Roulette Caster (Pathfinder Class)

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Roulette Caster[edit]

On first glance they appear to be like any other Caster but possibly more accomplished than seems reasonable for someone thier age. Upon closer inspection it becomes clear they they seem to switch between arcane and divine magics at will with seemingly no penalty at all. However, that is not the case in truth Roulette Casters have an unusually high affinity for magic, however in order to balance this the universe itself will not allow any magical knowledge to permanantly take hold in their mind rather allowing this knowledge to flow in thier head during casting then leave once the knowledge is no longer needed. Due to this many Roulette Casters are often mentally unstable to a degree. If you ever are in the presence of one you should try to befriend them as it is safer to have them as an ally rather than as an enemy.

Making a Roulette Caster[edit]

Roulette Casters are a wild card in any situation with equal chances of casting helpful spells as well as harmful ones.

Abilities: Charisma is your main spell casting stat with Constitution being useful for when things don't quite go as planned

Races: Roulette Casters are found in any race but are most common in races where magic is commonplace.

Alignment: Chaotic Any.

Starting Gold: 8d6×10 gp (300 gp).

Starting Age: As Sorcerer

Table: The Roulette Caster

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Spell Points Per Day
Fort Ref Will
1st +1 +0 +0 +2 Roulette Casting, Roulette Control 1, Bonus Luck Feat 12
2nd +2 +0 +0 +3 Bonus Luck Feat 13
3rd +3 +1 +1 +3 14
4th +4 +1 +1 +4 Bonus Luck Feat 21
5th +5 +1 +1 +4 Roulette Control 2 23
6th +6/+1 +2 +2 +5 Bonus Luck Feat 34
7th +7/+2 +2 +2 +5 39
8th +8/+3 +2 +2 +6 Bonus Luck Feat 54
9th +9/+4 +3 +3 +6 61
10th +10/+5 +3 +3 +7 Bonus Luck Feat, Roulette Control 3, Mythic Roulette 15% 80
11th +11/+6/+1 +3 +3 +7 89
12th +12/+7/+2 +4 +4 +8 Bonus Luck Feat 112
13th +13/+8/+3 +4 +4 +8 123
14th +14/+9/+4 +4 +4 +9 Bonus Luck Feat 150
15th +15/+10/+5 +5 +5 +9 Control 4, Mythic Roulette 30% 163
16th +16/+11/+6/+1 +5 +5 +10 Bonus Luck Feat 194
17th +17/+12/+7/+2 +5 +5 +10 209
18th +18/+13/+8/+3 +6 +6 +11 Bonus Luck Feat 244
19th +19/+14/+9/+4 +6 +6 +11 261
20th +20/+15/+10/+5 +6 +6 +12 Bonus Luck Feat, Roulette Control 5, Mythic Roulette 45%, Wheel Mastery 279

Class Skills (2 + Int modifier per level)

Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Heal (Int) Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Class Features[edit]

All of the following are class features of the Roulette Caster.

Weapon and Armor Proficiency: Roulette Casters are proficient with all simple weapons. They are not proficient with any type of armor or shield.

Spells: A Roulette Caster casts spells drawn randomly from any spell list. He or she can only cast spells based on the number or Spell Points they have avaliable. Each spell costs a number of points equal to the spell level, if anything would raise the effective spell level then the spell will use points based on the new level (Ie. a Maximized Fireball would cost 6 Spell Points instead of 3). The DC for any spell is 10+ Spell Level + Cha Modifier. A Roulette Caster DOES NOT gain any bonus Spell Points from a high Charisma Score. A Roulette Caster must rest in order to regain Spell Points each day. Further Spell Casting information can be found below under Roulette Casting.

Roulette Casting (Ex): A Roulette Caster casts spells based on the roll of the dice. First you will roll for which spell list you will be drawing from. Then you will roll for what spell level you will cast. Finally you will roll for which spell of that level you will be casting. Use the following tables to help.

Table:Spell List Selection
Roll Spell List Spell Levels
1 Adept 0-5
2 Alchemist 1-6
3 AntiPaladin 1-4
4 Arcanist 0-9
5 Bard 0-6
6 Bloodrager 1-4
7 Cleric 0-9
8 Druid 0-9
9 Elementalist Wizard 0-9
10 Hunter 0-6
11 Inquisitor 0-6
12 Investigator 1-6
13 Magus 0-6
14 Medium 0-4
15 Mesmerist 0-6
16 Occulist 0-6
17 Oracle 0-9
18 Paladin 1-4
19 Psychic 0-9
20 Ranger 1-4
21 Shaman 1-9
22 Skald 0-6
23 Sorcerer 0-9
24 Spiritualist 0-6
25 Summoner 0-6
26 Warpriest 0-9
27 Witch 0-9
28 Wizard 0-9

Roulette Control (Ex): Starting at level 1 a Roulette Caster is able to adjust one part of their Spell Roll up or down by 1. This adjustment must be decided to be used after the roll is made but before the result of the spell is Revealed. A Roulette Caster is able to use this ability a number of times equal to their Cha Modifier. At level 5 this a Roulette Caster's controls and they are able to adjust one part of the roll by 2. It increases to 3 at level 10, 4 at level 15 and finally 5 at Level 20. This ability can only be used once per spell roll and must only be used on one part. For instance if a 15th level Roulette Caster chooses to adjust the level roll up by 2 they are unable to adjust which spell it lands on despite being able to adjust by a total of 4.

Bonus Luck Feats (Ex): Starting at level 1 and every even numbered level thereafter a Roulette Caster may choose a bonus feat from the following list of luck feats. A Roulette Caster must still meet the prerequisites for any feats.

Wheel Mastery (Ex): At 20th level, a Roulette Caster gains power over probability itself. The Caster can now leverage their abilities to bolster allies, and cause problems for enemies. The caster may now apply the effects of Roulette Control to any member of their party or hostile foe within 30 feet, and any roll they make, a number of times equal to their Cha Modifier per day.

Table:Bonus Luck Feats
Feat Prerequisites Effect
Advantageous Avoidance Character Level 3rd, any Luck Feat Expend luck reroll to force foe to reroll critical threat confirmation, or two rerolls to force a foe to reroll an attack. Gain 1 luck reroll/day. Unlike other Luck feats this one can be used after seeing the success of a roll.
Better Lucky than Good Character level 6th, any two luck feats Expend luck reroll to treat natural 1 on attack as natural 20 instead. Only usable once per day. Gain 1 luck reroll/day
Dumb Luck Character level 6th, any two luck feats Expend luck reroll to treat natural 1 on save as natural 20 instead. Can only be used once per day. Gain 1 luck reroll/day
Fortuitous Strike Character level 6th, any luck feat Expend Luck Reroll to to reroll damage, or two to reroll attack. Gain 1 luck reroll/day
Good Karma Character level 3rd Ex[pend luck reroll to redirect attack made on an ally to you. Attack roll remains the same. If it hits you you'll take an additional 50% damage. Gain 1 luck reroll/day.
Healers Luck - Expend 1 luck reroll to reroll damage healed by a healing spell. You gain 1 luck reroll/day
Luck of the Draw Character level 6th, Any 4 luck feats Expend 2 luck rerolls to redraw from the Deck of Many Things, or 5 to choose a card. Caa only be used once per day, Gain 2 luck rerolls/day. Can be used after the result is revealed.
Stacked Deck Character level 15th, Any 8 luck feats Expend 5 luck rerolls draw three cards from the Deck of Many Things. The caster must choose one card for themselves, one for an ally, and inflict one upon an enemy. Cam only be used once per day, Gain 2 luck rerols/day.
Lucky Break - You can expend one luck reroll to reroll a strength check to break an item or burst open a door. Gain one luck reroll/day
Lucky Catch - Expend one luck reroll to reroll a Balance Climb or Jump check. Gain one luck reroll/day
Lucky Fingers - Expend one luck reroll to reroll a Disable device, Open Lock, or Sleight of Hand check. Gain one luck reroll/day
Lucky Roulette Character level 6th, Any three luck feats, Roulette Casting Ability. Expend three luck rerolls to fully reroll a a spell. May be done any time during the spell rolling process and after it's revealed. Can only be used once per day. Gain 2 luck reroll/day
Lucky Start - Expend one luck reroll to reroll and initiative check. Gain one luck reroll/day
Magical Fortune Caster level 3rd, Any luck feat Expend one luck reroll to reroll spell damage, Expend two to reroll a caster level check. Gain one luck reroll/day
Make Your Own Luck Character level 6th, any luck feat Expend luck reroll to reroll a skill check as long as you have 1 rank in that skill. Gain 1 luck reroll/day
Sly Fortune - You can expend one luck reroll to reroll a Stealth or Acrobatics check. Gain one luck reroll/day
Survivor's Luck haracter level 9th, any luck feat You can expend one luck reroll to reroll a saving throw you just failed. Gain one luck reroll/day
Tempting Fate Character level 6th, any luck feat Expend one luck reroll to reroll a heal check. As long as you have at least 1 HP if an attack would kill you you can expend a luck reroll to reduce your HP to -9 and automatically stabilize. Gain one luck reroll/day
Unbelievable Luck Any Luck Feat As long as you have one luck reroll remaing for the day gain +2 luck bonus on lowest base save (if two are tied choose which it applies to). Gain two luck rerolls/day
Victor's Luck - Expend one luck reroll to reroll a critical threat confirmation. Gain one luck reroll/day.

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