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Pinkcrusade
2013-12-12, 12:26 PM
Hey, how are you guys today?


So, I am starting a campaign soon, and a few of my friends have suggested that they would like to play a homebrew idea, which, I am fine with. I am wondering how balanced this class is relative to base classes from 3.5, and any suggestions or input you have pertaining to this. {Warning} The copy+paste organization is not the best, so if you don't want to go through this wall of text, just type in "Gambler, 3.5", and you should see the class. It has a picture of Gambit on it.


Thanks!


Gambler


A gambler throws a flurry of enchanted cards at his opponent.
Rating: Not rated
(Rate this class)
Status: Reworking it completely.
Editing: Constructive edits welcome
Contents [hide]
1 Gambler
1.1 Making a Gambler
1.1.1 Class Features
1.1.2 Epic Gambler
1.1.3 Human Gambler Starting Package
1.2 Campaign Information
1.2.1 Playing a Gambler
1.2.2 Gamblers in the World
1.2.3 Gambler Lore
1.2.4 Gamblers in the Game
Gambler[edit]

There are those who gamble and there are gamblers. A gambler is not just a lucky man looking for the next big win or an unlucky man looking for his big break. A gambler has gained an innate understanding of the world of chance and has learned to focus the infinite possibilities luck gives. Whether their power is granted by trickster gods or them tapping into a type of wild magic that is not quite understood outside of their circle, gamblers are a force to be reckoned with.
Making a Gambler[edit]

A gambler is a ranged utility character. He can inflict a large amount of damage with his card throw ability. He can also disable opponents using various abilities such as his flashy shuffle. Gamblers play differently than most classes because they use a deck of cards instead of dice for most of their abilities. A clever gambler will make use of their ability to manipulate their deck of cards.
Abilities: A successful gambler focuses on his charisma for the save DCs of his abilities, dexterity for card throwing, and intelligence for skill points, in that order.
Races: Any race may become a Gambler, although some races are more prone to take up the risky lifestyle. Humans, Gnomes, and Halflings are a prime candidate being adventurous and curious by nature. Elves tend to frown on the practice of taking needless risks, but some are intrigued by the weaving of fate that the Gambler invokes. Orcs are not usually intelligent enough to grasp the concepts of luck-based magic or the complicated techniques of the card tricks, but there have been stories of ferocious Orc Gamblers that use their frightening size and strength to intimidate their foes.
Alignment: Any. People of a chaotic nature tend to be more drawn to the class then lawful characters.
Starting Gold: As fighter.
Starting Age: "As rogue."
Table: The Gambler
Hit Die: d8
Level Base
Attack Bonus Saving Throws Special
Fort Ref Will
1st +0 +0 +2 +2 Card Throw, Flashy Shuffle, Peek (3 cards)
2nd +1 +0 +3 +3 Card Swirl
3rd +2 +1 +3 +3 Card Throw Flurry, Toss the Dice
4th +3 +1 +4 +4 Doubles Gives Another Turn, Flick of the Wrist
5th +3 +1 +4 +4 Double Toss, Bonus Luck Feat, Improved Flashy Shuffle
6th +4 +2 +5 +5 Paired Throw, Peek (4 cards)
7th +5 +2 +5 +5 Deck of Illusions, Improved Card Throw Flurry, Crap Shoot
8th +6/+1 +2 +6 +6 Dice Bomb, Restock
9th +6/+1 +3 +6 +6 Card Throw Flurry Accuracy, Dispelling Card
10th +7/+2 +3 +7 +7 Bonus Luck Feat, Up the Sleeve
11th +8/+3 +3 +7 +7 Improved Restock, Greater Card Throw Flurry
12th +9/+4 +4 +8 +8 Aces High, Controlling Card, Peek (5 cards)
13th +9/+4 +4 +8 +8 Exploding Dice, Symbol of Sleep
14th +10/+5 +4 +9 +9 Hot Streak, Symbol of Pain
15th +11/+6/+1 +5 +9 +9 Bonus Luck Feat, Symbol of Persuasion
16th +12/+7/+2 +5 +10 +10 Skip Town, Symbol of Fear
17th +12/+7/+2 +5 +10 +10 Hot Shot, Symbol of Stunning
18th +13/+8/+3 +6 +11 +11 Ace in the Hole, Peek (6 cards), Symbol of Weakness
19th +14/+9/+4 +6 +11 +11 Symbol of Insanity
20th +15/+10/+5 +6 +12 +12 Bonus Luck Feat, Fifty Two Pickup, Symbol of Death
Class Skills (6 + Int modifier per level, Χ4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha).
Class Features[edit]
All of the following are class features of the Gambler.
Weapon and Armor Proficiency: Gamblers are proficient with light armor and all simple weapons.
Deck of Cards: The gambler carries a deck of cards that he has magically attuned with. This deck of cards allows him to use his gambler class abilities. Should he ever lose the deck of cards or if they are damaged, he can replace them by spending 100 gp and performing a 4 hour gambling ritual (at a casino). The deck is a standard deck of cards plus two jokers.
The deck's magic nature makes it a strange deck of cards. When anyone other than the gambler uses the deck, it appears to be all blank cards. In fact, the gambler cannot cheat and stack the order of the cards ahead of time because they appear blank to him until he uses one of his gambler abilities to use a card.
The face values of the cards as they relate to the gambler's abilities can be found in the table below.
Table: Card Face Values
Card Type Face Value
Ace 1
Two 2
Three 3
Four 4
Five 5
Six 6
Seven 7
Eight 8
Nine 9
Ten 10
Jack 11
Queen 12
King 13
Joker 15
Whenever the gambler uses a card from his deck, the card disappears until he has rested for at least 1 minute and then it reappears in his deck.
Dice: Like the deck of cards, a gambler has a special pair of dice that he uses for some of his class abilities. The dice require the same replacement procedure as the cards if they are lost or broken, but otherwise seem to be a regular pair of dice.
Card Throw (Su): The gambler can magically charge cards from his deck and throw them at his opponents. The cards turn into a ball of energy while they fly towards their target. He uses the cards as if they were a thrown weapon, but uses a ranged touch attack to roll to hit. The cards deal damage equal to their face value and critical hits deal double damage. If multiple cards hit the same target, add the damage together as if it were from a single source before determining energy resistance. The damage type is based on the suit of the card:
Spades: Acid
Clubs: Cold
Diamonds: Lightning
Hearts: Fire
No Suit (Jokers): Force
Peek (Su): As a swift action, the gambler can look at the top three cards of his deck and switch the order of the cards. At 6th, 12th, and 18th level, the gambler can look at and rearrange one extra card with this ability. The cards last in this order for 1 minute and then the order is randomized again.
Flashy Shuffle (Sp): The gambler can shuffle his deck as a standard action to replicate the effects of one of the following spells: Daze, Charm Person, Hypnotism, and Sleep. The save DC for these spells is 10 + 1/2 gambler's HD + gambler's cha modifier.
Card Swirl (Sp): At second level, as a standard action, the gambler can throw 1d4 cards from his deck to replicate the effects of Color Spray. The DC to save against this effect is 10 + 1/2 gambler's HD + gambler's cha modifier.
Card Throw Flurry (Ex): At third level, the gambler can make an extra Card Throw during a full attack action, but each attack he makes in a round he uses this ability takes a -2 penalty.
Toss the Dice (Su): At third level, as a swift action, the gambler can toss his special pair of dice to have a random beneficial spell affect him with a caster level equal to his HD. The gambler cannot use this ability again until the spell duration has expired (or it is dispelled).
Dice Result Spell Cast on the Gambler
2 Heroism
3 Invisibility
4 Fox's Cunning
5 Bear's Endurance
6 Cat's Grace
7 Blur
8 Owl's Wisdom
9 Bull's Strength
10 Eagle's Splendor
11 Mirror Image
12 Protection from Energy
Doubles Gives Another Turn (Su): At fourth level, whenever the gambler rolls doubles with Toss the Dice, he may make another roll on the table and also benefit from that spell. If he rolls the same number again, he may choose a different spell from the table.
Flick of the Wrist (Ex): At fourth level, the gambler adds his dexterity modifier to damage dealt with his Card Throw.
Bonus Luck Feat: At 5th, 10th, 15th, and 20th level, the gambler gets a bonus feat with the luck descriptor.
Improved Flashy Shuffle (Su): At 5th level, when the gambler uses the shuffle ability, he may also use Deep Slumber, and Suggestion.
Double Toss (Su): At 5th level, the gambler may throw 2 cards per attack.
Paired Throw (Su): At 6th level, if a gambler hits a target more than once with his Card Throw ability, if any two of the cards have the same face value, double the face value when determining damage. If there are more than two cards that hit the target with the same face value, double them as well.
For example: If Moe the 6th level gambler hits an orc with 5 cards: the ace of diamonds, the ace of spades, the ace of hearts, the six of hearts, and the six of spades, he would deal 2 lightning + 2 acid + 2 fire + 12 fire + 12 acid base damage from the card throws.
Deck of Illusions (Su): At 7th level, the gambler can draw a card from his deck and use it as if he had drawn a card from a Deck of Illusions.
Improved Card Throw Flurry (Ex): At 7th level, the gambler can make a second extra Card Throw during a Card Throw Flurry.
Crap Shoot (Su): At 7th level, as a standard action, the gambler can toss his dice to curse an enemy. The gambler can use Crap Shoot against any target within 100ft. The caster level for these spells is equal to the gambler's HD and the save DC is 10 + 1/2 gambler's HD + gambler's cha modifier. The spell only hits the target (even if it would normally have an area of effect). Once he has used Crap Shoot, he cannot use it again for 1d4+1 rounds.
Dice Result Spell Cast on the Target
2 Dominate Person
3 Phantasmal Killer
4 Black Tentacles
5 Shout
6 Enervation
7 Lightning Bolt
8 Waves of Fatigue
9 Confusion
10 Resilient Sphere
11 Bestow Curse
12 Roll twice on this table instead. If you get this result again, choose a spell on this table.
Dice Bomb (Su): At 8th level, as a full round action action, the gambler can create a massive explosion. He points his finger at a target area within 100 ft. + 10 ft. per HD and rolls his pair of dice. A 10 ft. radius burst deals 1d6 fire damage per gambler HD to each target in the area. Creatures are entitled to a reflex save DC 10 + 1/2 gambler's HD + gambler's cha modifier for half damage.
Restock (Su): At 8th level, once per encounter as a move action, the gambler can have all of the cards he has used returned to his deck (and have the deck shuffled) as if he had rested 1 minute.
Card Throw Flurry Accuracy (Ex): At 9th level, the gambler no longer takes an attack penalty from the Card Throw Flurry ability.
Dispelling Card (Su): At 9th level, as a standard action, the gambler can throw a card at an area or target within 100 ft. + 10 ft. per HD to have Dispel Magic cast on the area or target. The caster level is equal to 1/2 the gambler's HD + the face value of the card.
Up the Sleeve (Su): At 10th level, when a gambler uses Peek, he can take one of the cards an hold it up his sleeve instead of putting it back on top of his deck. Whenever he would draw a card for any other gambler ability, he can instead use the card up his sleeve. The card returns to the deck if it isn't used in 1 minute. He can only have 1 card up his sleeve at a time.
Improved Restock (Su): At 11th level, the gambler can use restock at will.
Greater Card Throw Flurry (Ex): At 11th level, the gambler can make a third extra Card Throw during a Card Throw Flurry.
Aces High: At 12th level, the gambler's aces now have a face value of 14.
Controlling Card (Su): At 12th level, as a standard action, the gambler can throw a card at a target within 25 ft. + 5 ft. per HD to take control of their actions. This functions as a Dominate Person spell with a caster level equal to the gambler's HD. The DC to save against this effect is the card's face value + 1/2 gambler's HD + gambler's cha modifier.
Exploding Dice: At 13th level, whenever the gambler rolls the maximum result on a die for damage, she rolls the die again and adds the result. If the rerolled die comes up as the maximum result continue rerolling adding the damage each time.
Symbol of Sleep (Su): At 13th level, a gambler can spend 10 minutes to put a card down that acts as a Symbol of Sleep. Unlike the spell, the HD limit is equal to the card's face value. The caster level for this effect is the gambler's HD and the save DC is 10 + 1/2 gambler's HD + gambler's cha modifier. Once the effect is activated, the card returns to the gambler's deck 1 minute later. The gambler may also recall the card to his deck as a move action (at which point the symbol of sleep disappears).
Hot Streak (Ex): At 14th level, a gambler learns to make the best of a good luck streak. Each time he succeeds at an attack roll or saving throw he gains 1 luck point. If he fails at an attack roll or saving throw, he loses all of his current luck points. He can trade 5 luck points to reroll a failed attack roll or saving throw after he knows the results. After 1 minute without gaining luck points, the gambler loses all his current luck points.
Symbol of Pain (Su): At 14th level, a gambler can spend 10 minutes to put a card down that acts as a Symbol of Pain. This functions in the same way as the Symbol of Sleep class ability except that there is no HD limit.
Symbol of Persuasion (Su): At 15th level, a gambler can spend 10 minutes to put a card down that acts as a Symbol of Persuasion. This functions in the same way as the Symbol of Sleep class ability except that there is no HD limit.
Skip Town (Su): At 16th level, a gambler can teleport away from a bad situation. As a full-round action, the gambler must shuffle his deck and draw a card. He then is affected by a Greater Teleport spell with a caster level equal to his HD. Unlike a regular greater teleport spell, he cannot bring creatures he touches. The card disappears from his deck for 1 hour and cannot be retrieved with Restock or rest.
Symbol of Fear (Su): At 16th level, a gambler can spend 10 minutes to put a card down that acts as a Symbol of Fear. This functions in the same way as the Symbol of Sleep class ability except that there is no HD limit. Instead, it affects a number of hitpoints worth of creatures equal to 15 times the face value of the card used.
Hot Shot (Ex): At 17th level, a gambler can spend 5 luck points gained from Hot Streak to add 1d6 to an attack roll or saving throw before he knows the results.
Symbol of Stunning (Su): At 17th level, a gambler can spend 10 minutes to put a card down that acts as a Symbol of Stunning. This functions in the same way as the Symbol of Sleep class ability except that there is no HD limit. Instead it affects a number of hitpoints worth of creatures equal to 15 times the face value of the card used.
Ace in the Hole (Ex): At 18th level, a gambler can spend a swift action to search his deck and put an ace up his sleeve. Shuffle the deck afterward. He now can have two cards up his sleeve at a time.
Symbol of Weakness (Su): At 18th level, a gambler can spend 10 minutes to put a card down that acts as a Symbol of Weakness. This functions in the same way as the Symbol of Sleep class ability except that there is no HD limit.
Symbol of Insanity (Su): At 19th level, a gambler can spend 10 minutes to put a card down that acts as a Symbol of Insanity. This functions in the same way as the Symbol of Sleep class ability except that there is no HD limit.
Fifty-Two Pickup (Ex): At 20th level, a gambler can spend a full-round action to perform his ultimate technique. Each enemy within a 120 ft. cone is hit with a cascade of colors that gives different effects. The gambler must count the cards in his deck and divide them amongst each target in the area (with a maximum of 4 cards per target). Each target is then affected by a random color of prismatic spray with caster level equal to the gambler's HD and a save DC of 5 + the face value of the card + 1/2 the gambler's HD + gambler's cha modifier. The first 4 cards drawn from the deck for this ability do not appear back in the deck for 1 hour. All of the cards in the deck must be used for this ability even if there are not enough targets. They can be retrieved with Restock (other than the four cards that are removed for an hour), however.
Symbol of Death (Su): At 20th level, a gambler can spend 10 minutes to put a card down that acts as a Symbol of Death. This functions in the same way as the Symbol of Sleep class ability except that there is no HD limit. Instead it affects a number of hitpoints worth of creatures equal to 15 times the face value of the card used.
Epic Gambler[edit]
Table: The Epic GamblerHit Die: d8
Level Special
21st —
22nd —
23rd Bonus Feat
24th —
25th —
26th Bonus Feat
27th —
28th —
29th Bonus Feat
30th —
6 + Int modifier skill points per level.
Bonus Feats: The epic Gambler gains a bonus feat (selected from the list of epic Gambler bonus feats) every three levels after 20th.
Epic Gambler Bonus Feat List: Blinding Speed, Distant Shot, Epic Dodge, Epic Reflexes, Epic Reputation, Epic Skill Focus, Great Charisma, Great Dexterity, Improved Combat Reflexes, Instant Reload, Superior Initiative, Swarm of Arrows, Uncanny Accuracy.
A gambler can use Swarm of Arrows to throw cards instead of fire arrows.
Human Gambler Starting Package[edit]
Armor: Leather Armor
Weapons: Quarterstaff, 2 daggers
Skill Selection: Pick a number of skills equal to 6 + Int modifier.
Skill Ranks Ability Armor
Check
Penalty
Appraise 4 Int —
Bluff 4 Cha —
Diplomacy 4 Cha —
Escape Artist 4 Dex 0
Gather Information 4 Cha —
Hide 4 Dex 0
Move Silently 4 Dex 0
Sense Motive 4 Wis —
Sleight of Hand 4 Dex 0
Spot 4 Wis —
Feat: Skill Focus (Bluff).
Bonus Feats: Improved Initiative.
Gear: Backpack, bedroll, flint and steel, hooded lantern, oil (2 pints), tent, trail rations (4 days worth), waterskin, winter blanket.
Gold: 75 gp.
Campaign Information[edit]

Playing a Gambler[edit]
Religion: Gamblers tend not to follow any religion, finding it hard to believe that they could influence fate so easily if gods were real. Nonetheless, however, some gamblers relate their abilities to their worship of trickster gods.
Other Classes: Other adventurers find the gambler easy going and laid back. Clerics, monks, and paladins, tend to find the gambler's lack of responsibility and loose moral code to be slightly annoying at best and downright inexcusable at worst.
Combat: A gambler is the type of character that will try to remain mobile and avoid enemies while pelting them with enchanted cards. If an enemy gets too close to a gambler, he can always use one of his close range disabling abilities such as the card swirl ability.
Advancement: Gamblers can do well by multiclassing into the rogue or bard classes. Rogue gamblers gain the benefits of their sneak attacks to add to the card throw ability. Bard gamblers can use their spells and music to augment the abilities of themselves and their allies. In general, a gambler does best multiclassing into classes that offer a high amount of skill points with a variety of skills. Because their abilities scale with the HD rather than class level, their gambler abilities always remain relevant.
Gamblers in the World[edit]
“ In a bet there are two people... The fool and the thief, I know who I'd rather be. ”
—Heredus the swifthanded, Human Gambler
Gamblers are usually found in large city centers. They spend most of their time gambling and this is the reason a great many of them take to adventuring: to pay off gambling debts. Gamblers often become self-assured about their next big win and have the utmost confidence that luck will bring them out of any bad situation. For this reason, they seem to be extremely impulsive to others, which isn't really a surprise because when it boils down to the facts, they really are. If a gambler isn't seen gambling, then odds are, he is seen doing something very dangerous for the promise of large amounts of coin.
Daily Life: The life of a gambler comes with big highs and deep lows. One day a gambler will be as rich as an efreeti sultan, the next day he doesn't have a copper left to his name. Gamblers love the uncertainty of this lifestyle and appreciate life all the more when it is going their way. Every gambler adventures often enough because it is the fastest way to make large amounts of gold.
Notable Gamblers: "King" Felix Goldan, Male Human Gambler: has gained and lost ownership of a small kingdom over 60 times from betting.
Fortune, Female Tiefling Gambler: tricked a great wyrm red dragon out of his entire treasure hoard.
Gorruk Slytongue, Male Orc Gambler: bet against a demigod in a footrace with 10,000:1 odds and won the bet.
Organizations: Gamblers don't often like to tie themselves to a particular group. They are well known to deal with organizations, taking out loans for as much as they can (the more you have to gamble with, the bigger you win). The only reason they have to affiliate with an orginization is to find quick work to pay off the large loans they like to take from shady individuals.
NPC Reactions: Most NPCs can pick out a gambler right away and most NPCs don't like them. A hard working farmer just can't understand why someone would waste their life throwing a years salary down on a single bet. Gamblers don't expect NPCs to understand their ways and the feeling of dislike is often mutual. That being said, a gambler who hides his true nature often makes many friends. Their impulsive attitude is often found to be very interesting and exciting to NPCs.
Gambler Lore[edit]
Characters with ranks in Gather Information can research Gamblers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
Gather Information
DC Result
5 Gamblers love a challenge and often win outlandish bets against all odds.
10 Gamblers throw enchanted cards at opponents.
15 Gamblers use a strange form of magic that comes from the infinite possibilities that luck provides.
20 Detailed information about a particular gambler.
Gamblers in the Game[edit]
Gamblers are found wherever there is gambling to be done. Often this means that they are found in big cities making bets on anything they can. Their love of gambling is almost like a ritualistic religion and it is what grants them their understanding into luck-based magic. Some gamblers are thieves, others have a strong set of morals. Many don't even use their powers unless they are forced to.
Adaptation: Gamblers can fit into any world where gambling has some form of prevalence. They could be like sorcerers where some are just born with the innate understanding of luck and their powers develop with that understanding. Other worlds might make gamblers a trained class that is taught by a secret society of betting men.
Sample Encounter: TODO

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Grod_The_Giant
2013-12-12, 12:58 PM
I'd post a link, rather than try to copy-paste the thing into incoherence.

My main complaint is that there are a couple of really good effects (charm person, level 1 sleep, level 2 color spray, dominate person, (su) greater teleport) which are probably too good to be usable at-will. Other than that, it looks pretty cool. If you had some limit on those SLAs, I'd call it a solid T3.

pwykersotz
2013-12-12, 03:27 PM
It's Gambit!

Lord Haart
2013-12-12, 04:56 PM
Well, i'm not an expert, but i'll post my opinion. Note that i'm analysing the class more from RaI and mid-optimisation standpoint instead of looking through its abilities in a search for the One Rulehole To Own Them All.

Very strong at early levels, falls out of favor later on.

I see a Tier 3 class that is best compared to warlock (it too demonstrates a narrow array of slowly gained at-will abilities and a signature ranged attack); it has very high optimisation floor at single-digit levels (to the point of appearing to be outright overpowered in many ways at levels 1-3) but sharply falls behind after that to the very rocky bottoms of Tier 3. Optimisation ceiling is hard for me to determine, sorry.


It begins incredibly strong, with at-will Sleep and an energy ranged touch attack that hits for about 1d14+Str (with hard-to-calculate advantage of results being somewhat predictable), or just about 1d14 if my understanding of RaI behind the ability is right, versus eldritch blast's 1d6, and that is eligible for throwing weapon optimisation including allowing full attack. At-will Color spray after that is pretty good too. Toss the Dice is great for at-will Mirror Image/Blur if it does allow dismissal of spells and wonky if it doesn't. Card tossing steadily gets better and better at better rate than warlock's eldritch blast, but that's not that fair of comparison since the warlock is not a good blaster; however, it also lends itself very well to bonus damage delivery (which makes running out of good cards a non-problem if getting both Str and Dex — or just Dex if it wasn't intended to get Str at the first place — to damage didn't do it already), and a competent, high-damage ranged iterative attacker is a travesty, an affront to all things 3.5. Various little new at-wills are also neat. Did i mention good skillpoints? Avaiable abilities are a bit more focused than invocations as a whole are, so enchantment-resistant enemies turn off a lot of gambler's early repertoire and flight has to come from items/spells (it's not like getting it from the class is a norm, anyway), but it's not as focused as, say, beguiler, and beguler pulls its weight in Tier 3 pretty well.
It all goes downhill when the Symbol of X abilities replace interesting ones. Unless the class was intended to go quasi-trapsmith or be often taken by cobolds, they are of little use and i wouldn't compare them with greater invocations at all. Non-symbol new abilities are scarce, Hot Shot is weird but it looks like it can be a downgrade if a build didn't account for it (it discourages taking lots of iteratives, for once), so if i weren't going for milking Hot Shot in positive direction, i'd probably multiclass out of gambler without looking back (it doesn't offer better at-wills like invocation users offer better invocations, and there are lots of better options for lotsofcards-damage optimisation). Here, the gambler will probably go either for the niche of a ranged damager with some outdated utility or for one of the "My old class is so last season, we need Zeo Ur-priest Ranger Power!" options 3.5 mercifully offers.

Conclusion: the class is not well balanced, though it is certainly a far better attempt at balance than most of Dandwiki homebrew. Pick a level, any level — chances are, the class either trumps too much by itself or deals you a bad hand redeemable into an ace damager by optimising its first level ability with investments of non-class resources. If a player in my game would ask for this class, the dice says i wouldn't risk the gamble.




Rule problems that i've noticed on slight glance:
— It would appear that cards do get Str to damage as thrown weapons do by default (and then get Dex to damage too), but i doubt it's the intent;
— Exploding dice doesn't affect card throwing at all (Dragonfire Inspiration, precision damage and all other sorts of bonus damage dice nonwithstanding);

ShiningStarling
2013-12-12, 10:11 PM
...You've activated my trap card

Sorry I had too, watched all the Hellsing Ultimate Abridged again recently, and I swear this is the Dandy Man, aside from, you know, Gambit.

I must say I like the class, though it is very feature heavy. Heavy features throw those balance scales a bit.

First off a small note, some formatting would be very nice, at least a space between abilities or something. I mean I read it all, but trying to refer back to something else was like "I need to find that ability with the cards in it... wait not that one... or that one..." and so on.

*Ahem* sorry about that.

One small change I would make: Aces are almost always better than Kings, I would make them 14 rather than 1 in face value. Just sayin, the "Ace up your sleeve" is a lot less impressive when it deals 1 damage.

Anyway, at will spells are something to be very careful about. This is a class based on gambles, so where's the gambling is every spell is quite without doubt very beneficial to you? Those dice spell effects are very nice, but I would suggest a change there. If you made it cards instead of dice, maybe you could do it by suite and have a much smaller potential list. Or maybe you could go by face value, but have some of the effect be detrimental. Take for instance, keep all the current effects for "Toss the Dice", but shift them up 2 values. This leaves a 2, 3, and 15 open for something that could be detrimental, or at least not the best. Like 2 could be prestidigitation, 3 could be daze, and 15 could be fireball. They affect you, so this could be interesting. Joker got the last laugh on that one in particular.

I'm sorry, I'm not the best at balance suggestions, the chap before me did a much better job than me, though I hope I could be of some help. :smallsmile:

Hanuman
2013-12-13, 10:33 PM
Post a link.