Gambler's Flair abilities (+4 at 10th level).