I know Bozwevial already made one, but I've got players that have trouble keeping track of wizard spells and I can't quite trust them with a maneuver wheel of fortune. This class is meant to be self-contained (no subsystem references) with a high skill floor, and should increase in complexity as the character advances in level to help circumvent option paralysis at low levels.
HD: d4
Skills: The gambler's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points: 6 + Intelligence modifier, x4 at first level.
You're probably going to want full ranks in Profession (Gambler) and Bluff.
Table: The GamblerLevel | BAB | Fort | Ref | Will | Special | Ante Dice | Lucky Break Points |
1 | +0 | +0 | +2 | +0 | Gambling Basics, Lucky Break | -- | 3 |
2 | +1 | +0 | +3 | +0 | Mystic Fortune 1/day, Skill Focus | -- | 6 |
3 | +1 | +1 | +3 | +1 | Improved Feint, Up the Ante | 1d6 | 9 |
4 | +2 | +1 | +4 | +1 | Gambler's Eye | 2d6 | 12 |
5 | +2 | +1 | +4 | +1 | Gambler's Hunch, Sharpened Wit | 3d6 | 15 |
6 | +3 | +2 | +5 | +2 | Mystic Fortune 2/day | 4d6 | 18 |
7 | +3 | +2 | +5 | +2 | Dirty Fighting | 5d6 | 21 |
8 | +4 | +2 | +6 | +2 | Never a Bad Hand | 6d6 | 24 |
9 | +4 | +3 | +6 | +3 | The House Always Wins | 7d6 | 27 |
10 | +5 | +3 | +7 | +3 | At a Glance | 8d6 | 30 |
11 | +5 | +3 | +7 | +3 | Mystic Fortune 3/day, Stacked Deck | 9d6 | 33 |
12 | +6/+1 | +4 | +8 | +4 | | 10d6 | 36 |
13 | +6/+1 | +4 | +8 | +4 | Killer Flourish | 11d6 | 39 |
14 | +7/+2 | +4 | +9 | +4 | | 12d6 | 42 |
15 | +7/+2 | +5 | +9 | +5 | Magic Trick, Quickstep | 13d6 | 45 |
16 | +8/+3 | +5 | +10 | +5 | Mystic Fortune, 4/day | 14d6 | 48 |
17 | +8/+3 | +5 | +10 | +5 | Faster than the Eye, Destiny | 15d6 | 51 |
18 | +9/+4 | +6 | +11 | +6 | | 16d6 | 54 |
19 | +9/+4 | +6 | +11 | +6 | Fool the Universe | 17d6 | 57 |
20 | +10/+5 | +6 | +12 | +6 | Twist of Fate | 18d6 | 60 |
Weapon and Armor Proficiencies: The gambler is proficient with simple weapons and light armor, but not shields.
Gambling Basics: Before assigning skill points from his first level, the gambler puts 1 rank each in Profession (Gambler) and Bluff. These do not count against the skill points he spends otherwise.
Lucky Break (Su): Gamblers are born lucky. The gambler gains a pool of temporary hit points called Lucky Break Points. These points act just like temporary hit points and are lost first when the gambler takes damage. Lucky Break Points reset to their maximum value after the gambler rests for 8 hours.
The gambler's maximum Lucky Break Points are equal to the sum of the points granted by his class level (see Table: The Gambler above) and his Charisma modifier. Whenever the gambler would gain healing or temporary hit points from a source, he instead increases his Lucky Break Points by the same amount if there is room. Any difference in healing or temporary HP after that is then applied normally.
Mystic Fortune (Su): The level 2 gambler's skill with dice and cards go beyond those of normal men. Once per day, he can reactively perform one of the following actions. Profession (Gambler) checks made with this ability do not benefit from competence bonuses, and must be made before the original roll would be. The gambler gains an additional daily use of Mystic Fortune at levels 6, 11, and 16. He can refresh a single daily use of this ability if any creature in his line of sight with the same or greater number of hit dice as him rolls a natural 1 or a natural 20 (on a d20, you little munchkin) as part of a swift, move, standard, or full-round action. For this reason, gamblers tend to carry around dice or other games that they play in order to keep their luck going.
- Replace an initiative check with a Profession (Gambler) check.
- Replace a saving throw with a Profession (Gambler) check.
- Use cheat as a spell-like ability with a caster level equal to his ranks in Bluff.
- (Level 4 minimum) Replace a roll defending against a combat maneuver with a Profession (Gambler) check.
- (Level 6 minimum) Replace his armor class with a Profession (Gambler) check against one attack. This replaces his flat-footed and touch AC as well, but any other penalties to AC (such as from being shaken, or his Up the Ante class feature) still apply.
- (Level 8 minimum) Replace his spell resistance (even if he does not have any) with a Profession (Gambler) check against one spell.
- (Level 10 minimum) Enter a surprise round that he did not get to participate in. If there is no surprise round, he instead participates in it alone but is only allowed a move action.
- (Level 12 minimum) Reduce a single instance of damage (of any type, from any source) by the result of a Profession (Gambler) check.
- (Level 13 minimum) Receive the benefit of a single spell cast by a High Risk target within your line of sight. You can only benefit from a single spell at a time this way.
- (Level 14 minimum) Remove one condition or effect currently affecting him. The gambler must be at least slightly aware to use this ability, thus he cannot use it when dead or unconscious but he can use it when confused or frightened.
- (Level 16 minimum) Gain a 50% miss chance against one attack that originates from more than 5 feet away from the gambler.
- (Level 18 minimum) Allow himself and any allies within line of sight to enter a surprise round that they did not get to participate in. If there is no surprise round, they instead participate alone but are only allowed a move action.
Skill Focus: At level 2, the gambler gains Skill Focus (Profession (Gambler)) as a bonus feat.
Improved Feint: At level 3, the gambler gains Improved Feint as a bonus feat.
Up the Ante (Ex): Life without risk is boring. The level 3 gambler can add a little risk to their life as a swift action, selecting any number of targets within line of sight and declaring them to be High Risk for 1 round. Whenever a gambler attacks a target he declares to be High Risk, he deals bonus damage damage equal to 1d6 + his Charisma modifier. However, the gambler's AC is considered 4 lower while he is being attacked by a High Risk target. This damage increases by 1d6 at each gambler level after 3rd (see Table: The Gambler).
Gambler's Eye (Ex): At level 4, the gambler learns to use his profession in other ways. The gambler can replace his Sense Motive, Appraise, and Search checks with Profession (Gambler) checks. If he has at least 5 ranks in any of these skills normally, he gets a +2 synergy bonus on his check.
Gambler's Hunch (Sp): Sometimes you just know something's going to go down. level 5 gambler can use
omen of peril at will, with a caster level equal to his ranks in Profession (Gambler).
Sharpened Wit (Ex): A 5th-level gambler gets even better at stabbing people with his charm. He can add his Charisma modifier to attack rolls against targets he declares to be High Risk.
Dirty Fighting (Ex): At level 7, when a gambler successfully feints against a target, he can make a free attack against them as part of the same action. He cannot use this against a target whose BAB or Sense Motive ranks are greater than his ranks in Bluff.
In addition, the gambler reduces penalties for feinting against nonhumanoids and creature of animal intelligence by 4 (minimum penalty of 0). If it would normally be impossible to feint against a creature, the gambler can do it at a -8 penalty.
Never a Bad Hand (Su): The 8th-level gambler learns to leverage his skills everywhere, no matter what he does. When making an attribute or skill check, he can replace the relevant ability score being used with his ranks in bluff (calculate the modifier from bluff ranks accordingly).
The House Always Wins (Ex): The level 9 gambler knows how to put the pressure on someone if they get too close. The gambler's reach is treated at 5 feet larger against High Risk targets.
At a Glance (Su): At level 10, the gambler is no fool. When observing a creature or object casually, he can identify creature type, alignment characteristics, and magic aura as though he had been studying the creature or object for three rounds with an appropriate
detect spell. This does not grant other capabilities of the
detect spells, such as sensing the number of creatures of a given type or the auras of things that the gambler cannot normally see.
Stacked Deck (Ex): Everything seems to go the gambler's way when the chips are down. When making an attack roll, the gambler can roll twice and take the higher result.
Killer Flourish (Ex): When feinting, the gambler can take a longer action than normal (Free -> Swift -> Move -> Standard -> 1 round -> x2 rounds after) in order to feint against all enemies within his reach.
In addition, the gambler does not take a penalty for feinting against a nonhumanoid creature or a creature of animal intelligence, and only takes a -4 penalty when feinting when it would normally be impossible.
Magic Trick (Su): The gambler can bluff everything, even magic items. He can substitute spellcraft and use magic device checks with a bluff check, and may make these checks even if untrained.
Quickstep (Ex): The gambler may make an addition 5 foot step each turn as a free action.
Faster than the Eye (Ex): The gambler's ability to trick other creatures is almost unconscious. He may feint as a swift action.
Destiny (Sp): As a swift action, the gambler can benefit from
greater arcane sight and
true seeing for 1 round.
Fool the Universe (Sp): At all times, the gambler benefits from
greater invisibility with a caster level equal to his hit dice.
Twist of Fate (Su): When a gambler is about to die, he gets to make one more chance to make a gamble. He can add his Profession (Gambler) and Bluff modifiers together to make a check against DC 100. If he succeeds, he avoids the effect that would kill him and is instead transported d% miles away in a random direction.