Dire Gambler


“One draw, one card. It can change it all. Your entire life could be turned upside down in an instant. For the desperate it’s a hope, a chance to turn things around. And for those of us who have already come so far and attained so much… well who couldn’t stand for a little bit more?” 
–Castrada Jones, in sponsorship of a new member to the Dire Gambler’s Club.

 

The world is full of people who risk their lives; Daring adventurers, alchemists with unsteady hands, even farmers on the edge of dangerous territory. But to a Dire Gambler the common everyday threats to life and limb apparently are not enough. Taking on a far greater ambition, these ultimate high rollers put their lives on the line and take their chances with an artifact of immense and unpredictable power. Some Dire Gamblers are reckless thrill seekers who live on the edge and for whom every draw of the card is pure adrenaline. Others are more desperate or mad individuals, ones who have suffered a terrible fate, and now the only way out is to risk an even worse one.


Role: At first blush a Dire Gambler could best be described as a versatile and skilled party member, but this could vary quite considerably based on what cards have been drawn. They could provide anything from extra funds and magic items to the party, to a base of operations, or simply be a never ending source of trouble; which in the language of the dire gamblers translates to “Excitement”.


Alignment: While not strictly forbidden, it is extremely rare to find lawful aligned Dire Gamblers due to their flexible and reckless nature. 


Hit Die: d8.
Requirements:   Profession (Gambler) 5 ranks, Sleight of hand 5 ranks, Weapon focus (any), Must be in possession of a Deck of many things,  Harrowing deck of many things or a deck of all too many things

Class Skills:
The Dire Gambler’s class skills (and the key ability for each skill) are: Appraise (Int), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Knowledge (Arcane), Knowledge (Local) (Int),Linguistics (Int), Perception (Wis), Profession (Gambler) (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha)
Skill Ranks at Each Level: 8 + Int modifier.

 

 LevelBABFortRefWillSpecial
1st+0+1+1+1Favoured card, Heart shield, House rules
2nd+1+1+1+1Favoured card, High roller
3rd+2+2+2+2Favoured card
4th+3+2+2+2Favoured card, Join the club
5th+3+3+3+3Favoured card, High stakes game
6th+4+3+3+3Favoured card
7th+5+3+3+3Favoured card, Luck in spades
8th+6+4+4+4Favoured card, Astral roller
9th+6+4+4+4Favoured card
10th+7+5+5+5Favoured card, Diamond destiny

 

House Rules: At first level the Dire Gambler chooses the type of magical deck that their powers will be drawn from. They may select either a Deck of Many Thingsharrowing deck of many things or a Deck of All Too Many Things. After this choice is made it cannot be changed and that type of deck becomes known as their “Chosen deck”. Starting at first level and then at each level following, the Dire Gambler may make another draw from their deck even if the item specifically states it can only be drawn from once. The Dire Gambler may only draw a single card at a time using this ability and must use their draw before gaining their next level in any class. If they do not use this draw before aquiring enough xp to gain a level they still continue to accrue xp but gain no benefit to leveling up until they draw from the deck.  Additionally, anytime a card would be removed from the deck as a result of the Dire Gambler’s draw (such as the jokers in a traditional deck) that card is placed back into the deck instead. These changes apply to decks of the chosen deck type. If the dire gambler somehow draws a card from a different deck of the same deck then it is also considered their chosen deck and this ability applies to both decks, including being unable to gain a level until they have drawn from both. A dire gambler may not choose to surrender a chosen deck in any way. 

Heart shield: As long as the Dire Gambler carries at least one deck of his chosen type he seems to possess nearly impossible luck in the area of survival. Each level he gains a cumulative %5 immunity to critical hits and sneak attacks as such blows are inexplicably drawn directly to the small indestructible deck of darks they carry. Additionally at third level this provides them with a shield bonus to their armour class equal to their charisma modifier. 

Favoured card: At each level the Dire Gambler chooses 1 card from their chosen deck; from that point on, if that card is ever drawn by the Dire Gambler they gain an additional beneficial effect relating to that card as listed below. If the chosen deck type is a harrowing deck or a Deck of all Too Many Things they instead choose 2 abilities at each level.

Deck of many things: 

Balance:  When The Dire Gambler’s alignment changes so do their abilities and items. Any weapon, armour, or other item they currently are carrying with an alignment quality (such as holy) changes to match their new alignment. Any classes with features reliant on their previous alignment can be retrained within 1 week subject to DM approval. (A monk who becomes chaotic for example could become a martial artist, a paladin who turns evil may become an antipaladin, ect.)

Comet: If the next hostile monster or monsters would be an encounter with a CR more than 3 higher than the Dire Gambler, the effect of the Comet card will not trigger until the Dire Gambler faces an encounter of challenge rating 2 or lower.

Donjon: The Dire Gambler is imprisoned only half of the time, alternating between the center of the currently occupied plane and their last occupied spot. Each time the card is drawn their remaining time not imprisoned is halved again. The Dm decides how this is allocated by choosing one of the following options:

  • Imprisoned every other three seconds: Gives all attacks, skill checks and spell effects against the Dire gambler a 50% chance to fail automatically and all attacks, skills and spells used by them a 20% chance to fail. This effect is similar to the blink spell but neither effect can be overcome in any way short of a freedom spell. 
  • Imprisoned every other hour: The Dire Gambler alternates between an hour spent imprisoned in the center of the currently occupied plane, and an hour on your last occupied spot (able to act normally). Because this imprisonment sustains the Dire Gambler significantly and frequently, this causes the Dire Gambler to no longer require food or water.
  • Imprisoned every 12 hours: The Dire Gambler spends 12 hours imprisoned followed by 12 hours restored to their original location. Their 12 consecutive hours imprisoned count as rest for any effect that requires sleep, meditation ect.  
  • Imprisoned every other day: The Dire Gambler is free only every other day; however, spending a full 24 hours consecutively in stasis provides the Dire Gambler with a great deal of rest and energy. Upon returning from imprisonment they are subject to a CL 20 Heal spell.

Euryale: This card instead applies a permanent -1 to a single saving throw of the Dire Gambler’s choice.

The Fates: An unfortunate situation avoided by this card now protects the entire party from the misfortune.

Flames: When this card is drawn the Dire Gambler is immediately awarded a special weapon ideal for defeating the angered outsider. This weapon is forged of a material that overcomes the outsider’s DR (if any) and is of a type the Dire Gambler has weapon focus for. Additionally the weapon is +3, has the Bane property against one subtype the creature possesses, and overcomes alignment aspects of damage reduction that the outsider possesses. 

Fool: The Dire Gambler still loses the XP amount, and may redraw up to two cards (but is not required to redraw).

Gems: The Dire Gambler gains 100,000 GP worth of gems, jewellery or art divided as they like to appear exactly where and how they choose within 100 ft.

Idiot:  The intelligence drain is always only 2 points

Jester: The Dire Gambler may either reach the minimum XP required for the next level, or draw 3 more cards.

Key: The magic weapon generated is of a type the Dire Gambler has weapon focus for. They may roll for its properties twice and take the result they desire.

Knight: The fourth level cohort can be of any class and base race the Dire Gambler desires. Additionally, anytime the Dire Gambler draws a card they may instead bestow the effect they would gain onto their cohort (so long as they are alive and within 100 ft). Each additional time thereafter this card is drawn the Cohort instead gains a level if alive, or is subject to a true resurrection if dead.

Moon: The Dire Gambler always gains 4 wishes and there is no time limit on when they must be used.

Rogue: The moment this card is drawn the Dire Gambler may select 1 character who cannot be the target of the effect.

Additionally, they are given a cryptic clue as to the identity of their newfound nemesis usually in the form of an image, a smell, or a sound.

Ruin: The loss of wealth and property is not complete; the Dire Gambler may retain up to 10% of their gold and property, or gain a single item worth 10% of their lost wealth.

Skull: When the wraith appears, the Dire Gambler instantly acquires a +3 undead-bane ghost touch weapon of a type they have weapon focus for. Their allies do not get the same if they should interfere.

Star: The Dire Gambler instead gains +4 to divide among their ability scores however they desire as an inherent bonus. 

Sun: The Dire Gambler instead gains a major wondrous item and 25% of the XP that would be required to take them all the way from the minimum of their current level to the minimum required for next level 

Talons: The Dire Gambler only loses magical items which are currently on their person. Magical items they own but are not carrying are not lost.

Throne: The Dire Gambler gains the benefit of the leadership feat and their +6 to diplomacy also applies to their leadership skill. Additionally, they have up to 1 week to choose the location of their keep. 

Alternatively, the Dire Gambler gains a keep, the additional week to choose the location of it, as well as 200,000 GP worth of features, permanent magical effects, and staffing (instead of the leadership feat and bonus to diplomacy).

Vizier: When the Dire Gambler decides to use the Vizier card, they may ask 3 questions rather then 1; but cannot save the additional questions for another time.

Void: The Dire Gambler is still shunted from their body but their soul is not trapped. Instead they gain the incorporeal subtype. Their body becomes comatose but even if it dies the dire gambler does not. Their deck of many things is considered a ghost touch item for them specifically and a draw of the Fates card thereafter may be immediately expended to re-unite body and soul. If the void card is drawn again while still incorporeal then the soul is immediately imprisoned as per the usual effect.

Extra cards from classic Treasures Revisited: 

Amnesiac: The Dire Gambler may construct a new identity, including fabricated memories and personality traits. If they choose to do so even divine intervention cannot restore their old memories. They may immediately re-allocate all of their skill ranks and non-bonus feats as they construct a new identity.

Bones: The Dire Gambler does not change alignment when this card is drawn, though they do gain all other effects of the skeletal champion template. Each time the card is draw thereafter the Dire gambler may remove their current undead template, and if they desire they may replace it with another undead template of up to 1 CR adjustment higher.

Girdle: The Dire Gambler may now change genders at will.

Lover: The person does not have to be of their race or sexual orientation to find the Dire Gambler’s gender attractive. Additionally they do not gain a save to resist this effect and the Dire Gambler may choose whether the nature of their love is platonic or otherwise. 

Madness: The Dire Gambler will instead go mad for only 5 rounds a day. These rounds are cumulative per each time the card is drawn.

Mastery: The Dire Gambler may either gain 2 feats, one of which must have the other as a prerequisite and both being otherwise qualified for or they may gain 1 feat they do not qualify for.


Harrowing deck of many things:

Avalanche: The Dire Gambler may choose to delay the effect of the earthquake and imprisonment effects for up to 1 minute. Additionally, if they fail their save for the imprisonment they gain the same benefit as the Donjon card favoured ability from the Deck of many things.

The Bear: The Dire Gambler is treated as if they were a natural lycanthrope rather than an afflicted one. Each time this card is drawn again select another animal form and accompanying hybrid form to assume using your change shape ability. (This does not provide any other benefits of taking the template a second time.)

The Beating: If the Dire Gambler is adjacent to an ally who is not flat footed, then this effect is suppressed. Each additional time this card is drawn foes gain an extra +2 on attacks vs you and automatically gain 1d6 sneak attack damage.

The Betrayal: The moment this card is drawn the Dire Gambler may select 1 ally who cannot be the target of the effect.

Additionally, they are given a cryptic clue as to the identity of their newfound nemesis usually in the form of an image, a smell, or a sound.

The Big Sky: When the Dire Gambler activates this effect they may choose any piece of metal within sight to shatter (as though a CL 20 shatter spell, save dc 30).

The Brass Dwarf: The Dire Gambler may choose what type of energy he becomes vulnerable to. Additionally, he may also choose esoteric forms of energy damage such as force, unholy, vile ect. (though they may not select untyped). He may not choose the type of energy he became immune to as a result of this specific draw of the card. (Though he may choose a type of energy he became immune to due to a previous draw.)

The Carnival: The Dire Gambler may choose to draw up to 3 cards rather than just one.

The Courtesan: The item to become sentient will always be a weapon for which the Dire Gambler has weapon focus. Additionally, they may choose  the result of 1 normally random aspect of the weapon (alignment, special powers, special purpose, or special purpose dedicated power).

The Cricket: If the Dire Gambler chooses to draw all 3 cards they are given a permanent, non-magical, extraordinary haste effect instead (the extra attack does stack with speed weapons and the bonus to land speed is not an enhancement bonus). This effect cannot be suppressed or dispelled and stacks with other haste effects.

The Crow: The Harrowing deck of many things is never considered as a valuable object for this effect. Additionally the Dire Gambler may select either 1 Ally or 1 Item who is not chosen for this effect. 

The Cyclone: When the Elemental appears, the Dire Gambler immediately acquires a +3 elemental-bane, air-bane weapon for which he has weapon focus. Additionally, the Dire Gambler always has 7 rounds to defeat their foe before they are transported away.

The Dance: The Dire Gambler may always roll initiative and act on the surprise round, even if they would otherwise be surprised. This is in addition to having 2 rolls for initiative. Additionally, each time this card is drawn it grants another initiative roll.

The Demon’s Lantern:  The Dire Gambler is instead affected by a CL 20 Disintegrate (Fort save DC 20), If they are still slain their soul does still become imprisoned within the gem however resurrection does not cause the gemstone to shatter.

The Desert: This movement effect can be activated as an immediate action, the Dire Gambler’s allies may be anywhere on any plane though the goods must be unattended and within line of sight to the Dire Gambler.

The Fiend: When this card is drawn the Dire Gambler is immediately awarded a special weapon ideal for defeating the angered outsider. This weapon is forged of a material that overcomes the outsider’s DR (if any) and is of a type the Dire Gambler has weapon focus for. Additionally the weapon is +3 and holy.

The Foreign Trader: The Dire Gambler may sell his age categories at a far greater price, garnering 50,000 gp worth of items per category. If the Dire Gambler refuses to trade then the trader leaves behind a calling card that will allow the Dire Gambler to call the trader as an immediate action which also triggers a maximized time stop effect. If called in this way the Merchant will offer only 10,000 gp worth of goods per age category and once the transaction is complete the time stop effect ends immediately.

The Forge: The Dire Gambler may choose to have the item into multiple lesser items of an equivalent value (such as turning a single +1 spear into 2,001 regular spears). Alternatively he may reforge multiple separate items into 1 new one of a value equal to their combined values. This still does not allow him to create or reforge items that are not weapons or armour. The Dire Gambler may delay this effect for up to 1 hour to give themselves time to gather the equipment they wish reforged.

The Eclipse: The Dire Gambler is only affected as if by a negative level instead of being treated as a level lower. This negative level may not be removed magically.

The Empty Throne: The Dire Gambler receives 50,000gp when this card is drawn instead of 15,000.

The Hidden Truth: For 24 hours after activating this effect the Dire Gambler is also bestowed constant true seeing as the spell.

The Idiot: Only one mental ability score of the Dire Gambler’s choice is reduced instead of all 3.

The Inquisitor: If the target does not know the answer to the chosen question the effect is not wasted.

The Joke: When the Dire Gambler’s ally selects a card they gain the benefit of the Dire Gambler’s favoured card ability if it would apply to the chosen card. 

The Juggler: The Dire Gambler may choose to increase 2 other ability scores as well but if they do so they must also swap those 2 ability scores. 

The Keep:  The Dire Gambler’s demiplane has qualities as if it were created using a permanent CL 20 create Greater Demiplane. Additionally they gain the spell like ability to planeshift to their demiplane or back 2/day. If this card is drawn again they may plane shift two extra times a day.

The Locksmith: After drawing this card the Dire Gambler is forever more attuned to locks and devices. They gain a permanent +2 bonus on disable device checks to open locks and bindings. If this card is drawn again the bonuses stack.

The Lost: The Dire Gambler is not prohibited from taking more levels of Dire Gambler when they draw this card. Additionally the next time they die they are automatically revived as per re-incarnate and may take levels freely once more.

The Marriage: The Dire Gambler may choose the type of outsider that propositions them. This does not change the fact that refusal will lead to the ire of their extra planar allies, though it is likely to affect how they go about enacting their revenge.

The Midwife: The Dire Gambler is additionally fully healed as if by a CL 20 heal spell.

The Mountain Man:  The Dire Gambler’s equipment does adjust in size along with them, additionally any weapon, clothing, or item they pick up may grow or shrink 1 size category to match theirs if so desired.

The Mute Hag: The Dire Gambler instead gains a single Oracles curse as if an oracle of their character level, including the bonuses that it provides.

The Owl: The target of the scrying does not become aware they are being watched, additionally this effect ignores any effect, ability or power that would prevent scrying unless it is of a deific nature and does not allow a save.

The Paladin: The Holy Avenger is a weapon type the Dire Gambler has a weapon focus for instead of being a longsword and it treats the dire gambler as a paladin of their character level. Additionally after the Paladin vanishes the sword remains a Holy Avenger though it may never again summon the Paladin.

The Peacock: The Dire Gambler drawing this card also gains DR 2/-

The Publican: Within 24 hours of drawing this card the newfound Ally contacts the Dire Gambler to try to make amends, including with the message a suitable boon or gift determined by the GM.

The Queen Mother: The Dire Gambler always gains 8 giant ants, and they all gain the benefit of either the advanced template or the giant template as chosen by the Dire Gambler. Additionally a slain ant will be replaced within the next week. Each time this card is drawn the ants gain another application of the giant or advanced template OR the Dire Gambler gains another 8 ants with the same templates.

The Rabbit Prince: The Dire Gambler increases the critical multiplier of all weapons he has weapon focus for. This improvement stacks with other effects that increase critical multiplier as well as itself if drawn more than once.

Rakshasa: The Dire Gambler may choose what animal they turn into when triggering this effect.

The Sickness: The Dire Gambler’s affliction is never contagious.

The Snakebite: The Dire Gambler only poisons those who they touch, the poison is limited only to their hands and may be blocked simply by wearing gloves.

The Survivor: The Dire Gambler who draws this card will also be protected if an effect would permanently disable him.

The Tangled Briar: The Dire Gambler may now speak with plants at will. Additionally the Shambling mounds that appear when this ability is used do not gain the advanced template.

The Teamster: The lavish reward granted by the powerful being is also granted to each of the Dire Gambler’s party members or allies who risked their lives in accomplishing the task. 

The Theatre: The Dire Gambler may instead gain a single feat the creature possesses, a single point of damage reduction the creature possesses, a single natural attack the creature possesses (with damage rescaled to suit the Dire Gambler’s size), or they may learn 1 language the creature spoke. 

The Trumpet: The Dire Gambler may summon the outsider as a free action and they only need to share 1 aspect of his alignment.

The Twin: The Dire Gambler may now choose to change gender at will

The Tyrant: The creature targeted by the Dire Gambler does not learn their identity, name or location and furthermore this card ignores all immunity to magic and mental affects and may even command mindless creatures or even objects, causing them to animate as animate objects for the time it would take to follow the command. This effect does not allow a saving throw.

The Unicorn: The choice the Dire Gambler undoes does not have to be their own. It can be any decision made by anyone within the last 100 years per Dire Gambler level.

The Uprising: The characters who appear are of any class or classes that the Dire Gambler chooses. They are still clumsy, unruly and accident prone however.

The Vision: The Dire Gambler may choose if he wishes visions of the past, present, or future. This does not alter their veracity or clarity.

The Wanderer: The nonmagical possession becomes an item worth 40,000gp instead of 20,000.

The Waxworks: The duplicates that appear are within 100 miles, additionally they also oppose each others’ goals as well as the Dire Gambler’s. Lastly the duplicates can be of any alignment, not necessarily opposites. 

Winged Serpent: The Dire Gambler instead gains 1d3 wishes. The power of the wishes is not changed.


Deck of Too many Things: 

Goblin: The Dire Gambler is vexed only somewhat by fate, only 1 roll will be treated as a natural 1.

Troll: The Dire Gambler loses only 10% of their material wealth instead of 25%.

Golem: The Dire Gambler instead gains the benefits and drawbacks of an Oracles curse as if an oracle of their character level.

Mummy: The disease gained is never contagious and cannot reduce a score to 0.

Aberration: The Dire Gambler may add or subtract 1 after the roll is made. Loss of head does not result in death (the details of which are handled at DM discretion) and a result of 0 means no loss of limb. A result of 7 is the same as a result of 6.

Lady Luck’s First Beast: If the next creature to suffer the penalty is not the Dire Gambler then the penalty is twice as severe.

Dragon: The Dire Gambler instead loses 1 spell from their lowest level slot, or 1 point of base attack bonus.

Wraith: The Dire Gambler’s equipment, including their deck of many things becomes incorporeal along with them.

Djinn: The Dire Gambler is aware that the wishes to be granted are corrupted and may attempt to carefully word them so as to avoid misfortune.

Ruin: The Dire Gambler looses only 1 expensive magical possession and it is never their Deck of Too Many Things.

Eurayle: The Dire Gambler takes -2 to only one save of their choice.

Donjon: As per the Donjon ability for the regular Deck of Many Things.

Void: The Dire Gambler is erased from history and memory however not from the present. They are not slain and continue to exist normally, but nobody remembers them.

Luxuria: As long as the Dire Gambler upholds their oath they gain +2 on all saving throws instead of just will.

Gula: The Dire Gambler may choose which template to acquire. They may not refuse to gain a template.

Avarita: The ally never becomes aware of the loss of their possession unless the Dire Gambler admits it.

Acedia: The Dire Gambler slumbers for only 1 day before awakening to a CL 30 heal spell.

Ira: The Dire Gambler is now holding a cursed weapon of berserking; its type matches one that the Dire Gambler has weapon focus for and its enhancement bonus is 1d6. (This does allow for a +6 enhancement bonus.)

Lady Luck’s Second Exchange: When this card is drawn the Dire Gambler may select 2 different exchanges to befall the next person to draw this card. The recipient may take either, neither, or both. 

Invidia: The Dire Gambler may select which ally receives their ability or feat. Additionally they may choose to make the gift permanent.

Superbia: The Dire Gambler takes a -1 to only 3 ability scores of their choice when this card is drawn.

Gloria: The token the Dire Gambler gains may be given, sold or traded, and additionally it may be spent to gain a natural 20 on an attack or a skill check and the complete failure is applied to a roll of the same kind.

Merchant: The Dire Gambler gets 2 randomly chosen equivalent items and still only has to give up 1.

Barrister: The Dire Gambler may choose what type of outsider is bargained with.

Magician: The Dire Gambler may take their pick of which race they become but it must be different from their current one.

Fates: When the Dire Gambler makes an offer to the fates they may make up to 3 offers and the Fates may choose 1 to accept.

Two of Coins: The Dire Gambler instead gains 1d20x1,000gp in wealth.

Three of Cups: The Dire gambler always gains 7 consumables and automatically knows their contents and abilities.

Four of Arrows: The ammunition generated has an enhancement bonus of 1d8, and special abilities equal to 1d8 points as chosen by the Dire Gambler. (This may result in epic enhancement bonus or special effects.)

Five of Pentacles:  The Dire Gambler always gains 7 scrolls and they are automatically identified and deciphered. 

Six of Rods: The Dire Gambler always gains 7 wands and immediately knows the spells within. 

Lady Luck’s 3rd Gift: The Dire Gambler may choose any nonartifact item to bestow to the next person drawing this card. 

Eight of Shields: The Dire Gambler may choose if they want a shield or armor and of what type. The protective item has an enhancement bonus of 1d6, and special effects totalling 1d6 points as chosen by the Dire Gambler. (This may result in epic enhancement bonus or special effects.)

Nine of Swords: The weapon gained by the Dire Gambler is of a type they have weapon focus for and it has an enhancement bonus of 1d6, and special effects totalling 1d6 points as chosen by the Dire Gambler. (This may result in epic enhancement bonus or special effects.)

Artisan: The Dire Gambler gains +4 to all craft, perform, and profession checks.

Templar: The Dire Gambler may choose which area or organization recognizes them as a noble. And additionally the item representing their nobility must be worth at least 20,000 GP.

Heirophant: The Dire Gambler may use the scroll of truth once per language they know.

Sun: The Dire Gambler instead gains 2 wondrous items instead of 1.

Moon: The Dire Gambler always gains 5 wishes and there is no limit on when they may be used.

Blackbirds: The Dire Gambler rolls 6d6 and the DM rolls 4d6 when resolving the contest and the amount gained or owed is multiplied by 1,000 instead of 100. 

Pumpkin Eater: If the Dire Gambler desires, any of the characters forced to draw gain the benefits from the Dire Gambler’s favoured card abilities.

Frog Prince: The chosen outsider may not be of a CR more than 1 higher than the Dire Gambler. Additionally the reward grants a +10 bonus to the chosen skill.

Sprat Family: The Dire Gambler may roll twice and take whichever result they wish.

Jack’s Candle: When making the opposed roll the Dire Gambler rolls a d10 and the GM rolls a d6 for determining the bonuses or penalties.

Lady Luck’s 4th challenge: The Dire Gambler always gains an advantage in any gamble created by this card. The details are subject to DM discretion.

The Crooked Man: The Dire Gambler replaces the listed special abilities with the following. 

1= become petrified only half of the time, as per the Donjon favoured card ability but instead of being imprisoned you are stone.

2= The Dire Gambler is now considered to have unlimited damage reduction and energy resistance that cannot be overcome by any means. However every point of damage prevented causes a loss of 25 GP from the character. This loss first takes the form of coins, then gemstones, and then jewellery, art, magical items, and then properties and deeds. Once the Dire Gambler has absolutely no wealth of any kind the damage reduction and energy resistance vanishes until they attain more wealth. 

3= Anytime you take bleed damage you bleed gemstones worth 1 gp per HP lost. Constitution bleed results in gems worth 100 gp per con point.

4= Each Morning you generate 1 random gemstone.

Turnip Clock: The Dire Gambler always gains a weapon of a type he has focus in, additionally if the weapon gained is cursed then as long as he wields it he is immune to spells with the curse descriptor.

Hand Basket: The Dire Gambler may pick either the location or the plane they are sent to and are brought within d100 miles of their selection. They may not select their current plane or location.

Wheel: The Dire Gambler may choose to draw up to a maximum of four cards.

Ritual: The Dire Gambler may select the level of the spell effecting them.

Flames: The game is always joined by 4 Powerful beings, two are chosen by the DM and 2 are chosen by the Dire Gambler.

Chariot: The Dire Gambler faces a fair challenge, the creature chosen has a CR equal to their level. 

Jester: The Dire Gambler may choose the ability score increased.

Idiot: The Dire Gambler may choose the ability score Penalized.

 

High roller:  Beginning at 2nd level, When making a Profession (Gambler) check in a settlement at least the size of a hamlet, the Dire Gambler may make a check each day instead of each week. Additionally, they gain a bonus on all Profession (Gambler) checks equal to their Class level.

Join the club: Begging at 4th level, when the Dire Gambler would reduce an opponent with intelligence 3 or greater to 0 or fewer hit points, the Dire Gambler may instead show a form of mercy. They may choose to leave the target of their attack at 1 hp and force them to draw a card from the Dire Gambler’s chosen deck. Once they draw, the Dire Gambler is prohibited from intentionally harming or hindering the target for 24 hours in order to give them time to suffer or enjoy the sudden change in their life, and reflect on what hand fate has dealt them. This prohibition ends if the target makes an attack against the Dire Gambler. This is not a mind affecting ability and there is no save or spell resistance applied.

High stakes game: Starting at 5th level, when rolling a Profession (Gambler) check to earn a profit for the day, the Dire Gambler may instead seek out a high stakes game if they are in a settlement at least the size of a small town. If they do, they may roll two Profession (Gambler) checks and subtract the second result from the first; then multiply the result by 10 and they earn that much gold. A negative result means they have instead lost that much gold.

Luck in spades: A Dire Gambler must possess extraordinary luck to survive so long, and this has begun applying to all aspects of their life. Starting at 7th level a number of times per day equal to their charisma bonus, the Dire Gambler may roll 2 d20’s when making an attack roll, skill check, ability check, or saving throw and take the better of the two results. 

Astral roller: As of 8th level, when seeking out a high stakes game in a settlement at least the size of a small city, the Dire Gambler may multiply the result by 100 instead of 10. 


Diamond Destiny: At 10th level the Dire Gambler has reached the full potential of their risk-taking abilities. The Dire Gambler is now permitted another draw from their Chosen Deck every 30 days (or DM discretion). Unlike previous additional draws, these may be stored for later use up to a maximum of 12 draws. 

Additionally a number of times per day equal to their charisma modifier, as a ranged touch attack with a range of 20 ft, a Dire Gambler may throw a random card form their chosen deck. Any creature struck by the card is treated as having drawn that card and immediately gains its effect. (Any card that would be removed by being drawn by someone other than the Dire Gambler is still replaced when using this ability.)