Gambler (3.5e Prestige Class)
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|Editing:||Constructive edits welcome|
|“||Ah yes! I know lady luck quite well. I bed her on a weekly basis.||”|
Some see luck as being too circumstantial. Others see luck as a weapon, simply waiting to be wielded by skillful hands. These wielders of luck are called gamblers, and they play a game every time they step out the door, chancing luck with every breath.
Gamblers are tricksters and con-artists by trade. Though some may be guided by more nobler causes, the majority are out for themselves. They traverse the dungeon and pub with the same gait. Applying the same card up the sleeve tactics to every aspect of there life.
Rogues find themself naturally attracted to this lifestyle, as do Bards for obvious reasons. Even some urbanized rangers can find manipulation of luck beneficial. The more martial classes would find it difficult to reach there career is already far along one path. Although still difficult, sorcerers and the occasional cleric devoted to the more rogueish deities can see the benefit of this class with some cross classing.
- Alignment: any nonlawful
- Skills: Bluff 13 ranks, Diplomacy 8 ranks, Sleight of Hand 13 ranks, Profession (Gambler) 13 ranks, Craft (Alchemy) 8 ranks
- Special: You must first find and be trained by one who already has walked the path of the gambler. He is your connection to several important things, namely how to make the cards and dice and where to find the ingrediants for the aformentioned alchemical recipes.
- Special: You must gamble a total of 500 gold pieces away. What you gamble on is your choice but it must either involve cards or dice, these are the trademarks of the Gambler and she must learn about both sides of luck. Good and bad. The Gamblers mentor must also bear witness to the total loss or gain of money. The most common method is to in fact play a game of cards or dice with the mentor.
| Base Attack
|3rd||+2||+3||+3||+3||Lady luck's magic touch|
|4th||+3||+4||+4||+4||Greater bastards luck|
|5th||+3||+4||+4||+4||Touch of the devil|
Class Skills (6 + Int modifier per level)
 Class Features
Bastards luck: The gamblers is able to modify his luck, into his own favor. 1/day per level, the Gambler is able to add his level as a modifier to one skill check, ability check, attack roll or damage roll. However there's only a 50% percent chance that the number will be positive. Roll a d% to figure out whether the number added is positive or negative.
Broke dice: The gambler is a master of subterfuge and underhanded manuevers. He applies this in a unique manner, turning the simple dice and cards he's used so many times, to a more martial practice. The gambler is able to create combat ready cards and dice through specific alchemical concoctions. The gambler is taught the techniques in how to make them and how to use them, as such the Gambler gains exotic weapon proficiancy with both the cards and the dice.
An alchemy check (DC=20) is required to creat special dice, with resevoirs inside their cores that can be filled with different alchemical liquids, such as alchemists fire or acid. With a simple flick of the wrist the gambler can throw the dice delivering a ranged touch attack (range 15 ft.) The materials cost a total of 75 gold to make a set of four dice. Two can be tossed at a time, and they can be used in conjunction with a normal full attack action, so long as the Gambler has at least one hand free.
An alchemy check (DC=25) is required to create a special deck of hardened cards. The materials needed cost 100 gold total. There texture is similar to regular cards but they carry a sharp, razor edge used to deliver deceitful attacks. The cards can be enhanced in the same manner that ammunition is, the exception being there is 52 instead of 20. Those extra two do not effect the price overall though. The cards thin design and packaging, allow a Gambler to throw two cards with one attack, both cards attack the same person, but require two different attack rolls. Using cards requires the same feats to be used for multiple attacks a round just like normal thrown weapons, and are treated as such for any effects applying to thrown weapons.
Lady lucks magic touch: No one can deny the benefits of good luck, and just as fate would have it, luck is on the Gamblers side. The gambler gains a bonus equal to his charisma modifier to all of his saves. This bonus stacks with any other similar ability.
Greater bastards luck: The gamblers bastards luck abiltiy improves greatly, he now has a 50% chance of gaining his charisma modifier as a bonus to any roll he makes, instead of his level. He still suffers the same consequences of this abilities predecessor if the d% was not to fall in his favor.
Touch of the devil: The Gamblers constant affair with luck has allowed him to see both sides of the same coin so to speak, and bend even the bad mojo to his favor. 3/day, the Gambler is able to reduce the 'luck' of one person. The gambler makes one attack as a full round action, channeling the luck through either his dice or his deck of cards, but instead of doing damage, the person becomes cursed. The attack is a ranged touch attack and if it succeeds the target must then make a will save (DC= 10+ charisma modifier+ class level) if he fails the save, all skill checks, ability checks, and attack rolls the person makes are reduced by an amount equal to the gamblers class level. this effect cannot stack with itself or any other similar effects based off of the manipulation of one's luck.
 Equipment to help out the Gambler:
Deck of Cards:
|Range Increment:||25 ft.|
|Weight1||Total deck, 3 lbs. Individually, N/A|
| 1 = Weight figures are for Medium weapons. A Small weapon weighs |
half as much, and a Large weapon weighs twice as much.
2 = When two types are given, the weapon is both types if the entry specifies “and,”
or either type (player’s choice at time of attack) if the entry specifies “or.”