Gambler (3.5e Class)

Just focus on thinking about what your character would do and describing what you see in your mind. When you begin your research, the DM determines whether the information is available, how many days of downtime it will take to find it, and whether there are any restrictions on your research such as needing to seek out a specific individual, tome, or location. Post as a guest Name. Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it. Everyone who beats the house wins, unless it is all characters playing then the first to get to 20 wins unless of course a player wishes to play "house" and they would potentially pay all the winners!! Your Charisma Performance check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.

Longsaddle

Advantage and Disadvantage

Two types of gaming sets Equipment: Dice set, playing card set, fine clothes, and a belt pouch containing 5 gp. Suggested Characteristics [ edit ] d8 Personality Trait 1 I like to impress everyone I meet with a simple trick or quick joke. I give away everything I win. Nothing is worth doing if it's a sure thing. Never make a bet unless you're sure you can win.

Anything that isn't mine soon will be Evil 4 Joy: Everyone would be much happier if they pulled up a chair, had a drink, and played a few hands. Life is worth living because you never know how the dice will land.

Any 6 The Game: Every moment of your life you have to make a choice. Any d6 Bond 1 I owe a lot of money to the wrong kind of people. We always know when the other is bluffing. We'll see how long that lasts. My friends have no idea who I really am. I have to risk it or spend it. The face values of the cards as they relate to the gambler's abilities can be found in the table below. Whenever the gambler uses a card from his deck, the card disappears until he has rested for at least 1 minute and then it reappears in his deck.

Like the deck of cards, a gambler has a special pair of dice that he uses for some of his class abilities. The dice require the same replacement procedure as the cards if they are lost or broken, but otherwise seem to be a regular pair of dice. The gambler can magically charge cards from his deck and throw them at his opponents. The cards turn into a ball of energy while they fly towards their target. He uses the cards as if they were a thrown weapon, but uses a ranged touch attack to roll to hit.

The cards deal damage equal to their face value and critical hits deal double damage. If multiple cards hit the same target, add the damage together as if it were from a single source before determining energy resistance.

The damage type is based on the suit of the card:. As a swift action , the gambler can look at the top three cards of his deck and switch the order of the cards.

At 6th, 12th, and 18th level, the gambler can look at and rearrange one extra card with this ability. The cards last in this order for 1 minute and then the order is randomized again. The gambler can shuffle his deck as a standard action to replicate the effects of one of the following spells: Daze , Charm Person , Hypnotism , and Sleep. At second level, as a standard action, the gambler can throw 1d4 cards from his deck to replicate the effects of Color Spray.

Card Throw Flurry Ex: At third level, the gambler can make an extra Card Throw during a full attack action, but each attack he makes in a round he uses this ability takes a -2 penalty. Toss the Dice Su: At third level, as a swift action, the gambler can toss his special pair of dice to have a random beneficial spell affect him with a caster level equal to his HD.

The gambler cannot use this ability again until the spell duration has expired or it is dispelled. Doubles Gives Another Turn Su: At fourth level, whenever the gambler rolls doubles with Toss the Dice, he may make another roll on the table and also benefit from that spell.

If he rolls the same number again, he may choose a different spell from the table. Flick of the Wrist Ex: At fourth level, the gambler adds his dexterity modifier to damage dealt with his Card Throw. At every other level, the gambler gets a bonus feat with the luck descriptor. Improved Flashy Shuffle Su: At 5th level, when the gambler uses the shuffle ability, he may also use Deep Slumber , and Suggestion.

At 5th level, the gambler may throw 2 cards per attack. At 6th level, if a gambler hits a target more than once with his Card Throw ability, if any two of the cards have the same face value, double the face value when determining damage.

If there are more than two cards that hit the target with the same face value, double them as well. If Moe the 6th level gambler hits an orc with 5 cards: Deck of Illusions Su: At 7th level, the gambler can draw a card from his deck and use it as if he had drawn a card from a Deck of Illusions. Improved Card Throw Flurry Ex: At 7th level, as a standard action, the gambler can toss his dice to curse an enemy.

The gambler can use Crap Shoot against any target within ft. The spell only hits the target even if it would normally have an area of effect. At 8th level, as a full round action action, the gambler can create a massive explosion. He points his finger at a target area within ft. At 8th level, once per encounter as a move action, the gambler can have all of the cards he has used returned to his deck and have the deck shuffled as if he had rested 1 minute. Card Throw Flurry Accuracy Ex: At 9th level, the gambler no longer takes an attack penalty from the Card Throw Flurry ability.

At 9th level, as a standard action, the gambler can throw a card at an area or target within ft. Up the Sleeve Su: At 10th level, when a gambler uses Peek, he can take one of the cards an hold it up his sleeve instead of putting it back on top of his deck. Whenever he would draw a card for any other gambler ability, he can instead use the card up his sleeve. The card returns to the deck if it isn't used in 1 minute.

He can only have 1 card up his sleeve at a time. At 11th level, the gambler's aces now have a face value of Greater Card Throw Flurry Ex: At 12th level, the gambler can use restock at will. At 12th level, as a standard action, the gambler can throw a card at a target within 25 ft. This functions as a Dominate Person spell with a caster level equal to the gambler's HD. At 13th level, whenever the gambler rolls the maximum result on a die for damage, she rolls the die again and adds the result.

If the rerolled die comes up as the maximum result continue rerolling adding the damage each time. Symbol of Sleep Su: At 13th level, a gambler can spend 10 minutes to put a card down that acts as a Symbol of Sleep. Unlike the spell, the HD limit is equal to the card's face value. Once the effect is activated, the card returns to the gambler's deck 1 minute later.

The gambler may also recall the card to his deck as a move action at which point the symbol of sleep disappears. At 14th level, a gambler learns to make the best of a good luck streak. Each time he succeeds at an attack roll or saving throw he gains 1 luck point. If he fails at an attack roll or saving throw, he loses all of his current luck points. He can trade 5 luck points to reroll a failed attack roll or saving throw after he knows the results.

After 1 minute without gaining luck points, the gambler loses all his current luck points. Symbol of Pain Su: At 14th level, a gambler can spend 10 minutes to put a card down that acts as a Symbol of Pain. This functions in the same way as the Symbol of Sleep class ability except that there is no HD limit.

Symbol of Persuasion Su: At 15th level, a gambler can spend 10 minutes to put a card down that acts as a Symbol of Persuasion.

At 16th level, a gambler can teleport away from a bad situation. As a full-round action, the gambler must shuffle his deck and draw a card. He then is affected by a Greater Teleport spell with a caster level equal to his HD. Unlike a regular greater teleport spell, he cannot bring creatures he touches. The card disappears from his deck for 1 hour and cannot be retrieved with Restock or rest. Symbol of Fear Su: At 16th level, a gambler can spend 10 minutes to put a card down that acts as a Symbol of Fear.

Instead, it affects a number of hitpoints worth of creatures equal to 15 times the face value of the card used. At 17th level, a gambler can spend 5 luck points gained from Hot Streak to add 1d6 to an attack roll or saving throw before he knows the results.

Symbol of Stunning Su: At 17th level, a gambler can spend 10 minutes to put a card down that acts as a Symbol of Stunning. Instead it affects a number of hitpoints worth of creatures equal to 15 times the face value of the card used. Ace in the Hole Ex: At 18th level, a gambler can spend a swift action to search his deck and put an ace up his sleeve.

Shuffle the deck afterward. He now can have two cards up his sleeve at a time. Symbol of Weakness Su: At 18th level, a gambler can spend 10 minutes to put a card down that acts as a Symbol of Weakness. Symbol of Insanity Su: At 19th level, a gambler can spend 10 minutes to put a card down that acts as a Symbol of Insanity. At 20th level, a gambler can spend a full-round action to perform his ultimate technique. Each enemy within a ft.

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