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“Oh, it’s not really gambling when you never lose.”
The gambler is a rogue that relies on his good fortune rather than precise knives in the dark. Most are professional gamblers or daredevils out for illicit thrills. A gambler can be found in the plush parlors of the elite or basement speakeasies taking on all comers. Most stay mobile looking for wealthy marks and dodging sore losers on trains, steamboats, and zeppelins crisscrossing the country. Gamblers join adventure parties to build a stake for his next big game or just for the risk.
The gambler is an archetype of the rogue class.
- Fortune Pool (Ex): A gambler has a pool of fortune points. The total number of points at first level is two plus one each odd numbered gambler level acquired afterward. After 8 hours of sleep, the fortune pool is completely refilled. These points can be spent to fuel her Gambling class features. Unless mentioned in the ability, these are considered swift actions. This ability replaces Guile.
- Gambling (Ex): The gambler has a variety of tricks to fix the odds in their favor, manipulating ‘fate’ to ensure their desired outcome. This ability replaces Sneak Attack, Ambush, the Rogue Talent gained at 6th level, the Expertise gained at 7th, 13th, and 19th level, Deceive Item, Reliable Technique, and Blindsense, and modifies Evasion and Improved Evasion. Gamblers start with three initial gambles:
- Better Lucky Than Good: Spend a fortune point to turn a natural “1” on a d20 roll into a natural “20” as an immediate action.
- Call Coin: So long as the gambler has one point of fortune, he can always predict the outcome of any ordinary coin flip.
- Double Down: After the gambler makes a confirmed critical hit, as a swift action the gambler can spend a fortune point to make another confirmation roll to increase the critical multiplier by two. Failure means the critical hit is no longer confirmed.
- Fate’s Evasion (Ex and Su): At level 3, the gambler gains a lucky streak that functions as evasion, but can be aided by a pull at fate’s heartstrings; the gambler may spend any number of fortune points to reroll as many damage dice for the evaded effect. This reroll applies to the damage rolled for everyone affected by the evaded effect. The second part of this ability is Supernatural, and as such does not function when Supernatural abilities can’t be used; additionally, the second part of this ability does not affect Maximized effects, as they do not actually roll the dice. At 9th level this ability functions as Improved Evasion. At 17th level, the gambler instead substitutes one of the pre-rolled dice from Even the Odds for a die of the same size.
- Bailout (Ex): At third level, when a creature rolls a critical threat on the gambler, he can as immediately spend a fortune point to insure the critical is not confirmed. This ability can only be used once per round.
- High Roller (Ex): At sixth level, a gambler can spend a fortune point to double threat range of his next attack. This ability does not stack with any other ability that improves the critical hit range.
- Shot in the Dark (Ex): The gambler has a knack for shooting blind. She can spend a fortune point to ignore the penalties of blindness, concealment, or invisibility with her next shot with any projectile.
- Second Chance (Su): At eighth level, the gambler can spend a fortune point to reroll any die, the result is final and can’t be rerolled again by spending another fortune point.
- Golden Strike (Ex): At eleventh level, the gambler can spend a fortune point before her damage roll is made to add her CHA modifier as a luck bonus to the damage she inflicts.
- Contagious Luck (Su): At thirteenth level, before the round starts, the gambler can spend a fortune point as an immediate action to give all allies within 30ft a +1 luck bonus to all saving throws till the next round.
- Share the Luck (Ex): At fourteenth level, the gambler can spend a fortune point as an immediate action to give the benefit of one of her gambles to an ally she can see or hear.
- Critical Success (Ex): At seventeenth level, the gambler can spend a fortune point to add her CHA modifier to all rolls to confirm critical threat as an immediate action.
- Third Time’s the Charm (Ex): At nineteenth level, the gambler can make another reroll if Second Chance fails to succeed; a total of three attempts rather than just two.
- Poker Face (Ex): The gambler gains a bonus on Bluff, Profession (gambling), and Sleight of Hand checks equal to half their class level (minimum +1). The gambler can also attempt to feint against non-humanoid targets without penalty, though she still takes a –8 penalty on feint attempts against creatures with animal intelligence and she cannot feint against mindless creatures. This ability replaces Trapfinding.
- Distraction (Ex): A gambler uses patter and body language to deflect suspicion from hidden items. At 2nd level, anyone attempting to find something concealed by the gambler makes a perception check opposed by the sleight of hand check made by the smuggler when she concealed the object. At 5th level, if the searcher’s check succeeds, the gambler may make a bluff check against the successful roll. If this bluff succeeds, the searcher must make another check and take the worse of the two. This ability replaces Improved Cunning Action.
- Fortune’s Favor (Ex): At 3rd level, a gambler can gain a 5 max), but can’t exceed the gambler’s current total of fortune points. Multiple luck bonuses do not stack with each other. This ability replaces Danger Sense.
- Gambler’s Eye (Ex): Beginning at 4th level, the gambler adds +1 to all Perception checks. This bonus increases by an additional +1 every three levels (7th, 10th, 13th, 16th and 19th). If the check is made in relation to a game of chance, the bonus is doubled. This ability replaces Ambush.
- Even the Odds (Ex): An experienced gambler always seems to know the best line of play. Rather than a victim of bad luck, the gambler employs random probability to his advantage. At the start of each day, a 17th level gambler may roll a number of dice equal to his CHA modifier of any die type. Instead of making a random roll, as an immediate action, the character can instead substitute one of these pre-rolled dice for a die of the same size for himself or any opponent targeting him (including area effects). This ability replaces Death Strike.
- Stroke of Luck (Ex): At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. Once you use this feature, you can’t use it again until you finish a short or long rest. This ability replaces Master’s Eye.