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Spoiler Show Ace of Spades: As a standard action you may deal 3 [Fire] damage per level to one enemy within [Close] range.

Two of Spades: You gain a +2 bonus to your next damage roll with a weapon.

Three of Spades: You gain a +3 bonus to your next damage roll with a weapon.

Four of Spades: You gain a +4 bonus to your next damage roll with a weapon.

Five of Spades: You gain a +5 bonus to your next damage roll with a weapon.

Six of Spades: You gain a +6 bonus to your next damage roll with a weapon.

Seven of Spades: You gain a +7 bonus to your next damage roll with a weapon.

Eight of Spades: You gain a +8 bonus to your next damage roll with a weapon.

Nine of Spades: You gain a +9 bonus to your next damage roll with a weapon.

Ten of Spades: You may use Make Your Own Luck as soon as you draw this card.

Jack of Spades: Your next set of attacks with Make Your Own Luck deal 1d6 [Fire] damage per circle of gambler instead of their normal damage, but they cannot score critical hits.

Queen of Spades: As a standard action you may cast the spell Flame Blade.

King of Spades: As a standard action you may cast the spell Arcane Blade.

Ace of Clubs: As a standard action you may deal 2 [Negative] damage per level to one enemy within [Close] range, this is a [HP Reduction] effect.

Two of Clubs: The next time you take damage you take 2 less damage.

Three of Clubs: The next time you take damage you take 3 less damage.

Four of Clubs: The next time you take damage you take 4 less damage.

Five of Clubs: The next time you take damage you take 5 less damage.

Six of Clubs: The next time you take damage you take 6 less damage.

Seven of Clubs: The next time you take damage you take 7 less damage.

Eight of Clubs: The next time you take damage you take 8 less damage.

Nine of Clubs: The next time you take damage you take 9 less damage.

Ten of Clubs: You may use Snake Eyes one additional time this [Encounter].

Jack of Clubs: Your next set of attacks with Make Your Own Luck deal twice as much critical damage on a critical hit.

Queen of Clubs: As a standard action you may cast the spell Nature's Power.

King of Clubs: As a standard action you may cast the spell Slow.

Ace of Diamonds: As a standard action you may deal 3 [Cold] damage per level to one enemy within [Close] range.

Two of Diamonds: You gain a +2 bonus to your next saving throw.

Three of Diamonds: You gain a +3 bonus to your next saving throw.

Four of Diamonds: You gain a +4 bonus to your next saving throw.

Five of Diamonds: You gain a +5 bonus to your next saving throw.

Six of Diamonds: You gain a +6 bonus to your next saving throw.

Seven of Diamonds: You gain a +7 bonus to your next saving throw.

Eight of Diamonds: You gain a +8 bonus to your next saving throw.

Nine of Diamonds: You gain a +9 bonus to your next saving throw.

Ten of Diamonds: You gain [Damage Reduction] equal to your circles in gambler.

Jack of Diamonds: Your next set of attacks with Make Your Own Luck deal 1d6 [Cold] damage per circle of gambler instead of their normal damage, but they cannot score critical hits.

Queen of Diamonds: As a standard action you may cast the spell Glitterdust.

King of Diamonds: As a standard action you may cast the spell Dispel Magic.

Ace of Hearts: As a standard action you may deal 3 [Lightning] damage per level to one enemy within [Close] range.

Two of Hearts: You heal 2 points of damage.

Three of Hearts: You heal 3 point of damage.

Four of Hearts: You heal 4 points of damage.

Five of Hearts: You heal 5 points of damage.

Six of Hearts: You heal 6 points of damage.

Seven of Hearts: You heal 7 points of damage.

Eight of Hearts: You heal 8 points of damage.

Nine of Hearts: You heal 9 points of damage.

Ten of Hearts: You may use Hedging Your Bets one additional time this [Encounter].

Jack of Hearts: Your next set of attacks with Make Your Own Luck deal 1d6 [Electric] damage per circle of gambler instead of their normal damage, but they cannot score critical hits.

Queen of Hearts: As a standard action you may cast the spell Resist Elements.

King of Hearts: As a standard action you may cast the spell Death Ward.

Colored Joker: Draw five cards off of the top of your deck, look at them, discard any of them you choose, and then put the rest back in any order.

Uncolored Joker: As a move action you may draw three cards and gain their benefit immediately.

A gambler can conjure throwing darts out of thin air. As a full-round action you may make one ranged attack per gambler circle, divided as you choose among enemies within [Close] range. If they hit they deal damage equal to your KOM, but any result of 18, 19, or 20 is a critical hit which also causes [Bleeding].A gambler is so lucky that he will always find useful things wherever he goes. Three times per [Scene] you may flip a coin while using a consumable item. If the result is heads you find another identical consumable as treasure at the end of the next [Encounter].Once per [Scene] if you lose a bid you may flip a coin, if the result is heads you gain one token.A gambler can use an ordinary set of dice to make something extraordinarily unfortunate happen to an enemy, usually in the form of a falling piano, open manhole, or unfortunately placed pool of slippery water. Once per [Encounter] as a move action you may target one enemy within [Medium] range. At the start of the target's next turn he takes 1d12 damage per gambler circle. If any die result is a 1 the target must make a Reflex save or be [Slowed] for KOM [Rounds]. If any die result is a 12 the target must make a Fortitude save or be [Battered] for KOM [Rounds].It's never a good idea to bet against a gambler. Once per [Encounter] as a move action you may flip a coin. If the result is heads you are cured of all negative conditions currently affecting you. If the result is tails then one ally of your choice in [Long] range may perform one standard or move action as a free action before your turn is over.You (the player) need a deck of cards to use this ability, if you don't have one just take a feat or something else instead. Oncer per [Round] as a swift action you may draw a card from the top of your deck, gaining its listed effect until the end of the [Encounter]. Some cards list actions you can perform with them, you may perform such an action one time before the end of the [Encounter]. You may only draw a card in combat, cards have no effect in non-dramatic sitautions.At the start of each [Quest] you are required to shuffle your deck of cards. At the beginning of each [Scene] you may choose to reshuffle all used cards back into your deck. Cards that you draw cannot be used again until you reshuffle. If you run out of cards you cannot use Wild Card until you reshuffle at the start of the next [Scene].Once in a while a gambler and his friends will get ridiculously lucky. At the start of the encounter roll 3d10 and record the results. At the start of each [Round] as a free action you may choose to reroll one, two, or three of these dice and keep the rest. Once per [Encounter] if all three dice are the same you may spend a standard action to heal all allies in [Long] range including yourself, healing 1d6 hit points per character level. After the healing, you may perform a number of Hedging Your Bets coin flips equal to the number on the d10s (a result of 0 on a d10 is ten Hedging Your Bets checks) and you may choose to cure an ally's status conditions or grant yourself an extra action with each coin flip.Your enemies will swear up and down that you are a dirty rotten cheater, but you know that you're too skilled to get caught. As an immediate action you may choose to re-roll, re-flip, or re-draw the results of any gambler ability. (If you use this on a card draw it counts towards your next round's swift action) If you drew any cards you may discard them without gaining their effects.