Changes

Jump to: navigation, search

User:Aarnott/Lego Bin 13

1,265 bytes added, 21:37, 4 November 2013
m
no edit summary
The target gets to make a Will save DC 8 + 1/3 the card's face value + 1/2 your HD + your charisma modifier to avoid the effect. You can continue to shuffle your deck as a move action each round to prolong the effect (which 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|Gambit}} ([[Su]]):''' As At second level, as a move action, you can manipulate luck so that it will be more extreme: both really good for you and potentially really bad for you. Choose a target creature in close range (30 ft. + 5 ft. per 2 class levels). Once per round, if that creature deals damage to you, remove and add to the damage the face values of a number of cards from your deck equal to the maximum you could use with Channel Luck. When making an attack roll against that creature, you get a +1 bonus to the attack roll per 4 character levels and you roll two dice and choose the better value. You can cancel the gambit as a move action that costs 1 luck point.
'''{{Anchor|High Low}} ([[Su]]):''' At third level, you have learned to give yourself the opportunity for a third chance when your luck runs out and a second chance just wasn't good enough. Whenever you fail a luck reroll, you can, as a free action, spend 1 luck point to try again. Draw a card from your deck. You must guess and announce whether the next card has a higher or lower face value. Draw the card to check. If you are correct, you can reroll the attack roll, saving throw, or skill check again (taking the new result even if it is lower just like a regular luck reroll).
 
<span style="color:red">TODO: Three rerolls is a bit much, but I like the guess high or low mechanic.</span>
'''{{Anchor|Flick of the Wrist}} ([[Ex]]):''' At fourth level, as a standard action, a gambler can throw 2 cards, making two separate attack rolls, from his deck of cards at a single opponent. For each card that hits, he regains a number of luck points equal to his charisma bonus / 4 (minimum 1 point per card) in addition to the card's normal damage.
'''{{Anchor|Fifty-Two Card Pickup}} ([[Su]]):''' At 19th level /?
 
<span style="color:red">More ideas</span>
 
* Double or nothing: Once per round, when you hit with an attack, you can spend 3 luck points to try to double the damage. If you do, roll another attack roll with a -4 penalty. If you hit, double your damage. If you miss, you deal no damage with the attack. You can do this as many times as you like, adding a cumulative -4 penalty to the attack roll and spending an additional luck point (on top of the initial 3 points).
* Blackjack'd: As a full-round action that costs ??? luck points, you can try to fix the result of the next attack you make before the end your next turn. Turn up two cards, using a face value of 10 for any card above 10, and either 1 or 11 for aces and jokers. You can turn up more cards, but if you turn up a total value of over 21, this ability has no effect. Otherwise, your next attack roll is treated as if you rolled whatever value the total face value you turned up with this ability is. If you turned up a total of 21, you deal double damage and it is treated as a natural 20 instead. You must still roll for critical hits (possibly adding to the multiplier).
 
===Campaign Information===

Navigation menu