| Post/Author/DateTime | Post |
|---|---|
| 1clericofgood11-24-04, 12:52 PM | im trying to make a card thowing class and need help :confused: |
| ClementWillowbreaker11-24-04, 12:57 PM | Very specific, Gambit. What do you need help with? |
| 1clericofgood11-24-04, 01:07 PM | the cards will have metel tips so they will be like shurkins and at 3rd lvl the will be abill 2 put acana spells in there cards |
| Gutzu11-24-04, 01:14 PM | I remember seeing something like this before. It was a PrC called the Gambler (I believe). One of the prereq. was that you had to have something like 10 playing card decks on you at all times. At a certain level you could throw the cards and do damage. |
| Venom of the Yuan Ti11-24-04, 02:11 PM | Yea, that was mine but I don't know if I still have it, no one seemed to care... :weep: :weep: :weep: :rolleyes: Ill have a look |
| Venom of the Yuan Ti11-24-04, 02:15 PM | Here we go... The Divine Gambler (DGam) is an agent of an unkown Chaotic good force from the Upper planes with a strong connection to luck and a member of a lose but world spanning group. They tend to be Rouges or Bards, although Rangers and Clerics with the Trickery Domain may take this Prestige class as well. Swacsbucklers and Some Hex Blandes can find some use for the abilities of the class too. NPC Divine Gamblers are often found in taverns or on board ships, they seen to get along well with most classes, exept those with a Lawfull Pre requasit. Of the races, Humans are more likely than any other race, although many Gnomes and Halflings can find the class apealing. Due to the alignment Divine Gamblers are almost unheard of in the Savadge Humanoids. Hit Dice: d6 (Note you will need a Deck of cards to use this Presige class) Requirments: Feats: Exotic Weapon proficiency (Shuraken) Skill Focus (Bluff) Skills: Bluff 8 Ranks Scence motive 6 Ranks Tumble 4 Ranks Special: Must not have cheated in a game of chance for 1 year, should they ever cheat at a game of chance after becoming a member of the class they will need to atone before they can use any of the class features. Special: Must own at least 10 full, un-marked decks of cards (3cp+ each) Alignment: CG CN NG Skills: Bluff, Scence motive, Tumble, jump, Search, Spot, listen, Gather inforamtion, Knowladge (Local) Skill Points: 6+int Base attack bonus: Medium (Like rouge) Saves: Good reflex, Poor will and Fortitiude (Like Rouge) Class abilities Razor Card spells Eldich Deck Double or nothing 1/day charge card Luck domain Winner takes it all 2/day Aces high Improved Razor card Winner takes it all 3/day Fortunes hand 1/day Card spray 1/day Winner takes it all 4/day Card spray 2/day Winner takes it all 5/day Fortunes hand 2/day Greater razor card Razor card (Su): Any playing card that is not part of his Eldich Deck (See below) can be thrown by the Divine Gambler as a masterworked Shuraken with double range (this stacks with far shot to triple range) any that miss their targets are automatically destroyed. At the fith level these cards become +1 Shuraken and at level 10 they become +2 Keen Shuraken. They function only for the Divine Gambler. Spells: A divien gambler gains spells exactly the same way an Assassin does but keyed to Charisma, his class list is as follows. Level 1: Jump True strike Grease Feather fall Nystul's Magic aura Ventriloquism Level 2: Invisibility Blur Glitterdust Magic mouth Calm emotions Cure light wounds Level 3: Cure moderate wounds Claraudiance/Clairvoyance Glibness Haste Sculpt sound suggestion Level 4: Cure Seroius wounds Confusion Freedom of movement locate creature Modify memory Evard's black tenticles Every spell they cast uses up the top card of their Eldrich deck. (See Below) The Gambler is aware which card this is when it is used up. Eldrich Deck: (Su) Every Divine Gambler has an Eldich deck (The player will need a deck of cards to represent his PC's Elrich deck (With Jokers), a small piece of paper is usefull to keep the used and unused cards sperate) It is incorperal to all exept the Gambler and cannot be destroyed. If droped or lost it vanishes only to re apear in the Divine Gambler's pocket. It cannot be shufled or marked in any way. When it is used up entirley, shufle the deck and start drawing again from the top. Double or nothing: (Su) As a Free action the Divine Gambler can state any one attack he makes as a Double or nothing. Roll two attack rolls, if eather misses the attack misses. If both hit however then the attack deals twice the normal damadge. If either attack is a threat then roll to confurm as normal. Remember two doublings is a tripling. Charge Card (Sp): By making a standard action the Divine gambler can throw the top card of his Eldrich Deck at an oponent, using his noramal range for shuraken attacks. The attack is treated as a Magic Missile spell exept a ranged touch attack is required, only one missile is ever generated, and it takes range increment penalties as normal. The damdge is based on the value of the card (See the table below) Ace: d6-5 2,3,4: d6+1 5,6,7: d6+2 8,9,10: d6+3 Jack, Queen, King: d6+4 (Queen is empowered, King is maximised) Joker: d6X4 Luck Domain: The Divine gambler gains the luck domain, But can only use the re-roll where the chance of sucess is less than the chance of falure. Winner takes it all: (Su)This ability functions as Double or nothing exept you may chose to make a number of attacdk rolls equal to 2+1 per two Divine gambler levels. If they all hit you multiply the damadge by the number of d20s rolled. Aces High: (Sp) Charged Aces now do d6+4 maximised and empowered. Fortunes hand: (Sp) You may make a full round action to charge and throw the top five cards of you Eldirck deck (you cannot use this ability if your Eldirck deck contains less than 5 cards) at any targets in range. You must declare which cards go towards which targets before you throw them. Card spray: (Sp) By transforming a deck of ordinary cards to charged cards, you can use an ability simmilar to flaming hands, dealing d4 damadge per two Divine Gambler levels you have. The DC=10+1/2 your hit dice+your Cha mod and any one who fails the reflex save must make a fortitude save or be stunned for 1 round. Basicly I wanted to give my party a reason to take risks. Card throwing is only one ability of the Class though, I intended the Double or Nothing/Winner takes it all to be attractions as well. I wanted to keep it nice and random, so I introduce the eldrich deack, it the little playtesting I did it turned out to be the most anoying thing about the class, that you could "Burn" both your jokers Jump and Nystul's Magic aura. |