The Gambler is a class that relies on luck to be successful. You are rewarded for good luck, but punished for bad luck. It would be another class that would youse adrenaline and would have 4 pips of energy regen
Base armor is 70 AL +5% chance of half recovery time when using skills
-Primary weapon
Cards (Max 2-14 attack, slightly less range than a short bow, rapid attack speed)
-Offhand
Dice (max 10 energy, 10 health)
Attributes
Primary -High Stakes
For each point in this attribute you gain 1 health when you strike with an attack, but loose 1 health every time you fail to hit.
-Card Magic
Each point in this attribute increases damage dealt while using cards. Card skills are used to attack and apply conditions to an opponent or protect and heal yourself
-Fortune
Each point in this attribute increases the chances of getting lucky when using fortune skills.
Fortune skills are used to aid the user and the party through good luck
-Misfortune
Each point in this attribute decreases the chances of the opponent getting lucky when using misfortune skills. Misfortune skills are used to damage the opposing party through bad luck
Armor examples
Jester's armor
Base + 7 energy
High Roller's Armor
Base +60hp, -10AL
Sample skills
-High stakes skills
Gambler's Whim 5en-1sec-30 sec
Stance. For 20 Seconds you have a (50-75)% chance to evade attacks. Each time you evade an attack, you gain (1-3) energy. During this time, you take double damage from attacks.
Cut losses 10en-1sec-15sec
Stance. Lose all adrenaline. for 10 seconds you gain (1-8) health regen and +1 energy regen, but cannot gain adrenaline. This stance ends if you use a skill.
Gambler's Rush (elite) 10en-1sec-60sec
Stance. Lose all adrenaline. For each hit of adrenaline lost, your attacks deal +5 damage when they hit. During Gamblers Rush, your attack speed is tripled. Gamblers Rush lasts for (1-3) seconds for each hit of adrenaline lost. When Gamblers Rush ends, you lose (15-8) energy and (3-1) enchantment(s)
Loaded Dice 5en-sec-40sec
Preparation. For (5-12) seconds whenever you use a dice skill, you roll a (4-12).
-Card Magic Skills
Joker's Curse 10en-2sec-15sec
Hex spell. Target foe suffers 5-10 health degen and 1-3 energy degen for 5 seconds. If an enemy has an enchantment on them, they cannot be the target of Joker's Curse.
Wall of Cards 10en-2sec-15sec
Enchantment spell.for 20 seconds, you block all incoming projectile attacks. If you attack, this enchantment ends immediately. 75% chance of failure with Card Magic of 5 or less.
52-Pickup (elite) 10en-3/4sec-0sec
Card Skill. Send 52 cards at target foe. These cards deal (1-5) damage and have a (50-25)% chance of missing. For each card that misses this skill requires an additional 3 seconds to recharge.
Ace of Spades 5en-3adr-3/4sec-5sec
Card attack. Send an Ace of Spades at target foe. If it hits, Ace of Spades deals +(11-23) damage. If the opponent was hit while attacking, they suffer from bleeding for (8-18) seconds
Will of the Joker(elite) 10en-1sec-30sec
Preperation. For 10 seconds, your attacks remove enchantments. If an attack is blocked or evaded then you lose an enchantment and Will of the Joker ends. If you strike a foe with no enchantments they are hexed with "Joker's Curse"
Fortune Skills
Lady Luck (elite) 10en-1sec-40sec
Enchantment spell. All fortune skills are recharged instantly (besides this one), and you have a 90% chance to get lucky when using a skill that requires you to roll a die or play the slots. If this enchantment is removed, it is replaced by "Lady of Misfortune"
Graceful Dice 5en-1sec-15sec
Dice Skill. Roll 2 dice. For (10-21) seconds neaby allies deal an additional ammount of damage in combat equal to the number of the dice roll.
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