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High Roller

CREATURE 11

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.


Perception +22; (+26 for Sense Motive)
Languages Common
Skills Deception +24, Games Lore +26, Intimidation +22, Society +21, Thievery +22
Str +1, Dex +5, Con +0, Int +2, Wis +3, Cha +5
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.


AC 30; Fort +17, Ref +24, Will +22
HP 150
+4 to Sense Motive
Tip the Scales (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.

Speed 25 feet
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), Damage 2d4+11 slashing
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 basic Reflex save. This ability expends the full deck of cards held.
Pathfinder NPC CoreORC