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Created By
Aarnott (talk)
Date Created:
Status: <-how close to completion->
Editing: Please feel free to edit constructively!
Balance: Rogue

{{#set:Summary=A card throwing striker that is like Gambit. |Length=20 |Minimum Level=1 |Base Attack Bonus Progression=Moderate |Fortitude Save Progression=Poor |Reflex Save Progression=Good |Will Save Progression=Poor |Class Ability=Other |Class Ability Progression=Other }}

{{#set:Allowed Alignments=Lawful Good}} {{#set:Allowed Alignments=Lawful Neutral}} {{#set:Allowed Alignments=Lawful Evil}} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Neutral Evil}} {{#set:Allowed Alignments=Chaotic Good}} {{#set:Allowed Alignments=Chaotic Neutral}} {{#set:Allowed Alignments=Chaotic Evil}}


GamblerEdit

There are those who gamble and there are gamblers. A gambler is not just a lucky man looking for the next big win or an unlucky man looking for his big break. A gambler has gained an innate understanding of the world of chance and has learned to focus the infinite possibilities luck gives. Whether their power is granted by trickster gods or them tapping into a type of wild magic that is not quite understood outside of their circle, gamblers are a force to be reckoned with.

Making a GamblerEdit

A gambler is a ranged utility character. He can inflict a large amount of damage with his card throw ability. He can also disable opponents using various abilities such as his flashy shuffle. Gamblers play differently than most classes because they use a deck of cards instead of dice for most of their abilities. A clever gambler will make use of their ability to manipulate their deck of cards.

Abilities: A successful gambler focuses on his charisma for the save DCs of his abilities, dexterity for card throwing, and intelligence for skill points, in that order.

Races: Any race may become a Gambler, although some races are more prone to take up the risky lifestyle. Humans, Gnomes, and Halflings are a prime candidate being adventurous and curious by nature. Elves tend to frown on the practice of taking needless risks, but some are intrigued by the weaving of fate that the Gambler invokes. Orcs are not usually intelligent enough to grasp the concepts of luck-based magic or the complicated techniques of the card tricks, but there have been stories of ferocious Orc Gamblers that use their frightening size and strength to intimidate their foes.

Alignment: Any. People of a chaotic nature tend to be more drawn to the class then lawful characters.

Starting Gold: As rogue.

Starting Age: As rogue.



Table: The Gambler

Hit Die: d8


Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +2 +0 Luck Pool, Deck of Cards, Channel Luck, Peek, Reroll
2nd +1 +0 +3 +0 Flashy Shuffle
3rd +2 +1 +3 +1 Hedge Bets
4th +3 +1 +4 +1 Flick of the Wrist
5th +3 +1 +4 +1 Bonus Luck Feat, Nimble Thrower
6th +4 +2 +5 +2 Luck Pool (move action reshuffle), Peek (4 cards)
7th +5 +2 +5 +2 Fortune's Friend
8th +6/+1 +2 +6 +2 Deck of Illusions
9th +6/+1 +3 +6 +3 Dispelling Card
10th +7/+2 +3 +7 +3 Bonus Luck Feat, Channel Luck (1 extra card)
11th +8/+3 +3 +7 +3 Luck Pool (swift action reshuffle), Up the Sleeve
12th +9/+4 +4 +8 +4 Aces High, Peek (5 cards)
13th +9/+4 +4 +8 +4 Exploding Dice
14th +10/+5 +4 +9 +4 Loved by Lady Luck
15th +11/+6/+1 +5 +9 +5 Bonus Luck Feat, Channel Luck (2 extra cards)
16th +12/+7/+2 +5 +10 +5 Dispelling Card (swift action)
17th +12/+7/+2 +5 +10 +5 Ace in the Hole
18th +13/+8/+3 +6 +11 +6 Dispelling Card (free action), Peek (6 cards)
19th +14/+9/+4 +6 +11 +6 Fifty-Two Card Pickup
20th +15/+10/+5 +6 +12 +6 Bonus Luck Feat, Channel Luck (3 extra cards)

Class Skills (Skill Points::6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Listen (Wis) Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex)

Class FeaturesEdit

All of the following are class features of the Gambler.

Weapon and Armor Proficiency: Gamblers are proficient with light armor, all simple weapons, and Throwing Cards.

Luck Pool: Gamblers are masters of manipulating luck. A gambler has a pool of 2 luck points + 1 for every 5 class levels he has + 1/4 his charisma bonus. Luck points can be spent to power the gambler's class abilities.

A gambler can regain 1 luck point per full round he spends reshuffling his deck of cards. Any cards that have been used by class abilities are added back into his deck at this time.

At 6th level, a gambler can reshuffle his deck as a move action, but he does not regain a luck point.

At 11th level, a gambler can reshuffle his deck as a swift action (without regaining a luck point). He does now, however, regain 1 luck point whenever he reshuffles as a move action. He also regains 2 luck points if he spends a full round action reshuffling.

Deck of Cards: The gambler carries a deck of throwing cards that he has magically attuned with. This deck of cards allows him to use his gambler class abilities. The deck is a standard deck of cards plus two jokers.

The deck's magic nature makes it different from a standard deck of cards. The gambler can make the deck appear in his hands as a free action, regardless of where they are. When anyone other than the gambler uses the deck, it appears to be all blank cards. In fact, the gambler cannot cheat and stack the order of the cards ahead of time because they appear blank to him as well. He can enchant these cards like a normal set of magic ammunition and none of them are destroyed when they are thrown. They start out as a masterwork item.

When he uses a card from the deck for a class ability (other than peek) or he throws a card, the card is not returned to his deck until he reshuffles it to regain luck points.

The face values of the cards as they relate to the gambler's abilities can be found in the table below.

Card Face Values
Card Type Face Value
Ace 1
Two 2
Three 3
Four 4
Five 5
Six 6
Seven 7
Eight 8
Nine 9
Ten 10
Jack 11
Queen 12
King 13
Joker 15

In order to use any class ability that requires him to use his deck of cards, other than channel luck, the gambler must be wielding the deck of cards.

Use a standard deck of playing cards when you play a gambler character and use it to mimic the class abities (shuffle the deck, look at the top cards with peek, etc.).

Channel Luck (Su): As part of a full attack action that costs 1 luck point, a gambler can use his deck of cards as a focus to channel his luck into his attacks. When he uses this ability, the top card of his deck disappears for each attack he chooses to channel luck into, until he is able to restock it by reshuffling to regain luck points. He need not be wielding his deck to use this ability, he just has to be carrying it. If an attack hits, it deals additional damage equal to the card's face value of an energy type listed below based on the card's suit.

  • Spades: Acid
  • Clubs: Cold
  • Diamonds: Lightning
  • Hearts: Fire
  • No Suit (Jokers): Force

If he decides to throw cards when using this ability, the card disappears after it is thrown, but it determines the base damage being dealt. For example, if the top card of his deck is a joker, he throws the joker and deals 15 extra force damage if the attack hits.

At 10th level, for each attack that hits, an extra card disappears from the top of the gambler's deck and adds its face value to the damage. The extra damage added in this way is of the same energy type as the card being used to enhance the attack, not based on the suit of the second card. If there are not enough cards left in the deck, no extra damage is added to the attack.

At 15th level, the gambler turns up 2 extra cards for extra damage instead.

At 20th level, the gambler turns up 3 extra cards for extra damage instead.

Peek (Su): As a swift action that costs 1 luck point, the gambler can look at the top three cards of his deck and switch the order of the cards. At 6th, 12th, and 18th level, the gambler can look at and rearrange one extra card with this ability. The cards last in this order for 5 minutes and then the order is randomized again.

Reroll (Ex): As a free action that costs 2 luck points, a gambler can make a luck reroll or activate a luck feat as if he had used a luck reroll.

Flashy Shuffle (Su): At second level, as a standard action that costs 1 luck point, the gambler can make a magical effect with his deck of cards against one or more creatures in close range. He draws a single card from his deck and can choose an effect based on the face value. He then shuffles the remaining cards in his deck (randomizing the order if peek was used).

  • Dazzle any number of creatures within range (any face value).
  • Facinate any number of creatures within range (face value of 4 or greater).
  • Daze one creature (face value of 7 or greater).
  • Confuse one creature (face value of 10 or greater).
  • Stun one creature (face value of 14 or greater).

The target gets to make a Will save DC 10 + 1/2 the gambler's HD + the gambler's charisma modifier to avoid the effect. The gambler can continue to shuffle his deck as a move action each round to prolong the effect (that does not cost additional luck points), but the target gets a new saving throw each round at the original DC. This is a mind-affecting enchantment effect.

Hedge Bets (Su): At third level, the gambler has learned to give himself the opportunity for a second chance when his luck runs out. Whenever he fails an attack roll, saving throw, or skill check after rerolling it with a luck reroll, he can, as a free action, spend 1 luck point to try to increase his roll. First he must draw a card. He then must announce whether the next card has a higher or lower face value. He draws the card to check. If he was correct, he can reroll the attack roll, saving throw, or skill check again (taking the new result even if it is lower).

Flick of the Wrist (Ex): At fourth level, as a standard action, a gambler can throw 2 cards, making two separate attack rolls, from his deck of cards at a single opponent. For each card that hits, he regains a number of luck points equal to his charisma bonus / 4 (minimum 1 point per card) in addition to the card's normal damage.

Bonus Luck Feat: At 5th, 10th, 15th, and 20th level, the gambler gets a bonus feat with the luck descriptor.

Nimble Thrower (Ex): At 5th level, a gambler can spend 2 luck points to make a full attack action with a thrown weapon as a standard action. He can only use this ability if he moves at most half his movement speed before this ability this turn (and cannot more more than half his movement speed after this ability this turn).

Fortune's Friend (Ex): At 7th level, the gambler rolls 1d6 and adds it to the result of any luck reroll he makes.

Deck of Illusions (Su): At 8th level, as a standard action that costs 2 luck points, the gambler can draw a card from his deck and use it as if he had drawn a card from a Deck of Illusions. If the card would not normally be in a Deck of illusions, keep drawing cards (and removing them from the deck) until one that is feasible is found. If the deck is exhausted before a card is found, this ability fails.

Dispelling Card (Su): At 9th level, as a standard action that costs 1 luck point, the gambler can throw a card at a creature and, in addition to damage, have it cast a targeted Dispel Magic on the creature if it hits. The caster level is equal to 1/2 the gambler's HD + the face value of the card.

At 16th level, he can activate this ability as a swift action that applies to the next card he throws on his turn.

At 18th level, he can use this ability as a free action when he throws a card to have it apply to that card.

Up the Sleeve (Su): At 11th level, whenever a gambler uses Peek, he can take one of the cards and hold it up his sleeve instead of putting it back on top of his deck. Whenever he would draw a card for any other gambler ability, he can instead use the card up his sleeve. The card returns to the deck if it isn't used in 5 minutes. He can only have one card up his sleeve at a time.

Aces High (Ex): At 12th level, the gambler's aces now have a face value of 14.

Exploding Dice (Ex): At 13th level, whenever the gambler rolls the maximum result on a die for a damage roll, he rolls the die again and adds the result. He continues doing this until any result other than the maximum result is rolled.

Loved by Lady Luck (Ex): At 14th level, whenever the gambler uses a luck reroll and the reroll succeeds, he gains back 1 luck point.

Ace in the Hole (Su): At 17th level, as a free action that costs 1 luck point, a gambler can search his deck and put an ace up his sleeve. He shuffles his deck afterwards.

Fifty-Two Card Pickup (Su): At 19th level /?


Campaign InformationEdit

Playing a GamblerEdit

Religion: Gamblers tend not to follow any religion, finding it hard to believe that they could influence fate so easily if gods had any bearing on their life. Nonetheless, some gamblers relate their abilities to their worship of trickster gods.

Other Classes: Other adventurers find the gambler easy going and laid back. Clerics, monks, and paladins, tend to find the gambler's lack of responsibility and loose moral code to be slightly annoying at best and downright inexcusable at worst.

Combat: A gambler is the type of character that will try to remain mobile and avoid enemies while pelting them with enchanted cards. If an enemy gets too close to a gambler, he can always try to use a flashy shuffle to disable the opponent.

Advancement: Gamblers can do well by multiclassing into the rogue or bard classes. Rogue gamblers gain the benefits of their sneak attacks to add to the card throw ability. Bard gamblers can use their spells and music to augment the abilities of themselves and their allies. In general, a gambler does best multiclassing into classes that offer a high amount of skill points with a variety of skills. Because their abilities scale with the HD rather than class level, their gambler abilities always remain relevant.

Gamblers in the WorldEdit

In a bet there are two people... The fool and the thief, I know who I'd rather be.
—Heredus the swifthanded, Human Gambler

Gamblers are usually found in large city centers. They spend most of their time gambling and this is the reason a great many of them take to adventuring: to pay off gambling debts. Gamblers often become self-assured about their next big win and have the utmost confidence that luck will bring them out of any bad situation. For this reason, they seem to be extremely impulsive to others, which isn't really a surprise because when it boils down to the facts, they really are. If a gambler isn't seen gambling, then odds are, he is seen doing something very dangerous for the promise of large amounts of coin.

Daily Life: The life of a gambler comes with big highs and deep lows. One day a gambler will be as rich as an efreeti sultan, the next day he doesn't have a copper left to his name. Gamblers love the uncertainty of this lifestyle and appreciate life all the more when it is going their way. Every gambler adventures often enough because it is the fastest way to make large amounts of gold.

Notable Gamblers: "King" Felix Goldan, Male Human Gambler: has gained and lost ownership of a small kingdom over 60 times from betting.

Fortune, Female Tiefling Gambler: tricked a great wyrm red dragon out of his entire treasure hoard.

Gorruk Slytongue, Male Orc Gambler: bet against a demigod in a footrace with 10,000:1 odds and won the bet.

Organizations: Gamblers don't often like to tie themselves to a particular group. They are well known to deal with organizations, taking out loans for as much as they can (the more you have to gamble with, the bigger you win). The only reason they have to affiliate with an orginization is to find quick work to pay off the large loans they like to take from shady individuals.

NPC Reactions: Most NPCs can pick out a gambler right away and most NPCs don't like them. A hard working farmer just can't understand why someone would waste their life throwing a years salary down on a single bet. Gamblers don't expect NPCs to understand their ways and the feeling of dislike is often mutual. That being said, a gambler who hides his true nature often makes many friends. Their impulsive attitude is often found to be very interesting and exciting to NPCs.

Gambler LoreEdit

Characters with ranks in Gather Information can research Gamblers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Gather Information
DC Result
5 Gamblers love a challenge and often win outlandish bets against all odds.
10 Gamblers throw enchanted cards at opponents.
15 Gamblers use a strange form of magic that comes from the infinite possibilities that luck provides.
20 Provide detailed information about a particular gambler.

Gamblers in the GameEdit

Gamblers are found wherever there is gambling to be done. Often this means that they are found in big cities making bets on anything they can. Their love of gambling is almost like a ritualistic religion and it is what grants them their understanding into luck-based magic. Some gamblers are thieves, others have a strong set of morals. Many don't even use their powers unless they are forced to.

Adaptation: Gamblers can fit into any world where gambling has some form of prevalence. They could be like sorcerers where some are just born with the innate understanding of luck and their powers develop with that understanding. Other worlds might make gamblers a trained class that is taught by a secret society of betting men.

Sample Encounter: TODO



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