I was looking for this due to me thinking about starting a new game, and I couldn't find my updated version on my computer. (really it just added/changed the a few of the tricks). Nice to see that there are still quite a bit people looking at it.
I'll see your year and raise you 6 months. (see what I did there?)
Technically, they can still get the 11 (+5 bonus), but only for a round that round they get the result. Remember, if they "hit" or use any of the card abilities to increase on a gambler's luck, then the result doesn't drop by 1. It's only if they don't hit does the roll get reduced by one.
An example: A gambler uses his gambler's luck at the start of his turn to modify the parties AC. He initiates it and rolls a 4, giving him and his party a +1 luck bonus to AC. When his turn comes around again, he "hits" with a 3, making the total a 7, a +2 bonus. Next turn, not wanting to risk a bust, he doesn't hit, which reduces the total to 6, giving it a +1 bonus again. His next turn comes up, and he decides to use one of his gambler's luck to play "Card-up-my-sleeve" and rolls 2d6, picking one of them. He rolls a 1 and a 5. He chooses the 5, making his total 11 this turn, for that mythical +5 to AC. Next turn, he uses another luck reroll to "stand", the result keeping it at an 11. Then his next turn, he decides that the fight is winding down, so instead of standing again, he instead not hit or use any ability. The roll drops down to 10, a +4 bonus.
I like the d6 because in testing, it is the simple and easiest for the player to calculate the odds. I actually originally had it as a d10 with a bust at 22 (rolling 2d10 on your first turn), but that became more of a hassle than it was worth when trying to deal with some of the card tricks. The d6 keeps the numbers down.
As far as if anyone is interesting using this class, here is the results of someone playtesting this class in one of my games.
As a class itself, the whole concept is extremely fun as a player as long as you like being a support role kind of character. It gets a lot more credit than a bard does, as it support is far more focused and visible. A player is extremely thankful when you turn his 1's into something not so horrible, or get rid of that critical that might kill the party's halfling wizard. The reroll feature (at least by that particular player) was used far more often than the gambler's roll ability.
Flavor wise, it's still pretty dry if you don't have a clear cut concept. This was designed before even the APG, so a lot of the archetypes don't work since the class itself doesn't lend itself to them. (You could make someone who focuses more on the luck rerolls or the gambit but that is about it.) In the updated version (which I will post if I can find the blasted thing) I gave it a lot of other minor abilities, such as 1/2 class level to profession gambler and tiny little things to give it a boost role-play wise.
Balance wise, the one thing that it changes is the game's dynamic on randomness. Critical failures for the party become few and far between past level 7, usually only occurring when the gambler itself isn't there to help the problem. Same with 13, critical hits against your party become far less frequent too (I don't think I got a critical hit in the party since that time). This does change game play quite a bit, since the game's "luck" is gone and it turns into more of a skill fight. With the adaptation of Hero Points, they get used far less frequently to save them against a bad roll. To me, it was not really a problem, although at certain times I had to up the ante (I'm good at this pun thing too) just to account for the gambler stopping my good rolls. However, some DMs do not like the dice to be "controlled" in such a way the gambler can do it. The less dice rolls in your game, the more powerful the gambler class is.
Also, I noticed that it tends to slow down and muddle the flow of combat at times. Since the party outside the gambler itself doesn't keep track of the rolls, a lot of the time there are questions such as "what's my bonus now?" and the gambler itself taking the time deciding if he wants to hit or not. (The player usually played it safe and never hit above a 5.) At low levels, this isn't much of an issue, but when you have one for attack rolls, one for ac, one for fast healing and one for damage, it can get very confusing very quickly. The updated version takes care of that issue (instead of gambler rolls per day, it is now done that you can have so many active per encounter. "Busting" reduces the amount of rolls that can be active that encounter by one).
Overall, it's a very solid class, but I don't think it stands up to well on it's own compared to some of the new classes. It needs more "oomph" outside of support.
I am the designated DM of our group. Most people who run will only run for three sessions or not at all, so I'm usually the only one who will take up the DM hat and run games. Over the past five years, I have run countless games that I have wanted to play and not run.
Oriental Adventures/Rokugan
Monte Cook's Iron Heroes
My own personal campaign setting.
d20 Apocalypse
But no one wants to run, so I have too run these kinds of games. It's sad, but true.
There are really two ways to do it, a simple way and a realistic way, but I think it would be best to do it simple so you don't have complicated rules for something that will rarely, if ever see gametable use.
I would start the count after 24 hours, just because unlike the average man, the characters are heroes and are used to pushing themselves beyond their limits. Although everyone succumbs to sleep deprivation at some point, I can imagine them being more functional. Plus, it is a lot easier to keep track of when you need sleep.
I wouldn't give them a mental stat penalty, because there is a lot more mini-management than there should be. Fatigue and Exhausted conditions pretty much account for anything physical, or the DM could just give a -2 penalty on all mental ability or skill based checks to show signs of mental fatigue. And that could just be counted by the DM as part of the DC so the players don't even have to know the "crunch" for it. The same penalty could be assigned to saves versus illusions.
I liked the forced march idea, and you can pretty much run off that but instead of "every hour of travel after 8" it's "every hour awake after 24". The subdual damage accounts for a lot of the physical drain going without sleep can do, and when they finally get to the point, that's when they zonk out.
You could have it to where an exhausted character suffering from sleep deprivation has a quiet moment, they have to make a Fortitude Save (or Will, depending on if you view it as a physical act of staying awake or mental, I go with physical) DC 10 + 1 per hour or they nod off.
I like the coffee or food idea, ideally it would only help you on checks made for that hour though, since sleep deprivation causes it to be burned rather quickly. I would say +2 bonus.
Finally, as for hallucinations, I think this is where the DM should choose to do it or not. Adding specific rules for when or how they occur not only put it in the players hands (once they learn about them), causing them to know that they are hallucinating that this troll with a chainsaw just came out of nowhere, but it also might slow down the game when a player fails a random will save, calling for a "fake random encounter". Basically, if you want your players to see hallucinations, you can do it at almost anytime you want during sleep deprivation. Obviously if the characters are being deprived of sleep, it's because you generally want them to be. Despite where they are, most players will always find time to get those 8 hours of sleep somehow.
My reasoning is this, the class lends itself to be a front-line damage dealer, and therefore will be the focus of a lot more hate from the opposing side. Giving uncanny dodge will make those deadly situations a little more safer, but it won't replace the fighter as a better over all frontline combatant.
Uncanny Dodge seems like a little much to give them with Wisdom to AC but I may try it if I play test them.
It's not really that bad, considering Monk always retains it's wisdom to AC unless it's considered helpless. a Kensai with Uncanny dodge would retain it at the start of combat, but would otherwise lose it when feinted, grappled, etc.
Also, if you raise the Wis to AC to at least 5th level, you shouldn't have to place a +1 per kensai level for dip prevention.
For the empty levels, honestly you could move evasion and improved evasion to those levels, or better yet, replace evasion with uncanny dodge and improved uncanny dodge. I think you could give them a good fortitude save and a poor reflex and it would be golden.
My reasoning is this, the class lends itself to be a front-line damage dealer, and therefore will be the focus of a lot more hate from the opposing side. Giving uncanny dodge will make those deadly situations a little more safer, but it won't replace the fighter as a better over all frontline combatant.
Wisdom and Armor is a pretty potent combination at first level. With this, you can expect players to have AC as high as 24 at first level, so be prepared for nigh untouchable players the first few levels. To remedy this, give Wall of blades at a later level (maybe 3 or 5), around the same time a monk starts to get access to bracer's of armor.
Also, simply put, there need to be more weapon aptitudes. What you have is a great start and I love the ideas that turn the Kensai into the catch all weapon master instead of having to prestige into a certain kind. I see references to Dervish Dancer, the old Kensai, and others. That's a good path to follow honestly and I'm sure if you really scoured the books you could have at least a dozen more ideas on your head. Such as the CW's Ki frenzy or even some inspirations out of the Tome of Battle for manuevers.
That's my critique of it anyway. Take it for what you will.
As for bonus feats, you could easily get away with giving them fighter bonus feats. Every feat on the fighter's list could be used for a kensai, and since the kensai isn't swimming in feats like a fighter, you don't have to worry about competition between the two.
(Plain) Chocobo
CR 1
N Large animal
XP 400
Init +2; Senses: low-light vision; Perception +6
Defense
AC 12, touch 11, flat-footed 10(+2 Dex, +1 Natural, -1 Size)
hp 12 (2d8+4)
Fort +5, Reflex +5, Will +2
Offense
Speed: 60 ft.
Melee: bite -3 (1d8+2)
Space: 10 ft (long); Reach: 5ft.
Statistics
Str 14, Dex 15, Con 14, Int 2, Wis 15, Cha 7
Base Atk: +1; CMB: +4; CMD: 15
Feats: Run
Skills: Acrobatics +10, Perception +6; Racial Modifiers: +4 Acrobatics, +4 Perception
Ecology
Enviroment: temperate plain
Organization: solitary, pair, or pride (6-10)
Treasure: none
Blue Chocobo:
Blue (Sea) Chocobo
CR 1
N Large animal
XP ???
Init +1; Senses: low-light vision; Perception +6
Defense
AC 11, touch 10, flat-footed 10(+1 Dex, +1 Natural, -1 Size)
hp 13 (2d8+5)
Fort +6, Reflex +4, Will +2
Offense
Speed: 40 ft. Swim Speed: 20 ft. Water Walking
Melee: bite -2 (1d8+3)
Space: 10 ft (long); Reach: 5ft.
Statistics
Str 16, Dex 13, Con 16, Int 2, Wis 15, Cha 7
Base Atk: +1; CMB: +5; CMD: 16
Feats: Athletic
Skills: Climb +5, Swim +18, Perception +6; Racial Modifiers: +8 Swim, +4 Perception
Ecology
Enviroment: temperate ocean
Organization: solitary or pair
Treasure: none
Special Abilities
Swimming (Ex): A blue chocobo is a natural swimmer. It has a swim speed of 20 feet and gains a +8 bonus on Swim checks. It can also take 10 on swim checks, even if stress or distractions would otherwise prevent it from doing so.
Water Walking (Ex): A blue chocobo has the ability to walk on water while running. A blue chocobo that is running can walk on water as if it was a solid surfuce. If it ever stops running, it loses its ability, although it can resume this ability anytime.
Green Chocobo:
Green (Mountain) Chocobo
CR 1
N Large animal
XP 400
Init +1; Senses: low-light vision; Perception +6
Defense
AC 11, touch 10, flat-footed 10(+1 Dex, +1 Natural, -1 Size)
hp 13 (2d8+5)
Fort +6, Reflex +4, Will +2
Offense
Speed: 40 ft. Climb Speed: 20 ft. Surefooted Stride
Melee: bite -2 (1d8+3)
Space: 10 ft (long); Reach: 5ft.
Statistics
Str 16, Dex 13, Con 16, Int 2, Wis 15, Cha 7
Base Atk: +1; CMB: +5; CMD: 16
Feats: Athletic
Skills: Climb +18, Swim +5, Perception +6; Racial Modifiers: +8 Climb, +4 Perception
Ecology
Enviroment: temperate mountains
Organization: solitary or pair
Treasure: none
Special Abilities
Climbing: A green chocobo is a natural climber. It has a climb speed of 20 feet and gains a +8 bonus on climb checks. It can also take 10 on climb checks, even if stress or distractions would otherwise prevent it from doing so. Also, a green chocobo is never flat-footed while climbing.
Surefooted Stride: A green chocobo may move through any sort of difficult terrain (such as thorns, overgrown areas, rubble and the like) at its normal speed without taking damage or suffering any other impairment. Areas that have been magically manipulated, however, still effect it.
Red Chocobo:
Red (Blood) Chocobo
CR 4
N Large animal
XP 1,200
Init +3; Senses: low-light vision, scent; Perception +6
Defense
AC 14, touch 12, flat-footed 11(+3 Dex, +2 Natural, -1 Size)
hp 35 (5d8+15)
Fort +7, Reflex +7, Will +3
Offense
Speed: 40 ft.
Melee: bite +7 (1d10+4), 2 talons +4 (1d6+3)
Space: 10 ft (long); Reach: 5ft.
Special Attacks: Pounce
Statistics
Str 16, Dex 16, Con 16, Int 2, Wis 15, Cha 7
Base Atk: +3; CMB: +7; CMD: 19
Feats: Weapon Focus (Bite), Improved Natural Attack (Bite), Multiattack
Skills: Acrobatics +3, Perception +12, Racial Modifiers: Perception +4
Ecology
Enviroment: temperate plains
Organization: solitary, pair or pride (6-10)
Treasure: none
Special Abilities
Pounce (Ex): A red chocobo can make a full attack on a charge.
Black Chocobo:
Black (Forest) Chocobo
CR 1
N Large animal
XP 400
Init +2; Senses: low-light vision; Perception +6
Defense
AC 12, touch 11, flat-footed 10(+2 Dex, +1 Natural, -1 Size)
hp 12 (2d8+4)
Fort +5, Reflex +5, Will +2
Offense
Speed: 40 ft. Fly Speed: 30 ft. (Average)
Melee: bite -3 (1d8+2)
Space: 10 ft (long); Reach: 5ft.
Statistics
Str 14, Dex 15, Con 14, Int 2, Wis 15, Cha 7
Base Atk: +1; CMB: +4; CMD: 15
Feats: Acrobatic
Skills: Acrobatics +4, Fly +7 Perception +6; Racial Modifiers: +4 Fly, +4 Perception
Special Abilities
Crush (Ex): A flying or jumping fat chocobo can land on foes as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents who are a size catagory smaller than the fat chocobo. A crush attack affects as many creatues that fit in a fat chocobo's space. Creatures in the affected area must succeed on a reflex save (DC equal to 10 + 1/2 HD + CON modifier) or be pinned, automatically taking bludgeoning damage during the next round unless the fat chocobo moves off them. If the fat chocobo chooses to maintain the pin, it must succeed at a combat maneuver check as normal. Pinned foes take damage from the crush each round if they don't escape.
Sudden Leap (Ex): A fat chocobo can make a jump as if it had a running start and gains a +8 racial bonus on acrobatic checks made to jump.
This was all put together last night, so I didn't really have time to add any flavor text to it. I tried to make each chocobo different rather than making the next one inherently better than the last.
And because I realize I didn't add it to the Gold Chocobo, basically the Gold Chocobo has the power to have all the other powers of the other chocobos (except the fat one)
One thing that people seem to forget about crossbows. No strength penalty. If you are playing your elven wizard sporting a 7 strength, wielding a longbow does 1d8-2 damage, whereas a heavy crossbow still does the 1d10. Not much love for the heavy crossbow in particular but is some love for a crossbow. Crossbows are the only range weapon in core that aren't penalized by a low strength.
Being a budding game designer myself, I understand the reasons why gun rules are simplified for most systems.
First off, most systems that attempt to make them realistic become overly complicated. Let's take a look at the rules for a heavy crossbow.
Quote:
Heavy Crossbow, Damage 1d10, Critical 19-20, Range 120ft, Piercing
*To reload a heavy crossbow is a full-round action that requires both hands that provokes an attack of opportunity. If you have Rapid Reload (Heavy Crossbow) it is a move action ro reload a heavy crossbow.
It's simple, and it works like every other weapon block outside a caveat about reloading. Now let's look what your proposing, simplified
Quote:
Musket, Damage 1d8, Critical x3, Range 90ft, Bludgeoning/Piercing,
*Muskets gain a +2 to attack rolls, gain a +4 bonus to attack rolls and ignores up to 4 of the target's armor/natural armor if the attack is made within the 1st range increment.
**Reloading a Musket takes 4 full round actions using a powder horn and separate ball and wad. Using premade paper cartridges to reload takes 2 full rounds. Minuteman Feat(rapid reload for muzzle loaders) reduces time to 2 movement actions. Reloading provokes an attack of opportunity.
Note I paraphrased it to make as much sense to convert it to a standard weapon block, but even then, it is a beast of a very different nature. Which may be what you are looking for.
However, let's look at another weapon, such as a light pick. Picks were made to pierce a opponents armor with ease and strike deep enough to . However, the pick's weapon block makes no accommodations for this. It is simply a 1d4 piercing weapon with a x4 crit range. Are you going to tack on additional rules for the pick so it mimic's it's real life counterpart? Or how about a spiked flail, which if swung with enough force could also pierce armor while causing major trauma? What about a slashing like a scimitar weapon being less effective against full plate, since those types of weapons inflict damage by making a wide, deep cut?
What about the firearm itself mixing into a fantasy setting? What about a fantasy material such as adamantine? Would a bullet even pierce that at point blank? Would a person be able to deflect a bullet with "Deflect Arrows"? Does protection from arrows grant a bonus from bullets? Do firearms not work when it is raining or otherwise gets wet? What happens to a powder horn when caught in a area of a fireball spell?
The fact is from a game design view, expanded rules for a realistic firearm just aren't worth it. Everything, and not just firearms, is simplified so there isn't a paragraph on rules on each weapon about what it can and can not do.
How are they 'gambling' in combat and the fighter or rogue beside them are not?
Sounds like a themed supernatural class.
As it is supernatural I would deny it the good BAB, especially since you are giving him sneak attack.
Luck seems to be a constant plus for the gambler. Maybe you should change this to 'the blessed one'.
What is he venturing beyond his fellow players that makes him a gambler?
Well, if you are going to split hairs, the gambler isn't gambling with their lives any less than a rogue or a fighter.
The class gets the name from it's main ability, "Gambler's Roll", which is essentially playing a variant game of blackjack. That and unlike other classes, none of them take chances. Hence the name of the class.
Interesting, I tried incorperating a system like this for debates for a Rokugan game that I ran about a year ago but the game disbanded before the system was finished and it was lost in the mass of papers.
My system was different from yours though. Mine worked a lot like combat segment.
First off, everyone had a Social HP and Social AC. I forget how I calculated each exactly. I know the HP was based on a level plus a charisma modifier (I'm vaguely remembering 6 + Charisma modifier per level of any class, except courtier which I gave 10 + Charisma modifier). Social AC was calculated weirdly too and changed depending on what you were defending against. It was a base of 10 + your honor (Rokugan Only however) + relevant skill or save + 1/2 level I believe.
But basically it worked like this. You had your Social HP and your Social AC. You considered to have won the debate once you reduced the your opponent's SHP to 0. Basically it means you have either made such a good point that your opponent couldn't refute or you convinced him that what you are saying is correct.
You would roll an Intelligence to see who would go first. Whoever went first made a social attack. The social attack could be very different depending on what you were using, and it was almost always a skill check with modifiers, and sometimes a fail effect, or the bad thing that would happen if you failed the roll.
So you would make your roll and it would have to meet or beat your opponent's Social AC. If you didn't, it means it was an automatically failed attempt and you immediately suffered the drawbacks and took 1d6 points of social damage. If you succeed, your opponent took social damage, which was dependent on what you used. Then it was your opponent's turn to attack.
There were are a lot of things you could do that could help you that increased your Social AC. Like, for instance, instead of attacking, you could "counterpoint" which increased your Social AC by 5. You could "test of knowledge" which turned it into an opposed roll and whoever lost took the damage. Or you could even threaten someone's life or make wild claims that gave you a minus to "hit" on your social attack and increase the social damage dealt (like a verbal power attack). Some allowed you to make an social attack and if you succeeded you got a bonus on your next attack roll, or gleamed information out of your opponent (such as his social AC, his Social HP, or the ranks in certain skills.) To social recovery which you could heal yourself.
The failure drawbacks were mild to wild. A lot of it was social damage, but some gave you penalties to certain attacks from the rest of the encounter. I do believe I a few where you could "kill yourself" socially if you failed.
It was an interesting system and I'm sad I never got to use it, because I believe it had so much potential. I had at least drafted 30 different actions you could take and with different levels. From "Little White Lie" that did minor damage which suffered no drawbacks (other than the 1d6 for failing to meet the Social AC) to "Impossible Claim" which you took a -20 to your roll to deal 10d6 damage to your opponent, but I believe the drawback was far worse.
Well anyway, I hope this helped at least a little. Good luck.
Here is my point-by-point criticism of my own class.
Quote:
Hit Die
I went with a d8 because I imagine this in the same range of combat as a bard. It's not going to be taking any hits compared to a fighter, but it will definitely be up front with the clerics and rogues.
Quote:
Base Attack Bonus
I guess this is a accident. It should be 3/4's which is also known as "average". I thought it as 'poor', 'good', 'best'. This will be changed.
Quote:
Saves
I don't see a gambler as a person who has quick reflexes honestly, and originally went with a good will only. But then in terms of gameplay, reflex is the weakest save (since 95% of the time, it's a save for half, whereas Will and Fort save negates) especially when you don't get evasion. However, I see most gamblers as high dex/chr, so honestly, a good will and poor reflex might not effect balance that much.
Quote:
Class Skills
Skills were a little difficult to choose. I wanted to make them a skill based class, but I don't want it to replace the bard or the rogue. All the while I wanted to give them skills that a roaming vagabond might need. Which I went with a lot of social skills that meshes nicely with a gambler's high charisma.
Disable Device is missing, because I feel that is the rogue's niche. Use magic device was a tough one to drop, because honestly with the high charisma, a gambler would benefit well. Almost too well. I decided to not include it due to the fact that they can still take it without the +3 class skill bonus. I also want to add disguise to the list of class skills.
6 + INT seemed to be the baseline for characters of this skill level. 8 seemed to high for the lack of variety of skills they have but 4 seemed like not enough for what they do have.
Quote:
Weapon and Armor Proficiencies
Basically the rogue's proficiencies. It seems the best balanced and suited for this class. I played with the idea of a star knife as a weapon, just for flavor as a (four-leaf clover) but eventually decided against it.
Quote:
Gambler's Roll
This is the meat of the gambler's ability. Without this game mechanic, I feel that the gambler wouldn't be a gambler at all. It gives them a powerful support ability, but meanwhile it fits perfectly into the class, someone who gambles with fate.
I'm going to ramble a bit. When I play tested this myself, it works out really well. Especially for a support class, it makes it interesting to actually support. It's not a "I'm going to turn this ability on and you guys get a +2 bonus" like a lot of other support classes seem to have. You gamble. You can be giving the party a +2 bonus, but that could be brought up to a +5. Or you could bust and all of the sudden you are taking a -2 penalty and your party loses it all. It's very fun, and not really complicated.
The knee jerk reaction is the +5 bonus at level 1. That means that your whole group has a +25% chance to avoid a hit, or hit an enemy, or able to take out most low level enemies with a single strike. However, the +5 bonus is very rare early in the game. You only get it on a lucky roll and three rounds later it's a +2. Later in the game, it becomes easier to get an maintain, but normally you can only maintain one of those big bonuses while the rest fall. It really becomes a juggling act of which bonus you want.
The 30ft is just from preventing the gambler to stand 500ft away and still contributing his luck to a battle.
One thing I am not to fond of is the 'per encounter'. It works well alone, but a lot of things conflict with it since "encounter" is a vague term. Does that mean he can use it out of combat? Does that mean he can just assume that he has it always on and just using it to get a static +1 bonus (the minimum bonus you have and can be 'safe'). How long does the bust effect last? All these questions are unanswered. Can the DM call for a check then the gambler break out a roll, slowing the game down slightly just to get a +2 on a perception roll? Also, a per encounter is a very nice dippable class ability, which I don't like.
I have thought about making it a uses per day and getting rid of the per encounter, but I don't really like that either. That causes it to picky on when you can use it and doesn't fully explain some other questions. I'm still looking for an alternative that is suitable.
Also, I believe that the explanation is too wordy and I'm afraid that I might of either described it wrong or left something out. (Because I know exactly how I want it to work, but may have not conveyed something correctly.)
Quote:
Gambler's Roll Result and bonus gained.
To me, this seems to be the best mathematical risk/reward. 5 is the safe number, which is the minimum number you can hit on and be safe from busting. Playing safe, you usually constantly enjoy a +1 or +2 bonus with a peppering of +3 and +4. I also originally tried a system where you don't get any bonus on a safe number (1-5) and got the bonus on unsafe numbers (6-7 : +1, 8 : +2, 9 : +3, 10 : +4, 11 : +5), but in play it proved more frustrating because you contribute less and bust a heck of a lot more often.
Quote:
Statistics modifiable by the Gambler's Roll.
This was probably the hardest part to design. Coming up with things modified by the roll was difficult to come up with after the basics. Originally, I had them grouped up into what I call the big four. (Attack Rolls and CMB, AC and CMD, Saves, and Skill checks.) But to me, that made a specific gambler roll really powerful, so I split it up the best I could. Personally, I'm considering just making the skill checks into one big group again, because it seems like to much micromanagement.
One of my biggest issues come from the Fast Healing. I like the concept of having the gambler able to heal his allies, but it's really finicky. Out of combat, can the gambler just heal his allies to full? What happens when he bust? Does he lose -2 HP per round? (and on that note, does busting on Damage Reduction make him take more damage?) Doubling-up for a Fast Healing 10 and Damage Reduction 10/- also seems a tad overpowered. I honestly considered making these both 'optional' rolls that you can buy with your card tricks, and putting stipulations on their use; such as using them only once per day.
Quote:
Gambler's Luck
If Gambler's Roll is the meat, then Gambler's Luck is the potatoes. Essentially a luck reroll as a class ability as well as fuel for a lot of the card tricks, and is really powerful, especially for a level 1 ability. I was worried at first that people would just level dip for this, but it's uses are limited and a lot of the pathfinder base classes, the dip isn't worth losing an ability you can get later for your class.
I wanted this ability to get better, so at 7th level, I allowed you to reroll an allies roll. I forgot to put in that little tidbit that they must be willing, so no rerolling a friend's natural 20 just to tick him off.
13th level you can reroll a foe, which is extremely powerful ability. You can turn crits into misses. The power of it is contained though, as it is an immediate action to use, which means you can only use it once per turn and it gets rid of your swift action for the next round, meaning you aren't increasing your gambler's roll unless you use a move action.
Also, I need to add that you get all your luck back after you rest for 8 hours.
Quote:
Card Trick
I was hoping to hit at least 20 different card tricks, split between what you can use with them. Some help your gambler's rolls, some would give you more use from your gambler's luck, and some just right out help you. But as the list grew longer, I found myself tapped for ideas that would makes sense. Any ideas you can contribute would be greatly appreciated.
Quote:
Ace of Spades
This originally started off as defensive roll with a cool name and required a gambler's luck to be spent, but I changed it to be different (and in my opinion, more useful). That means a super horrible crit that puts the gambler to -102hp is negated. However, it's only usable once per day to prevent the spending of all your luck just so the DM has to Coup de grace you 17 times to kill your character off.
Quote:
Blackjack
Designed to give the gambler a good roll from the start, it's extremely powerful, but limited to the later levels. I considered making it usable once per day but decided against it.
Quote:
Card Shark
I made a few of these abilites to give love to those who like to risk a bust for bigger gains, and still rewarding it when they inevitably bust. Has caused a concern of "can't I just bust out of combat for a free luck reroll and have 99 by the end of the day?" which is another 'glitch' caused by the per encounter system of gambler's roll. Also, yes, I do realize that this is also called "card sharp".
Quote:
Card-up-my-sleeve
This ability makes it a lot easier to get a more favorable number when hitting on a unsafe number. Pretty solid.
Quote:
Double-Up
Quite possibly the best card trick in the game, basically having a high risk/reward ratio. There is no safe number to play this on (since you can only use it when you increase your gambler's roll, not initiate it.) But the rewards of a +10 bonus to AC or saves is almost disgusting at times, especially considering the many ways to maintain it. However, it's not available until later levels (which I have honestly considered making this a 16+ level card trick).
Quote:
Fold
This is more or less a fail-safe of busting, but an issue of getting rid of all your rolls. You do gain a roll back so it's safest if you only use one roll per encounter anyway. I believe this might need a little revision however.
Quote:
Extra Luck
More or less I made this to avoid having to make a feat for it.
Quote:
Lucky Shot
This gives the gambler a little more ability to hang out on the front lines even when not coupled with a partner for flanking. It's not incredibly powerful, since the gambler has a low sneak attack damage anyway, but is still very good. It's 10th level to prevent a rogue/assassin taking a two level dip and benefiting of impromptu sneak attack for essentially free. (Although a Gambler/Assassin is a very viable combination with this.) I got rid of the concealment constraint due to it really is a lucky shot on a enemy.
Quote:
Luck and Skill
This was originally the main use for Gambler's luck, but I changed it to work as a luck reroll instead and added this later. Rather than rerolling, you can turn a good roll into an even better roll, not unlike the action point system.
Quote:
Snake Eyes
This is probably the best lower level ability for a gambler's roll. It's the safest way to increase your bonus to a higher number without busting. However, in play, this will eat through your gambler's luck.
Quote:
Stand
This allows you to keep a really good roll at the cost of a gambler's luck. I am a little concerned about the balance, but seemed fine in play. Originally, it kept the roll for three rounds then reduced the roll to 1 after the duration, but combat only last a few rounds anyway so it seemed more powerful with that variant.
Quote:
When the chips are down
Basically more love for the people who play risky.
Quote:
Sneak Attack
I wanted to give a gambler the ability to do some damage, but without rivaling a rogue. So the reduced sneak attack seemed like an appropriate adjustment. It works out very well in play from my experience. You get it later at 3rd because I didn't want a multi-class dip just to gain an extra die of sneak attack easily.
Quote:
Master of Chance
This is the capstone ability for gambler, and a very good one at that. What this means in play however, is that a gambler no longer critically misses on attack rolls or save (although it is still very possible to fail on two rolls), and you have more opportunities to critically hit or automatically succeed on a save. It's really good, but in my opinion, not as good as some of the abilities the other classes may get. Basically is a "Bit of Luck" from the cleric luck domain that is always on. I also wanted to clarify that this also applies to any rerolls that you may make by virture of the gambler's luck.
And there it is. I may be my own worse critic, but I believe that this still need a bit of work to be functional in a serious game. However, I believe it has potential. I am hoping I can get a few of the "per encounter" 'glitches' under control, and I hope to have a revision of the class available in a few weeks. I would love any feedback, comments, complaints, critisisms that you may have. Thanks for sticking with me through a wordy post!
I am not a happy panda to see my two hour critisism of my own class disappear in a bad edit. Not at all. I will address my concerns at a later date, but feel free to leave any concerns about the class.
Especially in something that may be broken (trust me, there are a few exploits I am aware of and working on a solution for.) but also feel free to add anything in terms of what you feel would make the class more unique and interesting to play, especially card tricks.
Base Attack Bonus: Good
Fortitude Save: Poor
Reflex Save: Good
Will Save: Poor
Spoiler:
I have actually thought about making the reflex save poor and making the will save good. I figured it would be nice for a flavor difference of a skill based class that had a better will (to kind of contrast the rogue) or even making both good, but as of right now I stuck with reflex being it's good save since most of your power spells involve Fortitude and Will, giving this class a little vulrunbility compare to its strength later.
Class Skills: Appraise (INT), Bluff (CHA), Craft (INT), Diplomacy (CHA), Intimidate (CHA), Knowledge (Local), Linguistics (INT), Perception (WIS), Perform (CHA), Profession (WIS), Sense Motive (WIS), Sleight of Hand (DEX), Stealth (DEX)
Skill Points per Level: 6 + INT Modifier
Class Features Weapon and Armor Proficiencies: A Gambler is proficient with all simple weapons, as well as rapiers, saps, short swords and hand crossbows. They are proficient in light armors, but not shields.
Gambler's Roll: A gambler creates his own luck in everything he does. At 1st level, once per encounter and additional time every 5 levels thereafter (twice at 5th, 3 times at 10th, 4 times at 15th and 5 times at 20th) a gambler can make a special roll in order to boost himself and allies within 30ft.
When a gambler chooses to use this class feature, he selects statistic he wishes to improve using his luck. He then rolls 1d6 and...
I have been working on this class for a few months now on and off and have been hoping to get some criticism about it. This is actually a very serious class that I would like to have in a upcoming campaign setting that will starting upon the release of the advanced players guide. This is the third time I have ran this homebrew campaign setting and I have had a lot of success with it thus far, to the point where I am strongly considering publishing it, so I would like this class to be judged as strictly as possible.
The inspiration for the class was based off the Corsair from Final Fantasy XI: Online. The idea for the class was akin to a bard, a wandering vagabond who uses his luck to survive.
I will give my own judgements, questions, comments and concerns at a start of a second post if you wish to view and compare them.
Well, enough talk, here we go!
Gambler Alignment: Any
Hit Die: d8
Base Attack Bonus: Good
Fortitude Save: Poor
Reflex Save: Good
Will Save: Poor
Class Skills: Appraise (INT), Bluff (CHA), Craft (INT), Diplomacy (CHA), Intimidate (CHA), Knowledge (Local), Linguistics (INT), Perception (WIS), Perform (CHA), Profession (WIS), Sense Motive (WIS), Sleight of Hand (DEX), Stealth (DEX)
Skill Points per Level: 6 + INT Modifier
Class Features Weapon and Armor Proficiencies: A Gambler is proficient with all simple weapons, as well as rapiers, saps, short swords and hand crossbows. They are proficient in light armors, but not shields.
Gambler's Roll: A gambler creates his own luck in everything he does. At 1st level, once per encounter and additional time every 5 levels thereafter (twice at 5th, 3 times at 10th, 4 times at 15th and 5 times at 20th) a gambler can make a special roll in order to boost himself and allies within 30ft.
When a gambler chooses to use this class feature, he selects statistic he wishes to improve using his luck. He then rolls 1d6 and compares the result to table 1-2 to determine his total luck bonus to his statistic. He also may choose to apply a card trick to this roll in order to change or improve the outcome. A gambler can not use multiple uses of this class feature to modify the same statistic per encounter. Each time a gambler uses this class feature, it applies to do a different statistic. Initiating this ability is a standard action.
A gambler may choose to “Hit”, or improve a Gambler's Roll. Once per round as a swift action, a gambler may roll 1d6 and add it's result to a currently ongoing Gambler's Roll. He then uses the total to figure out the luck bonus to his statistic. However, if the result is over 11, the gambler “bust”. When he bust, his allies loses the bonus to the ability that was modified by the gambler's roll and the gambler takes a -2 luck penalty to the ability. This penalty last until the end of the encounter. The gambler also can not use another gambler's roll to improve an ability he is currently suffering a bust from. He may use a card trick to improve or change the outcome during this time. “Hitting” is a Swift Action that must be declared at the beginning of the turn.
If a gambler chooses not to “Hit” on a currently ongoing Gambler's Roll, the effective roll is the total minus one. Meaning if the gambler did not choose to hit on a effect, which was a total of 9, granting a +3 luck bonus, it is now a 8, granting a +2 bonus. If the gambler during the next round chooses not to hit, the total would go from a 8 to a 7, but would still grant +2 bonus according to table 1-2. If the gambler in the next round chooses to hit, he would roll 1d6 and add his roll to his current total, which is a 7. If he rolled a 5, his total would now be 11, granting him a +5 luck bonus on the statistic he chose to modify with the current Gambler's Roll. If he chooses not to hit (which he would because it would bust if he did), the total drops to 10, with a bonus of +4.
Gambler's Roll Result and bonus gained.
1-3 : 0
4-6 : +1
7-8 : +2
9 : +3
10 : +4
11 : +5
Statistics modifiable by the Gambler's Roll.
Attack Rolls
Damage Rolls
Fortitude Saves
Reflex Saves
Will Saves
Armor Class and CMD
Strength-based skill checks
Dexterity-based skill checks
Intelligence-based skill checks
Wisdom-based skill checks
Charisma-based skill checks
Damage Reduction/- (Not obtainable until 10th level)
Fast Healing (Not obtainable until 10th level)
Gambler's Luck: A gambler sometimes depends on luck, not skill. At 1st level as a immediate action, a gambler can choose to reroll any ability check, skill check, attack roll, CMB roll or saving throw he rolls. He must use the results of this roll, even if it lower than his previous roll. He may do this a number of times per day equal to half his gambler level (minimum 1) + his CHA modifier (minimum 0). In addition, a gambler recieves a +2 luck bonus on his lowest saving throw as long as he has at least one use of his gambler's luck remaining. If any saving throws are tied, he may choose one.
At 7th level, he becomes a fountain of luck for his friends. He may choose to reroll any ability check, skill check, attack roll, CMB roll or saving throw that an ally within 30ft rolls.
At 13th level, he becomes becomes a jinx for his foes. He may choose to reroll any ability check, skill check, attack roll CMB roll or saving throw that a enemy within 30ft rolls.
Card Trick: A gambler also realizes that you are able to make your own luck. At 2nd level and every even level thereafter, a gambler learns a ability to manipulate his own luck. A gambler may not select a card trick more than once unless the card trick states otherwise. You can only use one card trick per round.
Ace of Spades: A gambler can is so lucky that he can use his luck to cheat even death. If an attack would kill a gambler, he may instead choose to spend a gambler's luck to be at -1 and stable. This does not prevent death by CON loss or death effects. A gambler can only use this card trick once per day. A gambler bust be at least 10th level to take this card trick
Blackjack: When using your gambler's roll ability to initiate a roll, you do not need to roll a d6. Instead, the roll automatically starts off as an 11 and counts down normally. Using this card trick uses one use of your gambler's luck ability. You must be at least 10th level to take this card trick.
Card Shark: You use your losses to fuel your success. Anytime you bust on a gambler's roll, you gain one additional use of your gambler's luck ability.
Card-up-my-sleeve: When using your gambler's roll ability to increase a roll, you may choose to roll 2d6 instead. You may choose one of the d6's to modify the gambler's roll. Using this card trick uses one use of your gambler's luck ability.
Double-Up: When using your gambler's roll ability to increase a roll, you may choose to roll 2d6 instead. Thereafter, the current bonuses and penalties for this roll are doubled. (A 4-6 is a +2, a 7-8 is a +4, a 11 is a +10, and a bust is a -4.) You may only double-up once per gambler roll. Using this card trick uses one use of your gambler's luck ability. You must be at least 10th level before you can select this card trick.
Fold: When using your gambler's roll ability to increase a roll, you may instead choose to negate any bonuses or penalties you are currently receiving from a roll. You gain an additional use of your gambler's roll for that encounter. Using this card trick uses one use of your gambler's luck ability.
Extra Luck: You gain three additional uses of your gambler's luck ability. You can take this card trick multiple times. It's effects stack.
Lucky Shot: Before you make an attack roll, spend a use of your spend a use of your gambler's luck to automatically sneak attack the target. You must be within 30ft if this is a ranged attack. You must still hit your target, so if you miss, the gambler's roll is wasted. You gain this sneak attack even if you the target has concealment. You must be at least 10th level to take this card trick.
Luck and Skill: You gain a new use of your gambler's luck ability. Instead of rerolling, you can instead choose to you can choose to add 1d6 to your or an ally's current roll. At 13th level, you may choose to subtract 1d6 from an enemies current roll. You still only automatically hit or save on a roll of natural 20, and you still automatically fail on a attack roll or save of natural 1.
Snake Eyes: When using your gambler's roll to increase a roll, you may instead choose to increase the current roll by one. Using this card trick uses one use of your gambler's luck ability.
Stand: When using your gambler's roll ability to increase a roll, you may instead choose to cause the current roll to continue on the same number for one round. Using this card trick uses one use of your gambler's luck ability.
When the chips are down: You don't let your losses get you down. The penalties for busting on a gambler's roll are reduced by one. You can take this card trick multiple times. It's effect stack. You still lose one use of your gambler's roll per encounter for busting.
Sneak Attack: If a gambler can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage.
The gambler's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the gambler flanks her target. This extra damage is 1d6 at 3rd level, and increases by 1d6 every three gambler levels thereafter. Should the gambler score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a gambler can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The gambler must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Master of Chance: At 20th level, a gambler becomes a master of his luck and his destiny. Anytime a gambler makes a ability check, skill check, attack roll, CMB roll or saving throw, he may roll twice and take the better of two rolls.