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High Roller

Those with a particular mastery over luck can make a living through games of chance as professional gamblers.

Recall Knowledge - Humanoid (Society): DC 28
Unspecific Lore: DC 26
Specific Lore: DC 23

Elite | Normal | Weak
Proficiency without Level

High RollerCreature 11

Medium Human Humanoid 
Source NPC Core pg. 79
Perception +22; (26 for Sense Motive)
Languages Common
Skills Deception +24, Games Lore +26, Intimidation +22, Society +21, Thievery +22
Str +1, Dex +5, Con +0, Int +2, Wis +3, Cha +5
Gaming Arsenal The high roller treats all game tools—such as cards (used in the stat block's Strike entries), dice, coins, and gambling tokens—as melee weapons with a d4 damage die and the agile, finesse and thrown 20 feet traits. The high roller gets a +1 item bonus to attack rolls with them and deals two damage dice. The damage type depends on the item and is determined by the GM.
Items +1 striking rapier, predictable silver piece, playing cards (54-card deck)
AC 30; Fort +17, Ref +24, Will +22
HP 150
Tip the Scales [reaction] (divine, fortune) Trigger A creature the high roller is observing critically fails a check; Effect The high roller picks up on luck that others dropped. They roll twice on their next d20 roll before the end of their next turn and take the better result.
Speed 25 feet
Melee [one-action] rapier +23 [+18/+13] (deadly d8, disarm, finesse, magical), Damage 2d6+11 piercingMelee [one-action] fist +22 [+18/+14] (agile, finesse, nonlethal, unarmed), Damage 1d4+11 bludgeoningMelee [one-action] card +23 [+19/+15] (agile, finesse), Damage 2d4+11 slashingRanged [one-action] card +23 [+19/+15] (agile, thrown 20 feet), Damage 2d4+11 slashingLucky Momentum [one-action] Requirements The high roller's last action was a critical success; Effect The high roller either Strides twice or attempts a Strike that deals an additional 4d6 precision damage and deals half damage on a failure (but not a critical failure).Royal Flush Flurry [two-actions] Frequency once per hour; Requirements The high roller has at least 16 cards in one hand; Effect The high roller unleashes the cards in a 30-foot cone, dealing 16d4 slashing damage to all creatures in the area with a DC 30 basic Reflex save. This ability expends the full deck of cards held.

All Monsters in "Maverick"

NameLevel
Arms Dealer2
Gunwitch7
High Roller11
Musketeer3
Peerless Duelist12
Political Upstart0
Runaway Blueblood3
Unsanctioned Sheriff5

Maverick

Source NPC Core pg. 76
These lone wolves have an aura of mystery, bravado, and swagger.

Sidebar - Related Creatures Crossover Ancestry NPCs

Several of the NPCs elsewhere in NPC Core can fit well in this group: Bill-band (level 5), gambling companion (level 3), goblin get gang (level 5)

Sidebar - Advice and Rules Draw!

Multiple mavericks carry the explosive ranged weapons called firearms. Many of these NPCs can be adapted to other ranged weapons, such as crossbows or bows, with minimal changes if you choose not to include firearms in your game. More firearms and the gunslinger class appear in Pathfinder Guns & Gears.

Sidebar - Additional Lore Dueling Etiquette

Some mavericks meet to size each other up before deciding whether or not to duel. Then, if they decide to challenge one another, the face-off's rules (or lack thereof) are agreed upon beforehand to prevent any ill will afterward. Being a sore loser is highly frowned on, even more than a duel to the death.

Sidebar - Additional Lore Familiar Firearms

Many gunwitches wield weapons that are both firearms and magic weapons or implements in some form, which serves in place of a regular witch's familiar. As most gunwitches—rare as they are—make their own weaponry, it's speculated that the gunwitch's patron is the one who provides the blueprints for their sophisticated magical firearm.

Sidebar - Advice and Rules Mavericks And Duels

Mavericks tend to jump into duels at the drop of a hat, ready for a true test of their intuition and reflexes. A duel encounter uses the duels subsystem. A peerless duelist is truly exceptional (and already has all the dueling actions used in the subsystem due to their skills). If you want another NPC to have more options in duels, you can swap one of their existing skills for Deception or Intimidation.