Pool Shark

Dealers who delve more into their control of the Sense and its connection with the physical world are known as pool sharks. They learn to manifest kinetic spheres of controlled chaos energy that warps and bends probability in an almost magical way. A card shark embraces more of the chaotic nature of the Sense and, for this reason, typically has strained relationships with other dealers.

Cue Ball (Su): At 1st level. a dealer can use his supernatural talents to manifest a small white “ball” of chaotic energy as a swift action. This ball may be shot with a pool cue and counts as a ranged attack. Cue balls deal force damage and add the dealer’s Charisma to damage rolls. A dealer may summon any number of cue balls per day, however a dealer may only have a number of conjured orbs in existence equal to his Charisma modifier at any given time, each sphere over this limit replaces an older sphere. These balls may stop in any square along their line of effect. A dealer may make an attack with another pool ball against a stationary ball to move it. Such an attack uses the result of the dealer’s attack roll and uses the dealer’s square to determine the effects of concealment but uses the ball’s square to determine the effects of cover.

This replaces the dealer’s wild card and card shark class features.

Rounder Talents:
The card shark loses access to the following rounder talents in exchange for the new talents listed below: Heart of Mercy, Savage Spades, Cruel Clubs, Diamond in the Rough, Dealin’ Dirty, and Mulligan.

  • Bank Shot (Ex): The first time you successfully hit a creature with a cue ball you can make another ranged attack against a creature within 10 feet of the first creature you struck (the ball ricochets off). This may continue to strike additional nearby creatures until you miss a creature. Each attack after the first has a cumulative -2 penalty. This only functions as part of a full attack action and may only occur once per round.
  • Crazy Eight Ball (Su): The dealer may conjure a black ball of transpatial energy. This ball counts as a cue ball. Creatures that move within 10 feet of this ball must roll 1d8 - on a 1 they continue their movement as normal, any other number causes them to change their orientation by 45 degrees and continue their movement (as indicated on table 47-1 Crazy Eight Ball Movement), this can cause charging creatures to attack new creatures or to attack no creature. The dealer may use his control chaos ability to manipulate this d8 as though it were a d20. If this sphere comes into contact with a transposing sphere then both spheres explode, dealing 1d6 points of damage per dealer level to all creatures within 20 feet, a Reflex save (DC 10 + ½ dealer’s level + his Charisma modifier) halves this damage.
Table: Crazy Eight Ball Movement
8 1 2
7 Target 3
6 5 4

1: The direction of 1 is the direction is the original direction of movement.

  • Electric Sphere (Su): The dealer may conjure a ball that hums with golden electricity. This ball counts as a cue ball, save that it deals electricity damage in place of force damage. Any creature that passes within 10 feet of this sphere takes 1d6 points of electricity damage per 2 dealer levels. Any creature that takes this damage must make a Fortitude save (DC 10 + ½ dealer’s level + his Charisma modifier) or be blinded for 1 round. If this sphere comes into contact with a terric sphere then both spheres explode, dealing 1d6 points of damage (half electricity, half piercing) per dealer level to all creatures within 20 feet, a reflex save (DC 10 + ½ dealer’s level + his Charisma modifier) halves this damage.
  • Frigid Sphere (Su): The dealer may conjure a ball that glows with mesmerizing white energy. This ball counts as a cue ball, save that it deals cold damage in place of force damage. Creatures that move within 10 feet of this ball take 1d6 points of cold damage per 2 dealer levels. Creatures who take this damage must succeed on a Reflex save or become entangled for 1d4 rounds The dealer may use his control chaos ability to manipulate this d4 as though it were a d20. If this sphere comes into contact with an immolating sphere then both spheres explode, dealing 1d6 points of damage (half fire, half cold) per dealer level to all creatures within 20 feet, a Reflex save (DC 10 + ½ dealer’s level + his Charisma modifier) halves this damage.
  • Gale Sphere (Su): The dealer may conjure a ball of emerald torrential winds. This ball counts as a cue ball, save that it deals slashing damage in place of force damage. This ball imposes a -4 penalty on attack rolls for any ranged attack that draws its line of effect within 10 feet of it. Creatures that move within 10 feet of this ball must make a Strength check (DC 10 + dealer’s Charisma modifier) or be pushed to the edge of the sphere. If this sphere comes into contact with a Gravimetric Ball then both spheres explode, dealing 1d6 points of damage (half force, half slashing) per dealer level to all creatures within 20 feet, a reflex save (DC 10 + ½ dealer’s level + his Charisma modifier) halves this damage.
  • Gravimetric Ball (Su): The dealer may conjure an iridescent purple ball of gravimetric energy. This ball counts as a cue ball. Creatures that move within 10 feet of this ball must make a Strength check (DC 10 + dealer’s Charisma modifier) or be knocked prone and be dragged to the center of the sphere. If this sphere comes into contact with a gale sphere then both spheres explode, dealing 1d6 points of damage (half force, half slashing) per dealer level to all creatures within 20 feet, a Reflex save (DC 10 + ½ dealer’s level + his Charisma modifier) halves this damage.
  • Immolating Sphere (Su): The dealer may conjure a ball that glows with baleful red energy. This ball counts as a cue ball, save that it deals fire damage in place of force damage. Any creature that passes within 5 feet of this sphere takes 1d6 points of fire damage per 2 dealer levels. Anytime this ball moves it leaves behind a 15 foot thick wall of fire for 1d4 rounds, any creature passing through this wall of fire takes 1d6 points of fire damage per 2 dealer levels. The dealer may use his control chaos ability to manipulate this d4 as though it were a d20. If this sphere comes into contact with a frigid sphere then both spheres explode, dealing 1d6 points of damage (half fire, half cold) per dealer level to all creatures within 20 feet, a Reflex save (DC 10 + ½ dealer’s level + his Charisma modifier) halves this damage.
  • Time Shot (Ex): The dealer can make disarm and bull rush attempts with cue balls.
  • Terric Sphere (Su, Sp): The dealer may conjure an ochre ball of constantly vacillating geometric forms and shapes. This ball counts as a cue ball, save that it deals bludgeoning damage in place of force damage. Any earthen surfaces within 10 feet of the sphere shape themselves into long, sharp points that blend into the background as per a spike stones spell, using the dealer’s level as his caster level (DC 10+ ½ dealer’s level +his Charisma modifier). This effect persists for 1d4 rounds after the sphere has moved, which may create trails of this effect. The dealer may use his control chaos ability to manipulate this d4 as though it were a d20. If this sphere comes into contact with an electric sphere then both spheres explode, dealing 1d6 points of damage (half electricity, half piercing) per dealer level to all creatures within 20 feet, a Reflex save (DC 10 + ½ dealer’s level + his Charisma modifier) halves this damage.
  • Transposing Sphere (Su): The dealer may conjure an orange ball of transpatial energy. Any creature within 5 feet of this sphere is teleported 1d4 x 5 feet in a direction the dealer designates. The dealer may use his control chaos ability to manipulate this d4 as though it were a d20. If this sphere comes into contact with a crazy 8 ball then both spheres explode, dealing 1d6 points of damage per dealer level to all creatures within 20 feet, a Reflex save (DC 10 + ½ dealer’s level + his Charisma modifier) halves this damage.
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