NPC Codex | Rules | Core Class NPCs | Bard | Bards | Gambler

Gambler

Super Race: dwarf bard 7. Cr: 6. Xp: 2,400. Alignment: N. Size: Medium. Creature Type: Humanoid. Creature Subtype: dwarf.
Init: +1. Senses: Perception +10. Ac: 16, touch 11, flat-footed 15 (+5 armor, +1 Dex).
Hp: 49 (7d8+14).
Fortitude: +3. Reflex: +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).
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). Strength: 18. Dexterity: 13. Constitution: 12. Intelligence: 12. Wisdom: 10. Charisma: 18.
Base Attack: +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. Special Qualities: 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.
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.

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.