Auroch

*Known as the “Living, breathing, statistical impossibility,” an auroch is a Blitzball player that through hard work, determination, and sometimes sheer luck can push back from the brink and deliver victory.*

## Abilities

### Baller (Ex)

At 1st level, the auroch adds Blitzballs and Spiked Blitzballs to his weapon proficiencies.

This ability augments the gambler’s weapon proficiencies

### Attack Reels (Su)

Allows the auroch to tempt fate and potentially gain a number of additional attacks equal to his Attack Reels roll. The auroch rolls 3d6 and consults the Attack Reels table below.  On a roll of 1-3, the auroch gets no additional attacks, on a roll of 4-5, the auroch gets 1 additional attack, and on a roll of 6, the auroch gets 2 additional attacks. All these attacks are taken at the auroch’s highest BAB -2. This only uses a swift action, and can only be used a number of times per day equal to their Charisma modifier.

### Elemental Reels (Su)

At 1st level, the auroch gains access to Elemental Reels, this ability takes a swift action, and augments the next attack the auroch performs. The auroch must roll 3d6 and consult the Elemental Reels table below.  On any triples, the auroch deals an additional 2d6 elemental damage to the target and all enemies within 15-ft plus an additional 2d6 per four gambler levels after 1st. Enemies in the area of effect can make a Reflex save (DC 10 + half his gambler’s level + his Charisma modifier) to half the damage. On any double roll, the auroch deals an additional 1d6 elemental damage plus an additional 1d6 per four gambler levels after 1st. The target can make a Reflex save (DC 10 + half his gambler’s level + his Charisma modifier) to half the damage. On any other combination, the auroch can change the blitzball’s or spiked blitzball’s damage to an element of choice that corresponds to a number rolled. He can use this ability a number of times per day equal to 3 + his Charisma modifier.

This ability replaces gold toss.

### … Or Skill (Su)

At 1st level, the auroch gains the ability to manipulate where his Blitzball will land. Whenever he successfully hits a target with a blitzball attack, he can count that target as the origin point for his next iterative attack. Additionally, whenever he misses with a blitzball attack, he can spend a luck point as a swift action to have the blitzball bounce back to him.

This ability modifies beginner’s luck and replaces skew favor.

### Pro-Swimmer (Ex)

At 5th level, the auroch can add a circumstance bonus to any Swim or Acrobatics check equal to his gambler level.  Additionally, the auroch may expend one luck point to automatically take a 10 on any Swim or Acrobatics check or to increase the duration of which he can hold his breath by 10 minutes.

This ability replaces professional gambler.

### Status Reel (Su)

At 9th level. the auroch gains access to Status Reels, this ability takes a swift action, and augments the next attack the auroch performs. The auroch must roll 3d6 and consult the Status Reels table below. On any triples, the auroch deals an additional 2d6 precision damage plus an additional 2d6 per four gambler levels after 1st to the target and applies a status effect based on the number rolled for 1d4+1 rounds. The target can make a Fortitude save (DC 10 + half his gambler’s level + his Charisma modifier) to negate the status effect. On any double roll, the auroch deals an additional 1d6 precision damage plus an additional 1d6 per four gambler levels after 1st and applies a status effect based on the number rolled until the end of the target’s next turn. The target can make a Fortitude save (DC 10 + half his gambler’s level + his Charisma modifier) to negate the status effect. If none of the Status Reel dice produce doubles or triples, he deals 1d6 precision damage plus an additional 1d6 per four gambler levels after 1st. This ability shares its uses per day with Elemental Reels.

This replaces High Roller.