High Roller
A professional gambler fights the way they play cards, capitalizing on every critical failure an opponent hands them.
Those with a particular mastery over luck can make a living through games of chance as professional gamblers. A high roller fights the way they gamble — reading the table, catching the fortune others let slip, and turning a near-miss into their own gain.
In play
Tip the Scales [Reaction] (divine, fortune) Trigger A creature the high roller is observing critically fails a check; Effect The high roller picks up on luck that others dropped. They roll twice on their next d20 roll before the end of their next turn and take the better result.
Level 11
Perception +22 · Senses (26 for Sense Motive) · Languages Common · Skills Deception +24, Games Lore +26, Intimidation +22, Society +21, Thievery +22
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +1 | +5 | +0 | +2 | +3 | +5 |
| AC | Fort | Ref | Will |
|---|---|---|---|
| 30 | +17 | +24 | +22 |
HP 150
Speed 25 feet
Actions
- Melee Rapier [Single Action] +23 (deadly d8, Disarm, Finesse, Magical), Damage 2d6+11 piercing
- Melee Fist [Single Action] +22 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+11 bludgeoning
- Melee Card [Single Action] +23 (Agile, Finesse), Damage 2d4+11 slashing
- Ranged Card [Single Action] +23 (Agile, thrown 20 feet), Damage 2d4+11 slashing