Here is the Dealer, recently accepted by the DMs after MUCH tweaking
Custom Dungeons and Dragons Class 3.5
The Dealer
Dealers one could say are a skilled combination of bard, rogue, and ranger. They are crafty individuals with unique and usually very logical minds. They work well with deceit, often cheating in games of ‘chance.’ They like to think most of the universe revolves around chance and that chance is only chance if you choose to leave it that way.
Adventures: Dealers are often thought of as the charismatic part of the rogue, mixed with the skill of a bard, and the combat of a ranger. Naturally, people like them on their side. It is not uncommon for the dealer to be a cheater and a thief. Most just seek what they want as a rogue would.
Characteristics: Dealers can always find a way to get money in their pockets. However they also enjoy risking their own money to do so. It is only natural that they are often kicked out of pubs they cheat in. Not asked politely to leave. Kicked. out. They enjoy the sense of adventure that can come with following one’s life by chance, or attempting to deny it.
Alignment: Dealers, not dissimilar to rogues, are opportunists not idealists. They are more likely to be chaotic then lawful. They normally prefer the neutral alignment, being able to get along with everyone else has its perks.
Religion: If they worship any deity at all they typically worship Olddammara, the god of thieves. They’ve also been known to stray to Corellon Larethian, and Vecna. Among lesser gods that are common for them to worship are Istus, Iuz, and Mouqol.
Races: Any race that can think clearly and be swift can make a good Dealer. The most common dealers are Half-elves, Halflings, humans, and elves.
Other Classes: Dealers get along well with magic users who can enhance or protect them, as well as any melee class that can stand in front of them with a big shield.
Role: The dealer’s role can vary anywhere between the tricky little quick combatant, and the cheater who can convince someone that they are on fire.
Abilities: Dealers rely heavily on Charisma for their abilities and skills. For combat they will very often prefer their speed over heavy armors making dexterity a great importance. Also important is intelligence for the sheer sake of massing their skills.
Alignment: Any
Hit Die: d6
Class Skills: Appraise, Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (Local), Listen, Move Silently, Perform, Profession, Search, Sense Motive, Sleight of Hand, Spot, Tumble, Use rope.
Skill Points at 1st level (6+IntMod) x4
At each additional level: (6+intmod)
Class Features:
Weapon and Armor Proficiency: Dealers are proficient with all simple weapons, shortswords, the rapier, and the light crossbow. They are also proficient with the Exotic Weapon: Bladed Tarot cards (Stats described below). Dealers are proficient only with Light Armor.
Tricky Movements: When unarmored, the Dealer can add his charisma modifier to his AC. This is not to be confused with the Feint ability that allows a user to catch an opponent without his Dexterity Modifier.
Thrown Skill: A Dealer’s thrown weapon range increases by 20 ft. He may throw two weapons at once each under -4 penalty.
Bend Shot: At 2nd level the dealer has learned how to manipulate the angle of his thrown weapon effectively. He may use this to bend the thrown weapon up to 40 degrees left, right, up or down at any point in the range of the throw. This may be used to have a 10% chance of ignoring an enemy’s shield. This does not affect the range. For example if The Dealer has 30ft range on his weapon, he may choose to have it thrown 15 ft in one direction, turn, then continue the rest of the 15 ft in that direction.
Melee Throwing: At level 4, while using Bladed thrown weapons, the Dealer is treated as having the “Precise Shot” feat, whether or not the requirements are met.
At level 5 the dealer may choose to gain the “Persuasive” or “Deceitful” Feat
Sharp Aura: At level 7 Dealers can project their essence onto small, thin items (such as cards, daggers, or shuriken) making them magically bladed. Normal thin items are treated as the thrown weapon they most resemble between a dagger, shuriken, or a bladed card. They item gets +2 damage when thrown.
Improved Bend Shot: At level 9 the Dealer can bend the thrown weapon even more allowing a 30% chance to fully bypass a shields basic AC bonus. This may also be used to bend the angle of the thrown weapon up to 90 Degrees gradually during the trajectory of the weapon.
Sharp Aura 2: At level 12 Sharp Aura 2 provides the items with Sharp Aura with an extra +3 Damage replacing the previous Sharp Aura. This also grants an additional 10 ft range stacked on top of the range granted by "Thrown skill."
Magic Chance: At level 15 a Dealer can call a random magical effect to his thrown weapons, once per day, decided by the stats below. The effect is decided by rolling 1d20 and comparing the result to the stats. This can be used on any number of weapons thrown. Each separate thrown weapon gets a new roll. Some effects are under assumption that the card hits.
Roll: Effect Name: Effect
1: Explode on contact: Adds 1d6 Damage, if it misses, deal extra 1d4 damage to all within 5 ft of contact. The item is destroyed
2: Whoops: Heals target hit for 1d4+2 instead of doing damage.
3: Frosty Poker: Deals extra 1d4 Ice damage and has 10% chance to cause Frostbite.
4: Multiply: The weapon turns into 2 separate weapons each doing same damage as the original would to the target.
5: Copy Target: The weapon turns into a copy of the target it was thrown at. It is hostile towards the players and has 1/4 as much health as the original.
6: Fatigue Weapon: The card carries a "touch of fatigue" spell.
7: Animated: The weapon becomes a hostile animated weapon, taking its turn immediately after the thrower.
8: Wait a minute…: The weapon travels halfway to its intended target, then targets the nearest living creature, friend or foe.
9: Shut up: The weapon stops in midair and is animated. It now has a mouth in the center and is very talkative but not hostile.
10: Goodbye, My friend: The weapon stops halfway to its intended target, and then flies straight up a distance equal to 2 times the dealers maximum throwing range. If there is a ceiling, it is stuck there.
11: Chance of Realms: The weapon transports the target to a different realm or plane without killing it.
12: Hold: The weapon hits its target casting a “Hold Person” spell on it.
13: Dragon bane: The weapon deals an extra 1d12 damage and poisons the target for 1d6 damage/turn for 1d6 rounds, if the target is a dragon. If it was not a dragon nothing happens besides standard damage.
14: Sharp Winds: The weapon pierces the target doing an extra 1d6 damage, goes through it, and keeps going for an extra 30 ft.
15: Poetic Death: The weapon stops 5 feet before hitting its target, grows a mouth and recites it a poem for one round. It then continues along the path of the original throw on the turn of the thrower assuming it has not been destroyed or interrupted.
16: DIE! DIE! DIE!: The weapon becomes animated and attacks its target each round on its own until the target or the thrower is dead. It takes its turn at the same time as the thrower and gets the same bonuses as when it was originally thrown.
17: How cute: The card turns into a random small animal as decided by the DM
18: Betrayal: The card attacks the nearest party member instead of the original target
19: Aquatica: The card turns into a random type of small fish as decided by the DM.
20: 52 Pickup: The card multiplies itself 52 times over. It deals critical damage and then adds 1d6 damage.
Cheater: At level 16: Can throw weapons in such a way that their speed may slow down, or speed up in mid-flight. This ability grants +3 to hit with thrown weapons.
Card Wall: At level 18 this ability allows a dealer’s cards to float around protecting him, granting him an extra +1 AC/13 Cards. Using card wall takes a standard action and lasts until the cards are destroyed or the ability is dismissed by the Dealer. The cards health under the card wall ability are equal to the number of cards in the wall. The cards are treated as being under the dealers sharp aura and have a hardness of 2. The dealer may draw a card from the card wall to throw it as a free action because the cards are already out.
Sharp Aura 3: At level 20 the dealer’s aura grants an extra +5 damage replacing damage from the previous Sharp Auras.
DEALER TABLE
Base Attack Bonus: Average
Fort Save: Poor
Ref Save: Good
Will Save: Poor
Level1: Tricky Movements, Thrown Skill
Level2: Bend Shot
Level3:
Level4: Melee Throwing
Level5: Deceitful/Persuasive
Level6:
Level7: Sharp Aura
Level8:
Level9: Improved Bend Shot
Level10:
Level11:
Level12: Sharp Aura2
Level13:
Level14:
Level15: Magic Chance
Level16: Cheater
Level17:
Level18: Card Wall
Level19:
Level20: Sharp Aura 3