Argent Silvermage
First Post
Sollir Furryfoot said:Links to Chapter 1 are complete, the thread for the good guys, aka Group A, is ready for posting. The thread for group B should be done soon.
AH!!!!!! Some how I missed this! I post ASAP.
Sollir Furryfoot said:Links to Chapter 1 are complete, the thread for the good guys, aka Group A, is ready for posting. The thread for group B should be done soon.
Aside: Gambling, D&D Style
The rules for gambling here are by no means canon, though they may be integrated into any game, especially one in which you choose to introduce the Eidolon of Fortune PrC. For the sake of simplicity, a formalized game is a game of chance played between two characters, as witnessed by a neutral party. Typically, the Formalized Game is a duel of sorts between gamblers, similar in many ways to the duels of rival swordsmen or wizards.
Typical challenges include Blackjack, Poker, Dice (6 six sided dice, roll higher than opponent), or some derivative. Formalized games are run in rounds, just like any combat encounter, though these challenges are wholly skill based (all skills used at the table are treated as standard actions).
The following are uses for a gambler's skills in formalized games and other games of chance.
Bluff (Cha): A successful Bluff lets a gambler unnerve his foe. This Bluff is opposed by a Sense Motive check. If the gambler succeeds, he imposes a -5 penalty on his opponent's Spot checks for the round. This penalty may be negated by a successful Concentration check.
Concentration (Con): A successful Concentration check negates the penalty inflicted by a Bluff or Intimidate attempt, or adds +2 bonus to the gambler's Listen and Spot skill checks in the next round.
Intimidate (Cha): Intimidation works like a double edged sword. Sometimes, it can shake an opponent's resolve. Other times, it merely heightens their desperation and desire to win. This Intimidate check is opposed by a Sense Motive check. If the gambler succeeds, he imposes a -2 penalty on his opponent's skill checks for the round. If the attempt fails however, his opponent receives a +2 bonus on all his skill checks for the round.
Listen (Wis): This skill works in any dice game. A successful Listen check allows the gambler to correctly predict the fall of the dice. This check is opposed by the rival's Perform check. If the gambler succeeds, he can accurately deduce what numbers his opponent rolled. This allows him to set his sights on the number to roll during his turn.
Perform (Cha): This skill allows the gambler to roll dice and aim for a certain point value. The DC to succeed is equal to the point value the gambler aims for(anywhere from 6 to 36). A success grants the gambler the point value he aims for, while a failure grants the gambler the point value equal to the result of the check.
Pick Pocket (Dex): Card games, such as Blackjack and Poker. A successful Pick Pocket check (DC 20) allows the gambler to switch a card in his hand with a palmed or concealed card. For each additional card switched in this way, the DC increases by 5. Any failure exposes the gambler for the cheat he is. If both gamblers attempt to swap cards, the one who rolls higher is treated as the winner when the game is called. A successful Spot check alerts the gambler to an opponent's attempt to cheat.
Sense Motive (Wis): A successful Sense Motive check counteracts an opponent's attempt to bluff or intimidate during a formalized game. By reading an opponent's body language, a gambler may also predict if and when an opponent attempts to cheat at cards. A successful Sense Motive check (DC 20) adds +2 to Spot checks against an opponent attempting to cheat at cards in the next round.
Spot (Wis): A successful Spot check instantly detects attempts to cheat at cards. The gambler may denounce his opponent if he catches the opponent in the act of cheating, or attempt to thwart the opponent in other ways.