Welcome Guest [Log In] [Register]
Add Reply
  • Pages:
  • 1
  • 5
Homebrew Class - Gambler V1; Outdated.
Topic Started: Sep 10 2015, 10:35 PM (893 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:
weredrago2
Member Avatar
He Who Posts Too Much
Changelog:

Made Armor Proficiency (Light) an optional feat for Level 1.

Made the Weapon Specialization at Level 4 into Playing Cards instead of Any.

Removed the Weapon Focus (Dicekind) and Weapon Specialization (Slings) in Level 5 and replaced them with Weapon Specialization (Any).

Replaced Shadow Hand with Killer Doll.
Edited by weredrago2, Mar 14 2016, 08:32 AM.
Offline Profile Quote Post Goto Top
 
Username

They get Weapon Specialization (Playing Cards) twice now, mandatory at level 3 and optional at level 4. That might work except there are no Playing Card weapons other than the generic one granted by the Throw Card feat.

You made Light Armor Proficiency optional, but kept the specialization in it as mandatory.

Why did you remove the Weapon Focus (Dicekind)? Slings being removed makes sense since they were a bit out there but taking away the Dicekind benefits seems odd.
Edited by Username, Mar 14 2016, 06:43 PM.
Offline Profile Quote Post Goto Top
 
Username

Username
Mar 14 2016, 06:26 PM
They get Weapon Specialization (Playing Cards) twice now, mandatory at level 3 and optional at level 4. That might work except there are no Playing Card weapons other than the generic one granted by the Throw Card feat.
Perhaps address this by making the level 4 Specialization into Weapon Focus, and replace the Weapon Focus at the 5th level with a Dicekind instead?

Playing cards are really not a very good weapon in most situations though, despite all the feats this class gets for them.
Offline Profile Quote Post Goto Top
 
weredrago2
Member Avatar
He Who Posts Too Much
Sorry Username, I must have missed your post on the 14th.

The mistakes are because I can't into making classes. I'm removing the extra specializations, and making the ones already there more open ended.

The reason that I removed the Dicekind benefits is because I don't acknowledge Dicekind as anything but Throwing weapons with Luck attached to them. Ergo, the Gambler class treats them as such.

God, I am just now realizing that for a class with Magic Schools, it has zero feats that support spellcasting. If you've ever wondered why I rarely make classes, this is it. Looking at the Alchemist again, I'll need to make revisions to that shit too.

Going to replace some of the extra feats with spellcasting feats. As you've pointed out, cards are more of holdout weapons than anything else.

EDIT: For the sake of not screwing over the current character you're playing as, I'm going to make a thread for the new Gambler with changes I wanted to add to the current one.
Edited by weredrago2, Mar 20 2016, 10:15 PM.
Offline Profile Quote Post Goto Top
 
Username

weredrago2
Mar 20 2016, 10:07 PM
Sorry Username, I must have missed your post on the 14th.

The reason that I removed the Dicekind benefits is because I don't acknowledge Dicekind as anything but Throwing weapons with Luck attached to them. Ergo, the Gambler class treats them as such.
I figured that was the case, I admit I have a bit of a vested interest in this class above others at this time so I posted again to bump it to attention. Sorry to seem needy.

That is exactly what Dicekind are, a family of Throwing Weapons with the Luck mod. But this is generally how families of weapons work. Flails are melee weapons with Flexible. Fencing weapons are melee weapons with Balanced. Chain Weapons are melee weapons with Tearing. Unarmed weapons are melee weapons with Brawling. Two handed weapons are melee weapons with Two Handed. Melee weapons can have these traits and not be in these families but the family itself is pretty well defined by having them. This differentiation is important too, since it helps sort the weapons for different Sword Schools and stops one Sword School from covering too much.

A Class with Magic Access but limited Magic Feats is not new or surprising. The Bard Class from the first book gets no magical feats despite spell access and the Magitek Gunman classline from the second book only gets Minor Magic and Spell Bullet.
Part of the reason for this in my opinion is that due to the way spells work, they function pretty well even if you don't have feats to help. If you're going to go pure wizard and get in wizard fights then yet you need all the spell foci and such that you can get, but even a mostly melee guy can benefit from some spell progression like I mentioned in the Youkai thread.

If you do want to add magic feats to this class, here are the ones I can think of from the first book that might apply:

  • Minor Magic or Improvisational magic might. If the class is trickster-esque, then being able to throw out unexpected abilities on opponents might apply. Both Minor Magic and improv magic allow that.
  • Spell Might (for the same reason as Power Attack)
  • Spell Penetration(s) to go with their Enchantments and some Divination, a Spell Focus (Enchantment or Divination) might work instead/also
  • Spell Bullet might be good in level 5 if you rule it can be used with Throwing weapons. Improvisational Magic and Spell Bullet could even get those exploding cards you wanted, if you combine a card with Energy Ball or the like.
Not saying to add these, I'm just trying to think up a few from the first book that might be fitting for the class if you do think it needs spell feats.
Edited by Username, Mar 20 2016, 11:03 PM.
Offline Profile Quote Post Goto Top
 
1 user reading this topic (1 Guest and 0 Anonymous)
ZetaBoards - Free Forum Hosting
Free Forums with no limits on posts or members.
Learn More · Sign-up Now
« Previous Topic · Archive · Next Topic »
Add Reply
  • Pages:
  • 1
  • 5

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