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At 2nd level, a gambler gains one gambler gambit. He gains an additional gambler gambit every even level thereafter. A gambler cannot select an individual gambler gambit more than once. Gambler gambits require a gambler to spend luck points.

Table: Gambler Gambits

Gambler GambitPrerequisitesBenefits
A Coin For Everything (Su)Gambler 6, Gil Toss class featureThe gambler learns how to ever so slightly modify his coins as he shoots them off to affect different weaknesses. As a swift action, as long as he’s using a coin beyond 1-gil, he can spend a Luck Point to change Gil Toss to bypass any Physical Material tag to any mundane special material. He cannot change it to any elemental damage type or non-elemental. If the gambler spends 2 luck points, this gil toss bypasses all DR.
All In (Su)By spending a luck point, as a swift action, the gambler risks damage to himself to cause maximum damage to an opponent. Before an attack roll is made, he flips a coin (use a coin flip or roll a 1d2). If he calls it correctly and then successfully hits his opponent with an attack roll, his attack deals maximum damage. If he misses, he provokes an attack of opportunity from any creature that threatens him and takes maximum damage from the next attack made by the targeted opponent (if that attack is made within one round).
Avert Disaster (Ex)Once per encounter, the gambler can turn a critical hit against him into a normal hit.
Bad Draw (Su)The gambler can cause other enemies within range of 30 feet to feel rather lack of fate in the air. By spending a luck point from his pool, as an immediate action, he can cause an opposing enemy target to roll twice on any d20 roll and take the worse result for 1 round. If the enemy rolls a natural 1 on either roll, the gambler regains his spent luck point.
Better Lucky Than Dead (Ex)Once per encounter, as an immediate action, the gambler gains a +5 luck bonus to any one saving throw until the start of his next turn.
Counterfeited Gold (Su)Gambler 4, Gil Toss class featureThe gambler, once per day, gains a 1,000-gil coin that he can throw. At 10th, 15th, and 20th level, he gains another use of this ability.
CrapshooterQuick Draw featThe gambler gains Ricochet Toss as a bonus feat. He does not have to meet the prerequities.
Critically Lucky (Ex)By spending a luck point, as a swift action, the gambler gains the benefit of the Critical Focus or Improved Critical feat with the weapon he is currently wielding even if he does not meet its prerequisites for 1 minute. By spending 2 luck points, he can also choose any single Critical Feat and gain the benefits of that feat, though he must still meet the prerequisites of that feat. However, for the purposes of these prerequisites his base attack bonus is consider being equal to his gambler level. If he spends 3 luck points, he can choose a second Critical feat and use the first feat chosen as part of the prerequisites for the second feat.
Double Down (Su)After the gambler makes a confirmed critical hit, the gambler can spend a luck point, as a swift action, to make another confirmation roll to increase the critical multiplier by two (to a maximum of x4). Failure means the critical hit is no longer confirmed.
Dumb Luck (Ex)Gambler 4The gambler is possessed of incredible luck and an uncanny ability to succeed where others would fail. He can use each of the following actions once per encounter as a standard action:

• Elude Enemy: The gambler makes a single melee or ranged attack against any target within his range. If he damages the target, he gains a +2 bonus to his AC against this target until the beginning of his next turn.
• Escape: The gambler makes a single melee or ranged attack against any target within his range. If that target successfully damages the gambler before the start of his next turn, he can immediately move 10 feet as an immediate action. This movement does not provoke Attacks of Opportunity.
• Make your Own Luck: The gambler makes a single melee or ranged attack against any target within his range. If he misses this target, he gains a +2 bonus on his next attack roll.
Expert's Fortune (Ex)Gambler 6, Beginner's Luck class featureThe gambler deals Charisma damage instead of Strength when using thrown weapons.
Fateful Footing (Ex)By spending a luck point, as a swift action, the gambler alters probabilities, making him extremely dexterous. He gains a +10-ft. enhancement bonus to his base speed and a +2 enhancement bonus to his Dexterity score. In addition, the gambler can also make a single opponent extremely clumsy reducing all its movement rates by 10 feet (to a minimum of 5 feet) and bestowing a –2 penalty to the target’s Dexterity score (minimum 1). A successful Will save (DC 10 + half of the gambler’s level + his Charisma modifier) negates these penalties for the opponent but not his bonuses. This effect lasts for a number of rounds equal to 1 + his Charisma modifier.
Fortune’s Favorite (Ex)The gambler has learned to rely on his luck to stay alive. He can spend a luck point, as a swift action, and add half his gambler level as a luck bonus on all saving throws he makes until the start of his next turn.
Fortune’s Strike (Ex)The gambler can spend a luck point, as a swift action, to increase his damage with his weapon for the next strike. Upon a successful hit, the gambler rolls 2d6. If the rolls are double 6’s, he does maximum damage (in addition to the 12 he just rolled) with the strike. If the rolls are snake-eyes (double 1’s), he stabs himself accidentally with his normal damage (including the 2 he just rolled). Any rolls between are the extra damage he does to the creature.
Good Karma (Ex)The gambler can use his luck to aid an ally—at the risk of his own neck. He can spend a luck point, as an immediate action, to redirect an attack made against an adjacent ally so that it is made against him instead. He must be within reach of the attacker (if a melee attack) or within range of the attack (if a ranged attack) in order to use this ability. The attack roll result remains the same, but it is against the gambler’s AC, rather than that of his ally. If the redirected attack hits the gambler, he takes an extra 50% damage from it.
Ill-Fortune (Su)By spending a luck point, as a swift action, the gambler imparts a streak of bad luck on the target within 30 feet. Any actions the target takes in the next round have a 50% chance of failing. A successful Will save (DC 10 + half of the gambler’s level + his Charisma modifier) negates this effect.
Improved Ill-Fortune (Su)Ill-Fortune gambler gambitBy spending a luck point, as a swift action, a gambler steals all the luck a creature possesses and gives it all of his bad luck. If he makes a successful attack (successful attack roll, and/or a failed saving throw), he permanently negates any and all luck bonuses the target benefits from and negates any luck penalties the gambler currently suffers from. In addition, any action the opponent takes has a 50% chance of failing that lasts for a duration of 1 round plus 1 round per three gambler levels. A successful Will saves (DC 10 + half of the gambler’s level + his Charisma modifier) negates this effect. The curse bestowed by this ability cannot be dispelled, but it can be removed with an esuna spell.
Lucky Shot (Ex)Once per day, the gambler can reroll an attack roll and take the better result. He can select this talent multiple times; each time he selects this gambit, he can use it one additional time per day.
Lucky Stop (Ex)A successful hit against the gambler is mitigated by an item he just happen to be wearing or carrying, or glances off his armor or clothing in just the right way. Once per encounter, as an immediate action, he can negate the damage from a single attack that would normally reduce him to 0 hit points.
Lucky Strike (Ex)Fortune’s Strike gambler gambitEven the greatest fighters, those who train and drill constantly, occasionally win through sheer luck, so why shouldn’t the gambler? He can spend a luck point, as a swift action, and add half his gambler level as a luck bonus on all attack rolls he makes until the start of his next turn.
More Luck Than Skill (Ex)The gambler may have some talent in a particular area, but he still depends on his luck to see him through. He can spend a luck point, as a swift action, and add half his gambler level as a luck bonus on all skill checks he makes until the start of his next turn.
One More Try (Ex)Slot Machine (Limit Break) class featureThe gambler knows when to push the odds to be even more extreme. When he rolls on the Slot Machine limit break, he may spend gil that is equal to or overpasses 100, spending a luck point on top of this, to roll again; maximizing any effect that this roll lands on, regardless of what he gets in the end.
Probability Field (Su)Gambler 6By spending a luck point, as a swift action, the gambler can cause a probability field to generate around him or an ally within 100 feet. This field deflects incoming arrows, rays, and other ranged attacks for 1 minute per gambler level. Each ranged attack directed at the subject, the attacker must make an attack roll has a 20% miss chance (similar to the effects of concealment). By spending 2 luck points, this miss chance increases to 50%. The actual intervening factor is subject to GM determination but the default is often a random animal or vermin native to the area moving into the line of fire at the wrong moment, a stone causing the subject to stumble ruining the lead time of targeting foe, or an odd gust of wind catching the projectile badly.
Safe Bet (Ex)Gambler 8The gambler no longer provokes attacks of opportunity for making ranged attacks.
Shot in the Dark (Ex)The gambler has a knack for shooting blind. He can spend a luck point, as a swift action, to ignore the penalties of blindness, concealment, or invisibility with his next shot with any projectile.
Sudden Opportunity (Ex)By spending a luck point, as an immediate action, a gambler can cause an attack of opportunity to occur just for him, this counts against his number of attacks of opportunity allowed in a round. Opponents subject to this attack of opportunity are considered flat-footed (against this one attack only).
Twist the Pattern (Ex)By spending a luck point, as a swift action, a gambler can take 10 as a swift action or take 20 as a full-round action on one singular skill check that can normally be performed in one round even if he is distracted. He can grant this benefit to a creature within 100 feet if the skill normally allows the creature to take 10 or take 20.
Uncanny Luck (Ex)Once per encounter, the gambler can consider any single d20 roll of 16 or higher to be a natural 20.
Unlikely Shot (Ex)Once per encounter, the gambler can reroll the damage of one attack, keeping the better of the two results.