Character Concept: Gambler This probably Sucks to high heaven, but thats what you're here to tell me. :embarrass Gambler Description: The ancient games of Sanctuary were never meant for combat, but some were charmed to it when they rolled too well, and drew too often. They became convinced that luck was on their side, while others scoffed at the idea of luck as a device for combat. The famous story that the prominent clans of Warrior Gamblers tell to their children is of â€œHershef the fortunate,â€ who was called into a duel by a powerful mage. The Mage threw every spell in his book at Hirshef, and never gave him more than a scratch. Half of the mageâ€™s spells just blew up in his face! After the mage was weakened by a blast in the face by a Hydra, which was supposed to be his, Hirshef defeated the mage with a simple rolling of a die, which happened to be a six. With this victory, the Warrior Gamblers became a force in the world. When Diablo and his minions began to wreak havoc, and the world was plunged into darkness, the Gamblers, now a thriving clan, decided to take a stand. They sent their best and luckiest out into the world, to save it from destruction. Physical: Gamblers are of a thin-ish build, with long flowing, blond hair. They wear long black trench coats with Light blue piping, and high, turned-up collars. On their hands are foppish white gloves, and on their legs are flared, dark-brown pants. Their arms are held behind their back, unless holding a weapon, which, if one-handed, they hold daintily in their Right hand in front of their face, with pinky extended. Armor goes underneath the flowing coat, and the hair flows out from under the helm. All in all, very Bishounen. Unique Items: Dice- (normal dice, twenty-sided, 60-sided, 100-sided) Held between the index and middle fingers, and the middle and ring fingers. Can be held in both hands with the Gamblerâ€™s arms crossing in front of his face. Dice are the most basic, and most clichÃ© weapon of the Gambler clans. All diceâ€™s damage ratios are 1- the number of sides on the die. Magical die usually give points in the Paraphernalia skill tree, and give points mainly in the â€œDiceâ€ skill. Cards- (Deck, Full deck, Bicycle, Fixed deck, Sleeve aces.) Two-handed weapon. The deck is held in the shield hand and the card is held in the weapon hand between the index and middle finger in front of his face. Base damage starts at 1-13, and goes up from there. +Skills are from the Paraphernalia tree, usually Blackjack or Poker. Skill Trees: â€œGood Luckâ€ â€œBad Luckâ€ and â€œParaphernalia.â€ ------- Good Luck â€“ Some are like Auras, affecting allies, but some, instead of helping combat, increase percentage-based stats, like MFind, and Block chance. Dumb Luck- Level 1: Passive. The Gambler uses the luck raising skills of his clan to raise his chances of getting good items while gambling in towns. At each Slvl, this percent raises. Chance â€“ Level 1: Passive. The Gambler, through the use of lucky artifacts and phrases, raises his own chance-based stats. Mfind, Chance to block, Auto cast spells on equipment etc. are raised. Lucky Shot â€“ Level 6: Aura. A light blue horseshoe-shaped aura raises accuracy and hit chance for all allies. Prerequisites: Chance Find Gold- Level 12: Aura. Using a quick charm taught by his people, the Gambler surrounds himself and his allies in a gold aura, making money easier to find. Raises chance to find gold, and raises amount to be found. Prerequisites: Lucky Shot Find Item â€“ Level 12: Aura. Another quick charm and hand gesture brings about an entirely different but still extremely fortunate turn of events. A Red and purple aura raises chance to find Potions, scrolls, and gems, and raises type to be found. Prerequisites: Lucky Shot Find Magic â€“ Level 18: Aura. A deep blue aura raises the Mfind % for all allies at cost of constant mana drain. Prerequisites: Find Item Attribution â€“ Level 24: The uncontrollable nature of the Gamblerâ€™s skills, in the hands of an experienced Gambler, can be directed somewhat in his own favor. Randomly rolls a random enemy boss attribute, like Lightening enchanted, or immune to fire, and applies it to the Gambler. Cannot be spanned, and thus the first attribute must wear out before another can take itâ€™s place. More Slvls increase the chance of the really good attributes. Prerequisites: Find Magic Rock-Paper-Scissors â€“ Level 24: A simple childrenâ€™s game turned deadly. Has one-in-three chance of poisoning self, healing an ally, or hurting an enemy. More Slvls increase how much the damage hurts, the healing heals, and how long the poison lasts. Prerequisites: Find Gold Luck Mastery â€“ Level 30: Tilts the scales of chance in your favor. All percents in the Good luck tree raise with points into this mastery. -------- Bad Luck: Lady luck can sometimes sting. Bad luck manifests itself in curse-like spells, warcry-like skills, and one nova, causing every-day unluckiness to lead to the enemiesâ€™ downfall. All cursesâ€™ ranges are shorter than necromancer curses. Jinx! â€“ Level 1: Works like a barbarian warcry. Using the subtle influence of your voice on enemies, their weapons will miss horrible. With a cry of â€œJinx!â€ All enemies in range have a penalty in accuracy and hit-chance. Stumble â€“ Level 1: Curse. Causes affected enemies to randomly stumble as they run, impeding progress. Luck Nova â€“ Level 6: No damage caused. Enemiesâ€™ accuracy, Hit chance, Chance to block and magic find to go down temporarily. Prerequisites: Jinx! Karma â€“ Level 6: Curse. .25 of every point of damage dealt by effected enemy is dealt back to the enemy five seconds after it has been dealt. More points increase duration of curse and raises the fraction. Prerequisites: Jinx!, Stumble Backfire â€“ Level 12: Curse. The Gambler adds a chance for enemiesâ€™ skills to backfire back into their own faces. Prerequisites: Karma Misplacement â€“ Level 12: Curse. Using the subtle chance of memory, the Gambler causes enemies who have targeted you to forget who you are and stop. Prerequisites: Luck Nova Fall Over â€“ Level 12: Curse. Causes enemies who run full tilt to randomly trip over their own clumsy feet and fall flat on their faces. Prerequisites: Karma Butterfingers â€“ Level 18: Curse. With a simple gesture, the Gambler causes enemies to randomly drop one-slot items, like potions, scrolls, gems, rings, and amulets. In PvP, only works on items in opponentâ€™s belt. Prerequisites: Misplacement. Affliction â€“ Level 18: Curse. A complex speading of the innate magical energies of chance causes random status effects in enemies. Prerequisites: Backfire Bad Luck Mastery â€“ Level 30: Passive. Causes the scales of chance to tip against the enemy. In Skills, which lower enemy chance-based stats, this skill lowers them even more. Also raises chance of more damaging status ailments, and how often they stumble, fall, forget, backfire, and drop items. ---------- Paraphernalia: Whatâ€™s a Gambler without his games? The meat of the Gamblerâ€™s combative skills resides here. Dice â€“ Level 1: Causes a number of dice equal to the Slvl to fly in the direction of the click and land a short distance away. Each die causes 1-6 damage each time it is stepped on, and the longer the enemy lingers on a die, the more damage it does. If you click on the Playerâ€™s character with this skill, the dice fly in all directions, effectively creating a â€œDice Nova.â€ Coin Toss â€“ Level 6: Costs one gold and no mana. You can aim this attack at friend or foe. It has a 50-50 chance of hurting or healing. Slots â€“ Level 6: Costs one gold and a small amount of mana. A slot machine appears over the Gamblerâ€™s head and does its thing. A list of about five attacks ranging from weak to ***-kickinâ€™ are possible. Prerequisite: Dice Blackjack â€“ Level 12: Two cards appear over the Gamblerâ€™s head and uncover themselves. Damage is calculated this way. The two cards you draw (Jack, Queen, and King are all 10, And Aces worth 11 or 1.), times a number dependant on your Slvl, plus your own normal attack. If the two cards are a Black jack and any ace, 2-52 poison damage is stacked on top of the normal damage, but if the cards add up to 22 or higher, the damage calculated is halved. Prerequisite: Slots Chips Down â€“ Level 12: Costs no mana. Throws a quarter of the gold pieces in your inventory for about 2 damage per 1 Gold. This rate raises with each Slvl. Prerequisite: Coin toss Big Slots â€“ Level 18: Costs five gold and a little mana. Same as slots, except with ten attacks ranging from nothing to Baaaaadaaaaaass and with five wheels instead of three. Prerequisites: Black Jack. Rabbitâ€™s foot â€“ Level 18: Passive. Raises percentage of success for all games. Slots hit big money more often, better cards show on Blackjack and poker, and Roulette targets enemies more often. Live Gamble â€“ Level 24: Sacrifice all gold for a chance to eradicate one monster, corpse and all. When used on Quest bosses and Act bosses, you say, â€œI canâ€™tâ€ and donâ€™t even try. Prerequisites: Chips Down. Poker â€“ Level 24: Like BlackJack, except with five cards, a higher Slvl variable, and Jacks, Queens, and Kings are now worth 11, 12, and 13 respectively. A straight yield 2-52 fire damage, Flushes yield 2-52 cold damage, Straight flushes yield both, a full house yields lightening damage, and a pair of face cards adds one more card of that face onto the total. Prerequisites: Big Slots. Roulette â€“ Level 30: Reduces one enemy or ally to one HP, includes self. Bosses and uniques have a much, much lower chance to be hit by this than normal monsters do. Prerequisites: Live Gamble, Poker Gimme your best shot.