pFFGambler

© Square Enix, Final Fantasy Opera Omnia

A gambler is a strange creature: Blessed with an unnatural amount of luck and esoteric favor. Some people may become gamblers by living a life full of risk, entreating the forces of luck to notice them. Others find themselves viewing their blessings as misfortunes: gifts of malicious entities trying to get a laugh out of their efforts. Gamblers cannot do the impossible, only the extremely improbable. However, in a world of magic nearly everything theoretically has a chance of happening, so when at the height of their powers, a gambler’s gifts can seem to warp the very nature of reality.

Role: Gamblers often serve as jacks-of-all-trades but relying on their luck rather than any true skill. In a combat encounter, gamblers are slippery damage dealers with unconventional utility for their allies. They can employ tricky maneuvers to provide a moment's distraction, then use their luck to upset the balance of power. A gambler's go-to strategy is to often buy time to make use of a Reel or batter a foe with fast, ranged strikes with their cards.

Alignment: Any

Hit Die: D8

Starting Wealth: 5d6 x 10 gil (average 175 gil). In addition, each character begins play with an outfit worth 10 gil or less

Class Skills

The Gambler’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Skill Ranks Per Level: 6 + Int modifier

Table: Gambler

Level Base Attack Bonus Fort Save Reflex Save Will save Class Features
1 +0 +0 +2 +1 Lucky Cards, Gambling Tricks, Reels, Dressed to the Nines, Limit Breaks
2 +1 +0 +3 +1 Luck, Gambles, Evasion
3 +2 +1 +3 +2 Uncanny Dodge, Gambler’s Guile
4 +3 +1 +4 +2 Lucky Miss(+1d4), Gamble, Flurry of Cards
5 +3 +1 +4 +2 Reel, Skilled Gambler, Quick Gambler
6 +4 +2 +5 +3 Gamble, Lucky Break
7 +5 +2 +5 +3 Felicity (20ft)
8 +6/+1 +2 +6 +4 Gamble, Lucky Miss(+1d6), Unreadable
9 +6/+1 +3 +6 +4 Gillionaire
10 +7/+2 +3 +7 +5 Gamble, Reel, Relentless Gambler
11 +8/+3 +3 +7 +5 Gambler’s Stride
12 +9/+4 +4 +8 +5 Gamble, Lucky Miss(+1d8), Improved Evasion
13 +9/+4 +4 +8 +6 Improved Uncanny Dodge
14 +10/+5 +4 +9 +6 Gamble, Felicity (25ft)
15 +11/+6/+1 +5 +9 +7 Reel, Setzer’s Gambit
16 +12/+7/+2 +5 +10 +7 Gamble, Lucky Miss (+1d10)
17 +12/+7/+2 +5 +10 +8 Fixed Dice
18 +13/+8/+3 +6 +11 +8 Gamble, SOS Critical
19 +14/+9/+4 +6 +11 +8 Felicity(30ft), Unabated Luck
20 +15/+10/+5 +6 +12 +9 Gamble, Reel, Lucky Miss(+1d12), Unfathomable Luck

Class Features

All of the following are class features of the gambler.

Weapon and Armor Proficiency

A gambler is proficient with all simple weapons, the entire Light Blades weapon group, plus the sap, sword cane, darts and whips. Gamblers are proficient with light armor but not with any shields.

Limit Breaks(Su)

At 1st level, a gambler gains the ability to use limit breaks. At the start of each day, the gambler may only choose Battle or Daredevil as his limit break mode. In addition, if the gambler rolls a natural 20 during combat, he immediately gains 2 points towards his limit break gauge. When a gambler's limit break gauge is filled, they may use a limit break from their chosen mode or the following limit break, unique to them:

Prismatic Flash (Su): This limit break allows the gambler to shower an area with the forces of luck. The gambler unleashes a spray of colors, gil, gold, glamour, pomp and circumstance in a 30ft area around them. Allied creatures (including the gambler) within the area can score a critical hit or success on a roll of a natural 1 and natural 7 in addition to a natural 20 on any d20 roll (This does not extend to actions or skill checks that take longer than 1 round to perform). Hostile creatures in the area must make a Will saving throw (DC 10 + half your gambler level, rounded down + your Charisma modifier). On a failure, affected creatures must roll twice and take the lower result on any d20 roll. Affected hostile creatures cannot confirm critical confirmation rolls, they are considered to automatically fail. These benefits and penalties last for 1 round + an additional round for every 3 stacks of limit break consumed. This is a curse and fortune effect for the purposes of immunities and resistances. This is a standard action to perform.

Lucky Cards (Ex)

A gambler never leaves home without his trusty cards, dice, and a love for the game of life. At 1st level, a gambler begins play with a deck of steel-tipped playing cards (with 54 pieces of ammunition in total). The gambler is trained in the use of these cards for combat - receiving the Deadly Dealer feat as a bonus feat without needing to meet the prerequisites. The cards are treated as darts in terms of damage, range, and other features but function as thrown ammunition (such as shuriken) for the purposes of drawing them, crafting them, enhancing them with special qualities and of what happens to them after they are thrown. The gambler cannot enhance the playing cards without the use of the Arcane Strike feat (thus, the gambler cannot grant his cards additional damage or count as magic without the use of that feat). Otherwise, this functions as the Deadly Dealer feat. In addition, so long as a gambler has at least 1 point of luck, they can choose whether or not their cards deal lethal or non-lethal damage.

Gambling Tricks (Ex)

A gambler lives a life laced with risk, bravado, and a bit of luck. This leaves them to adopt trickier tactics on the fly. At 1st level, a gambler receives the Trickster's Maneuvers feat as a bonus feat, regardless of the prerequisites. In addition, a gambler may use their gambler level as their base attack bonus and their Charisma score in place of their Intelligence when meeting the prerequisites for feats related to dirty tricks, steal, and reposition maneuvers.

Dressed to the Nines (Ex)

A gambler's moxie, fashion sense, and strut seem to strangely protect them at the right moment. Starting at 1st level, a gambler adds their Charisma modifier as a bonus to Armor Class and to their CMD, so long as they wear light or no armor, are unencumbered, and do not use a shield. This bonus to AC applies even against touch attacks or when they are flat-footed. However, they lose this bonus when they are immobilized or helpless.

Reels (Su)

At 1st level, the gambler taps into an ethereal force of luck known as the Reels. These reels are similar to casino slot machines, in that they generate random results that help or hinder the gambler. There are a variety of reels which the gambler can tap into.

At 1st level, the gambler receives 1 Reel from the following: Attack Reels, Item Reels, or Magic Reels. The gambler adds another Reel of their choosing at 5th level, 10th, 15th and 20th level. A gambler can use any Reel they know as a full-round action that provokes attacks of opportunity. If a gambler is struck by an attack, suffers a condition that denies it full use of their actions (such as stunned and staggered), or is otherwise interrupted by external forces (such as environmental factors, like a bridge falling, nearby tornado, or a readied action from a hostile source) they must roll a d100 and call high or low respectively. If they call correctly, the Reel induces its effect normally. A failure interrupts the gambler (losing the Reel) and they must wait 1d6+1 rounds to use any Reels again.
Otherwise, using a Reel requires the gambler to wait 1d4+1 rounds to elapse before it becomes usable again. A gambler does not gain luck from landing attacks, skill checks, or other effects that are a result of a Reel. You can find a list of Reels here.

Luck (Ex)

At 2nd level, a gambler’s luck is all they need to tip the scales in their favor. Whenever a gambler makes a successful attack action, combat maneuver, skill check, or uses a Reel they gain one point of luck. A gambler can gain no more than 1 point of luck per round in a combat encounter and no more than 1 point of luck every 10 minutes in a non-combat encounter. A gambler has a maximum amount of luck they can gain equal to their 3 + Charisma modifier (minimum of 1). Any luck gained over this maximum is lost. A gambler begins each day with 0 luck after an 8 hour rest. An 8 hour rest, being rendered unconscious, or rendered helpless for 8 hours resets the amount of luck they currently have to 0. If the gambler is Cursed, energy drained, unable to benefit from morale bonuses, or rendered helpless or unconscious, they cannot gain luck. A gambler can spend luck to perform a single standard or move action without provoking attacks of opportunity for the duration of the action if it normally would (such as drawing an item, or moving from a threatened square). A gambler may also spend luck to reroll the result of a Reel, but may only do so once in a round. Spending luck is a swift action, unless otherwise stated. A gambler’s luck remains throughout the day and empties only when they take an 8-hour rest, receive the Cursed condition, or are rendered helpless or unconscious for that amount of time.
Luck may be used to power other abilities available to the gambler.

Evasion (Ex)

The gambler’s luck can even help him avoid the most dire straits. At 2nd level, the Gambler can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he 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.

Gambles(Ex/Su)

At 2nd level, a gambler gains one Gamble. He gains an additional gamble every even level thereafter. A Gambler cannot select an individual Gamble more than once, unless otherwise stated. Gambles may require a gambler to spend luck.
A list of gambler Gambles can be found here.

Uncanny Dodge (Ex)

Nothing like a bit of chutzpah and swagger in your step to make it hard for your foes to nab you. At 3rd level, the gambler cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A gambler with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him. If the Gambler already has uncanny dodge from a different class, he automatically gains Improved Uncanny Dodge instead.

Gambler’s Guile (Ex)

With either a magnetic personality, endearment, or just plain old confidence, the gambler gets to know others and hides his own intentions with ease. At 3rd level, the gambler adds half of their gambler level as a bonus on Diplomacy, Bluff , Perform and Sleight of Hand checks.

Flurry of Cards (Ex)

At 4th level, the gambler can toss in extra cards: one after the other. The gambler can use a swift action before the gambler makes a full attack with a playing card to initiate a Flurry of Cards. Doing so allows the gambler to make an additional thrown playing card attack. The gambler can make a number of additional playing card attacks equal to half their Dexterity modifier (rounded down, minimum of 1), but takes an equal circumstance penalty for each attack (this penalty applies to all attacks made during the full attack, including the additional attacks). A gambler can use Flurry of Cards a number of times per day equal to their Dexterity modifier.

Lucky Miss (Ex)

At 4th level, the gambler can entreat protections from fate’s fickle hands. When the gambler is subject to a melee or ranged attack roll, they can attempt to use a strange mote of fortune to avoid it. At the cost of one point of luck and an immediate action, a gambler can roll a d4. They add the result as a luck bonus to their AC and CMD against the triggering attack. A gambler can spend 3 points of luck and retain the benefit against all subsequent attacks until the start of the gambler’s next turn. If an attack would miss the gambler due to the bonus AC provided by this ability, the gambler gains a luck point. A gambler can only gain a point of luck in this manner once per round.
At 8th level, the gambler can add a d6, instead of a d4 to their AC. At 12th level, this increases to a d8; 16th to a d10 and 20th level as a d12. This bonus AC can be added against touch attacks and even when the gambler is flat-footed. However, the gambler cannot benefit from this ability if they are immobilized or rendered helpless.

Skilled Gambler(Ex)

At 5th level, the gambler adds half his gambler level (minimum +1) as a bonus to all Profession (gambling) checks. In addition, the gambler can perform the following special action as a standard action:

  • Two Dice (Su): The gambler conjured two dice from the forces of luck and rolls them to rain down blows. You summon two d6 dice into your hands and throw them into a square within 30ft. The dice manifest and fire a number of darts made of force at all foes of the gambler’s choosing within 30ft of where the dice land. The number of darts fired is equal to the result of the two d6. Each dart deals 1 point of non-elemental damage. The gambler may split the amount of darts as they choose among applicable targets (the darts can target creatures and objects alike). If the gambler rolls two 1s on the dice, he may only choose 1 target but deals 20 points of Non-elemental damage to the target. If the gambler rolls two 6s on the die, he rolls the two dice again and adds the new result to the total darts conjured. This is a supernatural force effect. Spells and Abilities that can affect the Ruin Spell (such as Shield) can effect this ability.

After performing Two Dice, the gambler cannot perform it again for another 1d4+1 rounds.

Quick Gambler (Ex)

Some say luck is not a strategy; a gambler would disagree. At 5th level, a gambler becomes faster at using his luck to his advantage. Any gamble that originally required a swift action is now a free action to perform. This does not allow the gambler to perform multiple gambles in a round. In addition, after using a gamble that requires an action, a gambler can reduce the cooldown of a gamble or class ability by 1. The gamble or class ability must be “on” cooldown to receive this benefit. In addition, a gambler can perform a Reel as a standard action, though it still provokes attacks of opportunity.

Lucky Break (Su)

At 6th level, the gambler’s lifestyle is so charming that even the spirits of chance give him a breather from time to time. Whenever a gambler succeeds at a saving throw from any source, he gains a point of luck. A gambler can only gain a point of luck this way once per round and only when in active danger (such as a chase, combat encounter or a timed puzzle).

Felicity (Su)

At 7th level, the gambler begins being able to spread a bit of luck to his compatriots. As a standard action, the gambler can give a point of luck they hold to an allied creature within 20ft. That creature can use a point of luck to reroll a single attack roll, skill check, or saving throw as a free action. The ally can retain the point for 1 hour per character level (or per Hit Dice for NPCs), afterwards the point of luck is lost. An allied creature can only hold on to 1 point of luck at a time. At 14th level, the gambler can transfer up to his Charisma modifier in points of luck to be distributed amongst multiple allies and increases the distance to 25ft. At 19th level, allied creatures can hold up to 3 points of luck and the distance increases to 30ft.

Unreadable

At 8th level, the gambler's poker face is nigh impossible to look past. The gambler gains immunity to the Scanned condition. In addition, the gambler adds half of their class level as a bonus to any check made against them in order to discover the gambler's motives or statistics.

Gillonaire (Ex)

At 9th level, the gambler's luck is a font of fortune; for the metaphorical and the material. The gambler increases all gil earned from selling magic items, gear, or sellable treasures by 20%. Gil earned from Profession rolls are always converted into gil, instead of pieces of gil.

Relentless Gambler (Ex/Su)

At 10th level, the gambler's connection to the forces of luck grows even more potent. A gambler can now perform a Reel as a standard action, but still provokes as normal. A gambler needs only wait 1d3+1 rounds to use a reel and an interruption only delays them to wait 1d4+1 rounds to use Reels.
In addition, a gambler can perform a special action as a full-round action that provokes attacks of opportunity:

  • Four Dice (Su): The gambler pulls from the forces of luck to conjure 4 supernatural dice and throw them. This functions as the Two Dice ability. However, if the gambler rolls four 1s on the die, he may deal 40 points of Non-elemental damage to 1 target or 20 points of damage to two targets. If the gambler rolls four 6s on the die, All ability cooldowns of the gambler are refreshed immediately and his next d20 roll within 1 minute is an automatic natural 20, regardless of the result rolled on the die. Elsewise, a gambler that rolls multiple 1s or 6s in 3 or less only function as the Two Dice Ability but with the addition of the additional dice provided by Four Dice.

Example: A gambler rolls three 6s and one 2. The gambler uses the Two Dice effect and rerolls 2 of the d6s, adding to the result ( thus, 20 darts + the reroll of 2d6s in the final total of darts summoned). The same is true in the case of rolling three 1s.

After performing Four Dice, a gambler must wait 1d6+1 rounds before they may use it again.

Gambler’s Stride (Ex)

At 11th level, the pep in a gambler’s step cannot be slowed down. Their luck protects them to the point that even malicious intent falls off them. A gambler becomes immune to the Slowed and Cursed conditions. In addition, a gambler can spend a point of luck as a move action to reduce the cooldown of an ability by 1.

Improved Evasion (Ex)

At 12th level, a gambler can dodge danger like a cactuar with a sugar rush. This ability works like the gambler’s evasion ability, except that while the gambler still takes no damage on a successful Reflex saving throw against attacks, he takes only half damage on a failed save. A helpless gambler does not gain the benefit of improved evasion.

Improved Uncanny Dodge (Ex)

At 13th level, luck and guile are all a gambler needs to fumble his foes. A gambler can do battle with opponents on both sides of him with deft maneuvers and twists of fate. This defense denies opponents from receiving a flanking bonus by flanking the gambler, unless his assailants have four or more thief or gambler levels than the gambler has gambler levels.

Setzer’s Gambit (Su)

At 15th level, a gambler can go for broke, like the legendary gamblers before them. As a full round action, a gambler can roll a d4 to execute a supernatural attack from the forces of luck:

  • Roll of 1: Steal Fortune (Su) - The gambler shoots out a ball of misfortune to an hostile creature within 60ft. That creature must make a Will save (10 + half you gambler level (rounded down) + your Charisma modifier) or suffer a penalty to all attack rolls, damage rolls, AC and saving throws equal to their Charisma modifier. This penalty lasts for a number of rounds equal to half your Charisma modifier, rounded down (minimum of 1). The gambler receives a luck bonus to attack rolls, AC and saving throws equivalent to the penalty he inflicts for the same duration. This is a curse effect.
  • Roll of 2: Freeze Joker (Su) - The gambler conjures a joker card embossed with a cold sneer and throws it at a hostile creature within 30ft (this requires an attack roll as normal). If it hits a creature, that creature must make a Fortitude saving throw or gain the Frozen condition for 1 hour. A successful save instead deals 6d6 Ice damage on a hit. This saving throw can affect objects (such as constructs and Undead). This is a curse effect.
  • Roll of 3: Lucky Stars (Su) - Is it me or did the stars line up for us? The gambler and all allied creatures within 30ft gain a +4 Luck bonus on all attack rolls, damage rolls, AC, CMD, and saving throws for a number of rounds equal to half the gambler’s Charisma modifier. The luck bonus provided by this ability can stack with any other luck bonuses the affected creatures may have (including the gambler’s).
  • Roll of 4: 777-Flush (Su) - Seven seems to be the number of the day. The gambler and all allied creatures can critically strike on a natural roll of 7 and a 20. All allies and the gambler treat any ddice roll with an average less than 7 to be treated as 7. In addition, Attack rolls, damage rolls, confirmation rolls, and saving throws made by the gambler and his allies gain a +7 bonus. This benefit lasts for 1 minute.

After performing Setzer’s Gambit, the gambler is staggered until the end of his next turn and cannot perform Setzer’s gambit again until 1d4+1 rounds have elapsed. This form of staggered bypasses natural immunities and resistances provided by magical items, spells, and gear.

Fixed Dice (Su)

At 17th level, A gambler’s luck is so potent, he need not even exude effort to get results. Whenever the gambler rolls a die for an attack roll, damage roll, skill check, or saving throw, and rolls lower than the average; the gambler can choose to treat the roll as if he rolled the average (rounded up).

SOS Critical (Ex)

At 18th level, when the gambler is at 50% health or less, he increases his critical threat range for all his weapons by 4 and their critical multiplier by 1. However, the gambler also lowers the damage die of his wielded weapons while under this effect by 1 step. This effect only ends when the gambler is healed above 50% of his hit points or he is rendered unconscious or asleep. A gambler cannot gain the benefit of SOS Critical again for 1d3 hours after it’s initial use.

Unabated Luck (Su)

At 19th level, the gambler can stack any amount of luck bonuses to his statistics so long as those luck bonuses come from his class features and two outside sources. A gambler can decide whether that source is a magic item, spell, or ability from an allied creature once every hour.

Unfathomable Luck (Ex)

The Gambler is such an anomaly to the designs of fate that misfortune has a way of bouncing off of them. At 20th level, so long as the Gambler has 1 point of Luck, they are immune to any effect that forces him to take a lower result on a die roll or to treat his roll as a specified number from a hostile source. In addition, the DCs of all Reel effects increase by 2.

Archetypes