High Roller
Creature 11 — human, humanoid
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.
Source: pathfinder-npc-core
Perception +22
Skills deception +24, intimidation +22, society +21, thievery +22
Str
+1
Dex
+5
Con
+0
Int
+2
Wis
+3
Cha
+5
AC 30
Fort +17
Ref +24
Will +22
HP 150
Speed 25 feet
Offense
Melee Rapier +23, Damage 2d6+11 piercing
Melee Fist +22, Damage 1d4+11 bludgeoning
Melee Card +23, Damage 2d4+11 slashing
Ranged Card +23, Damage 2d4+11 slashing
Abilities
Gaming Arsenal — 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 (divine, fortune) —
Lucky Momentum —
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 type: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.
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