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Homebrew Class - Gambler V1; Outdated.
Topic Started: Sep 10 2015, 10:35 PM (892 Views)
weredrago2
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He Who Posts Too Much
The next horse was gray, and its rider held in his Damned hand a pair of dice and a sling, and Amoniel said, “His name is Chance.”

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Gambler Class Track

Better -> Huckster -> Gambler -> High Roller -> Grey Rider

Characteristics: Dexterity, Charisma, Composure
Skills: Arcana, Ballistics, Charm, Deceive, Drive, Larceny, Perception, Perform, Scrutiny, Stealth, Weaponry

Sword Schools:
  • Killer Doll
  • Royal Flush

Magic Schools:
  • Divination
  • Enchantment


Bonus for Completion: 1 additional use of the Luck feat per day.


Better
Level 1
Prerequisites: Composure 2, Scrutiny 1
Feats:
  • Armor Proficiency (Light)*
  • Card Throw
  • Fast Reflexes
  • Heightened Senses (Sight)
  • Luck
  • Weapon Proficiency (Throwing)


Huckster
Level 2
Prerequisites: Composure 3, Scrutiny 2
Feats:
  • Armor Specialization (Light)
  • Power Attack
  • Quick Draw
  • Risk Taker
  • Skill Focus (Any)*
  • Weapon Proficiency (Basic)


Gambler
Level 3
Prerequisites: Composure 4, Drive 2, Scrutiny 3, Risk Taker
Characteristics: Dexterity, Charisma, Composure
Skills: Arcana, Ballistics, Charm, Deceive, Drive, Larceny, Perception, Perform, Scrutiny, Stealth, Weaponry
Feats:

  • Improved Card Throw
  • Poker Face
  • Divine Bond
  • Weapon Proficiency (Any)*
  • Weapon Specialization (Playing Cards)


High Roller
Level 4
Prerequisites: Composure 4, Drive 3, Scrutiny 4, Improved Card Throw
Characteristics: Dexterity, Charisma, Composure
Skills: Arcana, Ballistics, Charm, Deceive, Drive, Larceny, Perception, Perform, Scrutiny, Stealth, Weaponry
Feats:
  • Fixed Die
  • Just as Planned
  • Roulette
  • Weapon Specialization (Playing Cards)*
  • Warp Driver


Grey Rider
Level 5
Prerequisites: Composure 5, Drive 4, Scrutiny 5, Roulette, Warp Driver
Characteristics: Dexterity, Charisma, Composure
Skills: Arcana, Ballistics, Charm, Deceive, Drive, Larceny, Perception, Perform, Scrutiny, Stealth, Weaponry
Feats:
  • Fearless
  • The Devil’s Own Luck
  • Lucky Sevens
  • Weapon Focus (Playing Cards)
  • Weapon Specialization (Any)*


Feats:

Card Throw
You may use playing cards as weapons, using the following profile (0k1 R, Pen 2, Throwing).

Fixed Die
When a die would explode, you may choose to gain a free raise instead of rolling that exploded die. This counts as keeping dice for spellcasting, and may be spent as normal raises.

Improved Card Throw
Your playing cards gain the Tearing and Razor Sharp properties.

Lucky Sevens
When using throwing weapons, your damage dice explode on 7s.

Roulette
When you make an attack, call odds or evens before rolling to hit. If you are predict your total correctly and your attack hits, your attack stuns your opponent for one round. If you predict your total incorrectly and your attack missed, you are stunned for one round. If you predict your total incorrectly and hit or predict your total correctly and not hit, nothing unique happens.

The Devil’s Own Luck
You may spend a Hero Point to turn a 1 into a 10 that explodes as normal.

Risk Taker
You may add the Luck property to any weapon you use.

Warp Driver
Whatever you choose to drive becomes an embodiment of chance and possibility. Your bonded steed becomes a smoky grey, every movement echoed by an illusion of a different motion that it could have taken instead. This effect grants it the benefits of a Light Hexagrammatic Ward.

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Edited by weredrago2, Mar 21 2016, 08:46 AM.
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Eisenritter
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Old Iron Knight
...An additional die reroll from the Luck feat seems appropriate for a completion bonus.

I know I said that Royal Flush could swap in for Killer Doll, but are you sure you don't want to give this the unique one by default?
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Methodia
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Mediocre Overlord
I would reduce the number of feats in general, and drop the magic in favor of Elemental Gearbolt, having too much makes the class crowded. D:tD classes usually aren't chunky, because it wants to encourage multiclassing. But you've definitely got something here, and I like it so far.



EDIT: I agree, it should have Royal Flush standard.
Edited by Methodia, Sep 10 2015, 11:01 PM.
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weredrago2
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He Who Posts Too Much
Can you switch Royal Flush for Killer Doll as well? I can imagine some players would like to use their playing cards in special attacks.

Switching Magic Schools for Elemental Gearbolt. Which feats should I remove?
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Eisenritter
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Old Iron Knight
Why not have both? Gives this guy something of a niche as a thrown weapon specialist, that way.
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weredrago2
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He Who Posts Too Much
That's not a bad idea.

What was a bad idea was giving them so many feats. What should go?
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Doc
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Just a Guy
In the interest of reducing a bit of the feat bloat, here's a few thoughts that come to mind on my perusal...


  • Remove Weapon Proficiency (Thrown) from level 2 and just have it be the level 1 proficiency - they'll probably get it at level 1, anyway, since the (assumed) primary form of combat for the class is Thrown weapons.
  • Take out Extracurricular Study entirely. This is a personal quibble more than anything else, but I think that feat is basically Arcane Knight's claim to fame, and should be left as much. Even if Arcane Knight doesn't require you to take it. Besides, Gambler has its own Sword Schools.
  • Three Weapon Focuses right at the end seems a bit much. Spread them out a bit, maybe?
  • Speaking of, Weapon Focus (Parrying) both isn't technically a valid Weapon Focus - though admittedly, the class of weapon itself doesn't have much variety - and kinda comes out of left field for a class about pitching cards and dice. Sling kinda comes out of left field, too, but that's apparently a flavor thing. A Focus for Dicekind would make sense, I feel.
  • Enchanted Roll kinda seems unnecessary - I'm personally of the opinion that, if somebody wants the weapon, they will just have the weapon. Warped Dodecahedrons just require Inheritance 3 at CharGen, after all, and completely invalidates the need for the other two (losing the drat things aside, anyway) and, therefore, the feats for them.

And... that's about it, I think.
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weredrago2
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He Who Posts Too Much
Cleaned up the clutter a bit.
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Eisenritter
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Old Iron Knight
Completion bonus needs better wording. Try "You can reroll one additional die per day due to the Luck feat."

Which, by the by, should probably be in the prerequisites for all levels, or at least for Level 2.

Note that Proficiency works on the general level - you gain Weapon Proficiency (Melee 3) or Weapon Proficiency (Thrown), never Weapon Proficiency (Knife). Focus and Specialization are the ones that require specific weapons to be chosen. Slings would be Basic-or-Ranged 1, for this purpose.

Classes typically have the skills available that are used by their available sword schools/gun kata. This one is missing Arcana (Royal Flush, Gearbolt) and Performer (Killer Doll, Clay Pigeon), and is kinda cutting it close on attacking due to lacking Ballistics. You don't have to shuffle skills off the list for these necessarily, just add them; though I did make a point of my Riders not having Pilot.
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weredrago2
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He Who Posts Too Much
Changed the Completion Bonus. I took away the Luck feat from the Better, because they technically get it five times.

I was somewhat aware of how the Proficiency/Focus/Specialization thing worked, but I got some things shuffled when I moved/renamed feats back and forth.

The lack of proper skills slipped my mind completely. Shuffled some in and out as needed.

You know, I wanted to do something kinda like Gambit's powers and give the cards Blast property at Grey Rider, but I think that would be overkill.

Finally, we have one horseman for each Threshold. The Five Horsemen must have been famous Sin-Eaters or something, renowned across the Wheel as bringers of end times... and the five members of Raven Queens, the greatest death metal band in history.
Edited by weredrago2, Sep 11 2015, 08:35 AM.
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