Description: In every heart of an adventurer, there is the spirit of a high risk player hoping to bet everything against lifes expectancies. With it, comes the stakes of challenging fate and hoping to win big, or risk everything including your life in the end. When you think this, you think the tell tale catch all word that comes to mind. That word, is Gambling. The best of the best are those who harness the good, and bad, that luck brings to life, and yet they too risk more than others who wield such a chaotic nature of unpredictable destiny. To them, fate is just a gaming table you throw your cards on when you wanna hold your action, play your hand, or fold under pressure. However, life itself is more unpredictable than one will think when playing such a dangerous game.
Special: The following methods listed are available to use for entering this Prestige Class;
Lightning Reflexes, Improved Lightning reflexes
Greater Fortitude, Improved Greater Fortitude
Iron Will, Improved Iron will
Have access to the Luck Domain
skills: 4 + Intelligence bonus per level
Bluff, Diplomacy, Disguise, Intimidate, Knowledge (local), Profession, Sense motive, Sleight of Hand
|2||1||1||2||1||Lucky Aura +1/-1,|
|3||2||1||2||1||Lucky Assist, Cashing out|
|4||3||1||3||1||Evasion, Bad Draw|
|5||3||2||3||2||Lucky Aura +2/-2, Second Chances, Stacking the odds|
|6||4||2||4||2||Double Down, All in bet|
|8||6||3||5||3||Lucky Aura +3/-3, Sleight of Chance|
Weapons and Armor:
A gambler is proficient with no weapons or any armor or shields
Dealing in (Su): Alright fellas let's get this game started cause I'm feeling lucky.
At 1st level, the lean and sway of fates grasp begins to weave in the gamblers hand, guiding him to his start of fortune by a thread of extra luck. The gambler begins play each day with a pool of luck that acts as his lifeline in fate, granting them a bonus point of luck points on occasion. These points can be used to re-roll one d20 roll per point. They must accept the second roll, whether it is worse or not. Every level after 1st, they gain an extra point in their pool to use per day. A gambler can recharge his allotment of temporary points after 8 hours of rest and 1 hour of mental preparation.
Lucky Aura (Su): When they call for someone to be their lucky charm, they call me…
At 2nd level, when a gambler is aiding and abiding his allies in combat, they tend to get an air of luck which rivals that of misfortune. The gambler can increase any and all of their d20 rolls by +1, as well as grant their bonus to any ally within 30 ft of them. Alternatively, they can change the bonus into a penalty for enemies within 30 ft as a swift action. Only one option or the other can be active at any time. This bonus increases by +1/-1 at 5th level and 8th level.
Lucky Assist (Su): What can I say, I just happened to be around.
At 2nd level, there is no such thing as a gamble you can take alone when others are around. When spending a point from your luck pool, you can grant an ally within 30 ft the ability to re-roll a d20 roll as an immediate action. This ability can only effect allies within 30 ft, and can only be used once per turn.
Cashing Out (Su): Well, been a fun game, but even I have my limits.
At 3rd level, a gambler knows when to risk or when to quit, even in the most extreme of acts that would deem it necessary to back away. When expending a point from their luck pool, they can avoid any and all AoO's taken in combat for one round.
At 4th level, the gambler gains the Evasion ability. If they have Evasion from a previous level in another class, then they gain the Improved Evasion ability instead.
Bad Draw (Su): Oooo bad luck on that bust…wanna try again?
At 4th level, the gamblers impecable lucky aura can cause other enemies within range of 30 ft to feel rather lack of fate in the air. When spending a luck point from your pool, you can cause an opposing enemy target within 30 ft to roll twice on an action and have to take the worse of the two rolls. If the enemy rolls a nat 1 on either roll, you regain your spent luck point.
Stacking the odds (Su): Alright boys let's anti up the pot shall we?
At 5th level, the gamblers intuitive luck and experience lets them increase their chances and push the envelope of fate further than ever. You have the choice of spending either 1 point for an extra move action, 2 points for an extra standard action, or 3 points for an extra full round action once per turn. This ability cannot be spent upon more than once a turn.
Second Chances (Ex): Some say they're lucky. I say I'm luckier
At 5th level, when a gambler is going against odds that often seem hopeless, they just grin and take it in stride rather than in worry. When spending a point from their pool to Re-roll a d20, they can instead choose the highest of the two d20 rolls rather than just take the result of the second d20.
Double Down (Ex): Come on daddy needs a new pair of criticals!
At 6th level, a Gamblers fortune of action takes on the mass of action against all odds around them. When rolling to confirm a critical hit, you may spend one point from your luck pool to auto-confirm your critical. This can only be done for one attack only per turn. Additionally, a gambler can spend two points from their pool to increase the critical modifier of their weapon for that one attack by +1.
All in bet (Su): You call, I raise, and I don't hold back when I do.
At 6th level, a gambler knows when his chances of success can be rudimentary or ultimately in ruin. When spending a point from their luck pool, a gambler can double their lucky aura bonus for up to 1 round / gambler level. Thus, a +2 aura can become a +4, or a -2 aura can become a -4.
Chance Evasion (Ex): I dare ya to land a hit on me…
At 7th level, it is sometimes considered crazy to have a gambler put their life on the line for someone else. But when that life is otherwise being challenged by an opponent, then lucks fortune tends to take a turn for the better…or worse. By spending a point from their luck pool, the Gambler can force any opponent that attacks them to roll twice during their attacks. The enemy then has to take the worse of the two rolls afterwords. This ability lasts for only one round up to your next turn.
Sleight of chance (Su): You never waste good luck when you got it…
At 8th level, a gamblers streak of luck is a precious thing that shouldn't be wasted. If luck were to run out prematurely, it would end the gamblers career as well as his life. When spending a point from your luck pool, you can roll a flat d20 roll with a DC of 11. If successful, you don't loose a point of luck from your luck pool for that moment.
Deadly Gamble (Ex): What can I say…Better lucky than dead.
At 9th level, People will be surprised if the Gambler can gain the uncanny ability to dodge away from death like it was an utmost insincerity to fate doing so. When a character is at the point of death, they can spend 1 point from their luck pool to stabilize at negatives and retain their life. That characters status is then set to unconscious and stabilized at -1 Hit point.
Triple Jackpot (Su): When I hit a jackpot, I try to hit it BIG baby!
At 10th level, The Gamblers epitome of luck brings him to higher heights than any mortal can conquer. Be it by chance or by destiny, it was as if lady luck herself was by their side. Once a day, when a Gambler rolls against a save DC vs a spell effect, they can expend 3 points from their gamblers luck pool to roll that save 3 times. If one of the 3 saves succeed, they pass the DC normally. If two of the 3 saves succeed, then they become highly resistant to said spell effect on that particular save with a bonus of half their Gambler level the next time they save against it within 24 hours. If three of the 3 saves succeeded, then a gambler is considered immune to said spell effect for the duration of 24 hours for that day. After 24 hours, they loose their immunity to that spell effect.
Alternatively, By spending 3 points from your luck pool you can choose to roll a single attack on a standard action three times. If one attack out of 3 is a hit, you deal regular damage. If two attacks out of 3 is a hit, you automatically critical. If three attacks out of three is a hit, then the target enemy must make a fortitude save of DC 10 + gambler level + charisma modifier or die instantly.
You can only choose one of the two options once per day.