High Roller
Level 11Attacks
Abilities
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.
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.
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).
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.