Gambler (3.5e Prestige Class)
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|“||Ah yes! I know Lady Luck quite well. She is not a stranger to me... or my bed.||”|
Some see luck as being too unpredictable or even non-existent. Others see luck as a potent ally, simply waiting to be directed by skillful hands. These wielders of luck are called Gamblers. They play a game every time they step out the door.
Gamblers are tricksters and con-artists by trade. They traverse the dungeon and pub with the same gait, applying the same card-up-the-sleeve tactics to every aspect of their life.
Rogues and Bards and Sorcerers find themselves naturally attracted to this lifestyle. Even some civilized rangers can find manipulation of luck beneficial. Although rare, clerics and chaotic paladins devoted to morally ambiguous deities can see the benefit of this class. The more martial classes would find it difficult to embrace this change of career.
- Alignment: any Chaotic
- Base Attack Bonus: +2
- Ability: 12 Charisma
- Special: You must learn about both sides of luck, the good and the bad. Find another Gambler and gamble with him once every night for one week. On the seventh and last night of gambling, you must gamble with at least 500 gold pieces worth of money or things at stake. Whether you win or lose, through your interactions with the Gambler, he will teach you how to improve your luck and how to craft specialized cards and dice.
|Saving Throws||Special||Spells per Day/Spells Known|
|1st||+0||+0||+2||+2||Beginner's Luck, Sneak attack +1d6||+1 spellcasting class level|
|2nd||+1||+0||+3||+3||Loaded Dice||+1 spellcasting class level|
|3rd||+2||+1||+3||+3||Lady Luck's Kiss, Sneak attack +2d6||+1 spellcasting class level|
|4th||+3||+1||+4||+4||Miss Fortune||+1 spellcasting class level|
|5th||+3||+1||+4||+4||My Lucky Day, Sneak attack +3d6||+1 spellcasting class level|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
Weapon and Armor Proficiency: Gamblers gain proficiency with dice and playing cards. Gamblers gain no other armor, weapon, or shield proficiencies.
Spellcasting: At each level you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane or divine spellcasting class before becoming a Gambler, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (1st, 3rd, 5th). If a Gambler gets a sneak attack bonus from another source the bonuses on damage stack.
Beginner's luck: At level 1, the Gambler is able to modify his luck, for good or bad. Every day, the Gambler gains Beginner's Luck charges equal to 2 charges/Gambler level. As an immediate action, at the cost of 1 Beginner's Luck charge, the Gambler is able to add his Gambler class level as a luck bonus/penalty to a single skill check, ability check, save, caster level check, attack roll or damage roll. If a damage roll would be reduced to below 0, it simply deals 0 damage. However there's only a 51% percent chance that the number will be positive. Roll a d100, 1-49 means negative, 50-90 means positive, 91-100 means positive at double the bonus. If it is negative, you suffer only half the penalty rounded down to a minimum of -1 (+Bonus=-Penalty: +1=-1, +2=-1, +3=-1, +4=-2, +5=-2).
After you get the result, you can repeat this process until you run out of Beginner's Luck charges. At level 5, if you expend all your Beginner's Luck charges on one roll, if you don't roll a 91-100, then the most bad luck you can get is -20 and the most good luck is +50.
Loaded Dice: At level 2, the Gambler is a master of subterfuge and underhanded and even deadly manuevers. The Gambler can turn simple dice and cards into simple weapons. The gambler is able to create combat ready cards that can be imbued with spells and dice that can be filled with alchemical concoctions.
An alchemy check (DC=15) is required to create Loaded Dice, with reservoirs inside their cores that can be filled with different alchemical liquids, such as alchemists fire or acid. The Loaded Dice's reservoir contains nondimensional space: Its inside is larger than its outside dimensions and it can hold up to 1lb of alchemical liquid. The dice detect as faint conjuration. The materials cost a total of 10 gold to make a set of twenty dice. Adding the masterwork quality costs 6 gp per single unit of ammunition; for adding magical enhancements refer to the crafting Magic Weapons.
An alchemy check (DC=17) is required to create a Deck of Sharpened Cards, which are ordinary-looking cards with razor edges. The materials needed cost 30 gold total to create a total of 60 cards. Adding the masterwork quality costs 6 gp per single unit of ammunition; for adding magical enhancements refer to the crafting Magic Weapons.
Dice or cards that hits its target are destroyed or rendered useless, and if it misses, it has a 50% chance of being destroyed or lost.
The Gambler gains the ability to place an area spell or a touch spell upon a card. When the card is thrown, the spell’s area is centered on where the card lands, even if the spell could normally be centered only on the caster. This ability allows the Gambler to use the card’s range rather than the spell’s range. It takes a standard action to cast the spell and throw the card. This provokes attacks of opportunity from every foe who threatens you at the time you make your ranged attack. The card must be thrown in the round the spell is cast, or the spell is wasted.
Alternatively, you can cast an area spell as an enchantment upon the card. The enchanted card holds the spell for 1 hour, after which the spell dissipates and the card returns to normal. If anyone other than you touches the card, the spell dissipates and the card returns to normal. You may drop or place the enchanted card on the ground, and as long as you are within 1 mile of the card, you can cause the spell to activate.
Lady Luck's Kiss: At level 3, the Lady of Fortune smiles on the Gambler even when he has bad luck. The Gambler gains a luck bonus equal to his charisma modifier to all of his saves. This bonus stacks with other bonuses.
Miss Fortune: At level 4, the gamblers luck improves greatly, for good or bad. The Gambler may choose to add his charisma modifier as a luck bonus/penalty to all rolls he makes. This bonus stacks with bonuses/penalties gained from Beginner's luck. This can be applied to rolls for skill checks, ability checks, saves, caster level checks, attack rolls, and damage rolls. If a damage roll would be reduced to below 0, it simply deals 0 damage. Attacks or spells that deal damage with multiple dice, you only add your bonus/penalty once, for example; a 6th level Sorcerer's fireball deals 6d6 fire damage, with Miss Fortune it becomes 6d6 + Miss Fortune bonus/penalty; a melee attack with a falchion deals 2d4 damage, with Miss Fortune it becomes 2d4 + Miss Fortune bonus/penalty. However there's only a 51% percent chance that the number will be positive. Roll a d100, 1-49 means negative, 50-90 means positive, 91-100 means positive at double the bonus. If it is negative, you suffer only half the penalty rounded down to a minimum of -1 (+Bonus=-Penalty: +1=-1, +2=-1, +3=-1, +4=-2, +5=-2, +6=-3, +7=-3, +8=-4, +9=-4, +10=-5).
My Lucky Day: At level 5, due to the Gambler's constant love affair with Lady Luck, his enemies are always unlucky. 2/week, the Gambler is able to reduce the 'luck' of one target and increase his own. The Gambler makes a ranged touch attack as a full round action with either one die or one card that receives a +5 enhancement to hit. If the attack successfully deals damage (0 damage is still damage), the target must then make a Will save (DC= 15 + Gambler level + charisma modifier). If the target fails the Will save, the target has a -5 luck penalty all attack rolls, saves, and caster level checks for 24 hours. In addition upon successfully reducing an enemy's luck, for 24 hours, when the Gambler uses Beginner's Luck or Miss Fortune, when he rolls a negative, it is treated as a reduced bonus instead of a penalty (+Bonus=+Bonus:+1=+1, +2=+1, +3=+1, +4=+2, +5=+2, +6=+3, +7=+3, +8=+4, +9=+4, +10=+5). The luck penalty to enemies can stack with itself, but not with any other luck penalties.
Equipment to help out the Gambler:
Deck of Cards:
|Simple Weapons||Cost||DMG (S)||DMG (M)||Critical||Range||Weight||Type|
|Loaded Dice||1gp||1d3||1d4||x4||40 feet||20 dice = 1 lb. Individually, N/A||Bludgeoning|
|Deck of Sharpened Cards||3gp||1d4||1d6||18-20/x2||60 feet||60 card deck = 1/2 lb. Individually, N/A||Slashing|
Helpful Notes on Thrown Ranged Weapons: When throwing dice or cards, a Gambler can draw dice or cards as a free action so long as the Gambler has at least one hand free. As a full round action, you can make iterative attacks with several thrown weapons (one per attack) if your base attack bonus allows. This provokes attacks of opportunity from every foe who threatens you at the time you make your ranged attack. The Rapid Shot feat can be used to get one more attack at your highest BAB, but both attacks suffers a -2 penalty to attack, and each successive attack suffers a cumulative -2 penalty to attack.
Dice and cards, as with any thrown weapon, you apply your Dexterity modifier to your attack roll and apply your Strength modifier to your damage roll if your attack hits.