Croupier Rounder Talents

NOTE: Any references to cue balls refers to the primary class feature of the pool shark archetype and only comes into play if using that archetype. The cue ball also stands in for any spheres they use. Talents with a set of card suit symbols (♣♦♥♠) use the card shark class feature and cannot be taken by croupiers with the pool shark archetype.

## All In

By spending 1 Sense point the croupier can re-roll any failed attack roll, skill check, or stabilization roll. He makes this check with a luck bonus ranging from +2 (minimum) to a maximum equal to his Charisma modifier. The bonus he selects must be an even number. If he still fails that rerolled check, for the next hour he takes a penalty on all such rolls equal to half of the bonus he provided.

## Bridge

The croupier gains a shield bonus to his AC when wielding a pool cue equal to the damage bonus he is granted by his billiards class feature.

## Common Sense

Whenever a croupier successfully confirms a critical hit, he grants his allies within 30 feet of him a boon stemming from his mastery over the Sense. Each ally selects their own boon. These bonuses do not stack and a creature may only benefit from one common sense boon at a time. The choice must be made after the critical hit has been confirmed.

* 1 grit / panache point recovered.
* +2 luck bonus to AC until the end of their next turn.
* +2 luck bonus on attack rolls until the end of their next turn.
* +4 luck bonus on all skill check until the end of their next turn.

## Cruel Clubs (Su) ♣♦♥♠

Any time the croupier successfully hits a creature with a card of the club suit that creature takes a penalty equal to 1⁄2 the card’s value on its next attack roll - treat all face cards and aces as having a value of 10. This ability has additional effects if the card is a Jack, Queen, King, or Ace. All penalties imposed by this rounder talent last for a number of rounds equal to the croupier’s Charisma modifier (minimum 1 round).

* Jack: The target takes this penalty to AC as well as to attack rolls.
* Queen: A queen card gains all of the benefits of a jack card. In addition, the target takes this penalty to saving throws as well.
* King: A king card gains all of the of the benefits of a queen and jack card. In addition, the creature immediately provokes an attack of opportunity from one adjacent creature of the croupier’s choice.
* Ace: An ace card gains all of the of the benefits of a king, queen, and jack card, in addition the attack of opportunity that the creature provokes from a king card’s effect is considered a critical threat if it hits.

## Dealer’s Luck

A croupier may spend Sense points as swift action to grant an ally he touches a luck bonus on attack rolls and skill checks equal to 1/4th his croupier level for a number of rounds equal to twice the number of Sense points he spent.

## Dealin’ Dirty ♣♦♥♠

Once per combat a croupier’s player may look at the top cards from his deck, a number of cards equaling no more than his Charisma modifier, and place them in any order he likes. This may be done as a free action at the start of the croupier’s turn.

## Death Sticks

A croupier may treat a lit cigarette in his possession as an improvised thrown explosive. As a swift action a cigarette (or other smokeable item worth 1 sp) may be lit, ignited with a subtle purple flame, turning it into a death stick. If thrown it is a splash weapon with a radius of 10 feet and deals 1d6 negative energy damage + the croupier’s Charisma modifier, and has a range of 30 feet. This damage improves by 1d6 for every 2 croupier levels he possesses. A cigarette must be thrown within 3 rounds of being lit or it is burnt out and useless (it is consumed). Making a death stick costs 1 Sense point.

## Diamond In The Rough (Su) ♣♦♥♠

Any time the croupier successfully hits a creature with a card of the diamond suit, all of the croupier’s allies, aside from himself, gain an insight bonus on their next attack roll against that creature equal to 1/4 the card’s value (round up) until the end of the croupier’s next turn. Treat all face cards and aces as having a value of 10. This ability has additional effects if the card is a jack, queen, king, or ace.

* Jack: This bonus also applies the next damage roll damage roll against that creature.

* Queen: A queen card gains all of the benefits of a jack card. In addition, this bonus applies to the next saving throw made against that creature’s effect.

* King: A king card gains all of the of the benefits of a queen and jack card. In addition, this bonus applies to AC against the next attack made by the target.

* Ace: An ace card gains all of the of the benefits of a king, queen, and jack card, in addition, allies add 1 to their critical multiplier when they threaten a critical hit while they gain an insight bonus with this ability.

## Earl’s Cue

On any turn that the croupier does not conjure a cue ball, eight ball, or draw a card his pool cue gains the reach property (or increases its existing reach by 5 feet).

## English

The croupier’s shots with cards, cue balls, and eight balls ignore anything less than total cover. He must be at least 8th level to select this rounder talent.

## Face Card

A croupier gains the Rumor Monger rogue talent as well as an insight bonus on all Diplomacy and Knowledge (nobility) checks equal to 1/4th his croupier level.

## Fast Play

A croupier gains the Quick Draw feat and a +2 competence bonus on his Initiative checks. This stacks with features like Improved Initiative.

## Flair Bartender

The croupier a +4 insight bonus on all Profession (bartender) checks to make money, any Perform or Acrobatics checks to juggle, and Craft (alchemy) to make alcoholic beverages. In addition, a croupier can drink a potion or other beverage as a swift action (rather than a standard).

## Flare For Romance

A croupier gains the Amateur Gunslinger feat and may elect to use his Charisma in place of his Wisdom to determine the size of his grit pool for the purpose of that feat. In addition, the croupier becomes proficient in the use of one firearm or exotic weapon of their choice.

## Flashy Billiards

A croupier can choose to wield pool cues one-handed at no penalty. They may make the choice at the start of each round as a free action. In addition, a croupier gains a +2 competence bonus on combat maneuvers made with a pool cue. For the purpose of Two-Weapon Fighting they count as one-handed weapons.

## Heart Of Mercy (Su) ♣♦♥♠

Any time the croupier successfully deals damage with a card of the heart suit he gains a number of hit points equal to his level + ½ the cards value, treating face cards and aces as 10. At 11th level this improves to the card’s full value. This ability has additional effects if the card is an jack, queen, king, or ace.

* Jack: Whenever the healing from this ability heals a target up to its maximum hit points, any excess hitpoints points persist for 1 round per level as temporary hit points.
* Queen: A queen card gains all of the benefits of a jack card, in addition the croupier may elect to heal one ally within 60 feet of him in place of himself.
* King: A king card gains all of the of the benefits of a queen and jack card, in addition the croupier heals one additional point of damage with this ability. At 6th level and every 4 levels thereafter this additional healing improves by +1 to a maximum of +5 at 18th level.
* Ace: An ace card gains all of the of the benefits of a king, queen, and jack card, in addition the croupier may elect to heal one additional creature within 60 feet for the same amount. At 6th level and every 4 levels thereafter an additional creature to a maximum of 5 additional creatures at 18th level.

## High Roller

A croupier gains the Black Market Connections rogue talent as well as an insight bonus on all Appraise and Profession (gambler) checks equal to 1/4th his croupier level.

## Jazzman

A croupier gains the ability to use the bardic performance class feature of the bard using his croupier level -2 (minimum 1) as his bard level. A croupier who uses this may only select from the following bardic performances: fascinate, inspire competence, and suggestion. They must meet the minimum effective bard level to qualify for each of these performances however.

## Mulligan ♣♦♥♠

Whenever a croupier conjures a card, he may draw two cards and select the one he likes. He discards the one he did not select.

## Parlor Tricks

A croupier can cast *prestidigitation*, *ghost sound*, *light*, *mage hand*, *spark*, and *flare* at will, using his croupier as his caster level.

## Professional Shark

A croupier gains the Improved Initiative feat as a bonus feat as well as an insight bonus on all Bluff and Sleight of Hand checks equal to 1/4th his croupier level.

## Ramblin’ Man

Going where life takes you teaches you a wide variety of skills. A croupier adds 3 skills to his list of class skills. In addition, he gains a +1 competence bonus to 4 skills of his choosing (they do not have to be the same skills he added to his list of class skills).

## Rebound

Once per round when a croupier is knocked prone, he can choose to immediately stand back up as a free action. This instant rebound does not provoke an attack of opportunity. A croupier cannot use this rounder talent if he is bound, encumbered, or wearing armor heavier than light armor.

## Savage Spades (Su) ♣♦♥♠

Any time the croupier successfully hits a creature with a card of the spades suit he gains a luck bonus on damage rolls equal to ½ the card’s value, treating face cards and aces as 10. This ability has additional effects if the card is an jack, queen, king, or ace.

* Jack: The croupier adds his luck bonus to damage rolls as a luck bonus to hit on critical conformation rolls as well.
* Queen: A queen card gains all of the benefits of a jack card, in addition the croupier increases his critical multiplier by 1 for this attack.
* King: A king card gains all of the of the benefits of a queen and jack card, in addition the croupier may make an attack at the same attack bonus as this one as an immediate action. This may not occur more than once per turn.
* Ace: An ace card gains all of the of the benefits of a king, queen, and jack card, in addition the luck bonus from dealing damage is the card’s full value, instead of 1/2.

## Shuffle

Any card conjured by a croupier that successfully critically hits a target causes that creature to additionally make a new initiative check at a penalty equal to 2 + 1/4th his croupier level.

## Shuffle the Deck

Once per combat, at the end of a round, a croupier may re-roll his Initiative check at a +4 bonus as a free action. He must take the new result. After this you (the player) must shuffle your deck.

## Six Chamber Priest

The croupier becomes proficient with all martial firearms. In addition, when he makes the first attack roll as part of a full attack action with a firearm he may choose to roll 1d6 and consult Table 6-2: Six Chambered Priest. He must have at least 1 sense point to do this.

 3-4
 5-6

## Switch-up

The croupier may treat any weapon in the fighter’s polearm or spear weapon groups as if they were a pool cue for the purpose of croupier class features. In addition, the croupier becomes proficient in one exotic weapon from the aforementioned groups.

## Trained Eye

As a swift action a croupier may make a Sense Motive check against a creature within 30 feet of him. The DC of this check is 10 + HD of the creature. If he is successful he is made aware of the creature’s lividity (as if by deathwatch, using his croupier level as his caster level) and he is granted a +2 insight bonus to his AC against attacks made by that creature for a number of rounds equal to his Charisma modifier. The croupier also receives a +4 insight bonus on Perception checks he makes against Sleight of Hand attempts made by that creature for an equal number of rounds.

# Pool Shark Talents

The pool shark loses access to the following rounder talents in exchange for the new talents listed below: Heart of Mercy, Savage Spades, Cruel Clubs, Diamond in the Rough, Dealin’ Dirty, and Mulligan.

## Bank Shot (Ex)

The first time you successfully hit a creature with a cue ball you can make another ranged attack against a creature within 10 feet of the first creature you struck (the ball ricochets off). This may continue to strike additional nearby creatures until you miss a creature. Each attack after the first has a cumulative -2 penalty. This only functions as part of a full attack action and may only occur once per round.

## Crazy Eight Ball (Su)

The croupier may conjure a black ball of transpatial energy. This ball counts as a cue ball. Creatures that move within 10 feet of this ball must roll 1d8 - on a 1 they continue their movement as normal, any other number causes them to change their orientation by 45 degrees and continue their movement (as indicated on table 47-1 Crazy Eight Ball Movement), this can cause charging creatures to attack new creatures or to attack no creature. The croupier may use his control chaos ability to manipulate this d8 as though it were a d20. If this sphere comes into contact with a transposing sphere then both spheres explode, dealing 1d6 points of damage per croupier level to all creatures within 20 feet, a Reflex save (DC 10 + 1/2 croupier’s level + his Charisma modifier) halves this damage.

Table 47-1: Crazy Eight Ball Movement
 7
 6

\*The direction of 1 is the original direction of movement.

## Electric Sphere (Su)

The croupier may conjure a ball that hums with golden electricity. This ball counts as a cue ball, save that it deals electricity damage in place of force damage. Any creature that passes within 10 feet of this sphere takes 1d6 points of electricity damage per 2 croupier levels. Any creature that takes this damage must make a Fortitude save (DC 10 + 1/2 croupier’s level + his Charisma modifier) or be blinded for 1 round. If this sphere comes into contact with a terric sphere then both spheres explode, dealing 1d6 points of damage (half electricity, half piercing) per croupier level to all creatures within 20 feet, a reflex save (DC 10 + 1/2 croupier’s level + his Charisma modifier) halves this damage.

## Frigid Sphere (Su)

The croupier may conjure a ball that glows with mesmerizing white energy. This ball counts as a cue ball, save that it deals cold damage in place of force damage. Creatures that move within 10 feet of this ball take 1d6 points of cold damage per 2 croupier levels. Creatures who take this damage must succeed on a Reflex save or become entangled for 1d4 rounds The croupier may use his control chaos ability to manipulate this d4 as though it were a d20. If this sphere comes into contact with an immolating sphere then both spheres explode, dealing 1d6 points of damage (half fire, half cold) per croupier level to all creatures within 20 feet, a Reflex save (DC 10 + 1/2 croupier’s level + his Charisma modifier) halves this damage.

## Gale Sphere (Su)

The croupier may conjure a ball of emerald torrential winds. This ball counts as a cue ball, save that it deals slashing damage in place of force damage. This ball imposes a -4 penalty on attack rolls for any ranged attack that draws its line of effect within 10 feet of it. Creatures that move within 10 feet of this ball must make a Strength check (DC 10 + croupier’s Charisma modifier) or be pushed to the edge of the sphere. If this sphere comes into contact with a Gravimetric Ball then both spheres explode, dealing 1d6 points of damage (half force, half slashing) per croupier level to all creatures within 20 feet, a reflex save (DC 10 + 1/2 croupier’s level + his Charisma modifier) halves this damage.

## Gravimetric Ball (Su)

The croupier may conjure an iridescent purple ball of gravimetric energy. This ball counts as a cue ball. Creatures that move within 10 feet of this ball must make a Strength check (DC 10 + croupier’s Charisma modifier) or be knocked prone and be dragged to the center of the sphere. If this sphere comes into contact with a gale sphere then both spheres explode, dealing 1d6 points of damage (half force, half slashing) per croupier level to all creatures within 20 feet, a Reflex save (DC 10 + 1/2 croupier’s level + his Charisma modifier) halves this damage.

## Immolating Sphere (Su)

The croupier may conjure a ball that glows with baleful red energy. This ball counts as a cue ball, save that it deals fire damage in place of force damage. Any creature that passes within 5 feet of this sphere takes 1d6 points of fire damage per 2 croupier levels. Anytime this ball moves it leaves behind a 15 foot thick wall of fire for 1d4 rounds, any creature passing through this wall of fire takes 1d6 points of fire damage per 2 croupier levels. The croupier may use his control chaos ability to manipulate this d4 as though it were a d20. If this sphere comes into contact with a frigid sphere then both spheres explode, dealing 1d6 points of damage (half fire, half cold) per croupier level to all creatures within 20 feet, a Reflex save (DC 10 + 1/2 croupier’s level + his Charisma modifier) halves this damage.

## Time Shot (Ex)

The croupier can make disarm and bull rush attempts with cue balls.

## Terric Sphere (Su, Sp)

The croupier may conjure an ochre ball of constantly vacillating geometric forms and shapes. This ball counts as a cue ball, save that it deals bludgeoning damage in place of force damage. Any earthen surfaces within 10 feet of the sphere shape themselves into long, sharp points that blend into the background as per a spike stones spell, using the croupier’s level as his caster level (DC 10+ 1/2 croupier’s level +his Charisma modifier). This effect persists for 1d4 rounds after the sphere has moved, which may create trails of this effect. The croupier may use his control chaos ability to manipulate this d4 as though it were a d20. If this sphere comes into contact with an electric sphere then both spheres explode, dealing 1d6 points of damage (half electricity, half piercing) per croupier level to all creatures within 20 feet, a Reflex save (DC 10 + 1/2 croupier’s level + his Charisma modifier) halves this damage.

## Transposing Sphere (Su)

The croupier may conjure an orange ball of transpatial energy. Any creature within 5 feet of this sphere is teleported 1d4 x 5 feet in a direction the croupier designates. The croupier may use his control chaos ability to manipulate this d4 as though it were a d20. If this sphere comes into contact with a crazy 8 ball then both spheres explode, dealing 1d6 points of damage per croupier level to all creatures within 20 feet, a Reflex save (DC 10 + 1/2 croupier’s level + his Charisma modifier) halves this damage.