Soup of Kings
2008-05-13, 11:43 PM
"No one is luckier than him who believes in his luck."
-German Proverb
The Arcane Gambler is a master of the ars fortuna; Lady Luck is his mistress and he routinely bets his life on the flip of a coin, the turn of a card or a roll of the dice. He doesn't so much rely on luck as he shapes it, works alongside it and uses it for personal gain. His supernatural gambling abilities are described by some as almost magical; indeed, some of them are. Bards are the most likely class to be inclined to become an Arcane Gambler; the promise of easy money is a nice benefit, but the Arcane Gambler is useful in combat as well, manipulating fate to bring his party out on top. Sorcerers and Wizards may become Arcane Gamblers as well, although they are not particularly inclined to do so. A Sorcerer or Wizard sacrifices spell advancement at the cost of support skills if he takes the path of the Arcane Gambler.
Hit Die: d6
Requirements
To qualify to become an Arcane Gambler, a character must fulfill all the following criteria.
Alignment: Any nonlawful.
Skills: Bluff 8 ranks, Sleight of Hand 8 ranks, Profession (Gambler) 4 ranks.
Spells: Ability to cast 1st-level arcane spells.
Special: The character must be a proficient gambler, routinely gaining and/or losing large sums. Mundane gambling is the basis of most Arcane Gambler features. The character must also have at least a +2 Dexterity modifier.
Class Skills
The Arcane Gambler's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Diplomacy (Cha), Gather Information (Cha), Knowledge (all skills, taken individually) (Int), Sense Motive (Wis), Perform (Cha), Profession (Gambler) (Wis), Sleight of Hand (Dex), and Spellcraft (Int).
Skill Points at Each Level: 4 + Int modifier.
The Arcane Gambler
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells per Day/Spells Known
1st|+1|+0|+2|+2|Arcane Luck, Second Chance|
2nd|+2|+0|+3|+3|Imbue Fortune, Enhanced Deck|+1 level of existing arcane spellcasting class
3rd|+3|+1|+3|+3|Aura of Plenty
4th|+4|+1|+4|+4|Poker Face, Imbue Misfortune|+1 level of existing arcane spellcasting class
5th|+5|+1|+4|+4|Greater Aura of Plenty[/table]
Class Features
All of the following are class features of the Arcane Gambler prestige class.
Weapon and Armor Proficiency: An Arcane Gambler gains Exotic Weapon Proficiency (Throwing Cards) as a bonus feat at 1st level. This applies to both a standard deck of playing cards thrown as weapons (1d2, x2, Slashing) and a specially-crafted set of razor tipped cards (1d4, 19-20 x2, Piercing).
Spells per Day/Spells Known: At 2nd and 4th level, and Arcane Gambler gains spells per day (and spells known, if applicable) as if he had also gained a level in an arcane spellcasting class that he had access to before he becamee an Arcane Gambler. In addition, he uses the sum of his Arcane Gambler levels and all existing class levels in that arcane spellcasting class for determining caster level. For example, a 6th level Bard/2nd level Arcane Gambler would cast spells as a 7th level Bard, and would be able to cast 3rd level spells assuming he had a Charisma modifier of at least +3.
Arcane Luck: An Arcane Gambler gains Arcane Disciple (http://realmshelps.dandello.net/cgi-bin/feats.pl?Arcane_Disciple,CD) as a bonus feat at first level, even if he does not meet the prerequisites for that feat. However, he is restricted to the Luck domain.
Second Chance (Ex): Starting at first level, the Arcane Gambler can reroll any one roll per day just before the DM announces if the roll was a failure or a success, as with the Cleric's Luck Domain granted power. The Gambler must take the new result, even if it is worse than the original roll.
Imbue Fortune (Su): Starting at 2nd level, once per day per class level, an Arcane Gambler can channel the raw power of fortune into an inanimate object, typically a piece of equipment. As long as an intelligent being is in contact with the object in question, the power grants that creature the Gambler's Second Chance ability. This effect lasts until dispelled by the Arcane Gambler. The Arcane Gambler may have a number of these effects equal to his class level in effect at any given time.
Enhanced Deck (Su): At 2nd level and above, the Arcane Gambler is granted a deck of cards which manifests magically in his hand at will. An Arcane Gambler may, as a standard action which provokes attacks of opportunity, sacrifice a spell of level X, which cannot be higher than his class level. He then manifests his deck and draws a number of cards equal to 5+X. The best five card poker hand he can form from those cards then grants him a magical bonus as shown on the table below. This ability can be used once per day per class level. Manifesting the deck is a free action and drawing the cards is a standard action. Each time the deck is manifested it appears as a full deck of standard playing cards which function like mundane cards in every other aspect. The Arcane Gambler may dismiss the deck at will; all 52 cards simply vanish, no matter where they are.
Arcane Gambler Enhancement Hands
The value of a face card is ten for purposes of determining the following effects.
{table=head]Hand|Effect
No Pair|
The Gambler's next d20 roll gets a luck bonus equal to the face value of his highest card.
One Pair|
The Gambler and up to one ally of his choice gain the aforementioned luck bonus, equal to the value of the card in the pair.
Two Pair|
The Gambler gains the effects of a haste spell for an amount of rounds equal to the value of the card of the highest pair.
Three of a Kind|
The Gambler and up to two allies of his choice gain the aforementioned luck bonus, equal to the value of the card in the triplet.
Straight|
The Gambler may move up to twice his speed as a move action for a number of rounds equal to the value of the highest card in the straight.
Flush|
The Gambler's Fort, Will, and Ref save bonuses are all reduced to zero for an amount of rounds equal to the value of the highest card.
Full House|
The Gambler may cast summon monster of a level equal to the value of the highest card as if he had prepared it that morning, even if he could not normally cast spells of that level. If his highest card is a 10, he gets summon monster IX.
Four of a Kind|
The Gambler and up to three allies of his choice gain the aforementioned luck bonus, equal to the value of the card in the quadruplet.
Straight Flush|
The Gambler's next ranged attack is a guaranteed hit (You should still roll to determine if he scores a critical hit). However, he loses his dexterity bonus to AC for an amount of rounds equal to the high card.
Royal Flush|
The arcane gambler becomes immune to both magic and psionics, including all (Su) abilities, all diseases and poisons, and all HP damage, gains a +50 luck bonus to AC, all Saves, all caster level checks, and all attack rolls, for a number of rounds equal to his class level.[/table]
Aura of Plenty (Su): At third level and above, anyone who the Arcane Gambler considers an ally within 50' of him gains the favor of Lady Luck, as does the Gambler himself. Creatures under this affect almost seem to attract wealth magnetically; any purse sufficiently full within 50' is almost guaranteed to drop coins, and characters under this affect gain a +10 bonus to listen checks to distinguish the sound of money dropping. Also, services and goods are generally rendered to the Gambler and his party at around 90% of their normal cost.
Poker Face (Ex): This 4th level Gambler ability is rooted in mundane gambling, but the Arcane Gambler is a master of the art. He gains almost perfect control of his outward appearance in regard to emotion, excitement, etc. His features become incredibly difficult to read. This confers a cumulative +1 bonus to Bluff, Diplomacy, and Gather Information checks for each Arcane Gambler level.
Imbue Misfortune (Su): This ability, granted at 4th level, is identical to Imbue Fortune except that instead of allowing a reroll, it forces the creature's next attack roll, damage roll, or saving throw (Gambler's choice) to be divided in half and rounded down. Using this ability on an opponent's equipment during combat requires a touch attack and provokes an attack of opportunity.
Greater Aura of Plenty (Su) This ability functions identically to Aura of Plenty, except that it affects all allies within 100' and services and goods are further reduced to 80% of their normal cost.
Notes and Tidbits
This is my first PrC, or really, my first homebrew ever. I think I've seen the idea somewhere before, but I don't remember where, and at any rate, I didn't like it. Then again, this is likely a pile. As such, it heavily relies on you guys to correct me where I'm wrong or where I did a crappy job in general. Notes on the Enhanced Deck: It's meant to be used only once per combat, as you can only do it with a full deck anyway. I was considering allowing d% rolls for effects, but after looking at the odds (http://en.wikipedia.org/wiki/Poker_probability), it would've been impossible. I don't know if I quite captured the power of the better hands. For instance, the Royal Flush should only come up once every 650,000 uses, so it should probably just instantly kill every BBEG ever, plus Pun-Pun, plus the Omniscificer, plus Invisible Christopher Walken, with no saving throw. All in all, it may have been a bad idea, but it was a cool concept...meh. Notes on the throwing cards: I'm sure they're in a book somewhere. I didn't look, I just made something up off the top of my head. Looking back, I forgot to include a range increment. I'll get to it later. If you have official stats for throwing cards, let me know. Notes on the use of the term "Arcane": I was considering giving him spells from the Luck Domain, but didn't know how to go about it, and didn't wanna bother with the headache. I don't even know if he's balanced as is, so I don't want to throw in that particular factor.
Let me know what you think, and please, for the love of Gygax, don't sugarcoat it. I need constructive criticism badly. That said, if you praise me, it ought to be a hell of an ego boost :smallbiggrin:
-German Proverb
The Arcane Gambler is a master of the ars fortuna; Lady Luck is his mistress and he routinely bets his life on the flip of a coin, the turn of a card or a roll of the dice. He doesn't so much rely on luck as he shapes it, works alongside it and uses it for personal gain. His supernatural gambling abilities are described by some as almost magical; indeed, some of them are. Bards are the most likely class to be inclined to become an Arcane Gambler; the promise of easy money is a nice benefit, but the Arcane Gambler is useful in combat as well, manipulating fate to bring his party out on top. Sorcerers and Wizards may become Arcane Gamblers as well, although they are not particularly inclined to do so. A Sorcerer or Wizard sacrifices spell advancement at the cost of support skills if he takes the path of the Arcane Gambler.
Hit Die: d6
Requirements
To qualify to become an Arcane Gambler, a character must fulfill all the following criteria.
Alignment: Any nonlawful.
Skills: Bluff 8 ranks, Sleight of Hand 8 ranks, Profession (Gambler) 4 ranks.
Spells: Ability to cast 1st-level arcane spells.
Special: The character must be a proficient gambler, routinely gaining and/or losing large sums. Mundane gambling is the basis of most Arcane Gambler features. The character must also have at least a +2 Dexterity modifier.
Class Skills
The Arcane Gambler's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Diplomacy (Cha), Gather Information (Cha), Knowledge (all skills, taken individually) (Int), Sense Motive (Wis), Perform (Cha), Profession (Gambler) (Wis), Sleight of Hand (Dex), and Spellcraft (Int).
Skill Points at Each Level: 4 + Int modifier.
The Arcane Gambler
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells per Day/Spells Known
1st|+1|+0|+2|+2|Arcane Luck, Second Chance|
2nd|+2|+0|+3|+3|Imbue Fortune, Enhanced Deck|+1 level of existing arcane spellcasting class
3rd|+3|+1|+3|+3|Aura of Plenty
4th|+4|+1|+4|+4|Poker Face, Imbue Misfortune|+1 level of existing arcane spellcasting class
5th|+5|+1|+4|+4|Greater Aura of Plenty[/table]
Class Features
All of the following are class features of the Arcane Gambler prestige class.
Weapon and Armor Proficiency: An Arcane Gambler gains Exotic Weapon Proficiency (Throwing Cards) as a bonus feat at 1st level. This applies to both a standard deck of playing cards thrown as weapons (1d2, x2, Slashing) and a specially-crafted set of razor tipped cards (1d4, 19-20 x2, Piercing).
Spells per Day/Spells Known: At 2nd and 4th level, and Arcane Gambler gains spells per day (and spells known, if applicable) as if he had also gained a level in an arcane spellcasting class that he had access to before he becamee an Arcane Gambler. In addition, he uses the sum of his Arcane Gambler levels and all existing class levels in that arcane spellcasting class for determining caster level. For example, a 6th level Bard/2nd level Arcane Gambler would cast spells as a 7th level Bard, and would be able to cast 3rd level spells assuming he had a Charisma modifier of at least +3.
Arcane Luck: An Arcane Gambler gains Arcane Disciple (http://realmshelps.dandello.net/cgi-bin/feats.pl?Arcane_Disciple,CD) as a bonus feat at first level, even if he does not meet the prerequisites for that feat. However, he is restricted to the Luck domain.
Second Chance (Ex): Starting at first level, the Arcane Gambler can reroll any one roll per day just before the DM announces if the roll was a failure or a success, as with the Cleric's Luck Domain granted power. The Gambler must take the new result, even if it is worse than the original roll.
Imbue Fortune (Su): Starting at 2nd level, once per day per class level, an Arcane Gambler can channel the raw power of fortune into an inanimate object, typically a piece of equipment. As long as an intelligent being is in contact with the object in question, the power grants that creature the Gambler's Second Chance ability. This effect lasts until dispelled by the Arcane Gambler. The Arcane Gambler may have a number of these effects equal to his class level in effect at any given time.
Enhanced Deck (Su): At 2nd level and above, the Arcane Gambler is granted a deck of cards which manifests magically in his hand at will. An Arcane Gambler may, as a standard action which provokes attacks of opportunity, sacrifice a spell of level X, which cannot be higher than his class level. He then manifests his deck and draws a number of cards equal to 5+X. The best five card poker hand he can form from those cards then grants him a magical bonus as shown on the table below. This ability can be used once per day per class level. Manifesting the deck is a free action and drawing the cards is a standard action. Each time the deck is manifested it appears as a full deck of standard playing cards which function like mundane cards in every other aspect. The Arcane Gambler may dismiss the deck at will; all 52 cards simply vanish, no matter where they are.
Arcane Gambler Enhancement Hands
The value of a face card is ten for purposes of determining the following effects.
{table=head]Hand|Effect
No Pair|
The Gambler's next d20 roll gets a luck bonus equal to the face value of his highest card.
One Pair|
The Gambler and up to one ally of his choice gain the aforementioned luck bonus, equal to the value of the card in the pair.
Two Pair|
The Gambler gains the effects of a haste spell for an amount of rounds equal to the value of the card of the highest pair.
Three of a Kind|
The Gambler and up to two allies of his choice gain the aforementioned luck bonus, equal to the value of the card in the triplet.
Straight|
The Gambler may move up to twice his speed as a move action for a number of rounds equal to the value of the highest card in the straight.
Flush|
The Gambler's Fort, Will, and Ref save bonuses are all reduced to zero for an amount of rounds equal to the value of the highest card.
Full House|
The Gambler may cast summon monster of a level equal to the value of the highest card as if he had prepared it that morning, even if he could not normally cast spells of that level. If his highest card is a 10, he gets summon monster IX.
Four of a Kind|
The Gambler and up to three allies of his choice gain the aforementioned luck bonus, equal to the value of the card in the quadruplet.
Straight Flush|
The Gambler's next ranged attack is a guaranteed hit (You should still roll to determine if he scores a critical hit). However, he loses his dexterity bonus to AC for an amount of rounds equal to the high card.
Royal Flush|
The arcane gambler becomes immune to both magic and psionics, including all (Su) abilities, all diseases and poisons, and all HP damage, gains a +50 luck bonus to AC, all Saves, all caster level checks, and all attack rolls, for a number of rounds equal to his class level.[/table]
Aura of Plenty (Su): At third level and above, anyone who the Arcane Gambler considers an ally within 50' of him gains the favor of Lady Luck, as does the Gambler himself. Creatures under this affect almost seem to attract wealth magnetically; any purse sufficiently full within 50' is almost guaranteed to drop coins, and characters under this affect gain a +10 bonus to listen checks to distinguish the sound of money dropping. Also, services and goods are generally rendered to the Gambler and his party at around 90% of their normal cost.
Poker Face (Ex): This 4th level Gambler ability is rooted in mundane gambling, but the Arcane Gambler is a master of the art. He gains almost perfect control of his outward appearance in regard to emotion, excitement, etc. His features become incredibly difficult to read. This confers a cumulative +1 bonus to Bluff, Diplomacy, and Gather Information checks for each Arcane Gambler level.
Imbue Misfortune (Su): This ability, granted at 4th level, is identical to Imbue Fortune except that instead of allowing a reroll, it forces the creature's next attack roll, damage roll, or saving throw (Gambler's choice) to be divided in half and rounded down. Using this ability on an opponent's equipment during combat requires a touch attack and provokes an attack of opportunity.
Greater Aura of Plenty (Su) This ability functions identically to Aura of Plenty, except that it affects all allies within 100' and services and goods are further reduced to 80% of their normal cost.
Notes and Tidbits
This is my first PrC, or really, my first homebrew ever. I think I've seen the idea somewhere before, but I don't remember where, and at any rate, I didn't like it. Then again, this is likely a pile. As such, it heavily relies on you guys to correct me where I'm wrong or where I did a crappy job in general. Notes on the Enhanced Deck: It's meant to be used only once per combat, as you can only do it with a full deck anyway. I was considering allowing d% rolls for effects, but after looking at the odds (http://en.wikipedia.org/wiki/Poker_probability), it would've been impossible. I don't know if I quite captured the power of the better hands. For instance, the Royal Flush should only come up once every 650,000 uses, so it should probably just instantly kill every BBEG ever, plus Pun-Pun, plus the Omniscificer, plus Invisible Christopher Walken, with no saving throw. All in all, it may have been a bad idea, but it was a cool concept...meh. Notes on the throwing cards: I'm sure they're in a book somewhere. I didn't look, I just made something up off the top of my head. Looking back, I forgot to include a range increment. I'll get to it later. If you have official stats for throwing cards, let me know. Notes on the use of the term "Arcane": I was considering giving him spells from the Luck Domain, but didn't know how to go about it, and didn't wanna bother with the headache. I don't even know if he's balanced as is, so I don't want to throw in that particular factor.
Let me know what you think, and please, for the love of Gygax, don't sugarcoat it. I need constructive criticism badly. That said, if you praise me, it ought to be a hell of an ego boost :smallbiggrin: