Written by Andrew M. “FishXXIII” Popowich
From the card-playing cowboy to the casino visiting gentleman, those with the luck of the Gambler are often well known in their establishments. The Gambler masters the luck of cards and applies to that living life as stylish as possible. Usually Gamblers are picked up when caught cheating and the agency realizes their knack for luck, but just as often the Gambler’s high life leads them right in danger they have to get themselves out of.
Abilities: Wisdom is of importance to the Gambler since it is the key ability of many of his class skills. Likewise, Charisma and Dexterity are also useful.
Vitality: 1d8 plus Constitution bonus per level.
To become a Gambler, the agent must meet all of the following requirements:
Agent Level: 5+
Bluff: 8 ranks
Sense Motive: 6 ranks
Spot: 6 ranks
Feats: Card Shark, Play the Odds
The Gambler’s class skills are Appraise, Bluff, Bureaucracy, Craft, Cultures, Diplomacy, Escape Artist, Forgery, Gather Information, Hide, Hobby, Innuendo, Intimidate, Knowledge, Languages, Listen, Move Silently, Open Lock, Perform, Profession, Search, Sense Motive, Sleight of Hand, Spot, and Surveillance.
Skill Points at Each Level: 8 + Int modifier.
All the following are class features of the Gambler
Class Feats: The Gambler gains the following feats at 1st level; Armor Proficiency (Light), Weapon Proficiency (Melee), Weapon Proficiency (Hurled), Weapon Proficiency (Handgun).
Derringer: The Gambler is always ready for when a deal goes bad. Somewhere hidden in his clothes in a small pistol for an emergency. 1/session. Spend 1 action die to have single shot 9mm back up pistol hidden on person. Cannot be found until action die spent. Considered to have Quick Draw with this weapon only. This is the gambler’s core ability.
Devil’s Luck: Gambler’s are known for their luck with cards and life around them. Some make deal’s with the devil, other’s just have the luck of the draw. Fortunate – Gain Fortunate feat for free. Regardless of prerequisites. Lady Luck – Action die from Fortunate increases to +1d6. Fortune’s Favor – Action die from Fortunate increases to +1d8.
“I Hardly Ever Bluff…“: By watching for people’s tells and observing their style the Gambler can play on what he has learned to make his bluffs more convincing. Gain 1/2 Sense Motive ranks as synergy to Bluff. GC must spend +1 action dice to activate critical errors with Bluff.
Bonus Feat: Gain any Covert or Style feat. Meet prerequisites.
Pass it On: The only thing better than a lucky Gambler is a Gambler who’s luck rubs off an his pals. As Free action give bonus action dice from Fortunate to team member.
“…And I Never, Ever Cheat”: Sometimes the Gambler needs to bend the rules though. Even when not the dealer the Gambler can make just the right cards pop into his hand. Especially when he’s low on cash. 1/Session. Automatically win any house or competitive game. Considered to have succeeded at Sleight of Hand DC.
Ace Up the Sleeve: Fortune favors the bold and the Gambler is no exception. 1/Session. Re-roll any roll before outcome decided; choose between original roll and new roll. May be used to modify rolled action dice.
“I Can’t Believe I Pulled That Card!”: Either through sheer almost substantial luck or severe determination the Gambler can make his luck work overtime. Charisma modifier (minimum 1) /Session. Declare before rolling action die, action die is considered to have rolled highest face on die. Dice explodes, roll additional result. May continue to explode.
|1||+0||+0||+2||+2||+0||+1||3||0||Derringer, devil’s luck (fortunate)|
|2||+1||+0||+3||+3||+1||+2||6||1||“I hardly ever bluff…”|
|4||+2||+1||+4||+4||+2||+3||12||2||Pass it on 1/session, devil’s luck (lady luck)|
|6||+3||+2||+5||+5||+2||+5||18||3||Devil’s luck (fortune’s favor)|
|7||+3||+2||+5||+5||+3||+6||21||3||“…and I never, ever cheat”, bonus feat|
|8||+4||+2||+6||+6||+3||+6||24||4||Pass it on 2/session, ace up the sleeve|
|10||+5||+3||+7||+7||+4||+8||30||5||“I can’t believe I pulled that card!”|