An amulet appears around the drawer's neck. It breaks after one use, and has a 5 0/50 chance to cast resurrection or a death effect on the caster when used. OR On death (-10hp, or whichever you use), explode as a 10HD widened fireball and be affected by true ressurection, all gear, including magical, is destroyed. Onl y works once. OR If you ever get to the point where you are completely DEAD! then you can revive yourself with full hit points, and for the next 5 rounds, any creature within 1 foot of you, or that touches you takes 3 points of damage 2 of Spades: Sphinx You gain a +4 bonus on diplomacy, bluff, and sense motive checks if you've used a riddle in a conversation involving the person you're attempting to converse wi th. 3 of Spades - Dolphin Your charisma is given a +2 modifier whenever speaking with humans or aquatic cr eatures. 4 of Spades - Minotaur Your race is suddenly morphed into a Minotaur! if you where already a Minotaur, you draw one new card. 5 of Spades - Dog You swear allegiance to whichever party member has treated you best in the past, and gain +1 to all action and checks that are beneficial to that character. Los e 100xp per character level on death of the one you've sworn yourself to, this l oss cannot make you lose a level. Lose 50 per level instead if you succeed a DC 15+Character level will save. 6 of Spades - Anteater Gain +2 to hit, damage and caster level against Diminutive and Fine creatures. 7 of Spades - Fish You reek of fish, and can speak with fish for one hour per day, this does not ne ed to be a consecutive hour. 8 of Spades - Dragonfly Shrink one size category and gain +2 to dex. Gear does not scale with character. 9 of Spades - Centaur If you used a bow last time you were in combat as of the time you draw this car d, you gain a +1 to all actions. Otherwise, you get a -1 to all actions. Permane nt. 10 of Spades - Owl +4 to spot checks in temperate zones. And +2 to Wisdom. Jack of Spades - Seal/Walrus Your body undergoes permanent changes. You gain a thick layer of blubber that gi ves you +3 natural armor and tusks as natural weapons. You lose 2 Dex and gain t he language: Walrus. Queen of Spades - Crow Automatically succeed on spot or search checks if the object is shiny. King of Spades - Skunk Once per day When you encounter an enemy you gain a -10 charisma modifier (lasts 12 hour), and you gain an effect that lasts 3 rounds; if an enemy attacks or to uches you, they gain a poison effect. CLUBS: Ace of Clubs - Horse You gain +10 to your base movement speed, and can replace rations with grass in a grassy region, so long as you spend at least 2 hours per day grazing. 2 of Clubs - Wild Dog Gain +2 to tracking checks, track is always considered trained and a class skill for you. 3 of Clubs - Snake Your legs merge into a 10ft long tail. You gain +10 to climb checks on cylindric al objects such as columns and trees. But you require specially made armour and clothing for your lower half, or you suffer -5 to saves vs cold weather, AC gain ed from armour is also halved until you acquire this. Humanoids consider you mon strous unless they know you well, and may flee. 4 of Clubs - Werewolf The next person you converse with contracts lycanthropy. This effect is kept sec ret until it resolves. 5 of Clubs - Cockroach On death (-10hp) you have a 75% chance to stabilise at 0hp instead of dying. Unl ess subject to a disintegration effect or coup de grace. This effect can work mu ltiple times. 6 of Clubs - Parrot +8 to bluff checks to imitate a language. 7 of Clubs - Shark You can Locate Creature as CL5 at will, so long as you're fully submerged in wat er. You also gain gills and can not breathe out of water. Your swim speed become s equal to your fastest type of movement. 8 of Clubs - Vulture If anything dies within 60 feet of you, you are instantly aware of it. You can detect carrion and recently deceased creatures of size Diminutive or larger in a 60ft radius centered on your character at will. 9 of Clubs - Eagle Freedom of Movement for 10 minutes per week, this does not need to be consecutiv e. 10 of Clubs - Hummingbird You gain fly 10.ft perfect while humming. Breaks in humming cause you to immedia tely drop until you resume humming. Jack of Clubs - Lynx You can choose one prestige class, and ignore its usual prerequisites. Queen of Clubs - Fox You gain the ability to cancel the effects of 1 of the cards from this deck. if this is the second card you drew, you must draw 1 more card and choose out of th e two, if this is the first, draw 2 cards and choose one. King of Clubs - Alligator Gain Quick Draw and automatic surprise against creatures you weren't in combat w ith prior to drawing your weapons. HEARTS: Ace of Hearts - Frog Gain a +2 bonus on jump checks if you jump from crouching. OR Your skin secretes a mild paralytic ingested poison with a DC of 10+character le vel. Inflicts 1 con/dex/str damage initially, and 1d4 as secondary with an onset of 1 minute. 2 of Hearts - Cat If I fits, I sits. You can fit comfortably into passages and cracks that are onl y half of what your character would normally require for passage. Metallic armou r may obstruct this at the DM's discretion. You also gain +1d2 to your dexterity . 3 of Hearts - Lemur You gain low-light vision, but also become nocturnal. 4 of Hearts - Unicorn If you are a spell-caster, you can pick one new spell to add to your spell list, otherwise draw one new card. 5 of Hearts - Butterfly You gain extremely frail wings, a single attack will completely destroy them, bu t you can fly untill that time that they are destroyed, you gain +3 charisma whi le having these wings. 6 of Hearts - Duck You fight from a crouched position at no penalty to you, and no benefit to your enemies. This is a compulsion and can be resisted for an encounter with a DC15 w ill save. 7 of Hearts - Swan Gain 1d4 charisma from your true beauty finally showing. I'll think of more at a later point 8 of Hearts - Hyena +5 to demoralize your enemies with an intimidate check. 9 of Hearts - Kitsune Remake your character as a kitsune[1] from pathfinder. You gain either the dex or the cha bonus from this race, but not both. 10 of Hearts - Puffin You shrink a size category as per the dragonfly card, you don't gain the dex bon us, but you gain a +10 to establish a platonic friendly relationship from being adorable. OR You no longer need to eat. Jack of Hearts - Dragon Grow one size category and gain +2 to strength. Gear does not scale with charact er and can inflict 1d6 points of damage per AC gained from metallic armour. Queen of Hearts - Gryphon Two magic items in your inventory swap effects. King of Hearts - Kangaroo You are always considered running when making a jump, but you require specially made footwear for your enlarged feet. OR You can hold one item without it weighing you down. DIAMONDS: Ace of Diamonds - Bat You go permanently blind, but gain the ability to echo-locate. Your character is unaffected by darkness (concealment, miss chances, etc.) but you take extra dam age from sonic attacks. 2 of Diamonds - Ant You permanently lose 2 str points. 3 of Diamonds - Giraffe You can extend your neck above the treelines (or 100 feet when in the open) to g ive you +5 to survival checks to avoid wandering off course. You are considered flatfooted when doing this. This is a full-round action that provokes attacks of opportunity. 4 of Diamonds - Zebra Your alignment shifts permanently to the opposite end of the spectrum (Good < > Evil as well as Lawful < > Chaotic). If you're true neutral, draw again. 5 of Diamonds - Porcupine Gain DR1/piercing&magic per 4 levels, and reflect reduced damage from melee towa rds melee opponents. 6 of Diamonds - Panda Gain +6 to wisdom, but lose 2 dex and halve your speed and round down to nearest 10, you can not ingest meat without becoming nauseated for 1d4 hours, you requi re twice the normal sustenance per day, only half of this can be covered by a ri ng of sustenance. 7 of Diamonds - Rhino Ignore penalties to AC from charging and gain a further +2 to hit and +2 to dama ge when charging. 8 of Diamonds - Satyr This card explodes for 2d4 damage when drawn. failing a DC 15 fortitude save res ults in a compulsion to dance during combat (ie: boots of dancing) when fighting against an animal that resides in a forest or a swamp. 9 of Diamonds - Scarab Your skin becomes a soft chitin of the same colour, grants you +2 natural AC. OR A piece of scarab shaped jewellery is locked to one (chosen) armour/clothing slo t, any armour/clothing you where wearing in that slot is put back in your invent ory. The only way to take off the scarab is to lay in desert sand for one entire day, reducing all skills by 1 for 2 days. 10 of Diamonds - Thylacine You gain access to the attack granted by the feat Whirlwind Attack once per day. Jack of Diamonds - Spider You can poison any weapon with which you are proficient as a standard action wit h no risk of poisoning yourself. (see: Poison use ability). OR You can use Spider Climb with a CL equal to your character level once per day. Queen of Diamonds - Raccoon Whenever you see an object worth over 1000g, you must make a DC15 will save. If you fail, you feel compelled to steal the object at the next covert opportunity. King of Diamonds - Elephant You gain photographic memory and +2 inherent bonus on constitution checks. All c riminals, bounty hunters, and mercenaries feel a compulsion to capture/kill you because of a perceived monetary value you have. Black Joker. Okapi Card You become a non-sapient Okapi. Congratulations. Red Joker. Sabertooth Cat Card Your teeth grow to the point where speech is almost impossible, from this point you must roll to speak, and getting below 5 means you take -2 points of damage ( note, preform skill helps on this role).