Some gamblers are blessed with more than the fickle favors of luck. Some are gifted with luck so potent that it manifests as divine magic. These gamblers are assumed to be blessed for some unforeseeable mission, laced within their fate. Some grow to be spies, clerics, fortune tellers, mysterious mentors to young heroes, or be the last wildcard to avoid a terrible calamity. However, blessed or no, a divine dealer still tempts fate by mingling with chance: This time - their destiny is at stake.

Divine Dealer is an archetype of the Gambler class.

Divine Dealer (Ex)

In the hands of a Divine Dealer, playing cards are more than what they seem. At 1st level, a divine dealer receives a deck of tarot cards (78 pieces in a deck). These tarot cards are imbued with a portion of the gambler's magic. In the gambler’s hands, all tarot cards are treated as masterwork darts for the purposes of determining their range increments, damage, critical multiplier and other statistics. However, tarot cards are treated as thrown ammunition, akin to Shuriken, for the purposes of drawing, crafting, purchasing and enhancing them.

This ability modifies Lucky Cards.

Tarot Charge (Su)

So long as the Divine Dealer has 1 MP, his tarot cards are treated as magical for the purposes of overcoming damage reduction.
Whenever the gambler makes a weapon attack with his tarot cards, he may choose to *take a risk* - rolling a d100 with a check of 70 or greater. Should the gambler succeed, he ends up drawing a Major Arcana from the tarot deck, and reduces the base MP cost of his next spell by 1 (this does not reduce the effective spell level of the spell nor its augments). A failure subjects the divine dealer to receive a -4 penalty on concentration checks and must make a concentration check for every spell he casts afterwards. Both effects last until the end of the divine dealer’s next turn. The divine dealer can only take a risk once per turn and cannot do so again until the effects of either result have discharged.

Spells

A divine dealer casts spells drawn from either the Red Mage or White Mage spell list (dealer’s choice). Once this choice is made, it cannot be changed. He can cast any spell he knows without preparing it ahead of time. Every divine dealer spell has a somatic component instead of verbal components, as a gambler silently reads and uses his sleight of hand with mastery. A divine dealer begins play with 3 from his spells chosen spell list. The divine dealer also selects a number of additional spells equal to his Charisma modifier to add to his list of spells. Each time the character attains a new gambler level, he gains two spells of his choice to add to his chosen list of spells. Like most mages, a divine dealer can find or purchase scrolls with spells to add to his repertoire. A divine dealer treats his spells as divine, and thus does not incur the normal spell failure chance while wearing shields, light, medium, or heavy armor. A multiclass divine dealer still incurs the normal spell failure chance (if any) for spells received from other classes.
While a divine dealer can actively augment his spells up to his caster level, the dealer is somewhat limited in the base cost of spells, as noted on the table below. This does not affect the maximum MP a divine dealer can spend on spells, just the maximum base cost or passive augmentation he can use. For example, a 6th level divine dealer cannot cast Fira (Which has a base cost of 5), but he is allowed to spend 6MP on Fire for 6d6 points of damage.
To learn or cast a spell, the divine dealer must have a charisma score equal to or greater than the base MP cost of the spell. The Difficulty Class for saving throws against the divine dealer's spells is 11 + half the MP spent to cast the spell + the gambler’s charisma modifier.

Characters gain bonus MP for having a high ability score. The ability score for the red mage class is charisma. Determining how much bonus MP you get is actually a very simple calculation: Your charisma modifier x your caster level x 0.5.
A divine dealer need not prepare his spells in advance. He can cast any spell he knows at any time, provided he has the MP to spend.

Divine Dealers gain MP and base mp cost progression as if a Red Mage, regardless of which list they opt to cast from.

Level Base Attack Bonus MP Max Base Cost
1st +0 2 1
2nd +1 3 1
3rd +2 4 2
4th +3 5 3
5th +3 6 3
6th +4 8 4
7th +5 10 5
8th +6/+1 13 5
9th +6/+1 16 5
10th +7/+2 20 6
11th +8/+3 24 7
12th +9/+4 29 7
13th +9/+4 34 8
14th +10/+5 39 9
15th +11/+6+1 45 9
16th +12/+7/+2 51 10
17th +12/+7/+2 57 11
18th +13/+8/+3 64 11
19th +14/+9/+4 71 12
20th +15/+10/+5 79 12

This ability replaces Reels and the 4th-, 8th-, 14th-, and 16th-level Gambles.

Cantrips

Divine dealers learn a number of cantrips or 0-level spells. These spells are cast like any other spell, but they do not consume MP and may be used again. Divine dealers begin with 2 0-level spells and gain an additional 0-level spell every four levels after 1st level. The saving throw of a cantrip is 10 + the dealer’s charisma modifier.

Spell Proficiency

From 1st level, divine dealers are considered to have the Precise Shot feat while casting spells, using class features that require ranged touch or using any magical items that require ranged touch. In addition, divine dealers use their Class level in place of BAB for calculating to hit with their chosen spells.

Blessed Luck (Su)

At 2nd level, Much of a divine dealer’s luck comes in the form of magical energy. As such, their capacity for pure luck is more reduced. At 1st level, a gambler has a maximum pool of luck equal to their Charisma modifier. They can use these points of luck to accomplish tasks and pursue their goals. The dealer can only regain luck in the following ways listed below.

Regaining Luck: A divine dealer can gain a point of luck whenever they score a critical hit, win a gambling game with a creature, or roll a natural result of 90 or above on a d100 roll when using gambler abilities or when they cast a spell with a base cost of 1 MP or more.
A gambler cannot gain any excess luck over their maximum. Otherwise, this functions as Luck.

This ability modifies Luck.

Slick Luck (Su)

At 4th level, a divine dealer can induce the fortunes of the supernatural to aid him in his time of need. Whenever a divine dealer performs a class skill or combat maneuver, he may spend a point of luck as a free action to add a +1d6 to the check. If a natural 6 is rolled, the divine dealer may add another +1d6 to the check. They keep rolling until a 6 isn’t rolled. A divine dealer can use this ability on any skill-related task with a duration no longer than 10 minutes - but may only use one point of luck per check. A divine dealer can decide to use this ability after the roll but before the results are announced.

This ability replaces Lucky Miss.

Deck of Destiny (Su)

At 5th level, instead of Two dice, the divine dealer learns the following:
Deck of Destiny: As a swift action, the divine dealer imbues a card from their tarot with the powers of fate, eliciting an effect to be induced on a successful weapon attack with the tarot card before the end of the dealer’s next turn or it is wasted. The divine dealer may also deliver the effects of each result with a melee touch attack, so long as they touch the target with the imbued card. Roll a d8 and assign the results accordingly:

  • Roll of 1 (The Fool): The target’s Intelligence, Wisdom and Charisma scores are reduced by 1d4 points. Roll individually for each score. This is a curse effect.
  • Roll of 2 (The Magician): A creature affected by this result is both reinforced and reduced. Choose one elemental energy type. The creature gains immunity to that type but Vulnerability to its opposing element.
  • Roll of 3 (The High Priestess): The affected creature gains a burst of sudden wisdom, at the cost of physicality. The affected creature receives a +4 bonus to their Wisdom Score and a -4 Penalty to their Strength Score.
  • Roll of 4 (The Empress): When drawing this result, its effects are released immediately. The gambler and all allies receive a +4 sacred bonus to saving throws against fear, despair, and compulsion effects for 1 round per gambler level.
  • Roll of 5 (The Emperor): A creature affected by this result has a single weapon, armor, or other item on their person turned into a pile of gil equal to the item’s worth. This lasts for 1 minute and is a polymorph effect.
  • Roll of 6 (The Hierophant): When drawing this result, its effects take hold immediately. All creatures within 30ft of the dealer (including the dealer) receive the Martial Arts ability of the Monk, treating their amount of hit dice as their monk level. This lasts for a number of rounds equal to the divine dealer’s Charisma modifier.
  • Roll of 7 (The Lovers): A creature affected by this result becomes fascinated with their own aspirations for love, receiving the fascinated condition for a number of rounds equal to the dealer’s Charisma modifier.
  • Roll of 8 (The Chariot): A creature affected by this result cannot provoke attacks of opportunity related to movement under any circumstance for a number of rounds equal to the dealer’s Charisma modifier.

After performing Deck of Destiny, the divine dealer cannot perform it again for 1d4+1 rounds.

Divine Gambler (Su)

At 10th level, the divine dealer’s magical prowess intermixes with their luck more deeply to provide protections. Whenever the divine dealer casts a spell, they can spend a point of luck as a free action. If the dealer uses this on a spell, the spell is filled with such divine favor that the affected does not add their relevant base saving throw modifier to the effect of the spell (if the spell requires a saving throw). In addition, the divine dealer learns the following ability:

Harrowed Destiny: As a swift action, the divine dealer imbues a card from their tarot with the powers of fate, eliciting an effect to be induced on a successful weapon attack with the tarot card before the end of the dealer’s next turn or it is wasted. The divine dealer may also deliver the effects of each result with a melee touch attack, so long as they touch the target with the imbued card. Roll a d8 and assign the results accordingly:

  • Roll of 1 (The Strength): A creature affected by this result receives a +6 bonus to their Strength score but a -6 penalty to their Intelligence Score.
  • Roll of 2 (The Hermit): A creature affected by this result is afflicted by deep contemplation. This contemplation is so deep that they automatically succeed in all concentration checks, and become immune to mind-affecting effects. However, the creature is in such deep thought that they must spend a standard action each turn to rouse themselves from it or waste their turn. This effect lasts for a number of rounds equal to your Charisma modifier. This is a mind-affecting effect.
  • Roll of 3 (The Wheel of Fortune): When drawing this result, the effects take hold immediately. The divine dealer chooses one saving throw (Fortitude, Reflex, or Will). Upon his choice, all creatures within 30ft of the gambler may add a +10 luck bonus to the chosen saving throw as a free action, once per turn (this includes the gambler). However, all other saving throws receive a -4 penalty and cannot benefit from the +10 bonus. This effect lasts for 3 rounds.
  • Roll of 4 (The Justice): When drawing this result, its effects are released immediately. The dealer chooses one allied creature and one hostile creature they can see or hear within 60ft. The current hit point values of those creatures switch. Any hit points that would be gained above the chosen creature’s maximum hit point total is converted into temp HP that lasts for 1 minute. If a creature receives negative hit points in this manner, they lose consciousness 1 round later (if they normally would) and be staggered at the start of their turn. This is a curse effect.
  • Roll of 5 (The Hanged Man): A creature affected by this result is afflicted with the Stopped condition and trapped in a temporal field within their space. Any attack or effect that would target the creature is delayed until the stopped condition is removed from the creature. This is due to the temporal field slowing or stopping an attack or effect from taking hold. This effect lasts for 1 round per gambler level.
  • Roll of 6 (The Death): A creature affected by this result is struck by an abundance of negative energy. Should they fail the saving throw, their current hit point total is reduced to -1 and dying. Should they succeed the saving throw, they are instead afflicted with the Zombie condition for 1 round per gambler level.
  • Roll of 7 (The Temperance): When drawing this result, its effects take hold immediately. The divine dealer and all allied creatures within 30ft receive the Shelled and Protected Conditions. This effect lasts for 3 rounds.
  • Roll of 8 (The Devil): A creature affected by this result automatically confirms any critical hits they make. However, any critical hits made against them are also automatically confirmed. This is a curse effect that lasts for 3 rounds.

After performing Harrowed Destiny, the divine dealer cannot perform it again for 1d4+1 rounds.
This ability replaces Relentless Gambler.

Dealer’s Gambit (Su)

At 15th level, the divine dealer is able to more directly reach into the inner workings of fate. 3 times per day, whenever the divine dealer uses the Harrowed Destiny or Deck of Destiny ability, they may choose the result they wish to instill instead of rolling. In addition, the divine dealer may spend 10MP, a luck point and a standard action to invoke the following ability once per combat encounter:

Destiny’s Roulette: As a standard action, the divine dealer can invoke a supernatural effect from divine sources at a cost. Choose one of the following effects to take place:

  • The Tower: All creatures within 30ft of the dealer that he can see or hear receive DR 20/epic for 3 rounds. However, those same creatures become vulnerable to all elemental damage types, regardless of natural immunities or immunities provided by items for the duration. This damage reduction does not stack with other sources of damage reduction.
  • The Moon: The divine dealer and any allied creatures within 15ft of the dealer receive Fast Healing 10 and MP Regen 3 for a number of rounds equal to the dealer’s Charisma modifier.
  • The Sun: Choose up to 3 creatures that you can see or hear within 50ft. Any harmful conditions that are afflicting them (except Death, Disabled, and Dying) are cleansed. This also affects magical curses and diseases. A creature that benefits from this effect cannot do so again for 1 week.
  • The Judgement: A magical force field of divinity and fortune surround one creature of the dealer’s choosing (this can include the dealer). The force field has a number of temporary hit points equal to the creature’s maximum hit point total and provides a +10 circumstance bonus to the creature's CMD. Both benefits last for 1 minute.
  • The World: The divine dealer and all allied creatures receive elemental resistance 30 to all elemental damage types. This resistance is reduced by half against Non-elemental damage types. This benefit lasts for 3 rounds.

This ability replaces Setzer's Gambit.