In some lands, there are strict laws against gambling. The dice don’t stop clicking, it is simply moved away from the eyes of the law. Hidden away in back rooms, playing cards with obscure meanings, and a way to pull up stakes should the authorities catch wise. The itinerant bakuto drifts from town to town, always on the lookout for a chance to win big.
The bakuto is an archetype of the gambler class.
Archetype Main Ability Scores: The bakuto mainly focuses on DEX for martial combat and CHA for his class features.
Archetype Feature Replacements: 1st – Weapon Proficiencies, Limit Break (Roulette), Phantom Roll. 2nd – Gambler Talents. 3rd – Slots, Joker’s Aim. 4th – Gambler Talents. 5th – Press Your Luck. 6th – Gambler Talents. 7th – Lucky Sevens. 8th – Gambler Talents. 9th – Pocket Pair. 10th – Gambler Talents. 11th – Snake Eye. 12th – Ace in the Hole, Gambler Talents. 14th – Gambler Talents. 15th – Crooked Cards. 16th – Gambler Talents. 17th – Cutting Cards. 18th – Gambler Talents. 20th – Felicity, Gambler Talents.
Weapon Proficiencies
A bakuto is proficient with all simple weapons, fighting fans, and throwing cards.
This modifies the gambler’s normal weapon proficiencies.
Limit Break (Su)
At 1st level, the bakuto receives the Limit Break (Cee-lo).
Cee-lo (Su): This Limit Break calls upon the gaze of Lady Luck, giving her witness to a great gamble by the bakuto. He rolls 3d6 and consults the table below for the effect. He may choose targets after he has determined the effect of his dice. The DC for any saving throws is 10 + half of his gambler level + his Charisma modifier.
| Combination | Effect |
| 6-6-6 or 4-5-6 | The bakuto may cure all allies within 30 feet of damage equal to 10 hit points per gambler level, or he may harm all opponents within 30 feet with non-elemental damage equal to 10 points of damage per gambler level. A successful Fortitude save halves this damage. |
| 1-2-3 | The bakuto is dazed for 1d4 rounds. |
| Triples (except all 6s) | The bakuto may grant an ally within 30 feet a luck bonus equal to the value of one of the dice to either attack rolls or saving throws. This lasts for 1 round + 1 round per four gambler levels after the 1st. |
| Pair (such as 2-2-any other number) | The bakuto may grant an ally within 30 feet a luck bonus equal to the value of one of the paired dice to a single attack roll or saving throw. This lasts for 1 round + 1 round per four gambler levels after the 1st or until used. The bakuto also gains MGP equal to the value of the unpaired die-1. |
| Any Other Combination | The bakuto gains MGP equal to the sum of the dice and restores the same amount of HP to himself or an ally within 30 feet. |
This ability replaces the limit break (Roulette).
Sneak Attack (Ex)
At 1st level, if a bakuto can catch an opponent when she is unable to defend herself effectively from his attack, he can strike a vital spot for extra damage. The bakuto’s attack deals extra precision damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the bakuto flanks his target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 gambler levels thereafter. If he gains the sneak attack ability from another source, the bonuses stack. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a bakuto can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty. The bakuto must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A bakuto cannot sneak attack while striking a creature with total concealment.
This ability replaces phantom roll.
Ninja Training (Ex or Su)
At 2nd level, whenever the bakuto would gain a gambler talent, he may instead gain a ninja trick. A bakuto treats his gambler level as his ninja level for the purpose of these tricks, and he may select master tricks at 12th level. Any ninja tricks that affect ninjutsu cannot be selected by the bakuto.
- A complete list of ninja tricks can be found here: Ninja Tricks
These abilities may replace gambler talents.
Cho Han (Su)
At 3rd level, a bakuto can call upon his powers of luck to make certainty uncertain. When a creature within 30 feet of the bakuto makes a d20 roll and either passes or fails the check/action/save, he may compel that creature as an immediate action to bet on odd or even. The bakuto then rolls 2d6, and reveals the resulting sum, declaring whether it is an odd or even number. If the targeted creature guessed correctly, the check/action/save succeeds. If the targeted creature guessed incorrectly, the check/action/save fails. A bakuto may also Bet on the outcome of this roll as if it was a d20 roll, declaring his Bet when the creature guesses odd or even, before the 2d6 is rolled. This ability can’t be used on checks that can’t meaningfully succeed or fail (i.e., a skill check the character couldn’t meet the DC of even with a natural 20) and cannot be affected by the Nudge gambit. The bakuto may use this ability a number of times per day equal to 3 + his Charisma modifier.
This ability replaces slots.
Paper Tiger (Ex)
Also at 3rd level, the bakuto can make the innocuous much more threatening. The bakuto gains a +1 bonus on attack and damage rolls with fighting fans and throwing cards. This bonus increases by +1 for every five gambler levels beyond 3rd (up to a maximum of +4 at 18th level).
This ability replaces joker’s aim.
Debilitating Injury (Ex)
At 5th level, whenever a bakuto deals sneak attack damage to a foe, he can also debilitate the target of his attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a ninja trick or other special ability). The bakuto can choose to apply any one of the following penalties when the damage is dealt.
- Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the bakuto. At 11th level and 17th level, the penalty to AC against attacks made by the bakuto increases by –2 (to a maximum of –6).
- Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the bakuto. At 11th level and 17th level, the penalty on attack rolls made against the bakuto increases by –2 (to a maximum of –6).
- Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
This ability replaces press your luck.
Masterful Feint (Ex)
By 7th level, the bakuto can feint as a swift action instead of a standard action. Additionally, when a bakuto successfully feints an opponent, that opponent is denied its Dexterity bonus to AC against all attacks that he makes until the start of his next turn.
This ability replaces lucky sevens.
On The Lam (Ex)
At 9th level, a bakuto learns that the best way to avoid the long arm of the law is to avoid staying in one place for too long. The bakuto and his companions increase their overland travel speed by 1.5x normal. This does not increase their base land speed or apply during combat. In addition, a number of times per day up to the bakuto’s Charisma modifier, he may gain a +20 circumstance bonus to movement speed and a +2 dodge bonus to AC as a swift action. These bonuses last for 1 round.
This ability replaces pocket pair.
Richi (Su)
At 11th level, a bakuto can draw upon the lucky fortune of matching values, even in the most dire or abstract circumstances. When a single ability causes three or more damage dice to land on the same value (such as a sneak attack or a single cast of firaga), once per round as a free action that can be taken even outside of his turn, the bakuto can gain a luck bonus equal to his Charisma modifier on one of the following; attack rolls, Fortitude saves, Reflex saves, Will saves, or skill checks. This luck bonus lasts for a number of rounds equal to the value of one of the matching dice. This only takes into account groups of dice with the same number of sides, and only after any rerolls of dice (if any). The bakuto may use this ability up to 3 times per day.
This ability replaces snake eye.
Reading the Room (Ex)
When things come down to chance, the bakuto knows it’s best to know what your opponent is thinking, both in matters of stolen kong and when blades are drawn. At 12th level, the bakuto is able to inflict sneak attack damage on creatures with concealment and total concealment. This ability does not affect his chance to hit, the bakuto must still hit his target with an attack to sneak attack.
This ability replaces ace in the hole.
Irezumi (Su)
At 15th level, the bakuto gains a tattoo on his back, a masterful work of art that reveals the essence of his soul in its meaning. Fortune favors him more easily with this tattoo, able to reach his very soul through his back. Whenever the bakuto gains MGP through a successful bet, he doubles the MGP he wins. The total is doubled after all other increases to payout. At 20th level, the total MGP payout is instead tripled. The exact method of gaining the tattoo is left up to the bakuto – he may visit a skilled tattoo artist or perhaps it simply begins forming one day, or some other method he chooses.
This ability replaces crooked cards and felicity.
On The Run (Ex)
At 17th level, the overland movement speed bonus granted by on the lam is increased to double that of normal instead of 1.5x normal. In addition, the circumstance bonus to movement speed increases to +40 and the dodge bonus to AC increases to +4.
This ability replaces cutting cards.
