Psionic Gambler (Pathfinder Class)

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Psionic Gambler[edit]

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Outlaw, Permission and art granted by Ultracold

Psionic Gamblers have a magnetic personality. They rely more on their luck and self-confidence than pure skill. A player will need a deck of cards, a coin, and a pair of dice to play this class.

Role: The Psionic Gambler has the capability for a high damage output but isn't consistently reliable.

Abilities: A Psionic Gambler needs a high Dexterity for their shooting abilities, and to improve their Armor Class. They need Charisma for their manifesting abilities and need absolutely no strength as all of their attacks are powers or ranged.

Alignment: Any.

Hit Die: d8.

Starting Gold: 4d6×10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills[edit]

The time sequencer’s class skills are Appraise (Int), Autohypnosis (Wis), Bluff (Cha), Diplomacy (Cha), Knowlege (Arcane-Psionics) (Int), Knowlege (Local) (Int), Perception (Wis), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int Modifier.

Table: Psionic Gambler
Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Powers Known Maximum Power Known
Power Points
1st +0 +0 +2 +2 Lady luck, gunsmithing, lucky surge, powers, talents 1 1st 1
2nd +1 +0 +3 +3 Peek, roulette 2 1st 2
3rd +2 +1 +3 +3 3 1st 4
4th +3 +1 +4 +4 4 2nd 6
5th +3 +1 +4 +4 Chance doesn't wait 5 2nd 8
6th +4 +2 +5 +5 6 2nd 12
7th +5 +2 +5 +5 7 3rd 16
8th +6/+1 +2 +6 +6 8 3rd 20
9th +6/+1 +3 +6 +6 9 3rd 24
10th +7/+2 +3 +7 +7 Open palm 10 4th 28
11th +8/+3 +3 +7 +7 11 4th 36
12th +9/+4 +4 +8 +8 12 4th 44
13th +9/+4 +4 +8 +8 13 5th 52
14th +10/+5 +4 +9 +9 14 5th 60
15th +11/+6/+1 +5 +9 +9 Luck touches us all 15 5th 68
16th +12/+7/+2 +5 +10 +10 16 6th 80
17th +12/+7/+2 +5 +10 +10 17 6th 92
18th +13/+8/+3 +6 +11 +11 18 6th 104
19th +14/+9/+4 +6 +11 +11 19 6th 116
20th +15/+10/+5 +6 +12 +12 All in 20 6th 128

Class Features[edit]

The following are the class features of the psionic gambler.

Weapon and Armor Proficiency[edit]

Psionic Gamblers are proficient with all simple weapons, the swordcane, the whip, and with all firearms. They are proficient with light armor. They are not proficient with shields.

Power Points/Day[edit]

A psionic gambler's ability to manifest powers is limited by the power points they have available. Their base daily allotment of power points is given on 'Table: The Psionic Gambler'. In addition, they receive bonus power points per day as if they have a high Charisma score (see Table: Ability Modifiers and Bonus Power Points). Their race may also provide bonus power points per day, as may certain feats and items.

Powers Known[edit]

A psionic gambler begins play knowing one psionic gambler power of your choice. At every even-numbered class level after 1st, they unlock the knowledge of new powers.

Choose the powers known from the psionic gambler power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a psionic gambler to learn powers from the lists of other classes.) A psionic gambler can manifest any power that has a power point cost equal to or lower than their manifester level.

The total number of powers a psionic gambler can manifest in a day is limited only by their daily power points.

A psionic gambler simply knows their powers; they are ingrained in their mind. They do not need to prepare them (in the way that some spellcasters prepare their spells), though they must get a good night’s sleep each day to regain all of their spent power points.

The Difficulty Class for saving throws against the psionic gambler's powers is 10 + the power’s level + the psionic gambler’s Charisma modifier.

A psionic gambler begins play with the ability to learn 1st-level powers. As they attain higher levels, they may gain the ability to master more complex powers.

To learn or manifest a power, a psionic gambler must have a Charisma score of at least 10 + the power’s level. A psionic gambler may not spend more power points on a power than their manifester level.

Talents[edit]

Psionic Gamblers can prepare a number of talents, or 0-level spells, each day. These powers are manifested like any other power, but they are not expended when manifested and may be used again.

Gunsmith[edit]

At 1st level, the psionic gambler gains a pepperbox as a starting weapon. Their starting weapon is battered, and only they know how to use it properly. All other creatures treat the psionic gambler's gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it's worth 4d10 gp when sold). The psionic gambler also gains Gunsmithing as a bonus feat.

Lady Luck (Ex)[edit]

A psionic gambler has Lady Luck on their side. The psionic gambler adds half of their class level (minimum 1) to any bluff, sense motive, and sleight of hand checks.

Lucky Surge[edit]

At 1st level, the psionic gambler gains the ability to play with chance. By utilizing their raw strength of personality and magnetism, not to mention a healthy measure of unnatural "lifeforce", the psionic gambler can mimic chance. With their power, they manifests a number of luck rounds per day. These luck rounds fuel the psionic gambler's abilities.

A psionic gambler can manifest a power and mentally use a lucky surge at the same time. When doing so, the psionic gambler rolls a d20, and will reroll any number above a 14.

Table: Roll a D20, reroll anything over a 13
Roll Result
2-10 Like normal playing cards that have little power, this luck roll produces no effect.
11-13 The manifester gains the boon of their accumulated wild power. The level and DCs of powers cast this round are treated as 1 higher.
14 The manifester surges with mighty power. The level and DCs of powers cast this round are treated as 2 higher.

The psionic gambler has a number of lucky surge rounds they can use per day equal to 4 + their Charisma modifier. At each level after 1st, a psionic gambler can use a lucky surge round two more times a day. Any feats, traits, or abilities that would otherwise add bardic rounds to a bard, will have a psionic mirror ability that works the same. Any other bardic feats do not work for this class.

Spells that take more than 1 standard action to cast cannot be used with lucky surge rounds.

Using a lucky surge round is a move action at 1st level. At 4th level, this action becomes a swift action. At 8th, this becomes a free action. A psionic gambler can have only one use of lucky surge per round. At 12th, a psionic gambler can cast immediate action spells and use a lucky surge round to affect these as well.

Peek[edit]

At 2nd level, a psionic gambler gains the ability to get a feel for how their luck is going to turn out in any given situation. As a free action, they can reroll any class ability that uses a lucky surge round once per day. At 8th level, this increases to 2 times per day, and at 16th level, it increases to 3.

Roulette[edit]

At 2nd level, a psionic gambler gains the ability to cause randomized effects with their firearm (if they possess one). By using the power of their lucky surge rounds, coupled with their own internal willpower, they can take a chance on a shot and produce these additional effects. This skill can only be utilized with a firearm that has a rotating cartridge system (eg. pepperbox or a revolver). Activating Roulette uses one bullet/charge of ammunition and one round of lucky surge each time used.

As the psionic gambler spins the barrel of their gun, their psionic power manifests into their bullets, giving them randomized abilities for their shot. These represent themselves into two categories, positive or negative roulette results which are bound together and rolled for on the table below. Unless otherwise mentioned, the psionic gambler's shot will do normal damage and uses their normal firearm attack to hit.

Only one shot per round can be a roulette spin. If the psionic gambler has multiple shots from feats or from being a higher level, only one can cause the effects of this ability and must be declared before rolling. Once a roulette spun round has been declared, the psionic gambler then rolls a d20 and either flips a coin, or rolls a D6. Heads, or 4-6 on the d6, equate to a positive result. Tails, or 1-3 on the d6, equates to a negative result.

Table: Roll a D20
Roll Result
1 Crapshot--No Target Positive: The psionic gambler deals 1 extra point of damage. Negative: All you hear is a click from your gun as your bullet is a dud and is considered used.
2 Dazing Shot--Backlash Positive: When you hit your target, their body is wracked with psionic contorting forces that cause them bodily distortion for 1 round. The target is unable to act or move but is not considered helpless. Negative: Your bullet fires, hitting the target as normal, but the shot releases excess heat which stings your eyes and stops you in your tracks. You are considered dazzled for 1d4 rounds and dazed for 1 round.
3 Penetrating Shot--Weak Shot Positive: Your shot seems to take on an ethereal quality and ignores damage reduction or immunities to certain damage types and deals 1 more point of damage per psionic gambler level. This amount is increased by criticals. Negative: Your shot fires as normal, but deals 2 less damage (minimum 1) per psionic gambler level.
4 Slaying Shot--Ricochet Positive: This shot harms the opponent in such a way that their body is more susceptible to incoming hits. They take are considered flat-footed for 1 round to any attacks that hit them. Negative: When you hit the target, it deals normal damage, but if you miss, roll 1d8. Your bullet travels in that random direction. If a creature or object is in that direction, roll an attack -5. If they are hit, they take half damage.
5 Thrusting Shot--Blowback Positive: So powerful is this shot that creatures hit by it can find themselves flat on their backs. Roll an overrun combat maneuver using your psionic gambler level + your Charisma modifier. Weapon modifiers/feats/items all work to increase this DC as it uses your internal power and skill. Negative: Your attack hits normally, but you are knocked prone.
6 Knee Shot--Shaking Gun Positive: The target moves in such a way they are vulnerable to being knocked off balance. They take 1 extra point of damage for every psionic gambler level you have and get a -2 to AC for 1 round. Negative: Your gun misfires and you have to clear the charge, even if you have an ability or upgrade that states you can ignore this. On top of that, your powers backlash and causes your firing arm to become unsteady, giving you a -2 for 1d4 rounds to attack rolls with your firearm.
7 Vicious Blast--Shaking Knees Positive: When you hit the target, you can choose to either do 2 extra damage per psionic gambler level or deal your normal damage plus 1 damage for each psionic gambler level you have to each creature in a 10ft square of your choosing around your target. Negative: Your shot backfires so close to your face that you are shaken for 1 round due to the close call. This is a mind-affecting effect.
8 Guarded Shot--Reverberation Your shot knocks your target off-kilter so much that for the next round, it is staggered. Negative: Your gun expends so much force, it bounds back and hits you with a force from the blast. You take a -2 penalty to AC attacks for 1 round.
9 Upsidedown Shot--Eye Blast Positive: Your shot psionically transposes your target's equipment in odd ways. Until they take a round to correct the switched location of gear, they take a -2 to ability checks, saves, attacks, and skill checks. Negative: You take a kickback of infused energy to your mind, making you incapable of seeing your foes as well. You take a -10 to perception for 1 round, which may mean you cannot see your targets if they are too far away.
10 Draining Shot--Booster Positive: Your bullet shreds into the target and creates a psionic funnel of sapping power. The target takes a -2 to strength and dexterity for 1d4 rounds. Negative: Instead of causing a disruption in the strength and ability of the enemy, your shot may damage them, but they are invigorated, gaining a +2 to strength and dexterity for 1 round.
11 Grapple Shot--Disarm Positive: Your shot stings the chakras of your foe and enables you to siphon their power. You regain 2 power points per 2 psionic gambler levels. Negative: Your gun hand goes numb and you find yourself unable to hold your gun. It falls to the ground.
12 Stone Glare--Pinner Shot Positive: The psionic gambler's shot strikes with odd concussive force, wrapping the target in ectoplasmic goo that hardens. They are considered stuck in a wall and take 1d4 points of damage +1 point per psionic gambler level. Negative: A blowback of psionic energy ruptures the usefulness of your legs. You are considered unable to move for 1d4 rounds by normal means. If you are flying, you glide down and cannot move.
13 Swallowing Earth--Stabilizer Positive: When you hit your target, the ground below them opens up for 3 rounds. Dependent on your level, this has different effects. At 1st, this is similar to a create pit effect. At 8th-level, this is similar to a spiked pit. At 16th as hungry pit. The save DC for this is the 10 + 1/2 psionic gambler's level + Charisma modifier. Negative: Your shot confuses you for 1 round as per the spell confusion.
14 Twisted Shot--Numb Blast Positive: This shot creates a spinning force of energy that psionically hampers all movements the target makes. Left is right. Right is left. Attacking forward is backward. This causes the target to behave erratically. They spend 1 round under an effect similar to that of the spell confusion, but this is not a mind-affecting effect. Negative: Reverberating energies wrack your body with pain and numbness. You fall to the ground prone and are staggered for 1 round.
15 Hot Iron--Old Gun Positive: So fast is your psionically charged bullet that any metal the creature or object hit possesses becomes red hot, dealing 1d4 points of fire damage +1 for each psionic gambler level. Negative: Your gun gains the broken condition. If this is not possible due to feats or its construction, it stops working for 3 rounds instead.
16 Not Far Enough--Too Close Positive: The psionic gambler's shot creates a blast that pushes your target back as though they were bull rushed. This effect utilizes the psionic gambler's level + Charisma modifier for the attempt instead of strength and BAB. Negative: Similar to a bull rush attempt, but pulls the target closer. This effect uses the psionic gambler's level + Charisma modifier for the attempt instead of Strength and BAB.
17 Tendrils--Cavernous Positive: When the psionic gambler hits the target, two tendrils exit the wound and make attacks of opportunity against two enemies or the target if there are no other targets within 15ft. These tentacles use 1/2 the psionic gambler's level + charisma modifier to hit instead of strength and base attack bonus. The tentacles each deal 1d4 plus the psionic gambler's charisma modifier in damage. Negative: You are blinded for 1 round as your bullet blasts sparks into your eyes.
18 Perfection--Emboldened Positive: With a wave of force, the bullet fired from the psionic gambler's weapon ricochets in the direction of your choice. This additional hit means you roll an additional touch attack at -5 penalty and it deals 1 damage per psionic gambler level to the new target. Negative: Even if you hit the target, your shot is deflected off of something in their possession, only doing 1 point of damage per psionic gambler level. This shot does no other damage than this.
19 Vampiric Shot--Fingerbite Positive: With great oddity, a connection of psionic energy is made between the manifester and the target. As the bullet goes in, the psionic gambler absorbs the lifeforce of those hit. The target takes normal weapon damage from the hit, but the psionic gambler recovers half as much HP. Negative: Your gun pinches your flesh somehow and causes a wound that sickens you for 1d4 rounds.
20 Additional Target--Tables Turn Positive: The psionic gambler manages to replicate their shot without adding another bullet. Roll an attack for the initial target plus one other attack on either the same target or a different one. Negative: The psionic gambler deals double damage to the target, but half of that to themselves.

Chance Doesn't Wait[edit]

At 5th levl, the psionic gambler becomes a master of playing the game of life. They can now bluff one degree better on Table:Bluff Modifiers and the DC to understand hidden messages among your teammates is only a DC10 Sense Motive for simple messages, and 15 for complex ones. When the psionic gambler uses sense motive, they can now utilize the Unchained skill unlocks for this skill. Sleight of hand attempts for small or smaller objects get +8 instead of the normal +4 bonus to conceal them and your DC for palming a weapon does not grant a bonus to perception checks for creatures observing you.

Open Palm[edit]

At 10th level, the psionic gambler can glare at creature. The psionic gambler begins to fade from the creature’s view. Until the psionic gambler’s next turn, they gain the effects of concealment against that creature (unless it can see invisible creatures). Starting on the psionic gambler’s next turn, they gain the effect of invisibility against that creature. These effects last as long as the psionic gambler continues to use this glare, but if they take an action that would end invisibility, it ends their gaze's effect immediately. The psionic gambler can reinstate this effect whenever they wish, but each time it begins with 1 round of concealment. At 16th level, attacks that would end invisibility do not end the glare, and after 1 round of concealment, they gain the benefits of greater invisibility against the target. This is a mind-affecting effect.

Luck Touches Us All[edit]

At 15th level, the psionic gambler becomes a paragon of luck. They become immune to curses and effects that produce bad luck toward rerolling dice and taking the lower result. They also are considered to be harder to sneak up on and have a 50% fortification in regards to attacks that would strike them in physically harmful spots, such as sneak attack.

All In[edit]

At 20th level, the psionic gambler is a master of destiny. Any critical threats made against you only confirm if the second roll results in a natural 20 on the die. Any critical threats you score with a spell are automatically confirmed. Three times per day, you can add 1d6 to the result of any roll. If this edited roll is a natural one, it is no longer considered a natural 1 for the purposes of failure.

Psionic Gambler Power List[edit]

Table: 0-Level Talents
Name Description
Conceal Thoughts You conceal your motives.
Detect Psionics You detect the presence of psionics.
Distract Target gets -4 bonus on Perception and Sense Motive checks.
Ectoplasmic Trinket Create a small, fragile, temporary object.
Far Hand (A) Move small objects a limited distance.
Float (A) You buoy yourself in water or other liquid.
My Light (A) Your eyes emit a 20-ft. cone of light.
Telekinetic Punch Deal 1 force damage to target.
Trick Shot (A) Your ranged attacks defy the laws of physics.
Table: 1st-Level Powers
Name Description
Burst Gain +10 ft. to speed this round.
Catfall (A) Instantly save yourself from a fall.
Chameleon Gain +10 enhancement bonus to Hide checks.
Deaden Attack Your attacks with weapons deal nonlethal damage.
Deflect Missiles (A) Gain protection against ranged attacks.
Elfsight Gain low-light vision, +2 bonus on Perception checks, and notice secret doors.
Force Screen (A) Invisible disc provides +4 shield bonus to AC.
Foxhole (A) Quickly ‘dig’ a trench or shelter.
Inevitable Strike (A) Gain an insight bonus on your next attack.
Metaphysical Weapon (A) Weapon gains +1 bonus.
Precognition, Defensive (A) Gain +1 insight bonus to AC and saving throws.
Precognition, Offensive (A) Gain +1 insight bonus on your attack rolls.
Prescience, Offensive (A) Gain +2 insight bonus on your damage rolls.
Prevenom Weapon (A) Your weapon is mildly poisonous. [Ranged weapons bestow this effect on their ammunition.]
Psychokinetic Cannon (A) Launch a projectile without its launcher.
Sense Minds Detect non-mindless creatures with pinpoint accuracy.
Vigor (A) Gain 5 temporary hit points.
Table: 2nd-Level Powers
Name Description
Body Adjustment (A) Heal 1d12 damage.
Body Equilibrium You can walk on nonsolid surfaces.
Body Purification (A) Restore 2 points of ability damage.
Clairvoyant Sense See and hear a distant location.
Cleanse Body Cure 1d4 points of temporary ability damage and remove fatigue.
Cloud Mind You erase knowledge of your presence from the target’s mind.
Concealing Amorpha Quasi-real membrane grants you concealment.
Deflect Avoid a single ranged attack.
Defy Gravity You move up and down, forward and back, via mental support.
Detect Hostile Intent You can detect hostile creatures within 30 ft. of you.
Dimension Swap (A) You and an ally switch positions.
Dissolving Weapon (A) Your weapon deals 4d6 acid damage.
Gravitational Well (A) Cause the target to draw attacks toward it.
Kinetic Reload (A) Use telekinesis to reload your firearm.
Knockdown Your ranged attack knocks enemies prone.
Localized Windstorm (A) Increase or decrease winds in a small, controllable area..
Psionic Scent Gain the scent ability.
Resist Toxin (A) Your body becomes temporarily immune to poison.
Share Pain Willing subject takes some of your damage.
Sidestep Avoid a single melee attack.
Sonic Blast (A) Next attack deals sonic damage; expend focus to trip target.
Sustenance Go without food and water for one day.
Thought Shield (A) Gain PR 13 against mind-affecting powers.
Wall Walker Grants the ability to walk on walls and ceilings.
Wind Strike Attacks with your wind reader ability also daze your targets.
Table: 3rd-Level Powers
Name Description
Concealing Amorpha, Greater Quasi-real membrane grants you total concealment.
Control Air (A) You have contol over wind speed and direction.
Danger Sense (A) Gain +4 bonus against traps.
Dimension Slide (A) Teleports you a very short distance.
Ectoplasmic Grapnel (A) Use a ray of ectoplasm to perform a variety of functions.
Energy Adaptation, Specified (A) Gain resistance 10 to one energy type.
Escape Detection You become difficult to detect with clairsentience powers.
Flexible Trajectory (A) Ranged attacks follow imaginary path to target.
Gravitational Anchor Alter gravity to direct toward the creature or object you touch.
Heightened Vision See 60 ft. in total darkness.
Hustle Instantly gain a move action.
Physical Acceleration (A) You move faster. gain +1 on attack rolls, AC, and Reflex saves.
Touchsight (A) Your telekinetic field tells you where everything is.
Ubiquitous Vision You have all-around vision.
Table: 4th-Level Powers
Name Description
Aura Sight (A) Reveals creatures, objects, powers, or spells of selected alignment axis.
Barrage Execute a flurry of swift attacks against nearby targets.
Battle Transformation (A) You gain combat bonuses.
Evade Burst (A) You take no damage from a burst on a successful Reflex save.
Inertial Barrier Gain DR 5/-.
Mirror Shot (A) Reflects alternate realities, partially duplicating a projectile in midair.
Sharpened Edge Doubles normal weapon’s threat range.
Slip the Bonds You cannot be held or otherwise rendered immobile.
Steadfast Perception See through illusions, gain +6 bonus on Perception checks.
Truevenom Weapon Your weapon is horribly poisonous. [Ranged weapons bestow this effect on their ammunition.]
Zealous Fury (A) Subsequent attacks are as accurate as previous ones.
Table: 5th-Level Spells
Name Description
Adapt Body Your body automatically adapts to hostile environments.
Parasitic Possession (A) Hide within the body of a creature, experiencing all of its activities.
Pierce the Veils See all things as they really are.
Planar Travel (A) Travel to other planes.
Psychofeedback (A) Boost Str, Dex, or Con at the expense of one or more other scores.
Retrieve (A) Teleport to your hand an item you can see.
Table: 6th-Level Powers
Name Description
Aura Alteration (A) Repairs psyche or makes subject seem to be something it is not.
Barred Mind, Personal (A) You are immune to scrying and remote viewing and gain a bonus to mental effects.
Brutalize Wounds Your target takes more damage than normal from wounds.
Cosmic Awareness (A) You gain insight bonus on a single attack roll, check, or save.
Ethereal Passage Invisible passage through wood or stone.
Hypercognition You can deduce almost anything.
Temporal Acceleration (A) Your time frame accelerates for 1 round.

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