Gambler (3.5e Prestige Class)

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Author: Eiji-kun (talk)
Date Created: 4-8-10
Status: Interrupted, will return tonight to finish
Editing: Mechanical changes on Talk please
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Gambler

Lady Luck, she toys with me. Psh, women...
—Zalts, Human Gambler, Age of the Sky Pirate

In the end, no matter how much skill one might have to their name, a little fortune or misfortune can go a long way at shifting the balance of power. For those who take risks and live life on the edge, having luck on your side can mean the difference between becoming a legend, or being an unmarked grave. But then, there lies the joy of taking the risk...

Becoming a Gambler

Entry Requirements
Alignment: Any non-lawful.
Skills: Profession Gambling 6 ranks.
Feats: Any one Luck featCS.
Special: Must have won at least 100g in a bet.

Table: The Gambler

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th
1st +0 +0 +2 +2 Aura of Chaos, Second Chance 1/day (ability check/skill), Wild Roulette 2
2nd +1 +0 +3 +3 Karma 3 1
3rd +2 +1 +3 +3 Bonus Feat, Second Chance 2/day 3 2
4th +3 +1 +4 +4 Evasion 4 3 1
5th +3 +1 +4 +4 Second Chance 3/day (attack/damage) 4 3 2
6th +4 +2 +5 +5 Misfortune 5 4 3 1
7th +5 +2 +5 +5 Bonus Feat, Second Chance 4/day 5 4 3 2
8th +6 +2 +6 +6 Mettle 6 5 4 3 1
9th +6 +3 +6 +6 Second Chance 5/day (saving throws) 6 5 4 3 2
10th +7 +3 +7 +7 Deus Ex Machina, Lucky Soul 7 6 5 4 3

Class Skills (6 + Int modifier per level.
Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility and royality) (Int), Listen (Wis) Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Table: The Epic Gambler
Level Special
11th Bonus Feat, Second Chance 6/day
12th
13th Second Chance 7/day
14th
15th Bonus Feat, Second Chance 8/day
16th
17th Second Chance 9/day
18th
19th Bonus Feat, Second Chance 10/day
20th

Class Features

All of the following are class features of the Gambler.

Weapon and Armor Proficiency: A gambler is proficient with all simple weapons, plus the sap, short sword, throwing cards, and whip. Gamblers are proficient with light armor and shields (except tower shields). A gambler can cast gambler spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a gambler wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass gambler still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells: To cast a particular spell, you must have an charisma score of at least 10 + the spell's level. Your bonus spells are based on your charisma. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your Cha bonus (if any).

You cast spells as a sorcerer does. Table: Gambler Spells Known, below, details how many spells you can learn at each level. An epic gambler’s number of spells per day does not increase after 10th level. Choose your spells from the following list:

0—AmanuensisSpC, Arcane Mark, CaltropsSpC, Dancing Lights, Daze, Detect Magic, Flare, Ghost Sound, Know Direction, Light, Launch BoltSpC, Launch ItemSpC, Mage Hand, Mending, Minor DisguiseSpC, Open/Close, Purify Food and Drink, Prestidigitation, Silent PortalSpC, StickSpC, Read Magic, Resistance.

1st—Alarm, AmplifySpC, Apprasing TouchSpC, Animate Rope, BackbiterSpC, Buzzing BeeSpC, Cause Fear, CheatSpC, Charm Person, Comprehend Languages, Critical StrikeSpC, Cure Light Wounds, Cutting HandSpC, Dead EndSpC, Detect Secret Doors, Disguise Self, Distort SpeechSpC, DistractSpC, Distract AssailantSpC, Divine Favor, Entropic Shield, Erase, Expeditious Retreat, Feather Fall, Focusing ChantSpC, Grease, Greater Mage HandSpC, Guided ShotSpC, Herald's CallSpC, Hideous Laughter, Hypnotism, Identify, ImprovisationSpC, InciteSpC, InhibitSpC, Insightful FeintSpC, Instant LocksmithSpC, Instant SearchSpC, IrongutsSpC, Lesser Confusion, Magic Aura, Magic Mouth, Master's TouchSpC, NerveskitterSpC, Obscure Object, Omen of PerilSpC, Persistent BladeSpC, Phantom ThreatSpC, Protection from Law, Ray of ClumsinessSpC, Remove Fear, Remove ScentSpC, ResurganceSpC, Serene VisageSpC, Shock and AweSpC, SignSpC, Silent Image, Sleep, Spontaneous SearchSpC, Sticky FingersSpC, Swift Expeditious RetreatSpC, Swift InvisibilitySpC, True Strike, Undetectable Alignment, Unseen Servant, Ventriloquism, Vision of GlorySpC.

2nd—Arcane Lock, Alter Self, Augury, Animal Messenger, Animal Trance, Battle HymnSpC, BladeweaveSpC, Blindness/Deafness, Blur, Calm Emotions, Cat's Grace, Chain of EyesSpC, Circle DanceSpC, Cloud of BewildermentSpC, Cure Moderate Wounds, Curse of Ill FortuneSpC, Curse of Impending BladesSpC, Darkness, Daze Monster, Delay Poison, Delusions of GrandeurSpC, Detect Thoughts, Discern ShapechangerSpC, Divine InsightSpC, Eagle's Splendor, Earth LockSpC, Entice GiftSpC, Enthrall, False Life, Find Traps, Fox's Cunning, Glitterdust, Greater AlarmSpC, HeroicsSpC, Heroism, Hold Person, HurlSpC, Hypnotic Pattern, Invisibility, Knock, Know VulnerabilitiesSpC, Locate Object, Malevolent MiasmaSpC, Mark of the OutcastSpC, Marked ObjectSpC, Mesmerizing GlareSpC, Mindless RageSpC, Minor Image, Mirror Image, Misdirection, Miser's EnvySpC, Phantasmal AssailantsSpC, Phantom FoeSpC, Phantom Trap, Portal AlarmSpC, Pyrotechnics, Rainbow BeamSpC, Rage, Ray of WeaknessSpC, RebukeSpC, Reflective DisguiseSpC, Scare, Shatter, Shadow MaskSpC, Shadow RadianceSpC, Silence, Slapping HandSpC, Snake's SwiftnessSpC, Sound Burst, Speak to AlliesSpC, Suggestion, Surefooted StrideSpC, Swift FlySpC, Tactical PrecisionSpC, Tongues, Veil of ShadowSpC, Wave of GriefSpC, Weapon ShiftSpC, Whirling BladeSpC, Whispering Wind.

3rd—Anarchic StormSpC, Anticipate TeleportationSpC, Antidragon AuraSpC, Arcane Sight, Bands of SteelSpC, Bestow Curse, Blink, Capricious ZephyrSpC, Charm Monster, Clairaudience/Clairvoyance, Confusion, Crushing Despair, Cure Serious Wounds, DarkfireSpC, Daylight, Deep Slumber, Discern Lies, Dispel Magic, Displacement, Dolorous BlowSpC, Energy VortexSpC, Explosive Runes, Fear, Fell the Greatest FoeSpC, FlashburstSpC, Gaseous Form, G'Elsewhere ChantSpC, Glibness, Good Hope, Haste, Illusory Script, Invisibility Sphere, Keen Edge, Knight's MoveSpC, Know OpponentSpC, Lesser Geas, Lesser Telepathic BondSpC, Listening CoinSpC, Major Image, Mantle of ChaosSpC, Mass Curse of Impending BladesSpC, Mass ResurganceSpC, Mass Snake's SwiftnessSpC, Phantom Steed. Prayer, PuppeteerSpC, Rainbow BlastSpC, Ray of DizzinessSpC, Remove Curse, Reverse ArrowsSpC, Scrying, Sculpt Sound, Secret Page, See Invisibility, Sepia Snake Sigil, Servant HordeSpC, Shadow BindingSpC, Shadow CacheSpC, ShatterfloorSpC, Sign of SealingSpC, Slow, Speak With Animals, SpeechlinkSpC, Spell VulnerabilitySpC, Tiny Hut, Treasure ScentSpC, UnluckSpC, Weapon of ImpactSpC, WraithstrikeSpC.

4th—Arcane Eye, Assay Spell ResistanceSpC, BacklashSpC, Break Enchantment, CelebrationSpC, Cure Critical Wounds, Defenestrating SphereSpC, Detect Scrying, Dimension Door, Divination, Dominate Person, Fire StrideSpC, Fire Trap, Force ChestSpC, Force WardSpC, Freedom of Movement, Greater Invisibility, Greater RebukeSpC, Hallucinatory Terrain, Hold Monster, Lay of the LandSpC, Legend Lore, Locate Creature, Minor Creation, Modify Memory, Neutralize Poison, Rainbow Pattern, Ray DeflectionSpC, RecitationSpC, Ruin Delver's FortuneSpC, Scramble PortalSpC, Secret Chest, Sending, Sensory DeprivationSpC, Shadow Conjuration, Shadow PhaseSpC, Shadow WellSpC, Shout, Sirene's GraceSpC, Speak With Plants, Spectral WeaponSpC, Sword of DeceptionSpC, Wall of ChaosSpC, Voice of the DragonSpC, Zone of Silence.

Table: Gambler Spells Known
Level Spells Known
0 1st 2nd 3rd 4th
1st 2
2nd 3 1
3rd 4 2
4th 4 3 1
5th 4 3 2
6th 5 3 3 1
7th 5 4 3 2
8th 5 4 4 3 1
9th 6 4 4 3 2
10th 6 5 5 4 3

Aura of Chaos (Ex): The power of a gambler’s aura of chaos (see the detect chaos spell) is equal to her gambler level.

Second Chance (Ex): Luck just seems to follow the gambler. Even if it seems he loses... the die lands on a 1, his sword deflects off the armor.... at the last moment fate seems to correct itself. The gambler gets a reroll of any ability check or skill check 1/day. Every two levels past first (3rd, 5th, 7th, etc.) you gain an additional use per day. At 5th level, you may reroll attack rolls, or all the dice involved in a damage roll. At 9th level, you may reroll saving throws. Using a reroll is a free action, but you may only reroll any particular one event once (regardless if you have used your second chance, a luck feat, the luck domain power, or any other source of rerolls).

Wild Roulette (Su): As a standard action a gambler may 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. You may choose targets after you have determined the effect of your dice. All saving throws are 10 + 1/2 HD + Charisma, where applicable.

Wild Roulette
colspan="10"
Combination Effect
6-6-6 1d6 damage every level as a 20 ft radius burst anywhere in 120 ft range, no save for the damage. Also, 1 Con damage every two levels, Fortitude negates.
1-1-1 You are dazed for 1 round.
Triples (except for all 1s or all 6s) 1d6 damage every level as a 20 ft radius burst anywhere in 120 ft range, no save.
Doubles (such as 2-2-any other number) 1d6 damage every level as a ranged touch attack to one target in 60 ft, no save.
Ascending (1-2-3 or 3-4-5 or 4-5-6) Target an opponent in 60ft, the next damage they take from any source rolls twice for damage, and takes the higher result.
All Odd (1-3-5) Deal 5 points of negative energy damage per level to target in 60 ft, Will save for half.
All Even (2-4-6) Cure 5 points of damage per level to target in 60 ft, Will save for half.
Any Other Combination 1d6 damage every 2 levels as a ranged touch attack to one target in 60 ft, no save.

Karma (Ex): At 2nd level, oh no the balance!

Bonus Feats: At 3rd level and every 4 levels after, a gambler may select a bonus feat from the following list: Any Luck feat (such as those within Complete Scoundrel),

Evasion (Ex): At 4th level, dodging!

Misfortune (Ex): At 6th level, oh no karma you too!

Mettle (Ex): At 8th level, tough as nails!

Deus Ex Machina (Ex): At 10th level, plot armor!

Lucky Soul: At 10th level, you're feeling chaosy today.

The epic gambler gains a bonus feat (selected from the list of epic gambler feats) at 11th and every 4 levels after.

Epic Gambler Bonus Feat List: <-list of bonus epic feats->

Ex-Gamblers

<-What happens (if anything) if characters of this class lose an entry requirement or violate their code of conduct (if this class has one). Delete this section if there are no contingencies for continuing in this class->

Campaign Information

Playing a Gambler

Combat: <-Typical role in combat->

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->

Resources: <-What kind of assistance members of this class can expect from each other including possible organizations->

Gamblers in the World

I'm not worried, I am the leading man after all. And the plot demands I at least put up a good fight.
—Zalts, Human Gambler

NPC Reactions:

Gambler Lore

Characters with ranks in Knowledge Local can research Gamblers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge Local
DC Result
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.
30 <-information so obscure that members of this class might not even know it->.

Gamblers in the Game

Adaptation: <-Fitting this class in your campaign->

Sample Encounter: <-DM placement for NPC of this class->

EL 10: PENDING



Back to Main Page3.5e HomebrewClassesPrestige Classes

Allowed AlignmentsNeutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +
Article BalanceHigh +
AuthorEiji-kun +
Base Attack Bonus ProgressionModerate +
Class AbilityArcane Spellcasting + and Spontaneous Spellcasting +
Class Ability ProgressionSeparate +
Fortitude Save ProgressionPoor +
Identifier3.5e Prestige Class +
Length10 +
Minimum Level3 +
RatingUnrated +
Reflex Save ProgressionGood +
SkillAppraise +, Balance +, Bluff +, Concentration +, Craft +, Diplomacy +, Disable Device +, Disguise +, Escape Artist +, Forgery +, Gather Information +, Heal +, Hide +, Intimidate +, Jump +, Knowledge +, Listen +, Move Silently +, Open Lock +, Perform +, Profession +, Sense Motive +, Sleight of Hand +, Spellcraft +, Spot +, Swim +, Tumble +, Use Magic Device + and Use Rope +
Skill Points6 +
SummaryLife is the luck of the draw, now you learn how to bring some of that random fortune to your bidding. +
TitleGambler +
Will Save ProgressionGood +