At 2nd level, a gambler gains one Gamble. He gains an additional gambler Gamble at 4th level and every even level thereafter. A gambler cannot select an individual Gamble more than once, unless stated otherwise. Gambles may require a gambler to spend luck points to receive their effects. Any Gamble that subjects a creature to a saving throw for an effect calculates the DC as 10 + half your gambler level + your Charisma modifier.

Table: Gambler Gambles
Gamble Prerequisite Effect
Bribe Gambler 4 The gambler knows that the glint of gil can dissuade even the most ambitious of adversaries. A gambler can make a special Diplomacy check called Bribe. The gambler makes an attempt to bribe a creature to perform a particular task with a monetary reward .The creature must make a Will save or be forced to perform one of the following (gambler’s choice, See Bribe below). Once the task is performed, the creature is paid a number of gil equal to to 1d10 times its number of hit dice from the gambler’s finances. If the gambler does not have the requisite amount of gil, the supernatural forces of luck will pay the creature by spawning gil at its square. However, the gambler will gain the Cursed condition for 1 minute should that happen. This is a language dependent, compulsion effect.
Tantalize (Ex) Bluff 4 ranks You can perform a special Bluff action called Tantalize. The gambler can make a flirty quip, suggestive gesture, flick of gil or otherwise perform a fetching maneuver to cleverly distract their foe. All enemy creatures that can see or hear the gambler within 30ft must make a Will saving throw. Creatures that fail the save gain the Fascinated condition for 1d3 rounds. This is a mind-affecting, compulsion effect. If the gambler uses verbal components to Tantalize a creature, the ability gains the mind-affecting, language-dependent descriptor.
Firearm Training (Ex) none The gambler becomes proficient in one specific type of firearm (such as handguns, Shotguns, Longarms, and etc.) of their choosing. The gambler can take this gamble multiple times, each time choosing another firearm type.
Corsair’s Shot (Ex) Firearm Training Talent, Flick of the Wrist, Shot in the Dark, Gambler 10 The benefits of Flick of the Wrist and Shot in the Dark can extend to any firearms, and other ranged weapons the gambler is proficient in. In addition, so long as the gambler has 1 point of luck, the gambler can ignore the penalties of shooting a target at the second ranged increment of their weapon.
Flick of the Wrist (Ex) none The gambler’s technique in dealing deadly cards grows further. The gambler can always add their full Dexterity modifier on attack or damage rolls when making thrown weapon attacks with playing cards. At 4th level, this benefit extends to all attacks made with thrown weapons.
Shot in the Dark (Ex) Gambler 6, Flick of the Wrist The gambler’s knack for the impossible shines in their cardplay. As a swift action, you can spend a point of luck to ignore the penalties induced by blindness, concealment, or invisibility with your next ranged attack. The ranged attack must be with throwing cards, dice, gil, cups or other gambling paraphernalia.
Fold or Flush (Ex) Flurry of Cards, or Gambler 6 The gambler can choose to add some extra force into his cards or use them to flee. Whenever you perform a flurry of cards, you spend a point of luck as a free action to perform one of the following (See Fold or Flush below).
Gambler’s Eye (Ex) none The gambler gains a +1 bonus to Perception and Sense Motive checks. This bonus increases by an additional +1 every three levels of gambler you possess ( 3rd, 6th, 9th, 12th, 15th and 18th).
Hard to Fool (Ex) Gambler’s Eye, Gambler 4 A gambler trains themselves to find the trick to a show of smoke and mirrors. A gambler adds the bonus from Gambler’s Eye as a bonus to checks disbelieve illusions. At 8th level, a gambler adds half the Gambler’s Eye bonus as an insight bonus to saves against enchantment effects.
Gambler’s Ricochet (Ex) none Whenever a gambler makes a successful ranged weapon attack, they can spend a point of Luck as a swift action. The gambler can make another ranged weapon attack using his last struck target as the origin point within the attack. This extra attack cannot strike another applicable target outside of its first range increment. This extra attack does not generate luck.
Gil Snapper (Ex) None The gambler always has an eye out for gil. The gambler receives a +1 insight bonus on Perception checks to locate gil and on Appraise checks to determine the value of mundane equipment. This bonus increases by an additional +1 per three gamblers you have.
Gil Toss (Ex) None The gambler can throw a condensed ball of gil to damage and throw his foes off. Make a ranged thrown weapon attack as a standard action by spending gil (with a range of 30ft). This attack resolves against an applicable target's flat-footed AC, but does not count the target as flat-footed for the purposes of feats and abilities like Sneak Attack. You can spend 5 pg to deal 1d6 + 1 points of damage per 2 additional pieces of gil spent. You can only spend a maximum of additional gil equal to your gambler level + your Charisma modifier on this attack. The damage dealt can be either slashing, bludgeoning, or piercing damage (gambler's choice). The Gambler may add their Dexterity modifier in place of Strength on damage rolls with this ability.
Gil Snipe (Ex) Gil Toss, Gambler 4 When making a Gil Toss, the gambler can spend an additional 20 pg to increase the damage from 1d6 to 2d6. In addition, the gambler can increase the range increment of his gil toss from 30ft to 50ft.
Gil Cannon (Ex) Gil Toss, Gil Snipe, Gambler 8 When making a gil toss and using the gil cannon, the gambler can spend an additional 20 gil to increase the damage from +2d6 to +4d6 and inflict an amount of bleed damage equal to your charisma modifier.
High Roller (Su) Gambler 4 A gambler knows how to hit ’em where it hurts. As a swift action, the gambler can spend a point of luck to add their Charisma modifier as a luck bonus on their critical confirmation rolls for 1 round.
All or Nothing (Ex) High Roller, Gambler 8 When the gambler confirms a critical confirmation roll, he can choose to roll another confirmation check to increase the critical multiplier of the attack by 1. A failure only lets him deal minimal damage and the attack treated as a normal hit.
Third Time’s The Charm High Roller, All or Nothing, Gambler 12 When making a critical confirmation roll and you fail, you may reroll the critical confirmation roll as a free action but must take the new result. Once this ability is used, it cannot be used against the same target for 1d4+1 rounds.
Improvised Tricks (Ex) Gambling Tricks or Trickster’s Maneuvers The gambler learns to make use of anything around him in dire situations. After successfully performing a tricky maneuver (such as dirty trick, steal, or reposition), the gambler can spend a swift action to grasp any nearby item that could be used as an improvised weapon.; provided that the gambler has a free hand to grasp it.
Luck Over Skill (Su) none The gambler can beckon the forces of luck to give him some spur of the moment talent. The gambler can spend a point of luck as a move action to gain the Skill Focus feat for 1 minute. The gambler can only apply the benefits of this feat to any single skill with a single skill rank in it. If the gambler is under the benefit of this ability and uses it again for a different skill, the previous instance ends and the duration is refreshed. Feats gained this way cannot be used to meet the prerequisites of other feats the gambler may have.
Purely Luck Over Skill Luck Over Skill, Gambler 6 The gambler can call on Lady Luck to unleash more of their potential. The gambler can spend a Standard action and 2 points of luck to gain the Skill Focus feat and one of the following General feats: Great Fortitude, Iron Will, Lightning Reflexes, Acrobatics, Alertness, Animal Affinity, Athletic, Deceitful, Deft Hands, Fleet, Magical Aptitude, Persuasive, Self Sufficient, Stealthy and Street Smarts. These feats last for 1 minute and cannot be used to meet the prerequisites of other feats.
Reel Focused (Ex) Reels You have a particular liking for the supernatural Reels. Choose one Reel you know. You grant a +1 bonus to any healing, attack rolls, damage rolls, and DCs invoked by a Reel result from that Reel. You can take this gamble more than once, each time choosing a different Reel.
Reel Adept (Su) Reel Focused, Gambler 6 After using a Reel and receiving a result, a gambler can spend a point of luck (as a free action) to reroll on the Reel for a different result. However, doing so increases the time the gambler must wait to use Reels again for an additional round. A gambler can perform this gamble once per turn.
Pseudo-Blitzer (Ex) Auroch Reels, Reel Focused, Gambler 8 After using an Auroch Reel, you may choose to gain one of the following benefits of your choosing (See Pseudo-Blitzer below). A gambler cannot receive another benefit in this way until the previous benefit’s duration expires.
Pseudo-Champion Auroch Reels, Reel Focused, Pseudo-Blitzer, Gambler 10 To choose this gamble, the gambler must take the Reel Focused (Auroch Reels) gamble. When using the Auroch Reels and spawning a blitzball from that Reel, the gambler can spend a point of luck to grant an additional +1enhancement bonus to the spawned blitzball. The gambler can spend additional luck to increase the enhancement bonus (to a maximum of +5). A gambler can only instill this benefit onto 1 spawned blitzball at a time.
Pseudo-Caster (Su) Magic Reels, Reel Focused, Gambler 4 To choose this gamble, the gambler must take the Reel Focused (Magic Reels) gamble. So long as the gambler can use Magic Reels- he counts as having the ability to cast all types of spells (such as arcane spells, divine spells) for the purposes of meeting Prerequisites for feats (such as Arcane Strike). The gambler treats his gambler level as his caster level for the purposes of meeting prerequisites for feats he qualifies for and can use.
Pseudo-Arcanist (Su) Magic Reels, Reel Focused, Pseudo-Caster, Gambler 10 After using Magic Reels, a gambler can spend a point of luck to delay the effects of his result. The delayed result is treated as a readied action, only that it will trigger in a set amount of rounds in which the gambler designates. The amount of time a gambler can delay the Reel result is up to their Charisma modifier in rounds. Once triggered, the Reel result starts immediately at the start of the round. The gambler is aware of the delayed effect.
Pseudo-Fighter (Ex) Attack Reels, Reel Focused, Gambler 4 To choose this gamble, the gambler must take the Reel Focused (Attack Reels) gamble. After using Attack Reels, the gambler gains the benefit of the Warrior’s Weapon Training ability with a single weapon group and proficiency. The gambler counts half his gambler levels (minimum of 1) as warriors levels for the purposes of scaling for the Weapon Training ability . A gambler retains this benefit for the duration of his Reel’s cooldown.
Pseudo-Warrior (Ex) Attack Reels, Reel Focused, Pseudo-Fighter, Gambler 10 After using attack Reels, the gambler can perform a single Warfare from the Warrior ability of the same name. The gambler counts half of his gambler levels as Warrior levels for the purposes of what kinds of Warfares he can perform. The gambler has until the end of his next turn to execute a Warfare.
Pseudo-Scrounger (Ex) Item Reels, Reel Focused, Gambler 4 To choose this gamble, the gambler must take the Reel Focused (Item Reels) gamble. After using Item Reels, the gambler can attempt to reach into an available pocket and draw a single random item. Roll a d6 and assign the results accordingly( see Pseudo-Scrounger below). The gambler has until the end of their next turn to draw a random item (requiring a move action as normal) and must have an available hand to draw the item. The gambler can spend a point of luck to choose what he draws as a free action, instead of rolling. The item remains useful for 1 minute until it is used. Otherwise, the item becomes inert after 1 minute. The gambler cannot gain this benefit again for 10 minutes.
Pseudo-Storehouse (Ex) Item Reels, Reel Focused, Pseudo-Scrounger, Gambler 10 When rolling to receive a random item, the gambler can spend 2 luck points to roll twice to receive two items based on the results. The gambler must have an available hand for each item.
Reel Master (Su) Reel Focused, Reel Adept, Gambler 12 To choose this gamble, the gambler must take the Reel Focused gamble, it does not matter which Reel he chooses. When the gambler uses a Reel, he may choose to spend 2 points of luck to to also roll a d100 for a second Reel at the same time. The second Reel must be a Reel they know. The second Reel can only provide an effect based on a result that lands on a natural 100, or has a result of 50 or less. The second Reel must reroll on any result higher than 50. Afterwards, the cooldown of your next Reel are increased by 2.
True Gambler (Ex) Random Reels, Reel Focused, Reel Adept, Reel Master Twice per day, when a gambler uses Random Reels, he may choose to treat whatever result he rolls on as if he rolled Fate’s Hand as a Free action. (If the gambler rolled a result of Fate’s Hand already during the Reel, he may choose 2 effects and roll for a 3rd). The Gambler can spend 3 luck points to apply this benefit to a different Reel as a swift action.
Fortune’s Favorite (Su) Reel Focused, Reel Adept, Reel Master Once per day, when a gambler uses any Reel, instead of rolling, he may choose to gain the Cursed and Fatigued condition to treat his result as if he rolled a natural 100 on the die ( as a free action). The gambler gains the Cursed condition after the effect takes place or, in the case of an effect with a duration, takes place after it expires. The fatigue condition takes effect immediately. The Fatigued condition lasts until either the gambler rests, or is cured of the condition by other means. The Cursed condition cannot be cured by any means other than the gambler receiving an 8-hour, uninterrupted rest. Both conditions bypass any immunities the gambler may have.
Respect the Drip (Su) Lucky Miss The gambler is able to stand his ground against complex maneuvers with sheer luck on his side. When the gambler is subject to a grapple, trip, or overrun combat maneuver and uses his Lucky Miss ability, he may roll an additional 1d4 die and add the result as a luck bonus to his CMD against the triggering maneuver. This bonus stacks with his Lucky Miss bonus. This benefit lasts until the start of his next turn and only against the type of maneuver that triggered this ability.
Gambler’s Dress/Suit (Ex) Respect the Drip, Gambler 8 The additional die from Respect the Drip increases to a d6 and may be applied to bull rush, disarm, and steal attempts.
Share Fortune (Su) Gambler 6 As an immediate action, the gambler can spend a point of luck to grant one allied creature that can see or hear the gambler the benefit of one of their gambles. This cannot grant the allied creature a gamble with a cooldown. This benefit lasts for 3 rounds and cannot be used again for 1d3 rounds.
Skilled Cheat (Ex) none A gambler adds half their gambler level (minimum +1) on Sleight of Hand checks with cards, cups, dice, boards and other gambling paraphernalia.
Swaggering Charmer none Whenever the gambler succeeds at a diplomacy or bluff check, they can spend a luck point as a swift action to force the creature to make a Will save. A failure induces the creature to be Charmed (with a diplomacy check), or Shaken (with a Bluff check) for 1 minute per gambler level. Success negates this effect. Either check must hold believable context, flattery, information, secrets or anything that would make the target gain these statuses within reason. The target in question must share language with you or at least understand body language and gestures for you to communicate ideas to them. This is a mind-affecting effect and creatures with an intelligence of 2 or less are unaffected by this ability. Whether the target creature succeeds or fails, they are immune to this ability for 24 hours.
Trick Sense (Ex) Gambler’s Eye The gambler can add their bonus from Gambler’s Eye to Perception checks to notice traps and to Reflex saves against traps. This bonus also applies to checks to notice secret messages.

Bribe

  • Stop: The creature does nothing on it’s next turn.
  • Drop: The creature uses its next turn to move toward and drop any weapons, gear or valuables that it can relinquish in 1 round near the gambler.
  • Work for Me: The gambler asks the affected creature to side with it for 1 number of rounds equal to his Charisma Modifier. This turns the creature into an ally and functions as if the creature had an attitude of Friendly, even if it would otherwise not have that attitude with the gambler.

Fold or Flush

  • Flush: All playing card attack rolls resolve against a their target’s flat-footed AC. However, the gambler is denied their Dexterity bonus to AC for 1 round for all purposes.
  • Fold: The gambler can take an additional 5ft step in any direction for every 2 successful playing card attacks that hit. He cannot move more than half his total land speed in a round with this ability.

Psuedo-Scrounger

  • Result of 1. Potion
  • Result of 2. Antidote
  • Result of 3. Ether
  • Result of 4. Eye Drops
  • Result of 5. Gold Needle
  • Result of 6. Echo Herbs

Pseudo-Blitzer

  • +5ft increased Throw Range for all thrown weapon attacks for 1 minute.
  • Gaining a swim speed of 30ft. If you already have a swim speed, increase it by an additional +15ft instead. This lasts for 1 hour.
  • Increase your ability to hold your breath by an additional +10 minutes. This lasts for 1 hour.
  • Extend the duration of a spawned blitzball from 1 minute to 5 minutes.