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| Homebrew Class - Gambler V1; Outdated. | |
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| Tweet Topic Started: Sep 10 2015, 10:35 PM (897 Views) | |
| weredrago2 | Sep 10 2015, 10:35 PM Post #1 |
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He Who Posts Too Much
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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.”![]() 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:
Magic Schools:
Bonus for Completion: 1 additional use of the Luck feat per day. Better Level 1 Prerequisites: Composure 2, Scrutiny 1 Feats:
Huckster Level 2 Prerequisites: Composure 3, Scrutiny 2 Feats:
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:
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:
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:
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.
Edited by weredrago2, Mar 21 2016, 08:46 AM.
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| Eisenritter | Sep 12 2015, 12:40 AM Post #11 |
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Old Iron Knight
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...If they're not getting the Luck feat (and they really should), you should cut the word "additional" out of the completion bonus. |
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| weredrago2 | Sep 12 2015, 12:44 AM Post #12 |
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He Who Posts Too Much
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I decided to add it back. |
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| weredrago2 | Jan 30 2016, 11:28 PM Post #13 |
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He Who Posts Too Much
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Did some revisions to the Gambler class. How's it look? |
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| Divergent Reality | Jan 30 2016, 11:43 PM Post #14 |
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Quality Not Guaranteed!
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Do the thrown weapons dice explode on 7 and 10 or just 7? |
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| Eisenritter | Jan 30 2016, 11:44 PM Post #15 |
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Old Iron Knight
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...Didn't we discuss this thing where we seem to want to give classes ALL of the schools? |
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| Username | Jan 30 2016, 11:46 PM Post #16 |
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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. |
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| Eisenritter | Jan 31 2016, 12:00 AM Post #17 |
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Old Iron Knight
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Based on reading the feat, I would argue in favor of just 7. Might make for some odd interactions with Volatile, though... |
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| weredrago2 | Jan 31 2016, 12:01 AM Post #18 |
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He Who Posts Too Much
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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.
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| Username | Jan 31 2016, 12:06 AM Post #19 |
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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. |
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| Eisenritter | Jan 31 2016, 12:09 AM Post #20 |
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Old Iron Knight
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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. |
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