Difference between revisions of "User:Aarnott/Lego Bin 13"

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|3rd||class="left" | +2 || +1 || +3 || +
 
|3rd||class="left" | +2 || +1 || +3 || +
| class="left" | <-any class features gained at this level->
+
| class="left" | [[#Hedge Bets|Hedge Bets]]
 
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|4th||class="left" | +3 || +1 || +4 || +
 
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|6th||class="left" | +4 || +2 || +5 || +
 
|6th||class="left" | +4 || +2 || +5 || +
| class="left" | <-any class features gained at this level->
+
| class="left" | [[#Peek|Peek]] (4 cards)
 
|-
 
|-
 
|7th||class="left" | +5 || +2 || +5 || +
 
|7th||class="left" | +5 || +2 || +5 || +
| class="left" | <-any class features gained at this level->
+
| class="left" | [[#Fortune's Friend|Fortune's Friend]]
 
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|8th||class="left" | +6/+1 || +2 || +6 || +
 
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|12th||class="left" | +9/+4 || +4 || +8 || +
 
|12th||class="left" | +9/+4 || +4 || +8 || +
| class="left" | [[#Aces High|Aces High]]
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| class="left" | [[#Aces High|Aces High]], [[#Peek|Peek]] (5 cards)
 
|-
 
|-
 
|13th||class="left" | +9/+4 || +4 || +8 || +
 
|13th||class="left" | +9/+4 || +4 || +8 || +
| class="left" | <-any class features gained at this level->
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| class="left" | [[#Exploding Dice|Exploding Dice]]
 
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|14th||class="left" | +10/+5 || +4 || +9 || +
 
|14th||class="left" | +10/+5 || +4 || +9 || +
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|18th||class="left" | +13/+8/+3 || +6 || +11 || +
 
|18th||class="left" | +13/+8/+3 || +6 || +11 || +
| class="left" | <-any class features gained at this level->
+
| class="left" | [[#Peek|Peek]] (6 cards)
 
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|19th||class="left" | +14/+9/+4 || +6 || +11 || +
 
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The target gets to make a Will save DC 10 + 1/2 the gambler's HD + the gambler's charisma modifier to avoid the effect. The gambler can continue to shuffle his deck as a move action each round to prolong the effect (that does not cost additional luck points), but the target gets a new saving throw each round at the original DC. This is a mind-affecting enchantment effect.
 
The target gets to make a Will save DC 10 + 1/2 the gambler's HD + the gambler's charisma modifier to avoid the effect. The gambler can continue to shuffle his deck as a move action each round to prolong the effect (that does not cost additional luck points), but the target gets a new saving throw each round at the original DC. This is a mind-affecting enchantment effect.
  
 
+
'''{{Anchor|Hedge Bets}} ([[Su]]):''' At third level, the gambler has learned to give himself the opportunity for a second chance when his luck runs out. Whenever he fails an attack roll, saving throw, or skill check after rerolling it with a luck reroll, he can, as a free action, spend 1 luck point to try to increase his roll. First he must draw a card. He then must announce whether the next card has a higher or lower face value. He draws the card to check. If he was correct, he can reroll the attack roll, saving throw, or skill check again (taking the new result even if it is lower).
 
 
 
 
 
 
 
 
  
 
'''{{Anchor|Flick of the Wrist}} ([[Ex]]):''' At fourth level, the gambler adds his dexterity modifier to damage dealt with his Card Throw. This damage is applied to each card, but it is not multiplied on a critical hit.
 
'''{{Anchor|Flick of the Wrist}} ([[Ex]]):''' At fourth level, the gambler adds his dexterity modifier to damage dealt with his Card Throw. This damage is applied to each card, but it is not multiplied on a critical hit.
  
 
'''{{Anchor|Bonus Luck Feat}}:''' At 5th, 10th, 15th, and 20th level, the gambler gets a bonus feat with the luck descriptor.
 
'''{{Anchor|Bonus Luck Feat}}:''' At 5th, 10th, 15th, and 20th level, the gambler gets a bonus feat with the luck descriptor.
 +
 +
'''{{Anchor|Fortune's Friend}}:''' At 7th level, the gambler rolls 1d6 and adds it to the result of any luck reroll he makes.
  
 
'''{{Anchor|Aces High}}:''' At 12th level, the gambler's aces now have a face value of 14.
 
'''{{Anchor|Aces High}}:''' At 12th level, the gambler's aces now have a face value of 14.
  
 +
'''{{#anc:Exploding Dice}}:''' At 13th level, whenever the gambler rolls the maximum result on a die for a damage roll, he rolls the die again and adds the result. He continues doing this until any result other than the maximum result is rolled.
  
  
 
 
 
 
 
'''{{#anc:Card Swirl}} ([[Sp]]):''' At second level, as a standard action, the gambler can throw 1d4 cards from his deck to replicate the effects of ''[[SRD:Color Spray|Color Spray]]''. The DC to save against this effect is 10 + 1/2 gambler's HD + gambler's [[SRD:Charisma|cha modifier]].
 
  
  

Revision as of 17:46, 10 June 2010

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Author: Aarnott (talk)
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Gambler

There are those who gamble and there are gamblers. A gambler is not just a lucky man looking for the next big win or an unlucky man looking for his big break. A gambler has gained an innate understanding of the world of chance and has learned to focus the infinite possibilities luck gives. Whether their power is granted by trickster gods or them tapping into a type of wild magic that is not quite understood outside of their circle, gamblers are a force to be reckoned with.

Making a Gambler

A gambler is a ranged utility character. He can inflict a large amount of damage with his card throw ability. He can also disable opponents using various abilities such as his flashy shuffle. Gamblers play differently than most classes because they use a deck of cards instead of dice for most of their abilities. A clever gambler will make use of their ability to manipulate their deck of cards.

Abilities: <-description of most important attributes for this class->.

Races: <-description of relative likelihood of various races to join this class->.

Alignment: <-alignments allowed for this class, or write "Any"->.

Starting Gold: <-starting gold; YdZ->×10 gp (<-average starting gold. This calculated by multiplying the number of die rolls by the die size plus one and mulitplying the result by 5 [Y × (Z + 1) × 5].-> gp).

Starting Age: <-Select "Simple" or "As rogue", "Moderate" or "As fighter", or "Complex" or "As wizard", to let players know which starting age category to use for 1st-level characters->.

Table: The Gambler

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +2 + Card Throw, Peek
2nd +1 +0 +3 + Flashy Shuffle
3rd +2 +1 +3 + Hedge Bets
4th +3 +1 +4 + Flick of the Wrist
5th +3 +1 +4 + Bonus Luck Feat, Card Throw (2 cards)
6th +4 +2 +5 + Peek (4 cards)
7th +5 +2 +5 + Fortune's Friend
8th +6/+1 +2 +6 + <-any class features gained at this level->
9th +6/+1 +3 +6 + <-any class features gained at this level->
10th +7/+2 +3 +7 + Bonus Luck Feat, Card Throw (3 cards, x2)
11th +8/+3 +3 +7 + <-any class features gained at this level->
12th +9/+4 +4 +8 + Aces High, Peek (5 cards)
13th +9/+4 +4 +8 + Exploding Dice
14th +10/+5 +4 +9 + <-any class features gained at this level->
15th +11/+6/+1 +5 +9 + Bonus Luck Feat, Card Throw (4 cards, x3)
16th +12/+7/+2 +5 +10 + <-any class features gained at this level->
17th +12/+7/+2 +5 +10 + <-any class features gained at this level->
18th +13/+8/+3 +6 +11 + Peek (6 cards)
19th +14/+9/+4 +6 +11 + <-any class features gained at this level->
20th +15/+10/+5 +6 +12 + Bonus Luck Feat, Card Throw (5 cards, x4)

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Listen (Wis) Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha),

Class Features

Copy Pasta from paleowiki. I will be modifying this heavily.

All of the following are class features of the Gambler.

Weapon and Armor Proficiency: Gamblers are proficient with light armor, all simple weapons, and Throwing Cards.

Luck Pool: Gamblers are masters of manipulating luck. A gambler has a pool of 2 luck points. Luck points can be spent to power the gambler's class abilities. Luck feats that add luck rerolls per day instead add luck points to the gambler's luck pool. Likewise, a gambler can spend a point from his luck pool to activate a luck feat or make a luck reroll (each point in his luck pool counts as a luck reroll for all intents and purposes).

A gambler can regain 1 luck point per full round he spends reshuffling his deck of cards. Any cards that have been used by class abilities are added back into his deck at this time.

A gambler can attempt to spend more luck points than he has left in his pool. He must make a charisma check DC 10 + 5 per negative luck point (this check cannot be rerolled). If he fails, his ability fails, but he still adds a "negative luck point" to his luck pool.

Deck of Cards: The gambler carries a deck of throwing cards that he has magically attuned with. This deck of cards allows him to use his gambler class abilities. The deck is a standard deck of cards plus two jokers.

The deck's magic nature makes it different from a standard deck of cards. The gambler can make the deck appear in his hands as a free action, regardless of where they are. When anyone other than the gambler uses the deck, it appears to be all blank cards. In fact, the gambler cannot cheat and stack the order of the cards ahead of time because they appear blank to him as well.

The face values of the cards as they relate to the gambler's abilities can be found in the table below.

{{#anc:Table: Card Face Values}}

Card Type Face Value
Ace 1
Two 2
Three 3
Four 4
Five 5
Six 6
Seven 7
Eight 8
Nine 9
Ten 10
Jack 11
Queen 12
King 13
Joker 15

Whenever the gambler uses a card from his deck, the card disappears until he has spent a minute shuffling his deck to replenish his luck pool.

Use a standard deck of playing cards when you play a gambler character and use it to mimic the class abities (shuffle the deck, look at the top cards with peek, etc.).

Card Throw (Su): As a standard action, a gambler can magically charge a card from his deck and throw them at an opponent. The card turns into a ball of energy while it flies towards its target and deals extra damage equal to its face value of an energy type listed below. This ability costs 1 luck point to use.

  • Spades: Acid
  • Clubs: Cold
  • Diamonds: Lightning
  • Hearts: Fire
  • No Suit (Jokers): Force

At 5th level, the gambler can throw 2 cards with this ability, at 10th level 3 cards, at 15th level 4 cards, and at 20th level 5 cards.

At 10th level, it deals extra damage equal to twice its face value.

At 15th level, it deals extra damage equal to triple its face value.

At 10th level, it deals extra damage equal to quadruple its face value.

Peek (Su): As a swift action that costs 1 luck point, the gambler can look at the top three cards of his deck and switch the order of the cards. At 6th, 12th, and 18th level, the gambler can look at and rearrange one extra card with this ability. The cards last in this order for 5 minutes and then the order is randomized again.

Flashy Shuffle (Su): At second level, as a standard action that costs 1 luck point, the gambler can make a magical effect with his deck of cards against one or more creatures in close range. He draws a single card from his deck and can choose an effect based on the face value. He then shuffles the remaining cards in his deck (randomizing the order if peek was used).

  • Dazzle any number of creatures within range (any face value).
  • Facinate any number of creatures within range (face value of 4 or greater).
  • Daze one creature (face value of 7 or greater).
  • Confuse one creature (face value of 10 or greater).
  • Stun one creature (face value of 14 or greater).

The target gets to make a Will save DC 10 + 1/2 the gambler's HD + the gambler's charisma modifier to avoid the effect. The gambler can continue to shuffle his deck as a move action each round to prolong the effect (that does not cost additional luck points), but the target gets a new saving throw each round at the original DC. This is a mind-affecting enchantment effect.

Hedge Bets (Su): At third level, the gambler has learned to give himself the opportunity for a second chance when his luck runs out. Whenever he fails an attack roll, saving throw, or skill check after rerolling it with a luck reroll, he can, as a free action, spend 1 luck point to try to increase his roll. First he must draw a card. He then must announce whether the next card has a higher or lower face value. He draws the card to check. If he was correct, he can reroll the attack roll, saving throw, or skill check again (taking the new result even if it is lower).

Flick of the Wrist (Ex): At fourth level, the gambler adds his dexterity modifier to damage dealt with his Card Throw. This damage is applied to each card, but it is not multiplied on a critical hit.

Bonus Luck Feat: At 5th, 10th, 15th, and 20th level, the gambler gets a bonus feat with the luck descriptor.

Fortune's Friend: At 7th level, the gambler rolls 1d6 and adds it to the result of any luck reroll he makes.

Aces High: At 12th level, the gambler's aces now have a face value of 14.

{{#anc:Exploding Dice}}: At 13th level, whenever the gambler rolls the maximum result on a die for a damage roll, he rolls the die again and adds the result. He continues doing this until any result other than the maximum result is rolled.




{{#anc:Improved Flashy Shuffle}} (Su): At 5th level, when the gambler uses the shuffle ability, he may also use Deep Slumber, and Suggestion.


{{#anc:Paired Throw}} (Su): At 6th level, if a gambler hits a target more than once with his Card Throw ability, if any two of the cards have the same face value, double the face value when determining damage. If there are more than two cards that hit the target with the same face value, double them as well.

For example: If Moe the 6th level gambler hits an orc with 5 cards: the ace of diamonds, the ace of spades, the ace of hearts, the six of hearts, and the six of spades, he would deal 2 lightning + 2 acid + 2 fire + 12 fire + 12 acid base damage from the card throws.

{{#anc:Deck of Illusions}} (Su): At 7th level, the gambler can draw a card from his deck and use it as if he had drawn a card from a Deck of Illusions.

{{#anc:Dice Bomb}} (Su): At 8th level, as a full round action action, the gambler can create a massive explosion. He points his finger at a target area within 100 ft. + 10 ft. per HD and rolls his pair of dice. A 10 ft. radius burst deals 1d6 fire damage per gambler HD to each target in the area. Creatures are entitled to a reflex save DC 10 + 1/2 gambler's HD + gambler's cha modifier for half damage.

{{#anc:Restock}} (Su): At 8th level, once per encounter as a move action, the gambler can have all of the cards he has used returned to his deck (and have the deck shuffled) as if he had rested 1 minute.

{{#anc:Card Throw Flurry Accuracy}} (Ex): At 9th level, the gambler no longer takes an attack penalty from the Card Throw Flurry ability.

{{#anc:Dispelling Card}} (Su): At 9th level, as a standard action, the gambler can throw a card at an area or target within 100 ft. + 10 ft. per HD to have Dispel Magic cast on the area or target. The caster level is equal to 1/2 the gambler's HD + the face value of the card.

{{#anc:Up the Sleeve}} (Su): At 10th level, when a gambler uses Peek, he can take one of the cards an hold it up his sleeve instead of putting it back on top of his deck. Whenever he would draw a card for any other gambler ability, he can instead use the card up his sleeve. The card returns to the deck if it isn't used in 1 minute. He can only have 1 card up his sleeve at a time.

{{#anc:Improved Restock}} (Su): At 11th level, the gambler can use restock at will.

{{#anc:Greater Card Throw Flurry}} (Ex): At 11th level, the gambler can make a third extra Card Throw during a Card Throw Flurry.


{{#anc:Controlling Card}} (Su): At 12th level, as a standard action, the gambler can throw a card at a target within 25 ft. + 5 ft. per HD to take control of their actions. This functions as a Dominate Person spell with a caster level equal to the gambler's HD. The DC to save against this effect is the card's face value + 1/2 gambler's HD + gambler's cha modifier.

{{#anc:Exploding Dice}}: At 13th level, whenever the gambler rolls the maximum result on a die for damage, she rolls the die again and adds the result. If the rerolled die comes up as the maximum result continue rerolling adding the damage each time.

{{#anc:Symbol of Sleep}} (Su): At 13th level, a gambler can spend 10 minutes to put a card down that acts as a Symbol of Sleep. Unlike the spell, the HD limit is equal to the card's face value. The caster level for this effect is the gambler's HD and the save DC is 10 + 1/2 gambler's HD + gambler's cha modifier. Once the effect is activated, the card returns to the gambler's deck 1 minute later. The gambler may also recall the card to his deck as a move action (at which point the symbol of sleep disappears).

{{#anc:Hot Streak}} (Ex): At 14th level, a gambler learns to make the best of a good luck streak. Each time he succeeds at an attack roll or saving throw he gains 1 luck point. If he fails at an attack roll or saving throw, he loses all of his current luck points. He can trade 5 luck points to reroll a failed attack roll or saving throw after he knows the results. After 1 minute without gaining luck points, the gambler loses all his current luck points.

{{#anc:Symbol of Pain}} (Su): At 14th level, a gambler can spend 10 minutes to put a card down that acts as a Symbol of Pain. This functions in the same way as the Symbol of Sleep class ability except that there is no HD limit.

{{#anc:Symbol of Persuasion}} (Su): At 15th level, a gambler can spend 10 minutes to put a card down that acts as a Symbol of Persuasion. This functions in the same way as the Symbol of Sleep class ability except that there is no HD limit.

{{#anc:Skip Town}} (Su): At 16th level, a gambler can teleport away from a bad situation. As a full-round action, the gambler must shuffle his deck and draw a card. He then is affected by a Greater Teleport spell with a caster level equal to his HD. Unlike a regular greater teleport spell, he cannot bring creatures he touches. The card disappears from his deck for 1 hour and cannot be retrieved with Restock or rest.

{{#anc:Symbol of Fear}} (Su): At 16th level, a gambler can spend 10 minutes to put a card down that acts as a Symbol of Fear. This functions in the same way as the Symbol of Sleep class ability except that there is no HD limit. Instead, it affects a number of hitpoints worth of creatures equal to 15 times the face value of the card used.

{{#anc:Hot Shot}} (Ex): At 17th level, a gambler can spend 5 luck points gained from Hot Streak to add 1d6 to an attack roll or saving throw before he knows the results.

{{#anc:Symbol of Stunning}} (Su): At 17th level, a gambler can spend 10 minutes to put a card down that acts as a Symbol of Stunning. This functions in the same way as the Symbol of Sleep class ability except that there is no HD limit. Instead it affects a number of hitpoints worth of creatures equal to 15 times the face value of the card used.

{{#anc:Ace in the Hole}} (Ex): At 18th level, a gambler can spend a swift action to search his deck and put an ace up his sleeve. Shuffle the deck afterward. He now can have two cards up his sleeve at a time.

{{#anc:Symbol of Weakness}} (Su): At 18th level, a gambler can spend 10 minutes to put a card down that acts as a Symbol of Weakness. This functions in the same way as the Symbol of Sleep class ability except that there is no HD limit.

{{#anc:Symbol of Insanity}} (Su): At 19th level, a gambler can spend 10 minutes to put a card down that acts as a Symbol of Insanity. This functions in the same way as the Symbol of Sleep class ability except that there is no HD limit.

{{#anc:Fifty-Two Pickup}} (Ex): At 20th level, a gambler can spend a full-round action to perform his ultimate technique. Each enemy within a 120 ft. cone is hit with a cascade of colors that gives different effects. The gambler must count the cards in his deck and divide them amongst each target in the area (with a maximum of 4 cards per target). Each target is then affected by a random color of prismatic spray with caster level equal to the gambler's HD and a save DC of 5 + the face value of the card + 1/2 the gambler's HD + gambler's cha modifier. The first 4 cards drawn from the deck for this ability do not appear back in the deck for 1 hour. All of the cards in the deck must be used for this ability even if there are not enough targets. They can be retrieved with Restock (other than the four cards that are removed for an hour), however.

{{#anc:Symbol of Death}} (Su): At 20th level, a gambler can spend 10 minutes to put a card down that acts as a Symbol of Death. This functions in the same way as the Symbol of Sleep class ability except that there is no HD limit. Instead it affects a number of hitpoints worth of creatures equal to 15 times the face value of the card used.

Epic Gamblers

<span id="Table: The Epic <-class name->">Table: The Epic <-class name-></span>

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats : The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.




<nowiki>

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