PDA

View Full Version : D&D 3.x Class The Huckster (3.5, Warlock Alt., PEACH)



BelGareth
2014-11-25, 05:02 PM
The Huckster

(insert sweet pic of Gambit)

Alignment: Any Non-lawful

CLASS FEATURES

Class skills (6 + Int Modifier per level): The Huckster’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcane), Knowledge (the Planes), Listen (Wis), Open Lock(Dex), Profession (Wis), Sense Motive (Wis), Sleight of Hand(Dex), Spellcraft (Int), Spot (Wis), Tumble (Dex), and Use Magic device (Cha).

Hit Dice: 1d6


LevelBABFortRefWillSpecialInvocations known
1st +0 +0 +0 +2 Cardshark, Card blast 1d4, Trick (least), Mystical Cards 1
2nd +1 +0 +0 +3 Poker Face, trapfinding 2
3rd +2 +1 +1 +3 Mettle, Card blast 2d4 3
4th +3 +1 +1 +4 Decieve Item 4
5th +3 +1 +1 +4 Card blast 3d4 4
6th +4 +2 +2 +5 Trick (least or lesser) 5
7th +5 +2 +2 +5 Card blast 4d4 6
8th +6/+1 +2 +2 +6 Read the Flop 7
9th +6/+1 +3 +3 +6 Card blast 5d4 8
10th +7/+2 +3 +3 +7 Up the Ante 3/day, Lucky 8
11th +8/+3 +3 +3 +7 Card blast 6d4, Trick (least, lesser, or greater) 9
12th +9/+4 +4 +4 +8 Trick hand 10
13th +9/+4 +4 +4 +8 Card blast 7d4 11
14th +10/+5 +4 +4 +9 Trick hand 12
15th +11/+6 +5 +5 +9 Card blast 8d4 12
16th +12/+7 +5 +5 +10 Trick (least, lesser, greater, or dark) 13
17th +12/+7 +5 +5 +10 Card blast 9d4 14
18th +13/+8 +6 +6 +11 Trick hand 15
19th +14/+9 +6 +6 +11 Card blast 10d4 16
20th +15/+10 +6 +6 +12 Lucky Scoundrel, trick hand, up the Ante 5/day 16


Weapon and Armor Proficiency: A Huckster is proficient with all simple weapons, and light armor.

Because the somatic components required for huckster tricks are relatively simple, a huckster can use any of his tricks while wearing light armor without incurring the normal arcane spell failure chance. However, like arcane spellcasters, a huckster wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure (all tricks, including card blast, have a somatic component). A multiclass huckster still incurs the normal arcane spell failure chance for arcane spells received from levels in other classes.

Invocations
A huckster does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the wild energy that suffuses his soul. A huckster can use any invocation he knows at will, with the following qualifications:

A huckster's invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A huckster is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A huckster can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A huckster's invocations are subject to spell resistance unless an invocation's description specifically states otherwise. A huckster's caster level with his invocations is equal to his huckster level.

The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the huckster's Charisma modifier. Since spell-like abilities are not actually spells, a huckster cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual).

The four grades of invocations, in order of their relative power, are least, lesser, greater, and dark. A huckster begins with knowledge of one invocation, which must be of the lowest grade (least). As a huckster gains levels, he learns new invocations, as summarized on the advancement table and described below. A list of available invocations can be found following this class description, and a complete description of each invocation can be found in Chapter 4 of this book.

At any level when a huckster learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or a lower grade. At 6th level, a huckster can replace a least invocation he knows with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 11th level, a huckster can replace a least or lesser invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 16th level, a huckster can replace a least, lesser, or greater invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, greater, or dark).

Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure chance as described under Weapon and Armor Proficiency above.

A huckster may choose any invocation a warlock may (see Complete Arcane (CArc), Complete Mage (CM), Dragon Magic (DrM), Cityscape (Ci), Magic of Incarnum (MoI), and Drow of the Underdark (DotU))

Mystical cards (Sp)
The Huckster gains the ability to summon a deck of mystical cards, this is a standard poker deck and the Huckster can choose to include the jokers or not. This ability is a standard action and usable at will. This invocation grants the huckster the ability to play poker with demon spirits. When you play this game of power, you draw one card per point of charisma modifier you have, plus any other modifiers from items and feats. For all intents and purposes, these cards are real, and react accordingly, until the huckster chooses to dismiss them.

Card blast (Sp)
The first ability a huckster learns to use with his mystical cards, is card blast. A huckster attacks his foes with the eldritch power he garners from his poker game he played with (however successful) the demon spirit, using baleful magical energy to deal damage and sometimes impart other debilitating effects.

An card blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. A card blast deals 1d4 points of damage at 1st level and increases in power as the huckster rises in level and dependent on their poker game with the demonic spirit. A card blast is the equivalent of a 1st-level spell. If you apply a blast shape or blast essence invocation to your card blast, your card blast uses the level equivalent of the shape or essence.

A huckster is dependent on how well he plays the demon spirit, as to how effective his card blast will be. He plays a game of poker, which happens in the blink of an eye, which affects how powerful the blast will be, and how much power the demon spirit is willing to give. When you invoke this invocation, draw a hand and consult the following table.


EffectHand
1d4/2 levelsOne pair
1d6/2 levelsTwo pair
1d8/2 levelsThree of a kind
1d10/2 levelsStraight
1d12/2 levelsFlush
2d4/2 levelsFull house (pair & three)
2d6/2 levelsFour of a kind
Enlarged 2d6/2 levelsStraight Flush
Empowered 2d6/2 levelsRoyal Flush
Maximized 2d6/2 levels5 Ace's


If you fail to get a pair, you take -1 hp/level damage and you cast card blast, which deals 1d4/2 levels.

A card blast is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to card blast. An card blast deals half damage to objects. Metamagic feats cannot improve a huckster's card blast (because it is a spell-like ability, not a spell). However, the feat Ability Focus (card blast) increases the DC for all saving throws (if any) associated with a huckster's card blast by 2. See page 303 of the Monster Manual.

Cardshark (Ex)
At 1st level, you receive a bonus to profession (gambler) & sleight of Hand checks equal to 1/2 your class.

Poker face (Ex)
At 2nd level, you gain a bonus equal to your charisma modifier up to a maximum of half your level vs sense motive, bluff and any enchantment effects. (to include, charm, compulsion, & telepathy)

Trapfinding
Hucksters can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Hucksters can use the Disable Device skill to disarm magic traps. A magic trap typically has a DC of 25 + the level of the spell used to create it.
A beguiler who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his allies) without disarming it.

Mettle (Ex)
At 3rd level and higher, a huckster can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping huckster does not gain the benefit of mettle.

Deceive item (Ex)
At 4th level and higher, a huckster has the ability to more easily commandeer magic items made for the use of other characters. When making a Use Magic Device check, a huckster can take 10 even if distracted or threatened.

Read the Flop (Su)
At 8t level, when rolling a random affect (either by you or something that is affecting you), you may roll twice and choose the best result. (for example: deck of many things or prismatic burst)

Up the Ante
At 10th level you learn how to empower your invocations by playing even more dangerous games with the demonic spirits you frequently play with, by playing a slightly different game, you lure a demonic spirit in to empowering (hopefully) one of your invocations. At 10th level, you may use this ability 3/day as a free action.

At 20th, this increases to 5/day.

Draw a hand and consult the following table:


EffectHand
-1/HP damage/levelOne pair
Normal DCTwo pair
+1DCThree of a kind
EnlargedStraight
ExtendedFlush
+2DCFull house (pair & three)
EmpoweredFour of a kind
QuickenedStraight Flush
MaximizedRoyal Flush
Quickened, Maximized, +2DC5 Ace's


Lucky (Su)
You gain an amount of luck rerolls equal to your charisma modifier per day, you may use them on luck feats as normal, and on other class features that allow them to be spent. These luck points renew each day at dawn.

Trick Hand
At 12th, 14th, 16th, 18th and 20th you gain one of the following Trick Hands:


Stack the Deck: Once per turn, you may spend one luck reroll to draw a new card, and discarding your lowest card as a free action.

Ace of Spades: You are just that damn good. You may use any of your luck feats/abilities on your allies at a range of 30ft.

Ace in the hole: Whenever you confirm a critical hit, you may spend 4 luck rerolls, increase the multiplier of that weapon by x1.

Call a spade a spade: When ever you successfully save against a spell that your Mettle ability applies to, you may spend one luck reroll to redirect the spell back at the caster.

Cash In: By spending 2 luck rerolls, you may take 10 on any skill check as a move action. This allows you take 20 on Use Magic Device checks.

Come up trumps: After successfully saving against a spell or spell like ability, you regain 1 luck reroll, up to a maximum you can have per day.

Lost in the shuffle: You gain Evasion, and can spend 2 luck rerolls to gain Improved Evasion as a free action.

Wild card: You may enhance your allied spells with your 'Up the Ante' ability by spending 3 luck rerolls as a free action, this uses one use of your 'Up the Ante' ability as normal.


Lucky Scoundrel (Su)
At 20th level, you become the epitome of luck, and can enhance your every action with it. You may as a free action, spend 1 luck reroll to add +1 luck bonus on any roll you make. You may spend more than one at once, in which case, the bonus stacks.



Poker Hands

Poker hands are as follows (for the uninitiated)


HandExplanationExample
One pair1 pair of cards2 jack's
Two pair2 separate pairs2 jacks & 2 queens
Three of a kind3 of the same card3 kings
Straight5 cards in sequential order2, 3, 4, 5, & 6
Flush5 cards of the same suitjack, 3, 10, king, & 6 of clubs
Full house1 pair of cards and a three of a kind2 kings & 3 jacks
Four of a kind4 identical cards4 aces
Straight Flush5 cards of the same suit in sequential order2, 3, 4, 5, & 6 of clubs
Royal Flush5 cards of the same suit in sequential order to include all face cardsace, king, queen, jack, 10 of clubs
5 Ace's4 aces and a joker4 aces, & 1 joker


This is assuming a 52 card deck with both jokers.

Jokers count as wild cards.



RollCardRollCardRollCardRollCardRollCard
12♣142♦272♥402♠53Joker
23♣153♦283♥413♠54Joker
34♣164♦294♥424♠
45♣175♦305♥435♠
56♣186♦316♥446♠
67♣197♦327♥457♠
78♣208♦338♥468♠
89♣219♦349♥479♠
910♣2210♦3510♥4810♠
10Jack♣23Jack♦36Jack♥49Jack♠
11Queen♣24Queen♦37Queen♥50Queen♠
12King♣25King♦38King♥51King♠
13Ace♣26Ace♦39Ace♥52Ace♠




11/26/2014 - Made some small typo/reordering edits.

11/252014 - Created class

Amechra
2014-11-25, 09:43 PM
First of all, HP Burn isn't a thing in 3.5. Anything that deals HP Burn should just deal damage.

Second of all, Card Blast is horribly written. First, you say that it deals 1d6/2 levels damage, then you go into the hand thing, and then you finish up by talking about how if you don't get a pair, you actually deal more damage than if you do (1d4/level vs. 1d4/2 levels).

Thirdly, [Luck] feats don't use 'luck points', they use 'luck rerolls'. So your Lucky feature should as well, if you want it to interact with [Luck] feats.

Fourthly, your different Trick Hands need more explanation; for example, how does Stack the Deck work? Do you draw another card, search the deck, etc?

BelGareth
2014-11-25, 10:09 PM
First off, thanks for the honest and succinct critique.


First of all, HP Burn isn't a thing in 3.5. Anything that deals HP Burn should just deal damage.

Fair enough, nothing a small edit won't fix.


Second of all, Card Blast is horribly written. First, you say that it deals 1d6/2 levels damage, then you go into the hand thing, and then you finish up by talking about how if you don't get a pair, you actually deal more damage than if you do (1d4/level vs. 1d4/2 levels).

I'm not sure horrible is true, that's a strong word, but yeah, there are some typos in there. The default damage is 1d4/2 levels, I can reword to fix the hand thing being after the explanation, that's fair. And then I can fix that erroneous statement about not getting a pair.


Thirdly, [Luck] feats don't use 'luck points', they use 'luck rerolls'. So your Lucky feature should as well, if you want it to interact with [Luck] feats.

I can change that, but I'm not sure what's wrong with luck points interacting with luck feats, as long as I state that.

[qoute]Fourthly, your different Trick Hands need more explanation; for example, how does Stack the Deck work? Do you draw another card, search the deck, etc?[/QUOTE]

Ok, stack the deck does need a little extrapolation, it lets you drop the lowest and draw another card, I'll add that.

Anything else?

Amechra
2014-11-25, 10:50 PM
Card blast (Sp)
The first ability a huckster learns to use with his mystical cards, is card blast. A huckster attacks his foes with the eldritch power he garners from his poker game he played with (however succesful) the demon spirit, using baleful magical energy to deal damage and sometimes impart other debilitating effects.

An card blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. A card blast deals 1d6 points of damage at 1st level and increases in power as the huckster rises in level. A card blast is the equivalent of a 1st-level spell. If you apply a blast shape or blast essence invocation to your card blast, your card blast uses the level equivalent of the shape or essence.

A card blast is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to eldritch blast. An eldritch blast deals half damage to objects. Metamagic feats cannot improve a huckster's card blast (because it is a spell-like ability, not a spell). However, the feat Ability Focus (card blast) increases the DC for all saving throws (if any) associated with a huckster's card blast by 2. See page 303 of the Monster Manual.

A huckster is dependant on how well he plays the demon spirit, as to how effective his card blast will be. He plays a game of poker, which happens in the blink of an eye, which affects how powerful the blast will be, and how much power the demon spirit is willing to give. When you invoke this invocation, draw a hand and consult the following table.



Effect
Hand


1d4/2 levels
One pair


1d6/2 levels
Two pair


1d8/2 levels
Three of a kind


1d10/2 levels
Straight


1d12/2 levels
Flush


2d4/2 levels
Full house (pair & three)


2d6/2 levels
Four of a kind



Enlarged 2d6/2 levels
Straight Flush



Empowered 2d6/2 levels
Royal Flush


Maximized 2d6/2 levels
5 Ace's




If you fail to get a pair, you take -1 hp/level in burn and you cast card blast, which deals 1d4/level.

Copypasta is a terrible thing, isn't it?

Also, you can't spend luck points on luck feats. You might as well be spending avocado points. And it'd be quicker to just change the word 'point' to 'reroll' than to specify that you can spend luck points in place of luck rerolls.

BelGareth
2014-11-26, 01:16 PM
Copypasta is a terrible thing, isn't it?

Also, you can't spend luck points on luck feats. You might as well be spending avocado points. And it'd be quicker to just change the word 'point' to 'reroll' than to specify that you can spend luck points in place of luck rerolls.

Indeed it is, I swear I get all of them, but some always manage to slip through....(even with using word's 'replace' function)

Ok, all edited.

nonsi
2014-11-26, 04:10 PM
.
Nice job. This is the first Gambit attempt I've seen that actually feels like Gambit.


A question: Does a Huckster have access to the same invocations (tricks?) as Warlock? You might wanna point this out.
A question: Why would you ever choose not to include the Joker?

Seems a bit tedious to me having to use a deck of cards every time your character uses Card blast. Try to find an alternative (d% rolls or something)

Also, Gambit is radically evasive. This class should definitely have good Ref saves.

And you do realize that "Read the Flop" isn't gonna see a lot of game usage, right?

BelGareth
2014-11-26, 04:22 PM
.
Nice job. This is the first Gambit attempt I've seen that actually feels like Gambit.

Thanks!

The gambit omage is purely coincidental as it's supposed to be a 3.5 version of the Deadlands Huckster arcane background. But he did inspire the later levels though.


A question: Does a Huckster have access to the same invocations (tricks?) as Warlock? You might wanna point this out.

Yes, and you are right, I'll add that in there.


A question: Why would you ever choose not to include the Joker?

Purely for fluff reasons, so they can play a game of poker in game.


Seems a bit tedious to me having to use a deck of cards every time your character uses Card blast. Try to find an alternative (d% rolls or something)

It could be, but no less than the Crusader getting his/her maneuvers randomly every turn. There are some nice online card emulators, the DM could draw them for the player, or you could roll (I might add a chart to help with that) dice.


Also, Gambit is radically evasive. This class should definitely have good Ref saves.

True, but I didn't want to change the original warlock too much, he already has mettle, and can gain evasion.


And you do realize that "Read the Flop" isn't gonna see a lot of game usage, right?

Sure, but its a nice minor ability to have, and works thematically.

nonsi
2014-11-27, 03:47 AM
One more thing.
Cardshark should state that you always count as trained in both skills.

And I'd add Balance (you already got Tumble), as well as Climb, Escape Artist, Hide and Move Silently.
If you're in a habit of ripping people off, you'd probably need some solid means of making yourself scarce.


(note: it's ok to top the official Warlock - a great concept, but overall weak on the crunch side)

nick_crenshaw
2015-05-28, 01:03 PM
May I use your Huckster class in my Weird West game?

BelGareth
2015-05-29, 01:03 AM
Holy thread necro batman!

Yes, absolutely. Hope you enjoy it!

nick_crenshaw
2015-05-29, 01:46 AM
Holy thread necro batman!

LOL; no really.


Yes, absolutely. Hope you enjoy it!

I will leave it as written with only minor changes to the skills.