grimgrin
2014-11-16, 12:41 AM
This is a homebrew class for a steampunk campaign (Pure Steam).
I would like to read your general thoughts. I think the the weakest parts are in red text.
GAMBLER (Rogue Archetype)
The gambler is a rogue that relies on his good fortune rather than sneak attacks. Most are professional gamblers or daredevils out for illicit thrills. A gambler can be found in the penthouses of the elite or grimy speakeasies taking on all comers. They stay mobile looking for marks and out running bookies on passenger trains, steamboats, and zeppelins crisscrossing the country. They join adventure parties to build a stack for the next big game or just for the hell of it.
Gamble (Ex or Su?): A gambler has a pool of fortune points. The total number of points at first level is two plus one each odd numbered gambler level acquires afterward. After a full night's sleep, the fortune pool is completely refilled. Fortune points can be spent as a swift action to modify or re-roll any die. Each of the following abilities are available at first level. This ability replaces sneak attack.
- Better Lucky Than Good: The gambler can spend fortune points to gain a +2 luck bonus on the next attack roll, damage roll, skill check, or attribute check per fortune point spent.
- Call Coin: So long as the gambler has one point of fortune, he can always predict the outcome of any ordinary coin flip.
- Bailout: When a creature rolls a critical threat on the gambler, he can as immediately spend a fortune point to insure the critical is not confirmed. This ability can only be used once per round.
- Double Down: After the gambler makes a confirmed critical hit, as a swift action the gambler can spend a fortune point to make another confirmation roll to increase the critical multiplier by two. Failure means the critical hit is no longer confirmed.
- Second Chance: The gambler can spend a fortune point to reroll any die, the result is final and can’t be rerolled again by spending another fortune point.
One fortune point is regained by rolling a natural “20”, reducing an opponent to zero hit points or less with a critical hit, successfully bluffing a stranger, gathering useful information through bluffing or sense motive, performing a death defying physical stunt, or winning more than her experience level x 100gp with one wager.or by a successful Profession (gamble) check against strangers. The gambler can only recover spent fortune points, not gain a surplus.
Professional Gambler (Ex): The gambler adds ˝ his class level to all Profession (gambling), Sense Motive, and Bluff skill checks. This ability replaces trap finding.
Fortune’s Favor (Su): At 3rd level, a gambler can gain a +1 luck bonus to AC so long as he has one fortune point. This luck bonus increases by +1 AC at levels 7, 11, 15, and 19 (+5 max), but can't exceed the gambler's current total of fortune points. Multiple luck bonuses do not stack with each other. This ability replaces trap sense.
Beat The Odds (Ex): An experienced gambler always seems to know the best line of play. Rather than a victim of bad luck, the gambler employs random probability to his advantage. At the start of each day, a 20th level gambler may roll a number of dice equal to his CHA modifier of any die type. Instead of making a random roll, as an immediate action, the character can instead substitute one of these pre-rolled dice for a die of the same size for himself or any opponent targeting him (including area effects). This ability replaces master strike.
New Rogue Talents
Measured Luck (Req.: 4th level gambler): The gambler increases her fortune pool by two points. This talent can be taken multiple times.
Lucky Shot (Req.: Gamble ability, Firearm Training talent): The gambler has a knack for shooting blind. She can spend a fortune point as a swift action to ignore the penalties of blindness, concealment, or invisibility with her next shot with a firearm.
Revolver Roulette (Req.: Gamble ability, Firearm Training talent): The gambler can spend a fortune point as an immediate action to double the chance of misfire for anyone shooting at her with a firearm till the beginning of her next turn.
Loaded Dice
Card Sharper
Pocket Ace
I would like to read your general thoughts. I think the the weakest parts are in red text.
GAMBLER (Rogue Archetype)
The gambler is a rogue that relies on his good fortune rather than sneak attacks. Most are professional gamblers or daredevils out for illicit thrills. A gambler can be found in the penthouses of the elite or grimy speakeasies taking on all comers. They stay mobile looking for marks and out running bookies on passenger trains, steamboats, and zeppelins crisscrossing the country. They join adventure parties to build a stack for the next big game or just for the hell of it.
Gamble (Ex or Su?): A gambler has a pool of fortune points. The total number of points at first level is two plus one each odd numbered gambler level acquires afterward. After a full night's sleep, the fortune pool is completely refilled. Fortune points can be spent as a swift action to modify or re-roll any die. Each of the following abilities are available at first level. This ability replaces sneak attack.
- Better Lucky Than Good: The gambler can spend fortune points to gain a +2 luck bonus on the next attack roll, damage roll, skill check, or attribute check per fortune point spent.
- Call Coin: So long as the gambler has one point of fortune, he can always predict the outcome of any ordinary coin flip.
- Bailout: When a creature rolls a critical threat on the gambler, he can as immediately spend a fortune point to insure the critical is not confirmed. This ability can only be used once per round.
- Double Down: After the gambler makes a confirmed critical hit, as a swift action the gambler can spend a fortune point to make another confirmation roll to increase the critical multiplier by two. Failure means the critical hit is no longer confirmed.
- Second Chance: The gambler can spend a fortune point to reroll any die, the result is final and can’t be rerolled again by spending another fortune point.
One fortune point is regained by rolling a natural “20”, reducing an opponent to zero hit points or less with a critical hit, successfully bluffing a stranger, gathering useful information through bluffing or sense motive, performing a death defying physical stunt, or winning more than her experience level x 100gp with one wager.or by a successful Profession (gamble) check against strangers. The gambler can only recover spent fortune points, not gain a surplus.
Professional Gambler (Ex): The gambler adds ˝ his class level to all Profession (gambling), Sense Motive, and Bluff skill checks. This ability replaces trap finding.
Fortune’s Favor (Su): At 3rd level, a gambler can gain a +1 luck bonus to AC so long as he has one fortune point. This luck bonus increases by +1 AC at levels 7, 11, 15, and 19 (+5 max), but can't exceed the gambler's current total of fortune points. Multiple luck bonuses do not stack with each other. This ability replaces trap sense.
Beat The Odds (Ex): An experienced gambler always seems to know the best line of play. Rather than a victim of bad luck, the gambler employs random probability to his advantage. At the start of each day, a 20th level gambler may roll a number of dice equal to his CHA modifier of any die type. Instead of making a random roll, as an immediate action, the character can instead substitute one of these pre-rolled dice for a die of the same size for himself or any opponent targeting him (including area effects). This ability replaces master strike.
New Rogue Talents
Measured Luck (Req.: 4th level gambler): The gambler increases her fortune pool by two points. This talent can be taken multiple times.
Lucky Shot (Req.: Gamble ability, Firearm Training talent): The gambler has a knack for shooting blind. She can spend a fortune point as a swift action to ignore the penalties of blindness, concealment, or invisibility with her next shot with a firearm.
Revolver Roulette (Req.: Gamble ability, Firearm Training talent): The gambler can spend a fortune point as an immediate action to double the chance of misfire for anyone shooting at her with a firearm till the beginning of her next turn.
Loaded Dice
Card Sharper
Pocket Ace