“Screw that, I don’t need to work to earn money.”
Class Traits • Role: Controller. You can change the tide of battle, make bad rolls turn into good rolls, and affect enemies with conditions through your illusions and tricks. Also with good luck, you can turn the tables on your enemies. • Power Source: Bluff. Any good player needs a good poker face when you are against multiple opponents. Luckily, this trait is really helpful in battle to trick your opponents into thinking that you are open to an attack that will leave them open in the end. • Key Abilities: Dexterity, Charisma, Wisdom • Armor Proficiencies: Cloth, Leather • Weapon Proficiencies: Light Blades, Light Thrown Projectiles, Staves • Bonus to Defense: +1 Reflex, +1 Will • Hit Points at 1st Level: 12 + Constitution Score • Hit Points per Level Gained: 4 • Healing Surges per Day: 6 + Constitution Modifier • Trained Skills: You are automatically trained in Bluff, then from the class skills list below, choose three more trained skills at 1st level. Class Skills: Acrobatics (Dex), Bluff (Cha), Diplomacy (Cha), Intimidate (Cha), Streetwise (Cha), Insight (Wis), Thievery (Dex), Perception (Wis)
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Build Options: Compulsive Gambler, Strategist Class Features: Mulligan, Unlucky Aura, Feign Weakness, Weapon Focus (Throwing), Gambler Tricks
Gambler Class Features ___________ You have the following class features.
Lucky Shot
All gamblers start off with the “Lucky Shot” atwill skill. You gain this skill as well as another skill determined by your gambling path.
Compulsive Gambler Gambling for several years has left you extremely lucky, your battle expertise might not be so “Reliable” but can become very powerful.
attack, only to trick the opponent leaving him open instead. Encounter ♦ Martial, Weapon Immediate Interrupt Range 10 Trigger: You are hit by a melee attack Effect: After the opponent rolls its attack roll against you (Only as a melee attack vs. AC or Reflex), you may then use this skill (even after seeing the roll). Activating this skill will add your (D20 + [(bluff or insight) skill ÷ 5]) to your AC & Ref. If this cause the opponent to miss, it will be open to a attack of opportunity. You may then choose an ally within range to trigger the opportunity attack. Increase the effect to 2D20+[(bluff or insight) skill ÷ 5] at 21st level.
Critical Attack: You know the “Critical attack” at-will skill. Mulligan: You gain the Mulligan Encounter skill. Mulligan Compulsive Gambler skill “That was terrible, lets try that again.” Encounter Personal Free Action Effect: Reroll any single dice roll. You must use the second roll, even if it’s lower. Double the usage at 21st level
Strategist This feature is for the players who prefer to rely more on probability than luck for their choice of offence. Swift strike: You know the “Swift strike” atwill skill. Feign Defense: You gain the “Feign Defense” skill. Feign Defense Strategist Skill You pretend to leave yourself open to an
Unlucky Aura Enemies within 5 squares of you will become “unlucky” having their attack rolls critically fail on rolls 1-2 and allies will have +1 to crit (ex. +2 to crit will make attack rolls crit on rolls 1820) against target(s) in your aura.
Weapon Focus (Throwing Weapons) You gain the Weapon Focus feat to throwing weapons (+1 Damage with all throwing weapons).
Gambler Tricks______________________ Your gambler skills are called “tricks”, they are used often as forms of entertainment and deceit.
Class Features Sleight of Hand Gambler Trick You show an object to the audience only to make it disappear within the next second, leaving them wondering how you do it. At-Will ♦ illusion, martial Minor Action Close Burst 3 Target: Each creature in burst Effect: You quickly conceal an object (either into your inventory or just hiding within your clothing etc.) either in front of an audience or out of security. This skill is very difficult to spot at 1st glance; if challenged, make a bluff vs. insight check.
Divert Attention Gambler Trick “Look over there!” At-Will ♦ illusion, martial Standard Action Blast 3 within 5 squares. Target: Each creature within blast. Effect: You divert the attention of a small group of people by throwing your voice or an object (etc.) at a called location (within 5 squares of your location). This effect however only lasts for a couple of moments and the Checks will be more difficult according to the situation (ex. Being chased or in a open location). However, it leaves enough time to conceal yourself with a stealth check or other quick maneuvers.
or 1[W] + Dexterity modifier damage (Ranged). Increase the damage to 2[W] at 21st level. Effect: Any single attack after being struck by “Lucky Shot” will have a +2 Critical effect on their attack roll. This effect ends on the end of your next turn if there are no attacks on the target.
Critical Attack Gambler Skill 1 Not only does the gambler drive his staff in the goblin’s eye, he also drives his staff further to the other side. At-Will ♦ Martial, Weapon Standard Action Melee or Ranged Weapon Target: One Creature Attack: Dexterity vs. AC Hit: 1[W] + Strength modifier damage (Melee) or 1[W] + Dexterity modifier damage (Ranged). Increase the damage to 2[W] at 21st level. Special: If this attack becomes a critical hit, your weapons gains the “High Crit” attribute. If the weapon already have “High Crit” attribute, add another 1[W] damage instead. This effect applies before the damage is accounted for.
Swift Strike Gambler Skill 1 You swiftly hit the enemy in the head, leaving him uncoordinated for a few moments. At-Will ♦ Martial, Weapon Standard Action Melee Weapon Target: One Creature Attack: Dexterity vs. AC Hit: 1[W] + Strength modifier damage and the target is Dazed until the end of your next turn. Increase the damage to 2[W] at 21st level. Special: If this attack becomes a critical hit, target becomes Stunned until the end of your next turn instead.
Level 1 At-Will Skills________________ Lucky Shot Gambler Skill 1 You drive your weapon into your opponent, leaving the next attack to hurt much worse. At-Will ♦ Martial, Weapon Standard Action Melee or Ranged Weapon Target: One Creature Attack: Dexterity vs. AC Hit: 1[W] + Strength modifier damage (Melee)
Level 1 Encounter Skills____________ Change of Luck Gambler Encounter 1 “Well what do you know? Today is looking good
after all!” Encounter Free Action Range 10 Trigger: A creature within range rolls a Critical or a Critical Fail. Effect: You can change any creature’s Critical Hit into a Critical Fail, or a Critical Fail into a Critical Hit (must be within range). Compulsive Gambler: If you are able to make a opportunity of attack against affected target, you may do so.
Roulette Gambler Encounter 1 You cast wild spell on the enemy, the effects later are unknown! Encounter ♦ Arcane Standard Action Range 10 Target: One Creature Attack: Dexterity vs. Reflex Hit: Roll a D20, the affects of this spell is determined by the number of the roll. 1: You are Knocked Down and Helpless till your next turn. 2-5: Target is now Dazed 6-10: Target is now Blinded 11-15: Target is now Stunned 16-19: Target Is Knocked Down 20: Target is Knocked Down and Helpless till its next turn.
Pachinko Gambler Encounter 1 Having already perfected your throwing arts, you decide that it will be better to save your ammunition by using your one projectile to hit multiple targets. Encounter ♦ Martial, Weapon Standard Action Ranged Weapon Requirement: Must be wielding a light thrown weapon. Target: One Creature Attack: Dexterity vs. Reflex Hit: 2[W] + Dexterity modifier damage. Make a secondary attack. Secondary target: A creature at least 5 squares adjacent to the primary target. Secondary attack: Dexterity vs. Reflex Hit: 1[W] + Dexterity modifier damage. Make a third attack. Third target: A creature at least 5 squares adjacent to the secondary target. Third attack: Dexterity vs. Reflex Hit: 1[W] Damage Strategist: Any critical hits in the process will daze the target till the end of your next turn.
Level 1 Daily Skills__________________ Critical attack Gambler Daily 1 “This is gonna hurt.” Daily Minor Action Personal Effect: Your next attack will be considered critical attack (you still have to roll an attack roll though).
Three of a Kind Gambler Daily 1 With several projectiles wielded in both hands, you throw them all with major precision at multiple targets. Daily Standard Action Ranged Weapon Requirement: Must be wielding a light thrown weapon. Target: One Creature per attack Attack: Dexterity vs. Reflex Hit: 2[W] + Dexterity modifier damage for each attack. Special: When declaring targets, you can target any creature within your throwing range (the same one can be targeted again). This skill does not end if you miss, and will continue until you made your three attacks.
Backdoor Gambler Daily 1 In a flash, the gambler will quickly appear behind the target, making the enemy much more vulnerable for the attack. Daily Standard Action Melee Weapon Target: One Creature Attack: Dexterity vs. Reflex Hit: 2[W] and the target is thrown forward up to 5 squares. Special: You are teleported anywhere adjacent to the target before the attack. Special: Target thrown to objects or walls will take an extra 2d4 damage.
Level 2 Utility Skill__________________ Master of Deceit Gambler Utility 2 The line between truth and deception is thin, and you cross it with ease. Encounter ♦ Martial Free action Personal Trigger: You roll a Bluff check and dislike the result. Prerequisite: You must be trained in Bluff. Effect: Reroll the Bluff check. You decide whether to make the reroll before the DM announces the result.
Barter Gambler Utility 2 After several agreements and misunderstandings, you finally get the item that you want at a lower price. “You drive a hard bargain, mister.” Daily ♦ Martial Minor action Range: 3 Trigger: You make a purchase at any store/stand/etc. Action: Bluff vs. Insight Effect: You may purchase an item for 20% less than the original value. Special: There is only a 10% price reduction for magical items
Buyback Gambler Utility 2 You successfully exaggerate the price of an inexpensive item in your possession to gain more money out of it than it is worth. Daily ♦ Martial Minor action Range: 3 Trigger: You sell an object at any store/stand/etc. Action: Bluff vs. Insight Effect: You sell a object back for 150% of its original bought cost (Items are usually bought back for only 20-50% back). Special: Magical Items can only be sold for a maximum of up to 50%.