The gambler is able to summon the supernatural forces of luck in the form of Reels. Using a Reel is a full-round action that provokes attacks of opportunity. A gambler cannot summon a reel if they would be unable to benefit from luck bonuses, enter an area of antimagic, rendered helpless or unconscious. Any reel that subjects a creature to a saving throw calculates the Difficulty class (DC) as 10 + half your gambler level (rounded down) + your Charisma modifier.
A Gambler can choose between learning the Attack Reels, Magic, or Item Reels at first level and may choose to learn any remaining Reels at 5th, 10th, 15th, and 20th levels (the Gambler cannot choose the same Reel twice).

Attack Reels (Su)

From 1st level, As a full-round action, the Gambler can call upon the Attack Reel to perform some kind of supernatural attack on his behalf. He may roll a D100 and determine the result from the chart below. Other reels can be viewed at the end of the document.

Table: Attack Reels
Roll d100 Attack Reel Result
1-10 Dud (Ex): A wash bin, from seemingly nowhere bops the gambler and all those close to them. All creatures within 30ft of the gambler must make a Reflex saving throw with a DC of 10 + half the gambler’s level + the gambler’s Charisma modifier (except the gambler). Failure requires them to roll 2 of their hit dice and subtract the results from their current hit point total. A gambler is considered to have automatically failed the saving throw. Health lost in this fashion is not subject to damage reduction of any kind, ignores the Protected and Shelled conditions, bypasses Guard and a Blackbelt’s Delayed Damage Pool.
11-19 Red Card (Ex): A gambler throws a shower of red cards to assail the enemy, exploding on contact. A gambler throws a barrage of red cards in a 15ft cone in front of them. Creature’s caught in the area must make a reflex save or take 4d4 non-elemental damage. A success halves the damage. The damage increases to 6d4 at 8th level and to 8d4 at 16th level.
20- 29 Cut and Run (Ex): A gambler can perform a single melee or ranged weapon attack to a target within reach without provoking an attack of opportunity if they normally would. The gambler then can then form the Disengage action as a move action until the end of their turn.
30 - 39 Guarded by Fate (Ex): The fickle forces of fate grant you protection in the strangest fashion. A frying pan can drop to block a dart. Debris falls at the right time to catch an axe aiming for your skull. Clearly Lady Luck isn’t done with you yet. The gambler receives 1 point of Guard for 1 hour. A gambler that receives guard in this way cannot do so from this reel result until a source consumes the Guard or the duration expires. If the gambler sacrifices 3 points of luck from his maximum amount he can hold, this benefit is extended to any allied creatures within 30ft. The gambler cannot regain his maximum until the duration expires or the guard is consumed.
41 - 49 Disciple of War (Ex): Choose one of the following abilities to perform: Advance (warrior), Iai Strike (samurai), Jump (dragoon), Bomb (chemist), Sneak Attack (thief), or Martial Flexibility (blackbelt). You perform the ability immediately as a standard action; counting 1/4th of your gambler levels as levels in the respective classes of each ability (minimum of 1). Any ability with a duration, such as martial flexibility only lasts for 3 rounds.
50 -59 Chocobo Stampede (Ex): Out of nowhere, a herd of chocobos run across your path. Choose a space within 100ft. A 30ft wide, 10ft line of chocobos (between 8 to 20 chocobos) appear and run in a direction of your choosing originating from that space. Creatures caught in their path must make a reflex save or take or take 4d6 + your gambler level in physical damage (slashing, bludgeoning, and piercing) and are knocked prone with multiple feathers and footprint marks dotting their form and clothes. A successful save reduces the damage by half and negates the prone effect. The chocobos continue running back to their nearest habitat or region they came from.
60 - 69 Lucky Girl!(Su): The gambler increases his critical threat range of himself and all allies within 30ft by +2 for 1 round. This benefits manufactured weapons, unarmed strikes and natural weapons but does not stack with feats or spells that improve critical threat, such as the Improved Critical feat.
70-79 Gil Rain (Ex): The gambler supernaturally conjures gil from the forces of luck and pelts enemies in a storm of financial ruin. Make a ranged thrown weapon attack against all foes within 30ft of the gambler at your highest base attack bonus. Each hit deals 2d3 + an additional 1d3 points of slashing, bludgeoning and piercing damage per three gambler levels you possess.
80 - 89 Summon the Blackjack (Ex): An airship appears out of the sky and drops a payload unto an area. Choose a 20ft circular area within 150ft of the gambler. Creatures caught in the area must make a Reflex saving throw or suffer 1d10 points of non-elemental force damage per two gambler levels as the explosion rips through the area. Unattended objects and structures are also affected by this ability.
90 - 99 Fate's Hand (Ex): You can choose one Reel result (Except Joker’s Death) to take effect, and reroll again for a second effect.
100 Joker’s Death (Su): A wave of negative energy suddenly blankets the area. All hostile living creatures within 100ft of the gambler must make a Will save or die. A success results in the affected creatures to roll half of their hit dice and subtract the result from their current and total hit points. This is an energy drain, death effect. Joker’s death cannot occur to the same creatures twice in 24 hours.

Item Reels (Su)

From 1st level, As a full-round action, the Gambler can call upon the Item Reel to draw a random item from the forces of luck to use it to bestow its effects. He may roll a D100 and determine the result from the chart below. Other reels can be viewed at the end of the document. Any items gained through this Reel last for 1 minute before becoming inert (in the case of alchemical items) or destroyed (in the case of weapons, ammunition, and gear). Items, weapons and gear drawn from this Reel must be drawn into an available hand. If the gambler does not have an available hand, they immediately drop any single weapon, item or piece of gear they hold to make room for any drawn item from this Reel.

Table: Item Reels
Roll d100 Item Reel Result
1-10 Dud (Ex): The gambler accidentally draws a volatile cocktail from their person and it explodes immediately. All creatures within 30ft of the gambler must make a Reflex saving throw with a DC of 10 + half the gambler’s level + the gambler’s Charisma modifier (except the gambler). Failure requires them to roll 2 of their hit dice and subtract the results from their current hit point total. A gambler is considered to have automatically failed the saving throw. Health lost in this fashion is not subject to damage reduction of any kind, ignores the Protected and Shelled conditions, bypasses Guard and a Blackbelt’s Delayed Damage Pool.
11-19 Emergency Holy Water (Ex): The gambler randomly draws a vial of Holy Water. Should the gambler imbibe the vial, they gain +4 sacred bonus to saving throws for 1 minute. Otherwise, it functions as alchemical Holy Water.
20- 29 Blessed Gem (Su): The gambler draws and throws a priceless gem filled with holy magic to a target within 20ft, like a splash weapon. Should it hit a creature or make contact with a solid surface, the gem explodes as if the gambler casted the Dia spell with the Multi-Dia passive augment(but cannot gain the benefit of any other passive augments). The Dia spell effect is automatically augmented by an amount of MP equal to half your gambler level (minimum of 1).
30 - 39 Emergency Potion (Ex): The gambler sifts through their pockets and produces an extra potion. Should the gambler imbibe the potion, they regain additional hit points equal to their Charisma modifier.
41 - 49 Rabanastre Roulette (Ex): The gambler randomly draws a single firearms from the following at random. Roll a d6 and assign the results accordingly: 1. Simple Handgun; 2. Light Revolver; 3. Long Barrel Handgun; 4. Double Barrel Shotgun; 5. Sniper Rifle; 6. Assault Rifle. The firearm is fully loaded but has no spare ammunition for it. The gambler is not given proficiency with the firearm but reduces the non-proficiency penalty by 2 when using it.
50 -59 Once More (Ex): The gambler rummages through their pockets to discover a single tuft of Phoenix Down. The gambler can activate the effects of the item on an adjacent creature or throw it and activate it on a creature within 20ft, like a splash weapon. Any feats or abilities that can increase throw range may apply to this ability.
60 - 69 L-Bomb (Ex): The gambler draws and throws a chemist’s bomb, treating half their gambler levels as chemist levels for the purposes of scaling. The gambler throws the bomb like a splash weapon as normal but cannot change the damage type, dealing fire damage.
70-79 Lunar Curtain (Ex): The gambler draws and uses a glass vial that holds protective magic. The gambler crushes the item to turn it into a spray that grants a 1 point of guard to all allied creatures within 20 ft of the gambler (the gambler included). This benefit lasts for 1 minute or until the point of guard is consumed.
80 - 89 Emergency Ether (Ex): The gambler randomly draws a spare Ether from an available pocket. The gambler can throw the Ether as a standard action to any creature within 20 ft. If the gambler imbibes the ether and does not have an MP pool, they instead reduce the cooldown of this Reel by 2 rounds until their next use of Item Reel.
90 - 99 Fate's Hand (Ex): Choose 1 result on the Reel (except Gambler’s Ambrosia) to take effect, and reroll for a second result.
100 Gambler’s Ambrosia (Ex): The gambler randomly draws a single Elixir. The gambler may drink the Elixir immediately or throw it to an allied creature within 20 ft as part of activating this result. A gambler that gains this result increases the cooldown by an additional round. Any feats or abilities that can increase throw range may apply to this ability.

Magic Reels (Su)

From 1st level, As a full-round action, the Gambler can call upon the Magic Reel to cast a spell or induce a magical effect on their behalf. He may roll a D100 and determine the result from the chart below. Other reels can be viewed at the end of the document. Any spell cast using this Reel treats the gambler as having the Spell Proficiency class ability, treating the gambler’s gambler level as the relevant caster level needing to cast the spell (such as Black Mage, White Mage, and Red Mage). All spells cast from this Reel use the gambler’s Charisma modifier as their casting stat, regardless of what spell list the spell originates from.

Table: Magic Reels
Roll d100 Magic Reel Result
1-10 Dud (Ex): The gambler accidentally causes a magical explosion. All creatures within 30ft of the gambler must make a Reflex saving throw with a DC of 10 + half the gambler’s level + the gambler’s Charisma modifier (except the gambler). Failure requires them to roll 2 of their hit dice and subtract the results from their current hit point total. A gambler is considered to have automatically failed the saving throw. Health lost in this fashion is not subject to damage reduction of any kind, ignores the Protected and Shelled conditions, bypasses Guard and a Blackbelt’s Delayed Damage Pool.
11-19 Onyx Onslaught (Sp): The gambler shoots a barrage of magic darts at an assailant. The Gambler casts one of the following: Verruin, Veraero, Verblizzard, Verdark, Verfire, Verstone, VerThunder, or Verwater. The GM rolls a d8 and assigns the spells accordingly to the result: 1. Veraero; 2. Verblizzard; 3. Verdark; 4. Verfire; 5. Verruin; 6. Verstone; 7. Verthunder; 8. Verwater. The gambler casts each spell with an amount of MP equal to half his gambler level (minimum of 2). This automatically augments the spell, using the gambler’s Charisma modifier as his casting modifier. The gambler can spend 3 Luck points as a free action to choose the spell he casts.
20- 29 Pearl’s Radiance (Sp): The gambler casts a hallmark spell coveted by white mages. The gambler casts one of the following spells: Aero, Dia, Cure, Protect, Regen, Shell, Chocofeather, or Scan (gambler’s choice). The gambler casts each spell as if it was cast with an amount of MP equal to half his gambler level (minimum of 1). The gambler can assign augments as normal.
30 - 39 Meta-friendly (Su): The gambler entices the forces of luck to grant their favor to the mystically inclined. Choose one creature within 100ft. That creature and the gambler gain the benefits of 1 metamagic feat (without needing to meet the prerequisites) determined at random by the GM. Roll a d6 and assign the results accordingly: 1. Extend Spell; 2. Selective Spell; 3. Bouncing Spell; 4. Merciful Spell; 5. Quicken Spell; 6. Maximize Spell. The creature and the gambler can treat the next spell they cast as being under benefits of that feat at no extra MP cost. This lasts for 1 minute or until discharged. A Gambler can spend 3 points of luck as a swift action to choose the result.
41 - 49 Black Barrage (Sp): The gambler taps into the destructive arts coveted by the tomes of black mages. The gambler casts one of the following spells: Bio, Blizzard, Dark, Fire, Ruin, Stone, Thunder or Water (gambler’s choice). The gambler casts each spell as if it was cast with an amount of MP equal to half his gambler level (minimum of 1). The gambler can assign augments as normal.
50 -59 Ruby Roulette (Sp): The gambler entreats onto the arcane rites of the red mage. The gambler casts one of the following spells: Burning Fist, Corrosive Touch, Earthen Press, Enspell, Frigid Touch, Ruinous Ram, Shocking Grasp, Splash Slap, or Vortex Punch (gambler’s choice). The gambler casts each spell as if it was cast with an amount of MP equal to half his gambler level (minimum of 1). The gambler can assign augments as normal.
60 - 69 Sacred Arts (Sp): The gambler randomly uses the secret arts of white mages. The gambler casts the one of the following spells (gambler's choice) Esuna, Raise, Death Ward, Life Shield, Stoneskin, or Furious Holy Barrage. spells (gambler’s choice). The gambler casts either spell with the minimum amount of MP needed to do so. The Gambler can spend 2 points of luck to cast any of the spells without provoking an attack of opportunity.
70-79 Mist Scar (Su): the gambler accidently summons an area of antimagic. All spaces within a 100ft radius spread are covered with a fog-like mist that glows with multiple colors. Creatures caught in the area cannot cast spells or spell-like abilities unless their caster level is 2 higher than the gambler’s caster level. This area also denies the use of dimensional transportation in the area. The mist does not grant concealment in any fashion. This effect lasts for 1 minute unless the gambler spends 2 luck points as a full-round action to dismiss it.
80 - 89 Mass Peril (Su): The gambler unleashes a wave of chaotic energy that strips away resistances. All hostile creatures within 60ft of the gambler must make a Reflex save (DC = 10 + half your gambler level + your Charisma modifier). A failure results in the affected creature(s) receiving the Imperil condition against all elements for 3 rounds. A successful save negates the effect. A gambler can spend 3 luck points as a swift action to make all affected creatures roll twice and take the lower result on the saving throw.
90 - 99 Fate's Hand (Ex): Choose 1 result on the Reel (except Grand End) to take effect, and reroll for a second result.
100 Grand End (Sp): The gambler brings a destructive end to a harrowing battle. The gambler casts Meteor with an amount of MP equal to 19 exactly. This spell affects all creatures caught in its area and range (except the gambler).

Random Reels (Su)

As a full-round action, the Gambler can call upon the Random Reel to enact a completely random effect. He may roll a D100 and determine the result from the chart below. Other reels can be viewed at the end of the document. This Reel cannot be chosen until you reach a gambler level of 10 or higher.

Table: Random Reels
Roll d100 Random Reel Result
1-10 Dud (Ex): The gambler is hit by a random hazard: a storm of frying pans, the bodies of a dead griffin family, a mad alchemists’ latest invention, and etc. All creatures within 30ft of the gambler must make a Reflex saving throw with a DC of 10 + half your gambler level (rounded down) + the gambler’s Charisma modifier (except the gambler). Failure requires them to roll 2 of their hit dice and subtract the results from their current hit point total. A gambler is considered to have automatically failed the saving throw. Health lost in this fashion is not subject to damage reduction of any kind, ignores the Protected and Shelled conditions, bypasses Guard and a Blackbelt’s Delayed Damage Pool.
11-19 Quartet Knife (Su): The gambler strikes with the esoteric vengeance of a Tonberry King. Make an attack roll at the nearest target creature in range. On a hit, you deal normal weapon damage and the target takes a -4 circumstance penalty to attack rolls, saving throws, AC, spell and ability DCs for 3 rounds. This is an energy drain effect. If the gambler makes the attack with a light blade (such as a dagger), increase the penalty of the effect by 1.
20- 29 Dark Matter (Su): The gambler, somehow, invokes the brief existence of a black hole in space. Choose a target creature within 60ft. That creature must make a Reflex save (DC = 10 + half your gambler level (rounded down) + your Charisma modifier). A Failure forces the target to suffer 50 points of non-elemental damage. A creature that is reduced to -1 or less hit points is reduced to dust and dies immediately. Nothing short of the Raise Spell with the Full-Life augment can restore them back to their former self. Once this result is used, it can’t be rolled again for 1 week. The Dud result replaces it for the duration.
30 - 39 Primo Grenade (Su): The Gambler randomly draws a grenade from an undisclosed location on their person. The gambler immediately throws it within 100ft. When thrown, it explodes in a 100ft circular spread in a parade of dazzling colors, fireworks and other forms of presentation. All creatures (except the gambler) within range must make a Will saving throw (DC = !0 + half your gambler level (rounded down) + your Charisma modifier) or be Charmed by the Gambler for 1 hour. At the end of the Charm, all affected creatures do not remember any tasks they performed for the gambler while charmed but they member any and all previous hostility or indifference to them.
41 - 49 Item Shop (Ex): Somehow, in some way, the forces of luck grant the gambler a much needed opportunity for items. A mobile item shop carrying anything from weapons, gear, and alchemical items appears somewhere within 500ft of the gambler that he can see. The item shop should always have an amount of items or a single rare item worth an amount of gil less than or equal to the Wealth by Level of the Gambler.
50 -59 Mega Potion (Ex): The Gambler randomly draws a Mega Potion. Should the gambler throw or crush the item, it heals all creatures within 20ft, instead of 10ft.
60 - 69 Gold Saucer Retreat (Ex): The gambler teleports himself and up to 5 allied creatures they know and can see within 300ft to the nearest town or structure within 3,000 miles. The town or structure must be one they know personally, have visited before or can vaguely envision. All gamblers know one gambling establishment they visited briefly as part of using this ability. If there is no such town or establishment within range, then they simply teleport to the last town they visited, regardless of distance or planar restrictions.
70-79 Chocobo Ranch (Ex): The forces of luck rent a few chocobos from Chocobo Bill or Chocolina. Up to 2d10 + 2 friendly Yellow Chocobos appear and swarm around the gambler as if they were made of Gysahl Greens. At least 1d4+1 of the chocobs can be safely ridden by the gambler and his companions. The Chocobos follow the gambler for 1d4 hours until the herd disperses. They will not follow the gambler or his companions into dangerous areas or hazards (such as a Behemoth’s lair, Lich’s mausoleum, a poisonous swamp, and etc.). The Chocobos can defend themselves when left alone. When the gambler rolls for Initiative, once every 1d4+1 rounds(rolled immediately after initiative), a Chocobo from the herd will appear and unerringly kick one hostile creature the gambler can perceive within 30ft. The kick deals 1d6 + an additional d6 of bludgeoning damage per three gambler levels you possess. If there are no targets for the Chocobo to kick, it will instead give a pep talk in Chocobo speak to the gambler and all other creatures that can see or hear it - granting a +2 morale bonus to the next d20 roll made on their next turn. Afterwards, the chocobo leaves the encounter without fail. Once this result is in effect, it is replaced by the Dud result until the duration expires.
80 - 89 Falling Rock (Ex): The gambler’s luck makes a staple hazard work in their favor. Choose one 5ft space within 30ft. A large rock falls into the space from seemingly out of nowhere, filling it out completely. This allows the rock to block passages or become an obstacle. If a creature is in space, it must make a Reflex save (DC = 10 + half your gambler level (rounded down) + your Charisma modifier) or take 2d10 earth damage + 2d10 bludgeoning damage on a failure. A success halves the damage. Whether the creature succeeds or fails, they are shoved into an adjacent, unoccupied space.
90 - 99 Fate's Hand (Ex): Choose 1 result on the Reel (except CONGRATS) to take effect, and reroll for a second result.
100 CONGRATS (Ex): A wave of unbelievable fortune washes over the gambler and his allies. The gambler and any allied creatures he knows and can perceive within 120ft gain the following benefits: 1). All harmful conditions afflicting them are cured and the cured ally gains the Ribbon condition for 1 round; 2). All attack rolls made before the end of the Gambler’s next turn, automatically hit (this does not automatically confirm attacks or abilities that trigger critical confirmations).; 3). All MP and similar pool-like abilities are immediately filled to their maximum. (such as Bushido, Arcane Pool, Luck, Ki,etc.). Daily use abilities are also refreshed.; 4). All ability cooldowns or ability timers are reset to 0 (Such as Warfares, Reels, Dragon Breath, etc.).; 5). All living, allied creatures, recover 30 hit points. All allied, deceased creatures within range creatures return to life via the Raise spell.

Auroch Reels (Su)

As a full-round action, the Gambler can call upon the Auroch Reel to perform a sporty maneuver. He may roll a D100 and determine the result from the chart below. Other reels can be viewed at the end of the document. Any blitzballs pawned from a result in this Reel disappear into another place or existence or from where it came from after 1 minute. If the gambler already has a blitzball (be it from this Reel or in their inventory normally), they may use that blitzball in place of the one that spawns. All blitzballs spawned in this fashion have an enhancement bonus of +1. This Reel cannot be chosen until you reach a gambler level of 5 or higher.

Table: Auroch Reels
Roll d100 Auroch Reel Result
1-10 Dud (Ex): A storm of blitzballs rain down on the gambler and all those close to him. All creatures within 30ft of the gambler must make a Reflex saving throw with a DC of 10 + half the gambler’s level + the gambler’s Charisma modifier (except the gambler). Failure requires them to roll 2 of their hit dice and subtract the results from their current hit point total. A gambler is considered to have automatically failed the saving throw. Health lost in this fashion is not subject to damage reduction of any kind, ignores the Protected and Shelled conditions, bypasses Guard and a Blackbelt’s Delayed Damage Pool.
11 - 19 Sphere Shot (Ex): The forces of luck spawn a blitzball above the gambler. The gambler executes a stylish kick with the blitzball for explosive results. Choose one 5ft space or creature within 30ft. No matter which you choose, the blitzball explodes with sheer force from the kick as it enters the space. All creatures within a 20ft circular burst of the chosen space or creature must make a Reflex save or suffer 1d8 + an additional d8 of force damage per 3 gambler levels you possess. A successful save reduces the damage by half.
20 - 29 Fumble (Ex): The forces of luck spawn or transform a weapon or item the gambler is holding into a blitzball. For the next 3 rounds, as long as the gambler has this blitzball, he can spend an immediate action to throw the blitz to interrupt an attack roll made within 20ft of the gambler. To do so, a gambler makes a ranged attack roll against the triggering attack’s attack roll - treating it as the DC. If the gambler’s attack roll is higher, the attack is interrupted and treated as a miss. The blitzball will always bounce back to the gambler’s hand afterwards. If the gambler fails, the attack resolves as normal against its original target.
30 - 39 Auroch Spirit (Ex): The gambler is infected by the heroic spirits of the Besaid Aurochs. Nothing will stop them from gaining the Crystal Cup. When the gambler makes a thrown or ranged weapon attack, he rolls twice and takes the better result. When the gambler is subject to a Powerful combat maneuver attempt (such as grapple and bull rush) by a hostile creature, the creature must roll twice and take the lower result. This benefit lasts for a number of rounds equal to your Charisma modifier.
41 - 49 Invisible Shot (Su): The gambler turns their next thrown ranged attack invisible, making it resolve against a target’s flat-footed AC for all purposes. In the case of a full attack, this benefits only the first attack in a full attack action.
50 -59 Wither Shot (Su): The gambler kicks a spawned blitzball wrapped in negative energy. Make a Thrown weapon attack with a blitzball against a creature within range. Should it hit, it deals normal weapon damage and that creature must make a Fortitude Saving throw. On a failure, the creature takes 1d4+1 ability damage to one ability score at random. Roll a d6 and assign the results accordingly: 1). Strength; 2). Dexterity; 3). Constitution; 4). Intelligence; 5). Wisdom; 6). Charisma. If an affected creature does not have a particular ability score (such as a Construct with no Constitution), reroll on the d6 for a different ability score if you should receive such a result.
60 - 69 Golden Arm (Ex): The gambler gets pumped and develops a strange talent for sporty throwing. The gambler receives a +1 morale bonus on attack and damage rolls with thrown weapon attacks for a number of rounds equal to their Charisma modifier. This bonus increases by an additional +1 per four gambler levels past 1st. For the duration of this ability, this Reel result is temporarily replaced by the Dud result. This result reverts back to Golden Arm once the duration expires.
70-79 Super Goalie (Ex): The gambler’s reflexes become top-notch as the encounter gets into the final round. The gambler gains the benefits of the Deflect Arrows and Snatch Arrows feat without needing to meet the prerequisites. The gambler must still have at least 1 hand free to use the feats. The gambler retains each feat for 1 minute.
80 - 89 Elite Defense (Ex): The gambler gains the grit to take a tackle. The Gambler gains an amount of DR/- equal to his Charisma modifier for 1 minute. For the duration, this Reel result is temporarily replaced with the Dud results. The Reel reverts back once the duration expires.
90 - 99 Fate's Hand (Ex): Choose 1 result on the Reel (except Jecht Shot), and reroll for a second result.
100 Jecht Shot (Ex): The gambler replicates a legendary blitzball maneuver. The forces of luck spawn a blitzball at the hands or feet of the gambler. Choose up to 3 hostile creatures and make a thrown weapon attack at your highest attack bonus against each creature within 60ft with the blitzball. Each creature that is successfully hit takes a double weapon and is stunned for 1 round (no save). The 3rd hit is always a critical hit that is automatically confirmed and is treated as having a x4 critical multiplier.