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| Homebrew Class - Gambler V1; Outdated. | |
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| Tweet Topic Started: Sep 10 2015, 10:35 PM (895 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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| Kwak | Feb 3 2016, 06:48 PM Post #31 |
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Sous Chef
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I would rephrase the completion bonus to be more like "1 additional use of Luck per day", similar to the Elemental Shots from Magitek Gunman. Golden Riverside may or may not work with this class mechanically but it seems like a good thematic fit. Edited by Kwak, Feb 3 2016, 06:49 PM.
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| weredrago2 | Feb 25 2016, 11:08 AM Post #32 |
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He Who Posts Too Much
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I just noticed that you don't get proficiency with Throwing weapons until Level 2. I repeat: you do not become proficient with the weapon this class is themed around until Level 2. I want to switch around the proficiency feats on Levels 1 and 2 (making Throwing first and Ordinary second), but I don't want to screw with Username, who has been playing as a Gambler in our current game. EDIT: Going ahead and removing Ballistics on the skill list. They don't get any gun related feats. Also removing Proficiency (Any) at Level 2 and replacing it with Skill Focus (Any). Edited by weredrago2, Feb 25 2016, 11:11 AM.
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| Eisenritter | Feb 25 2016, 11:12 AM Post #33 |
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Old Iron Knight
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Ballistics is used when attacking with thrown weapons. |
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| weredrago2 | Feb 25 2016, 11:16 AM Post #34 |
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He Who Posts Too Much
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Really? I thought it was Weaponry. My bad. Putting it back now.
Edited by weredrago2, Feb 25 2016, 11:16 AM.
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| Eisenritter | Feb 25 2016, 01:33 PM Post #35 |
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Old Iron Knight
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Book 1 p.250. Weaponry for melee, Ballistics for ranged, Brawl for unarmed. |
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| Username | Feb 25 2016, 08:15 PM Post #36 |
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I noticed that too, but I took Academy to get around that. 2 weapon proficiency for the cost of 1? Sure sign me up I figured. It is a good idea to get that changed around though for the reasons mentioned. Edited by Username, Feb 26 2016, 07:19 PM.
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| Username | Mar 1 2016, 07:38 PM Post #37 |
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We discussed last night that Power Attack would be fitting for this class, lowering your odds of hitting for increased payoff. I think the Second level is probably the best place to put it. |
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| weredrago2 | Mar 1 2016, 10:11 PM Post #38 |
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He Who Posts Too Much
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Added Power Attack for the Huckster. Anything else need changing? |
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| Username | Mar 2 2016, 12:21 AM Post #39 |
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I noticed you changed the Weapon Proficiency in the second level to Ordinary and made it Throwing for the first level, which did make sense since the class is very throwing focused. I think you meant to have it be Weapon Proficiency (Basic) instead of Weapon Proficiency (Ordinary) though. Ordinary is a type of weapon, but not a proficiency grouping. In the original version of DtD, proficiency did go by weapon type instead of broader groupings but they were streamlined at some point. |
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| weredrago2 | Mar 2 2016, 01:43 AM Post #40 |
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He Who Posts Too Much
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Corrected. |
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