| Post/Author/DateTime | Post |
|---|---|
| Slamex man02-25-06, 02:52 PM | Me and my DM are working together to make a gambler sort of class for me to play as in our current campaign, and we thought of using dice as a weapon where the result shown each has a random effect. Problem is, we need help coming up with ideas because atm I've only come up with what happens for 1-1. Everyone, please help with there suggestions please if it's possible. Dice effects 1-1 = Snake eyes, large constrictor summoned 1-2 = 1-3 = 1-4 = 1-5 = 1-6 = 2-2 = 2-3 = 2-4 = 2-5 = 2-6 = 3-3 = 3-4 = 3-5 = 3-6 = 4-4 = 4-5 = 4-6 = 5-5 = 5-6 = 6-6 = |
| Romanus_Mortus02-25-06, 03:32 PM | Hmm, this could be interesting - though the dice sound more like a wondrous item than a class feature, but moving on - here's a thought - make one die for 'effect' and one die for 'extent'. For example. Die A (effect) : Die B (extent) 1 - summoning monster (spell number and base caster level determined by class level) 1:1 - summon as caster of three levels lower 1:2 - summon as caster of two levels lower 1:3 - summon as caster of one level lower 1:4 - summon as caster of same level 1:5 - summon as caster of one level higher 1:6 - summon another creature without dispelling the first, as caster of same level, if no summoned creature is currently present, roll Die B twice 2 - area effect physical damage (range and damage are a function of class level) 2:1 - 15' burst 2:2 - 25' burst 2:3 - 35' burst 2:4 - 45' burst 2:5 - 55' burst 2:6 - roll Die B again, add +50' to the result 3 - single-target damage (range is a function of class level) 3:1 - 1d4+level damage 3:2 - 2d4+level damage 3:3 - 3d4+level damage 3:4 - 4d4+level damage 3:5 - 5d4+level damage 3:6 - roll Die B again, double the result 4 - 'buff' effect on self (power and duration of buff is a function of class level) 4:1 - buff dex 4:2 - buff wis 4:3 - buff con 4:4 - buff str 4:5 - buff luck bonus to AC 4:6 - roll Die B again, new effect does not dispell existing effect, if no effect is currently present, roll twice 5 - healing effect (amount of healing is a function of level) 5:1 - heal self 5:2 - heal self and one ally 5:3 - heal self and up to four allies 5:4 - heal self and remove poison/disease 5:5 - heal self and remove all negative, nonpermanent status effects 5:6 - roll Die B again, double effect 6 - status effect against enemies (range, number of enemies affected and DC are functions of level) 6:1 - blindness 6:2 - slow 6:3 - confusion 6:4 - fear 6:5 - enervation 6:6 - roll again, new effect does not dispell existing effect, if no effect is currently present, roll Die B twice Normally, only one buff, enemy status effect, or summon can be in effect at a time. Rolling a new one dispells the old. Rolling a 6 on your extent die is the exception to this. Because of mathematical considerations, I wouldn't allow 6's on extent to pile up. Once you roll x:6, then that's the only six you can get on extent for that given round. If your reroll comes up as another six, disregard it and roll again. |
| overchill4202-25-06, 03:34 PM | There's a couple ways you could probably go with this... tangible or intangible effects. Best idea would probably be a combination of both. Tangible effects are things like you example: Roll of 2 ("snake-eyes") conjures a snake. Roll of 6-6 or 4-4 (one of them is "boxcars", but I can't remember which) makes the opponent get hit by a train (or bull-rushed/overrun by a large, square iron golem). I can't think of colloquial names for the other combinations, but that sort of theme might get you started. On the intangible side, rolling a "lucky 7" might give you a luck bonus on skills, saves, etc for a duration. Again, that's the only example I can think of, but you get the idea. Actually, the luck bonus could make an interesting class feature: a luck bonus equal to the roll for a period of (class level x roll) minutes, usable a number of times/day equal to a roll made in the morning (similar to spell preparation). For some other ideas, maybe take a look at the luckstealer (RoW) and fatespinner (CArc) PrCs. My (slightly misguided, perhaps) two cents. EDIT: Roman beat me... with a considerably nicer post, too. |
| Slamex man02-25-06, 04:37 PM | Hey, these are some really good ideas actually, I'll be sure to send them to my DM and we'll discuss them, thanks a lot. But everyone else don't feel discrouraged, keep the ideas coming please! |
| Slamex man02-26-06, 05:09 AM | Some nasty little people came in and pressed a forbidden button which made this thread :bump: |
| terrashand02-26-06, 12:29 PM | Box Cars are a roll of 12 (6-6 of course). I believe it's a roll of 11 in craps that is called the come line. Have the effect be a planar shift (random plane) against the enemy. Otherwise known as the old addage of "Here they come, there they go." You may have to look up the number for that I'm not sure it's 11. Been almost 6 years since I went to Vegas. |
| Slamex man02-27-06, 03:12 PM | The evil people got back in and once again made this board go :bump: |
| Nobody_02-27-06, 03:42 PM | I recommend that you just use the spells in the Players Handbook. Wizard or Cleric. You just have your DM pick the spells that he wants it to have (some good and some bad), and choose numbers that match. OR, you could pick a single spell (dependant upon the class level) with a DC, and make the DC equal to 10 + your role + plus your class level. As your class increases, added abilities might include adding an extra spell on there with the same DC. Two effects for one, oor maybe just a stronger spell. Other Ideas are: Usable once per day, one ability score increase and one ability score decrease, One die is for the increase, the other for the decrease, rounds equal to your level. Add two d6's as a Luck bonus to all skills and checks made for one round. Usable 1/day Second Chance: reroll any one failed roll with 2d6 instead of the D20 and take that roll regardless. (only really useful for critical failures) once per day Repeat: Roll subtract 1d6 from another 1d6. the results are the number of times per day that you can use a spell like ability. negative values carry over to adjacent days. Useable one per week. -Nobody |
| Lord Psynister02-27-06, 05:47 PM | I agree that this would be better as a magical item. However, if you're wanting to turn it into a class, then I would put level-based restrictions on it. For instance: 1: Rolling Summons I 1/day 2: Rolling Rays I 1/day 3: Rolling Summons I 2/day 4: Rolling Summons II 1/day 5: Rolling Rays II 2/day, Rolling Summons 3/day 6: Rolling Elements I 1/day etc. Rolling Summons (Su): The dice allow you to summon forth a magical beast. This ability functions as the summon monster I spell for determining duration and range. Roll 1d6 and consult the following table to determine what type of creature you summon: 1-Monkey 2-Raven 3-Hawk 4-Owl 5-Dog 6-Badger Roll another 1d6 and consult the following table to determine the template to apply to the summoned creature: 1, 2: Fiendish 3, 4: None 5, 6: Celestial Rolling Summons II (Su): This effect is the same as RS I except that it uses the following table for the first roll, and works as the summon monster II spell: 1-Medium Viper 2-Riding Dog 3-Giant Bee 4-Monstrous Centepede (Large) 5-Eagle 6-Wolf Rolling Rays (Su): The dice allow you to shoot forth a magical ray of energy. This ability has a range of 60 feet and is considered a standard action. The damage for this spell is 1d4 per 2 gamble levels. Roll 1d6 and consult the following table to determine what type of energy the ray emits: 1-Fire 2-Cold 3-Sonic 4-Force 5-Electric 6-Roll twice, ignoring 6's. (1/2 damage of 1 type, 1/2 of the other) Then roll another 1d6 and consult the following table for the bonus you receive to your attack roll made for the touch attack to hit with this spell: 1, 2: -1 penalty 3, 4: +0 bonus 5, 6: +1 bonus Rolling Rays II (Su): This ability functions the same as the above, but two rays are fired. These rays can do not have to be fired at the same target. The damage for this ability is 1d6 per 2 gambler levels. Rolling Elements I (Su): This ability functions as the fireball spell, except that the type of energy changes based on your roll (1d6): 1-Fire 2-Cold 3-Sonic 4-Force 5-Electric 6-Roll twice, ignoring 6's. (1/2 damage of 1 type, 1/2 of the other) Something of that sort. |