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2014-11-25, 05:02 PM (ISO 8601)
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The Huckster (3.5, Warlock Alt., PEACH)
The Huckster
(insert sweet pic of Gambit)
Alignment: Any Non-lawful
CLASS FEATURES
Class skills (6 + Int Modifier per level): The Huckster’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcane), Knowledge (the Planes), Listen (Wis), Open Lock(Dex), Profession (Wis), Sense Motive (Wis), Sleight of Hand(Dex), Spellcraft (Int), Spot (Wis), Tumble (Dex), and Use Magic device (Cha).
Hit Dice: 1d6
Level BAB Fort Ref Will Special Invocations known 1st +0 +0 +0 +2 Cardshark, Card blast 1d4, Trick (least), Mystical Cards 1 2nd +1 +0 +0 +3 Poker Face, trapfinding 2 3rd +2 +1 +1 +3 Mettle, Card blast 2d4 3 4th +3 +1 +1 +4 Decieve Item 4 5th +3 +1 +1 +4 Card blast 3d4 4 6th +4 +2 +2 +5 Trick (least or lesser) 5 7th +5 +2 +2 +5 Card blast 4d4 6 8th +6/+1 +2 +2 +6 Read the Flop 7 9th +6/+1 +3 +3 +6 Card blast 5d4 8 10th +7/+2 +3 +3 +7 Up the Ante 3/day, Lucky 8 11th +8/+3 +3 +3 +7 Card blast 6d4, Trick (least, lesser, or greater) 9 12th +9/+4 +4 +4 +8 Trick hand 10 13th +9/+4 +4 +4 +8 Card blast 7d4 11 14th +10/+5 +4 +4 +9 Trick hand 12 15th +11/+6 +5 +5 +9 Card blast 8d4 12 16th +12/+7 +5 +5 +10 Trick (least, lesser, greater, or dark) 13 17th +12/+7 +5 +5 +10 Card blast 9d4 14 18th +13/+8 +6 +6 +11 Trick hand 15 19th +14/+9 +6 +6 +11 Card blast 10d4 16 20th +15/+10 +6 +6 +12 Lucky Scoundrel, trick hand, up the Ante 5/day 16
Weapon and Armor Proficiency: A Huckster is proficient with all simple weapons, and light armor.
Because the somatic components required for huckster tricks are relatively simple, a huckster can use any of his tricks while wearing light armor without incurring the normal arcane spell failure chance. However, like arcane spellcasters, a huckster wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure (all tricks, including card blast, have a somatic component). A multiclass huckster still incurs the normal arcane spell failure chance for arcane spells received from levels in other classes.
Invocations
A huckster does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the wild energy that suffuses his soul. A huckster can use any invocation he knows at will, with the following qualifications:
A huckster's invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A huckster is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A huckster can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A huckster's invocations are subject to spell resistance unless an invocation's description specifically states otherwise. A huckster's caster level with his invocations is equal to his huckster level.
The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the huckster's Charisma modifier. Since spell-like abilities are not actually spells, a huckster cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual).
The four grades of invocations, in order of their relative power, are least, lesser, greater, and dark. A huckster begins with knowledge of one invocation, which must be of the lowest grade (least). As a huckster gains levels, he learns new invocations, as summarized on the advancement table and described below. A list of available invocations can be found following this class description, and a complete description of each invocation can be found in Chapter 4 of this book.
At any level when a huckster learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or a lower grade. At 6th level, a huckster can replace a least invocation he knows with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 11th level, a huckster can replace a least or lesser invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 16th level, a huckster can replace a least, lesser, or greater invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, greater, or dark).
Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure chance as described under Weapon and Armor Proficiency above.
A huckster may choose any invocation a warlock may (see Complete Arcane (CArc), Complete Mage (CM), Dragon Magic (DrM), Cityscape (Ci), Magic of Incarnum (MoI), and Drow of the Underdark (DotU))
Mystical cards (Sp)
The Huckster gains the ability to summon a deck of mystical cards, this is a standard poker deck and the Huckster can choose to include the jokers or not. This ability is a standard action and usable at will. This invocation grants the huckster the ability to play poker with demon spirits. When you play this game of power, you draw one card per point of charisma modifier you have, plus any other modifiers from items and feats. For all intents and purposes, these cards are real, and react accordingly, until the huckster chooses to dismiss them.
Card blast (Sp)
The first ability a huckster learns to use with his mystical cards, is card blast. A huckster attacks his foes with the eldritch power he garners from his poker game he played with (however successful) the demon spirit, using baleful magical energy to deal damage and sometimes impart other debilitating effects.
An card blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. A card blast deals 1d4 points of damage at 1st level and increases in power as the huckster rises in level and dependent on their poker game with the demonic spirit. A card blast is the equivalent of a 1st-level spell. If you apply a blast shape or blast essence invocation to your card blast, your card blast uses the level equivalent of the shape or essence.
A huckster is dependent on how well he plays the demon spirit, as to how effective his card blast will be. He plays a game of poker, which happens in the blink of an eye, which affects how powerful the blast will be, and how much power the demon spirit is willing to give. When you invoke this invocation, draw a hand and consult the following table.
Effect Hand 1d4/2 levels One pair 1d6/2 levels Two pair 1d8/2 levels Three of a kind 1d10/2 levels Straight 1d12/2 levels Flush 2d4/2 levels Full house (pair & three) 2d6/2 levels Four of a kind Enlarged 2d6/2 levels Straight Flush Empowered 2d6/2 levels Royal Flush Maximized 2d6/2 levels 5 Ace's
If you fail to get a pair, you take -1 hp/level damage and you cast card blast, which deals 1d4/2 levels.
A card blast is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to card blast. An card blast deals half damage to objects. Metamagic feats cannot improve a huckster's card blast (because it is a spell-like ability, not a spell). However, the feat Ability Focus (card blast) increases the DC for all saving throws (if any) associated with a huckster's card blast by 2. See page 303 of the Monster Manual.
Cardshark (Ex)
At 1st level, you receive a bonus to profession (gambler) & sleight of Hand checks equal to 1/2 your class.
Poker face (Ex)
At 2nd level, you gain a bonus equal to your charisma modifier up to a maximum of half your level vs sense motive, bluff and any enchantment effects. (to include, charm, compulsion, & telepathy)
Trapfinding
Hucksters can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Hucksters can use the Disable Device skill to disarm magic traps. A magic trap typically has a DC of 25 + the level of the spell used to create it.
A beguiler who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his allies) without disarming it.
Mettle (Ex)
At 3rd level and higher, a huckster can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping huckster does not gain the benefit of mettle.
Deceive item (Ex)
At 4th level and higher, a huckster has the ability to more easily commandeer magic items made for the use of other characters. When making a Use Magic Device check, a huckster can take 10 even if distracted or threatened.
Read the Flop (Su)
At 8t level, when rolling a random affect (either by you or something that is affecting you), you may roll twice and choose the best result. (for example: deck of many things or prismatic burst)
Up the Ante
At 10th level you learn how to empower your invocations by playing even more dangerous games with the demonic spirits you frequently play with, by playing a slightly different game, you lure a demonic spirit in to empowering (hopefully) one of your invocations. At 10th level, you may use this ability 3/day as a free action.
At 20th, this increases to 5/day.
Draw a hand and consult the following table:
Effect Hand -1/HP damage/level One pair Normal DC Two pair +1DC Three of a kind Enlarged Straight Extended Flush +2DC Full house (pair & three) Empowered Four of a kind Quickened Straight Flush Maximized Royal Flush Quickened, Maximized, +2DC 5 Ace's
Lucky (Su)
You gain an amount of luck rerolls equal to your charisma modifier per day, you may use them on luck feats as normal, and on other class features that allow them to be spent. These luck points renew each day at dawn.
Trick Hand
At 12th, 14th, 16th, 18th and 20th you gain one of the following Trick Hands:
- Stack the Deck: Once per turn, you may spend one luck reroll to draw a new card, and discarding your lowest card as a free action.
- Ace of Spades: You are just that damn good. You may use any of your luck feats/abilities on your allies at a range of 30ft.
- Ace in the hole: Whenever you confirm a critical hit, you may spend 4 luck rerolls, increase the multiplier of that weapon by x1.
- Call a spade a spade: When ever you successfully save against a spell that your Mettle ability applies to, you may spend one luck reroll to redirect the spell back at the caster.
- Cash In: By spending 2 luck rerolls, you may take 10 on any skill check as a move action. This allows you take 20 on Use Magic Device checks.
- Come up trumps: After successfully saving against a spell or spell like ability, you regain 1 luck reroll, up to a maximum you can have per day.
- Lost in the shuffle: You gain Evasion, and can spend 2 luck rerolls to gain Improved Evasion as a free action.
- Wild card: You may enhance your allied spells with your 'Up the Ante' ability by spending 3 luck rerolls as a free action, this uses one use of your 'Up the Ante' ability as normal.
Lucky Scoundrel (Su)
At 20th level, you become the epitome of luck, and can enhance your every action with it. You may as a free action, spend 1 luck reroll to add +1 luck bonus on any roll you make. You may spend more than one at once, in which case, the bonus stacks.
Poker Hands
Poker hands are as follows (for the uninitiated)
Hand Explanation Example One pair 1 pair of cards 2 jack's Two pair 2 separate pairs 2 jacks & 2 queens Three of a kind 3 of the same card 3 kings Straight 5 cards in sequential order 2, 3, 4, 5, & 6 Flush 5 cards of the same suit jack, 3, 10, king, & 6 of clubs Full house 1 pair of cards and a three of a kind 2 kings & 3 jacks Four of a kind 4 identical cards 4 aces Straight Flush 5 cards of the same suit in sequential order 2, 3, 4, 5, & 6 of clubs Royal Flush 5 cards of the same suit in sequential order to include all face cards ace, king, queen, jack, 10 of clubs 5 Ace's 4 aces and a joker 4 aces, & 1 joker
This is assuming a 52 card deck with both jokers.
Jokers count as wild cards.
Spoiler: Table for random cards
Roll Card Roll Card Roll Card Roll Card Roll Card 1 2♣ 14 2♦ 27 2♥ 40 2♠ 53 Joker 2 3♣ 15 3♦ 28 3♥ 41 3♠ 54 Joker 3 4♣ 16 4♦ 29 4♥ 42 4♠ 4 5♣ 17 5♦ 30 5♥ 43 5♠ 5 6♣ 18 6♦ 31 6♥ 44 6♠ 6 7♣ 19 7♦ 32 7♥ 45 7♠ 7 8♣ 20 8♦ 33 8♥ 46 8♠ 8 9♣ 21 9♦ 34 9♥ 47 9♠ 9 10♣ 22 10♦ 35 10♥ 48 10♠ 10 Jack♣ 23 Jack♦ 36 Jack♥ 49 Jack♠ 11 Queen♣ 24 Queen♦ 37 Queen♥ 50 Queen♠ 12 King♣ 25 King♦ 38 King♥ 51 King♠ 13 Ace♣ 26 Ace♦ 39 Ace♥ 52 Ace♠
Spoiler: changelog
11/26/2014 - Made some small typo/reordering edits.
11/252014 - Created class
Last edited by BelGareth; 2014-11-26 at 04:48 PM.
Spoiler
Bel's Compendium
Homebrew sig
Epic items of interest
Sir cowabunga of clubs
ENTJ-A
“Take but degree away, untune that string, And, hark, what discord follows!” -Shakespeare
“Gnyðja mundu nú grísir, ef þeir vissi, hvat inn gamli þyldi” -Ragnar Lodbrok
"I have a high art; I hurt with cruelty those who would damage me." -Archilochus
Discord -Now with a recruitment bot!
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2014-11-25, 09:43 PM (ISO 8601)
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- Dec 2010
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Re: The Huckster (3.5, Warlock Alt., PEACH)
First of all, HP Burn isn't a thing in 3.5. Anything that deals HP Burn should just deal damage.
Second of all, Card Blast is horribly written. First, you say that it deals 1d6/2 levels damage, then you go into the hand thing, and then you finish up by talking about how if you don't get a pair, you actually deal more damage than if you do (1d4/level vs. 1d4/2 levels).
Thirdly, [Luck] feats don't use 'luck points', they use 'luck rerolls'. So your Lucky feature should as well, if you want it to interact with [Luck] feats.
Fourthly, your different Trick Hands need more explanation; for example, how does Stack the Deck work? Do you draw another card, search the deck, etc?
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2014-11-25, 10:09 PM (ISO 8601)
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Re: The Huckster (3.5, Warlock Alt., PEACH)
First off, thanks for the honest and succinct critique.
Fair enough, nothing a small edit won't fix.
Second of all, Card Blast is horribly written. First, you say that it deals 1d6/2 levels damage, then you go into the hand thing, and then you finish up by talking about how if you don't get a pair, you actually deal more damage than if you do (1d4/level vs. 1d4/2 levels).
Thirdly, [Luck] feats don't use 'luck points', they use 'luck rerolls'. So your Lucky feature should as well, if you want it to interact with [Luck] feats.
[qoute]Fourthly, your different Trick Hands need more explanation; for example, how does Stack the Deck work? Do you draw another card, search the deck, etc?[/QUOTE]
Ok, stack the deck does need a little extrapolation, it lets you drop the lowest and draw another card, I'll add that.
Anything else?Spoiler
Bel's Compendium
Homebrew sig
Epic items of interest
Sir cowabunga of clubs
ENTJ-A
“Take but degree away, untune that string, And, hark, what discord follows!” -Shakespeare
“Gnyðja mundu nú grísir, ef þeir vissi, hvat inn gamli þyldi” -Ragnar Lodbrok
"I have a high art; I hurt with cruelty those who would damage me." -Archilochus
Discord -Now with a recruitment bot!
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2014-11-25, 10:50 PM (ISO 8601)
- Join Date
- Dec 2010
- Location
- Where I live.
Re: The Huckster (3.5, Warlock Alt., PEACH)
Card blast (Sp)
The first ability a huckster learns to use with his mystical cards, is card blast. A huckster attacks his foes with the eldritch power he garners from his poker game he played with (however succesful) the demon spirit, using baleful magical energy to deal damage and sometimes impart other debilitating effects.
An card blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. A card blast deals 1d6 points of damage at 1st level and increases in power as the huckster rises in level. A card blast is the equivalent of a 1st-level spell. If you apply a blast shape or blast essence invocation to your card blast, your card blast uses the level equivalent of the shape or essence.
A card blast is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to eldritch blast. An eldritch blast deals half damage to objects. Metamagic feats cannot improve a huckster's card blast (because it is a spell-like ability, not a spell). However, the feat Ability Focus (card blast) increases the DC for all saving throws (if any) associated with a huckster's card blast by 2. See page 303 of the Monster Manual.
A huckster is dependant on how well he plays the demon spirit, as to how effective his card blast will be. He plays a game of poker, which happens in the blink of an eye, which affects how powerful the blast will be, and how much power the demon spirit is willing to give. When you invoke this invocation, draw a hand and consult the following table.
Effect Hand 1d4/2 levels One pair 1d6/2 levels Two pair 1d8/2 levels Three of a kind 1d10/2 levels Straight 1d12/2 levels Flush 2d4/2 levels Full house (pair & three) 2d6/2 levels Four of a kind Enlarged 2d6/2 levels Straight Flush Empowered 2d6/2 levels Royal Flush Maximized 2d6/2 levels 5 Ace's
If you fail to get a pair, you take -1 hp/level in burn and you cast card blast, which deals 1d4/level.
Also, you can't spend luck points on luck feats. You might as well be spending avocado points. And it'd be quicker to just change the word 'point' to 'reroll' than to specify that you can spend luck points in place of luck rerolls.
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2014-11-26, 01:16 PM (ISO 8601)
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Re: The Huckster (3.5, Warlock Alt., PEACH)
Spoiler
Bel's Compendium
Homebrew sig
Epic items of interest
Sir cowabunga of clubs
ENTJ-A
“Take but degree away, untune that string, And, hark, what discord follows!” -Shakespeare
“Gnyðja mundu nú grísir, ef þeir vissi, hvat inn gamli þyldi” -Ragnar Lodbrok
"I have a high art; I hurt with cruelty those who would damage me." -Archilochus
Discord -Now with a recruitment bot!
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2014-11-26, 04:10 PM (ISO 8601)
- Join Date
- Apr 2010
Re: The Huckster (3.5, Warlock Alt., PEACH)
.
Nice job. This is the first Gambit attempt I've seen that actually feels like Gambit.
A question: Does a Huckster have access to the same invocations (tricks?) as Warlock? You might wanna point this out.
A question: Why would you ever choose not to include the Joker?
Seems a bit tedious to me having to use a deck of cards every time your character uses Card blast. Try to find an alternative (d% rolls or something)
Also, Gambit is radically evasive. This class should definitely have good Ref saves.
And you do realize that "Read the Flop" isn't gonna see a lot of game usage, right?
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2014-11-26, 04:22 PM (ISO 8601)
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Re: The Huckster (3.5, Warlock Alt., PEACH)
Thanks!
The gambit omage is purely coincidental as it's supposed to be a 3.5 version of the Deadlands Huckster arcane background. But he did inspire the later levels though.
A question: Does a Huckster have access to the same invocations (tricks?) as Warlock? You might wanna point this out.
A question: Why would you ever choose not to include the Joker?
Seems a bit tedious to me having to use a deck of cards every time your character uses Card blast. Try to find an alternative (d% rolls or something)
Also, Gambit is radically evasive. This class should definitely have good Ref saves.
And you do realize that "Read the Flop" isn't gonna see a lot of game usage, right?Spoiler
Bel's Compendium
Homebrew sig
Epic items of interest
Sir cowabunga of clubs
ENTJ-A
“Take but degree away, untune that string, And, hark, what discord follows!” -Shakespeare
“Gnyðja mundu nú grísir, ef þeir vissi, hvat inn gamli þyldi” -Ragnar Lodbrok
"I have a high art; I hurt with cruelty those who would damage me." -Archilochus
Discord -Now with a recruitment bot!
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2014-11-27, 03:47 AM (ISO 8601)
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- Apr 2010
Re: The Huckster (3.5, Warlock Alt., PEACH)
One more thing.
Cardshark should state that you always count as trained in both skills.
And I'd add Balance (you already got Tumble), as well as Climb, Escape Artist, Hide and Move Silently.
If you're in a habit of ripping people off, you'd probably need some solid means of making yourself scarce.
(note: it's ok to top the official Warlock - a great concept, but overall weak on the crunch side)
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2015-05-28, 01:03 PM (ISO 8601)
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Re: The Huckster (3.5, Warlock Alt., PEACH)
May I use your Huckster class in my Weird West game?
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2015-05-29, 01:03 AM (ISO 8601)
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Re: The Huckster (3.5, Warlock Alt., PEACH)
Holy thread necro batman!
Yes, absolutely. Hope you enjoy it!Spoiler
Bel's Compendium
Homebrew sig
Epic items of interest
Sir cowabunga of clubs
ENTJ-A
“Take but degree away, untune that string, And, hark, what discord follows!” -Shakespeare
“Gnyðja mundu nú grísir, ef þeir vissi, hvat inn gamli þyldi” -Ragnar Lodbrok
"I have a high art; I hurt with cruelty those who would damage me." -Archilochus
Discord -Now with a recruitment bot!
-
2015-05-29, 01:46 AM (ISO 8601)
- Join Date
- May 2015
- Location
- Denver
- Gender