Leather_Book_Wizard
2006-12-18, 08:21 PM
Gambler
The battle raged on against the Lich. The barbarian was nearly dead.
" We can't stop him!" cried the barbarian.
" We can," replied the gambler," if you don't mind taking a chance."
Requirements
To qualify to become a gambler, a character must fulfill all the following criteria.
Skills : Profession (gambler) 8 ranks, Bluff 4 ranks, Intimidate 2 ranks, Sense Motive 4 ranks.
Feats : Skill Focus(Bluff), Skill Focus ( Sense Motive)
Hit Die: d6
Alignment: Any
Weapon and armor proficiency: The gambler is proficient with all simple and martial weapons and all light armor.
Class Skills: The class skills for the gambler ( and the key ability for each skill) are: Appraise( Int), Bluff( Cha) , Craft(Int), Diplomacy (Cha), Disguise (Cha), Escape Artist ( Dex), Forgery (Int), Gather Information (Cha), Hide(Dex),Intimidate ( Cha), Listen (Wis), Profession (Wis) , Search ( Int), Sense Motive ( Wis) , Sleight of Hand (Dex), and Spot (Wis).
Skill Points at First Level: 4+ Int modifier x 4
Skill Points at Each Additional Level: 4 + Int modifier,
BAB: Average
Fort: Poor
Ref: Good
Will: Good
Class Features:
Level Specials
1st, Luck, Gamble
3rd, Glare
4th, Wager
5th, Draw a Card
8th Double or Nothing
10th Great Gamble
Luck : Gamblers must possess good luck. Once per day, a gambler can reroll any die roll. He must take the result of the re-roll, even if it is worse than the first roll.
Gamble (Su) : A number of times per day equal to 3+ Cha modifier, a gambler can summon a pair of magical dice to alter reality. To determine the result, roll 2d6.
2 : Spontaneously cast any 1st level Evocation spell as a sorceror of your Gambler level.
3 : Gain a +3 to your next roll.
4: Lose 1d4 Dexterity points for 1d6 rounds.
5: Duplicates the effects of the rope trick spell.
6: Take 1d6 points of damage.
7: Gain a number of GP equal to 4 x Int modifier.
8: You grow warts all over your face, taking a -5 to Cha for 3d6 rounds.
9:
10:
11:
12:
Glare (Ex) : A number of times per day equal to 3+ Cha modifier, the gambler can glare unnervingly at an opponent. The opponent must make a Will save ( DC 10+ gambler's Intimidate modifier) or be shaken for 1d4 rounds.
Wager (Ex) : A 4th-level gambler gains the ability to "wager" against an opponent in battle (or any contest, such as opposed skill checks). You name a number between one and 20, then roll 1d20 against your opponent. If you win, you get that number as a bonus; if you lose, you take it as a penalty.
Draw a Card (Su) : A number of times per day eual to 3 + Cha modifier, a gambler can draw a card from a magical deck in order to cast a spell. Roll 2d6 to determine the outcome.
2-blink, greater
3-Mirror image (3 images)
4-displacement
5-blink
6-blur
7-entropic field
8
9
10
11
12
Bluff Mastery (Ex) : The gambler gets +5 to all Bluff checks.
Double or Nothing (Su) : 3 times per day,the gambler has a chance to double all his money or lose it. Roll d%.
1-50%: Lose all current GP. A successful Will save halves the GP lost.
51- 100%: Current GP is doubled.
Great Gamble (Su) : The gambler can roll a powerful set of magical dice to alter reality.Roll 2d6 to determine the results. The Gambler's luck ability can not be used on a Great Gamble.
2: Gain +10 to all rolls for 1d6 rounds.
3: Turn permanently green, purple, red, or pink(decided by the gambler). A gambler who changes color in this way takes a -4 penalty to Hide checks.
4: Gain 10d20 gp.
5: Take 7d8 points of damage. A successful fortitude save halves the damage.
6: Gain 1d6 negative levels for 1d4 days.
7: You are under the effects if a body of war spell( Spell Conpendium pg.35) for 1d4 rounds per 2 gambler levels.
8: Lose 1d4 ranks in any skill. The gambler cannot lose so many ranks as to disqualify him for the gambler class.
9: Become a Dwarf for 1d4 days.
10: Lose 1d4 points of Constitution permanently. A Fortitude save can be made (DC 20) to render the Constitution penalty temporary(3d6 days.)
11: Roll a Profession (Gambler) check (DC 15). For every point you succeed over the DC, add 1 to your Hit Points.
12: Roll a Profession (Gambler) check (DC 15+Opponents Cha Modifier). If the check succeeds, cast Power Word Die on one opponent per point of Charisma bonus.
The battle raged on against the Lich. The barbarian was nearly dead.
" We can't stop him!" cried the barbarian.
" We can," replied the gambler," if you don't mind taking a chance."
Requirements
To qualify to become a gambler, a character must fulfill all the following criteria.
Skills : Profession (gambler) 8 ranks, Bluff 4 ranks, Intimidate 2 ranks, Sense Motive 4 ranks.
Feats : Skill Focus(Bluff), Skill Focus ( Sense Motive)
Hit Die: d6
Alignment: Any
Weapon and armor proficiency: The gambler is proficient with all simple and martial weapons and all light armor.
Class Skills: The class skills for the gambler ( and the key ability for each skill) are: Appraise( Int), Bluff( Cha) , Craft(Int), Diplomacy (Cha), Disguise (Cha), Escape Artist ( Dex), Forgery (Int), Gather Information (Cha), Hide(Dex),Intimidate ( Cha), Listen (Wis), Profession (Wis) , Search ( Int), Sense Motive ( Wis) , Sleight of Hand (Dex), and Spot (Wis).
Skill Points at First Level: 4+ Int modifier x 4
Skill Points at Each Additional Level: 4 + Int modifier,
BAB: Average
Fort: Poor
Ref: Good
Will: Good
Class Features:
Level Specials
1st, Luck, Gamble
3rd, Glare
4th, Wager
5th, Draw a Card
8th Double or Nothing
10th Great Gamble
Luck : Gamblers must possess good luck. Once per day, a gambler can reroll any die roll. He must take the result of the re-roll, even if it is worse than the first roll.
Gamble (Su) : A number of times per day equal to 3+ Cha modifier, a gambler can summon a pair of magical dice to alter reality. To determine the result, roll 2d6.
2 : Spontaneously cast any 1st level Evocation spell as a sorceror of your Gambler level.
3 : Gain a +3 to your next roll.
4: Lose 1d4 Dexterity points for 1d6 rounds.
5: Duplicates the effects of the rope trick spell.
6: Take 1d6 points of damage.
7: Gain a number of GP equal to 4 x Int modifier.
8: You grow warts all over your face, taking a -5 to Cha for 3d6 rounds.
9:
10:
11:
12:
Glare (Ex) : A number of times per day equal to 3+ Cha modifier, the gambler can glare unnervingly at an opponent. The opponent must make a Will save ( DC 10+ gambler's Intimidate modifier) or be shaken for 1d4 rounds.
Wager (Ex) : A 4th-level gambler gains the ability to "wager" against an opponent in battle (or any contest, such as opposed skill checks). You name a number between one and 20, then roll 1d20 against your opponent. If you win, you get that number as a bonus; if you lose, you take it as a penalty.
Draw a Card (Su) : A number of times per day eual to 3 + Cha modifier, a gambler can draw a card from a magical deck in order to cast a spell. Roll 2d6 to determine the outcome.
2-blink, greater
3-Mirror image (3 images)
4-displacement
5-blink
6-blur
7-entropic field
8
9
10
11
12
Bluff Mastery (Ex) : The gambler gets +5 to all Bluff checks.
Double or Nothing (Su) : 3 times per day,the gambler has a chance to double all his money or lose it. Roll d%.
1-50%: Lose all current GP. A successful Will save halves the GP lost.
51- 100%: Current GP is doubled.
Great Gamble (Su) : The gambler can roll a powerful set of magical dice to alter reality.Roll 2d6 to determine the results. The Gambler's luck ability can not be used on a Great Gamble.
2: Gain +10 to all rolls for 1d6 rounds.
3: Turn permanently green, purple, red, or pink(decided by the gambler). A gambler who changes color in this way takes a -4 penalty to Hide checks.
4: Gain 10d20 gp.
5: Take 7d8 points of damage. A successful fortitude save halves the damage.
6: Gain 1d6 negative levels for 1d4 days.
7: You are under the effects if a body of war spell( Spell Conpendium pg.35) for 1d4 rounds per 2 gambler levels.
8: Lose 1d4 ranks in any skill. The gambler cannot lose so many ranks as to disqualify him for the gambler class.
9: Become a Dwarf for 1d4 days.
10: Lose 1d4 points of Constitution permanently. A Fortitude save can be made (DC 20) to render the Constitution penalty temporary(3d6 days.)
11: Roll a Profession (Gambler) check (DC 15). For every point you succeed over the DC, add 1 to your Hit Points.
12: Roll a Profession (Gambler) check (DC 15+Opponents Cha Modifier). If the check succeeds, cast Power Word Die on one opponent per point of Charisma bonus.