Latest NewsKefka Icon

A good size update!

Home > Classes > Base Classes > Gambler >

Gambler Gambits

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 GambitBenefits
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).
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 an action and have to take the worse of the two rolls. If the enemy rolls a natural 1 on either roll, the gambler regains his spent luck point.
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. 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. Failure means the critical hit is no longer confirmed.
Entropy Shield (Su)By 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.
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. 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)Prerequisite(s): Ill-Fortune gambler gambit
By 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. 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 Strike (Ex)Prerequisite(s): Fortune’s Strike gambler gambit
Even 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.
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.
Stacking the Odds (Su)The gambler’s intuitive luck and experience lets him increase his chances and push the envelope of fate further than ever. As a swift action, he has the choice of spending either 1 luck point for an extra move action, 2 luck points for an extra standard action, or 3 luck points for an extra full round action once per turn. This ability cannot be spent upon more than once a turn.
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.