Highwind Adventures on the-Cloudsea:Vrel
Most Viera live in the forests, communing with nature. Vrel is not most Viera. From a young age in her village in the Free Vermilion Archipelago, she found people to be far more fascinating than the traditional pursuits of her people. When there were visitors or merchants, she would hang on every word they had to say, and absolutely adored stories about the outside world.
It came as no surprise to her friends and family when she eventually left the village when she came of age. She wanted to see more than just the forest, she wanted to see, well, everything. There were no recriminations between her friends and family over this, and ever her older sister Vral knew that she would never truly be happy in their home. They gave her what she needed, and Vrel went on her way.
And while the world outside may not have been quite what she expected... she prospered in it. She made friends easily, found things to entertain her, and saw wondrous sites. And she discovered her knack for cards, dice and anything involving chance. In fact, she found risk to just as fascinating as she found people. So she turned that into her career as she traveled the world.
But she never stuck around for very long. She always found something new to draw her away. A new game, a journey, a new con.
It's how she's found herself now on a pirate air ship. Looking for that new thrill, that risk. Maybe she'll stick around this time?
Vrel stands at an even six foot two, with red hair that falls down around her shoulders, and green eyes. And, of course, the ever prominent symbol of her species, a pair of rabbit like ears standing tall above her head.
Vrel avoids the traditional clothes her species, and instead is almost always dressed to the nines in an absolute superb suit that she pulls of magnificently. She has a small pair of spectacles, that's she apt to adjust dramatically when making a point; and there is always a die or playing card in hand. And a smirk on her face, like she's always laughing at a private joke.
Viera Gambler 1
CG Medium Humanoid (Viera)
Init +5; Perception +2
AC 16, touch 13, flat-footed 13 (+3 armor)
HP 9 (1d8+1);
Fort +1, Ref +5, Will +0
Speed 30 ft.
Melee Dagger +3 1d4 (19-20/x2) Melee Whip +3 1d3 (20/x2)
Ranged Throwing Cards +3 (1d4/x2)
Str 10, Dex 16, Con 12, Int 13, Wis 10, Cha 16
Base Atk +0; CMB +0; CMD 13
Feats Run, Point Blank Shot
Traits Fast Talker, Strong Arm, Supple Wrist
Skills Bluff +8, Diplomacy +7, Disguise +7, Knowledge (local) + 5, Perception +2, Profession Gambler +4, Sense Motive +5, Sleight of Hand +7
Languages Common, Vieran, 1 more
Other Gear Studded Leather Armor, Whip, Dagger, Throwing Cards, Entertainer's Outfit, Courtier's Outfit, 10 sets of dice, 41 Gil
Weapon and Armor Proficiency A gambler is proficient with all simple weapons, plus the sap, sword cane, short sword, throwing cards, and whip. Gamblers are proficient with light armor but not with any shields.
Limit Breaks (Su) At 1st level, the gambler receives the Limit Breaks (Extraordinary Lucky and Slot Machine).
Throwing Cards (Ex) At 1st level, a gambler begins play with a deck of steel, durable playing cards. Durable playing cards don’t break due to normal use, whether or not they hit their target; unless the playing card goes missing, a gambler can retrieve and reuse a durable playing card again and again. Durable playing cards can be broken in other ways (such as deliberate snapping, hitting a fire elemental, and so on). In the hands of a gambler, this deck of cards is deadly. With a range increment of 10 feet, it deals 1d4 points of slashing or piercing damage and is treated as a light thrown weapon like shurikens. In addition, a gambler does not provoke attacks of opportunity when throwing within melee range. The gambler can also upgrade this deck of cards. It costs 300 gil and 1 day of work to upgrade it to a masterwork.
Luck Pool (Su, 4 points) At 1st level, the gambler gains a reservoir of luck points that he can draw upon to fuel his powers. This luck pool has a number of points equal to his gambler level + his Charisma modifier. The pool refreshes once per day when the gambler rests for a full 8 hours. With these luck points, he can spend them to either reroll any single roll for himself with 1 luck point as an immediate action or take a swift action that does not count against the gambler’s normal limit of one swift action per round that can be used with gambler class features. This does not increase the normal limit of one swift cast spell per turn. These luck points are also used in other class features he receives as he levels.
Gil Toss (Su) At 1st level, a gambler places his material fortunes on the line to make an attack. A gambler may spontaneously spend 10 gil per gambler level, and make a ranged touch attack against any opponent within 30 feet. Money used in gil toss is lost, vanishing after use. He deals 1d6 points of physical damage (piercing, slashing, or bludgeoning, his choice).
As part of this ability, he may also roll 1d4 to increase the risk. Rolling less than half the total of the die (1 or 2 on a d4, for example) reduces his damage by –2d6 and –1d6 respectively. Rolling higher (3 or 4 on a d4, for example) increases it by the appropriate amount (+1d6, +2d6). Taking a higher risk die may increase the results by much more damage, or much less (even negating the gambler’s damage entirely if he has lost more die than he had).
At 5th level, the gambler upgrades the risk die to a 1d6 and can make two gil toss attacks with a -2 penalty. At 10th level, the gambler can roll two risk dice, upgrades the risk die to a 1d8, and can make three gil toss attacks with a -4 penalty. At 20th level, the gambler can roll three risk dice, upgrades the risk die to a 1d10, and can make four gil toss attacks with a -6 penalty. The gambler must spend gil for each additional attack as normal.
Beginner’s Luck (Ex) A gambler knows which end of a sword to hold. Poking it in the enemy’s direction works unreasonably well for them. At 1st level, the gambler may use his Charisma modifier in place of his Strength modifier on melee attack rolls or in place of his Dexterity modifier on ranged attack rolls.
Hunter Viera always count Stealth and Survival as class skills.
Urbanite Viera who live in cities for more than a century can grow to know the ebb and flow of social situations just as their forest-dwelling cousins know the rules of the wild. Viera with this racial trait gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation. This racial trait replaces people of the wood.
Keen Senses Viera receive a +2 racial bonus on Perception checks.
Elemental Summoners Choose one of the following elemental subtypes—earth, fire, ice, lightning, water, wind. When summoning a creature with the chosen subtype with a summon spell, increase the duration of that spell by 2 rounds. This choice is made at character creation, and can only be changed with retraining. (Choice: Wind)
Fleet Footed While all viera are naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Viera with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces weapon familiarity.
Favored Class Gambler, + 1/6 gambit
Extraordinarily Lucky (Su) This Limit Break makes the gambler extremely lucky. Any melee or range attacks automatically misses unless a natural roll of 20 is rolled, and even then, the critical threat is unconfirmed unless another natural roll of 20 is rolled. In addition, while this Limit Break is in effect, the gambler can spend 1 luck point for free without expending per round. This lasts for a duration of 1 round + 1 round per four gambler levels after 1st. This limit break requires only a swift action.
Slot Machine (Su) (Su): This Limit Break allows the gambler to test his luck and let the whims of fate determine what shall be his action. Roll 3d6 and consult the table below for the effect. He may choose targets after he has determined the effect of his dice. The DC for the saving throws are (DC 10 + half of the gambler’s level + his Charisma modifier), where applicable. The gambler cannot use luck points to reroll the effect.