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Gallade
2016-04-04, 04:11 PM
Strange things happen when you discuss about stuff like wild magic and whether or not adding EVEN MORE luck factor to a magic system which is already complex enough as is good. And thus, one fateful night, after much discussing and tons of Heartstone reference...

Class Variant: Gambling Caster

Overview
A gambler abides by what Luck bestows upon them at any time, letting the fates unravel the path before them.
And yet, as they grow accustomed to letting fate guide their hand, they may yet find a way to manipulate fate in return.

You may choose to become a Gambler class the moment you gain the ability to cast spells with that class: once made, this choice cannot be revoked.

For the purpose of determining their Gambler privileges, a Gambling Caster's level is equal to the sum of the Caster Levels of all the classes they have chosen to apply the Gambling variant.

Cid is a level 3 Gambling Summoner/Level 5 Gambling Paladin. Thus, he will gain all the privileges of a level 5 Gambler (3 CL from Summoner + 2 CL from Paladin)

Class progression
L1: Deck, Extra Cards
L2:
L3: Double Draw
L4:
L5: 2 Decks, Joker
L6:
L7:
L8: Meta Double Draw, Bonus Feat (Metamagic)
L9:
L10: 3 Decks, Up My Sleeve
L11:
L12: Bonus Feat (Metamagic)
L13:
L14: Reinforced Deck
L15: 4 Decks
L16: Bonus Feat (Metamagic), Piercing Double Draw
L17:
L18: Empowered Double Draw
L19:
L20: 5 Decks, Up the Ante, Bonus Feat (Metamagic)

Class Specials

Decks
Gamblers can't cast spells normally: they prepare decks of cards infused with their magic.
Every time a Gambler can prepare or recover their daily spells, they instead set up a deck. A Gambler can prepare one more deck per day every 5 levels, and split their spells between them.
Decks are prepared and used differently depending on whether the class the Gambler's spells come from casts prepared spells or spontaneously.
As a Swift Action, the Gambler can draw a card from one of their deck and cast the spell within, as long as they satisfy all the conditions for casting it, including Somatic, Verbal, Material and Focus components. The spell's target, if applicable, is decided after drawing the card and before casting the spell. The spell is cast using its own casting time: if this is longer than the time left in the Gambler's turn (e.g. it's a Standard action while they have already used their own in this turn) it is cast the following turn if the casting time is one full-round action or less, and after its casting time if longer.
If the spell isn't cast (for instance, if the caster can't provide a verbal or material component, there is no valid target, or they simply choose not to), the caster suffers the effect of a random magical fumble.
This doesn't apply if the spell casting is initiated and attempted, but failed (For instance, the caster fails a Concentration check or their armor interferes with the somatic component).
An enemy may interrupt the casting by attacking the card with a readied action, as they would a potion someone is about to drink. If they succeed, the spell is lost with no effect.
Prepared spells:Each prepared spell turns into a card which is put in the deck. At the start of the day, for each different level of spells the deck contains, there must be at least two different spells of that level. Spells drawn from the deck are discarded, whether they are cast or not.
Spontaneous spells: The Gambler chooses a number of known spells equal at least to the maximum level of spells they can cast plus one. These spells don't have to be of different levels. A single copy of each spell is put in the deck.
The caster keeps track of their spells per day, and each time he draws a spell they must expend a slot of equal or higher level. If they become unable of casting spells of a certain level by running out of slots of equal or higher level or suffering a reduction to their spellcasting ability score, all the spells of that level are removed from the deck until they become able to use them again. Once a spell has been drawn, it gets shuffled back in the deck. A deck with spontaneous spells of a class cannot contain spells of any other class.


The cards are about 4 by 2 inches folds of smooth parchment. When stacked in a deck, they cannot be separated unless their owner is drawing from it. If they are removed from their owner's possession, they disappear after a minute until he prepares that deck again. If the deck is destroyed, it must be rebuilt with a ritual which takes 8 hours and costs 50 gp per Gambler level.
The deck and single cards have DC 20, 1 HP and 1 Hardness, and are considered ethereal for the purpose of determining which attacks can hit them.

Interactions with other class features:
Domains: Domain spells can't be used to prepare cards, and are prepared and cast separately.
Cantrips: Level 0 spells are cast normally.
Spontaneous Casting: Classes who can cast certain spells by using another's cast retain this ability: when they draw a spell, they may spontaneously cast another of equal or lower level.
Ludwig, a LG cleric, draws Holy Might, a Level 5 spell. He can instead use his Spontaneous Casting class feature to cast Mass Heal Light Wounds (Level 5), Heal Critical Wounds (Level 4), or any other Heal spell of level 5 or lower.
Spell Recall: A Magus may still use their Arcane Pool to recast spells they have already drawn that day.
Spellstrike: If a Magus draws a spell with a Touch range, they may choose to deliver it using Spellstrike instead.
Metamagic: A caster which casts prepared spells may apply Metamagic feats to their spells before turning them into cards. If they cast spontaneously, they may apply their Metamagic feats to any spell they draw, as long as they can expend a spell slot of the spell's modified level.
Added Spells: Items which can store spells (Mage's bound item, Pearl of Power) don't count towards the number of cards the Gambler can create, and can be used normally.

Extra Cards:
Every time a Gambler gains use of an additional spell slot or spell per day of any level, they immediately gain another. This applies to spells and slots obtained by leveling up (Including the "0" level 1 casts Paladins and Rangers get at level 4) and from class features and feats, but not from extra spell from a high ability score.

Double Draw:
Instead of drawing a card, the Gambler may draw two and choose the spell they wish to cast between them. After doing so, they discard both cards or expend enough spell slots to cast both. A Gambler can't do a Double Draw from a deck of spontaneous spells if they don't have at least two slots of the highest spell level in the deck. A Gambler can use Double Draw a number of times per day equal to 1 + their Wisdom modifier.

Joker:
When preparing their decks, a Gambler may sacrifice spells or slots whose levels total 10 or higher to put a Joker in a deck. When drawing a Joker, the Gambler may cast any other spell still in the deck for no additional cost. They may freely apply Metamagic to the spell, as long as the modified level of the spell isn't higher than the highest level of spells they are able to cast. Each day, a Gambler can prepare a number of Jokers equal to 1 + their Charisma modifier. The Joker cannot be used to replicate spells with expensive (>1 gp) material or focus components unless the Gambler can provide them.

Meta Double Draw
A Gambler may draw two cards in quick succession, casting the first spell with metamagic feats whose total level modifier is no higher than the level of the second spell, as long as the modified spell level is 9 or lower. After doing so, they discard both cards or expend enough spell slots to cast both. A Gambler can't do a Meta Double Draw from a deck of spontaneous spells if they don't have at least two slots of the highest spell level in the deck. Each day, a Gambler can use this ability a number of times equal to 1 + their Intelligence modifier.

Up my Sleeve
When preparing their decks, a Gambler may expend two spells or slots to hide a card containing a spell of equal or lower level on their person. As a Move Action, they can retrieve the card and cast the spell within. Each day a Gambler can hide a number of cards equal to 1 + their Dexterity modifier. It takes a Perception check with DC 20 + Gambler's Bluff skill or Dexterity modifier (whichever is higher) to notice the hidden cards, and a Sleight of Hand check with DC 10 + Gambler's CMD to take them away, making them unusable.

Reinforced Deck
The Gambler's Decks gain a bonus to their AC equal to the Gambler's Base Attack Bonus. Also, whenever the deck is removed from their person but not damaged or destroyed, it magically returns in their possession after one turn.

Piercing Double Draw
A Gambler may draw two cards in quick succession, casting the first spell and reducing the Spell Resistance of all the targets of that spell by the level of the second. After doing so, they discard both cards or expend enough spell slots to cast both. A Gambler can't do a Double Draw from a deck of spontaneous spells if they don't have at least two slots of the highest spell level in the deck. Each day, a Gambler can use this ability a number of times equal to 1 + their Intelligence modifier.

Empowered Double Draw
A Gambler may draw two cards in quick succession, casting the first spell with a bonus to its Caster Level equal to the level of the second. After doing so, they discard both cards or expend enough spell slots to cast both. A Gambler can't do a Double Draw from a deck of spontaneous spells if they don't have at least two slots of the highest spell level in the deck. Each day, a Gambler can use this ability a number of times equal to 1 + their Intelligence modifier.

Up the Ante
As a full-round action, a Gambler may draw a number of cards equal to their Intelligence modifier at once from their deck, casting all spells in succession. All the spell's effects take place at the end of this action, regardless of casting time. They have to decide the targets for the spells immediately after drawing them: if a spell attempts to influence a target which isn't valid anymore because of the effect of a previous spell, or the spell cannot be cast, the Gambler suffers the effects of a magic fumble. This can be done once a day for each deck.

Professor Gnoll
2016-04-04, 04:54 PM
I came here to find a pun about how 'The die is cast.' I was bitterly disappointed.

Gallade
2016-04-05, 01:39 AM
I came here to find a pun about how 'The die is cast.' I was bitterly disappointed.

Don't ALL classes cast dice anyway?

tsj
2016-04-05, 01:50 AM
I was hoping for something like... take a risk and gain something cool if successfull...

For example. ..

Cast fireball and then gamble... 1-3 you are hit by the spell (backfire) and 4-6 your opponent is hit twice by your fireball...

Then later it could be something like. ..

4-6 apply free empower and maximize to a spell

Later again something like

3-6 your opponent is hit twice

And

3-6 free metamagic stuff

I do like the cards thingy for a boardgames type of d20 session. ..

It would be cool to make lot of cards with spells on them for the caster classes

... very HQ like

Gallade
2016-04-05, 02:31 AM
I was hoping for something like... take a risk and gain something cool if successfull...

For example. ..

Cast fireball and then gamble... 1-3 you are hit by the spell (backfire) and 4-6 your opponent is hit twice by your fireball...

Then later it could be something like. ..

4-6 apply free empower and maximize to a spell

Later again something like

3-6 your opponent is hit twice

And

3-6 free metamagic stuff

I do like the cards thingy for a boardgames type of d20 session. ..

It would be cool to make lot of cards with spells on them for the caster classes

... very HQ like
It's a trade of quantity versus certainty. The more your spell list grows, the less chances you have to draw the spell that would be best in your situation, unless you make decks with only two spells of the same level (and even then you lose in variety or raw power since you'd have to use higher-level slots for lower-level spells). The idea with the multiple decks feature is to make decks whose spells are useful in a certain situation (Say, making a "defense" deck with Mage Armor, Shock Shield, Blur and Silk to Steel, and an "attack" deck full of Fireballs and Lightning bolts).
The features gained at higher level add more risk/reward, expending multiple casts for a single spell but improving its performance.