High Roller

Level 11
Creature· humanMediumRemaster
AC
30
HP
150
Speed
25 ft.
Perception
+22
Fort
+17
Ref
+24
Will
+22
Languages common
Skills deception +24, intimidation +22, thievery +22, society +21
Recall Knowledge DC 28 (society)

Attacks

Melee Rapier +23 (deadly-d8, disarm, finesse, magical), Damage 2d6+11 piercing
Melee Fist +22 (agile, finesse, nonlethal, unarmed), Damage 1d4+11 bludgeoning
Melee Card +23 (agile, finesse), Damage 2d4+11 slashing
Melee Card +23 (agile, thrown 20 ft.), Damage 2d4+11 slashing

Abilities

Gaming Arsenalinteraction

The high roller treats all game tools—such as cards (used in the stat block's Strike entries), dice, coins, and gambling tokens—as melee weapons with a d4 damage die and the agile, finesse and thrown 20 feet traits. The high roller gets a +1 item bonus to attack rolls with them and deals two damage dice. The damage type depends on the item and is determined by the GM.

+4 to Sense Motive
Tip the Scales

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.

Lucky Momentum

Requirements The high roller's last action was a critical success


Effect The high roller either Strides twice or attempts a Strike that deals an additional 4d6 precision damage and deals half damage on a failure (but not a critical failure).

Royal Flush Flurry◆◆

Frequency once per hour

Requirements The high roller has at least 16 cards in one hand


Effect The high roller unleashes the cards in a 30-foot cone, dealing 16d4 slashing damage to all creatures in the area with a DC 30 reflex save. This ability expends the full deck of cards held.

Those with a particular mastery over luck can make a living through games of chance as professional gamblers.


These lone wolves have an aura of mystery, bravado, and swagger.