View Full Version : I reject your Deck of Many Things and substitute my own [3.5 Base class, WIP]

Sgt. Cookie
2011-12-03, 02:43 PM
Before you ask: yes, this class does need a deck of cards IRL. No, it is not intended to allow you to play as Gambit. Setzer, on the other hand, you could probably get away with.

The Card Master

Some people kill with steel, others magic and some, fists. But to kill with the flick of a wrist and small piece of paper, that is the realm of the Card Master. Using magic and skill, even a fully armoured giant can be felled by one of their party tricks.

Game rule information:
Card Masters have the following game statistics.
Abilities: Dexterity is important for a Card Master, as it increases his chance to hit with card strikes.

Alignment:Any non-lawful
Hit Die: d6
Starting age: As Monk
Starting gold: As Fighter

{table=head]Level|BAB|Fort|Ref|Will|Special|Base card damage|Hand size

1st|+0|+0|+2|+0|Deck of Cards, Hand in play|1d6|1


3rd|+2|+1|+3|+1|Gambit 1/day|1d8|1


5th|+3|+1|+4|+1|Deadly accuracy, Gambit 2/day|1d8|2

6th|+4|+2|+5|+2|Multi throw|1d10|2

7th|+5|+2|+5|+2|Gambit 3/day|1d10|2


9th|+6/+1|+3|+6|+3|Gambit 4/day|2d6|3


11th|+8/+3|+3|+7|+3|Gambit 5/day|2d6|3


13th|+9/+4|+4|+8|+4|Gambit 6/day|2d8|4


15th|+11/+6/+1|+5|+9|+5|Luck of the draw 1/day, Gambit 6/day|2d10|4


17th|+12/+7/+2|+5|+10|+5|Gambit 7/day|3d6|5

18th|+13/+8/+3|+6|+11|+6|Luck of the draw 2/day|3d8|5

19th|+14/+9/+4|+6|+11|+6|Gambit 8/day|3d8|5



Class features
The following are considered class features for the Card Master. Unless otherwise stated, the Card Master's abilities only effects his special deck.

Weapon and armour proficiencies
The Card Master is proficient with all simple weapons and his Deck of Cards special weapon. He treats mundane cards as though they were simple weapons, dealing 1d4 damage. The Card Master is proficient in light amours and no shields.

Deck of Cards (Ex)
Upon attaining first level in this class, the Card Master gains a special deck of cards. This deck of cards is used for all of the Card Master's abilities and is the main weapon of the Card Master.

The cards deal damage according to two things: the base damage above and what is on the card.

All four suits follow the same basic rules for damage (This applies to the Card Master's special deck, not mundane cards):
1 First a card is drawn
2 Attack is rolled
(If the attack roll is successful)
3 Damage is rolled according to the table above
4 The number on the card is added to the damage (All damage is slashing)
4a An Ace counts as a 1
4b Picture cards, Jack, Queen, King, multiply the damage dealt, instead of adding a static number.
Jacks double, Queens triple, Kings quadruple
5 The effects from the hand are added to the thrown card
6 Damage is dealt to the monster
6a Cards have a crit range of 18-20
7 The thrown card is discarded until the next day or all cards are used up (See below)

The cards, including mundane ones, are thrown weapons for all effects related to throwing, but count as projectile weapons with a range increment of 70ft, for the purposes of maximum range. But only when the Card Master is using them.

If the deck is lost or destroyed, the Card Master simply needs to spend an hour "getting to know" a new deck.

If the deck is "used up" all cards, that are not in the Card Master's hand, are reshuffled and the Card Master continues as normal.

Hand in play
At the start of each day, the Card Master shuffles his deck and draws a number of cards, shown on the table above, to be used in the Card Master's hand. This hand imbues his card attacks, and only his card attacks, with special abilities. Each card applies a unique attribute to the card attacks, and can be activated or suppressed at will. All of these abilities stack with one another, so you could have a card attack that: Is considered good, disallows Dex to AC, is considered Vorpal and auto confirms crits.

The hand abilities abilities that let you cast a spell have the following caveats:
1. The card that was "used up" to cast the spell returns the next day only, not when the Card Master reshuffles his deck.
1a. You decide to cast a spell BEFORE the card is drawn.
1b. You may not cast a spell if you have ten cards or less.
2. You cast the spell as though you have levels in a caster class equal to your Card Master levels, this means that you may cast the most powerful version of the spell you can. (Greater, Mass, etc)
3. The spells are considered Spell Like Abilities.
4. Hand abilities DO NOT apply to spells.
5. Dispel magic CAN be used to counter spell with.

Hand abilities:
(Note: All abilities granted by this class feature are not considered good or evil in and of themselves)

Ace|Add the [Good] descriptor to attacks|Attacks deal 1 negative level|Attacks do not allow Dex to AC|Cast fireball
2|Cards are considered Vorpal|Attacks channel positive energy|Attacks heal Hp equal to damage dealt|Attack damages a single additional target within 20 ft
3|Attacks deal quadruple damage on a crit (Applied after card bonus)|Cast dispel magic|Cards ricochet and attack three targets, no further than 30ft from one to the next|Add the [Evil] descriptor to attacks
4|Criticals are automaticaly confermed|Decide what type of damage the cards do (Slashing, peirceing, bludgeoing)|Attacks deal 2d6 poison damage for three rounds, fort halves|

2011-12-03, 03:35 PM
Maybe hand size could be the number of tricks he has in card form and can use the card for either outright damage (1d6->3d10) or the effect+normal damage (1-5)? An effect card could take a standard action or longer to use and outright damage could just be a ranged touch attack which he could make a number of them up to his full BAB? Maybe the normal damage part of the effect+normal damage could actually be a multiplier by some other stat or perhaps dexterity or his level?

2011-12-03, 05:26 PM
instantly thought of Hisoka the magician when I read the concept.