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Created By
Eiji-kun (talk)
Date Created: 4-8-10
Status: Interrupted, will return tonight to finish
Editing: Mechanical changes on Talk please
Balance: Rogue

{{#set:Summary=Life is the luck of the draw, now you learn how to bring some of that random fortune to your bidding. |Length=10 |Minimum Level=3 |Base Attack Bonus Progression=Moderate |Fortitude Save Progression=Poor |Reflex Save Progression=Good |Will Save Progression=Good |Class Ability=Arcane Spellcasting |Class Ability=Spontaneous Spellcasting |Class Ability Progression=Separate }} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Neutral Evil}} {{#set:Allowed Alignments=Chaotic Good}} {{#set:Allowed Alignments=Chaotic Neutral}} {{#set:Allowed Alignments=Chaotic Evil}}


Gambler

Lady Luck, she toys with me. Psh, women...

In the end, no matter how much skill one might have to their name, a little fortune or misfortune can go a long way at shifting the balance of power. For those who take risks and live life on the edge, having luck on your side can mean the difference between becoming a legend, or being an unmarked grave. But then, there lies the joy of taking the risk...

Becoming a Gambler

Entry Requirements
Alignment: Any non-lawful.
Skills: Profession Gambling 6 ranks.
Feats: Any one Luck featCS.
Special: Must have won at least 100g in a bet.
Table: The Gambler

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th
1st +0 +0 +2 +2 Aura of Chaos, Second Chance 1/day (ability check/skill), Wild Roulette 2
2nd +1 +0 +3 +3 Karma 3 1
3rd +2 +1 +3 +3 Bonus Feat, Second Chance 2/day 3 2
4th +3 +1 +4 +4 Evasion 4 3 1
5th +3 +1 +4 +4 Second Chance 3/day (attack/damage) 4 3 2
6th +4 +2 +5 +5 Misfortune 5 4 3 1
7th +5 +2 +5 +5 Bonus Feat, Second Chance 4/day 5 4 3 2
8th +6 +2 +6 +6 Mettle 6 5 4 3 1
9th +6 +3 +6 +6 Second Chance 5/day (saving throws) 6 5 4 3 2
10th +7 +3 +7 +7 Deus Ex Machina, Lucky Soul 7 6 5 4 3

Class Skills (Skill Points::6 + Int modifier per level.
Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility and royality) (Int), Listen (Wis) Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Table: The Epic Gambler
Level Special
11th Bonus Feat, Second Chance 6/day
12th
13th Second Chance 7/day
14th
15th Bonus Feat, Second Chance 8/day
16th
17th Second Chance 9/day
18th
19th Bonus Feat, Second Chance 10/day
20th

Class Features

All of the following are class features of the Gambler.

Weapon and Armor Proficiency: A gambler is proficient with all simple weapons, plus the sap, short sword, throwing cards, and whip. Gamblers are proficient with light armor and shields (except tower shields). A gambler can cast gambler spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a gambler wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass gambler still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells: To cast a particular spell, you must have an charisma score of at least 10 + the spell's level. Your bonus spells are based on your charisma. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your Cha bonus (if any).

You cast spells as a sorcerer does. Table: Gambler Spells Known, below, details how many spells you can learn at each level. An epic gambler’s number of spells per day does not increase after 10th level. Choose your spells from the following list:

0—Arcane Mark, Dancing Lights, Daze, Detect Magic, Flare, Ghost Sound, Know Direction, Light, Mage Hand, Mending, Minor DisguiseSpC, Open/Close, Purify Food and Drink, Prestidigitation, StickSpC, Read Magic, Resistance.

1st—Alarm, AmplifySpC, Apprasing TouchSpC, Animate Rope, Cause Fear, CheatSpC, Charm Person, Comprehend Languages, Critical StrikeSpC, Cure Light Wounds, Dead EndSpC, Detect Secret Doors, Disguise Self, Distort SpeechSpC, DistractSpC, Divine Favor, Entropic Shield, Erase, Expeditious Retreat, Feather Fall, Focusing ChantSpC, Grease, Herald's CallSpC, Hideous Laughter, Hypnotism, Identify, ImprovisationSpC, InciteSpC, InhibitSpC, IrongutsSpC, Lesser Confusion, Magic Aura, Magic Mouth, Master's TouchSpC, Obscure Object, Phantom ThreatSpC, Protection from Law, Remove Fear, Remove ScentSpC, Serene VisageSpC, Shock and AweSpC, Silent Image, Sleep, Sticky FingersSpC, Swift Expeditious RetreatSpC, Swift InvisibilitySpC, True Strike, Undetectable Alignment, Unseen Servant, Ventriloquism.

2nd—Arcane Lock, Alter Self, Augury, Animal Messenger, Animal Trance, Battle HymnSpC, BladeweaveSpC, Blindness/Deafness, Blur, Calm Emotions, Cat's Grace, Circle DanceSpC, Cloud of BewildermentSpC, Cure Moderate Wounds, Curse of Impending BladesSpC, Darkness, Daze Monster, Delay Poison, Delusions of GrandeurSpC, Detect Thoughts, Eagle's Splendor, Entice GiftSpC, Enthrall, False Life, Find Traps, Fox's Cunning, Glitterdust, Greater AlarmSpC, Heroism, Hold Person, Hypnotic Pattern, Invisibility, Know VulnerabilitiesSpC, Locate Object, Mesmerizing GlareSpC, Mindless RageSpC, Minor Image, Mirror Image, Misdirection, Miser's EnvySpC, Phantom Trap, Portal AlarmSpC, Pyrotechnics, Rage, Reflective DisguiseSpC, Scare, Shatter, Silence, Sound Burst, Speak to AlliesSpC, Suggestion, Surefooted StrideSpC, Swift FlySpC, Tactical PrecisionSpC, Tongues, Wave of GriefSpC, Weapon ShiftSpC, Whirling BladeSpC, Whispering Wind.

3rd—Arcane Sight, Bestow Curse, Blink, Charm Monster, Clairaudience/Clairvoyance, Confusion, Crushing Despair, Cure Serious Wounds, Daylight, Deep Slumber, Discern Lies, Dispel Magic, Displacement, Dolorous BlowSpC, Explosive Runes, Fear, Gaseous Form, G'Elsewhere ChantSpC, Glibness, Good Hope, Haste, Illusory Script, Invisibility Sphere, Keen Edge, Know OpponentSpC, Lesser Geas, Listening CoinSpC, Major Image, Mass Curse of Impending BladesSpC, Phantom Steed. Prayer, PuppeteerSpC, Ray of DizzinessSpC, Remove Curse, Scrying, Sculpt Sound, Secret Page, See Invisibility, Sepia Snake Sigil, Shadow CacheSpC, Slow, Speak With Animals, SpeechlinkSpC, Tiny Hut, Treasure ScentSpC, UnluckSpC, Weapon of ImpactSpC.

4th—Arcane Eye, Break Enchantment, CelebrationSpC, Cure Critical Wounds, Detect Scrying, Dimension Door, Divination, Dominate Person, Fire Trap, Freedom of Movement, Greater Invisibility, Hallucinatory Terrain, Hold Monster, Lay of the LandSpC, Legend Lore, Locate Creature, Minor Creation, Modify Memory, Neutralize Poison, Rainbow Pattern, Ray DeflectionSpC, Ruin Delver's FortuneSpC, Secret Chest, Sending, Shadow Conjuration, Shout, Sirene's GraceSpC, Speak With Plants, Spectral WeaponSpC, Voice of the DragonSpC, Zone of Silence.

Table: Gambler Spells Known
Level Spells Known
0 1st 2nd 3rd 4th
1st 2
2nd 3 1
3rd 4 2
4th 4 3 1
5th 4 3 2
6th 5 3 3 1
7th 5 4 3 2
8th 5 4 4 3 1
9th 6 4 4 3 2
10th 6 5 5 4 3

Aura of Chaos (Ex): The power of a gambler’s aura of chaos (see the detect chaos spell) is equal to her gambler level.

Second Chance (Ex): We love rerolls!

Wild Roulette (Su): Cait Sith! Put a table here.

TABLE

Karma (Ex): At 2nd level, oh no the balance!

Bonus Feats: At 3rd level and every 4 levels after, a gambler may select a bonus feat from the following list: Any Luck feat (such as those within Complete Scoundrel),

Evasion (Ex): At 4th level, dodging!

Misfortune (Ex): At 6th level, oh no karma you too!

Mettle (Ex): At 8th level, tough as nails!

Deus Ex Machina (Ex): At 10th level, plot armor!

Lucky Soul: At 10th level, you're feeling chaosy today.

The epic gambler gains a bonus feat (selected from the list of epic gambler feats) at 11th and every 4 levels after.

Epic Gambler Bonus Feat List: <-list of bonus epic feats->

Ex-Gamblers

<-What happens (if anything) if characters of this class lose an entry requirement or violate their code of conduct (if this class has one). Delete this section if there are no contingencies for continuing in this class->

Campaign Information

Playing a Gambler

Combat: <-Typical role in combat->

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->

Resources: <-What kind of assistance members of this class can expect from each other including possible organizations->

Gamblers in the World

I'm not worried, I am the leading man after all. And the plot demands I at least put up a good fight.

NPC Reactions:

Gambler Lore

Characters with ranks in Knowledge Local can research Gamblers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge Local
DC Result
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.
30 <-information so obscure that members of this class might not even know it->.

Gamblers in the Game

Adaptation: <-Fitting this class in your campaign->

Sample Encounter: <-DM placement for NPC of this class->

EL 10: PENDING



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