Base Class: Rogue
A class that uses "luck" as a means of getting around many situations. Gamblers tend to be nuetral and loners but will team up with others if they have to. Very few have realized the fighting potential of this class so as a result they do not go on adventures often. They are mysterious characters which tend to trick others to get what they want, and as a result many do not trust them.
Luck
Determines how lucky the character is each day. Depends on how many "charges" you gain at the beginning of the day. To determine that amount of "luck charges" you gain at the beginning of the day you roll 1d4 and that is how many "charges" you gain for the day.(resets every long rest)
Lucky coin
The gambler flips a coin. Heads, they significantly increase a chosen modifier (e.g. strength, or any ability check ). Tails, nothing happens, they get a debuff, or the enemy gets the buff. They can also give an ally the coin to use once he has manifested it. At higher levels, multiple coins can be used at once. It lasts for ten minutes. However, the more coins he uses at once, the faster the buff wears off. (consumes 1 luck charge). Must roll an 11 or higher on 1d20 to be successful.
Borrow
The gambler 'borrows' the stat(s) of an ally. This temporarily drains them of that stat(s) and gives it to the gambler. They can also borrow spells. (consumes 1 luck charge per stat borrowed)
Lucky Man
A passive skill that is triggered when the gambler is facing an unavoidable critical attack. They are able to unintentionally avoid the attack whilst simultaneously dealing a critical attack to his enemy.
Lucky Punch
One of the gambler's ultimate skills. only usable after Lucky Man has activated. The gambler manifests a slot machine number wheel above his head, then punches the opponent, dealing damage of 1d20. (consumes 2 luck charges) Use as a reaction.
The "Bet"
The gambler makes a bet with his opponent. In some cases, such as legal PVP, a Combat God can be summoned to oversee the bet. Conditions and rewards are determined by the players. Winner takes the reward, the loser takes the consequences. Due to the Gambler class, they can even take unique items and skills, even those not normally teachable, as a reward. It is noted that this skill is not bound by the rules of the game, allowing it to override all other abilities, such as allowing a sealed spirit to break free of the seal placed on him simply by making that his prize if he won the game. The bet can also be used to verify if others are lying by making the condition of their loss if they lie. Who wins is decided by a dice roll of 1d20, the higher numbers win. If you trick someone into agreeing you gain +1 to your roll. (Consumes 2 luck charges)
Golden lucky coin
The gambler flips a glowing gold coin and catches it. An effect is given to the gambler. The effect shown is:
- Lucky Three: A set of cards representing various abilities the gambler has seen are presented to the gambler. They may pick three. Each card acts as a consumable item that allows them to use the corresponding skill.
- Extra Buff: You can gain +4 to a modifier of your choice.
(Consumes 1 luck charge)
All-In
One of the gambler's ultimate skills. The gambler throws their coins into a slot machine that appears behind them. The slot machine has a "Live or Dead" sign above it. Similar to Lucky punch, they are able to deal random damage based on 1d20 roll. (consumes 2 luck charges)
Absolute Luck
You become extremely lucky for 30 seconds. So lucky that you cannot fail or miss. All attacks are treated as critical attacks. (consumes remaining luck charges)
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