Forever Curious
2010-03-26, 12:59 PM
I just kind of threw this idea together. All feedback is valued.
The Card Dancer
"Just a parlor trick, you say? Watch and learn..." Tublican "Dandy", a Card Dancer
Inspiration: The Dandyman from Hellsing and Luxord from Kingdom Hearts II.
Game Rule Information
Requirements
-Base Attack Bonus +5
-Tumble 8 ranks, Sleight of Hand 10 ranks
Hit Die: d6.
Class Skills:
The card dancer’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis),
Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill points at each level: 6 + Int modifier.
The Card Dancer
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+0|Deck Wielder, Master Charlatan
2nd|
+1|
+0|
+3|
+0|Card Barrage +1, Returning Cards
3rd|
+2|
+1|
+3|
+1|Illusion Deck, Flurry of Cards +2
4th|
+3|
+1|
+4|
+1|Card Barrage +2, Toss and Go
5th|
+3|
+1|
+4|
+1|Card Trick, Sundering Cards
6th|
+4|
+2|
+5|
+2|Card Barrage +3, Flurry of Cards +4
7th|
+5|
+2|
+5|
+2|Razor Cards
8th|
+6|
+2|
+6|
+2|Card Barrage +4, Pinning Cards
9th|
+6|
+3|
+6|
+3|Flurry of Cards +6, Deadly Cards
10th|
+7|
+3|
+7|
+3|Imprisoning Cards, Card Barrage +5 [/table]
Weapon and Armor Proficiencies: A card dancer gains proficiency with card blades (see below).
Deck Wielder (Ex): At first level, a card dancer acquires a deck of sixty card blades. Card blades are specially designed playing cards that function as weapons. Card blades are exotic light ranged weapons that have a critical range of 18-20, a base damage of 1d4, and a throwing range of 30 ft.
Master Charlatan (Sp): A card dancer embraces the role of a showman. At first level, he can use Prestidigitation at will as a wizard of his class level.
Card Barrage (Ex): At second level, and every even level thereafter, a card dancer gains an additional ranged attack a round. This attack can only be executed using his card blades.
Returning Cards (Ex): A card dancer’s cards begin acquiring magical abilities. A card blade thrown by a card dancer of second level magically returns to the deck at the end of the round.
Illusion Cards (Su): A card dancer further increases his cards magical ability. At third level, a card dancer can use his deck of cards to imitate a Deck of Illusions once a day. The card blade used does not return to the deck on its own until the illusion is dispelled.
Flurry of Cards (Ex): At third level, a card dancer can create a flurry of cards around him as a swift action. For a number of rounds equal to his class level, he gains the indicated deflection bonus to his AC, which stacks with any other bonus. While this ability is active, he can only make one ranged attack a round. In addition, the cards swirling around him strike any opponent adjacent to him. Every opponent that ends his turn adjacent to a card dancer using this ability takes 1d4 damage per class level. A successful Reflex save with a DC of 10 + class level + the card dancer's Dexterity modifier halves this damage. A card dancer can use this ability a number of times a day equal to his Dexterity modifier.
Toss and Go (Ex): At fourth level, a card dancer gains Shot on the Run as a bonus feat, even if he does not meet the prerequisites. However, he can only apply this feat to his card blades.
Card Trick (Ex): At fifth level, a card dancer gains an uncanny fighting trick. Once an encounter, whenever an attack succeeds against him, he can make a Reflex save versus the attack roll made against him. If he succeeds, he takes no damage from the attack and may teleport to a square within 30 feet of him that he can see and make a single attack as a free action.
Sundering Cards (Ex): At fifth level, a card dancer gains Ranged Sunder as a bonus feat, even if he doesn’t meet the prerequisites. However, he can only apply this feat to his card blades.
Razor Cards (Ex): A card dancer’s deck gains an almost impossible sharpness. At seventh level, he gains Improved Critical as a bonus feat, even if he does not meet the prerequisites. This can only be applied to his card blades.
Pinning Cards (Ex): A card dancer can throw his cards with an almost supernatural precision. He gains Ranged Pin as a bonus feat, even if he does not meet the prerequisites. However, this can only be used with his card blades.
Deadly Cards (Ex): Starting at ninth level, a card dancer’s cards can ignore any damage reduction.
Imprisoning Cards (Sp): A card dancer unlocks a truly horrifying ability. At tenth level, a card dancer can use Soul Trap once a day as a spell-like ability using one of his card blades as the vessel.
The Card Dancer
"Just a parlor trick, you say? Watch and learn..." Tublican "Dandy", a Card Dancer
Inspiration: The Dandyman from Hellsing and Luxord from Kingdom Hearts II.
Game Rule Information
Requirements
-Base Attack Bonus +5
-Tumble 8 ranks, Sleight of Hand 10 ranks
Hit Die: d6.
Class Skills:
The card dancer’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis),
Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill points at each level: 6 + Int modifier.
The Card Dancer
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+0|Deck Wielder, Master Charlatan
2nd|
+1|
+0|
+3|
+0|Card Barrage +1, Returning Cards
3rd|
+2|
+1|
+3|
+1|Illusion Deck, Flurry of Cards +2
4th|
+3|
+1|
+4|
+1|Card Barrage +2, Toss and Go
5th|
+3|
+1|
+4|
+1|Card Trick, Sundering Cards
6th|
+4|
+2|
+5|
+2|Card Barrage +3, Flurry of Cards +4
7th|
+5|
+2|
+5|
+2|Razor Cards
8th|
+6|
+2|
+6|
+2|Card Barrage +4, Pinning Cards
9th|
+6|
+3|
+6|
+3|Flurry of Cards +6, Deadly Cards
10th|
+7|
+3|
+7|
+3|Imprisoning Cards, Card Barrage +5 [/table]
Weapon and Armor Proficiencies: A card dancer gains proficiency with card blades (see below).
Deck Wielder (Ex): At first level, a card dancer acquires a deck of sixty card blades. Card blades are specially designed playing cards that function as weapons. Card blades are exotic light ranged weapons that have a critical range of 18-20, a base damage of 1d4, and a throwing range of 30 ft.
Master Charlatan (Sp): A card dancer embraces the role of a showman. At first level, he can use Prestidigitation at will as a wizard of his class level.
Card Barrage (Ex): At second level, and every even level thereafter, a card dancer gains an additional ranged attack a round. This attack can only be executed using his card blades.
Returning Cards (Ex): A card dancer’s cards begin acquiring magical abilities. A card blade thrown by a card dancer of second level magically returns to the deck at the end of the round.
Illusion Cards (Su): A card dancer further increases his cards magical ability. At third level, a card dancer can use his deck of cards to imitate a Deck of Illusions once a day. The card blade used does not return to the deck on its own until the illusion is dispelled.
Flurry of Cards (Ex): At third level, a card dancer can create a flurry of cards around him as a swift action. For a number of rounds equal to his class level, he gains the indicated deflection bonus to his AC, which stacks with any other bonus. While this ability is active, he can only make one ranged attack a round. In addition, the cards swirling around him strike any opponent adjacent to him. Every opponent that ends his turn adjacent to a card dancer using this ability takes 1d4 damage per class level. A successful Reflex save with a DC of 10 + class level + the card dancer's Dexterity modifier halves this damage. A card dancer can use this ability a number of times a day equal to his Dexterity modifier.
Toss and Go (Ex): At fourth level, a card dancer gains Shot on the Run as a bonus feat, even if he does not meet the prerequisites. However, he can only apply this feat to his card blades.
Card Trick (Ex): At fifth level, a card dancer gains an uncanny fighting trick. Once an encounter, whenever an attack succeeds against him, he can make a Reflex save versus the attack roll made against him. If he succeeds, he takes no damage from the attack and may teleport to a square within 30 feet of him that he can see and make a single attack as a free action.
Sundering Cards (Ex): At fifth level, a card dancer gains Ranged Sunder as a bonus feat, even if he doesn’t meet the prerequisites. However, he can only apply this feat to his card blades.
Razor Cards (Ex): A card dancer’s deck gains an almost impossible sharpness. At seventh level, he gains Improved Critical as a bonus feat, even if he does not meet the prerequisites. This can only be applied to his card blades.
Pinning Cards (Ex): A card dancer can throw his cards with an almost supernatural precision. He gains Ranged Pin as a bonus feat, even if he does not meet the prerequisites. However, this can only be used with his card blades.
Deadly Cards (Ex): Starting at ninth level, a card dancer’s cards can ignore any damage reduction.
Imprisoning Cards (Sp): A card dancer unlocks a truly horrifying ability. At tenth level, a card dancer can use Soul Trap once a day as a spell-like ability using one of his card blades as the vessel.