Difference between revisions of "User:Aarnott/Lego Bin 13"

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<div class="blank">
{{#set:Summary=<!-- A short description of your class. This will show up on the class navigation page. -->
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{{#set:Summary=A card throwing striker that is sort of like Gambit.
|Length=<!-- The length of your class. Most base classes are 20 levels long. -->
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|Length=20
|Minimum Level=<!--  The minimum level you can qualify for this class. -->
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|Minimum Level=1
|Base Attack Bonus Progression=<!-- Choose one of: Good, Moderate, Poor, Other. -->
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|Base Attack Bonus Progression=Moderate
|Fortitude Save Progression=<!-- Choose one of: Good, Poor, Other. -->
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|Fortitude Save Progression=Poor
|Reflex Save Progression=<!-- Choose one of: Good, Poor, Other. -->
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|Reflex Save Progression=Good
|Will Save Progression=<!-- Choose one of: Good, Poor, Other. -->
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|Will Save Progression=Poor
|Class Ability=<!-- Choose one of: Arcane Spellcasting, Divine Spellcasting, Prepared Spellcasting, Spontaneous Spellcasting, Alternate Magic, Psionics, Invocations, Martial Maneuvers, Sneak Attack, Bardic Music, or Other. If multiple abilities apply, such as Arcane Spellcasting and Prepared Spellcasting would for a wizard, add a new "|Class Ability=" line for each additional ability. -->
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|Class Ability=Other
|Class Ability Progression=<!-- Choose one of: Full, Partial, Minor, Separate, Other. If the class has multiple abilities with different progressions, choose Other. -->
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|Class Ability Progression=Other
 
}}
 
}}
 
<!-- Delete any of the following alignments if they are not allowed in the class -->
 
<!-- Delete any of the following alignments if they are not allowed in the class -->
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==Gambler==
 
==Gambler==
 +
 +
{{quote|Janus laughed at the complete ignorance of the Duke's statement. To think that someone would believe luck is nothing more than randomness produced from some action was very amusing to Janus. No. Luck is a living thing: a seductive woman, a fanged beast, and a misguided child. Luck is not something so mechanical and certainly not the product of something else. Luck is already present, entwined like strings through all of creation. Depending on the moment, it may be the fanged beast pulling those strings like a puppet master, making everything go wrong. Janus had the insight to see the strings and knew how to pull them.}}
  
 
There are those who gamble and there are gamblers. A gambler is not just a lucky man looking for the next big win or an unlucky man looking for his big break. A gambler has gained an innate understanding of the world of chance and has learned to focus the infinite possibilities luck gives. Whether their power is granted by trickster gods or them tapping into a type of wild magic that is not quite understood outside of their circle, gamblers are a force to be reckoned with.
 
There are those who gamble and there are gamblers. A gambler is not just a lucky man looking for the next big win or an unlucky man looking for his big break. A gambler has gained an innate understanding of the world of chance and has learned to focus the infinite possibilities luck gives. Whether their power is granted by trickster gods or them tapping into a type of wild magic that is not quite understood outside of their circle, gamblers are a force to be reckoned with.
 +
 +
Gamblers don't actually perform magic at all, which is an important point that they like to make. Instead, they like to explain that at any given time, there is extremely small odds of magic just happening. Studied wizards describe this phenomenon as minuscule pockets of raw magic that erratically travel through the air colliding to create arcane effects. These pockets have been observed, but they are so small that the odds of them colliding is estimated to be one random collision per 1000 years. And even then, the effect is not big enough to be notably remembered.
 +
 +
Gamblers are able to see things differently, however. They can see these pockets of magic along with small strands that guide their path: these strands being luck itself. Their power is to move these strands to force a collision: creating magic. This capability comes through a focus that represents randomness to a gambler. For most gamblers, this focus is a deck of playing cards. They tie their luck with drawing cards directly to the luck required to collide magical energy. When they are lucky with the cards, they are lucky with making these collisions more effective.
  
 
===Making a Gambler===
 
===Making a Gambler===
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A gambler is a ranged utility character. He can inflict a large amount of damage with his card throw ability. He can also disable opponents using various abilities such as his flashy shuffle. Gamblers play differently than most classes because they use a deck of cards instead of dice for most of their abilities. A clever gambler will make use of their ability to manipulate their deck of cards.
 
A gambler is a ranged utility character. He can inflict a large amount of damage with his card throw ability. He can also disable opponents using various abilities such as his flashy shuffle. Gamblers play differently than most classes because they use a deck of cards instead of dice for most of their abilities. A clever gambler will make use of their ability to manipulate their deck of cards.
  
'''Abilities:''' <-description of most important attributes for this class->.
+
'''Abilities:''' A successful gambler focuses on his charisma for the save DCs of his abilities, dexterity for card throwing, and intelligence for skill points, in that order.
  
'''Races:''' <-description of relative likelihood of various races to join this class->.
+
'''Races:''' Any race may become a Gambler, although some races are more prone to take up the risky lifestyle. Humans, Gnomes, and Halflings are a prime candidate being adventurous and curious by nature. Elves tend to frown on the practice of taking needless risks, but some are intrigued by the weaving of fate that the Gambler invokes. Orcs are not usually intelligent enough to grasp the concepts of luck-based magic or the complicated techniques of the card tricks, but there have been stories of ferocious Orc Gamblers that use their frightening size and strength to intimidate their foes.
  
'''Alignment:''' <-alignments allowed for this class, or write "Any"->.
+
'''Alignment:''' Any. People of a chaotic nature tend to be more drawn to the class then lawful characters.
  
'''Starting Gold:''' <-starting gold; YdZ->&times;10 gp (<-average starting gold.  This calculated by multiplying the number of die rolls by the die size plus one and mulitplying the result by 5 [Y × (Z + 1) × 5].-> gp).
+
'''Starting Gold:''' As [[rogue]].
  
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' <-Select "Simple" or "As [[rogue]]", "Moderate" or "As [[fighter]]", or "Complex" or "As [[wizard]]", to let players know which starting age category to use for 1st-level characters->.
+
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[rogue]].
  
 
{| class="zebra d20"
 
{| class="zebra d20"
 
|+
 
|+
 
<div>{{Anchor|Table: The Gambler}}</div>
 
<div>{{Anchor|Table: The Gambler}}</div>
Hit Die: d8
+
Hit Die: d6
 
|-
 
|-
 
! rowspan="2" | Level
 
! rowspan="2" | Level
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! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
 
|-
 
|-
|1st||class="left" | +0 || +0 || +2 || +
+
|1st||class="left" | +0 || +0 || +2 || +0
| class="left" | [[#Card Throw|Card Throw]], [[#Peek|Peek]]
+
| class="left" | [[#Luck Pool|Luck Pool]], [[#Deck of Cards|Deck of Cards]], [[#Channel Luck|Channel Luck]], [[#Peek|Peek]], [[#Reroll|Reroll]]
 
|-
 
|-
|2nd||class="left" | +1 || +0 || +3 || +
+
|2nd||class="left" | +1 || +0 || +3 || +0
| class="left" | [[#Flashy Shuffle|Flashy Shuffle]]
+
| class="left" | [[#Flashy Shuffle|Flashy Shuffle]], [[#Gambit|Gambit]] +1d6
 
|-
 
|-
|3rd||class="left" | +2 || +1 || +3 || +
+
|3rd||class="left" | +2 || +1 || +3 || +1
| class="left" | [[#Hedge Bets|Hedge Bets]]
+
| class="left" | [[#Rigged Game|Rigged Game]]
 
|-
 
|-
|4th||class="left" | +3 || +1 || +4 || +
+
|4th||class="left" | +3 || +1 || +4 || +1
 
| class="left" | [[#Flick of the Wrist|Flick of the Wrist]]
 
| class="left" | [[#Flick of the Wrist|Flick of the Wrist]]
 
|-
 
|-
|5th||class="left" | +3 || +1 || +4 || +
+
|5th||class="left" | +3 || +1 || +4 || +1
| class="left" | [[#Bonus Luck Feat|Bonus Luck Feat]], [[#Card Throw|Card Throw]] (2 cards)
+
| class="left" | [[#Bonus Luck Feat|Bonus Luck Feat]], [[#Channel Luck|Channel Luck]] (1 extra card), [[#Gambit|Gambit]] +2d6
 
|-
 
|-
|6th||class="left" | +4 || +2 || +5 || +
+
|6th||class="left" | +4 || +2 || +5 || +2
| class="left" | [[#Peek|Peek]] (4 cards)
+
| class="left" | [[#Luck Pool|Luck Pool]] (move + swift reshuffle for 1/2), [[#Peek|Peek]] (4 cards)
 
|-
 
|-
|7th||class="left" | +5 || +2 || +5 || +
+
|7th||class="left" | +5 || +2 || +5 || +2
| class="left" | [[#Fortune's Friend|Fortune's Friend]]
+
| class="left" | [[#Lucky Shot|Lucky Shot]]
 
|-
 
|-
|8th||class="left" | +6/+1 || +2 || +6 || +
+
|8th||class="left" | +6/+1 || +2 || +6 || +2
| class="left" | <-any class features gained at this level->
+
| class="left" | [[#Deck of Illusions|Deck of Illusions]], [[#Gambit|Gambit]] +3d6
 
|-
 
|-
|9th||class="left" | +6/+1 || +3 || +6 || +
+
|9th||class="left" | +6/+1 || +3 || +6 || +3
| class="left" | <-any class features gained at this level->
+
| class="left" | [[#Double or Nothing|Double or Nothing]]
 
|-
 
|-
|10th||class="left" | +7/+2 || +3 || +7 || +
+
|10th||class="left" | +7/+2 || +3 || +7 || +3
| class="left" | [[#Bonus Luck Feat|Bonus Luck Feat]], [[#Card Throw|Card Throw]] (3 cards, x2)
+
| class="left" | [[#Bonus Luck Feat|Bonus Luck Feat]], [[#Channel Luck|Channel Luck]] (2 extra cards)
 
|-
 
|-
|11th||class="left" | +8/+3 || +3 || +7 || +
+
|11th||class="left" | +8/+3 || +3 || +7 || +3
| class="left" | <-any class features gained at this level->
+
| class="left" | [[#Gambit|Gambit]] +4d6, [[#Luck Pool|Luck Pool]] (move + swift reshuffle for full)
 
|-
 
|-
|12th||class="left" | +9/+4 || +4 || +8 || +
+
|12th||class="left" | +9/+4 || +4 || +8 || +4
 
| class="left" | [[#Aces High|Aces High]], [[#Peek|Peek]] (5 cards)
 
| class="left" | [[#Aces High|Aces High]], [[#Peek|Peek]] (5 cards)
 
|-
 
|-
|13th||class="left" | +9/+4 || +4 || +8 || +
+
|13th||class="left" | +9/+4 || +4 || +8 || +4
 
| class="left" | [[#Exploding Dice|Exploding Dice]]
 
| class="left" | [[#Exploding Dice|Exploding Dice]]
 
|-
 
|-
|14th||class="left" | +10/+5 || +4 || +9 || +
+
|14th||class="left" | +10/+5 || +4 || +9 || +4
| class="left" | <-any class features gained at this level->
+
| class="left" | [[#Gambit|Gambit]] +5d6, [[#Loved by Lady Luck|Loved by Lady Luck]]
 
|-
 
|-
|15th||class="left" | +11/+6/+1 || +5 || +9 || +
+
|15th||class="left" | +11/+6/+1 || +5 || +9 || +5
| class="left" | [[#Bonus Luck Feat|Bonus Luck Feat]], [[#Card Throw|Card Throw]] (4 cards, x3)
+
| class="left" | [[#Bonus Luck Feat|Bonus Luck Feat]], [[#Channel Luck|Channel Luck]] (3 extra cards)
 
|-
 
|-
|16th||class="left" | +12/+7/+2 || +5 || +10 || +
+
|16th||class="left" | +12/+7/+2 || +5 || +10 || +5
| class="left" | <-any class features gained at this level->
+
| class="left" |  
 
|-
 
|-
|17th||class="left" | +12/+7/+2 || +5 || +10 || +
+
|17th||class="left" | +12/+7/+2 || +5 || +10 || +5
| class="left" | <-any class features gained at this level->
+
| class="left" | [[#Gambit|Gambit]] +6d6
 
|-
 
|-
|18th||class="left" | +13/+8/+3 || +6 || +11 || +
+
|18th||class="left" | +13/+8/+3 || +6 || +11 || +6
 
| class="left" | [[#Peek|Peek]] (6 cards)
 
| class="left" | [[#Peek|Peek]] (6 cards)
 
|-
 
|-
|19th||class="left" | +14/+9/+4 || +6 || +11 || +
+
|19th||class="left" | +14/+9/+4 || +6 || +11 || +6
| class="left" | <-any class features gained at this level->
+
| class="left" |  
 
|-
 
|-
|20th||class="left" | +15/+10/+5 || +6 || +12 || +
+
|20th||class="left" | +15/+10/+5 || +6 || +12 || +6
| class="left" | [[#Bonus Luck Feat|Bonus Luck Feat]], [[#Card Throw|Card Throw]] (5 cards, x4)
+
| class="left" | [[#Bonus Luck Feat|Bonus Luck Feat]], [[#Channel Luck|Channel Luck]] (4 extra cards), [[#Gambit|Gambit]] +7d6
 
|- class="noalt"
 
|- class="noalt"
 
| colspan="42" class="skill" |
 
| colspan="42" class="skill" |
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{{Property Link|Skill|SRD:Disguise Skill|Disguise}} ([[SRD:Charisma|Cha]]),  
 
{{Property Link|Skill|SRD:Disguise Skill|Disguise}} ([[SRD:Charisma|Cha]]),  
 
{{Property Link|Skill|SRD:Escape Artist Skill|Escape Artist}} ([[SRD:Dexterity|Dex]]),  
 
{{Property Link|Skill|SRD:Escape Artist Skill|Escape Artist}} ([[SRD:Dexterity|Dex]]),  
 +
{{Property Link|Skill|SRD:Forgery Skill|Forgery}} ([[SRD:Intelligence|Int]]),
 
{{Property Link|Skill|SRD:Gather Information Skill|Gather Information}} ([[SRD:Charisma|Cha]]),  
 
{{Property Link|Skill|SRD:Gather Information Skill|Gather Information}} ([[SRD:Charisma|Cha]]),  
 
{{Property Link|Skill|SRD:Hide Skill|Hide}} ([[SRD:Dexterity|Dex]]),  
 
{{Property Link|Skill|SRD:Hide Skill|Hide}} ([[SRD:Dexterity|Dex]]),  
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{{Property Link|Skill|SRD:Listen Skill|Listen}} ([[SRD:Wisdom|Wis]])
 
{{Property Link|Skill|SRD:Listen Skill|Listen}} ([[SRD:Wisdom|Wis]])
 
{{Property Link|Skill|SRD:Move Silently Skill|Move Silently}} ([[SRD:Dexterity|Dex]]),  
 
{{Property Link|Skill|SRD:Move Silently Skill|Move Silently}} ([[SRD:Dexterity|Dex]]),  
 +
{{Property Link|Skill|SRD:Perform Skill|Perform}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Profession Skill|Profession}} ([[SRD:Wisdom|Wis]]),  
 
{{Property Link|Skill|SRD:Profession Skill|Profession}} ([[SRD:Wisdom|Wis]]),  
 
{{Property Link|Skill|SRD:Sense Motive Skill|Sense Motive}} ([[SRD:Wisdom|Wis]]),  
 
{{Property Link|Skill|SRD:Sense Motive Skill|Sense Motive}} ([[SRD:Wisdom|Wis]]),  
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{{Property Link|Skill|SRD:Spot Skill|Spot}} ([[SRD:Wisdom|Wis]]),  
 
{{Property Link|Skill|SRD:Spot Skill|Spot}} ([[SRD:Wisdom|Wis]]),  
 
{{Property Link|Skill|SRD:Swim Skill|Swim}} ([[SRD:Strength|Str]]),  
 
{{Property Link|Skill|SRD:Swim Skill|Swim}} ([[SRD:Strength|Str]]),  
{{Property Link|Skill|SRD:Tumble Skill|Tumble}} ([[SRD:Dexterity|Dex]]),
+
{{Property Link|Skill|SRD:Tumble Skill|Tumble}} ([[SRD:Dexterity|Dex]])
{{Property Link|Skill|SRD:Use Magic Device Skill|Use Magic Device}} ([[SRD:Charisma|Cha]]),
 
 
|}
 
|}
  
 
====Class Features====
 
====Class Features====
 
'''Copy Pasta from paleowiki. I will be modifying this heavily.'''
 
  
 
All of the following are class features of the Gambler.
 
All of the following are class features of the Gambler.
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'''Weapon and Armor Proficiency:''' Gamblers are proficient with light armor, all simple weapons, and [[Throwing Cards (3.5e Equipment)|Throwing Cards]].
 
'''Weapon and Armor Proficiency:''' Gamblers are proficient with light armor, all simple weapons, and [[Throwing Cards (3.5e Equipment)|Throwing Cards]].
  
'''Luck Pool:''' Gamblers are masters of manipulating luck. A gambler has a pool of 2 luck points. Luck points can be spent to power the gambler's class abilities. Luck feats that add luck rerolls per day instead add luck points to the gambler's luck pool. Likewise, a gambler can spend a point from his luck pool to activate a luck feat or make a luck reroll (each point in his luck pool counts as a luck reroll for all intents and purposes).
+
'''{{Anchor|Luck Pool}}:''' You are a master of manipulating luck magic. You have a number of luck points equal to 2 + 1/2 your class levels + 1/2 your charisma bonus. Luck points are spent to power your class abilities.
 +
 
 +
You can regain all of your luck points by spending a full round action and a swift action. When you do this, you reshuffle your deck of cards, adding any used cards back into the deck. Your eyes glow with red during this time giving others an obvious visual clue. Your deck of cards will rematerialize in your pocket or in your hand, whichever you wish, with all of the cards, undamaged (even if any of it were damaged before).
 +
 
 +
At 6th level, you can reshuffle your deck as a move action and a swift action, but you only regain half your luck points.
 +
 
 +
At 11th level, you can reshuffle your deck as a move action and a swift action and regain all of your luck points.
  
A gambler can regain 1 luck point per full round he spends reshuffling his deck of cards. Any cards that have been used by class abilities are added back into his deck at this time.
+
'''{{Anchor|Deck of Cards}}:''' You carry a deck of [[Throwing Cards (3.5e Equipment)|throwing cards]] that you are magically attuned with. This deck of cards allows you to use your gambler class abilities.
  
A gambler can attempt to spend more luck points than he has left in his pool. He must make a charisma check DC 10 + 5 per negative luck point (this check cannot be rerolled). If he fails, his ability fails, but he still adds a "negative luck point" to his luck pool.
+
The deck's magic nature makes it different from a standard deck of cards. You can make the deck appear in your hands as a free action, undamaged, regardless of where the cards are. If anyone other than you uses the deck, it appears to be all blank cards. In fact, you cannot cheat and stack the order of the cards ahead of time because they appear blank to you as well. You can enchant these cards like a normal set of magic ammunition and none of them are destroyed when they are thrown. They start out as a masterwork weapon.
  
'''Deck of Cards:''' The gambler carries a deck of [[Throwing Cards (3.5e Equipment)|throwing cards]] that he has magically attuned with. This deck of cards allows him to use his gambler class abilities. The deck is a standard deck of cards plus two jokers.
+
When you use a card from your deck for a class ability, unless otherwise specified, the card is not returned to your deck until you reshuffle it to regain luck points. You only need to be carrying your deck of cards to use class abilities: the cards will disappear from the deck on their own when you use class abilities. So, for example, you can use the Channel Luck ability to add damage to a quarterstaff: cards will disappear from the deck as they are used to add power to the attack.
  
The deck's magic nature makes it different from a standard deck of cards. The gambler can make the deck appear in his hands as a free action, regardless of where they are. When anyone other than the gambler uses the deck, it appears to be all blank cards. In fact, the gambler cannot cheat and stack the order of the cards ahead of time because they appear blank to him as well.
+
When you use a card from your deck without using a class ability, it is blank, and no cards are actually removed from the deck. A new card is immediately created in its place in your deck. The card you used (probably for a normal attack roll) disappears after 1 round.
  
 
The face values of the cards as they relate to the gambler's abilities can be found in the table below.
 
The face values of the cards as they relate to the gambler's abilities can be found in the table below.
  
 
{| class="zebra d20"
 
{| class="zebra d20"
|+
+
|+ Card Face Values
<div>{{#anc:Table: Card Face Values}}</div>
 
 
|-
 
|-
! Card Type
+
! Card Type !! Face Value
! Face Value
 
 
|-
 
|-
 
| Ace || 1
 
| Ace || 1
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|}
 
|}
  
Whenever the gambler uses a card from his deck, the card disappears until he has spent a minute shuffling his deck to replenish his luck pool.
 
  
''Use a standard deck of playing cards when you play a gambler character and use it to mimic the class abities (shuffle the deck, look at the top cards with peek, etc.).''
+
''Out-of-Game Usage:'' Use a standard deck of playing cards, plus 2 jokers, when you play a gambler character and use it to simulate the class abilities. That is, when you reshuffle the deck in-game, reshuffle your deck of cards out-of-game. When you look at the top card of the deck in-game, do the same out-of-game.
 +
 
 +
'''{{Anchor|Channel Luck}} ([[Su]]):''' As part of a full attack action, you can spend 2 luck points to channel luck into you can use your deck of cards as a focus to channel your luck into your attacks. When you use this ability, the top card of your deck is removed for each attack you choose to channel luck into.
  
'''{{Anchor|Card Throw}} ([[Su]]):''' As a standard action, a gambler can magically charge a card from his deck and throw them at an opponent. The card turns into a ball of energy while it flies towards its target and deals extra damage equal to its face value of an energy type listed below. This ability costs 1 luck point to use.
+
If an attack hits, it deals additional damage equal to the card's face value of an energy type listed below based on the card's suit.
  
 
* Spades: Acid
 
* Spades: Acid
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* No Suit (Jokers): Force
 
* No Suit (Jokers): Force
  
At 5th level, the gambler can throw 2 cards with this ability, at 10th level 3 cards, at 15th level 4 cards, and at 20th level 5 cards.
+
You do not need to be wielding your deck to use this ability: you just need to be carrying it. In this case, the energy damage is added to whatever weapon you are using, but that weapon must be a melee weapon.
  
At 10th level, it deals extra damage equal to twice its face value.
+
You can channel luck into a number of attacks equal to the number of attacks you are granted from your BAB.
  
At 15th level, it deals extra damage equal to triple its face value.
+
At 5th level, for each attack that hits, an extra card disappears from the top of your deck and adds its face value to the damage. The extra damage added in this way is of the same energy type as the card being used to enhance the attack, not based on the suit of the second card. If there are not enough cards left in the deck, no extra damage is added to the attack.
  
At 10th level, it deals extra damage equal to quadruple its face value.
+
At 10th level, turn up 2 extra cards for extra damage instead.
  
'''{{Anchor|Peek}} ([[Su]]):''' As a swift action that costs 1 luck point, the gambler can look at the top three cards of his deck and switch the order of the cards. At 6th, 12th, and 18th level, the gambler can look at and rearrange one extra card with this ability. The cards last in this order for 5 minutes and then the order is randomized again.
+
At 15th level, turn up 3 extra cards for extra damage instead.
  
'''{{Anchor|Flashy Shuffle}} ([[Su]]):''' At second level, as a standard action that costs 1 luck point, the gambler can make a magical effect with his deck of cards against one or more creatures in close range. He draws a single card from his deck and can choose an effect based on the face value. He then shuffles the remaining cards in his deck (randomizing the order if peek was used).
+
At 20th level, turn up 4 extra cards for extra damage instead.
  
* [[SRD:Dazzled|Dazzle]] any number of creatures within range (any face value).
+
'''{{Anchor|Peek}} ([[Su]]):''' In your mind you are able to peer at your fate, seeing what luck is to come and, perhaps, changing it. As a swift action that costs 1 luck point, you can look at the top three cards of your deck and switch the order of the cards. At 6th, 12th, and 18th level, you can look at and rearrange one extra card with this ability. The cards last in this order for 5 minutes and then the order is randomized again.
* [[SRD:Fascinated|Facinate]] any number of creatures within range (face value of 4 or greater).
 
* [[SRD:Dazed|Daze]] one creature (face value of 7 or greater).
 
* [[SRD:Confused|Confuse]] one creature (face value of 10 or greater).
 
* [[SRD:Stunned|Stun]] one creature (face value of 14 or greater).
 
  
The target gets to make a Will save DC 10 + 1/2 the gambler's HD + the gambler's charisma modifier to avoid the effect. The gambler can continue to shuffle his deck as a move action each round to prolong the effect (that does not cost additional luck points), but the target gets a new saving throw each round at the original DC. This is a mind-affecting enchantment effect.
+
'''{{Anchor|Reroll}} ([[Ex]]):''' You gain 2 luck rerolls per day. You can also spend 2 luck rerolls to shuffle your deck and then remove the top card and apply 1/3 its face value to the reroll.
  
'''{{Anchor|Hedge Bets}} ([[Su]]):''' At third level, the gambler has learned to give himself the opportunity for a second chance when his luck runs out. Whenever he fails an attack roll, saving throw, or skill check after rerolling it with a luck reroll, he can, as a free action, spend 1 luck point to try to increase his roll. First he must draw a card. He then must announce whether the next card has a higher or lower face value. He draws the card to check. If he was correct, he can reroll the attack roll, saving throw, or skill check again (taking the new result even if it is lower).
+
'''{{Anchor|Flashy Shuffle}} ([[Su]]):''' Starting at 2nd level, you can shuffle your deck and in the process enchant one or more creatures in close range (30 ft. +5 ft. per 2 class levels). Choose one of the following effects and its targets, using the action type shown in the table and spending the number of luck points shown in the table, and then draw a single card from your deck to determine the DC. Reshuffle your deck afterwards.
  
'''{{Anchor|Flick of the Wrist}} ([[Ex]]):''' At fourth level, the gambler adds his dexterity modifier to damage dealt with his Card Throw. This damage is applied to each card, but it is not multiplied on a critical hit.
+
{| class="zebra d20"
 +
|+ Flashy Shuffle Effects
 +
|-
 +
! Required Class Level !! Action Type !! Effect !! Number of Targets !! Luck Points
 +
|-
 +
| 2 || swift || The targets are [[SRD:Dazzled|dazzled]] || Any number of creatures within range || 1
 +
|-
 +
| 3 || standard || The targets are [[SRD:Fascinated|facinated]] ||  Any number of creatures within range || 1
 +
|-
 +
| 5 || move || The targets are [[SRD:Sickened|sickened]] || Up to 2 creatures || 1
 +
|-
 +
| 7 || move || The targets are [[SRD:Shaken|shaken]] || Up to 2 creatures || 2
 +
|-
 +
| 9 || swift || The targets take 1d6 nonlethal damage per 2 class levels || Any number of creatures within range || 2
 +
|-
 +
| 11 || standard || The target is [[SRD:Confused|confused]] || One creature || 3
 +
|-
 +
| 13 || standard || The targets are [[SRD:Blinded|blinded]] || Up to 2 creatures || 3
 +
|-
 +
| 15 || standard || The target is [[SRD:Dazed|dazed]] || One creature || 4
 +
|-
 +
| 17 || standard || The target is [[SRD:Stunned|stunned]] || One creature || 4
 +
|}
  
'''{{Anchor|Bonus Luck Feat}}:''' At 5th, 10th, 15th, and 20th level, the gambler gets a bonus feat with the luck descriptor.
+
The target gets to make a Will save DC 8 + 1/3 the card's face value  + 1/2 your HD + your charisma modifier to avoid the effect. The effect lasts until your next turn. You can continue to shuffle your deck as a move action each round to prolong the effect another turn (which does not cost additional luck points), but the target gets a new saving throw each round at the original DC. This is a mind-affecting enchantment effect.
  
'''{{Anchor|Fortune's Friend}}:''' At 7th level, the gambler rolls 1d6 and adds it to the result of any luck reroll he makes.
+
'''{{Anchor|Gambit}} ([[Su]]):''' At 2nd level, as a swift action, you can manipulate luck so that it will be more extreme: both really good for you and potentially really bad for you. You enter a state called a gambit. While in a gambit state, you have the following effects:
  
'''{{Anchor|Aces High}}:''' At 12th level, the gambler's aces now have a face value of 14.
+
* When making an attack roll, you get a +1 bonus to the attack roll per 4 class levels.
 +
* You deal +1d6 damage, +1d6 for every 3 class levels you gain after this one.
 +
* Whenever you are hit, you start [[Burning (3.5e Condition)|burning]] for 1 round.
  
'''{{#anc:Exploding Dice}}:''' At 13th level, whenever the gambler rolls the maximum result on a die for a damage roll, he rolls the die again and adds the result. He continues doing this until any result other than the maximum result is rolled.
+
You can leave the gambit state as a move action that costs 1 luck point.
  
 +
'''{{Anchor|Rigged Game}} ([[Su]]):''' At 3rd level, you are able to rig any mundane game of chance you play. By spending 3 luck points as a free action, you can force one die to come up with a particular value the next time it is rolled or swap one card in your hand to be a card of your choice in the deck, when you are playing a game of chance. This effect can be detected with a Spellcraft check opposed by a Sleight of Hand check you make.
  
 +
''To be clear, this is when your character is playing a game of chance, not you the player.''
  
 +
'''{{Anchor|Flick of the Wrist}} ([[Ex]]):''' At 4th level, with the right flick of your wrist, you can throw 2 cards at a time. Whenever you take a full-attack action, you can choose to take a -2 penalty to attack rolls to have your throwing cards deal 2d2 damage until your next turn.
  
 +
'''{{Anchor|Bonus Luck Feat}}:''' At 5th, 10th, 15th, and 20th level, you get a bonus luck feat.
  
 +
'''{{Anchor|Lucky Shot}} ([[Ex]]):''' At 7th level, you can rely on luck, rather than precision to help you hit your targets. As a result, you are able to fling cards recklessly and quickly. As a standard action, you can spend 2 luck points to make a full attack action with your throwing cards.
  
 +
'''{{Anchor|Deck of Illusions}} ([[Su]]):''' At 8th level, as a standard action that costs 2 luck points, you can draw a card from your deck and use it as if you drew it from a ''[[SRD:Deck of Illusions|Deck of Illusions]]''. If the card would not normally be in a Deck of Illusions, keep drawing cards (and removing them from the deck) until one that is feasible is found. If the deck is exhausted before a card is found, this ability fails.
  
'''{{#anc:Improved Flashy Shuffle}} ([[Su]]):''' At 5th level, when the gambler uses the shuffle ability, he may also use ''[[SRD:Deep Slumber|Deep Slumber]]'', and ''[[SRD:Suggestion|Suggestion]]''.
+
'''{{Anchor|Double or Nothing}} ([[Ex]]):''' At 9th level, once per round, when you hit with an attack, you can spend 3 luck points to try to double the damage. If you do, roll another attack roll with a -4 penalty. If you hit, double your damage. If you miss, you deal no damage with the attack. You can do this as many times as you like, adding a cumulative -4 penalty to the attack roll and spending an additional luck point (on top of the initial 3 points). The [[SRD:Attack Damage#Multiplying Damage|standard multiplication rules]] apply and stack with critical hits. Criticals are only determined from the initial attack roll (but you do get to roll at your full attack bonus for the critical confirmation roll).
  
 +
'''{{Anchor|Aces High}} ([[Ex]]):''' At 12th level, your aces now have a face value of 14.
  
'''{{#anc:Paired Throw}} ([[Su]]):''' At 6th level, if a gambler hits a target more than once with his Card Throw ability, if any two of the cards have the same face value, double the face value when determining damage. If there are more than two cards that hit the target with the same face value, double them as well.
+
'''{{Anchor|Exploding Dice}} ([[Ex]]):''' At 13th level, whenever you rolls the maximum result on a die for a damage roll, roll the die again and add the result to the total damage you deal. Repeat this process until any result other than the maximum result is rolled.
  
For example: If Moe the 6th level gambler hits an orc with 5 cards: the ace of diamonds, the ace of spades, the ace of hearts, the six of hearts, and the six of spades, he would deal 2 lightning + 2 acid + 2 fire + 12 fire + 12 acid base damage from the card throws.
+
'''{{Anchor|Loved by Lady Luck}} ([[Ex]]):''' At 14th level, whenever you use a luck reroll, gain back 2 luck points.
  
'''{{#anc:Deck of Illusions}} ([[Su]]):''' At 7th level, the gambler can draw a card from his deck and use it as if he had drawn a card from a ''[[SRD:Deck of Illusions|Deck of Illusions]]''.
+
<span style="color:red">TODO: Stuff below here needs to be reconsidered</span>
  
'''{{#anc:Dice Bomb}} ([[Su]]):''' At 8th level, as a full round action action, the gambler can create a massive explosion. He points his finger at a target area within 100 ft. + 10 ft. per HD and rolls his pair of dice. A 10 ft. radius burst deals 1d6 fire damage per gambler HD to each target in the area. Creatures are entitled to a reflex save DC 10 + 1/2 gambler's HD + gambler's [[SRD:Charisma|cha modifier]] for half damage.
+
'''{{Anchor|High Low}} ([[Su]]):''' At 3rd level, you have learned X. Whenever Y happens, you can, as a free action, spend 1 luck point to try again. Draw a card from your deck. You must guess and announce whether the next card has a higher or lower face value. Draw the card to check. If you are correct, Z.
  
'''{{#anc:Restock}} ([[Su]]):''' At 8th level, once per encounter as a move action, the gambler can have all of the cards he has used returned to his deck (and have the deck shuffled) as if he had rested 1 minute.
 
  
'''{{#anc:Card Throw Flurry Accuracy}} ([[Ex]]):''' At 9th level, the gambler no longer takes an attack penalty from the Card Throw Flurry ability.
 
  
'''{{#anc:Dispelling Card}} ([[Su]]):''' At 9th level, as a standard action, the gambler can throw a card at an area or target within 100 ft. + 10 ft. per HD to have ''[[SRD:Dispel Magic|Dispel Magic]]'' cast on the area or target. The caster level is equal to 1/2 the gambler's HD + the face value of the card.
 
  
'''{{#anc:Up the Sleeve}} ([[Su]]):''' At 10th level, when a gambler uses Peek, he can take one of the cards an hold it up his sleeve instead of putting it back on top of his deck. Whenever he would draw a card for any other gambler ability, he can instead use the card up his sleeve. The card returns to the deck if it isn't used in 1 minute. He can only have 1 card up his sleeve at a time.
 
  
'''{{#anc:Improved Restock}} ([[Su]]):''' At 11th level, the gambler can use restock at will.
 
  
'''{{#anc:Greater Card Throw Flurry}} ([[Ex]]):''' At 11th level, the gambler can make a third extra Card Throw during a Card Throw Flurry.
+
'''{{Anchor|Up the Sleeve}} ([[Su]]):''' At 11th level, whenever a gambler uses Peek, he can take one of the cards and hold it up his sleeve instead of putting it back on top of his deck. Whenever he would draw a card for any other gambler ability, he can instead use the card up his sleeve. The card returns to the deck if it isn't used in 5 minutes. He can only have one card up his sleeve at a time.
  
  
 +
'''{{Anchor|Ace in the Hole}} ([[Su]]):''' At 17th level, as a free action that costs 1 luck point, a gambler can search his deck and put an ace up his sleeve. He shuffles his deck afterwards.
  
'''{{#anc:Controlling Card}} ([[Su]]):''' At 12th level, as a standard action, the gambler can throw a card at a target within 25 ft. + 5 ft. per HD to take control of their actions. This functions as a ''[[SRD:Dominate Person|Dominate Person]]'' spell with a caster level equal to the gambler's HD. The DC to save against this effect is the card's face value + 1/2 gambler's HD + gambler's [[SRD:Charisma|cha modifier]].
+
'''{{Anchor|Fifty-Two Card Pickup}} ([[Su]]):''' At 19th level /?
  
'''{{#anc:Exploding Dice}}:''' At 13th level, whenever the gambler rolls the maximum result on a die for damage, she rolls the die again and adds the result. If the rerolled die comes up as the maximum result continue rerolling adding the damage each time.
+
<span style="color:red">More ideas</span>
  
'''{{#anc:Symbol of Sleep}} ([[Su]]):''' At 13th level, a gambler can spend 10 minutes to put a card down that acts as a ''[[SRD:Symbol of Sleep|Symbol of Sleep]]''. Unlike the spell, the HD limit is equal to the card's face value. The caster level for this effect is the gambler's HD and the save DC is 10 + 1/2 gambler's HD + gambler's [[SRD:Charisma|cha modifier]]. Once the effect is activated, the card returns to the gambler's deck 1 minute later. The gambler may also recall the card to his deck as a move action (at which point the symbol of sleep disappears).
 
  
'''{{#anc:Hot Streak}} ([[Ex]]):''' At 14th level, a gambler learns to make the best of a good luck streak. Each time he succeeds at an attack roll or saving throw he gains 1 luck point. If he fails at an attack roll or saving throw, he loses all of his current luck points. He can trade 5 luck points to reroll a failed attack roll or saving throw after he knows the results. After 1 minute without gaining luck points, the gambler loses all his current luck points.
+
* Blackjack'd: As a full-round action that costs ??? luck points, you can try to fix the result of the next attack you make before the end your next turn. Turn up two cards, using a face value of 10 for any card above 10, and either 1 or 11 for aces and jokers. You can turn up more cards, but if you turn up a total value of over 21, this ability has no effect. Otherwise, your next attack roll is treated as if you rolled whatever value the total face value you turned up with this ability is. If you turned up a total of 21, you deal double damage and it is treated as a natural 20 instead. You must still roll for critical hits (possibly adding to the multiplier).
  
'''{{#anc:Symbol of Pain}} ([[Su]]):''' At 14th level, a gambler can spend 10 minutes to put a card down that acts as a ''[[SRD:Symbol of Pain|Symbol of Pain]]''. This functions in the same way as the Symbol of Sleep class ability except that there is no HD limit.
+
===Campaign Information===
 
 
'''{{#anc:Symbol of Persuasion}} ([[Su]]):''' At 15th level, a gambler can spend 10 minutes to put a card down that acts as a ''[[SRD:Symbol of Persuasion|Symbol of Persuasion]]''. This functions in the same way as the Symbol of Sleep class ability except that there is no HD limit.
 
 
 
'''{{#anc:Skip Town}} ([[Su]]):''' At 16th level, a gambler can teleport away from a bad situation. As a full-round action, the gambler must shuffle his deck and draw a card. He then is affected by a ''[[SRD:Greater Teleport|Greater Teleport]]'' spell with a caster level equal to his HD. Unlike a regular greater teleport spell, he cannot bring creatures he touches. The card disappears from his deck for 1 hour and cannot be retrieved with Restock or rest.
 
 
 
'''{{#anc:Symbol of Fear}} ([[Su]]):''' At 16th level, a gambler can spend 10 minutes to put a card down that acts as a ''[[SRD:Symbol of Fear|Symbol of Fear]]''. This functions in the same way as the Symbol of Sleep class ability except that there is no HD limit. Instead, it affects a number of hitpoints worth of creatures equal to 15 times the face value of the card used.
 
 
 
'''{{#anc:Hot Shot}} ([[Ex]]):''' At 17th level, a gambler can spend 5 luck points gained from Hot Streak to add 1d6 to an attack roll or saving throw before he knows the results.
 
 
 
'''{{#anc:Symbol of Stunning}} ([[Su]]):''' At 17th level, a gambler can spend 10 minutes to put a card down that acts as a ''[[SRD:Symbol of Stunning|Symbol of Stunning]]''. This functions in the same way as the Symbol of Sleep class ability except that there is no HD limit. Instead it affects a number of hitpoints worth of creatures equal to 15 times the face value of the card used.
 
 
 
'''{{#anc:Ace in the Hole}} ([[Ex]]):''' At 18th level, a gambler can spend a swift action to search his deck and put an ace up his sleeve. Shuffle the deck afterward. He now can have two cards up his sleeve at a time.
 
 
 
'''{{#anc:Symbol of Weakness}} ([[Su]]):''' At 18th level, a gambler can spend 10 minutes to put a card down that acts as a ''[[SRD:Symbol of Weakness|Symbol of Weakness]]''. This functions in the same way as the Symbol of Sleep class ability except that there is no HD limit.
 
 
 
'''{{#anc:Symbol of Insanity}} ([[Su]]):''' At 19th level, a gambler can spend 10 minutes to put a card down that acts as a ''[[SRD:Symbol of Insanity|Symbol of Insanity]]''. This functions in the same way as the Symbol of Sleep class ability except that there is no HD limit.
 
 
 
'''{{#anc:Fifty-Two Pickup}} ([[Ex]]):''' At 20th level, a gambler can spend a full-round action to perform his ultimate technique. Each enemy within a 120 ft. cone is hit with a cascade of colors that gives different effects. The gambler must count the cards in his deck and divide them amongst each target in the area (with a maximum of 4 cards per target). Each target is then affected by a random color of [[SRD:Prismatic Spray|prismatic spray]] with caster level equal to the gambler's HD and a save DC of 5 + the face value of the card + 1/2 the gambler's HD + gambler's [[SRD:Charisma|cha modifier]]. The first 4 cards drawn from the deck for this ability do not appear back in the deck for 1 hour. All of the cards in the deck must be used for this ability even if there are not enough targets. They can be retrieved with Restock (other than the four cards that are removed for an hour), however.
 
 
 
'''{{#anc:Symbol of Death}} ([[Su]]):''' At 20th level, a gambler can spend 10 minutes to put a card down that acts as a ''[[SRD:Symbol of Death|Symbol of Death]]''. This functions in the same way as the Symbol of Sleep class ability except that there is no HD limit. Instead it affects a number of hitpoints worth of creatures equal to 15 times the face value of the card used.
 
 
 
====Epic Gamblers====
 
 
 
{| class="zebra d20"
 
|+ class="epic" |
 
<div>{{Anchor|Table: The Epic <-class name->}}</div>
 
Hit Die: d<-Die size for Hit Die->
 
|-
 
! Level !! Special
 
|-
 
| 21st || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|-
 
| 22nd || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|-
 
| 23rd || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|-
 
| 24th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|-
 
| 25th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|-
 
| 26th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|-
 
| 27th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|- class
 
| 28th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|- class
 
| 29th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|- class=
 
| 30th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|- class="noalt"
 
| colspan="42" class="skill" |
 
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.
 
|}
 
 
 
'''<-existing class feature->:''' <-how this class feature increases or accumulates at epic levels->
 
 
 
'''<-another existing class feature->:''' <-how this class feature increases or accumulates at epic levels->
 
 
 
<-Lather, rinse...->
 
 
 
<-... repeat.->
 
 
 
'''{{Anchor|Bonus Feats }}:''' The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.
 
 
 
''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats->.
 
 
 
====<-Sample race of your choice-> <-class name-> Starting Package====
 
 
 
'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.
 
 
 
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.
 
 
 
{| class="zebra d20"
 
|-
 
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty
 
|- class=
 
| class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbrieviated key ability-> || <-armor check penalty based on starting armor.  If innapplicable put "&mdash;"->
 
|- class=
 
| class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbrieviated key ability-> || <-armor check penalty based on starting armor.  If innapplicable put "&mdash;"->
 
<-copy and paste the rows as necessary.->
 
|}
 
 
 
'''Feat:''' <-1st-level feat selection->.
 
 
 
'''Bonus Feats:''' <-1st-level feat bonus feats due to class or sample race.  remove this section if this sample doesn't get any bonus feats at 1st level. ->.
 
 
 
'''Gear:''' <-Starting armor and other equipment outside of weapons.->.
 
  
'''Gold:''' <-Starting gold using this package.->.
+
====Playing a Gambler====
  
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED AT LEAST ONE OF THE SECTIONS BELOW
+
'''Religion:''' Gamblers tend not to follow any religion, finding it hard to believe that they could influence fate so easily if gods had any bearing on their life. Nonetheless, some gamblers relate their abilities to their worship of trickster gods.
===Campaign Information===
 
REMOVE THIS LINE WHEN YOU HAVE COMPLETED AT LEAST ONE OF THE SECTIONS BELOW -->
 
  
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "PLAYING A..." SECTION
+
'''Other Classes:''' Other adventurers find the gambler easy going and laid back. Clerics, monks, and paladins, tend to find the gambler's lack of responsibility and loose moral code to be slightly annoying at best and downright inexcusable at worst.
====Playing a <-class name->====
 
  
'''Religion:''' <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
+
'''Combat:''' A gambler is the type of character that will try to remain mobile and avoid enemies while pelting them with enchanted cards. If an enemy gets too close to a gambler, he can always try to use a flashy shuffle to disable the opponent.
  
'''Other Classes:''' <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
+
'''Advancement:''' Gamblers can do well by multiclassing into the rogue or bard classes. Rogue gamblers gain the benefits of their sneak attacks to add to the card throw ability. Bard gamblers can use their spells and music to augment the abilities of themselves and their allies. In general, a gambler does best multiclassing into classes that offer a high amount of skill points with a variety of skills. Because their abilities scale with the HD rather than class level, their gambler abilities always remain relevant.
  
'''Combat:''' <-Typical role in combat->.
+
====Gamblers in the World====
  
'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options->.
+
{{quote|In a bet there are two people... The fool and the thief, I know who I'd rather be.|orig=Heredus the swifthanded, Human Gambler}}
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "PLAYING A..." SECTION -->
 
  
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE WORLD" SECTION
+
Gamblers are usually found in large city centers. They spend most of their time gambling and this is the reason a great many of them take to adventuring: to pay off gambling debts. Gamblers often become self-assured about their next big win and have the utmost confidence that luck will bring them out of any bad situation. For this reason, they seem to be extremely impulsive to others, which isn't really a surprise because when it boils down to the facts, they really are. If a gambler isn't seen gambling, then odds are, he is seen doing something very dangerous for the promise of large amounts of coin.
====<-pluralized class name-> in the World====
 
  
{{quote|<-Some quote from a character of this class->|orig=<-NPC name->, <-race-> <-class->}}
+
'''Daily Life:''' The life of a gambler comes with big highs and deep lows. One day a gambler will be as rich as an efreeti sultan, the next day he doesn't have a copper left to his name. Gamblers love the uncertainty of this lifestyle and appreciate life all the more when it is going their way. Every gambler adventures often enough because it is the fastest way to make large amounts of gold.
  
<-Where characters of this class fit in a d20 world.->
+
'''Notable Gamblers:''' ''"King" Felix Goldan'', Male [[SRD:Humans (Race)|Human]] Gambler: has gained and lost ownership of a small kingdom over 60 times from betting.
  
'''Daily Life:''' <-day in the life of a character of this class->.
+
''Fortune'', Female [[SRD:Planetouched—Tieflings (Race)|Tiefling]] Gambler: tricked a great wyrm red dragon out of his entire treasure hoard.
  
'''Notables:''' <-notable NPCs of this class->.
+
''Gorruk Slytongue'', Male [[SRD:Orcs (Race)|Orc]] Gambler: bet against a demigod in a footrace with 10,000:1 odds and won the bet.
  
'''Organizations:''' <-info on what, where, when, and how characters of this class congregate and assemble->.
+
'''Organizations:''' Gamblers don't often like to tie themselves to a particular group. They are well known to ''deal'' with organizations, taking out loans for as much as they can (the more you have to gamble with, the bigger you win). The only reason they have to affiliate with an orginization is to find quick work to pay off the large loans they like to take from shady individuals.  
  
'''NPC Reactions:''' <-How NPCs react to PCs of this class->.
+
'''NPC Reactions:''' Most NPCs can pick out a gambler right away and most NPCs don't like them. A hard working farmer just can't understand why someone would waste their life throwing a years salary down on a single bet. Gamblers don't expect NPCs to understand their ways and the feeling of dislike is often mutual. That being said, a gambler who hides his true nature often makes many friends. Their impulsive attitude is often found to be very interesting and exciting to NPCs.
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE WORLD" SECTION -->
 
  
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... LORE" SECTION
+
====Gambler Lore====
====<-class name-> Lore====
 
  
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
+
Characters with ranks in [[SRD:Gather Information Skill|Gather Information]] can research Gamblers to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
  
 
{| class="zebra d20"
 
{| class="zebra d20"
|+ <-the appropriate skills->
+
|+ [[SRD:Gather Information Skill|Gather Information]]
 
! DC || class="left" | Result
 
! DC || class="left" | Result
 
|-  
 
|-  
| 5 || class="left" | <-common knowledge->.
+
| 5 || class="left" | Gamblers love a challenge and often win outlandish bets against all odds.
 
|-  
 
|-  
| 10 || class="left" | <-not so common knowledge->.
+
| 10 || class="left" | Gamblers throw enchanted cards at opponents.
 
|-  
 
|-  
| 15 || class="left" | <-rare information->.
+
| 15 || class="left" | Gamblers use a strange form of magic that comes from the infinite possibilities that luck provides.
 
|-  
 
|-  
| 20 || class="left" | <-very rare information->.
+
| 20 || class="left" | ''Provide detailed information about a particular gambler.''
 
|}
 
|}
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... LORE" SECTION -->
 
 
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE GAME" SECTION
 
====<-pluralized class name-> in the Game====
 
  
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
+
====Gamblers in the Game====
  
'''Adaptation:''' <-Possible variant conceptions of this class.->.
+
Gamblers are found wherever there is gambling to be done. Often this means that they are found in big cities making bets on anything they can. Their love of gambling is almost like a ritualistic religion and it is what grants them their understanding into luck-based magic. Some gamblers are thieves, others have a strong set of morals. Many don't even use their powers unless they are forced to.
  
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.
+
'''Adaptation:''' Gamblers can fit into any world where gambling has some form of prevalence. They could be like sorcerers where some are just born with the innate understanding of luck and their powers develop with that understanding. Other worlds might make gamblers a trained class that is taught by a secret society of betting men.
  
''EL <- EL Number ->:'' <-Encounter scenario and character info on sample NPC including stat block.  The CR of the NPC is typically the same as the EL for the encounter.->.
+
'''Sample Encounter:''' TODO
  
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE GAME" SECTION -->
 
  
<!-- REMOVE THIS LINE BEFORE YOU SAVE! --> <nowiki>
 
 
----
 
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{{3.5e Base Classes Breadcrumb}}
 
{{3.5e Base Classes Breadcrumb}}

Latest revision as of 15:23, 6 November 2013

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Author: Aarnott (talk)
Date Created:
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Editing: Clarity edits only please
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Gambler[edit]

Janus laughed at the complete ignorance of the Duke's statement. To think that someone would believe luck is nothing more than randomness produced from some action was very amusing to Janus. No. Luck is a living thing: a seductive woman, a fanged beast, and a misguided child. Luck is not something so mechanical and certainly not the product of something else. Luck is already present, entwined like strings through all of creation. Depending on the moment, it may be the fanged beast pulling those strings like a puppet master, making everything go wrong. Janus had the insight to see the strings and knew how to pull them.

There are those who gamble and there are gamblers. A gambler is not just a lucky man looking for the next big win or an unlucky man looking for his big break. A gambler has gained an innate understanding of the world of chance and has learned to focus the infinite possibilities luck gives. Whether their power is granted by trickster gods or them tapping into a type of wild magic that is not quite understood outside of their circle, gamblers are a force to be reckoned with.

Gamblers don't actually perform magic at all, which is an important point that they like to make. Instead, they like to explain that at any given time, there is extremely small odds of magic just happening. Studied wizards describe this phenomenon as minuscule pockets of raw magic that erratically travel through the air colliding to create arcane effects. These pockets have been observed, but they are so small that the odds of them colliding is estimated to be one random collision per 1000 years. And even then, the effect is not big enough to be notably remembered.

Gamblers are able to see things differently, however. They can see these pockets of magic along with small strands that guide their path: these strands being luck itself. Their power is to move these strands to force a collision: creating magic. This capability comes through a focus that represents randomness to a gambler. For most gamblers, this focus is a deck of playing cards. They tie their luck with drawing cards directly to the luck required to collide magical energy. When they are lucky with the cards, they are lucky with making these collisions more effective.

Making a Gambler[edit]

A gambler is a ranged utility character. He can inflict a large amount of damage with his card throw ability. He can also disable opponents using various abilities such as his flashy shuffle. Gamblers play differently than most classes because they use a deck of cards instead of dice for most of their abilities. A clever gambler will make use of their ability to manipulate their deck of cards.

Abilities: A successful gambler focuses on his charisma for the save DCs of his abilities, dexterity for card throwing, and intelligence for skill points, in that order.

Races: Any race may become a Gambler, although some races are more prone to take up the risky lifestyle. Humans, Gnomes, and Halflings are a prime candidate being adventurous and curious by nature. Elves tend to frown on the practice of taking needless risks, but some are intrigued by the weaving of fate that the Gambler invokes. Orcs are not usually intelligent enough to grasp the concepts of luck-based magic or the complicated techniques of the card tricks, but there have been stories of ferocious Orc Gamblers that use their frightening size and strength to intimidate their foes.

Alignment: Any. People of a chaotic nature tend to be more drawn to the class then lawful characters.

Starting Gold: As rogue.

Starting Age: As rogue.

Table: The Gambler

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +2 +0 Luck Pool, Deck of Cards, Channel Luck, Peek, Reroll
2nd +1 +0 +3 +0 Flashy Shuffle, Gambit +1d6
3rd +2 +1 +3 +1 Rigged Game
4th +3 +1 +4 +1 Flick of the Wrist
5th +3 +1 +4 +1 Bonus Luck Feat, Channel Luck (1 extra card), Gambit +2d6
6th +4 +2 +5 +2 Luck Pool (move + swift reshuffle for 1/2), Peek (4 cards)
7th +5 +2 +5 +2 Lucky Shot
8th +6/+1 +2 +6 +2 Deck of Illusions, Gambit +3d6
9th +6/+1 +3 +6 +3 Double or Nothing
10th +7/+2 +3 +7 +3 Bonus Luck Feat, Channel Luck (2 extra cards)
11th +8/+3 +3 +7 +3 Gambit +4d6, Luck Pool (move + swift reshuffle for full)
12th +9/+4 +4 +8 +4 Aces High, Peek (5 cards)
13th +9/+4 +4 +8 +4 Exploding Dice
14th +10/+5 +4 +9 +4 Gambit +5d6, Loved by Lady Luck
15th +11/+6/+1 +5 +9 +5 Bonus Luck Feat, Channel Luck (3 extra cards)
16th +12/+7/+2 +5 +10 +5
17th +12/+7/+2 +5 +10 +5 Gambit +6d6
18th +13/+8/+3 +6 +11 +6 Peek (6 cards)
19th +14/+9/+4 +6 +11 +6
20th +15/+10/+5 +6 +12 +6 Bonus Luck Feat, Channel Luck (4 extra cards), Gambit +7d6

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Listen (Wis) Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex)

Class Features[edit]

All of the following are class features of the Gambler.

Weapon and Armor Proficiency: Gamblers are proficient with light armor, all simple weapons, and Throwing Cards.

Luck Pool: You are a master of manipulating luck magic. You have a number of luck points equal to 2 + 1/2 your class levels + 1/2 your charisma bonus. Luck points are spent to power your class abilities.

You can regain all of your luck points by spending a full round action and a swift action. When you do this, you reshuffle your deck of cards, adding any used cards back into the deck. Your eyes glow with red during this time giving others an obvious visual clue. Your deck of cards will rematerialize in your pocket or in your hand, whichever you wish, with all of the cards, undamaged (even if any of it were damaged before).

At 6th level, you can reshuffle your deck as a move action and a swift action, but you only regain half your luck points.

At 11th level, you can reshuffle your deck as a move action and a swift action and regain all of your luck points.

Deck of Cards: You carry a deck of throwing cards that you are magically attuned with. This deck of cards allows you to use your gambler class abilities.

The deck's magic nature makes it different from a standard deck of cards. You can make the deck appear in your hands as a free action, undamaged, regardless of where the cards are. If anyone other than you uses the deck, it appears to be all blank cards. In fact, you cannot cheat and stack the order of the cards ahead of time because they appear blank to you as well. You can enchant these cards like a normal set of magic ammunition and none of them are destroyed when they are thrown. They start out as a masterwork weapon.

When you use a card from your deck for a class ability, unless otherwise specified, the card is not returned to your deck until you reshuffle it to regain luck points. You only need to be carrying your deck of cards to use class abilities: the cards will disappear from the deck on their own when you use class abilities. So, for example, you can use the Channel Luck ability to add damage to a quarterstaff: cards will disappear from the deck as they are used to add power to the attack.

When you use a card from your deck without using a class ability, it is blank, and no cards are actually removed from the deck. A new card is immediately created in its place in your deck. The card you used (probably for a normal attack roll) disappears after 1 round.

The face values of the cards as they relate to the gambler's abilities can be found in the table below.

Card Face Values
Card Type Face Value
Ace 1
Two 2
Three 3
Four 4
Five 5
Six 6
Seven 7
Eight 8
Nine 9
Ten 10
Jack 11
Queen 12
King 13
Joker 15


Out-of-Game Usage: Use a standard deck of playing cards, plus 2 jokers, when you play a gambler character and use it to simulate the class abilities. That is, when you reshuffle the deck in-game, reshuffle your deck of cards out-of-game. When you look at the top card of the deck in-game, do the same out-of-game.

Channel Luck (Su): As part of a full attack action, you can spend 2 luck points to channel luck into you can use your deck of cards as a focus to channel your luck into your attacks. When you use this ability, the top card of your deck is removed for each attack you choose to channel luck into.

If an attack hits, it deals additional damage equal to the card's face value of an energy type listed below based on the card's suit.

  • Spades: Acid
  • Clubs: Cold
  • Diamonds: Lightning
  • Hearts: Fire
  • No Suit (Jokers): Force

You do not need to be wielding your deck to use this ability: you just need to be carrying it. In this case, the energy damage is added to whatever weapon you are using, but that weapon must be a melee weapon.

You can channel luck into a number of attacks equal to the number of attacks you are granted from your BAB.

At 5th level, for each attack that hits, an extra card disappears from the top of your deck and adds its face value to the damage. The extra damage added in this way is of the same energy type as the card being used to enhance the attack, not based on the suit of the second card. If there are not enough cards left in the deck, no extra damage is added to the attack.

At 10th level, turn up 2 extra cards for extra damage instead.

At 15th level, turn up 3 extra cards for extra damage instead.

At 20th level, turn up 4 extra cards for extra damage instead.

Peek (Su): In your mind you are able to peer at your fate, seeing what luck is to come and, perhaps, changing it. As a swift action that costs 1 luck point, you can look at the top three cards of your deck and switch the order of the cards. At 6th, 12th, and 18th level, you can look at and rearrange one extra card with this ability. The cards last in this order for 5 minutes and then the order is randomized again.

Reroll (Ex): You gain 2 luck rerolls per day. You can also spend 2 luck rerolls to shuffle your deck and then remove the top card and apply 1/3 its face value to the reroll.

Flashy Shuffle (Su): Starting at 2nd level, you can shuffle your deck and in the process enchant one or more creatures in close range (30 ft. +5 ft. per 2 class levels). Choose one of the following effects and its targets, using the action type shown in the table and spending the number of luck points shown in the table, and then draw a single card from your deck to determine the DC. Reshuffle your deck afterwards.

Flashy Shuffle Effects
Required Class Level Action Type Effect Number of Targets Luck Points
2 swift The targets are dazzled Any number of creatures within range 1
3 standard The targets are facinated Any number of creatures within range 1
5 move The targets are sickened Up to 2 creatures 1
7 move The targets are shaken Up to 2 creatures 2
9 swift The targets take 1d6 nonlethal damage per 2 class levels Any number of creatures within range 2
11 standard The target is confused One creature 3
13 standard The targets are blinded Up to 2 creatures 3
15 standard The target is dazed One creature 4
17 standard The target is stunned One creature 4

The target gets to make a Will save DC 8 + 1/3 the card's face value + 1/2 your HD + your charisma modifier to avoid the effect. The effect lasts until your next turn. You can continue to shuffle your deck as a move action each round to prolong the effect another turn (which does not cost additional luck points), but the target gets a new saving throw each round at the original DC. This is a mind-affecting enchantment effect.

Gambit (Su): At 2nd level, as a swift action, you can manipulate luck so that it will be more extreme: both really good for you and potentially really bad for you. You enter a state called a gambit. While in a gambit state, you have the following effects:

  • When making an attack roll, you get a +1 bonus to the attack roll per 4 class levels.
  • You deal +1d6 damage, +1d6 for every 3 class levels you gain after this one.
  • Whenever you are hit, you start burning for 1 round.

You can leave the gambit state as a move action that costs 1 luck point.

Rigged Game (Su): At 3rd level, you are able to rig any mundane game of chance you play. By spending 3 luck points as a free action, you can force one die to come up with a particular value the next time it is rolled or swap one card in your hand to be a card of your choice in the deck, when you are playing a game of chance. This effect can be detected with a Spellcraft check opposed by a Sleight of Hand check you make.

To be clear, this is when your character is playing a game of chance, not you the player.

Flick of the Wrist (Ex): At 4th level, with the right flick of your wrist, you can throw 2 cards at a time. Whenever you take a full-attack action, you can choose to take a -2 penalty to attack rolls to have your throwing cards deal 2d2 damage until your next turn.

Bonus Luck Feat: At 5th, 10th, 15th, and 20th level, you get a bonus luck feat.

Lucky Shot (Ex): At 7th level, you can rely on luck, rather than precision to help you hit your targets. As a result, you are able to fling cards recklessly and quickly. As a standard action, you can spend 2 luck points to make a full attack action with your throwing cards.

Deck of Illusions (Su): At 8th level, as a standard action that costs 2 luck points, you can draw a card from your deck and use it as if you drew it from a Deck of Illusions. If the card would not normally be in a Deck of Illusions, keep drawing cards (and removing them from the deck) until one that is feasible is found. If the deck is exhausted before a card is found, this ability fails.

Double or Nothing (Ex): At 9th level, once per round, when you hit with an attack, you can spend 3 luck points to try to double the damage. If you do, roll another attack roll with a -4 penalty. If you hit, double your damage. If you miss, you deal no damage with the attack. You can do this as many times as you like, adding a cumulative -4 penalty to the attack roll and spending an additional luck point (on top of the initial 3 points). The standard multiplication rules apply and stack with critical hits. Criticals are only determined from the initial attack roll (but you do get to roll at your full attack bonus for the critical confirmation roll).

Aces High (Ex): At 12th level, your aces now have a face value of 14.

Exploding Dice (Ex): At 13th level, whenever you rolls the maximum result on a die for a damage roll, roll the die again and add the result to the total damage you deal. Repeat this process until any result other than the maximum result is rolled.

Loved by Lady Luck (Ex): At 14th level, whenever you use a luck reroll, gain back 2 luck points.

TODO: Stuff below here needs to be reconsidered

High Low (Su): At 3rd level, you have learned X. Whenever Y happens, you can, as a free action, spend 1 luck point to try again. Draw a card from your deck. You must guess and announce whether the next card has a higher or lower face value. Draw the card to check. If you are correct, Z.




Up the Sleeve (Su): At 11th level, whenever a gambler uses Peek, he can take one of the cards and hold it up his sleeve instead of putting it back on top of his deck. Whenever he would draw a card for any other gambler ability, he can instead use the card up his sleeve. The card returns to the deck if it isn't used in 5 minutes. He can only have one card up his sleeve at a time.


Ace in the Hole (Su): At 17th level, as a free action that costs 1 luck point, a gambler can search his deck and put an ace up his sleeve. He shuffles his deck afterwards.

Fifty-Two Card Pickup (Su): At 19th level /?

More ideas


  • Blackjack'd: As a full-round action that costs ??? luck points, you can try to fix the result of the next attack you make before the end your next turn. Turn up two cards, using a face value of 10 for any card above 10, and either 1 or 11 for aces and jokers. You can turn up more cards, but if you turn up a total value of over 21, this ability has no effect. Otherwise, your next attack roll is treated as if you rolled whatever value the total face value you turned up with this ability is. If you turned up a total of 21, you deal double damage and it is treated as a natural 20 instead. You must still roll for critical hits (possibly adding to the multiplier).

Campaign Information[edit]

Playing a Gambler[edit]

Religion: Gamblers tend not to follow any religion, finding it hard to believe that they could influence fate so easily if gods had any bearing on their life. Nonetheless, some gamblers relate their abilities to their worship of trickster gods.

Other Classes: Other adventurers find the gambler easy going and laid back. Clerics, monks, and paladins, tend to find the gambler's lack of responsibility and loose moral code to be slightly annoying at best and downright inexcusable at worst.

Combat: A gambler is the type of character that will try to remain mobile and avoid enemies while pelting them with enchanted cards. If an enemy gets too close to a gambler, he can always try to use a flashy shuffle to disable the opponent.

Advancement: Gamblers can do well by multiclassing into the rogue or bard classes. Rogue gamblers gain the benefits of their sneak attacks to add to the card throw ability. Bard gamblers can use their spells and music to augment the abilities of themselves and their allies. In general, a gambler does best multiclassing into classes that offer a high amount of skill points with a variety of skills. Because their abilities scale with the HD rather than class level, their gambler abilities always remain relevant.

Gamblers in the World[edit]

In a bet there are two people... The fool and the thief, I know who I'd rather be.
—Heredus the swifthanded, Human Gambler

Gamblers are usually found in large city centers. They spend most of their time gambling and this is the reason a great many of them take to adventuring: to pay off gambling debts. Gamblers often become self-assured about their next big win and have the utmost confidence that luck will bring them out of any bad situation. For this reason, they seem to be extremely impulsive to others, which isn't really a surprise because when it boils down to the facts, they really are. If a gambler isn't seen gambling, then odds are, he is seen doing something very dangerous for the promise of large amounts of coin.

Daily Life: The life of a gambler comes with big highs and deep lows. One day a gambler will be as rich as an efreeti sultan, the next day he doesn't have a copper left to his name. Gamblers love the uncertainty of this lifestyle and appreciate life all the more when it is going their way. Every gambler adventures often enough because it is the fastest way to make large amounts of gold.

Notable Gamblers: "King" Felix Goldan, Male Human Gambler: has gained and lost ownership of a small kingdom over 60 times from betting.

Fortune, Female Tiefling Gambler: tricked a great wyrm red dragon out of his entire treasure hoard.

Gorruk Slytongue, Male Orc Gambler: bet against a demigod in a footrace with 10,000:1 odds and won the bet.

Organizations: Gamblers don't often like to tie themselves to a particular group. They are well known to deal with organizations, taking out loans for as much as they can (the more you have to gamble with, the bigger you win). The only reason they have to affiliate with an orginization is to find quick work to pay off the large loans they like to take from shady individuals.

NPC Reactions: Most NPCs can pick out a gambler right away and most NPCs don't like them. A hard working farmer just can't understand why someone would waste their life throwing a years salary down on a single bet. Gamblers don't expect NPCs to understand their ways and the feeling of dislike is often mutual. That being said, a gambler who hides his true nature often makes many friends. Their impulsive attitude is often found to be very interesting and exciting to NPCs.

Gambler Lore[edit]

Characters with ranks in Gather Information can research Gamblers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Gather Information
DC Result
5 Gamblers love a challenge and often win outlandish bets against all odds.
10 Gamblers throw enchanted cards at opponents.
15 Gamblers use a strange form of magic that comes from the infinite possibilities that luck provides.
20 Provide detailed information about a particular gambler.

Gamblers in the Game[edit]

Gamblers are found wherever there is gambling to be done. Often this means that they are found in big cities making bets on anything they can. Their love of gambling is almost like a ritualistic religion and it is what grants them their understanding into luck-based magic. Some gamblers are thieves, others have a strong set of morals. Many don't even use their powers unless they are forced to.

Adaptation: Gamblers can fit into any world where gambling has some form of prevalence. They could be like sorcerers where some are just born with the innate understanding of luck and their powers develop with that understanding. Other worlds might make gamblers a trained class that is taught by a secret society of betting men.

Sample Encounter: TODO



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