Gambler [3PP]

Source: Expanded Spheres: Cardcaster's Gamble


Gamblers are adept combatants as well as mages, their power swelling with progressive successes. However, their abilities often result in immense backlash which can end the career of a gambler rather quickly.

Proficiencies

Gamblers are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice.

This replaces the thaumaturge’s weapon and armor proficiencies.

Blended Training (Ex)

Whenever a gambler would gain a magic talent from his class levels (not the 2 bonus talents gained when first gaining the casting class feature), he may instead choose to gain a combat talent. A gambler uses their casting ability modifier as their practitioner modifier.

This modifies the thaumaturge’s magic talents class feature.

Hot Hand (Su)

At 1st level, the gambler gains Ante Up as a bonus feat. He gains a bonus to his caster level and base attack bonus equal to his current ante (to a maximum of 2 + 1 for every four gambler levels they possess beyond 1st) and may use Ante Up to increase his ante as a free action once per round rather than a swift action. This does not allow the gambler to use Ante Up multiple times per round.

The caster level boost from this ability does not apply on effects which do not require an attack roll or in which the target does not attempt a saving throw against.

This replaces the thaumaturge’s forbidden lore class feature.

Errata: Any invocation which adds to the Forbidden Lore bonus instead adds to the Gambler's current Hot Hand bonus. Any invocations that normally require you to use forbidden lore to augment a spell or sphere effect can instead be used while you have at least 1 ante.

Gambler’s Intuition (Ex)

At 2nd level, a gambler gains a +1 bonus to Bluff, Disguise, Perception, and Sense Motive checks. This bonus increases by 1 for every 4 additional gambler levels possessed, to a maximum of +5 at 18th level.

This replaces the thaumaturge’s occult knowledge class feature.

Invocations

A gambler gains the following invocations at the listed levels in place of his normal invocations:

Double or Nothing

At 7th level, the gambler can spend an invocation to reroll a failed attack roll or saving throw. If they fail on the second roll, they are treated as if they had rolled a natural 1.

This replaces channel punishment.

Back At the Table

At 11th level, whenever the gambler would lose ante as a result of rolling a natural 1, a target rolling a natural 20, or some other effect, he may spend an invocation to not lose any ante. He still suffers other penalties as normal.

This replaces soulfire.


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