User:The 42nd Gecko/Sandbox Name

Summary::A hybrid sneak-attack caster version of the Abstruse Cardshark Length::20 Minimum Level::1 Fortitude Save Progression::Poor Reflex Save Progression::Good Will Save Progression::Good Class Ability Progression::Other

Subtle Cardshark
The Subtle Cardshark enjoys playing what fortune deals him from his mystic deck, but is quite willing to cheat if things don't go his way.

Making a Subtle Cardshark
A Subtle Cardshark has a dizzying array of randomly drawn spells, though less than an Abstruse Cardshark, but, if the luck of the draw fails him, he'll deal bad luck out to his enemies.

Abilities: Wisdom and Charisma improve your spellcasting ability with the cards, while Dexterity is useful for dealing consistent ranged damage with lucky blow.

Races: Any race that enjoys gambling with one's life on the line may enjoy this class. Elves and Gnomes may enjoy the whimsy winds of fate, while a halfling may call on their legendary luck.

Alignment: Any

Starting Gold: 100; 4d4&times;10 gp

Starting Age: Simple

Class Features
All of the following are class features of the Subtle Cardshark.

Weapon and Armor Proficiency: Subtle Cardsharks are proficient with Daggers, Darts, Throwing Cards, and light armor, although they suffer from arcane spell failure while wearing it.

After a full 8-hour rest, the Subtle Cardshark summons sequential sets of cards from up to three different suits. In order to summon a higher card, he must have the card immediately lower to it in his deck, of the same suit (with the exception of the Ace, of course, since it's the lowest). He cannot summon more than one of each card. He then shuffles those cards together, says some magical words on them, and draws a number of cards equal to his maximum hand size (normally his Base Hand Size plus his Charisma modifier).

The Subtle Cardshark can only play cards that are in his hand. Whenever he plays a card, that card disappears in a puff of smoke. Once he is out of cards, he may spend a full round action that does not provoke an attack of opportunity shuffling and drawing a new hand from his deck. It is physically impossible to draw a card from the deck while there are a number of cards equal to his maximum hand size out of it.

Playing a card is a spell-like ability.

Although the Ace is listed as both Ace (Low) and Ace (High), there is only one of it per suit (the Ace), and which effect you want to make happen is up to you when you play it from your hand (although, of course, you can't choose to play it as an Ace (High) unless it is unlocked somehow)

The Save DCs for an Subtle Cardshark's cards are equal to 10 + half his Hit Dice + his Wisdom modifier.

 : <-class feature game rule information->

 : At second level, a Subtle Cardshark can draw upon his powers of fortune to deal additional damage against his opponents.

A Subtle Cardshark's first attack in any round deals extra damage. This extra damage is 1d6 at 2nd level, and it increases by 1d6 every three Subtle Cardshark levels thereafter. Should the Subtle Cardshark score a critical hit with a lucky strike, this extra damage is not multiplied.

Ranged attacks can count as lucky strikes only if the target is within 30 feet.

A Subtle Cardshark can lucky strike only against living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to lucky strike. Any ability that would allow sneak attack to work on a target also allows lucky strike to work on that target.

Splash weapons, such as alchemist's fire, deal only 1 damage per d6 in bonus damage on a lucky strike, but it applies on both any directly hit targets and to splash damage.

 : At fourth level, a Subtle Cardshark can, as a swift action, discard a card from his hand to grant his next lucky strike within one minute a special debuff. You may choose any debuff at or below the card you discard. Unless otherwise specified, your lucky strike does not have to hit or deal its extra damage (such as if prevented by the target being immune to critical hits). The target just has to be in range for you to attempt a lucky strike. The Save DCs for an Subtle Cardshark's Devil's Discard are equal to 10 + half his Hit Dice + his Wisdom modifier.





 Upon discarding a Two, the Subtle Cardshark may make a second lucky strike with a bonus on damage equal to his dexterity modifier if his first attack hits. The Two must be discarded before it is determined if the first attack hits.

This lasts for a number of rounds equal to the Subtle Cardshark's Charisma modifier.

As a swift action, he may order any number of these mirror images to increase the power of the Subtle Cardshark's next Lucky Strike this turn by 1d6 damage and +1 to hit as they mirror his attack, destroying them after the attack is finished.

The Sickened lasts a number of rounds equal to the Subtle Cardshark's Charisma modifier.

<-Lather, rinse...->

<-... repeat as necessary.->

Epic <-class name->
<-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.->



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.

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.->.