Halivar
First Post
I'll be honest. This is probably a total rip-off of Mat Cauthon from the WoT series. I made it using the Shadowcraft Studios "Class Construction Engine." This is my first attempt at a PrC. I actually wrote it many months ago, but have not yet used it. Tell me what you think/pick it apart.
Well, here it is:
In the seediest watering holes in large cities, one needs nerves of steel to play at games of chance. One time caught cheating or even too many times winning can turn a man's luckiest night into his funeral. In such environments, the uncanny gambler thrives and makes his living.
As a master of chance, the gambler makes easy prey of even the most alert card shark. Uncanny gamblers find themselves unwelcome at more prestigious gambling establishments, and usually sticks to lower-class gambling areas. When thrust into high-society, however, the gambler uses his superb bluffing skills in his social interactions.
When his winning personality fails to avert a foe's sour grapes, the uncanny gambler relies on his skills with his hidden daggers. Many a wealthy adventurer has fallen trying to extract winnings from an “unarmed” opponent.
Hit Die: d6
Requirements
In order to become an uncanny gambler, a character must fulfill the following criteria.
Alignment: Any chaotic.
Bluff: 6 ranks.
Tumble: 6 ranks.
Feats: Alertness, Quickdraw
Class Skills
The uncanny gambler's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Innuendo (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), and Tumble (Dex). See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1 +1 +0 +2 +2 Luck 1/day
2 +2 +0 +3 +3 Throw dagger 1/action, evasion
3 +3 +1 +3 +3 Luck 2/day, uncanny dodge (Dex bonus to AC)
4 +4 +1 +4 +4 Throw dagger 2/action
5 +5 +1 +4 +4 Luck 3/day, improved critical (thrown dagger only)
6 +6 +2 +5 +5 Throw dagger 3/action, uncanny dodge (can't be flanked)
7 +7 +2 +5 +5 Luck 4/day
8 +8 +2 +6 +6 Throw dagger 4/action, improved evasion
9 +9 +3 +6 +6 Luck 5/day
10 +10 +3 +7 +7 Throw dagger 5/action, uncanny foresight
Class Features
All of the following are class features of the uncanny gambler prestige class.
Weapon and Armor Proficiency: Uncanny gamblers are proficient with daggers or other comparative piercing weapons. They are not proficient with any type of armor or with shields. They may have such proficiency from a previous class, but most uncanny gamblers skills are adversely affected by their use.
Luck (Su): Starting at first level, the uncanny gambler has extraordinairey luck in all random occurances. As many times a day as specified, the uncanny gambler's player can reroll any die roll for his character. Each roll can be rerolled only once. If the rerolled number is worse than original, it is used anyway. Luck can be invoked on any game of chance at will without counting towards the times per day that the luck ability is used. Instead, the times per day is taken as the total number of times that each random occurance can be rerolled (or redrawn, as the case may be). Essentially, the uncanny gambler never loses at the table. DM's should note that this will invariably lead to some amount of ire in opponents, who may decide to take back their winnings by force. It should also be noted that the luck ability may be used once and only once on a deck of many things.
Since luck is a supernatural ability, it does not work under magic-nullifying affects, and is otherwise hampered in the same way magical affects are.
Throw dagger (Ex): The uncanny gambler prefers to conceal his weapons, and daggers are just right for the job. Starting at second level, the uncanny gambler may launch one or more daggers (up to five at tenth level) as a free action that does not provoke an attack of opportunity. Since the gambler already has the Quickdraw feat, each of these daggers may be hidden on the gamblers body prior to being thrown. As a caveat, however, in such situations all attack bonuses suffer armor check penalties, signifying the necessity of light or no armor when performing such an attack.
Uncanny Dodge (Ex): As a rogue's ability (See Chapter 3: Classes in the Player's Handbook for feature description), except only the 3rd and 6th levels of the feature are gained.
Evasion (Ex): As a rogue's ability (See Chapter 3: Classes in the Player's Handbook for feature description).
Improved Evasion (Ex): As a rogue's ability (See Chapter 3: Classes in the Player's Handbook for feature description), except it is gained by the gambler at 8th level.
Uncanny Foresight (Su): Having become the master of luck, the 10th level uncanny gambler is surprised by nothing. He gains uncanny foresight, which works like the 9th level arcane spell foresight, including its shortcomings. It is always in effect, however, and only works for specific threats to the gambler himself. Vague threats to his party at large do not trip this ability, only direct, imminent (one round) danger to the gambler are sensed.
If the gambler can cast or otherwise be affected by the arcane foresight spell, its affects do not stack. Rather, the affect used is that of the arcane spell for its duration.
Since uncanny foresight is a supernatural ability, it does not work in under magic-nullifying affects, and is otherwise hampered in the same way magical affects are.
Improved critical (Su, thrown dagger only): Even without aiming, the uncanny gamblers daggers always seems to hit just the right spot. When throwing daggers, the ciritcal threat range of the weapon is doubled. This abilitity is supernatural (since it is tied to the luck ability) and is hampered in the same manner luck is. This ability does not stack with the Improved Critical feat.
Whatcha think?
Well, here it is:
In the seediest watering holes in large cities, one needs nerves of steel to play at games of chance. One time caught cheating or even too many times winning can turn a man's luckiest night into his funeral. In such environments, the uncanny gambler thrives and makes his living.
As a master of chance, the gambler makes easy prey of even the most alert card shark. Uncanny gamblers find themselves unwelcome at more prestigious gambling establishments, and usually sticks to lower-class gambling areas. When thrust into high-society, however, the gambler uses his superb bluffing skills in his social interactions.
When his winning personality fails to avert a foe's sour grapes, the uncanny gambler relies on his skills with his hidden daggers. Many a wealthy adventurer has fallen trying to extract winnings from an “unarmed” opponent.
Hit Die: d6
Requirements
In order to become an uncanny gambler, a character must fulfill the following criteria.
Alignment: Any chaotic.
Bluff: 6 ranks.
Tumble: 6 ranks.
Feats: Alertness, Quickdraw
Class Skills
The uncanny gambler's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Innuendo (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), and Tumble (Dex). See Chapter 4: Skills in the Player's Handbook for skill descriptions.
Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1 +1 +0 +2 +2 Luck 1/day
2 +2 +0 +3 +3 Throw dagger 1/action, evasion
3 +3 +1 +3 +3 Luck 2/day, uncanny dodge (Dex bonus to AC)
4 +4 +1 +4 +4 Throw dagger 2/action
5 +5 +1 +4 +4 Luck 3/day, improved critical (thrown dagger only)
6 +6 +2 +5 +5 Throw dagger 3/action, uncanny dodge (can't be flanked)
7 +7 +2 +5 +5 Luck 4/day
8 +8 +2 +6 +6 Throw dagger 4/action, improved evasion
9 +9 +3 +6 +6 Luck 5/day
10 +10 +3 +7 +7 Throw dagger 5/action, uncanny foresight
Class Features
All of the following are class features of the uncanny gambler prestige class.
Weapon and Armor Proficiency: Uncanny gamblers are proficient with daggers or other comparative piercing weapons. They are not proficient with any type of armor or with shields. They may have such proficiency from a previous class, but most uncanny gamblers skills are adversely affected by their use.
Luck (Su): Starting at first level, the uncanny gambler has extraordinairey luck in all random occurances. As many times a day as specified, the uncanny gambler's player can reroll any die roll for his character. Each roll can be rerolled only once. If the rerolled number is worse than original, it is used anyway. Luck can be invoked on any game of chance at will without counting towards the times per day that the luck ability is used. Instead, the times per day is taken as the total number of times that each random occurance can be rerolled (or redrawn, as the case may be). Essentially, the uncanny gambler never loses at the table. DM's should note that this will invariably lead to some amount of ire in opponents, who may decide to take back their winnings by force. It should also be noted that the luck ability may be used once and only once on a deck of many things.
Since luck is a supernatural ability, it does not work under magic-nullifying affects, and is otherwise hampered in the same way magical affects are.
Throw dagger (Ex): The uncanny gambler prefers to conceal his weapons, and daggers are just right for the job. Starting at second level, the uncanny gambler may launch one or more daggers (up to five at tenth level) as a free action that does not provoke an attack of opportunity. Since the gambler already has the Quickdraw feat, each of these daggers may be hidden on the gamblers body prior to being thrown. As a caveat, however, in such situations all attack bonuses suffer armor check penalties, signifying the necessity of light or no armor when performing such an attack.
Uncanny Dodge (Ex): As a rogue's ability (See Chapter 3: Classes in the Player's Handbook for feature description), except only the 3rd and 6th levels of the feature are gained.
Evasion (Ex): As a rogue's ability (See Chapter 3: Classes in the Player's Handbook for feature description).
Improved Evasion (Ex): As a rogue's ability (See Chapter 3: Classes in the Player's Handbook for feature description), except it is gained by the gambler at 8th level.
Uncanny Foresight (Su): Having become the master of luck, the 10th level uncanny gambler is surprised by nothing. He gains uncanny foresight, which works like the 9th level arcane spell foresight, including its shortcomings. It is always in effect, however, and only works for specific threats to the gambler himself. Vague threats to his party at large do not trip this ability, only direct, imminent (one round) danger to the gambler are sensed.
If the gambler can cast or otherwise be affected by the arcane foresight spell, its affects do not stack. Rather, the affect used is that of the arcane spell for its duration.
Since uncanny foresight is a supernatural ability, it does not work in under magic-nullifying affects, and is otherwise hampered in the same way magical affects are.
Improved critical (Su, thrown dagger only): Even without aiming, the uncanny gamblers daggers always seems to hit just the right spot. When throwing daggers, the ciritcal threat range of the weapon is doubled. This abilitity is supernatural (since it is tied to the luck ability) and is hampered in the same manner luck is. This ability does not stack with the Improved Critical feat.
Whatcha think?
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