BelGareth
2014-11-25, 05:02 PM
The Huckster
(insert sweet pic of Gambit)
Alignment: Any Non-lawful
CLASS FEATURES
Class skills (6 + Int Modifier per level): The Huckster’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcane), Knowledge (the Planes), Listen (Wis), Open Lock(Dex), Profession (Wis), Sense Motive (Wis), Sleight of Hand(Dex), Spellcraft (Int), Spot (Wis), Tumble (Dex), and Use Magic device (Cha).
Hit Dice: 1d6
LevelBABFortRefWillSpecialInvocations known
1st +0 +0 +0 +2 Cardshark, Card blast 1d4, Trick (least), Mystical Cards 1
2nd +1 +0 +0 +3 Poker Face, trapfinding 2
3rd +2 +1 +1 +3 Mettle, Card blast 2d4 3
4th +3 +1 +1 +4 Decieve Item 4
5th +3 +1 +1 +4 Card blast 3d4 4
6th +4 +2 +2 +5 Trick (least or lesser) 5
7th +5 +2 +2 +5 Card blast 4d4 6
8th +6/+1 +2 +2 +6 Read the Flop 7
9th +6/+1 +3 +3 +6 Card blast 5d4 8
10th +7/+2 +3 +3 +7 Up the Ante 3/day, Lucky 8
11th +8/+3 +3 +3 +7 Card blast 6d4, Trick (least, lesser, or greater) 9
12th +9/+4 +4 +4 +8 Trick hand 10
13th +9/+4 +4 +4 +8 Card blast 7d4 11
14th +10/+5 +4 +4 +9 Trick hand 12
15th +11/+6 +5 +5 +9 Card blast 8d4 12
16th +12/+7 +5 +5 +10 Trick (least, lesser, greater, or dark) 13
17th +12/+7 +5 +5 +10 Card blast 9d4 14
18th +13/+8 +6 +6 +11 Trick hand 15
19th +14/+9 +6 +6 +11 Card blast 10d4 16
20th +15/+10 +6 +6 +12 Lucky Scoundrel, trick hand, up the Ante 5/day 16
Weapon and Armor Proficiency: A Huckster is proficient with all simple weapons, and light armor.
Because the somatic components required for huckster tricks are relatively simple, a huckster can use any of his tricks while wearing light armor without incurring the normal arcane spell failure chance. However, like arcane spellcasters, a huckster wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure (all tricks, including card blast, have a somatic component). A multiclass huckster still incurs the normal arcane spell failure chance for arcane spells received from levels in other classes.
Invocations
A huckster does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the wild energy that suffuses his soul. A huckster can use any invocation he knows at will, with the following qualifications:
A huckster's invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A huckster is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A huckster can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A huckster's invocations are subject to spell resistance unless an invocation's description specifically states otherwise. A huckster's caster level with his invocations is equal to his huckster level.
The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the huckster's Charisma modifier. Since spell-like abilities are not actually spells, a huckster cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual).
The four grades of invocations, in order of their relative power, are least, lesser, greater, and dark. A huckster begins with knowledge of one invocation, which must be of the lowest grade (least). As a huckster gains levels, he learns new invocations, as summarized on the advancement table and described below. A list of available invocations can be found following this class description, and a complete description of each invocation can be found in Chapter 4 of this book.
At any level when a huckster learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or a lower grade. At 6th level, a huckster can replace a least invocation he knows with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 11th level, a huckster can replace a least or lesser invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 16th level, a huckster can replace a least, lesser, or greater invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, greater, or dark).
Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure chance as described under Weapon and Armor Proficiency above.
A huckster may choose any invocation a warlock may (see Complete Arcane (CArc), Complete Mage (CM), Dragon Magic (DrM), Cityscape (Ci), Magic of Incarnum (MoI), and Drow of the Underdark (DotU))
Mystical cards (Sp)
The Huckster gains the ability to summon a deck of mystical cards, this is a standard poker deck and the Huckster can choose to include the jokers or not. This ability is a standard action and usable at will. This invocation grants the huckster the ability to play poker with demon spirits. When you play this game of power, you draw one card per point of charisma modifier you have, plus any other modifiers from items and feats. For all intents and purposes, these cards are real, and react accordingly, until the huckster chooses to dismiss them.
Card blast (Sp)
The first ability a huckster learns to use with his mystical cards, is card blast. A huckster attacks his foes with the eldritch power he garners from his poker game he played with (however successful) the demon spirit, using baleful magical energy to deal damage and sometimes impart other debilitating effects.
An card blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. A card blast deals 1d4 points of damage at 1st level and increases in power as the huckster rises in level and dependent on their poker game with the demonic spirit. A card blast is the equivalent of a 1st-level spell. If you apply a blast shape or blast essence invocation to your card blast, your card blast uses the level equivalent of the shape or essence.
A huckster is dependent on how well he plays the demon spirit, as to how effective his card blast will be. He plays a game of poker, which happens in the blink of an eye, which affects how powerful the blast will be, and how much power the demon spirit is willing to give. When you invoke this invocation, draw a hand and consult the following table.
EffectHand
1d4/2 levelsOne pair
1d6/2 levelsTwo pair
1d8/2 levelsThree of a kind
1d10/2 levelsStraight
1d12/2 levelsFlush
2d4/2 levelsFull house (pair & three)
2d6/2 levelsFour of a kind
Enlarged 2d6/2 levelsStraight Flush
Empowered 2d6/2 levelsRoyal Flush
Maximized 2d6/2 levels5 Ace's
If you fail to get a pair, you take -1 hp/level damage and you cast card blast, which deals 1d4/2 levels.
A card blast is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to card blast. An card blast deals half damage to objects. Metamagic feats cannot improve a huckster's card blast (because it is a spell-like ability, not a spell). However, the feat Ability Focus (card blast) increases the DC for all saving throws (if any) associated with a huckster's card blast by 2. See page 303 of the Monster Manual.
Cardshark (Ex)
At 1st level, you receive a bonus to profession (gambler) & sleight of Hand checks equal to 1/2 your class.
Poker face (Ex)
At 2nd level, you gain a bonus equal to your charisma modifier up to a maximum of half your level vs sense motive, bluff and any enchantment effects. (to include, charm, compulsion, & telepathy)
Trapfinding
Hucksters can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Hucksters can use the Disable Device skill to disarm magic traps. A magic trap typically has a DC of 25 + the level of the spell used to create it.
A beguiler who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his allies) without disarming it.
Mettle (Ex)
At 3rd level and higher, a huckster can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping huckster does not gain the benefit of mettle.
Deceive item (Ex)
At 4th level and higher, a huckster has the ability to more easily commandeer magic items made for the use of other characters. When making a Use Magic Device check, a huckster can take 10 even if distracted or threatened.
Read the Flop (Su)
At 8t level, when rolling a random affect (either by you or something that is affecting you), you may roll twice and choose the best result. (for example: deck of many things or prismatic burst)
Up the Ante
At 10th level you learn how to empower your invocations by playing even more dangerous games with the demonic spirits you frequently play with, by playing a slightly different game, you lure a demonic spirit in to empowering (hopefully) one of your invocations. At 10th level, you may use this ability 3/day as a free action.
At 20th, this increases to 5/day.
Draw a hand and consult the following table:
EffectHand
-1/HP damage/levelOne pair
Normal DCTwo pair
+1DCThree of a kind
EnlargedStraight
ExtendedFlush
+2DCFull house (pair & three)
EmpoweredFour of a kind
QuickenedStraight Flush
MaximizedRoyal Flush
Quickened, Maximized, +2DC5 Ace's
Lucky (Su)
You gain an amount of luck rerolls equal to your charisma modifier per day, you may use them on luck feats as normal, and on other class features that allow them to be spent. These luck points renew each day at dawn.
Trick Hand
At 12th, 14th, 16th, 18th and 20th you gain one of the following Trick Hands:
Stack the Deck: Once per turn, you may spend one luck reroll to draw a new card, and discarding your lowest card as a free action.
Ace of Spades: You are just that damn good. You may use any of your luck feats/abilities on your allies at a range of 30ft.
Ace in the hole: Whenever you confirm a critical hit, you may spend 4 luck rerolls, increase the multiplier of that weapon by x1.
Call a spade a spade: When ever you successfully save against a spell that your Mettle ability applies to, you may spend one luck reroll to redirect the spell back at the caster.
Cash In: By spending 2 luck rerolls, you may take 10 on any skill check as a move action. This allows you take 20 on Use Magic Device checks.
Come up trumps: After successfully saving against a spell or spell like ability, you regain 1 luck reroll, up to a maximum you can have per day.
Lost in the shuffle: You gain Evasion, and can spend 2 luck rerolls to gain Improved Evasion as a free action.
Wild card: You may enhance your allied spells with your 'Up the Ante' ability by spending 3 luck rerolls as a free action, this uses one use of your 'Up the Ante' ability as normal.
Lucky Scoundrel (Su)
At 20th level, you become the epitome of luck, and can enhance your every action with it. You may as a free action, spend 1 luck reroll to add +1 luck bonus on any roll you make. You may spend more than one at once, in which case, the bonus stacks.
Poker Hands
Poker hands are as follows (for the uninitiated)
HandExplanationExample
One pair1 pair of cards2 jack's
Two pair2 separate pairs2 jacks & 2 queens
Three of a kind3 of the same card3 kings
Straight5 cards in sequential order2, 3, 4, 5, & 6
Flush5 cards of the same suitjack, 3, 10, king, & 6 of clubs
Full house1 pair of cards and a three of a kind2 kings & 3 jacks
Four of a kind4 identical cards4 aces
Straight Flush5 cards of the same suit in sequential order2, 3, 4, 5, & 6 of clubs
Royal Flush5 cards of the same suit in sequential order to include all face cardsace, king, queen, jack, 10 of clubs
5 Ace's4 aces and a joker4 aces, & 1 joker
This is assuming a 52 card deck with both jokers.
Jokers count as wild cards.
RollCardRollCardRollCardRollCardRollCard
12♣142♦272♥402♠53Joker
23♣153♦283♥413♠54Joker
34♣164♦294♥424♠
45♣175♦305♥435♠
56♣186♦316♥446♠
67♣197♦327♥457♠
78♣208♦338♥468♠
89♣219♦349♥479♠
910♣2210♦3510♥4810♠
10Jack♣23Jack♦36Jack♥49Jack♠
11Queen♣24Queen♦37Queen♥50Queen♠
12King♣25King♦38King♥51King♠
13Ace♣26Ace♦39Ace♥52Ace♠
11/26/2014 - Made some small typo/reordering edits.
11/252014 - Created class
(insert sweet pic of Gambit)
Alignment: Any Non-lawful
CLASS FEATURES
Class skills (6 + Int Modifier per level): The Huckster’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcane), Knowledge (the Planes), Listen (Wis), Open Lock(Dex), Profession (Wis), Sense Motive (Wis), Sleight of Hand(Dex), Spellcraft (Int), Spot (Wis), Tumble (Dex), and Use Magic device (Cha).
Hit Dice: 1d6
LevelBABFortRefWillSpecialInvocations known
1st +0 +0 +0 +2 Cardshark, Card blast 1d4, Trick (least), Mystical Cards 1
2nd +1 +0 +0 +3 Poker Face, trapfinding 2
3rd +2 +1 +1 +3 Mettle, Card blast 2d4 3
4th +3 +1 +1 +4 Decieve Item 4
5th +3 +1 +1 +4 Card blast 3d4 4
6th +4 +2 +2 +5 Trick (least or lesser) 5
7th +5 +2 +2 +5 Card blast 4d4 6
8th +6/+1 +2 +2 +6 Read the Flop 7
9th +6/+1 +3 +3 +6 Card blast 5d4 8
10th +7/+2 +3 +3 +7 Up the Ante 3/day, Lucky 8
11th +8/+3 +3 +3 +7 Card blast 6d4, Trick (least, lesser, or greater) 9
12th +9/+4 +4 +4 +8 Trick hand 10
13th +9/+4 +4 +4 +8 Card blast 7d4 11
14th +10/+5 +4 +4 +9 Trick hand 12
15th +11/+6 +5 +5 +9 Card blast 8d4 12
16th +12/+7 +5 +5 +10 Trick (least, lesser, greater, or dark) 13
17th +12/+7 +5 +5 +10 Card blast 9d4 14
18th +13/+8 +6 +6 +11 Trick hand 15
19th +14/+9 +6 +6 +11 Card blast 10d4 16
20th +15/+10 +6 +6 +12 Lucky Scoundrel, trick hand, up the Ante 5/day 16
Weapon and Armor Proficiency: A Huckster is proficient with all simple weapons, and light armor.
Because the somatic components required for huckster tricks are relatively simple, a huckster can use any of his tricks while wearing light armor without incurring the normal arcane spell failure chance. However, like arcane spellcasters, a huckster wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure (all tricks, including card blast, have a somatic component). A multiclass huckster still incurs the normal arcane spell failure chance for arcane spells received from levels in other classes.
Invocations
A huckster does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the wild energy that suffuses his soul. A huckster can use any invocation he knows at will, with the following qualifications:
A huckster's invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A huckster is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A huckster can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A huckster's invocations are subject to spell resistance unless an invocation's description specifically states otherwise. A huckster's caster level with his invocations is equal to his huckster level.
The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the huckster's Charisma modifier. Since spell-like abilities are not actually spells, a huckster cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual).
The four grades of invocations, in order of their relative power, are least, lesser, greater, and dark. A huckster begins with knowledge of one invocation, which must be of the lowest grade (least). As a huckster gains levels, he learns new invocations, as summarized on the advancement table and described below. A list of available invocations can be found following this class description, and a complete description of each invocation can be found in Chapter 4 of this book.
At any level when a huckster learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or a lower grade. At 6th level, a huckster can replace a least invocation he knows with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 11th level, a huckster can replace a least or lesser invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 16th level, a huckster can replace a least, lesser, or greater invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, greater, or dark).
Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure chance as described under Weapon and Armor Proficiency above.
A huckster may choose any invocation a warlock may (see Complete Arcane (CArc), Complete Mage (CM), Dragon Magic (DrM), Cityscape (Ci), Magic of Incarnum (MoI), and Drow of the Underdark (DotU))
Mystical cards (Sp)
The Huckster gains the ability to summon a deck of mystical cards, this is a standard poker deck and the Huckster can choose to include the jokers or not. This ability is a standard action and usable at will. This invocation grants the huckster the ability to play poker with demon spirits. When you play this game of power, you draw one card per point of charisma modifier you have, plus any other modifiers from items and feats. For all intents and purposes, these cards are real, and react accordingly, until the huckster chooses to dismiss them.
Card blast (Sp)
The first ability a huckster learns to use with his mystical cards, is card blast. A huckster attacks his foes with the eldritch power he garners from his poker game he played with (however successful) the demon spirit, using baleful magical energy to deal damage and sometimes impart other debilitating effects.
An card blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. A card blast deals 1d4 points of damage at 1st level and increases in power as the huckster rises in level and dependent on their poker game with the demonic spirit. A card blast is the equivalent of a 1st-level spell. If you apply a blast shape or blast essence invocation to your card blast, your card blast uses the level equivalent of the shape or essence.
A huckster is dependent on how well he plays the demon spirit, as to how effective his card blast will be. He plays a game of poker, which happens in the blink of an eye, which affects how powerful the blast will be, and how much power the demon spirit is willing to give. When you invoke this invocation, draw a hand and consult the following table.
EffectHand
1d4/2 levelsOne pair
1d6/2 levelsTwo pair
1d8/2 levelsThree of a kind
1d10/2 levelsStraight
1d12/2 levelsFlush
2d4/2 levelsFull house (pair & three)
2d6/2 levelsFour of a kind
Enlarged 2d6/2 levelsStraight Flush
Empowered 2d6/2 levelsRoyal Flush
Maximized 2d6/2 levels5 Ace's
If you fail to get a pair, you take -1 hp/level damage and you cast card blast, which deals 1d4/2 levels.
A card blast is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to card blast. An card blast deals half damage to objects. Metamagic feats cannot improve a huckster's card blast (because it is a spell-like ability, not a spell). However, the feat Ability Focus (card blast) increases the DC for all saving throws (if any) associated with a huckster's card blast by 2. See page 303 of the Monster Manual.
Cardshark (Ex)
At 1st level, you receive a bonus to profession (gambler) & sleight of Hand checks equal to 1/2 your class.
Poker face (Ex)
At 2nd level, you gain a bonus equal to your charisma modifier up to a maximum of half your level vs sense motive, bluff and any enchantment effects. (to include, charm, compulsion, & telepathy)
Trapfinding
Hucksters can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Hucksters can use the Disable Device skill to disarm magic traps. A magic trap typically has a DC of 25 + the level of the spell used to create it.
A beguiler who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his allies) without disarming it.
Mettle (Ex)
At 3rd level and higher, a huckster can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping huckster does not gain the benefit of mettle.
Deceive item (Ex)
At 4th level and higher, a huckster has the ability to more easily commandeer magic items made for the use of other characters. When making a Use Magic Device check, a huckster can take 10 even if distracted or threatened.
Read the Flop (Su)
At 8t level, when rolling a random affect (either by you or something that is affecting you), you may roll twice and choose the best result. (for example: deck of many things or prismatic burst)
Up the Ante
At 10th level you learn how to empower your invocations by playing even more dangerous games with the demonic spirits you frequently play with, by playing a slightly different game, you lure a demonic spirit in to empowering (hopefully) one of your invocations. At 10th level, you may use this ability 3/day as a free action.
At 20th, this increases to 5/day.
Draw a hand and consult the following table:
EffectHand
-1/HP damage/levelOne pair
Normal DCTwo pair
+1DCThree of a kind
EnlargedStraight
ExtendedFlush
+2DCFull house (pair & three)
EmpoweredFour of a kind
QuickenedStraight Flush
MaximizedRoyal Flush
Quickened, Maximized, +2DC5 Ace's
Lucky (Su)
You gain an amount of luck rerolls equal to your charisma modifier per day, you may use them on luck feats as normal, and on other class features that allow them to be spent. These luck points renew each day at dawn.
Trick Hand
At 12th, 14th, 16th, 18th and 20th you gain one of the following Trick Hands:
Stack the Deck: Once per turn, you may spend one luck reroll to draw a new card, and discarding your lowest card as a free action.
Ace of Spades: You are just that damn good. You may use any of your luck feats/abilities on your allies at a range of 30ft.
Ace in the hole: Whenever you confirm a critical hit, you may spend 4 luck rerolls, increase the multiplier of that weapon by x1.
Call a spade a spade: When ever you successfully save against a spell that your Mettle ability applies to, you may spend one luck reroll to redirect the spell back at the caster.
Cash In: By spending 2 luck rerolls, you may take 10 on any skill check as a move action. This allows you take 20 on Use Magic Device checks.
Come up trumps: After successfully saving against a spell or spell like ability, you regain 1 luck reroll, up to a maximum you can have per day.
Lost in the shuffle: You gain Evasion, and can spend 2 luck rerolls to gain Improved Evasion as a free action.
Wild card: You may enhance your allied spells with your 'Up the Ante' ability by spending 3 luck rerolls as a free action, this uses one use of your 'Up the Ante' ability as normal.
Lucky Scoundrel (Su)
At 20th level, you become the epitome of luck, and can enhance your every action with it. You may as a free action, spend 1 luck reroll to add +1 luck bonus on any roll you make. You may spend more than one at once, in which case, the bonus stacks.
Poker Hands
Poker hands are as follows (for the uninitiated)
HandExplanationExample
One pair1 pair of cards2 jack's
Two pair2 separate pairs2 jacks & 2 queens
Three of a kind3 of the same card3 kings
Straight5 cards in sequential order2, 3, 4, 5, & 6
Flush5 cards of the same suitjack, 3, 10, king, & 6 of clubs
Full house1 pair of cards and a three of a kind2 kings & 3 jacks
Four of a kind4 identical cards4 aces
Straight Flush5 cards of the same suit in sequential order2, 3, 4, 5, & 6 of clubs
Royal Flush5 cards of the same suit in sequential order to include all face cardsace, king, queen, jack, 10 of clubs
5 Ace's4 aces and a joker4 aces, & 1 joker
This is assuming a 52 card deck with both jokers.
Jokers count as wild cards.
RollCardRollCardRollCardRollCardRollCard
12♣142♦272♥402♠53Joker
23♣153♦283♥413♠54Joker
34♣164♦294♥424♠
45♣175♦305♥435♠
56♣186♦316♥446♠
67♣197♦327♥457♠
78♣208♦338♥468♠
89♣219♦349♥479♠
910♣2210♦3510♥4810♠
10Jack♣23Jack♦36Jack♥49Jack♠
11Queen♣24Queen♦37Queen♥50Queen♠
12King♣25King♦38King♥51King♠
13Ace♣26Ace♦39Ace♥52Ace♠
11/26/2014 - Made some small typo/reordering edits.
11/252014 - Created class