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View Full Version : Martial Discipline: Imperial Parlay (or Casino Royale, I can't decide)



Xaotiq1
2013-03-15, 03:35 PM
All right, got another discipline I'm looking to have critiqued. I know there are other gambling based discipline's out there. I'm hoping that mine has maneuvers that are different, but can stand on their own. Looking forward to feedback.

Thanks up front for any and all constructive criticism!

IMPERIAL PARLAY v2

Assoc. Skill: Bluff
Discipline Weapons: Bastard Sword, battle axe, blackjack (sap), club, dagger, dart, flail (light), greatsword, halberd, handaxe, javelin, longsword, mace (light), shortsword, and unarmed strike.

NOTE: The range on many maneuvers for this discipline is listed as "Weapon attack. This is because so many of the discipline weapons are ranged or thrown.

MANEUVERS LIST
Blind Bet (Boost, 1st): Recover one maneuver at random.
Come Out Roll (Stance, 1st): Use Bluff instead of Tumble to move through threatened spaces.
High Hand (Strike, 1st): Gain additional damage based on luck.

Hold ‘Em (Strike, 2nd): Bluff to damage, may immobilize target.
Cut and Run (Counter, 2nd): Attack and move up to 2x your speed.
Three Card Monty (Boost, 2nd): Create illusory doubles of yourself that can cause attacks to miss you.

Dead Man's Hand (Strike, 3rd): As Ghoul Touch.
Pass Bet (Boost, 3rd): Recover one or two maneuvers with a d20 roll.
Wild Card (Stance, 3rd): Your initiator level changes from maneuver to maneuver.

Ante Up (Boost, 4th): Bet readied maneuver for bonus damage.
Double deal (Strike, 4th): Deal double damage w/ successful Bluff check.
Joker Poker (Counter, 4th): Bluff to taunt. Target may lose actions.

Jackpot! (Strike, 5th): Powerful attacks send opponents reeling.
Snake Eyes (Stance, 5th): Sap luck from those who would harm you.
Tinhorn Shuffle (Boost, 5th): A flutter of cards poses a distraction to your foes.

Deuces Wild (Boost, 6th: As Three Card Monty, but your duplicates last longer and are more numerous.
High Roller (Stance, 6th): Whenever you roll the max on any damage die, reroll that die and add the result.
Playing With the Queen of Hearts (Counter, 6th): Force a reroll of an attack OR reroll a failed attack roll or save.

Ace in the Hole (Boost, 7th): Instantly recover one expended maneuver of your choice and use it.
Loaded Dice (Counter, 7th): Add or subtract bluff check result from a die roll.

Full House (Stance, 8th): Opportuniy of attacks knocks more often.
Fold ‘Em (Strike, 8th): Add Bluff roll to damage. Target may become helpless.

Suicide King (Counter, 9th): Deal current HP to attacker, go to 0hp.

MANEUVER DESCRIPTIONS

Ace in the Hole
Imperial Parlay-Boost
Level: 7th
Prerequisites: Three Imperial Parlay maneuvers
Initiation Action: Swift or Immediate
Range: Personal
Target: You
Duration: Instant
Saving Throw: None

Your opponent laughs as your sword misses. His smile quickly fades as you are suddenly ready to try again.

If you miss an opponent with a weapon attack, you may recover any expended maneuver you know of 5th level or lower, and initiate it regardless of the maneuver's initiation action.

Ante Up
Imperial Parlay-Boost
Level: 4th
Prerequisites: Two Imperial Parlay maneuvers
Initiation Action:Swift or Immediate
Range: Personal
Target: You
Duration: End of turn
Saving Throw: None

"A Gentleman is a man who will pay his gambling debts even when he knows he has been cheated." -Leo Tolstoy

When you initiate this maneuver, choose another maneuver you have readied; and roll a bluff check. Until the end of your turn, you deal extra damage equal to the result o your Bluff check multiplied by the level of the wagered maneuver. If any of your attacks miss (by virtue of your attack roll only, miss chances do not affect this maneuver), you lose the wagered maneuver and suffer a -2 penalty to all die rolls for a number of rounds equal to the wagered maneuver's level.

Blind Bet
Imperial Parlay-Boost
Level: 1st
Initiation Action: Swift
Range: Personal
Target: You
Duration: Instant
Saving Throw: None

Your hand brushes the charm on the pommel of your blade. You trust your luck to the wind and allow it to refresh your martial knowledge.

Throwing caution to the wind, you refresh a single maneuver of 3rd level or lower at random from your expended maneuvers.

Come Out Roll
Imperial Parlay-Stance
Level: 1st
Initiation Action: Swift
Range: Personal
Target: You
Duration: Stance
Saving Throw:None

Your guile rather than your grace guides you across the field of battle.

While this stance is active, you may use your Bluff skill to avoid attacks of opportunity for moving instead of Tumble. Every opponent you pass in this fashion takes damage equal to your initiator level.

Cut and Run
Imperial Parlay-Counter
Level: 2nd
Initiation Action: Swift or Immediate
Range: Weapon attack
Target: One creature
Duration: Instant
Saving Throw:None

If you must play, decide upon three things at the start: the rules of the game, the stakes, and the quitting time.

If an opponent that you could either strike in melee or hit with a thrown weapon targets you, make an opposed initiative roll. NOTE: If you have the Quick Draw feat, you add +3 to this roll. If you are successful, you may make a melee or thrown weapon attack against that foe; and then move up to two times your speed. This movement doest not provoke attacks of opportunity.

Dead Man's Hand (Su)
Imperial Parlay-Strike
Level: 3rd
Prerequisites: One Imperial Parlay maneuver
Initiation Action: Standard
Range: Weapon attack
Target: One creature
Duration: Instant
Saving Throw: Fortitude partial

"In a game of poker, I can put the players' souls in my pocket." ~Beausourire

The target you strike with this maneuver is affected as if by a Ghoul Touch spell.

Deuces Wild (Su)
Imperial Parlay-Boost
Level: 6th
Prerequisites: Two Imperial Parlay Maneuvers
Initiation ACtion: Immediate
Range: Personal (See Text)
Target: You
Duration: See text
Saving Throw: None

He's his own fourth on poker night, and the 5th, and the 6th...

When this boost is initiated, two illusory duplicates appear in any adjacent, unoccupied squares you choose. Each round, a new pair of duplicates pops into existence to a maximum of eight. These duplicates function as the Mirror Image spell; and lasts for 5 rounds, or until all of them are destroyed.

Double Deal
Imperial Parlay-Strike
Level: 4th
Prerequisites: Two Imperial Parlay maneuvers
Initiation Action: Standard
Range: Weapon attack
Target: One creature
Duration: Instant
Saving Throw: None

You flash a guileful smile as your attack hits home. Your foe stands dumbfounded as two wounds open instead of one.

When you initiate this maneuver, make a bluff check (DC= Opponent's AC). If the check succeeds, you roll your weapon damage not once, but twice. All modifiers to your damage (including precision damage), are added to the second roll. If the check fails, you only roll damage once, and your opponent may make an attack of opportunity against you.

Fold 'Em
Imperial Parlay-Strike
Level: 8th
Prerequisites: Three Imperial Parlay maneuvers
Initiation Action: Standard
Range: Weapon attack
Target: One creature
Duration: Instant
Saving Throw: Fortitude partial

A flick of the wrist or a turn of the blade relieves your foe of their mortal coil.

Make a weapon attack against an opponent. If the opponent fails a fortitude save (DC=16+Cha modifier), they immediately go to -1 hit points, but are considered stable. If they make the save, they take additional damage equal to two times your Bluff check.

Full House
Imperial Parlay-Stance
Level: 8th
Prerequisites: Three Imperial Parlay maneuvers
Initiation Action: Swift
Range: Personal
Target: You
Duration: Stance

Your bluff and bluster makes you seem larger than life.

While Full House is active, You gain the following benefits:
1: You threaten squares into which you can make a melee or thrown weapon attack.
2: You are able to make attacks of opportunity with thrown weapons.
3: Oppoents that you have line of sight to and are adjacent to allies are considered flanked.

High Hand
Imperial Parlay-Strike
Level: 1st
Initiation Action: Standard
Range: Weapon attack
Target: One creature
Duration: Instant
Saving Throw: None

"One should always play fair when one has the winning cards." -Oscar Wilde

To initiate this maneuver, make a weapon attack. In addition to your normal weapon damage, roll 5d6. Add damage to your strike based on the best "hand" you can make with your roll.

High Roller
Imperial Parlay-Stance
Level: 6th
Prerequisites: Two Imperial Parlay maneuvers
Initiation Action: Swift
Range: Personal
Target: You
Duration: Stance
Saving Throw:

“The devotion of the greatest is to encounter risk and danger, and play dice for death.” -Friedrich Nietzsche

As long as this stance is active, each time any damage die rolls its maxmimum amount, roll the die again and add its result to the original total. You may continue rolling as long as the die keeps rolling its max value.

Hold 'Em
Imperial Parlay-Strike
Level: 2nd
Initiation Action: Standard
Range: Weapon attack
Target: One creature
Duration: Special
Saving Throw: Reflex partial

Your well-placed strike stops its target in their tracks.

Initiating this maneuver not only adds the result of a bluff check to your weapon damage, but the target must make a reflex save (DC=12+Cha modifier) or be immobilized for one round.

Jackpot!
Imperial Parlay-Strike
Level: 5th
Prerequisites: Two Imperial Parlay Maneuvers
Initiation Action: Standard
Range: Weapon attack
Target: One creature

“Life's not some slot machine in an arcade with a sign that flashes up saying 'I'm sorry, you have been killed. Would you like another go?' But we might get put through the same test each time, get faced with the same situations until we've learned how to cope.” ― Peter James, Sweet Heart

Make an attack roll to initiate this maneuver. If the attack hits, roll 3d20, and add 1/2 of your IL to each roll. For each roll that beats your foe's AC, add the result of that roll to your weapon damage.

Joker Poker
Imperial Parlay-Counter
Level: 4th
Prerequisites: Two Imperial Parlay maneuvers
Initiation Action: Immediate
Range: Close (25'+5' per 2 IL's)
Target: One creature
Duration: One round
Saving Throw: Will partial

“When you play poker with tarot cards, clairvoyance calls your bluff. When you play strip poker, second sight envisions your underwear.” -Bauvard, Evergreens Are Prudish

In response to any attack made within the range of this maneuver, you unleash a litany of taunts and jibes. Even if the target doesn't share a language with you, they can tell from your posture and, um, gestures, that you are taunting them. If the target fails a will save (DC=14+Cha modifier), they immediately become flat-footed until their next turn. If the save is failed by 5 points, the target becomes stunned for 2 rounds. This maneuver doesn not function against mindless creatures or creatures with an Int score lower than 3.

Loaded Dice
Imperial Parlay-Counter
Level: 7th
Prerequisites: Three Imperial Parlay maneuvers
Initiation Action: Swift
Range: Close (25'+5' per 2 IL's)
Target: One creature
Duration: One round
Saving Throw: None

In a bet there is a fool and a thief.

You can activate this in response to a die roll made by an ally or enemy; you may add or subtract the result of a bluff check from their roll.

Pass Bet
Imperial Parlay-Boost
Level: 3rd
Prerequisites: One Imperial Parlay maneuver
Initiation Action:Swift
Range: Personal
Target: You
Duration: Instant
Saving Throw:None

“A man's gotta make at least one bet a day, else he could be walking around lucky and never know it” -Jim Jones

When you initiate this maneuver, you roll a d20. If the roll is lower that your character level, you recover 2 expended maneuvers at random. If the roll is higher, you recover one maneuver of your choice.

Playing with the Queen of Hearts
Imperial Parlay-Counter
Level: 6th
Prerequisites: Two Imperial Parlay maneuvers
Initiation Action: Swift
Range: Close (25'+5' per 2 IL's)
Target: One creature
Duration: Instant
Saving Throw: Will negates

“No wife can endure a gambling husband, unless he is a steady winner.” -Lord Thomas Robert Dewar

You can activate this in response to a die roll made by an ally or enemy; they must reroll and take the result of your choosing.

Snake Eyes
Imperial Parlay-Stance
Level: 5th
Prerequisites: Two Imperial Parlay maneuvers
Initiation Action: Swift
Range: Personal
Target: You
Duration: Stance
Saving Throw: Will negates

“The devil is in the dice; and staring straight at you!”

When you activate this stance, your eyes grow birght and give off a soft amber glow. As long as you maintain this stance, opponents attempting to strike you must make a Will save (DC=15+Cha modifier) or be affected by an Unluck spell .

Suicide King
Imperial Parlay-Counter
Level: 9th
Prerequisites: Four Imperial Parlay maneuvers
Initiation Action: Swift
Range: Close (25'+5' per 2 IL's)
Target: One creature
Duration: Instant
Saving Throw: None

"The gambler is a moral suicide." -Charles Caleb Colton

If your going down, you plan on taking someone with you! In response to an attack on you or an ally, you can choose a target within range of this maneuver. Your hit points drop to 0 and you become Disabled. Your hit point total is dealt to the target as force damage.

Three Card Monty (Su)
Imperial Parlay-Boost
Level: 2nd
Initiation Action: Swift
Range: Personal
Target: You
Duration: End of turn

Copies of you appear, throwing off your opponent's aim as they try to decide which one is the real you.

When this boost is initiated, two illusory duplicates appear in any adjacent, unoccupied squares you choose. These duplicates function as figments created by the Mirror Image spell (PHB, 294); and lasts until the end of your next turn, or until your duplicates are destroyed.

Tinhorn Shuffle
Imperial Parlay-Boost
Level: 5th
Prerequisites: Two Imperial Parlay maneuvers
Initiation Action:Swift
Range: Personal
Target: You
Duration: End of turn
Saving Throw: None

You attempt to impress with a single handed riffle, but end up lost behind a flurry of cards.

Until the end of your next turn, you gain a miss chance versus all attacks of 50%.

Wild Card
Imperial Parlay-Stance
Level: 3rd
Prerequisites: One Imperial Parlay maneuver
Initiation Action: Swift
Range: Personal
Target: You
Duration: Stance
Saving Throw: None

"A gambler with a System must be, to a greater or lesser extent, insane." -George Augustus Sala

While you are in this stance, your initiator level is reduced by 3 (minimum 1). When you initiate any maneuver, roll 1d8 and add the result to your IL for that maneuver.

IMPERIAL PARLAY (Version 1)

Assoc. Skill: Bluff
Discipline Weapons: Bastard Sword, battle axe, blackjack (sap), club, dagger, dart, flail (light), greatsword, halberd, handaxe, javelin, longsword, mace (light), shortsword, and unarmed strike.

NOTE: The range on many maneuvers for this discipline is listed as "Weapon attack. This is because so many of the discipline weapons are ranged or thrown.

MANEUVERS LIST
Blind Bet (Boost, 1st): Recover one maneuver at random.
Come Out Roll (Stance, 1st): Use Bluff instead of Tumble to move through threatened spaces.
High Card (Strike, 1st): Roll 5d12. Add the highest result to your damage.
Joker Poker (Counter, 1st): Bluff to taunt. Target may lose actions.

Deuces Wild (Boost, 2nd): Create an illusory double of yourself that can cause attacks to miss you.
Hold ‘Em (Strike, 2nd): Bluff to damage, may immobilize target.
Suicide King (Counter, 2nd): Deal current HP to attacker, go to 0hp.

Pair (Strike, 3rd): Roll 5d12. Add 2x the highest roll to your damage.
Pass Bet (Boost, 3rd): Recover one or two maneuvers with a d20 roll.
Snake Eyes (Stance, 3rd): Attacks may fascinate opponents.

Ante Up (Boost, 4th): Bet readied maneuver for bonus damage.
Cut and Run (Counter, 4th): Attack and move up to 2x your speed.
Double deal (Strike, 4th): Deal double damage w/ successful Bluff check.

Three of a Kind (Strike, 5th): Roll 5d12 (based on level). Add 3x the highest roll to your damage.
Tinhorn Shuffle (Boost, 5th): A flutter of cards poses a distraction to your foes.
Wild Card (Stance, 5th): Your initiator level changes from maneuver to maneuver.

Fold ‘Em (Strike, 6th): Add Bluff roll to damage. Target may become helpless.
Full House (Stance, 6th): All adjacent squares to your own are treated as occupied.
Playing With the Queen of Hearts (Counter, 6th): Force a reroll of an attack OR reroll a failed attack roll or save.

Boxcars (Boost, 7th): If you roll a “1” on a die, it becomes the max value of that die.
Four of a kind (Strike, 7th): Roll 5d12. Add 4x the highest rresult to your damage.
Loaded Dice (Counter, 7th): If the max is rolled on a die, it becomes a “1”.

Ace in the Hole (Boost, 8th): Instantly recover one expended maneuver of your choice and use it.
Dead Man's Hand (Strike, 8th): As Finger of Death.
High Roller (Stance, 8th): Whenever you roll the max on any damage die, reroll that die and add the result.

Winner Take All (Strike, 9th): Roll 5d12. Add 5x the total to your damage roll

MANEUVER DESCRIPTIONS

Ace in the Hole
Imperial Parlay-Boost
Level: 8th
Prerequisites: Three Imperial Parlay maneuvers
Initiation Action: Swift or Immediate
Range: Personal
Target: You
Duration: Instant
Saving Throw: None

Your opponent laughs as your sword misses. His smile quickly fades as you are suddenly ready to try again.

As an immediate action, or a swift action during your turn, you may make a bluff check (DC=18+Cha modifer). If you succeed, you recover one maneuver with an initiation action of swift or immediate. You may then initiate this maneuver immediately.
If the check fails, you do not recover the maneuver, this maneuver is expended, but you heal 8 + your IL hit points.

Ante Up
Imperial Parlay-Boost
Level: 5th
Prerequisites: Two Imperial Parlay maneuvers
Initiation Action:Swift or Immediate
Range: Personal
Target: You
Duration: End of turn
Saving Throw: None

"A Gentleman is a man who will pay his gambling debts even when he knows he has been cheated." -Leo Tolstoy

When you initiate this maneuver, choose another unexpended maneuver you have readied. Until the end of your turn. you deal extra damage equal to the wagered maneuver's level. If any of your attacks miss (by virtue of your attack roll only, miss chances do not affect this maneuver), you lose the expended maneuver and take damage equal to the wagered maneuver's level plus the number of attacks you made.

Blind Bet
Imperial Parlay-Boost
Level: 1st
Initiation Action: Swift
Range: Personal
Target: You
Duration: Instant
Saving Throw: None

Your hand brushes the charm on the pommel of your blade. You trust your luck to the wind and allow it to refresh your martial knowledge.

Throwing caution to the wind, you recover a single maneuver at random from your maneuvers known, not counting any that may still be readied.

Boxcars (Su)
Imperial Parlay-Boost
Level: 7th
Prerequisites: Three Imperial Parlay maneuvers
Initiation Action: Swift or Immediate
Range: Close (25'+5' per 2 IL's)
Target: One creature
Duration: One round
Saving Throw: None

"He hath spoken true; the very dice obey him." -William Shakespeare (1564–1616) ("Antony and Cleopatra" Act II Scene III (1623))

When this maneuver is expended, until the end of your next turn, when ever the target rolls a "1" on any die, they may treat it as the highest number on that die instead. This maneuver does not grant any effect to the roll other than a change in number. For example, a roll of "1" on a d20 is treated as a "20", but does not threaten a critical strike.

Come Out Roll
Imperial Parlay-Stance
Level: 1st
Initiation Action: Swift
Range: Personal
Target: You
Duration: Stance
Saving Throw:None

Your guile rather than your grace guides you across the field of battle.

While this stance is active, you may use your Bluff skill to avoid attacks of opportunity for moving instead of Tumble.

Cut and Run
Imperial Parlay-Counter
Level: 4th
Prerequisites: Two Imperial Parlay maneuvers
Initiation Action: Swift or Immediate
Range: Weapon attack
Target: One creature
Duration: Instant
Saving Throw:None

If you must play, decide upon three things at the start: the rules of the game, the stakes, and the quitting time.

If you are targeted by a melee or ranged attack by an opponent that is within range of your weapon, you may make a bluff check that is opposed by the attacker's initiative. If you are successful, you may make a melee or thrown weapon attack against that foe. You may then choose to move up to 1 1/2 times your move speed.

Dead Man's Hand (Su)
Imperial Parlay-Strike
Level: 8th
Prerequisites: Three Imperial Parlay maneuvers
Initiation Action: Full-Round
Range: Close (25'+5' per 2 IL's)
Target: One creature
Duration: Instant
Saving Throw: Fortitude partial

"In a game of poker, I can put the players' souls in my pocket." ~Beausourire

You fling your weapon (or swing if using a melee attack) at your target. This is considered a ranged (or melee) touch attack. If any part of your weapon touches your foe, they become subject to the effect of a spell (PHB, 230). THe save DC for this maneuver is 18 + Cha modifier.

Deuces Wild (Su)
Imperial Parlay-Boost
Level: 2nd
Initiation Action: Move
Range: Close (25'+5' per 2 IL's)
Target: You
Duration: End of turn
Saving Throw: Will negates

[i]A copy of you appears slightly to your side, throwing off your opponent's aim as they try to decide which one is the real you.

As a move action, you create an image of yourself that occupies the suare directly to your left or right. Any foe that fails a Will save (DC=12 +Cha modifier) suffers a 20% miss chance when attempting to strike you. In addition, anyone who fails the save treats the square the image is in as occupied by you.

Double Deal
Imperial Parlay-Strike
Level: 4th
Prerequisites: Two Imperial Parlay maneuvers
Initiation Action: Standard
Range: Weapon attack
Target: One creature
Duration: Instant
Saving Throw: None

You flash a guileful smile as your attack hits home. Your foe stands dumbfounded as two wounds open instead of one.

When you initiate this maneuver, make a bluff check (DC= Opponent's AC). If the check succeeds, you roll your weapon damage not once, but twice. All modifiers to your damage (including precision damage), are added to the second roll. If the check fails, you only roll damage once, and your opponent may make an attack of opportunity against you.

Fold 'Em
Imperial Parlay-Strike
Level: 6th
Prerequisites: Two Imperial Parlay maneuvers
Initiation Action: Standard
Range: Weapon attack
Target: One creature
Duration: Instant
Saving Throw: Fortitude partial

A flick of the wrist or a turn of the blade relieves your foe of their mortal coil.

Make a melee attack against an opponent. As you do so, roll your bluff. If the opponent fails to beat your check with a fortitude save, they immediately go to -1 hit points, but are considered stable.

Four of a Kind
Imperial Parlay-Strike
Level: 7th
Prerequisites: Three Imperial Parlay maneuvers
Initiation Action: Full-Round
Range: Weapon attack
Area: 15' radius circle
Duration: Instant
Saving Throw: Refelex half

"Last night I stayed up late playing poker with Tarot cards. I got a full house and four people died." -Steven Wright

As the High Card maneuver except your highest roll of 5d8 is muliplied by 4 and is dealt to all opponents whose AC you beat with your attack roll. Those struck may make a reflex save for half damage. Those not struck are unaffected.

Full House
Imperial Parlay-Stance
Level: 6th
Prerequisites: Two Imperial Parlay maneuvers
Initiation Action: Swift
Range: Personal
Target: You
Duration: Instant
Saving Throw:None

You use your bluster to puff yourself up, figuratively, and hinder the movement of your foes.

Used by some martial adepts to keep scrubs away from the table, this stance, while active, allows you to treat squares adjacent to your own as if you were occupying them. If you make a successful bluff check against an opponent (this can only be done once per round), you also treat the next row of squares (see diagram) as occupied as well.

Before Bluff Check
{table]
X|
X|
X
X|
O|
X
X|
X|
X[/table]

After Bluff Check
{table]
X|
X|
X|
X|
X
X|
X|
X|
X|
X
X|
X|
O|
X|
X
X|
X|
X|
X|
X
X|
X|
X|
X|
X[/table]

High Card
Imperial Parlay-Strike
Level: 1st
Initiation Action: Standard
Range: Weapon attack
Target: One creature
Duration: Instant
Saving Throw: None

"One should always play fair when one has the winning cards." -Oscar Wilde

To initiate this maneuver, make a weapon attack. In addition to your normal weapon damage, roll 5d12. Take the highest result and add it to your weapon damage. This damage is multiplied on a critical strike.

High Roller
Imperial Parlay-Stance
Level: 8th
Prerequisites: Three Imperial Parlay maneuvers
Initiation Action: Swift
Range: Personal
Target: You
Duration: Stance
Saving Throw:

“The devotion of the greatest is to encounter risk and danger, and play dice for death.” -Friedrich Nietzsche

As long as this stance is active, if you roll a "1" on a damage die, you may treat that result as if it were the maximum value on that die.

Hold 'Em
Imperial Parlay-Strike
Level: 2nd
Initiation Action: Standard
Range: Weapon attack
Target: One creature
Duration: Special
Saving Throw: Reflex partial

Your well-placed strike stops its target in their tracks.

Initiating this maneuver not only adds the result of a bluff check to your weapon damage, but the target must make a reflex save (DC=12+Cha modifier) or be immobilized for one round.

Joker Poker
Imperial Parlay-Counter
Level: 1st
Initiation Action: Immediate
Range: Close (25'+5' per 2 IL's)
Target: One creature
Duration: One round
Saving Throw: Will partial

“When you play poker with tarot cards, clairvoyance calls your bluff. When you play strip poker, second sight envisions your underwear.” -Bauvard, Evergreens Are Prudish

In response to any attack made within the range of this maneuver, you unleash a litany of taunts and jibes. Even if the target doesn't share a language with you, they can tell from your posture and, um, gestures, that you are taunting them. If the target fails a will save with a DC equal to the result of your bluff check, they immediately become flat-footed until their next turn. If the save is failed by 5 points, the target becomes stunned for 2 rounds. This maneuver doesn not function against mindless creatures or creatures with an Int score lower than 3.

Playing with the Queen of Hearts
Imperial Parlay-Counter
Level: 6th
Prerequisites: Two Imperial Parlay maneuvers
Initiation Action: Swift or Immediate
Range: Close (25'+5' per 2 IL's)
Target: One creature
Duration: Instant
Saving Throw: Will negates

“No wife can endure a gambling husband, unless he is a steady winner.” -Lord Thomas Robert Dewar

This counter can be performed on any ally or opponent within range. Until the end of your next turn, the target of this counter must reroll the preceeding attack roll or saving throw; and take either the lower or higher roll (per the initiator's choice, which is made prior to the reroll).

Loaded Dice
Imperial Parlay-Counter
Level: 7th
Prerequisites: Three Imperial Parlay maneuvers
Initiation Action: Swift or Immediate
Range: Close (25'+5' per 2 IL's)
Target: One creature
Duration: One round
Saving Throw: None

In a bet there is a fool and a thief.

Before an opponent makes an attack roll, saving throw, skill or ability check, you may initiate this maneuver. If any die rolled comes up with the maximum value, that die is treated, for purposes of numerical value only, as if it was a "1".

Pair
Imperial Parlay-Strike
Level: 3rd
Prerequisites: One Imperial Parlay maneuver
Initiation Action: Standard
Range: Weapon attack
Target: One creature
Duration: Instant
Saving Throw: None

You wind up for a seemingly wild strike. Too late your opponent realizes, it was all a game.

As the High Card maneuver except your highest roll of 5d12 is muliplied by 2.

Pass Bet
Imperial Parlay-Boost
Level: 3rd
Prerequisites: One Imperial Parlay maneuver
Initiation Action:Swift
Range: Personal
Target: You
Duration: Instant
Saving Throw:None

“A man's gotta make at least one bet a day, else he could be walking around lucky and never know it” -Jim Jones

When you initiate this maneuver, you roll a d20. If the roll is lower that your character level, you recover 2 expended maneuvers at random. If the roll is higher, you recover one maneuver of your choice.

Snake Eyes
Imperial Parlay-Stance
Level: 3rd
Prerequisites: One Imperial Parlay maneuver
Initiation Action: Swift
Range: Personal
Target: You
Duration: Stance
Saving Throw: Will negates

“The devil is in the dice; and staring straight at you!”

When you activate this stance, your eyes grow birght and give off a soft amber glow. As long as you maintain this stance, opponents you strike must make a Will save (DC=13+Cha modifier) or be fascinated for 5 rounds.

Suicide King
Imperial Parlay-Counter
Level: 2nd
Initiation Action: Swift or Immediate
Range: Close (25'+5' per 2 IL's)
Target: One creature
Duration: Instant
Saving Throw: None

"The gambler is a moral suicide." -Charles Caleb Colton

If your going down, you plan on taking someone with you! In response to an attack on you or an ally, you can choose a target within range of this maneuver. Your hit points drop to 0 and you become Disabled. Your hit point total is dealt to the target as force damage.

Three of a Kind
Imperial Parlay-Strike
Level: 5th
Prerequisites: Two Imperial Parlay maneuvers
Initiation Action: Full-Round
Range: Weapon attack
Target: One creature
Duration: Instant
Saving Throw: Reflex half

You give no tells as you not only take the pot, but the life of your foe as well.

As the High Card maneuver except your highest roll of 5d12 is muliplied by 3.

Tinhorn Shuffle
Imperial Parlay-Boost
Level: 5th
Prerequisites: Two Imperial Parlay maneuvers
Initiation Action:Swift or Immediate
Range: Personal
Target: You
Duration: End of turn
Saving Throw: None

You attempt to impress with a single handed riffle, but end up lost behind a flurry of cards.

Until the end of your next turn, you gain a miss chance versus all attacks of 50%.

Wild Card
Imperial Parlay-Stance
Level: 5th
Prerequisites: Two Imperial Parlay maneuvers
Initiation Action: Swift
Range: Personal
Target: You
Duration: Stance
Saving Throw: None

"A gambler with a System must be, to a greater or lesser extent, insane." -George Augustus Sala

While you are in this stance, your initiator level is reduced by 3 (minimum 1). When you initiate any maneuver, roll 1d8 and add the result to your IL for that maneuver.

Winner Take All
Imperial Parlay-Strike
Level: 9th
Prerequisites: Four Imperial Parlay maneuvers
Initiation Action: Full-Round
Range: Weapon attack
Area: 15' radius circle
Duration: Instant
Saving Throw: Reflex half

“In gambling the many must lose in order that the few may win” -George Bernard Shaw

As a full-round action, make an attack roll. In addition, roll 3d20 and multiply the result times 5. If your attack hits, add the result to your weapon damage to all foes who fail a reflex save (DC=19+Cha modifier). Those that make the save take half damage. This damage is considered precision damage for the purposes of critical hits.

JoshuaZ
2013-03-15, 03:50 PM
For Winner Take All it can probably be a standard action rather than a full-round. Also, 3d20 has a similar average but more variance so that might fit the flavor better.

For wild card:


While you are in this stance, your initiator level si reduced by 4 (minimum 1). When you initiate any maneuver, roll 1d8 and add the result to your IL for that maneuver.

"si" should be "is" and what does this do if your initiator level is then too low to use the maneuver in question? Also, this pretty weak- you get an average of only a +.5 to initiator level. -3 and +1d8 would be substantially nicer. As is, I have trouble seeing someone actually taking this stance.

Xaotiq1
2013-03-15, 04:21 PM
For Winner Take All it can probably be a standard action rather than a full-round. Also, 3d20 has a similar average but more variance so that might fit the flavor better.

For wild card:



"si" should be "is" and what does this do if your initiator level is then too low to use the maneuver in question? Also, this pretty weak- you get an average of only a +.5 to initiator level. -3 and +1d8 would be substantially nicer. As is, I have trouble seeing someone actually taking this stance.

I get what you mean about Winner Take all. It was originally an area attack, and I'm still tweaking it.

The "5d12" thing is so that maneuver falls better in line with the line of poker hand maneuvers. Hmm, I guess I could do 3d20 in an area.

PEACH
2013-03-15, 05:17 PM
First note: I really like manuevers to be separated by level first, then alphabetical, but that's just me. It helps read it as a real progression and see exactly when combos come online, from both a reviewing and playing perspective. That's a really minor thing, though.

[QUOTE]Ace in the Hole
Imperial Parlay-Boost
Level: 8th
Prerequisites: Three Imperial Parlay maneuvers
Initiation Action: Swift or Immediate
Range: Personal
Target: You
Duration: Instant
Saving Throw: None

Your opponent laughs as your sword misses. His smile quickly fades as you are suddenly ready to try again.

As an immediate action, or a swift action during your turn, you may make a bluff check (DC=18+Cha modifer). If you succeed, you recover one maneuver with an initiation action of swift or immediate. You may then initiate this maneuver immediately.
If the check fails, you do not recover the maneuver, this maneuver is expended, but you heal 8 + your IL hit points.

I'm not sure why the check you're trying to make is negatively influenced by your charisma, but I'm pretty sure that unless you've purposely not put points in bluff, you can't actually fail this. Seeing as immediate actions can be used on your turn, I'm also not sure why the action isn't just immediate for this. Anyway, this boost isn't bad, but it's kind of boring for 8th level since it really just lets you have an extra copy of an 8th level (or lower) boost.


Ante Up
Imperial Parlay-Boost
Level: 5th
Prerequisites: Two Imperial Parlay maneuvers
Initiation Action:Swift or Immediate
Range: Personal
Target: You
Duration: End of turn
Saving Throw: None

"A Gentleman is a man who will pay his gambling debts even when he knows he has been cheated." -Leo Tolstoy

When you initiate this maneuver, choose another unexpended maneuver you have readied. Until the end of your turn. you deal extra damage equal to the wagered maneuver's level. If any of your attacks miss (by virtue of your attack roll only, miss chances do not affect this maneuver), you lose the expended maneuver and take damage equal to the wagered maneuver's level plus the number of attacks you made.

This is pretty weak. A max of +9 damage on attacks, with a strong negative effect if you miss, is overall just weak. Also, it should probably say you lose the wagered maneuver, not the expended maneuver.


Blind Bet
Imperial Parlay-Boost
Level: 1st
Initiation Action: Swift
Range: Personal
Target: You
Duration: Instant
Saving Throw: None

Your hand brushes the charm on the pommel of your blade. You trust your luck to the wind and allow it to refresh your martial knowledge.

Throwing caution to the wind, you recover a single maneuver at random from your maneuvers known, not counting any that may still be readied.

This is really useful as an opener (you can double-9th). Otherwise, it's pretty iffy. Because of that, I'm not really sure what level it should be, since it's power is only based on the highest level of maneuver you can get, so it really doesn't matter what level it is besides what options taking this limits you from.


Boxcars (Su)
Imperial Parlay-Boost
Level: 7th
Prerequisites: Three Imperial Parlay maneuvers
Initiation Action: Swift or Immediate
Range: Close (25'+5' per 2 IL's)
Target: One creature
Duration: One round
Saving Throw: None

"He hath spoken true; the very dice obey him." -William Shakespeare (1564–1616) ("Antony and Cleopatra" Act II Scene III (1623))

When this maneuver is expended, until the end of your next turn, when ever the target rolls a "1" on any die, they may treat it as the highest number on that die instead. This maneuver does not grant any effect to the roll other than a change in number. For example, a roll of "1" on a d20 is treated as a "20", but does not threaten a critical strike.

Very weak. It's not bad if you're throwing out a lot of low number dice or something, for the average boost, but it's not exactly going to benefit enough or often enough for this to be worth 7th level. Also, I think the wording *technically* still means rolling a 1-treated-as-20 is still an automatic miss, which removes the only strong (and very random) part of this.


Come Out Roll
Imperial Parlay-Stance
Level: 1st
Initiation Action: Swift
Range: Personal
Target: You
Duration: Stance
Saving Throw:None

Your guile rather than your grace guides you across the field of battle.

While this stance is active, you may use your Bluff skill to avoid attacks of opportunity for moving instead of Tumble.

It's a 1st level stance, so it's minor... but it's even more minor than most of them. I dunno. Feels like it could use another effect, however minor. Maybe make the DC to tumble past opponents decrease with additional opponents instead of increase (since they react to their allies falling for the bluff).


Cut and Run
Imperial Parlay-Counter
Level: 4th
Prerequisites: Two Imperial Parlay maneuvers
Initiation Action: Swift or Immediate
Range: Weapon attack
Target: One creature
Duration: Instant
Saving Throw:None

If you must play, decide upon three things at the start: the rules of the game, the stakes, and the quitting time.

If you are targeted by a melee or ranged attack by an opponent that is within range of your weapon, you may make a bluff check that is opposed by the attacker's initiative. If you are successful, you may make a melee or thrown weapon attack against that foe. You may then choose to move up to 1 1/2 times your move speed.

The wording is really awkward; it's within weapon range, but you can't actually use ranged weapon to counter with this maneuver. The bluff check is, once again, almost an automatic success, and it gets weird with delaying actions (which technically alter your initiative), but regardless, it's a minor counterattack with movement that probably gets you out of range of the attack, though you might take an AoO in the meantime (and roll out of it).


Dead Man's Hand (Su)
Imperial Parlay-Strike
Level: 8th
Prerequisites: Three Imperial Parlay maneuvers
Initiation Action: Full-Round
Range: Close (25'+5' per 2 IL's)
Target: One creature
Duration: Instant
Saving Throw: Fortitude partial

"In a game of poker, I can put the players' souls in my pocket." ~Beausourire

You fling your weapon (or swing if using a melee attack) at your target. This is considered a ranged (or melee) touch attack. If any part of your weapon touches your foe, they become subject to the effect of a spell (PHB, 230). THe save DC for this maneuver is 18 + Cha modifier.

Not bad, if a bit bland. Also really bad for ranged characters, so I'd probably just make it a shot instead of losing your weapon.


Deuces Wild (Su)
Imperial Parlay-Boost
Level: 2nd
Initiation Action: Move
Range: Close (25'+5' per 2 IL's)
Target: You
Duration: End of turn
Saving Throw: Will negates

[i]A copy of you appears slightly to your side, throwing off your opponent's aim as they try to decide which one is the real you.

As a move action, you create an image of yourself that occupies the suare directly to your left or right. Any foe that fails a Will save (DC=12 +Cha modifier) suffers a 20% miss chance when attempting to strike you. In addition, anyone who fails the save treats the square the image is in as occupied by you.

This is very vague and seems contradictory. They've got a one round period where they have to attack your image, but still have a miss chance against you? That doesn't make much sense. Just treating the effect as a short term mirror image would make it a lot less silly, if powerful. But a powerful luck based defensive option makes sense for this class anyway.


Double Deal
Imperial Parlay-Strike
Level: 4th
Prerequisites: Two Imperial Parlay maneuvers
Initiation Action: Standard
Range: Weapon attack
Target: One creature
Duration: Instant
Saving Throw: None

You flash a guileful smile as your attack hits home. Your foe stands dumbfounded as two wounds open instead of one.

When you initiate this maneuver, make a bluff check (DC= Opponent's AC). If the check succeeds, you roll your weapon damage not once, but twice. All modifiers to your damage (including precision damage), are added to the second roll. If the check fails, you only roll damage once, and your opponent may make an attack of opportunity against you.

You get this about the time you're starting to be able to full attack for multiple hits. That means this is basically worthless. Problematically, as a second or first level maneuver, doubled damage is really powerful, so there's no place for this maneuver. Again, the bluff check is *basically* impossible to fail. Skill checks generally are.


Fold 'Em
Imperial Parlay-Strike
Level: 6th
Prerequisites: Two Imperial Parlay maneuvers
Initiation Action: Standard
Range: Weapon attack
Target: One creature
Duration: Instant
Saving Throw: Fortitude partial

A flick of the wrist or a turn of the blade relieves your foe of their mortal coil.

Make a melee attack against an opponent. As you do so, roll your bluff. If the opponent fails to beat your check with a fortitude save, they immediately go to -1 hit points, but are considered stable.

A save or die that gets to defy many immunities with an impossible fortitude save? Change how they have to make the fortitude save and/or (preferably and) make this higher than a sixth level maneuver. This is almost strictly stronger than your finger of death ability. Also, once again, the range is weapon attack but it only works on melee attacks, which is silly. With the impossible save as it is, I'd likely place this as your capstone, but I don't like no save just dies as capstones.


Four of a Kind
Imperial Parlay-Strike
Level: 7th
Prerequisites: Three Imperial Parlay maneuvers
Initiation Action: Full-Round
Range: Weapon attack
Area: 15' radius circle
Duration: Instant
Saving Throw: Refelex half

"Last night I stayed up late playing poker with Tarot cards. I got a full house and four people died." -Steven Wright

As the High Card maneuver except your highest roll of 5d8 is muliplied by 4 and is dealt to all opponents whose AC you beat with your attack roll. Those struck may make a reflex save for half damage. Those not struck are unaffected.

A decent AoE attack, but I'd really hardly call it a 7th level maneuver. Full round action for one attack with maybe +32 damage isn't huge at this point. There's also no indicator what the DC of the reflex save is. Please make it a standard one, and not based on bluff.


Full House
Imperial Parlay-Stance
Level: 6th
Prerequisites: Two Imperial Parlay maneuvers
Initiation Action: Swift
Range: Personal
Target: You
Duration: Instant
Saving Throw:None

You use your bluster to puff yourself up, figuratively, and hinder the movement of your foes.

Used by some martial adepts to keep scrubs away from the table, this stance, while active, allows you to treat squares adjacent to your own as if you were occupying them. If you make a successful bluff check against an opponent (this can only be done once per round), you also treat the next row of squares (see diagram) as occupied as well.

Before Bluff Check
{table]
X|
X|
X
X|
O|
X
X|
X|
X[/table]

After Bluff Check
{table]
X|
X|
X|
X|
X
X|
X|
X|
X|
X
X|
X|
O|
X|
X
X|
X|
X|
X|
X
X|
X|
X|
X|
X[/table]

Occupying a huge number of squares is more than likely a negative, rather than a positive. You limit tactical positioning for both you and your allies, but you in particular are subject to more AoOs and AoE attacks. It's also weird that a bluff check against a given opponent can make you occupy a 5x5 square against all opponents and allies.


High Card
Imperial Parlay-Strike
Level: 1st
Initiation Action: Standard
Range: Weapon attack
Target: One creature
Duration: Instant
Saving Throw: None

"One should always play fair when one has the winning cards." -Oscar Wilde

To initiate this maneuver, make a weapon attack. In addition to your normal weapon damage, roll 5d12. Take the highest result and add it to your weapon damage. This damage is multiplied on a critical strike.

Not bad for a 1st level manuever. Oddly enough, it's a more stable version of the normal 2d6, which is strange for a gambling class.


High Roller
Imperial Parlay-Stance
Level: 8th
Prerequisites: Three Imperial Parlay maneuvers
Initiation Action: Swift
Range: Personal
Target: You
Duration: Stance
Saving Throw:

“The devotion of the greatest is to encounter risk and danger, and play dice for death.” -Friedrich Nietzsche

As long as this stance is active, if you roll a "1" on a damage die, you may treat that result as if it were the maximum value on that die.

This could be your first level stance and I wouldn't bat an eye. At 8th level, this is utterly terrible, even if you're taking this with a lot of sneak attack so you actually roll more than one or two dice on any given attack.


Hold 'Em
Imperial Parlay-Strike
Level: 2nd
Initiation Action: Standard
Range: Weapon attack
Target: One creature
Duration: Special
Saving Throw: Reflex partial

Your well-placed strike stops its target in their tracks.

Initiating this maneuver not only adds the result of a bluff check to your weapon damage, but the target must make a reflex save (DC=12+Cha modifier) or be immobilized for one round.

I think it should be entangled, not immobilized (I don't know if immobilized is defined anywhere, but it isn't in the SRD). Regardless, this is pretty huge for a second level maneuver. A pretty massive damage boost plus entangling opponents is huge. I'd make it just entangle.


Joker Poker
Imperial Parlay-Counter
Level: 1st
Initiation Action: Immediate
Range: Close (25'+5' per 2 IL's)
Target: One creature
Duration: One round
Saving Throw: Will partial

“When you play poker with tarot cards, clairvoyance calls your bluff. When you play strip poker, second sight envisions your underwear.” -Bauvard, Evergreens Are Prudish

In response to any attack made within the range of this maneuver, you unleash a litany of taunts and jibes. Even if the target doesn't share a language with you, they can tell from your posture and, um, gestures, that you are taunting them. If the target fails a will save with a DC equal to the result of your bluff check, they immediately become flat-footed until their next turn. If the save is failed by 5 points, the target becomes stunned for 2 rounds. This maneuver doesn not function against mindless creatures or creatures with an Int score lower than 3.

A nearly impossible to pass save or suck as an immediate action? As a first level maneuver? This needs to be reworked. Multi-round stuns shouldn't be handed out at 1st level, and saves should never be opposed by skill checks.


Playing with the Queen of Hearts
Imperial Parlay-Counter
Level: 6th
Prerequisites: Two Imperial Parlay maneuvers
Initiation Action: Swift or Immediate
Range: Close (25'+5' per 2 IL's)
Target: One creature
Duration: Instant
Saving Throw: Will negates

“No wife can endure a gambling husband, unless he is a steady winner.” -Lord Thomas Robert Dewar

This counter can be performed on any ally or opponent within range. Until the end of your next turn, the target of this counter must reroll the preceeding attack roll or saving throw; and take either the lower or higher roll (per the initiator's choice, which is made prior to the reroll).

I don't understand why it says "until the end of the turn" and preceding. It's hard to tell if this is meant to be every action they take, or just the one. Regardless, I think it could be simplified by saying "you can activate this in response to a die roll made by an ally or enemy; they must reroll and take the result of your choosing." It's pretty good, though.


Loaded Dice
Imperial Parlay-Counter
Level: 7th
Prerequisites: Three Imperial Parlay maneuvers
Initiation Action: Swift or Immediate
Range: Close (25'+5' per 2 IL's)
Target: One creature
Duration: One round
Saving Throw: None

In a bet there is a fool and a thief.

Before an opponent makes an attack roll, saving throw, skill or ability check, you may initiate this maneuver. If any die rolled comes up with the maximum value, that die is treated, for purposes of numerical value only, as if it was a "1".

Once again, this has the problem that for things that auto-succeed on a 20 (which is attack rolls and saving throws), treating them as a 1 numerically doesn't actually stop them from auto-succeeding. Even without that, this is really bad for the level it is at; you seem to consistently overestimate the "power" of making the highest or lowest result on a die into the other.


Pair
Imperial Parlay-Strike
Level: 3rd
Prerequisites: One Imperial Parlay maneuver
Initiation Action: Standard
Range: Weapon attack
Target: One creature
Duration: Instant
Saving Throw: None

You wind up for a seemingly wild strike. Too late your opponent realizes, it was all a game.

As the High Card maneuver except your highest roll of 5d12 is muliplied by 2.

I don't recall off the top of my head, but I think this may be slightly above average for a 3rd level damaging maneuver. Probably not much, though.


Pass Bet
Imperial Parlay-Boost
Level: 3rd
Prerequisites: One Imperial Parlay maneuver
Initiation Action:Swift
Range: Personal
Target: You
Duration: Instant
Saving Throw:None

“A man's gotta make at least one bet a day, else he could be walking around lucky and never know it” -Jim Jones

When you initiate this maneuver, you roll a d20. If the roll is lower that your character level, you recover 2 expended maneuvers at random. If the roll is higher, you recover one maneuver of your choice.

I like it.


Snake Eyes
Imperial Parlay-Stance
Level: 3rd
Prerequisites: One Imperial Parlay maneuver
Initiation Action: Swift
Range: Personal
Target: You
Duration: Stance
Saving Throw: Will negates

“The devil is in the dice; and staring straight at you!”

When you activate this stance, your eyes grow birght and give off a soft amber glow. As long as you maintain this stance, opponents you strike must make a Will save (DC=13+Cha modifier) or be fascinated for 5 rounds.

This is 100% useless, since any time you strike somebody, the fascinating effect you give them with the strike will be instantly removed. I guess it's up to DM interpretation, but I'd generally expect things to be ruled the way of "They just got slashed by you and you still have the sword out, you're obviously hostile." If that isn't how you interpret it, this is a 3rd level stance that gives you the chance to put a 5 round save or suck on every attack, which is more broken than a stance that does nothing is useless.


Suicide King
Imperial Parlay-Counter
Level: 2nd
Initiation Action: Swift or Immediate
Range: Close (25'+5' per 2 IL's)
Target: One creature
Duration: Instant
Saving Throw: None

"The gambler is a moral suicide." -Charles Caleb Colton

If your going down, you plan on taking someone with you! In response to an attack on you or an ally, you can choose a target within range of this maneuver. Your hit points drop to 0 and you become Disabled. Your hit point total is dealt to the target as force damage.

This is way too powerful for a second level maneuver. I'm also unsure if hit point total is supposed to be your hit point maximum or how many you have when you activate the maneuver, but that may actually be defined somewhere and I forgot. Regardless, it's an absolutely massive nuke and, while troublesome in some circumstances, just allows you to decimate spellcasters or big singular foes like bosses. I don't like it very much, especially not at 2nd level. Yes, it hurts you, but the situations where being put to 0 hit points isn't *that* bad are pretty numerous, especially when combined with "and before that, the biggest threat dies instantly."


Three of a Kind
Imperial Parlay-Strike
Level: 5th
Prerequisites: Two Imperial Parlay maneuvers
Initiation Action: Full-Round
Range: Weapon attack
Target: One creature
Duration: Instant
Saving Throw: Reflex half

You give no tells as you not only take the pot, but the life of your foe as well.

As the High Card maneuver except your highest roll of 5d12 is muliplied by 3.

Meh. At this point I think these maneuvers are getting dull and probably weak, since you have full attacks by now.


Tinhorn Shuffle
Imperial Parlay-Boost
Level: 5th
Prerequisites: Two Imperial Parlay maneuvers
Initiation Action:Swift or Immediate
Range: Personal
Target: You
Duration: End of turn
Saving Throw: None

You attempt to impress with a single handed riffle, but end up lost behind a flurry of cards.

Until the end of your next turn, you gain a miss chance versus all attacks of 50%.

This is nice. I can appreciate this.


Wild Card
Imperial Parlay-Stance
Level: 5th
Prerequisites: Two Imperial Parlay maneuvers
Initiation Action: Swift
Range: Personal
Target: You
Duration: Stance
Saving Throw: None

"A gambler with a System must be, to a greater or lesser extent, insane." -George Augustus Sala

While you are in this stance, your initiator level is reduced by 3 (minimum 1). When you initiate any maneuver, roll 1d8 and add the result to your IL for that maneuver.

This is a lot of die rolling, but it's not bad and fits the gambler archetype. I don't think this causes any problems off the top of my head.


Winner Take All
Imperial Parlay-Strike
Level: 9th
Prerequisites: Four Imperial Parlay maneuvers
Initiation Action: Full-Round
Range: Weapon attack
Area: 15' radius circle
Duration: Instant
Saving Throw: Reflex half

“In gambling the many must lose in order that the few may win” -George Bernard Shaw

As a full-round action, make an attack roll. In addition, roll 3d20 and multiply the result times 5. If your attack hits, add the result to your weapon damage to all foes who fail a reflex save (DC=19+Cha modifier). Those that make the save take half damage. This damage is considered precision damage for the purposes of critical hits.

This is really meh for a 9th level maneuver. The damage is OK but not amazing, most things are immune to it, and it offers a (standard) save. While being AoE is nice, I don't really see it as particularly amazing or making up for the fact that you just aren't going to do much with this. While I hate the concept, if you're dead set on either the "sets an opponent to 1" or "blow yourself up to kill an enemy" maneuvers, make them 9th.

vasharanpaladin
2013-03-15, 05:29 PM
...Isn't it "parley"? :smallconfused:

PEACH
2013-03-15, 05:33 PM
Parley is discussion. Parlay is a type of bet.

Google would have revealed this.

vasharanpaladin
2013-03-15, 08:58 PM
Parley is discussion. Parlay is a type of bet.

Google would have revealed this.

Google wouldn't have helped unless I were familiar with any use of the word other than "discussion." :smallredface:

PEACH
2013-03-15, 09:34 PM
Google "parlay".

It will define "parlay".

Google "parley".

It will define "parley".

Garryl
2013-03-16, 09:53 AM
The highest single die in 5d12 averages roughly 10.5 (equivalent to 3d6). As a result, High Card and Pair provide dramatically higher damage bonuses than other maneuvers of their level.

PEACH, the immobilized condition is a weaker form of the full entangled condition (you can't move from your space, but no penalties to Dex and attack rolls). I know that it was printed in Tome of Magic and Rules Compendium, though I don't know where else. It was only formalized late in 3.5's development cycle.

PEACH
2013-03-16, 03:36 PM
Averaging 10.5 is significant, yes, but I wouldn't call 3.5 more damage than usual for the level a massive damage boost. The problem is that it's both less of a gamble than the usual 2d6 boost *and* more powerful. A singular D12, or something where you could get no boost or a boost of +10 or so, would be better.

Garryl
2013-03-16, 04:02 PM
High Card is 1st level and adds the equivalent of 3d6. Most 1st-level strikes don't directly add damage. Those that do are usually +1d6.

Pair is 3rd level. Most of the strikes at that level add 2d6 to 4d6 damage. The only one I can think of that does +6d6 (Soaring Raptor Strike) has some pretty stringent requirements (succeed on a Jump check equal to target's AC, and only against a creature larger than yourself), although it does give +4 to hit if you meet them. Mind you, since it's just damage, it's comparable to Divine Surge (+8d8 at 4th), so I suppose that's fine.

Xaotiq1
2013-03-19, 04:52 PM
Okay, BIG overhaul on this one. Would definitely appreciate someone giving a lookie-loo and maybe leave a peach!