User talk:Aarnott/Lego Bin 13

Thoughts...
The goal is to make this class a bit of a glass cannon. You whip out a lot of damage, but get overwhelmed. I may change the HD to a d6 for this reason.

Luck Pool

The luck pool is designed to scale as follows (assuming balanced wealth):

Channel Luck

For the channel luck ability, I've calculated it as follows:


 * Average value of deck ~= 7, which is the same as 2d6
 * Level 1 that is 2d6, 1 card
 * Level 5 that is 4d6, 2 cards
 * Level 8 that is 4d6/4d6 (2 attacks here), 4 cards
 * Level 10 that is 6d6/6d6, 6 cards
 * Level 15 that is 8d6/8d6/8d6, 12 cards
 * Level 20 that is 10d6/10d6/10d6, 15 cards

Peek can make that ability quite good and is hard to calculate the odds of how good.

Given the luck points though, before recharging, the gambler will be able to make 2-3 full attacks.

Gambit

A good way to make the character a glass cannon (I hope). The character doesn't have full BAB, so its odds of hitting would have been -5 at level 20, which means 2 dice is actually less of a chance than having the full BAB. By giving an attack bonus, the gambit gives a solid chance of hitting with the problem of making you a big target.

I'm tempted to make gambit just a general stance rather than targeting a creature. You'd only take the extra damage at most once a round, as it is now, but it makes you really fragile since any opponent can try to dispose of you quickly.

This ability can also be pretty cool with Peek since you can put a crappy card on top to mitigate the damage.

Forcing the player to spend luck points to get out of it means that they can put themselves in a bad situation if they aren't careful.