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PrC: Uncanny Gambler
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<blockquote data-quote="Technik4" data-source="post: 915129" data-attributes="member: 7211"><p>First of all, I dont think there is anything too wrong with your prc mechanically except for the pre-reqs, which are too low; a 3rd level rogue or bard could qualify with ease, most prcs are aimed at 5th or 6th level.</p><p></p><p>However, there are some other things which don't sit well with me. First this character has a very rogue-like appearance. D6 hp, uncanny dodge, evasion, good reflex save, and a wide skill list (although you forgot to specify how many skill points per level, I recommend 4+int). However they have a fighter's BAB and an additional good save.</p><p></p><p>First you must define what you want the gambler to be capable of. Personally I see it having all good saves (as a monk) along with some of the roguish abilities youve given (uncanny dodge and evasion). Those abilities along with the regular re-rolling abilities and the high level foresight ability represent the "luck" of the class well enough. I would reduce the BAB to rogue.</p><p></p><p>Now we come to the Throw Dagger ability. It is my understanding that a rogue with 5 daggers concealed on his person and the quickdraw feat could throw 1 dagger for each iterative attack he receives. Personally, that sounds about right. Now your ability, which appears to give allow the uncanny gambler to throw daggers as a free action, is clearly broken. An attack requires an attack action, and if the daggers are hidden on the body it is no penalty to retrieve them with the Quickdraw feat.</p><p></p><p>I think an ability much like the duelist prc would serve well here (in fact the whole class feels like a variant duelist to me), precise strike. It is essentially Sneak Attack, but it applies whenever a small set of weapons is used and does not require the target to be denied their dex or flat-footed.</p><p></p><p>Now we come back to that pre-req problem. Since we want to give both uncanny dodge and evasion, lets make one a pre-req to the class along with a BAB requirement.</p><p></p><p><strong>Hit Die</strong>: d6</p><p></p><p><u>Requirements</u></p><p>In order to become an uncanny gambler, a character must fulfill the following criteria.</p><p><strong>Alignment</strong>: Non-Lawful.</p><p><strong>Bluff</strong>: 8 ranks.</p><p><strong>Tumble</strong>: 8 ranks.</p><p><strong>BAB</strong>: +4</p><p><strong>Feats</strong>: Alertness, Quickdraw, Weapon Focus (Any Dagger or Dart)</p><p><strong>Special</strong>: Evasion or Luck Domain</p><p></p><p><Added 2 ranks to base skill checks, added BAB +4, added evasion or luck domain, weapon focus (any dagger or dart), changed chaotic to non-lawful></p><p></p><p><u>Class Skills</u></p><p>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), Intimidate (Cha), Knowledge [Any Local] (Int), Listen (Wis), Read Lips (Int, exclusive), Sense Motive (Wis), Spot (Wis), and Tumble (Dex). See Chapter 4: Skills in the Player's Handbook for skill descriptions.</p><p></p><p><u>Skill Points Per Level</u>: 4 + Int</p><p></p><p><Added Intimidate, Knowledge [Any Local], Listen, Read Lips. Took away Search.></p><p></p><p>Base Fort Ref Will </p><p>Level Attack Bonus Save Save Save Special</p><p>1 +0 +2 +2 +2 Luck 1/day</p><p>2 +1 +3 +3 +3 Precise Strike +1d4</p><p>3 +2 +3 +3 +3 Longshot, Uncanny dodge (Dex bonus to AC)</p><p>4 +3 +4 +4 +4 Luck 2/day</p><p>5 +3 +4 +4 +4 Precise Strike +2d4</p><p>6 +4 +5 +5 +5 Uncanny dodge (can't be flanked)</p><p>7 +5 +5 +5 +5 Luck 3/day</p><p>8 +6 +6 +6 +6 Precise Strike +3d4</p><p>9 +6 +6 +6 +6 Improved evasion</p><p>10 +7 +7 +7 +7 Luck 4/day, uncanny foresight</p><p></p><p><Took away Fighter BAB, Thrown Dagger, Improved Critical, and 1 use of Luck. Added Precise Strike +1d4, +2d4, and +3d4 (for use only with daggers), moved Improved Evasion back 1 level, increased fort saving throw, added Longshot></p><p></p><p><u>Class Features</u></p><p>All of the following are class features of the uncanny gambler prestige class.</p><p></p><p><strong>Weapon and Armor Proficiency</strong>: Uncanny gamblers are proficient with any non-exotic type of dagger or dart. They do not gain any other weapon or armor proficiencies.</p><p></p><p><strong>Luck (Su)</strong>: 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, but each use of luck lasts one gambling "encounter". Each use of luck 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. </p><p></p><p>DM's note: 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.</p><p></p><p><strong>Precise Strike (Ex)</strong>: The uncanny gambler prefers to conceal his weapons, and daggers and darts are just right for the job. Starting at second level, the uncanny gambler adds +1d4 damage whenever he uses any type of dagger or dart. This damage does not affect creatures with no discernable anatomy or those who are immune to critical hits. This damage does not get multiplied on a critical hit. This bonus damage only applies within a range of 30 feet. This damage is only calculated once per attack.</p><p></p><p><strong>Longshot (Su, thrown dagger and dart only)</strong>: Uncanny gamblers have great skill with the thrown dagger. Their base range for a throwing dagger is 20 ft, for a dart it is 40 ft. If the uncanny gambler has the feat Far Shot, the base range for a throwing dagger is 40 ft and dart becomes 80 ft. This ability does not stack with any magical enhancements, and any range above 30 is considered Supernatural.</p><p></p><p><strong>Uncanny Dodge (Ex)</strong>: As a rogue's ability (See Chapter 3: Classes in the Player's Handbook for feature description). Any previous levels of Uncanny Dodge stack with these levels.</p><p></p><p><strong>Improved Evasion (Ex)</strong>: 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 9th level.</p><p></p><p><strong>Uncanny Foresight (Su)</strong>: 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.</p><p></p><p></p><p>Well thats my take. There is another luck-based prc in Faiths and Pantheons, a FR sourcebook. That prc is based on the cleric domain luck and advances spellcasting.</p><p></p><p>Edited: Added Darts as a weapon for use with most class abilities. </p><p></p><p>Technik</p></blockquote><p></p>
[QUOTE="Technik4, post: 915129, member: 7211"] First of all, I dont think there is anything too wrong with your prc mechanically except for the pre-reqs, which are too low; a 3rd level rogue or bard could qualify with ease, most prcs are aimed at 5th or 6th level. However, there are some other things which don't sit well with me. First this character has a very rogue-like appearance. D6 hp, uncanny dodge, evasion, good reflex save, and a wide skill list (although you forgot to specify how many skill points per level, I recommend 4+int). However they have a fighter's BAB and an additional good save. First you must define what you want the gambler to be capable of. Personally I see it having all good saves (as a monk) along with some of the roguish abilities youve given (uncanny dodge and evasion). Those abilities along with the regular re-rolling abilities and the high level foresight ability represent the "luck" of the class well enough. I would reduce the BAB to rogue. Now we come to the Throw Dagger ability. It is my understanding that a rogue with 5 daggers concealed on his person and the quickdraw feat could throw 1 dagger for each iterative attack he receives. Personally, that sounds about right. Now your ability, which appears to give allow the uncanny gambler to throw daggers as a free action, is clearly broken. An attack requires an attack action, and if the daggers are hidden on the body it is no penalty to retrieve them with the Quickdraw feat. I think an ability much like the duelist prc would serve well here (in fact the whole class feels like a variant duelist to me), precise strike. It is essentially Sneak Attack, but it applies whenever a small set of weapons is used and does not require the target to be denied their dex or flat-footed. Now we come back to that pre-req problem. Since we want to give both uncanny dodge and evasion, lets make one a pre-req to the class along with a BAB requirement. [b]Hit Die[/b]: d6 [u]Requirements[/u] In order to become an uncanny gambler, a character must fulfill the following criteria. [b]Alignment[/b]: Non-Lawful. [b]Bluff[/b]: 8 ranks. [b]Tumble[/b]: 8 ranks. [b]BAB[/b]: +4 [b]Feats[/b]: Alertness, Quickdraw, Weapon Focus (Any Dagger or Dart) [b]Special[/b]: Evasion or Luck Domain <Added 2 ranks to base skill checks, added BAB +4, added evasion or luck domain, weapon focus (any dagger or dart), changed chaotic to non-lawful> [u]Class Skills[/u] 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), Intimidate (Cha), Knowledge [Any Local] (Int), Listen (Wis), Read Lips (Int, exclusive), Sense Motive (Wis), Spot (Wis), and Tumble (Dex). See Chapter 4: Skills in the Player's Handbook for skill descriptions. [u]Skill Points Per Level[/u]: 4 + Int <Added Intimidate, Knowledge [Any Local], Listen, Read Lips. Took away Search.> Base Fort Ref Will Level Attack Bonus Save Save Save Special 1 +0 +2 +2 +2 Luck 1/day 2 +1 +3 +3 +3 Precise Strike +1d4 3 +2 +3 +3 +3 Longshot, Uncanny dodge (Dex bonus to AC) 4 +3 +4 +4 +4 Luck 2/day 5 +3 +4 +4 +4 Precise Strike +2d4 6 +4 +5 +5 +5 Uncanny dodge (can't be flanked) 7 +5 +5 +5 +5 Luck 3/day 8 +6 +6 +6 +6 Precise Strike +3d4 9 +6 +6 +6 +6 Improved evasion 10 +7 +7 +7 +7 Luck 4/day, uncanny foresight <Took away Fighter BAB, Thrown Dagger, Improved Critical, and 1 use of Luck. Added Precise Strike +1d4, +2d4, and +3d4 (for use only with daggers), moved Improved Evasion back 1 level, increased fort saving throw, added Longshot> [u]Class Features[/u] All of the following are class features of the uncanny gambler prestige class. [b]Weapon and Armor Proficiency[/b]: Uncanny gamblers are proficient with any non-exotic type of dagger or dart. They do not gain any other weapon or armor proficiencies. [b]Luck (Su)[/b]: 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, but each use of luck lasts one gambling "encounter". Each use of luck 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 note: 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. [b]Precise Strike (Ex)[/b]: The uncanny gambler prefers to conceal his weapons, and daggers and darts are just right for the job. Starting at second level, the uncanny gambler adds +1d4 damage whenever he uses any type of dagger or dart. This damage does not affect creatures with no discernable anatomy or those who are immune to critical hits. This damage does not get multiplied on a critical hit. This bonus damage only applies within a range of 30 feet. This damage is only calculated once per attack. [b]Longshot (Su, thrown dagger and dart only)[/b]: Uncanny gamblers have great skill with the thrown dagger. Their base range for a throwing dagger is 20 ft, for a dart it is 40 ft. If the uncanny gambler has the feat Far Shot, the base range for a throwing dagger is 40 ft and dart becomes 80 ft. This ability does not stack with any magical enhancements, and any range above 30 is considered Supernatural. [b]Uncanny Dodge (Ex)[/b]: As a rogue's ability (See Chapter 3: Classes in the Player's Handbook for feature description). Any previous levels of Uncanny Dodge stack with these levels. [b]Improved Evasion (Ex)[/b]: 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 9th level. [b]Uncanny Foresight (Su)[/b]: 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. Well thats my take. There is another luck-based prc in Faiths and Pantheons, a FR sourcebook. That prc is based on the cleric domain luck and advances spellcasting. Edited: Added Darts as a weapon for use with most class abilities. Technik [/QUOTE]
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