Path of the Fate Gambler

The Path of the Fate Gambler is a fickle, wandering one. They say the gods don't play dice, but you do. And you always come out on top.

**Requirements:** Two Aces (Fluke)

**Path Completion Bonus**: +2 *Luck*

## Core Abilities

**When Preparation Meets Opportunity**

**Cost**: 400 XP

**Expedited** **for:** Charm

**Activation**: Passive

For every 4 abilities purchased in the Path of the Fate Gambler, gain +1 *Luck.*

**Beginner’s Luck**

**Cost**: 400 XP

**Expedited** **for:** Charm

**Activation**: Passive

*You have a natural talent at everything you try.*

Gain +1 *Luck*.

**Windfall**

**Cost**: 400 XP

**Expedited** **for:** Charm

**Activation**: Passive

Once per Rest, you may double your *Luck* bonus on any *Luck* check.

**Renaissancer**

**Cost**: 400 XP

**Expedited** **for:** Charm

**Activation**: Passive

Once per Rest, add your *Luck* to any check.

**I Make My Own Luck**

**Cost**: 400 XP

**Expedited** **for:** Charm

**Activation**: Free Reaction, 3 Vim OR 1 MP

Add +1 to an immediate *Luck* check. This ability may be used multiple times on the same roll and stacks.

**Gods' Dice**

**Cost**: 400 XP

**Expedited** **for:** Charm

**Activation**: 1 Strike

This ability may be used while gambling with cards or dice. Reroll or redraw (as relevant) twice, then choose which of your three results to take as if it were the original outcome.

**Touch of Luck**

**Cost**: 400 XP

**Expedited for:** Charm

**Activation**: 1 Strike

Reroll any d6 you rolled. This ability may be used multiple times on the same roll.

**Lucky Boost**

**Cost**: 400 XP

**Expedited for:** Charm

**Activation**: 1 Strike

Add +1 to your casting or damage roll. This ability may be used multiple times on the same roll and stacks.

**Lucky Nudge**

**Cost**: 400 XP

**Expedited for:** Charm

**Activation**: 3 Strikes

*Fate finds a way to nudge you in the right direction.*

This ability functions as Inspiration.

**Seven Lives**

**Cost**: 400 XP

**Expedited for:** Charm

**Activation**: Passive

When you would die, you may instead decrease your Strike pool by 4 permanently. This does not remove any Grievous Wounds you receive from your near-death experience, but does allow you to exceed your normal Grievous Wound limit.

**Slipped Past the Vitals**

**Cost**: 400 XP

**Expedited for:** Charm

**Activation**: Passive

When you receive a Grievous Wound, roll 3d6. If you roll triples, you instead don't take the Wound.

**Shifting Luck**

**Cost**: 400 XP

**Expedited for:** Charm

**Activation**: Passive

When you take this ability, roll a d6 and set it aside. Whenever you roll, you may swap a die in your roll for this die.

**Fate Gamble**

**Cost**: 400 XP

**Expedited for:** Charm

**Activation**: Passive

Declare this ability before rolling a check. If you roll triples, you critically succeed. Otherwise, you critically fail. Critical outcomes are situation-dependent but can include, for example: additional status effects, additional damage, and/or manipulating the environment, and so on. This ability can be used once per Rest.

**In the Hands of Fate**

**Cost**: 400 XP

**Expedited for:** Charm

**Activation**: Passive

*You have a knack for being just barely on the edge of danger.*

This ability may be toggled on or off during a Rest. While this ability is active and you have at least one Strike, direct hits on you automatically become glancing blows at the cost of one Strike.

**Critical Hit!**

**Cost**: 400 XP

**Expedited for:** Charm

**Activation**: Passive

Whenever you roll the maximum possible outcome on a damage roll of 3d6 or more dice, double the entire damage roll.