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Gambler

Gambler CR 6

Source NPC Codex pg. 30
XP 2,400
Dwarf bard 7
N Medium humanoid (dwarf)
Init +1; Senses Perception +10

Defense

AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 49 (7d8+14)
Fort +3, Ref +6, Will +5; +2 vs. poison, spells, and spell-like abilities, +4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)

Offense

Speed 20 ft.
Melee unarmed strike +10 (1d3+4) or mwk dagger +10 (1d4+4/19–20)
Ranged dagger +6 (1d4+4/19–20)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids, bardic performance 20 rounds/day (move action; countersong, distraction, fascinate, inspire competence +3, inspire courage +2, suggestion)
Bard Spells Known (CL 7th; concentration +11)
3rd (1/day)—confusion (DC 17), glibness
2nd (4/day)—cure moderate wounds (DC 16), detect thoughts (DC 16), eagle’s splendor, invisibility
1st (5/day)—charm person (DC 15), comprehend languages, expeditious retreat, unseen servant
0 (at will)—daze (DC 14), detect magic, mage hand, prestidigitation

Tactics

Before Combat The bard casts eagle’s splendor.
During Combat The bard brings his fists to any brawl that breaks out when he or someone else gets caught cheating. He alternates between making melee attacks and using confusion to reduce the number of effective combatants.
Base Statistics Without eagle’s splendor, the bard’s statistics are Bard Spells Known reduce spell DCs by 2; Cha 14; Skills Bluff +12, Diplomacy +4, Intimidate +14, Perform (comedy) +15, Perform (oratory) +12.

Statistics

Str 18, Dex 13, Con 12, Int 12, Wis 10, Cha 18
Base Atk +5; CMB +9; CMD 20 (24 vs. bull rush or trip)
Feats Improved Unarmed Strike, Persuasive, Skill Focus (Perform [comedy]), Weapon Focus (unarmed strike)
Skills Bluff +14, Diplomacy +6, Intimidate +16, Knowledge (arcane, dungeoneering, geography, history, local, nature, religion) +8, Perception +10 (+12 to notice unusual stonework), Perform (comedy) +17, Perform (oratory) +14, Sense Motive +10
Languages Common, Dwarven
SQ bardic knowledge +3, lore master 1/day, versatile performance (comedy, oratory)
Combat Gear elixir of vision; Other Gear +1 chain shirt, masterwork dagger, belt of giant strength +2, 198 gp

Gamblers lounge in dark corners of taverns and gambling dens, using their keen wits and talents to make a living.

Meliski Traundor

Though he usually seems half drunk, Meliski’s inebriation is only an act. This deception puts his opponents at ease, making them think he’s an easy mark. They later discover he led them right into his trap when he takes all their gold by the end of the night. He knows all the tricks to spot when someone else is cheating.

Posted at a tavern table surrounded by a mug of beer, a stack of cards, and a worn bag of coin, Meliski outdrinks most other patrons. He plays cards all night, until the barkeep timidly begs him to leave so he can close up.

Combat Encounters: Never one to suffer cheaters lightly, Meliski doesn’t back down from a fight when cards are involved.

Roleplaying Suggestions: Meliski is always found in a bar, gambling the night away. He welcomes new players, but brushes off anyone who doesn’t ante up.