View Full Version : [RIVALRY] The Lost Cutlass Poker Invitational

2007-01-17, 05:16 AM
J: Welcome to the GMG Grand Casino here in beautiful Lost Cutlass, where we're bringing you the final rounds of the Lost Cutlass Poker Invitational. We've already seen some fantastic action, and there's so much more to come. What's on tap for today Norm?
N: Well Jeff, we're into the final day of the competition where the goal every year is to knock off our two favorites, Phil Hellhound and Chris Goldmaker. Those two have played the final in nine of the last ten years, and in the tenth Hellhound beat young Jimmy Porter after Porter beat Goldmaker in the semis.
J: How is it that in a game where so much luck is involved, two players can dominate so consistently?
N: Nobody knows, Jeff. There are wild stories that these two have some kind of magical control over luck, but our hosts at the GMG Grand assure us that no magic is involved in these games.
J: Well, the action's about to start, let's see what's on tap for us now.

The Lost Cutlass Poker Invitational attracts the best professional gamblers and a host of aspiring and gold hungry amateurs. The event offers a significant reward for the champion, and allows lesser players a rare chance to test their skills against the best. To get in, a player must attract the attention of the invitation committee either by showing skills in regional qualifying tournaments, or by paying an entry fee either on their own or through a sponsor.
Unfortunately for the field, the entry fees usually wind up in the hands of one of two men.

N: Jeff, it looks like Phil's on his way to the finals, he's bled Porter down to his last few chips, and it's a formality for him to finish it off.
J: Looks that way, Norm. I suppose it's too much to ask to not see the victory dance this time around.
N: It's just Phil being Phil, Jeff.

Phil Hellhound
Crybaby. Sore loser. Primadonna. All words that have been used to describe Phil Hellhound when he loses. Unfortunately for his opponents, he doesn't lose much. Young and brash, Phil always wears his emotions on his sleeve, but his remarkable skill and more than his share of luck have kept that from becoming a hinderance at the poker table. Rumors abound that some of the disgruntled rivals he has left in his wake have resolved to settle matters away from the table, but no attacks have come to light as of yet.
Male Human Rogue 5 / Master Gambler 8
Challenge Rating: 13
Medium Humanoid
Hit Dice: 13d6+13 (64 hp)
Initiative: +8
Speed: 30 (6 squares)
Armor Class: (18), touch 18, flat-footed 14
Base Attack: +9/+4, Grapple: +9
Attack: +11 melee (1d4+2, +2 defending dagger) or +14 ranged (1d4+1, +1 returning dagger)
Full Attack: +11/+6 melee (1d4+2, +2 defending dagger)
Special Attacks: sneak attack +3d6
Special Qualities: don't fail me now 2/day, evasion, never tell me the odds, papa needs a new pair of shoes +2, trap sense +1, trapfinding, uncanny dodge
Saves: Fort +3, Ref +12, Will +8
Abilities: Str 10, Dex 18, Con 12, Int 16, Wis 14, Cha 8
Skills: Appraise +19, Bluff +15, Escape Artist +12, Gather Information +15, Hide +20, Listen +20, Move Silently +20, Open Lock +14, Profession (Gambler) +18, Sense Motive +18, Sleight of Hand +20, Spot +20
Feats: Alertness, Improved Initiative, Danger Sense, Combat Expertise, Dodge, Improved Feint
Alignment: Neutral
Possessions: Stone of Good Luck, +2 Defending Dagger, +1 Returning Dagger, Lined Coat +4 (Coat provides +4 armor bonus, slot as armor/robe, price and requisites as Bracers of Armor), Masterwork Thieves' Tools, 40,000 GP in cash and credit.

J: At the other table, we see Chris Goldmaker has just gone all in against Amastacia.
N: Well, this has been a back and forth battle, Jeff. Neither has been able to gain any significant advantage over the other. This is about the only way it's going to end.
J: And she's called. She's been close to the finals a few times, Norm. Is this finally her shot?
N: It looks like she has the better hand, but Chris has pulled some miracle draws in his day.
J: And there it is, Goldmaker has revealed a full house which takes Xaniel's straight and puts him in yet another final with Hellhound.
N: A nice hug and a handshake from Chris sends Xaniel Amastacia home, and sends us to a break. When we come back, it's Goldmaker and Hellhound.

Chris Goldmaker
Composed and polite, Goldmaker is everything Hellhound is not, and almost his equal at the table. Chris burst onto the scene ten years ago, making the final in his first Invitational, and beating Hellhound to the surprise of the pundits. The two have since played each other over and over again, as Chris is the only player on the circuit who can keep up with Phil. Little is known of Goldmaker's pre-poker days, but it is his performance with the cards that has everyone's attention. While many of those who have lost to Hellhound have shown up in rumors of "evening the score", none have ever been tied to Goldmaker, as he is seen to be above such pettiness. In fact, the primary stories involving Goldmaker suggest he's thinking of retiring from playing poker and finding a more stable career.
Male Human Rogue 5 / Master Gambler 6
Challenge Rating: 11
Medium Humanoid
Hit Dice: 11d6 (42 hp)
Initiative: +4
Speed: 30 (6 squares)
Armor Class: (15), touch 15, flat-footed 13
Base Attack: +7/+2, Grapple: +6
Attack: +11 melee (1d6+2, +2 rapier)
Full Attack: +11/+6 melee (1d6+2, +2 rapier)
Special Attacks: sneak attack +3d6
Special Qualities: don't fail me now 1/day, evasion, never tell me the odds, papa needs a new pair of shoes +2, trap sense +1, trapfinding, uncanny dodge
Saves: Fort +3, Ref +11, Will +9
Abilities: Str 8, Dex 15, Con 10, Int 14, Wis 12, Cha 18 (22)
Skills: Bluff +27, Diplomacy +20, Disguise +14, Forgery +10, Gather Information +20, Intimidate +16, Listen +17, Move Silently +8, Profession (Gambler) +16, Search +8, Sense Motive +15, Sleight of Hand +8, Spot +17
Feats:Alertness, Iron Will, Persuasive, Quick Reconnoiter, Weapon Finesse
Alignment: Neutral Good
Possessions: +2 rapier, cloak of charisma +4, bracers of armor +3, amulet of glibness (+5 competence bonus to bluff), 30,000 GP in cash and credit

2007-01-17, 05:18 AM
J: Some excitement at the Invitational as Phil Hellhound has gotten into a shouting match with a spectator after losing a hand here in the finals.
N: He has to be careful, he tends to lose his concentration when he goes off on one of his rants.
J: And there's Goldmaker sitting calmly through it all.
N: He's seen it before, Jeff.
J: It's quieted down now, and we're seeing the next hand. Chris has a pair of jacks, while Phil has the 6,8 of hearts.
N: This could get exciting. This is the kind of hand that turns tournaments.
J: A round of betting and a round of cards. A 3 for Goldmaker and another heart for Hellhound.
N: The queen, so the straight flush is out of the question, but still potentially very good hands on both sides.
J: Is it my imagination or has Hellhound not looked at his hole card?
N: Now that you mention it, Jeff, I'm not sure Goldmaker has either.
J: So they're both betting blind?
N: And they're all in, Jeff. They must know something we don't.
J: Final cards, Jack of Spades for Goldmaker, giving him three, and the 10 of hearts for Hellhound. It's all down to the hole cards.

Hit Die: d6.

1|+0|+0|+2|+2|Papa Needs a New Pair of Shoes +1
4|+3|+1|+4|+4|Don't Fail Me Now 1/day
5|+3|+1|+4|+4|Papa Needs a New Pair of Shoes +2
6|+4|+2|+5|+5|Never Tell Me the Odds
8|+6|+2|+6|+6|Don't Fail Me Now 2/day
10|+7|+3|+7|+7|Papa Needs a New Pair of Shoes +3[/table]

To qualify to become a Master Gambler, a character must fulfill all the following criteria.
Skills: Bluff 8 ranks, Profession (Gambler) 4 ranks, Sense Motive 8 ranks.
Special: Must have lost at least 10,000 GP (or equivalent) in a game of chance.

Class Skills
The Master Gambler's Class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), and Spot (Wis).
Skill Points at Each Level: 6 + Int modifier.

Class Features
All of the following are class features of the Master Gambler prestige class.
Weapon and Armor Proficiency: Master Gamblers gain no proficiency with any weapon or armor.

Papa Needs a New Pair of Shoes: When using the variant profession rules for gamblers (see below) a Master Gambler gains a +1 luck bonus to Profession (Gambler) checks at first level. This bonus increases to +2 at fifth level, and +3 at tenth. This bonus only applies to checks made in an attempt to earn income. Other uses of this skill are unaffected.
If not playing by the variant rules, then at +1, multiply the profession check result by 10 to determine winnings; at +2, 50; and at +3, 250.

Don't Fail Me Now: At 4th level, a Master Gambler gains the ability to treat any one attack roll, skill check, ability check, or saving throw per day as if he naturally rolled a 20. However, use of this ability can not grant the Master Gambler a critical hit (The confirmation roll automatically fails.) Use of this ability does not take an action over and above the action already being taken, but must be used before any dice are rolled. At 8th level, he may use this ability twice per day.

Note: Should two Master Gamblers use this ability on an opposed roll, and the resultant check be a tie, an opposed Master Gambler class level check determines the winner. This roll is final and cannot be rerolled by any means such as luck feats.

Never Tell Me the Odds: When faced with a challenge with a CR 4 or more above his character level, a Master Gambler gets a +2 luck bonus to all attack rolls, damage rolls, saving throws, skill and ability checks made until the challenge is decided one way or the other.

J: Another breathtaking final here at the Lost Cutlass Poker Invitational as Phil Hellhound's heart flush has beaten Chris Goldmaker's three Jacks and taken the final pot of the tournament.

Variant Rules: Profession (Gambler)
Unlike other profession skills, gambling carries the risk of loss. A gambler must commit an amount of gold as a stake which is modified by the following chart based on a Profession (Gambler) chart:
{table="head"]Check Result|Modify Stake by:
0-15| -100%
16-20| -25%
21-25| 0
26-30| +25%
31-35| +75%
36-45| +100%
46+| +150%
A player's stake also modifies the skill check, as those who are willing to gamble for more money are generally of higher skill (or they just have more money...)
{table="head"]Stake|Increase DCs by:
0-999 GP|0
1000-9,999 GP|5
10,000-49,999 GP|10
50,000-99,999 GP|15
A Profession (Gambler) check represents a night's playing.
A player's ability to find a game is limited by the GP limit of the town he is in, thus a player won't find a 10,000 GP game in a thorp or hamlet. In a city where gambling is outlawed or discouraged, the DC increase also acts as a Gather Information DC just to find a game of the desired cash level. Where it is embraced as an industry (like say... Lost Cutlass), almost any stake can be wagered.

2007-02-05, 05:37 AM
Like the idea :)