Gambler
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Description: In every heart of an adventurer, there is the spirit of a high risk player hoping to bet everything against lifes expectancies. With it, comes the stakes of challenging fate and hoping to win big, or risk everything including your life in the end. When you think this, you think the tell tale catch all word that comes to mind. That word, is Gambling. The best of the best are those who harness the good, and bad, that luck brings to life, and yet they too risk more than others who wield such a chaotic nature of unpredictable destiny. To them, fate is just a gaming table you throw your cards on when you wanna hold your action, play your hand, or fold under pressure. However, life itself is more unpredictable than one will think when playing such a dangerous game.

Requirements:
Feats: 2 luck Feats
Skills: Any 1 skill at 5 ranks

HD:8
skills: 4 + Intelligence bonus per level
Bluff, Craft, Diplomacy, Disguise, Intimidate, Knowledge (local), Profession, Sense motive, Sleight of Hand

Level BAB Fort Ref Will Abilities
1 0 0 2 0 Dealing In
2 1 0 3 0 Lucky Aura +1/-1
3 2 1 3 1 Lucky Assist, Bad Draw
4 3 1 4 1 Evasion, Cashing out
5 3 1 4 1 Lucky Aura +2/-2, Stacking the odds
6 4 2 5 2 Double Down, All in bet
7 5 2 5 2 Lucky Handicap, Bad Hand
8 6 2 6 2 Lucky Aura +3/-3, Sleight of Chance
9 6 3 6 3 Deadly Gamble
10 7 3 7 3 Triple Jackpot

Abilities:

Weapons and Armor:
A gambler is proficient with no weapons or any armor or shields

Dealing in (Su): Alright fellas let's get this game started cause I'm feeling lucky.
the lean and sway of fates grasp begins to weave in the gamblers hand, guiding him to his start of fortune by a thread of extra luck. The gambler begins play each day with a pool of luck that acts as his lifeline in fate, granting them a blessing of the divine lady luck herself.
At 1st level, A gambler starts play with a luck point equal to his gambler level plus those granted from any luck feats he or she has taken over time. Whenever a gambler rolls d20, they may spend one luck point from their luck pool to re-roll said roll and choose to take the better of either result afterwards. This allotment of luck points refreshes itself once a day after 8 hours of rest and 1 hour of preparation.

Lucky Aura (Su): When they call for someone to be their lucky charm, they call me…
When a gambler is aiding and abiding his allies in combat, they tend to get an air of luck which rivals that of misfortune.
At 2nd level, The gambler can increase any and all of their d20 rolls by +1, as well as grant their bonus to all allies within 30 ft of them. Alternatively, they can change the bonus into a penalty for enemies within 30 ft as a swift action. Only one option or the other can be active at any time. This bonus increases by +1/-1 at 5th level and 8th level.

Lucky Assist (Su): What can I say, I just happened to be around.
There is no such thing as a gamble you can take alone when others are around.
At 3rd level, when spending a luck point from your pool, you can grant any allies within 10 ft of yourself the ability to re-roll any d20 roll and be allowed to take the better of the two rolls. This ability's duration lasts for a number of rounds equal to half your gambler level, and the range of this ability increases by 10 ft at 5th level, then another 10 ft at 7th level. If an ally rolls a natural 20 on any of their d20 rolls, you regain your spent luck point.

Bad Draw (Su): Oooo bad luck on that bust…wanna try again?
The gamblers impeccable lucky aura can cause other enemies within range of 30 ft to feel rather lack of fate in the air.
At 3rd level, when spending a luck point from your pool, you can cause any enemies within 10 ft of yourself to be forced to re-roll any d20 roll and be forced to take the worser of the two rolls. This ability's duration lasts for a number of rounds equal to half your gambler level, and the range of this ability increases by 10 ft at 5th level, then another 10 ft at 7th level. If an enemy rolls a natural 1 on any of their d20 rolls, you regain your spent luck point.

Cashing Out (Su): Well, been a fun game, but even I have my limits.
A gambler knows when to risk or when to quit, even in the most extreme of acts that would deem it necessary to back away.
At 4rd level, When expending a luck point on their turn, they may ignore all forms of Attack of Opportunity for up to their next turn.

Evasion (Ex):
At 4th level, the gambler gains the Evasion ability. If they have Evasion from a previous level in another class, then they gain the Improved Evasion ability instead.

Stacking the odds (Su): Alright boys let's anti up the pot shall we?
The gamblers intuitive luck and experience lets them increase their chances and push the envelope of fate further than ever. At 5th level, you have the choice of spending either 1 point for an extra move action, 2 points for an extra standard action, or 3 points for an extra full round action once per turn. This ability cannot be spent upon more than once a turn.

Double Down (Ex): Come on daddy needs a new pair of criticals!
A Gamblers fortune of action takes on the mass of action against all odds around them. At 6th level, when rolling to confirm a critical hit, you may spend one point from your luck pool to auto-confirm your critical. This can only be done for one attack only per turn. Additionally, a gambler can spend two points from their pool to increase the critical modifier of their weapon for that one attack by +1.

All in bet (Su): You call, I raise, and I don't hold back when I do.
A gambler knows when his chances of success can be rudimentary or ultimately in ruin. At 6th level, when spending a point from their luck pool, a gambler can double their lucky aura bonus for up to 1 round / gambler level. Thus, a +2 aura can become a +4, or a -2 aura can become a -4.

Bad Hand (Ex): Hey…Ya gotta know when to hold em, and know when to fold em…
It is sometimes said that a gamblers life being put on the line is a rather hard thing to put thought into. But when the chips are down and their enemy tries to take advantage, they can sometimes find that a gambler can be more trouble than their worth at any distance. At 7th level, they may spend an extra luck point to extend their range by 30 ft for the duration of this ability. This ability can only be activated when you activate bad draw.

Lucky Handicap (Su): I never gamble unless it's a sure thing for me.
They say that the ability to gain a leg up in a fight can often show weakness. But give your allies a big enough handicap and you might just be able to turn the tables on your opponents. At 7th level, they may spend an extra luck point to extend their range by 30 ft for the duration of this ability. This ability can only be activated when you activate Lucky Assist.

Sleight of chance (Su): You never waste good luck when you got it…
A gamblers streak of luck is a precious thing that shouldn't be wasted. If luck were to run out prematurely, it would end the gamblers career as well as his life. At 8th level, when spending a point from your luck pool, you can roll a flat d20 roll with a DC of 11. If successful, you don't loose a point of luck from your luck pool for that moment. One cannot use the ability of Dealing-In to apply to this method.

Deadly Gamble (Ex): What can I say…Better lucky than dead.
People will be surprised if the Gambler can gain the uncanny ability to dodge away from death like it was an utmost insincerity to fate doing so.
At 9th level, When the gamblers health points reaches past 0, they can spend 1 point from their luck pool to stabilize at any negatives equal to, or less than, their con score and retain their life. That characters status is then set to unconscious and stabilized at -1 Hit point.

Triple Jackpot (Su): When I hit a jackpot, I try to hit it BIG baby!
The Gamblers epitome of luck brings him to higher heights than any mortal can conquer. Be it by chance or by destiny, it was as if lady luck herself was by their side.
At 10th level, once a day, when a Gambler rolls against a save DC vs a spell effect, they can expend 3 points from their gamblers luck pool to roll that save 3 times. If one of the 3 saves succeed, they pass the DC normally. If two of the 3 saves succeed, then they become highly resistant to said spell effect on that particular save with a bonus of half their Gambler level the next time they save against it within 24 hours. If three of the 3 saves succeeded, then a gambler is considered immune to said spell effect for the duration of 24 hours for that day. After 24 hours, they loose their immunity to that spell effect.
Alternatively, By spending 3 points from your luck pool you can choose to make a single attack as a standard action and roll 2 additional d20 while doing so. If one attack out of 3 is a hit, you deal regular damage. If two attacks out of 3 is a hit, you automatically critical. If three attacks out of three is a hit, then the target enemy must make a fortitude save of DC 10 + gambler level + charisma modifier or die instantly. When used in such manner triple jackpot is a death effect. Creatures not subject to critical hits are immune to this optional use of the ability.
You can only choose one of the two options once per day.

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