Post by WickedXox on Sept 29, 2011 17:40:46 GMT -6
Card Master
Abilities: A successful Card Master focuses on his charisma for the save DCs of his abilities, dexterity for card throwing, and intelligence for skill points, in that order.
Alignment: Any nonlawful
Hit Dice: d6
Class Skills
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha).
Skill Points at 1st Level: (4+ Int) x 4
Skill Points at Each Additional Level: 4+ Int
Class Features
All of the following are class features of the Card Maser
Weapon and Armor Proficiency: A Card Master is proficient with all simple weapons, Improvised weapons, and Cards and light armor
Gossip: A Card Master may make a special knowledge check with a bonus equal to his level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. This check will not reveal the powers of a magic item but may give a hint as to its general function. The Card Master may not take 10 or take 20 on this check; this sort of knowledge is essentially random. The DM will determine the Difficulty Class of the check
Deck of Cards: The Card Master carries a deck of cards that he has magically attuned with. This deck of cards allows him to use his Card Master class abilities. Should he ever lose the deck of cards or if they are damaged, he can replace them by spending 100 gp and performing a 4 hour gambling ritual. The deck is a standard set of a Tarot cards deck. During combat a card can not be used twice until the deck has been completely used, and any cards used out of combat can not be used the first 3 rounds of combat, Also to ensure the Card master does not stack his deck and to keep him more on chance his deck automatically shuffles every 3 rounds both in and out of combat.
Card Throw: The Card Master can magically charge cards from his deck and throw them at his opponents. The cards fly towards their target. He uses the cards as if they were a thrown weapon, but uses a ranged touch attack to roll to hit. The cards deal damage equal to their face value and critical hits deal double damage. If multiple cards hit the same target, add the damage together as if it were from a single source before determining energy resistance. The damage type is based on the suit of the card:
• Swords: Physical
• Wands: Fire
• Coins: Force
• Cups: Cold
The face values of the cards as they relate to the Card Master's abilities can be found in the table below.
Draw: Not only having the offence of card throw a Card Master has more supportive/defense capabilities of drawing a set of cards starting at second level to activate different effects. A card master can only draw as many cards equal to his HD at a time per round. Each suit has different effects as follows
• Swords: Boosts next attacks (equal to value) attack roll and damage by value (Boosts ends after 1+HD rounds/mins which ever occurs first no matter the amount of attack boosts left)
• Wands: Boosts chosen target’s ability temporarily for 2+HD min by value (Ability increases determined by d6 roll)
• Coins: Creates 100 x Value GP
• Cups: Heals chosen target card value d8+HD
Major Arca: At second level the Card Master can use the Major Arca of his tarot deck for his throws and draws. Each card has a different effect as follows.
Spell effect DC’s=10+Card Value+Cha Mod+1/2 HD (Unless noted)
Card Throw Flurry: At third level, the Card Master can make an extra Card Throw during a full attack action, but each attack he makes in a round he uses this ability takes a -2 penalty.
Flick of the Wrist: At fourth level, the Card Master adds his dexterity modifier to damage dealt with his Card Throw.
Double Toss: At 6th level, the Card Master may throw 2 cards per attack.
Improved Card Throw Flurry: At 7th level, the Card Master can make a second extra Card Throw during a Card Throw Flurry.
Card Throw Flurry Accuracy: At 9th level, the Card Master no longer takes an attack penalty from the Card Throw Flurry ability.
Dispelling Card: At 9th level, as a standard action, the Card Master can throw a card at an area or target within 100 ft. + 10 ft. per HD to have Dispel Magic cast on the area or target. The caster level is equal to 1/2 the Card Master's HD + the face value of the card.
Greater Card Throw Flurry: At 11th level, the Card Master can make a third extra Card Throw during a Card Throw Flurry.
Aces High: At 12th level, the Card Master's aces now have a face value of 14.
Card Wall: The Card Master can use one card in his deck to create a wall as a standerd action. At 14th level the wall acts like a wall of stone, at 16th a wall of iron, and at 18 it acts as a blade barrier spell. The wall remains as long as the card master focuses on the card once the focus is broken the wall returns to being a card in his deck.
Deck Strike: At 20th level the Card Master can unleash his full potential. Once a week the Card Master can attack with his deck. This does not indicate that every card inflicts its damage and effect. Instead it causes 72 damage plus the Card Master’s Dex mod and Cha mod plus the value/effect of 3 drawn cards as well. The card master can change how many times a week he can use this ablitiy up to three times by only using a third of the full effect (i.e. 24 damage plus 1/3 of Dex mod plus 1/3 of Cha mod plus 1 card drawn)
Abilities: A successful Card Master focuses on his charisma for the save DCs of his abilities, dexterity for card throwing, and intelligence for skill points, in that order.
Alignment: Any nonlawful
Hit Dice: d6
Class Skills
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha).
Skill Points at 1st Level: (4+ Int) x 4
Skill Points at Each Additional Level: 4+ Int
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special 1 +0 +0 +0 +2 Gossip, Card Throw, Deck of Cards 2 +1 +0 +0 +3 Draw, Major Arca 3 +2 +1 +1 +3 Card Throw Flurry 4 +3 +1 +1 +4 Flick of the Wrist 5 +3 +1 +1 +4 Spell Card 6 +4 +2 +2 +5 Double Toss 7 +5 +2 +2 +5 Improved Card Throw Flurry 8 +6/+1 +2 +2 +6 9 +6/+1 +3 +3 +6 Card Throw Flurry Accuracy, Dispelling Card 10 +7/+2 +3 +3 +7 11 +8/+3 +3 +3 +7 Greater Card Throw Flurry 12 +9/+4 +4 +4 +8 Aces High 13 +9/+4 +4 +4 +8 14 +10/+5 +4 +4 +9 Card Wall (Stone) 15 +11/+6/+1 +5 +5 +9 16 +12/+7+2 +5 +5 +10 Card Wall (Iron) 17 +12/+7/+2 +5 +5 +10 18 +13/+8/+3 +6 +6 +11 Card Wall (Blade) 19 +14/+9/+4 +6 +6 +11 20 +15/+10/+5 +6 +6 +12 Deck Strike |
Class Features
All of the following are class features of the Card Maser
Weapon and Armor Proficiency: A Card Master is proficient with all simple weapons, Improvised weapons, and Cards and light armor
Gossip: A Card Master may make a special knowledge check with a bonus equal to his level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. This check will not reveal the powers of a magic item but may give a hint as to its general function. The Card Master may not take 10 or take 20 on this check; this sort of knowledge is essentially random. The DM will determine the Difficulty Class of the check
Deck of Cards: The Card Master carries a deck of cards that he has magically attuned with. This deck of cards allows him to use his Card Master class abilities. Should he ever lose the deck of cards or if they are damaged, he can replace them by spending 100 gp and performing a 4 hour gambling ritual. The deck is a standard set of a Tarot cards deck. During combat a card can not be used twice until the deck has been completely used, and any cards used out of combat can not be used the first 3 rounds of combat, Also to ensure the Card master does not stack his deck and to keep him more on chance his deck automatically shuffles every 3 rounds both in and out of combat.
Card Throw: The Card Master can magically charge cards from his deck and throw them at his opponents. The cards fly towards their target. He uses the cards as if they were a thrown weapon, but uses a ranged touch attack to roll to hit. The cards deal damage equal to their face value and critical hits deal double damage. If multiple cards hit the same target, add the damage together as if it were from a single source before determining energy resistance. The damage type is based on the suit of the card:
• Swords: Physical
• Wands: Fire
• Coins: Force
• Cups: Cold
The face values of the cards as they relate to the Card Master's abilities can be found in the table below.
Table: Card Face Values Card Type Face Value Ace 5 Two 2 Three 3 Four 4 Five 5 Six 6 Seven 7 Eight 8 Nine 9 Ten 10 Page 7 Knight 11 Queen 12 King 13 |
Draw: Not only having the offence of card throw a Card Master has more supportive/defense capabilities of drawing a set of cards starting at second level to activate different effects. A card master can only draw as many cards equal to his HD at a time per round. Each suit has different effects as follows
• Swords: Boosts next attacks (equal to value) attack roll and damage by value (Boosts ends after 1+HD rounds/mins which ever occurs first no matter the amount of attack boosts left)
• Wands: Boosts chosen target’s ability temporarily for 2+HD min by value (Ability increases determined by d6 roll)
• Coins: Creates 100 x Value GP
• Cups: Heals chosen target card value d8+HD
Major Arca: At second level the Card Master can use the Major Arca of his tarot deck for his throws and draws. Each card has a different effect as follows.
Card/Value Throw Effect Draw Effect The Fool/3 Tasha’s Hideous Laughter Improved Invisibility The Magician/9 Rainbow Blast Grant Spell Turning The High Priestess/9 Lucent Lance Heal spell on target The Empress/9 Command Magic Vestment The Emperor/12 Greater Command Discern Lies The Hierophant/12 Banishment True Resurrection The Lovers/12 Charm Spell Refuge The Chariot/12 Slow Mass Teleport Strength/12 Eyebite Mass Bull’s Strength The Hermit/12 Blindness Find the Path Wheel of Fortune/12 Prismatic Spray Fortunate Fate Justice/12 Flame Strike Spell Immunity The Hanged Man/3 Hold Spell Animate Rope Death/12 Horrid Wilting Deathwatch Temperance/12 Insanity Mass Fox’s Cunning The Devil/12 Imprisonment Mass Claws of the Bebilith The Tower//9 Whirlwind Leomund’s Secure Shelter The Star/12 Acts like Moon Blade Moon Path The Moon/12 Moonfire Animal Shapes The Sun/4 Sunburst Fire Shield Judgment/3 Mind Blank Calm Emotions The World/9 Reverse Gravity Plane Shift and Return shift (max 2 hours) |
Spell effect DC’s=10+Card Value+Cha Mod+1/2 HD (Unless noted)
Card Throw Flurry: At third level, the Card Master can make an extra Card Throw during a full attack action, but each attack he makes in a round he uses this ability takes a -2 penalty.
Flick of the Wrist: At fourth level, the Card Master adds his dexterity modifier to damage dealt with his Card Throw.
Double Toss: At 6th level, the Card Master may throw 2 cards per attack.
Improved Card Throw Flurry: At 7th level, the Card Master can make a second extra Card Throw during a Card Throw Flurry.
Card Throw Flurry Accuracy: At 9th level, the Card Master no longer takes an attack penalty from the Card Throw Flurry ability.
Dispelling Card: At 9th level, as a standard action, the Card Master can throw a card at an area or target within 100 ft. + 10 ft. per HD to have Dispel Magic cast on the area or target. The caster level is equal to 1/2 the Card Master's HD + the face value of the card.
Greater Card Throw Flurry: At 11th level, the Card Master can make a third extra Card Throw during a Card Throw Flurry.
Aces High: At 12th level, the Card Master's aces now have a face value of 14.
Card Wall: The Card Master can use one card in his deck to create a wall as a standerd action. At 14th level the wall acts like a wall of stone, at 16th a wall of iron, and at 18 it acts as a blade barrier spell. The wall remains as long as the card master focuses on the card once the focus is broken the wall returns to being a card in his deck.
Deck Strike: At 20th level the Card Master can unleash his full potential. Once a week the Card Master can attack with his deck. This does not indicate that every card inflicts its damage and effect. Instead it causes 72 damage plus the Card Master’s Dex mod and Cha mod plus the value/effect of 3 drawn cards as well. The card master can change how many times a week he can use this ablitiy up to three times by only using a third of the full effect (i.e. 24 damage plus 1/3 of Dex mod plus 1/3 of Cha mod plus 1 card drawn)