Welcome Guest [Log In] [Register]
Add Reply
Homebrew Class - Gambler V1; Outdated.
Topic Started: Sep 10 2015, 10:35 PM (897 Views)
weredrago2
Member Avatar
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.”

Posted Image

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.

Posted Image
Edited by weredrago2, Mar 21 2016, 08:46 AM.
Offline Profile Quote Post Goto Top
 
Replies:
Eisenritter
Member Avatar
Old Iron Knight
...If they're not getting the Luck feat (and they really should), you should cut the word "additional" out of the completion bonus.
Offline Profile Quote Post Goto Top
 
weredrago2
Member Avatar
He Who Posts Too Much
I decided to add it back.
Offline Profile Quote Post Goto Top
 
weredrago2
Member Avatar
He Who Posts Too Much
Did some revisions to the Gambler class. How's it look?
Offline Profile Quote Post Goto Top
 
Divergent Reality
Member Avatar
Quality Not Guaranteed!
Do the thrown weapons dice explode on 7 and 10 or just 7?
Offline Profile Quote Post Goto Top
 
Eisenritter
Member Avatar
Old Iron Knight
...Didn't we discuss this thing where we seem to want to give classes ALL of the schools?
Offline Profile Quote Post Goto Top
 
Username

Divergent Reality
Jan 30 2016, 11:43 PM
Do the thrown weapons dice explode on 7 and 10 or just 7?
Presumably 7 and 10. And since some of them are volatile, you'll likely be having them explode on 9's too. Oh and 1's if you feel like using a Hero Point or are a Fool (And who wouldn't want to be a Fool with a luck based class?)

Obviously, this could result in some unbalanced high rolls.
Offline Profile Quote Post Goto Top
 
Eisenritter
Member Avatar
Old Iron Knight
Divergent Reality
Jan 30 2016, 11:43 PM
Do the thrown weapons dice explode on 7 and 10 or just 7?
Based on reading the feat, I would argue in favor of just 7. Might make for some odd interactions with Volatile, though...
Offline Profile Quote Post Goto Top
 
weredrago2
Member Avatar
He Who Posts Too Much
Lucky Sevens means you get 7s to explode in addition to what you normally get.

Eisenritter, could you explain what you mean with the Schools?

Also, I agree that this could lead to some misbalance, making for a character who's dice explode half the time. Of course, late game DtD gets pretty crazy without my help.
Edited by weredrago2, Jan 31 2016, 12:02 AM.
Offline Profile Quote Post Goto Top
 
Username

weredrago2
Jan 31 2016, 12:01 AM
Eisenritter, could you explain what you mean with the Schools?
I think he means that you're giving too much of a mix of sword schools, gun kata and magic schools. 2 of each is a hell of a mix, better than things from the base game.
Offline Profile Quote Post Goto Top
 
Eisenritter
Member Avatar
Old Iron Knight
weredrago2
Jan 31 2016, 12:01 AM
Eisenritter, could you explain what you mean with the Schools?
You currently have what I assume is to ultimately be four martial schools plus two magic schools. I believe part of the last edit cycle involved removing that thing about choosing one of two schools for a progression, for one.

And two, I distinctly remember being yelled at for including six schools in the same class. My Horsemen are struck down to four; if you want something unique by them, none of them are currently 2x2 with sword schools/magic schools or sword schools/gun kata, or 1x3 with magic/gun kata.
Offline Profile Quote Post Goto Top
 
1 user reading this topic (1 Guest and 0 Anonymous)
Go to Next Page
« Previous Topic · Archive · Next Topic »
Add Reply

Theme created by "Josh Hall/Alpha.". Find more great designs at the ZetaBoards Theme Zone.