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Card Shark

Trouble always finds a card shark, whether he is a con artist or an honest gambler. Quick with his throwing cards and no stranger to barroom brawls, he can hold his own when spells and weapons start flying.

The card shark is an archetype of the gambler class.

Limit Break (Su)

At 1st level, the card shark receives the Limit Break (Is This Your Card?).

Is This Your Card? (Su): This Limit Break allows the card shark to magically pull out a card at random (the player rolls a 4d4 or uses an actual card deck, consulting the table below, and the enemy takes damage equal to the face value of the card), displaying it at a foe within 30 feet, who must make a Will save (DC 10 + half of the gambler’s level + his Charisma modifier) or be stunned for 1 round + 1 round per four gambler levels after 1st. If the enemy makes the save, he is shaken, instead, for the same number of rounds. Damage from the face value increases by +2d6 per four gambler levels after 1st.

Die RollCard TypeFace Value
4Ace1
5Two2
6Three3
7Four4
8Five5
9Six6
10Seven7
11Eight8
12Nine9
13Ten10
14Jack11
15Queen12
16King13

This ability replaces the Limit Break (Slot Machine).

Kinetic Card (Su)

Starting at 1st level, the card shark can imbue his throwing cards with kinetic energy, exploding when it hits a solid object. Whenever the card shark throws a kinetic card at a target and hits, the card explodes, dealing 1d6 points of non-elemental damage in a 5-ft.-radius. Adjacent creatures to the target can make a Reflex save (DC 10 + half of the gambler’s level + his Charisma modifier) to take half damage. At 4th level and every three levels thereafter, the damage increases by 1d6.

This ability replaces gil toss.

Throwing Card Specialist (Ex)

At 1st level, a card shark gains Quick Draw as a bonus feat. In addition, a card shark doesn’t provoke attacks of opportunity when attacking an adjacent opponent that is denied its Dexterity bonus to AC.

This ability replaces beginner’s luck.

Card Trick (Ex)

At 5th level, the card shark’s proficiency in card throwing has made him unnaturally lucky and precise. His card throwing attacks score a critical hit on a roll of 19 or 20. Additionally, whenever a creature rolls a 1 on a save against his kinetic card ability, it deals maximum damage.

This ability replaces breaking even.

Feinting Throw (Ex)

At 6th level, when a card shark makes a ranged attack against an adjacent opponent with a throwing card and hits, that opponent is denied its Dexterity bonus to AC against the next ranged attack that the card shark makes against it before the end of his next turn. At 10th level and every four levels thereafter, the card shark increases the number of his ranged attacks that benefit from this ability by one (to a total maximum of four ranged attacks).

This ability replaces lucky streak.

Uncanny Precision (Ex)

Starting at 10th level, the card shark’s card throwing attacks score a critical hit on a roll of 18-20. Additionally, whenever a creature rolls a 1 or 2 on a save against his kinetic card ability, it deals maximum damage.

This ability replaces gil rain.

Re-Draw (Ex)

At 13th level, whenever the card shark misses with a ranged attack against a target within 30 feet, he can spend an immediate action to reroll the attack with a -5 penalty. He can use this ability a number of times per day equal to 3 + his Charisma modifier.

This ability replaces all or nothing.

52-Card Pickup (Su)

At 18th level, the card shark can send a flurry of card attacks in a 30-ft.-radius around him, striking enemies. The card shark must make a separate ranged touch attack roll for each enemy. Any adjacent creatures to any of the targets that are struck (even if they are adjacent to multiple targets) must make Reflex saves for each that they are adjacent to. The card shark can use this ability a number of times per day equal to his Charisma modifier.

This ability replaces skewed favor.