Gambler "Look, I'm willing to concede the possibility that I'm insane so long as you concede that I am both alive and, as of ten seconds ago, fabulously wealthy."Luck, be a lady tonight.
MAKING A GAMBLER Luck can't get you as far as skill can. It's a good thing you have both.
Abilities: Charisma, baby. Face is everything for you. Intelligence is also good for various skills, and your other physical stats are useful too.
Races: Humans, halflings, and gnomes tend to be the most commonly encountered gamblers, although rumors exist of one illithid who made a killing in Sigil's casinos.
Alignment: Any.
Starting Gold: 5d4x10 (125 gp)
Starting Age: As rogue.
Class SkillsThe Gambler's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Disable Device (Int), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (local, nobility and royalty) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), and Tumble (Dex).
Skill Points at 1st Level: (6+Int) x 4
Skill Points at Each Additional Level: 6 + Int
Table: The Gambler | HD: d8 |
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Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
| | | Base Attack Bonus | +0 | +1 | +2 | +3 | +3 | +4 | +5 | +6 | /+1 | +6 | /+1 | +7 | /+2 | +8 | /+3 | +9 | /+4 | +9 | /+4 | +10 | /+5 | +11 | /+6 | /+1 | +12 | /+7 | /+2 | +12 | /+7 | /+2 | +13 | /+8 | /+3 | +14 | /+9 | /+4 | +15 | /+10 | /+5 |
| | | Fort Save | +0 | +0 | +1 | +1 | +1 | +2 | +2 | +2 | +3 | +3 | +3 | +4 | +4 | +4 | +5 | +5 | +5 | +6 | +6 | +6 |
| | | Reflex Save | +2 | +3 | +3 | +4 | +4 | +5 | +5 | +6 | +6 | +7 | +7 | +8 | +8 | +9 | +9 | +10 | +10 | +11 | +11 | +12 |
| | | Will Save | +0 | +0 | +1 | +1 | +1 | +2 | +2 | +2 | +3 | +3 | +3 | +4 | +4 | +4 | +5 | +5 | +5 | +6 | +6 | +6 |
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Special | Layout 3x3, High Roller, Beginner's Luck | Uncanny Dodge | Playing the Rush | Evasion, Layout 3x4 | Lucky Hunch | Doubling Down | Improved Uncanny Dodge | Savvy Scoundrel, Layout 4x4 | Jack of Hearts | Skill Mastery | Improved Evasion | All or Nothing, Layout 4x5 | Ace of Hearts | Letting It Ride | Daredevil Intuition | Jackpot, Layout 4x6 | Endless Roulette | Losing Is For Suckers | Never Tell Me The Odds | Cashing Out |
| | | Maneuvers Known | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 24 | 24 | 25 | 25 |
| | | | Stances Known | 1 | 1 | 1 | 2 | 2 | 2 | 2 | 2 | 2 | 3 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 |
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Weapon and Armor Proficiencies: Gamblers are proficient with all simple weapons and all martial melee weapons, including thrown weapons. They are proficient with light armor, but not with shields.
Maneuvers: A gambler begins her career with knowledge of nine martial maneuvers, chosen from the
Coin’s Edge,
Oncoming Storm,
Dancing Fox, and
God Slash disciplines. The types of maneuvers she may learn are subject to the restrictions of her Layout, detailed below. A maneuver initiated by a gambler is considered an extraordinary ability unless otherwise stated in its description. A gambler’s maneuvers are not subject to spell resistance, and she does not provoke attacks of opportunity when she uses them.
A gambler learns additional maneuvers at higher levels, as shown on the table. At 4th level, and each even-numbered class level after that (6th, 8th, 10th, etcetera), she may also choose to learn a new maneuver in place of one she already knows. In effect, she loses the old maneuver in exchange for the new one. She can choose a new maneuver of any level she likes, as long as she observes the restriction on the highest-level maneuvers she can learn; she need not replace the old maneuver with a maneuver of the same level. She may not exchange a maneuver if doing so would prevent her from meeting her Layout restrictions (detailed below).
Layout: A gambler need not recover her maneuvers like other martial adepts. They are instead granted to her through circumstance, inspiration, and most of all, luck. At 1st level, the gambler’s Layout looks like this:
| 1 | 2 | 3 |
Strikes | Strike A | Strike B | Strike C |
Boosts | Boost A | Boost B | Boost C |
Counters | Counter A | Counter B | Counter C |
Each row contains maneuvers of a particular type (strikes, boosts, or counters). When she readies her maneuvers, she assigns them to slots in the Layout. She may not place a maneuver in an incompatible row. She also may not place the same maneuver in the Layout twice; each entry must be a separate maneuver. However, subject to these restrictions, she may arrange the maneuvers she knows through the Layout in any fashion she desires, and may change the placement of her maneuvers with five minutes of meditation, card shuffling, die rolling, or some other engrossing activity. If for some reason the gambler is unable to fill her Layout completely (such as by entering a prestige class which provides maneuvers known at a slower rate, or deliberately selecting more maneuvers of a given type than will fit in her Layout), she may leave Layout slots empty.
For the purposes of filling the Layout, maneuvers which have no type or have a type which does not fall under the standard three (strikes, boosts, and counters) may be placed in any slot.
At the start of each encounter, she randomly determines which column of her Layout is available to her. Each of the maneuvers in that column is granted to her either until she initiates and expends it or until the end of her turn. At the end of her turn, she again randomly determines which column’s maneuvers are granted to her.
At 4th, 12th, and 16th level, she gains an additional column in her Layout, increasing its size to 3x4, 4x5, and 4x6, respectively.
At 8th level, she gains an additional Layout row, increasing the size of each column to four maneuvers. Unlike other rows, she may assign maneuvers of any type to the slots in this row.
For reference, the gambler's Layout at each level:
1st level: | 1 | 2 | 3 |
Strikes | Strike A | Strike B | Strike C |
Boosts | Boost A | Boost B | Boost C |
Counters | Counter A | Counter B | Counter C |
4th level: | 1 | 2 | 3 | 4 |
Strikes | Strike A | Strike B | Strike C | Strike D |
Boosts | Boost A | Boost B | Boost C | Boost D |
Counters | Counter A | Counter B | Counter C | Counter D |
8th level: | 1 | 2 | 3 | 4 |
Strikes | Strike A | Strike B | Strike C | Strike D |
Boosts | Boost A | Boost B | Boost C | Boost D |
Counters | Counter A | Counter B | Counter C | Counter D |
Any | Misc A | Misc B | Misc C | Misc D |
12th level: | 1 | 2 | 3 | 4 | 5 |
Strikes | Strike A | Strike B | Strike C | Strike D | Strike E |
Boosts | Boost A | Boost B | Boost C | Boost D | Boost E |
Counters | Counter A | Counter B | Counter C | Counter D | Counter E |
Any | Misc A | Misc B | Misc C | Misc D | Misc E |
16th level: | 1 | 2 | 3 | 4 | 5 | 6 |
Strikes | Strike A | Strike B | Strike C | Strike D | Strike E | Strike F |
Boosts | Boost A | Boost B | Boost C | Boost D | Boost E | Boost F |
Counters | Counter A | Counter B | Counter C | Counter D | Counter E | Counter F |
Any | Misc A | Misc B | Misc C | Misc D | Misc E | Misc F |
Stances known: A gambler begins play with knowledge of one 1st-level stance from any discipline open to her. At 4th, 10th, and 16th level, she can choose additional stances. Unlike maneuvers, stances are not expended or granted, nor are they randomly available to her. All the stances she knows are available to her at all times, and she can change the stance she currently uses as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, a gambler cannot learn a new stance at higher levels in place of one she already knows.
High Roller: All gamblers know the fine art of staking your living on a hand of poker or a throw of the dice. The gambler is always treated as having the maximum possible ranks for her Hit Dice in her Profession (gambler) skill.
Beginner's Luck (Ex): Gamblers know which end of a sword to hold. Poking it in the enemy's direction works unreasonably well for them. At 1st level, the gambler may use her Charisma modifier in place of her Strength modifier on melee attack rolls or in place of her Dexterity modifier on ranged attack rolls, up to a maximum of her class level. If she has or later receives another ability which also allows her to do this, she may instead add her Charisma modifier to her damage rolls, up to a maximum of her class level.
Uncanny Dodge (Ex): Nothing says "stop winning so much" like the other sort of blackjack. At 2nd level, the gambler retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses his Dexterity bonus to AC if immobilized. If the gambler already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.
Playing the Rush (Ex): Too much cockiness is bad. Except when you really are that good, in which case you get to gloat until you screw up. At 3rd level, the gambler may select three skills each day. She gains a competence bonus of +2 per three class levels to these skills. In addition, she may choose to treat any one skill check made with each of these skills as though she had rolled a 20. However, doing so means she no longer receives a competence bonus to that skill until she rests for eight hours (or receives an equivalent amount of rest) and selects new skills.
Evasion (Ex): Sensing which way the wind is blowing turns out to be a useful survival trait as well as a useful moneymaking trait. At 4th level, the gambler can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the gambler is wearing light armor or no armor. A helpless gambler does not gain the benefit of evasion.
Lucky Hunch (Sp): Your gut feelings are almost supernaturally precise about things. At 5th level, the gambler may use
augury and
cheat (Spell Compendium) twice each per day as spell-like abilities which take a standard action to use and have a caster level equal to her class level.
Doubling Down (Ex): Sometimes there's too much money on the table to cut and run. At 6th level, as an immediate action, the gambler may trigger a state where her force of personality imposes itself upon the world and keeps her alive in the face of unlikely odds. She gains a +4 morale bonus to Charisma and may add her Charisma modifier as a bonus to her saving throws and Armor Class. This state lasts 1+her (improved) Charisma modifier rounds, after which time she is fatigued until the end of the encounter. She may use this ability once per day, plus one additional time per day for every four class levels above 6th (two times at 10th level, three times at 14th level, etcetera).
Improved Uncanny Dodge (Ex): She who plays both sides of the table needs to know when to duck. At 7th level, the gambler may no longer be flanked. This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does gambler levels. If a character already has uncanny dodge from a second class, she automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Savvy Scoundrel (Sp): You have an incredible knack for knowing the odds and then promptly ignoring them. At 8th level, the gambler may use
divination twice per day as a spell-like ability which takes one minute to use and has a caster level equal to her class level.
Jack of Hearts (Ex): You are just too pretty for God to let you die. At 9th level, the gambler may use her Charisma modifier in place of her Constitution modifier to determine her hit points.
Skill Mastery (Ex): Table chatter and card sharping come as naturally to you as breathing does to normal folks. At 10th level, the gambler may take 10 when making a skill check with any Charisma-based skill even if stress and distractions would normally prevent her from doing so.
Improved Evasion (Ex): You know when to run. Hell, you started running half a second earlier. This ability works like the gambler’s evasion, except that while the gambler still takes no damage on a successful Reflex saving throw against attacks, henceforth she takes only half damage on a failed save. A helpless gambler does not gain the benefit of improved evasion.
All or Nothing (Ex): When the chips are down, you don't see
danger, you see
chips for the taking. At 12th level, the morale bonus to Charisma granted by the gambler's Doubling Down ability improves to +6, and while the ability is active, she gains DR/- equal to half her class level.
Ace of Hearts (Ex): Keep plowing through the rough spots and sooner or later you'll get a better hand. At 13th level, the gambler receives fast healing equal to her Charisma modifier, up to a maximum of her class level divided by three.
Letting it Ride (Ex): The stakes get bigger, and so do your wagers. At 14th level, the gambler may select five skills each day to which Playing the Rush applies.
Daredevil Intuition (Sp): Listening to the voice in your head might be a little odd, but it's worked for you so far. At 15th level, the gambler may use
contact other plane twice per day as a spell-like ability which takes a standard action to use and has a caster level equal to her class level. She may only ask one question per use of the ability, but she never needs to make an Intelligence check to avoid an Intelligence and Charisma decrease.
Jackpot (Ex): They'll have to invent a new lucky star just for you. At 16th level, any luck bonuses the gambler benefits from have their numerical value increased by one (for example, a robe of stars would provide her with a +2 luck bonus on all saving throws instead of the usual +1).
Endless Roulette (Su): You can't keep a good--okay, decent--alright alright, maybe-slightly-tarnished-but-otherwise-good--man down. At 17th level, the gambler may spend a swift action to act as though she were affected by
freedom of movement until the start of her next turn.
Losing Is For Suckers (Ex): Everything you touch turns to gold. Except for gold. That turns to
more gold. At 18th level, the gambler may select up to her Charisma modifier in skills each day to which Playing the Rush applies.
Never Tell Me The Odds (Sp): You've heard of misfortune. Generally, it's something that happens to other people. At 19th level, the gambler may use
choose destiny (Races of Destiny) once per day as a spell-like ability which takes a swift action to use and has a caster level equal to her class level.
Cashing Out (Ex): No untimely demise will get in the way of your aims. After all, there's still money that doesn't belong to you. At 20th level, should the gambler ever be killed, she returns to life one week later in the spot where she was slain as per
true resurrection.
PLAYING A GAMBLER"You know what would make this better?"
"If we weren't hanging off the edge of a giant gear, about to be crushed by its teeth?"
"You know what two things would make this better?"
"Blackjack and hookers?"
"Okay, four things now." Combat: Gamblers make remarkably good combatants, mostly because they themselves don't really know what they're doing until three seconds after they've jumped onto the other dragon.
Advancement: Gamblers often pick up a smattering of other talents, although they are almost uniformly drawn to high-risk, high-reward professions.
Resources: A gambler likes civilization, people with money, talking to people with money, and making those people have less money. They are very likely to know a great many people. Whether those people like them back is another story altogether.
GAMBLERS IN THE WORLD"How about if I'm Mr. Purple? That sounds good to me. I'll be Mr. Purple."
"We left the vault fifteen minutes ago."
"You have a cool-sounding name, look--"
"WE LEFT THE VAULT FIFTEEN MINUTES AGO" Daily Life: Despite the glitzy persona a lot of them like to put off, many gamblers actually never set foot in a casino, instead preferring to make bets directly with their lives by treasure-hunting, smuggling, or monster-hunting. The pay is generally better, but the clothes are worse and you can't get a decent drink.
Organizations: Gamblers tend to work poorly with other gamblers. You need at least one straight man around.
NPC Reaction"You know, you're right. Paying to have a trap put on the chandelier rope WAS the best money I ever spent." Gamblers don't really have a codified martial tradition. To the rest of the world, they're mostly indistinguishable from every other sap who thought he could make a quick buck, except that now it's the dozenth quick buck this week. Interestingly, the best partnerships between gamblers and their associates tend to come when the gambler is working with her polar opposite.
GAMBLERS IN THE GAME"Do you always drink whatever witch doctors offer you?"
"Ask me that again when the sun stops talking to me." Adaptation: Gamblers are probably going to favor campaigns with at least some opportunity for social skills. Even if you never set foot in a town, however, they're easily flavored as the risk-taking bravo who set out to make his fortune in the world.
Encounters: NPC gamblers make interesting rivals and interesting allies. The DM is therefore encouraged to make them both at once in the hopes of sparking an escalating competition that will be, if nothing else, memorable.