Gambler (3.5e Prestige Class)

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Gambler[edit]

Ah yes! I know Lady Luck quite well. She is not a stranger to me... or my bed.

Some see luck as being too unpredictable or even non-existent. Others see luck as a potent ally, simply waiting to be directed by skillful hands. These wielders of luck are called Gamblers. They play a game every time they step out the door.

Gamblers are tricksters and con-artists by trade. They traverse the dungeon and pub with the same gait, applying the same card-up-the-sleeve tactics to every aspect of their life. The Gambler lives an 'enchanted' life, misfortune never seems to visit him for long. Subterfuge and and sleight of hand always seem to be the winning bet.

Rogues and Bards and Sorcerers find themselves naturally attracted to this lifestyle. Even some civilized rangers can find manipulation of luck beneficial. Although rare, clerics and chaotic paladins devoted to morally ambiguous deities can see the benefit of this class. The more martial classes would find it difficult to embrace this change of career.

Requirements[edit]

  • Alignment: any Chaotic
  • Base Attack Bonus: +2
  • Ability: 12 Charisma
  • Special: You must learn about both sides of luck, the good and the bad. Find another Gambler and gamble with him once every night for one week. On the seventh and last night of gambling, you must gamble with at least 1/4th of all your wealth at stake, including gear. Whether you win or lose, through your interactions with the Gambler, he will teach you how to improve your luck and how to craft specialized cards and dice.

Table: Gambler

Hit Die: d6

Level B.A.B. Saving Throws Special Class Features
Fort Ref Will
1st +0 +0 +2 +2 Beginner's Luck +1 level of existing class features
2nd +1 +0 +3 +3 Reversal of Fortune +1 level of existing class features
3rd +2 +1 +3 +3 Lady Luck's Kiss
4th +3 +1 +4 +4 Miss Fortune +1 level of existing class features
5th +3 +1 +4 +4 My Lucky Day +1 level of existing class features

Class Skills (6 + Int modifier per level)
Appraise, Bluff, Climb, Concentration, Craft, Diplomacy, Disguise, Escape Artist, Gather Information, Forgery, Hide, Knowledge (arcana), Knowledge (local), Listen, Move Silently, Perform, Profession, Sense Motive, Sleight of Hand, Spot, Use Magic Device.

Class Features[edit]

Weapon and Armor Proficiency: Gamblers gain proficiency with dice and playing cards. Gamblers gain no other armor, weapon, or shield proficiencies.

Class Features: At each level after 1st, you gain class features (including spellcasting ability) and an increase in effective level as if you had also gained a level in a class to which you belonged before adding the prestige class level. You do not, however, gain the benefit of your previous class’s Hit Dice, attack progression, skill points, or saving throws. If you had more than one class before becoming an uncanny trickster, you must decide to which class to add each level for the purpose of determining class features.


Beginner's luck: At level 1, the Gambler is able to modify his luck, for good or bad. Every day, the Gambler gains Beginner's Luck charges equal to 2 charges/Gambler level. The Gambler can expend one Beginner's Luck charge to add his Gambler class level as a luck bonus/penalty to a skill check, ability check, save, caster level check, attack roll or damage roll. If a damage roll would be reduced to below 0, it simply deals 0 damage. However there's only a 51% percent chance that the number will be positive. Roll a d100, 1-49 means negative, 50-90 means positive, 91-100 means positive at double the bonus. If it is negative, you suffer only half the penalty rounded down to a minimum of -1 (+Bonus=-Penalty: +1=-1, +2=-1, +3=-1, +4=-2, +5=-2). After you get the result, you may repeat this process until you run out of Beginner's Luck charges. At level 5, if you expend all your Beginner's Luck charges on one roll, if you don't roll a 91-100, then the most bad luck you can get is -20 and the most good luck is +50.

Beginner's Luck D100 Table
1d100 Bonus
1%-49% Negative Bonus
50%-90% Positive Bonus
91%-100% Double Positive Bonus
Beginner's Luck Bonus Table
Level Negative Positive 2x Positive
1 -1 +1 +2
2 -1 +2 +4
3 -1 +3 +6
4 -2 +4 +8
5 -2 +5 +10

Reversal of Fortune: The Lady of Fortune smiles on the Gambler even when he has bad luck. At level 2, once per day, the Gambler may use Reversal of Fortune to have a critically missed attack (a natural 1 on an attack roll) instead be considered an uncomfirmed critical strike.

Lady Luck's Kiss: At level 3, the Gambler gains a luck bonus equal to his charisma modifier to all of his saves. This bonus stacks with other bonuses.


Miss Fortune: At level 4, the gamblers luck improves greatly, for good or bad. The Gambler may choose to add his charisma modifier as a luck bonus/penalty to all rolls he makes. This bonus stacks with bonuses/penalties gained from Beginner's luck. This can be applied to rolls for skill checks, ability checks, saves, caster level checks, attack rolls, and damage rolls. If a damage roll would be reduced to below 0, it simply deals 0 damage. Attacks or spells that deal damage with multiple dice, you only add your bonus/penalty once, for example; a 6th level Sorcerer's fireball deals 6d6 fire damage, with Miss Fortune it becomes 6d6 + Miss Fortune bonus/penalty; a melee attack with a falchion deals 2d4 damage, with Miss Fortune it becomes 2d4 + Miss Fortune bonus/penalty. However there's only a 51% percent chance that the number will be positive. Roll a d100, 1-49 means negative, 50-90 means positive, 91-100 means positive at double the bonus. If it is negative, you suffer only half the penalty rounded down to a minimum of -1 (+Bonus=-Penalty: +1=-1, +2=-1, +3=-1, +4=-2, +5=-2, +6=-3, +7=-3, +8=-4, +9=-4, +10=-5).


My Lucky Day: At level 5, due to the Gambler's constant love affair with Lady Luck, his enemies are always unlucky. 2/week, the Gambler is able to reduce the 'luck' of one target and increase his own. The Gambler makes a ranged touch attack as a full round action with a range of 30ft. If the touch attack is successful, the target must then make a Will save (DC= 10 + 1/2 character level + charisma modifier). If the target fails the Will save, the target has a -5 luck penalty all attack rolls, saves, and caster level checks for 24 hours. In addition upon successfully reducing an enemy's luck, for 24 hours, when the Gambler uses Beginner's Luck or Miss Fortune, when he rolls a negative, it is treated as a reduced bonus instead of a penalty (+Bonus=+Bonus:+1=+1, +2=+1, +3=+1, +4=+2, +5=+2, +6=+3, +7=+3, +8=+4, +9=+4, +10=+5).

  • The luck penalty to enemies can stack with itself, but not with any other luck penalties.

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