The gambler plays the game of life with a deck constantly in shuffle, driven by instinct, an unwavering passion for freedom, and the thrill of a dice throw. They are most resourceful when the stakes are at their highest, often utilizing their quick wits and magnetic personality to sway the outcome in their favor. Gamblers thrive amid life’s many unpredictabilities, seeing every risk as not just a necessity, but as an opportunity to harness the transformative power of luck. This philosophy fuels their unyielding spirit, compelling them to carve out a path defined by their own rules, answerable to no one. Ever at odds with a mundane existence, gamblers view a life filled with freedom, riches, and adventure—however brief it may be—as a life well-lived.
Role: Gamblers function best as a supportive role within their party, bolstering the effectiveness of their allies while sowing discord among their foes on the battlefield (albeit in largely unpredictable fashion). Moreover, their alluring personality and sound judgment of character also makes them formidable party faces, capable of charming even the most obstinate adversaries into submission.
Alignment: Gamblers can be of any alignment, though their inherent love for risk and unpredictability often leans them towards a chaotic disposition.
Hit Die: d8
Starting Wealth: 6d6 × 10 gil (average 210 gil.) In addition, the gambler begins play with a deck of throwing cards and an outfit worth 10 gil or less.
Class Skills
The gambler’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Skill Points Per Level: 6 + Int modifier
Class Main Ability Scores:
The gambler mainly focuses on DEX and STR for attacking and CHA for their class features.
Table: Gambler
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
---|---|---|---|---|---|
Type | 3/4 | Bad | Good | Bad | — |
1st | +0 | +0 | +2 | +0 | Keep 'Em Guessing, Phantom Roll, Precise Throw, Limit Breaks |
2nd | +1 | +0 | +3 | +0 | Phantom Roll (Double-Up), Gambler Talent, Professional Gambler |
3rd | +2 | +1 | +3 | +1 | Joker's Aim (+1), MGP, Slots |
4th | +3 | +1 | +4 | +1 | Phantom Roll (Additional Roll), Gambit, Gambler Talent |
5th | +3 | +1 | +4 | +1 | Phantom Roll (+4), Slots (Boost), Coin Toss, Press Your Luck |
6th | +4 | +2 | +5 | +2 | Gambler Talent, Big Bluff |
7th | +5 | +2 | +5 | +2 | Phantom Roll (Additional Roll), Slots (Hobble), Gambit, Lucky Sevens |
8th | +6/+1 | +2 | +6 | +2 | Gambler Talent, Joker's Aim (+2), Read 'Em Like a Book |
9th | +6/+1 | +3 | +6 | +3 | Phantom Roll (+5), Slots (Toadstool), Pocket Pair |
10th | +7/+2 | +3 | +7 | +3 | Phantom Roll (Additional Roll), Gambit, Gambler Talent, Double or Nothing |
11th | +8/+3 | +3 | +7 | +3 | Slots (Hypnotize), Snake Eye |
12th | +9/+4 | +4 | +8 | +4 | Gambler Talent, Ace in the Hole |
13th | +9/+4 | +4 | +8 | +4 | Phantom Roll (Additional Roll; +6), Joker's Aim (+3), Slots (Mega Jinx), Gambit |
14th | +10/+5 | +4 | +9 | +4 | Gambler Talent, Twist of Fate |
15th | +11/+6/+1 | +5 | +9 | +5 | Slots (Mega Boost), Crooked Cards |
16th | +12/+7/+2 | +5 | +10 | +5 | Phantom Roll (Additional Roll), Gambit, Gambler Talent |
17th | +12/+7/+2 | +5 | +10 | +5 | Phantom Roll (+7), Slots (Omen), Cutting Cards |
18th | +13/+8/+3 | +6 | +11 | +6 | Gambler Talent, Joker's Aim (+4) |
19th | +14/+9/+4 | +6 | +11 | +6 | Phantom Roll (Additional Roll), Slots (Last Ditch), Gambit |
20th | +15/+10/+5 | +6 | +12 | +6 | Gambler Talent, Felicity |
Class Features
All of the following are class features of the gambler.
Weapon and Armor Proficiency
A gambler is proficient with all simple weapons, and throwing cards. Gamblers are proficient with light armor but not with any shields.
Limit Breaks (Su)
At 1st level, a gambler receives the Limit Breaks (Roulette and Tilt the Scales).
Roulette (Su): This Limit Break allows the gambler to spin an ethereal roulette wheel to alter the course of battle. As a swift action, the gambler attempts to predict several criteria before rolling a d6:
- Parity: Choosing whether the result will be even (2, 4, or 6) or odd (1, 3 or 5).
- Range: Choosing whether the result will be low (1-3) or high (4-6).
- Exact Number: Choosing a specific number from 1 to 6.
For each correct prediction, all enemies within 30 feet of the gambler suffer a stacking –2 penalty to their saving throws, attack rolls, and AC (up to a –6 penalty if he correctly predicts all criteria). This penalty increases by an additional –1 for every six gambler levels attained after 1st. A successful Will save (DC 10 + half the gambler’s level + his Charisma modifier) negates this effect. The effect lasts for 1 round + 1 round per four gambler levels attained after 1st. If the gambler fails to correctly guess any of the criteria, this Limit Break has no effect.
Tip the Scales (Su): This Limit Break enables the gambler to harness and redirect the subtle currents of luck, skewing fate to his advantage. For a duration of 1 round + 1 round per four gambler levels beyond 1st, the gambler and all allies within 30 feet are swept up in this wave of fortune. While under this effect, the first instance of damage taken or healing received involving a dice roll is either minimized (for damage) or maximized (for healing), whichever occurs first. Once this effect is triggered for an ally or the gambler, it ends for that individual. Attacks that involve an attack roll are treated as separate instances for the purpose of this Limit Break. Effects without a dice roll component are unaffected.
Keep ‘Em Guessing (Ex)
At 1st level, a gambler gains the Improved Feint feat even if he does not meet the prerequisites.
Additionally, the gambler can attempt to feint creatures within his ranged weapon’s first range increment. If successful, his target is denied its Dexterity bonus to AC for the next attack the gambler makes before the end of his next turn.
Phantom Roll (Su)
At 1st level, a gambler can invoke the power of luck to enhance his allies’ abilities by the throw of an ephemeral die. The gambler begins play knowing six Phantom Rolls from the list below, gaining an additional Phantom Roll at every third gambler level attained beyond 1st.
As a swift action, the gambler selects one of his known Phantom Rolls and rolls a d6. The result determines the strength of the luck bonus granted by the chosen roll – see Table: Phantom Roll for additional context:
- Roll of 1-5: Apply the base bonus for the gambler’s level.
- Roll of 6: A lucky number; apply the lucky bonus for the gambler’s level.
After the result is revealed, the gambler chooses a number of allies within 20 feet to affect (he may include himself), expending one daily usage of this ability for each affected creature. If the Phantom Roll affects an ally whose favored class matches the roll’s name (e.g., a Dark Knight benefiting from Dark Knight’s Roll), the bonus for that ally is increased by an additional +1. Companion creatures are treated as sharing their owner’s favored class for this purpose.
A creature can benefit from only one Phantom Roll effect at a time and can declare the use of this bonus as long as it is done before the result of the check is revealed. The effect persists until the bonus is used, the creature rests, or otherwise loses consciousness.
The gambler begins a number of daily usages equal to 10 + his Charisma modifier and gains 2 additional daily usages for every level beyond 1st.
Table: Phantom Roll
Level | Base Bonus (1-5, 7, 9, or 10) | Lucky Bonus (6 or 11) | Unlucky Bonus (8) |
---|---|---|---|
1st | +3 | +5 | +1 |
5th | +4 | +6 | +2 |
9th | +5 | +7 | +2 |
13th | +6 | +9 | +3 |
17th | +7 | +10 | +3 |
Double-Up: At 2nd level, the gambler can “double-up” his d6 roll for this ability, incurring some additional risk for potential greater reward. After the result of a d6 roll is revealed for this ability, the gambler may roll another d6 as a free action, summing all dice used. The gambler may double-up as many times as he would like, provided his total result does not go above 11 (resulting in a ‘bust’).
- Total of 7, 9, or 10: Apply the base bonus for the gambler’s level.
- Total of 8: An unlucky number; apply the unlucky bonus for the gambler’s level.
- Total of 11: A very lucky number; apply the lucky bonus for the gambler’s level. Additionally, on the gambler’s next Phantom Roll, a bust (rolling above an 11) defaults to a base bonus.
- Total above 11: The gambler busts, forfeiting all effects of this ability.
List of Phantom Rolls:
- Archer’s Roll: Full Phantom Roll bonus to one attack roll made using ranged, non-thrown weapons.
- Astrologian’s Roll: Full Phantom Roll bonus to one Will saving throw.
- Bard’s Roll: Full Phantom Roll bonus to one concentration check.
- Beastmaster’s Roll: Full Phantom Roll bonus to one attack roll made with a natural attack.
- Berserker’s Roll: Full Phantom Roll bonus to one Strength-based ability check or skill check.
- Black Belt’s Roll: Full Phantom Roll bonus to CMD when defending against a combat maneuver.
- Black Mage’s Roll: Full Phantom Roll bonus to one damage roll when casting a spell or using a spell-like ability.
- Blue Mage’s Roll: Reduce the damage of a spell or spell-like ability targeting the affected creature by an amount equal to the full Phantom Roll bonus.
- Chemist’s Roll: Full Phantom Roll bonus to one attack roll made using thrown weapons or alchemical items.
- Chocobo Knight’s Roll: Full Phantom Roll bonus to one attack roll made as part of a charge.
- Cleric’s Roll: Full Phantom Roll bonus to one damage roll when targeting creatures with the undead type or subtype.
- Dancer’s Roll: Full Phantom Roll bonus to one Dexterity-based ability check or skill check.
- Dark Knight’s Roll: Full Phantom Roll bonus to one damage roll made as part of a charge.
- Dragoon’s Roll: Full Phantom Roll bonus to one damage roll when targeting creatures with the dragon type or subtype.
- Druid’s Roll: Full Phantom Roll bonus to one damage roll when targeting creatures with the plant type or subtype.
- Engineer’s Roll: Full Phantom Roll bonus to one damage roll when targeting creatures with the construct type or subtype.
- Fencer’s Roll: Full Phantom Roll bonus to one Reflex saving throw.
- Gambler’s Roll: Full Phantom Roll bonus to one Charisma-based ability check or skill check.
- Geomancer’s Roll: Full Phantom Roll bonus to one Wisdom-based ability check or skill check.
- Gunbreaker’s Roll: Full Phantom Roll bonus to one damage roll made when flanking.
- Gunner’s Roll: Full Phantom Roll bonus to AC when defending against a ranged attack.
- Illusionist’s Roll: Full Phantom Roll bonus to one concealment check involving a 1d100 percentile die. Add this bonus to your die roll when attempting the check against an enemy creature with concealment, or to the DC when determining your concealment chance against an attack.
- Knight’s Roll: Full Phantom Roll bonus to one Fortitude saving throw.
- Medic’s Roll: Full Phantom Roll bonus to the affected creature’s AC when defending against an attack of opportunity.
- Monk’s Roll: Full Phantom Roll bonus to an attack roll made with an attack of opportunity.
- Necromancer’s Roll: DR/good equal to the full Phantom Roll bonus when defending against an attack made with a weapon.
- Ninja’s Roll: Full Phantom Roll bonus to AC when defending against a melee attack.
- Paladin’s Roll: DR/evil equal to the full Phantom Roll bonus when defending against an attack made with a weapon.
- Psychic’s Roll: Full Phantom Roll bonus to one Intelligence-based ability or skill check.
- Red Mage’s Roll: Full Phantom Roll bonus to one caster level check to overcome spell resistance.
- Samurai’s Roll: Ignore an amount of damage reduction equal to the full Phantom Roll bonus for one attack.
- Scholar’s Roll: Reduce the MP cost for one spell by 1 when landing on a base or unlucky bonus, or 2 for a lucky bonus. This Phantom Roll has no effect if the gambler busts (rolls above an 11). This reduction occurs after all MP cost modifiers are applied and cannot reduce the MP cost of that spell to less than 1. Prerequisite(s): Gambler 10.
- Summoner’s Roll: Full Phantom Roll bonus to one damage roll when targeting creatures with the outsider type or subtype.
- Sword Saint’s Roll: Full Phantom Roll bonus to one attack roll made to confirm a critical hit.
- Thief’s Roll: Full Phantom Roll bonus to one attack roll made when flanking.
- Time Mage’s Roll: Full Phantom Roll bonus to one initiative roll.
- Warrior’s Roll: Full Phantom Roll bonus to one combat maneuver check.
- White Mage’s Roll: Full Phantom Roll bonus to one healing effect received that possesses a dice component.
Precise Throw (Ex)
At 1st level, a gambler is considered to have the Precise Shot feat when attacking with throwing weapons.
Gambler Talents (Ex and Su)
As the gambler gains experience, he learns a number of talents that aid him and confound his foes. Starting at 2nd level, the gambler gains one gambler talent. He gains an additional gambler talent for every 2 levels of gambler attained after 2nd level. Unless specified otherwise, the gambler cannot select an individual talent more than once.
- A complete list of gambler talents can be found here: Gambler Talents
Professional Gambler (Ex)
At 2nd level, the gambler adds half his gambler level to all Profession (gambling), Sense Motive, and Bluff skill checks.
Additionally, when using his Profession (gambling) skill check to earn a living, the gambler instead earns half the skill check result in gil per day.
Joker’s Aim (Ex)
At 3rd level, the gambler hones his throwing technique. He gains a +1 bonus on attack and damage rolls made with throwing weapons. This bonus increases by +1 for every five gambler levels beyond 3rd.
MGP (Su)
Also at 3rd level, a gambler strikes a pact with Lady Luck, unlocking access to a fabled currency known as “MGP,” or “Manderville Gold Saucer Points.” Originally minted within the mythical Manderville Gold Saucer—an elusive casino oasis resort steeped in legend—these coins closely mirror the standard gil coin in both size and shape but boast a whimsical ornamentation, their silvered luster and extravagant design teetering on the edge of garishness. Due to their magical nature, these mysterious coins carry no weight, and are intangible to all except for those who travel the path of the gambler.
The gambler begins play with an amount of MGP equal to his Charisma modifier (minimum 1) × his gambler level.
Additionally, the gambler is bestowed with an extra-dimensional vault, allowing for the safe storage and retrieval of MGP at will (both being a free action). The total MGP a gambler can possess at any time is equal to his gambler level × 10, whether held on hand, stored in the vault, or some combination of both. MGP can be bet and expended directly from the vault without prior retrieval. While typically used solely by the gambler himself, the exchange of MGP among fellow gamblers is not uncommon, often serving as a means to curry favor with one another or to settle wagers in a spirit of camaraderie.
Furthermore, as a function that utilizes his MGP, the gambler can repair or replace damaged throwing cards by expending 1 MGP for every three cards fixed or replaced. This task demands one minute of undivided focus for every three cards attended to.
The gambler can accrue additional MGP via Bet or Buy In:
- Bet: As a free action which can be taken outside of the gambler’s turn and limited to once per round, the gambler may wager an amount of his MGP up to his Charisma modifier on the outcome of any visible creature’s (including himself) check that involves rolling a d20 (betting on if the creature passes or fails the check). If the gambler accurately predicts the result, he gains an additional amount of MGP equal to the amount he staked. If his prediction is incorrect, he loses the amount he wagered. When betting on the check passing, the gambler’s wager is automatically forfeit if the roll results in a natural 1, despite the outcome. This is inversely applied with betting on failure, where a rolled natural 20 results in the gambler losing his wager. Only ability checks and skill checks imposed by the GM, or any check made during an encounter, qualify for betting. Additionally, the gambler cannot place bets on checks where a creature takes 10 or takes 20.
- Buy In: As a standard action, the gambler can convert his gil into MGP when his reserves are empty. For every 10 gil expended, the gambler gains 1 MGP, up to a maximum amount equal to his Charisma modifier (minimum 1). This ability can only be used when the gambler has no MGP remaining.
Slots (Su)
Also at 3rd level, a gambler gains the ability to spin the slots, entrusting both his allies and enemies to the whims of fate.
The gambler may activate this ability by expending the MGP cost of a selected reel (see Table: Slots) as a move action to affect a single creature within 30 feet. Alternatively, the gambler can choose to expend twice the MGP cost of the selected reel as a standard action to affect all allies or enemies within 30 feet (depending on the type of reel used). The gambler cannot utilize this ability more than once per round and cannot activate a reel with a base MGP cost exceeding their gambler level, though he may expend additional MGP beyond this limit to affect all allies or enemies within 30 feet.
Once a set of reels is selected, the gambler rolls 3d8 to determine both the type and number of effects. All rolled 7s are treated as wildcards for this ability, allowing the gambler to substitute them for any number that would contribute to his desired result. The following outcomes can occur depending on the result of the dice rolls:
- Win (Doubles): If two of the three dice match, the gambler assigns the effect corresponding to the number rolled on the doubles.
- Jackpot! (Triples): If all three dice match, the gambler assigns the effect corresponding to the number rolled on the triples. In addition, the gambler may choose one additional effect from the selected reel to apply to the affected creature(s).
- Dud (Other): If no doubles or triples are rolled, assign the effect under the “Dud Effect” column for that set of reels.
After the result of the 3d8 is revealed, the gambler then selects his target(s). The saving throw type depends on the effect, as indicated in parentheses next to the effect on Table: Slots. Unless otherwise noted, these effects last for a number of rounds equal to the gambler’s Charisma modifier.
The DC for each effect is calculated as 10 + half the gambler’s level + the gambler’s Charisma modifier.
Table: Slots
Reels Name | Cost | Die Roll (d8) | |||||||
---|---|---|---|---|---|---|---|---|---|
Dud Effect | 1 | 2 | 3 | 4 | 5 | 6 | 8 | ||
Elemental | 1 MGP | Nothing | Burning (Fortitude) | Drenched (Fortitude) | Frozen (Fortitude) | Static (Reflex) | Squalled (Reflex) | Weighted (Fortitude) | Dimmed or Illuminated (Fortitude) |
Jinx | 3 MGP | Dazzled (Will) | Blinded (Will) | Deprotect (-2 penalty; Will) | Deshell (-2 penalty; Will) | Entangled (Reflex) | Poisoned (Fortitude) | Sickened (Fortitude) | Silenced (Will) |
Boost (Allies) | 5 MGP | Target heals 1 HP per 5 HD (minimum 1; Will) | Blur (Will) | Regen (4 FH; Will) | Heroism (Will) | Protect (+4 bonus; Will) | Float (Will) | Shell (+4 bonus; Will) | Hasted (Will) |
Hobble | 7 MGP | Fatigued (Fortitude) | Entangled (Reflex) | Exhausted (Fortitude) | Immobilized (Will) | Immobilized (Will) | Immobilized (Will) | Slow (Will) | Slow (Will) |
Toadstool | 9 MGP | Sickened (Fortitude) | Poisoned (Fortitude) | Sapped (Fortitude) | Sapped (Fortitude) | Sapped (Fortitude) | Paralyzed (Fortitude) | Frog (Fortitude) | Frog (Fortitude) |
Hypnotize | 11 MGP | Antagonized (Will) | Berserk (Will) | Berserk (Will) | Berserk (Will) | Confused (Will) | Confused (Will) | Confused (Will) | Sleep (Will) |
Mega Jinx | 13 MGP | Deprotect + Deshell (-2 penalty; Will) | Diseased (Fortitude) | Silenced (Will) | Petrification (Fortitude) | Deprotect (-6 penalty; Will) | Mini (Will) | Deshell (-6 penalty; Will) | Deprotect + Deshell (-4 penalty; Will) |
Mega Boost (Allies) | 15 MGP | Protect + Shell (+2 bonus; Will) | Hasted (Will) | Regen (8 FH; Will) | Invisible (Will) | Protect (+8 bonus; Will) | Protect + Shell (+6 bonus; Will) | Shell (+8 bonus; Will) | Reraise (Will) |
Omen | 17 MGP | Imperil (Will) | Banished (Will) | Banished (Will) | Cursed (Will) | Cursed (Will) | Disabled (Will) | Zombie (Fortitude) | Doom (3 rounds; Fortitude) |
Last Ditch (Allies) | 19 MGP | Doom (self) (3 rounds; Fortitude) | Regen (6 FH; Will) | Regen (8 FH; Will) | Full-Cure (Will) | Full-Cure (Will) | Basuna (Will) | Basuna (Will) | Basuna (Will) |
Gambits (Ex and Su)
At 4th level and every three levels thereafter, the gambler can select one gambit. These abilities employ the gambler’s MGP to change the tide of battle. Once a gambit is selected, it cannot be changed later. Unless specified otherwise, a gambler cannot select the same gambit more than once, nor can he utilize a gambit that would result in him expending an amount of MGP greater than his gambler level.
Unless otherwise noted, the DC for gambits are equal to 10 + half the gambler’s level + his Charisma modifier.
- A complete list of gambits can be found here: Gambits
Press Your Luck (Su)
At 5th level, the gambler learns to gamble with fate, compelling an enemy to risk their fortune—and potentially turning the tables on himself.
As an immediate action, the gambler can target a creature within 30 feet that has successfully made a saving throw against an effect from the gambler or one of his allies. The creature must roll the saving throw again at the same DC. If the second roll fails, the creature suffers the full effects as though it had failed the original save. However, if the creature succeeds again, the gambler suffers the effect instead. If the effect has a duration, it lasts on the gambler until the end of his next turn.
A gambler can use this ability a number of times per day equal to 3 + his Charisma modifier.
Coin Toss (Ex or Su)
Also at 5th level, the gambler masters an unconventional combat technique, transforming currency into deadly projectiles capable of harming foes through sheer force of wealth.
In the hands of a gambler, coins—whether gil, gro, or even MGP—become classified as thrown ammunition, with gil and gro possessing a range increment of 20 feet. When hurled, gros coins inflict 1d4 bludgeoning damage upon impact, while gil coins deal 1d6 bludgeoning damage. Throwing gil or gro in this way is considered an Extraordinary ability (Ex).
The magical essence of MGP amplifies the effects of this ability even further, imbuing attacks made with it with improved accuracy and explosive flair. MGP coins possess a range increment of 30 feet, target touch AC, and detonate upon contact to deal 1d6 in non-elemental damage. When throwing MGP, the gambler adds his Charisma modifier to the damage in place of his Strength (or Dexterity) modifier. MGP coins are lost upon being thrown, even when missing their target. Throwing MGP in this way is considered a Supernatural ability (Su).
Big Bluff (Ex)
At 6th level, the gambler unveils a cunning tactic, utilizing deception to turn the tide in negotiations.
Upon failing a Diplomacy skill check imposed upon him, the gambler may attempt a Bluff skill check at the same DC as a free action. Should he succeed, he orchestrates a subtle redirection of the diplomatic focus, allowing the gambler to choose a nearby creature to reattempt the Diplomacy skill check in his stead. The recipient of this ability holds the power to either embrace the gambler’s ruse or reject it, potentially exposing the gambler’s folly for all to see (thereby dismissing the imposed Diplomacy skill check on them).
Lucky Sevens (Su)
At 7th level, the gambler’s affinity for fortune reaches a remarkable peak, where the mere sight of the number seven becomes a beacon of auspicious luck.
When rolling a d20, the gambler can treat any roll of 7 as if it were a 20.
Read ‘Em Like a Book (Ex)
At 8th level, the gambler’s sharp instincts allow them to instantly unravel the true motives of others, discerning hidden agendas with a single, penetrating glance.
The gambler can use a Sense Motive skill check in place of an Acrobatics skill check to move through threatened squares.
Additionally, the gambler may choose to take 10 on all Sense Motive skill checks, even when under pressure or distracted.
Pocket Pair (Ex)
At 9th level, the gambler, with a deft flick of the wrist and a beguiling grin, utilizes a technique that grants him the ability to throw two cards simultaneously with great precision.
When performing a full-attack action with throwing cards, his first attack launches two cards at his target. If the attack hits, both cards hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses apply to each card, as do other damage bonuses. Damage reduction and resistances apply separately to each card.
Double or Nothing (Su)
At 10th level, the gambler harnesses his boldest instincts, daring to risk everything when he feels the odds are in his favor.
Once per day, instead of wagering a certain amount of MGP, the gambler can choose to wager all of the MGP in his possession.
Snake Eye (Su)
At 11th level, the gambler learns to turn even the dreaded “Snake Eye” into a calculated advantage when the stakes are high.
As a free action, the gambler can expend an additional use of his Phantom Roll ability to assume a roll of 1 for his next Double-Up.
Ace in the Hole (Su)
At 12th level, the gambler masters the art of holding a hidden advantage, ready to sway the outcome in critical moments.
When the gambler rolls the maximum possible value on a die, he may bank that die as his ace in the hole for later use. At any time after rolling a die of the same type, but before the result is revealed, the gambler can replace that roll with any value within its range as a free action, expending the ace in the hole die in the process.
The gambler may bank only one die of each type (e.g., d6, d20, etc.) as his ace in the hole at a time. This ability cannot be used when rolling for hit points.
Twist of Fate (Su)
At 14th level, instead of entrusting in his own ability, the gambler can leave his target’s fate to chance.
As a free action, when using an ability or effect that requires a saving throw, the gambler may choose to roll a 1d3 instead of imposing the ability’s usual saving throw type on his target(s). On a roll of 1, the target must make a Fortitude save; on a 2, a Reflex save; and on a 3, a Will save. If multiple effects with different saving throws are being imposed, this ability changes all imposed saving throw types to match the result of the roll.
Crooked Cards (Su)
At 15th level, the gambler masters the art of bending the odds in his favor, daring to manipulate fate with a crooked hand, even at the risk of dire consequences.
As a swift action, the gambler can activate this ability to increase the bonus of his next Phantom Roll that takes place on his turn by half. This ability must be declared before attempting a new Phantom Roll. If the roll results in an unlucky bonus, the increase does not apply, and if the gambler busts (rolls above an 11), he instead suffers the effect with a penalty equal to the negative value of the unlucky bonus for the duration of 1 minute.
Cutting Cards (Su)
At 17th level, the gambler gains the ability to influence the flow of time and fate for his allies, granting them a crucial moment to recover and act decisively.
Once per round as a free action, the gambler can grant an ally (including the gambler himself) within 30 feet who has expended their upcoming swift action by means of using an immediate action the chance to regain that swift action at the start of their next turn.
The gambler may use this ability up to 3 times per day.
Felicity (Su)
At 20th level, Lady Luck herself begins to take notice of the gambler’s exploits, granting both him and his allies a divine providence.
The range of the gambler’s Phantom Roll ability increases to 40 feet, and both the gambler and his allies may maintain up to two Phantom Roll effects simultaneously.
Furthermore, the gambler can bestow two different Phantom Roll effects with a single action, using the same set of dice rolls. This consumes two daily usages of Phantom Roll for each affected target.
Favored Class Bonuses
Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race who have gambler as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.
- Al Bhed: Add +1/4 MGP to the gambler’s maximum bet limit.
- Bangaa: Add +2 to the gambler’s MGP capacity.
- Dwarf: Add +1/2 to Profession (gambling) skill checks.
- Elvaan: Add +2 to the gambler’s MGP capacity.
- Galka: Add +1/2 to Profession (gambling) skill checks.
- Gria: Add +1/4 MGP to the gambler’s maximum bet limit.
- Half-Breed: Add +1/4 MGP to the gambler’s maximum bet limit.
- Hume: Add +1/2 to Bluff skill checks made to feint an opponent.
- Immortal: Add +1/4 MGP to the gambler’s maximum bet limit.
- Mithra: Add +1/6 to the gambler’s initiative rolls.
- Moogle: Add +2 to the gambler’s MGP capacity.
- Namazu: Add +1/4 MGP to the gambler’s maximum bet limit.
- Seeq: Add +1/2 to Profession (gambling) skill checks.
- Tarutaru: Add +2 to the gambler’s MGP capacity.
- Varg: Add +1/2 to Bluff skill checks made to feint an opponent.
- Viera: Add +1/4 MGP to the gambler’s maximum bet limit.
Archetypes
- A complete list of gambler archetypes can be found here: Gambler Archetypes