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criticalstriker
2007-07-01, 11:50 AM
I've changed the name of the thread, because I have chosen to just put all my classes into this thread.
Base classes





Puppeteer



Puppeteer
Puppeteers are people who have devoted their life to the art of puppets. They spent hours on end crafting, designing, and tinkering with their puppets.
Some puppeteers actually learn how to use their puppets in combat, turning a simple child's toy, into a lethal weapon.
{table] Level|BAB|Fort|Ref|Will|Ability
1|0|0|0|2| Puppetry
2|1|0|0|3| Favorite Puppet
3|1|1|1|3| Path
4|2|1|1|4| Specialization +1 +10ft
5|2|1|1|4| The Opening Act, Living Puppet 1
6|3|2|2|5| Bonus feat
7|3|2|2|5| Specialization +2 +15ft
8|4|2|2|6| Bond
9|4|3|3|6| Bonus feat
10|5|3|3 |7| Specialization +3 +20ft Living Puppet 5
11|5|3|3|7| The Show
12|6/1|4|4|8| Bond
13|6/1|4|4|8| Specialization +4 +25ft
14|7/2|4|4|9| Bonus feat
15|7/2|5|5|9| Living Puppet 10
16|8/3|5|5|10| Specialization +5 +30ft
17|8/3|5|5|10| Bond
18|9/4|6|6|11| The Closing Act
19 |9/4|6|6|11| Specialization +6 +35ft
20 |10/5|6|6|12| Bond, Living Puppet 15
[/table]

Puppetry:
A Puppeteer does not control puppets like a normal one, his years of practice with puppets has allowed him to develop a special bond to each of his puppets. He can control his puppets without the use of strings. Instead he must spend 1 week attuning him self to a puppet.
Once he has done this, he can control the puppet from up to 50ft +10ft/level.

The Puppeteers puppets are initially treated as animated objects of the correct size. After the base stats are gained, apply any bonus features that the Puppeteer has added(I,E, traps, extra weapons, etc).

The Puppeteer cannot control puppets with more combined HD than twice his level.

All of the Puppeteers puppets go on the same initiative as he does. If the puppeteer is caught off guard, so are all of his puppets.

It takes the Puppeteers standard action each round to direct all his puppets.
Favorite Puppet:
At second level a Puppeteer chooses one of his puppets to become his favorite puppet. He forms a special bond with this puppet, allowing him to craft add special attachments to it. This puppet gains a +2 to all attack and damage rolls.
If the favorite puppet of the Puppeteer dies, he must wait 2D6 days before selecting, or making, a new one.

Path:
At third level a Puppeteer chooses one of two path's, each one enabling him to select feats that he normally wouldn't have access to.
The paths for a Puppeteer are Construction, and Traps.

A Puppeteer that chooses to take the path of construction, has access to feats that improved the speed, strength, and durability of his puppets. All puppets crafted by a Puppeteer has +4 HP per HD, and DR 1/-.

A Puppeteer that chooses to take Traps as his chosen path has access to feats that make his traps a lot more lethal, and traps that most Puppeteers couldn't dream of making. All traps made by someone with this path has +1 to its DC, and +1 to attack and damage rolls.

Specialization:
Starting at 4th level, a Puppeteer gets better and better at his craft. All puppets and traps made by him deal extra damage(as shown on the table above), and move faster(as shown on the table above).

The Opening Act:
A Puppeteer knows how to put on a show, with this ability he can astound enemies with his puppets.
On the first round of combat, a Puppeteer can activate this ability. All opponents within 30ft of one of the Puppeteers puppets must make a will save of DC (10 + the Puppeteers level + his Cha modifier). If they fail this check then they take a -2 to all attack, damage, and skill rolls for the remainder of the battle, because they have to actively resist the urge to watch the puppets.

Bonus feat:
A Puppeteer gains bonus feats at certain levels, as shown above. These feats must be chosen from the list of Puppeteer feats.

Living Puppet:
Starting at 5th level, a Puppeteer can imbue his creations with intelligence. At 5th, he can give them an intelligence score of 1, at 10th he can give them one of 5, at 15th, he can give them one of 10, and at 20th he can give them one of 15.

Bond:
A Puppeteer can bond sense into his puppets. At each level he gains a bond, he chooses one of the below sense to imbue into all his puppets. Once imbued, he can use that sense through the puppet.
Senses:
Taste
Touch
Smell
Sight
Hearing

The Show:
This ability is activated the round after The Opening Act was.
Once activated, anyone who was effected by the The Opening Act must make a DC 15 + the Puppeteers level + his Cha modifier reflex save. Anyone who fails this is blinded for 2D6 rounds, and takes 8D6 force damage.

The Closing Act:
On the round after activating The Show, the Puppeteer can have his puppets preform the final act.
Anyone who was affected by The Show, must make a DC 20 + the Puppeteers level + his Cha modifier will save, or die. Any creatures that make this save still takes 15D6 damage.

Craft(puppet):
Some one who has invested ranks in this skill can craft puppets, attachments, and traps for puppets. When making one, the creator must pay half the market price in materials.
To add any of the below attachments or traps to the puppet, the person crafting it must make a craft DC of 10 + half the craft DC of the object in question.
If he fails this check, the item has a 50% chance of breaking and becoming useless.
{table]Size|Market Price|Creation DC
Tiny|200|15
Small|400|20
Medium|800|25
Large|1600|30
Huge|2200|35
Gargantuan|4400|40
Colossal|8800|45[/table]

Slots:
Each body size has a number of slots for traps and attachments, the larger the body, the more traps and attachments it can hold.
Below is a list of the sizes of the different bodies, and the number of traps each

{table]Size|Left leg|Right leg|Left arm|Right Arm|Head|Torso
Tiny|0|0|0|0|0|1
Small|1|1|1|1|0|2
Medium|2|2|2|2|1|3
Large|3|3|3|3|1|4
Huge|4|4|4|4|2|5
Gargantuan|5|5|5|5|3|6
Colossal|6|6|6|6|4|7[/table]

Attachments:
{table]Name|Slot used|Market Price|DC to create
Tail|Torso|1000|20
Wings|Torso|3000|25
Dieing shot|Head|2000|30[/table]

Tail:
This tail comes out of the lower torso of a puppet, it grants a slot as if it were a head, and can only use traps and attachments for the head. The tail can make an extra attack each round that deals damage as a dagger of the appropriate size of the torso.

Wings:
These wings come out from the puppets back, and allow him to fly. These wings grant a flying speed equal to the puppets land speed x1.5

Dieing shot:
This trap only springs when the puppet is killed. When it is, the head of the puppet pops off, aims at the one that killed it, and fires a knife at him.
When this trap is sprung, the puppet makes a ranged touch attack. If he hits, the target takes 1D6 damage. Poison can, and often is, applied to this knife.

Traps:
{table]Name|Market Price|Creation DC|Body Slot
Poison dart|400|15|legs/arms|Legs/Arms
Needle spray|800|20|Legs/Arms
Needle Explosion|1000|25|arms/legs
Poison needle spray|2000|30|arms/legs
Poison needle explosion|8000|35|arms/legs
[/table]

Poison dart:
This dart is loaded into either the arms or legs of the puppet, and when activated shoots out a dart coated in poison.
To use this weapon, the puppet must make a ranged attack roll on his target.
If he hits, the target takes 1D4 damage, and must make a DC 14 fortitude save or take 1D4 con damage.

Needle spray:
This trap releases about 30 tiny darts at an enemy. To use this, the puppet must make a ranged attack roll. If he hits, the target takes 3D6 damage.

Needle explosion:
This releases a canister from the puppets leg or arm, the canister flies 10ft straight forward then explodes, releasing hundreds of needles. All within 40ft must make a reflex safe of DC 15.
Any who fail this check, takes 6D6 damage.

Poison needle spray:
This ability fires about 30 poisoned needles at an enemy. The puppet must make a ranged attack against the target, if he hits, the target must make a DC 16 fortitude save. If the target fails this save, he takes 2D4 con damage.

Poison needle explosion:
This releases a canister from the puppets leg or arm that flies out 20ft directly in front of the puppet, then explodes. Anyone within 40ft of the canister must make a DC 18 reflex save. If they fail, they take 6D6 damage, and then must make a fortitude save of DC 18, or take 2D6 con damage.

Feats:

Feats:
Below is a list of feats, each ones separated in three categories called Traps, Construction, and General.
Only Puppeteers who took the path of traps can select feats from the trap list. Puppeteers that took the path of Construction can choose feats under the construction list. Any Puppeteer can take feats from the general list.

{table]General Feats|Prerequisites|Benefits
Puppet on a string|Cha 13|Treat certain living creatures as puppets
Dance of the living marionette|Cha 15, Puppet on a string|Treat some living creatures as puppets
Puppeteer of the Living|Cha 17, Dance of the living marionette|Use almost all living creatures as puppets
Greater range|-|Increase the range at which you can control puppets
[/table]

Puppet on a string:
Requirements: Cha 13
Benefit:
Some Puppeteers simply aren't happy controlling only blocks of wood, metal, and screws. No, instead they wish to control the greatest piece of art, living creatures.
This feat allows a Puppeteer to attach ethereal strings to a living target of 1/3rd his HD. This creature cannot be larger than small size, or smaller than tiny.
If the strings are attached to a willing target, the Puppeteer focuses completely on the target, helping him hit, move, and defend him self better than usual. The subject of this gains +2 to-hit, +2 initiative, and +15 to movement speed.
The Puppeteer can also attach strings to living targets against their will. If he tries this, the target must make a will save of DC 10 + the Puppeteers level + his Cha modifier. If the subject succeeds this check, he merely feels as if something was trying to grab him, and nothing happens.
If the subject fails this check, however, the Puppeteer attaches his strings to the target, allowing him to control him.
The Puppeteer can make the target move, attack, or make other actions that do not require knowledge from the subject (I,E, the Puppeteer couldn't make a wizard cast one of his spells). The subject can actively resist this control, giving him self a -2 to attack, and initiative. And giving him a -15 movement speed.
The subject gains another will save every 3 rounds to break the strings.
Since the subject is resisting the strings in this case, the Puppeteer instead uses his own BaB + his Int modifier, to-hit if he is attacking with his living puppet.


Dance of the living marionette:
As Puppet on a String, but with the following changes: The Puppeteer can now control 1/2 his HD in living Puppets.

The subject gains +4 to-hit, +4 initiative, and+30 movement speed.
The target now makes an opposed strength check vs the Puppeteers Cha check.
If the target wins by 1-5 more, then he can apply half his strength modifier as a -to-hit and damage. He can then apply half his strength score as a -to speed.
If he wins by 6-9 more, he can apply his full strength modifier as a -to-hit and damage. He can apply his full strength modifier as a -to-hit.


Puppeteer of the living:
Requirements: Cha 17, Dance of the living marionette
Benefit: With this feat, the Puppeteer becomes extremely adept at controling living people as puppets. He can use his full HD to determine the number of living puppets he can control.

The subject gains +6 to-hit, +6 initiative, and +45 speed.
The subject can no longer affect how well the Puppeteer controls him. He may still make the initial will save, and he still receives the strength check to break it. But he can no longer give him self any penalties.

Greater range:
With this feat, a Puppeteer can control his puppets at a longer range than normal. He controls them at +15ft/level. This feat is retroactive.




This class is not finished. A major part of it, the feats must be made.

The Dealer

The Dealer
The Dealer is a master of cards, he develops his skill with cards to the point he can actually draw magical energies from them.

Hit dice: D4
Alignment: Any

Class skills: Knowledge, Slight of hand, Bluff, Open lock, Gather information, Diplomacy, Spot, listen, Sense motive, Hide, and move silently.
Skill Points at 1st Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier


{table] Level|BAB|Fort|Ref|Will|Ability
1|0|0|0|2| Deal 1D6, Word of mouth, Deck 0
2|1|0|0|3|
3|2|1|1|3| Deal 2D6, Deck 1
4|3|1|1|4| Fix the game 1/day, Mark the Cards 1/day
5|3|1|1|4| Deal 3D6, Deck 2
6|4|2|2|5|
7|5|2|2|5| Deal 4D6, Deck 3
8|6/1|2|2|6|
9|6/1|3|3|6| Deal 5D6, Deck 4
10|7/2|3|3|7|
11|8/3|3|3|7| Fix the game 2/day, Mark the Cards 2/day, Deal 6D6, Deck 5
12|9/4|4|4|8|
13|9/4|4|4|8| Deal 7D6, Deck 6
14|10/5|4|4|9|
15|11/6/1|5|5|9| Deal 8D6, Deck 7, Fix the game 3/day, Mark the Cards 3/day
16|12/7/1|5|5|10|
17|12/7/2|5|5|10| Deal 9D6, Deck 8
18|13/8/3|6|6|11|
19|14/9/4|6|6|11| Deal 10, Deck 9
20|15/10/5|6|6|12| Fix the game 4/day, Mark the Cards 4/day
[/table]

Class features:

Weapon/armor proficiencies:A Dealer is proficient with only simple weapons, and no armor.

Deal (Su): The Dealer has handled cards his whole life, he can launch a card at an enemy as a ranged touch attack, and if he hits, he deals damage according to his Dealer level .After the card hits the target, it evaporates and is lost permanently. The Dealer must have at least 1 card to use this ability.
This is a standard action.

Word of mouth (Ex): If the dealer is dealing at a table of cards, he can make a gather information check at a +5 circumstance bonus. He may not use this ability if the people at the table are people whom he knows closely, or doesn't have the information.

Mark the Cards (Ex): The dealer doesn't just know how to bend probability, he knows how to break it entirely. Starting at fifth level, The Dealer can choose the card that he draws from one of his decks. This increases according to his level (see above)

Deck (Su): The dealer can imbue his cards with magic, at first level he has a deck with nothing but 0 level spells. He may draw from this deck, and use the effect that he drew, as a standard action that provokes attacks of opportunity, once every 1D4+2 He may not draw from any other decks until this time limit is up. The Dealer must declare which deck he will draw a card from before he rolls the dice. Roll on the appropriate table below to determine the effect.
If The Dealer rolls a spell with an experience component, he must pay it in order to cast the spell.

Fix the game (Su): The Dealer knows how to stack the odds in his own favor, he can reroll any roll he wishes a number of times per day as shown above. He must take the second result and may not use this ability on the same roll twice.

Decks

Deck 0
1-10 Prestidigitation
11-20 Mage Hand
21-30 Touch of Fatigue
31-40 Light
41-50 Resistance
51-60 Acid Splash
61-70 Detect Magic
71-80 Message
81-90 Mending
91-100 Ray of Frost

Deck 1
1-10 Mount
11-20 Mage Armor
21-30 Shield
31-40 Magic Missile
41-50 Shocking Grasp
51-60 Tenser's Floating Disk
61-70 Sleep
71-80 Obscuring Mist
81-90 Identify
91-100 True Strike

Deck 2
1-10 Melf's Acid Arrow
11-20 Web
21-30 Rope Trick
31-40 Spiderclimb
41-50 Ghoul Touch
51-60 Bull's Strength
61-70 Darkness
71-80 Continual Flame
81-90 Tasha's Hideous Laughter
91-100 Touch of Idiocy

Deck 3
1-10 Explosive Runes
11-20 Fireball
21-30 Phantom Steed
31-40 Lightning Bolt
41-50 Wind Wall
51-60 Displacement
61-70 Haste
71-80 Shrink Item
81-90 Slow
91-100 Ray of Exhaustion

Deck 4
1-10 Stoneskin
11-20 Dimension Door
21-30 Evard's Black Tentacles
31-40 Invsibility, Greater
41-50 Rainbow Pattern
51-60 Phantasmal Killer
61-70 Reduce Person, Mass
71-80 Polymorph
81-90 Bestow Curse
91-100 Wall of Fire

Deck 5
1-10 Major Creation
11-20 Teleport
21-30 Rary's Telepathic Bond
31-40 Wall of Force
41-50 Overland Flight
51-60 Transmute Rock to Mud
61-70 Animal Growth
71-80 Baleful Polymorph
81-90 Mirage Arcana
91-100 Feeblemind

Deck 6
1-10 Flesh to Stone
11-20 Disintegrate
21-30 Programmed Image
31-40 Contingency
41-50 Chain Lightning
51-60 Otiluke's Freezing Sphere
61-70 Legend Lore
71-80 Globe of Invulnerability
81-90 Shadow Walk
91-100 Circle of Death

Deck 7
1-10 Mordenkainen's Magnificent Mansion
11-20 Plane Shift
21-30 Prismatic Spray
31-40 Invisibility, Mass
41-50 Reverse Gravity
51-60 Sequester
61-70 Control Weather
71-80 Force Cage
81-90 Insanity
91-100 Delayed Blast Fireball

Deck 8
1-10 Symbol of Death
11-20 Symbol of Insanity
21-30 Polymorph Any Object
31-40 Create Greater Undead
41-50 Horrid Wilting
51-60 Shout, Greater
61-70 Prismatic Wall
71-80 Planar Binding, Greater
81-90 Discern Location
91-100 Incendiary Cloud

Deck 9
1-10 Wish
11-20 Mordenkainen's Disjunction
21-30 Time Stop
31-40 Meteor Swarm
41-50 Hold Monster, Mass
51-60 Imprisonment
61-70 Power Word, Kill
71-80 Bigby's Crushing Hand
81-90 Weird
91-100 Energy Drain


Immortal of Pain

Immortal of Pain:
Death, something most creatures fear, and some seek to overcome. Some go the path of lichdom. But to some, the thought of become an undead abomination is worse than death, so they seek other routes.

No one except the Immortals them selves know how they preform their magic, some scholars say they have innate arcane power, while others say they are in contact with the gods. The true secret of this is the most closely guarded

Hitdice: 1D10
Skills: Concentration, Craft, Decipher script, Knowledge (all skills taken individually), Profession, Spellcraft, Heal
Skill points at first level: (2 + int modifier) x 4
Skill points at each additional level: (2 + int modifier)

Starting gold: 4D4 x10

Weapon/armor proficiencies: An Immortal of Pain has simple weapon proficiency, and no armor proficiency's.


{table] Level|BAB|Fort|Ref|Will|Ability
1|0|2|0|0|Ritual of pain, Resistant, Ritual
2|1|3|0|0|Fast healing 1
3|1|3|1|1|Ritual
4|2|4|1|1|
5|2|4|1|1|Ritual, Immortal stage 1
6|3|5|2|2|
7|3|5|2|2|Fast healing 2, Ritual
8|4|6|2|2|
9|4|6|3|3|Ritual
10|5|7|3 |3| Regeneration
11|5|7|3|3|Ritual
12|6/1|8|4 |4 |Immortal stage 2
13|6/1|8|4|4 |Ritual
14|7/2|9|4|4 |Fast healing 3
15|7/2|9|5 |5 |Ritual
16|8/3|10|5|5 |
17|8/3|10|5|5|Ritual
18|9/4|11 |6|6|
19 |9/4|11|6|6|Ritual
20 |10/5|12|6|6|Fast healing 4, Immortal stage 3
[/table]




Ritual of Pain:
Through his powers, an Immortal learns how to transfer his own suffering to his enemies. By cursing them, and drawing a special circle on the ground, he is able to make his victim feel everything he feels, pain, and suffering, all of this is shared.
An Immortal of Pain's main ability is to hurt his enemies, by hurting him self. To do this, he must create a circle on the ground using chalk (creating the circle is a standard action). After he has created the circle, the victim must make a will save (DC 15 + Immortal level). If he fails this check, any damage that the Immortal takes, the victim also takes, as long as the Immortal remains within his circle. This ability can be used from a range of 60 ft, when first making the curse. Then the effect can be used on the victim out to 500ft.


Resistant:
An Immortals body can stay awake at states that most people would faint from.
An Immortal can stay awake from -1 to -9, at -10 he still dies.

Fast healing:
An Immortals powers of Immortality grant him unnaturally fast healing. Wounds on him will begin to seal shut seconds after they were made, burns will vanish from his skin, broken bones will heal within minutes. And yet even this is only beginning of his powers.
The Immortal gains the Fast healing ability. The amount he heals is showed on the table above.

Ritual:
The Immortal of Pain relies on his rituals, they are powerful incantations that draw magic from within the Immortal. At 1st level, and every four levels after it, the Immortal gains a ritual from the list below, for which he meets the requirements. When the requirements states that a character has to be a certain level, that is only the minimum level. A 17th level Immortal could still get a 1st level ritual, if he wished.

Unless otherwise noted, all below Rituals take a full round action, that provokes attacks of opportunity.
Unless otherwise noted, all below Rituals can be used 1/day per three levels.


Ritual of Healing:
Requirements: 1st level Immortal.
When the Immortal uses this power, he evokes an inner burst of vitality, which instantly heals any wounds he has.
When used, this Ritual heals the Immortal by 1D8 hit points for every 1 point of intelligence modifier he has.

Ritual of Affliction:
Requirements: 1st level Immortal
When used, the Immortal literally releases part of his own life force, weakening him.
When used, the Immortal of pain can deal 1D8 damage per point of intelligence modifier he has, to him self. He can choose to use the maximum amount allowed, or the minimum.

Ritual of Strength:
Requirements: 1st level Immortal
When used, the Immortal gains +2 strength. This bonus increases by +1 for every 4 levels the character has. It lasts for 1 minute.

Ritual of Grace:
Requirements: 1st level Immortal
When used, the Immortal gains +2 to dexterity. This bonus increases by +1 for every 4 levels the character has. It lasts for 1 minute.

Ritual of fear:
Requirements: 5th level Immortal
When used, this power instills great fear of the Immortal in creatures. When used, every enemy within 40ft of the Immortal must make a will save DC of (10 + intelligence modifier + character level). If they fail, they are shaken. If they have 5 less hit dice than the Immortal, they are panicked.

Ritual of Destruction:
Requirements: 5th level Immortal
When used, this ritual sends out a pulse of dark light, that shatters the targeted object. This ritual works the same way as Shatter

Ritual of The Wymling:
Requirements: 5th level Immortal
When used, this ritual allows the user to sprout wings like that of a dragon, and gain other characteristics of dragons. This ritual allows the user to grow wings, which grant average maneuverability and a fly speed equal to the creatures base land speed. It also allows the creature to breath a 30ft cone of fire, that deals 1D6 damage for every level of Immortal. This ability lasts for 10 minutes.


Ritual of Foresight:
Requirement: 9th level Immortal
When used, this ritual functions in the same way as Divination

Ritual of The Dragon:
Requirement: 9th level Immortal
This ritual allows the Immortal to Polymorph(as the spell) into a dragon with up to the Immortals HD. This ritual does not allow him to take the shape of anything other than dragons. This ritual lasts for 1 hour.

Ritual of The Vampire:
Requirements: 9th level Immortal
When used, this ritual turns the user into a creature of the night, a nocturnal hunter, a Nosfuratu.
This ritual allows the user to grow fangs like a vampire, and suck the life force from an enemy. When used, this ritual grants a +15 to grapple checks, when used to bite a victim. If you successfully bite the victim, he takes 1D8 damage for every two levels of Immortal you have, and you heal 1D8 damage for every two levels of Immortal. This ritual last 1 minute. This bite is only good once, after the initial bite, the fangs vanish, along with the bonus to grapple.

Ritual of Blades:
Requirement: 13th level Immortal
When activated, this ritual animates 5 swords of the users choice. These swords swing at the enemies of the Immortal of their own accord, with a strength score of 20, and a BaB of +3.

Ritual of Shadows:
Requirement: 13th level Immortal
When used, this creates a 40ft wide, 20ft high, sphere of Darkness that only the caster can see in.While in this sphere, the caster gains +4 strength, +4 dexterity, +4 con, +10 to hide, +10 to move silently, and +4 to his BaB. This ritual lasts for 10 minutes.

Ritual of Flames:
Requirement: 13th level Immortal
When used, an explosion of flames shoots 40ft in all directions. These flames deal 1D6 damage per Immortal level(reflex for half).

Ritual of The Night
Requirement: 17th level Immortal
When used the user, for 1 hour, gains all the bonuses, and negatives, of a vampire of his level.

Ritual of Life
Requirement: 17th level Immortal
When used, this ritual duplicates the True Resurrection spell. The Immortal must use all the required components for this spell.

Ritual of Greater Pain:
Requirement: 17th level Immortal
For now on, every time that the Immortal takes damage while using the Ritual Of Pain, he adds an extra 4D6 damage to the amount of damage that is received by his enemy.
This ability is passive, and does not need to be declared when it is used.

Regeneration:
At 10th level, an Immortal of Pain's body is getting closer to his goal. He gains the full regeneration ability. Fire, Cold, Acid, and Bludgeoning overcome this.

Immortality:
The Immortal of Pain goes through three stages, each time growing more resistant to death. Until finally, he virtually cannot die, outside of a wish or miracle.

Stage 1: At this stage, the Immortals body regrows its self no matter what. He gains the regeneration ability. This regeneration only applies to the regrowth of lost limbs.
He may also, once per day, after he has been reduced to lower than -10, instantly heal 20 HP.

Stage 2: At this stage the Immortals body grows even more resistant to death. He no longer needs to eat, drink, or breath. He is now immune to all diseases.

Stage 3: At this stage, the Immortal simply cannot die. If he is blown up, the largest piece of him will begin to regrow. If he is put at -10, he passes out, but doesn't die. He is now immune to all poisons. If his con is put to 0, he simply passes out, and sleeps until it is restored. He is immune to all instant death spells and effects. And he no longer suffers from aging

The only way for an Immortal of this stage to die, is for a wish/miracle to be cast when he is at -10, or more hit points.

Prestige classes




Paladin of the Ever Burning Flame

Paladin of the Ever Burning Flame:

Zealots of Tyranius, the Paladins of the Ever Burning Flame hunt down and attack evil on sight. They will gladly lay down their lives for good, and take down as much evil as possible in the process.
Because these Paladins exist solely to kill evil, they are often granted freedom to become the Judge Jury and executioner, without suffering from the laws of the land.

Hit Die: 1D10

Requirements:
To qualify as a Paladin of the Ever Burning Flame, a character must fulfill the following criteria.

Alignment: Any good.
Base Attack Bonus: +6
Special: The class ability to detect evil. And must be initiated by an Arch Slayer of Tyranius.

Class Skills:
The Paladin of the Ever Burning flame's class skills are Concentration, Craft, Handle Animal, Heal, Knowledge (nobility and royalty), Knowledge (religion), Survival, Ride, and Sense motive.
Skill points at first level: (2 + Int modifier) x4
Skill points at each additional level: 2 + Int modifier


{table] Level|BAB|Fort|Ref|Will|Ability
1|1|2|0|0|Paladin abilities, Light in Darkness
2|2|3|0|0|Above the law
3|3|3|1|1|Scent of evil
4|4|4|1|1|DR 1/evil
5|5|4|1|1|Presence of light
6|6|5|2|2|Above the law
7|7|5|2|2|
8|8|6|2|2|
9|9|6|3|3|
10|10|7|3 |3|Above the law, Flames of Justice, DR 2/evil
[/table]

Class Features:
All of the following are the class features of the Paladin of the Ever Burning Flame.
Paladin Abilities:
Paladin of the Ever Burning Flame levels stack with Paladin levels for the purpose of determining the number of times per day, and damage of smite evil, and number of spells per day.

Light in Darkness:
The Paladin's job is to bring evil to justice, no matter what hole it may hide in. Three times a day a Paladin of the Ever Burning Flame can produce an effect identical to the Daylight spell

Above the law:
After being initiated into the order, Paladins are allowed to carry out justice on anyone whom they detect as being evil, without worry of being hunted down by the law. The status of the person they can carry out justice on depends on their level; the higher their level, the more important a person they can attack.

Level 2: At this level, a Paladin can carry out justice on anyone of low status, such as small time merchants, peasants, and the like.
Level 6: At this level, a Paladin can carry out justice on anyone up to the status of the heads of major trading companies, mayors of towns, and other people like this.
Level 10: At this level, a Paladin can carry out justice on anyone short of a king or queen without fear of retribution.
This ability is not useful in areas where the church of Tyranius has no hold.
A lawful character with this ability need not worry about losing his lawful alignment if he brings evil to justice.

Scent of Evil:
A Paladin of the Ever Burning Flame is trained to hunt down and kill evil. They gain the Track feat as a bonus feat, and add their class level to all survival rolls to track down evil creatures.

Damage Reduction:
A Paladin becomes more and more resistant to the attacks of evil creatures. The Paladin now has DR vs Evil. This DR is overcome by any non-evil attack.

Presence of light:
The very presence of a Paladin of the Ever Burning Flame strikes terror into the heart of evil.
The Paladin gains a frightful presence out to 60ft. Only evil creatures are effected by this presence. The DC to resist it is (10 + the Paladins level + the Paladins Cha modifier).

Flames of justice:
The Paladin of the Ever Burning Flame can call upon the flames of Tyranius to smite his enemies.
Once per day the Paladin of the Ever Burning Flame can add (his paladin level + his Paladin of the Ever Burning Flame level + his Cha modifier) x 2 to his damage damage roll. This damage is half fire and half holy.

Necromancer of the Blighted Hand

Necromancer of the Blighted Hand:

The creation of undead: To some, its a vile practice that should be done away with. To others, it is an art form. Melding life energies into an undead host, animating the host and bending it to your will. This is the domain of Necromancers. The artisans of life and death.
Above all other Necromancers, Necromancers of the Blighted Hand are able to make their pieces of "art" into monsters, with strength far above that of normal undead.

Requirements:
To qualify for the Necromancer of the Blighted Hand, a character must meet the following criteria.
Alignment: Any non-good
Skills: Knowledge (arcane) 8 ranks.
Spells: Must be able to cast Animate Dead.
Special: Must be initiated into the order by a Grand Necromancer.


Hit Dice:D4

Class Skills:
The Necromancer of the Blighted Hand has the following as class skills. Concentration, Craft, Decipher Script, Knowledge (all skills taken individually), Profession, and Spell Craft
Skill points at each level: 2 + Int modifier


{table] Level|BAB|Fort|Ref|Will|Ability
1|0|0|0|2|Power well connection, Art
2|1|0|0|3| Hand of Blight
3|1|1|1|3| Bonus feat
4|2|1|1|4| Art
5|2|1|1|4| Greater Art
6|3|2|2|5|
7|3|2|2|5| Art
8|4|2|2|6| Bonus feat
9|4|3|3|6|
10|5|3|3|7| Greater Art, Power well Connection, Art
[/table]

Spell casting progression:
From levels 2-9 the Necromancer of the Blighted Hand gains spells as if he had leveled in the spell casting class he had before taking this prestige class.

Power well connection:
A Necromancer of the Blighted Hand is spiritually connected to an artifact of great power that the Circle of the Blighted Hand possesses. It allows them to control far more undead than a normal Necromancer could.
At first level a Necromancer of the Blighted Hand can control 3x his HD in undead.
At tenth level this increases to 4x his HD.

Art:
To Necromancers of the Blighted hand, Necromancy is a beautiful art. Each undead created by them is unique, and not simply a zombie or skeleton.
At first level, and every three levels after it, a Necromancer can choose one of the below abilities. He applies these to all undead he creates.

Increased endurance:
Undead created with this ability has +4 enhancement strength and +2 HP per HD.

Increased Speed:
Undead Created with this ability have a +30 enhancement bonus to movement speed.

Tough Skin:
Undead Created with this ability have a +3 bonus to natural armor.

Extra arm:
An undead created with this requires the arm from another creature, in addition to the main body. This ability grafts an extra arm onto the undead. This arm can be used to make an extra claw attack each round. This attack deals 1D4 damage.

Extra eyes:
An undead created with this requires the eyes from 4 other creatures. These eyes are grafted all over the undead, giving it a +4 to spot checks.

Explosive Art:
Undead with this ability have their HP, and DR cut in half. But, when they die, the release an explosion that deals 4D6 damage to all creatures within 20ft(reflex for half). This damage increases by 1D6 for every 3 levels in this class. This damage is half bludgeoning and half fire.
This ability does not stack with the Undead Bomb ability.

Undead case:
This ability adds an area inside of an undead two size category's larger than the creator. A creature two size category's smaller than the undead can sit inside this compartment.
While inside the undead, the character gains +4 deflection bonus to AC. They cannot cast any spells with somatic components, nor can they move or attack. The only way for them to move around while in the undead is to order the undead to move.
If ordered, an undead with this ability can make a grapple attempt to shove the creature into him self. While in the undead a creature is considered pinned. They can make a strength check DC 20, or an escape artist DC 15 to break out.

Bonus feat:
A Necromancer of the Blighted Hand gains bonus feats at 3rd and 8th level. These feats must be either metamagic, or a feat that increases the strength of his undead(such as those in Libris Mortis).

Hand of Blight:
A Necromancer of the Blighted Hand is around undead so much this his body becomes an outlet for the undead energy that creates undead, and damages living creatures.
This ability allows the Necromancer of the Blighted Hand to create undead with a mere touch. This ability works as Animate Dead, and can be used once per day, for ever three levels of Necromancer of the Blighted Hand.
In addition, once per day the Necromancer of the Blighted Hand can make a melee touch attack that deals 1D6 per level of Necromancer of the Blighted Hand negative energy damage.

Greater Art:
A Necromancer of the Blight Hand knows how to create undead of incredible power. At fifth and tenth level a Necromancer of the Blighted Hand can pick one of the below abilities to apply to their undead.

Flight:
An undead with this ability has two massive boney wings with a thin membrain grafted onto it. These allow it to fly at a speed of 30ft per round.

Undead Bomb:
An undead with this ability has their HP cut in half, and their DR and natural AC bonus removed.
When this Undead is killed, they explode in a huge blast. The blast deals 6D6 +1D6/2 levels to all within 40ft(reflex for half).

Spread the plague:
Any creature killed by an undead with this ability has a 10% chance to rise up as an undead under the creators control. This ability cannot allow the creator to control more undead than he normally could.
The raised creature is always a zombie.

Touch of unlife:
An undead with this ability adds 2D6 negative energy damage to his slam attacks.

Sacred Healer of Valien

Sacred Healer of Valien:
The Sacred Healers of Valien are the like the sight of angels for solders on the battlefield and anyone who is ill.
These people dedicate their life to healing the weak, and restoring people to health.

Requirements:
To qualify as a Sacred Healer of Valien a character must meet the following criteria.
Alignment: Any non-evil
Skills: Knowledge (Religion) 8 ranks, Heal 8 ranks.
Spells: Must be able to cast Cure Light Wounds.
Special: Must be initiated into the order by a Magistrate.

Hit Dice:D8

Class Skills:
The Sacred Healer of Valien has the following as class skills. Concentration, Craft, Diplomacy, Heal, Knowledge (arcana), Knowledge (religion), Knowledge (the planes), Profession, and spellcraft.
Skill points at each level: 2 + Int modifier


{table] Level|BAB|Fort|Ref|Will|Ability
1|0|0|0|2| Healers Touch
2|1|0|0|3| Heal the Masses 1/day, Remove Disease 1/day
3|1|1|1|3| Medicine
4|2|1|1|4| Heal the Masses 2/day, Remove Disease 2/day
5|2|1|1|4| Touch of an angel
[/table]

Spell casting:
Through levels 2-5 a Sacred Healer of Valien gains spell casting progression as if she had taken a level in the spell casting class she had before she entered this prestige class.

Healers touch:
1 time a day, and two times at 5th level, a Sacred Healer of Valien can heal 3x (her cha modifier + her total class level) in damage. This is positive energy.

Heal the Masses:
A Sacred Healer of Valien heals all those that would need it. Once per day at second level, and two times per day at fourth level, a Sacred Healer of Valien can use cure light wounds, mass.

Medicine:
A Sacred Healer of Valien does not need to pay XP to make potions of cure light, and only needs to pay 1/3 the market price.


Remove Disease:
Once per day at 2nd level, and twice per day at 4th, a Sacred Healer of Valien can produce Remove Disease, as the spell.

Touch of an angel:
Once per day, a Sacred Healer of Valien can heal 5 x (Her cha modifier + her total class level). This is positive energy.

Golden Fist of Ziar

Golden Fist of Ziar
Remnants from the Ages of Nations, the Golden Fists of Ziar were elite enforcers for the Empire of Ziar.
The Golden Fists of Ziar pursue a goal called Odias. Odias, according to the Golden Fists, is a state that one can only reach in the heat of battle. It is complete bodily, spiritual, and mental perfection. They call this the Golden State.

Requirements:
To qualify as a Golden Fist of Ziar a character must meet the following criteria.

Alignment: Any lawful
Base Attack Bonus:+4
Special: Must have flurry of blows as a class feature, and must be initiated into the order by an Enlightened Fist.

Hit Dice: 1D8

Class Skills:
The Golden Fists class skills are Balance, Climb, Concentration, Craft, Escape Artist, Hide, Jump, Knowledge (history), Knowledge (religion), Listen, Move Silently, Profession, Sense Motive, Spot, Swim, and Tumble.
Skill points at each level:4 + Int modifier

{table] Level|BAB|Fort|Ref|Will|Ability
1|0|2|2|2| Bronze State, Monk Abilities
2|1|3|3|3| Fist of Iron
3|2|3|3|3|
4|3|4|4|4| Fist of Steel
5|3|4|4|4| Silver State
6|4|5|5|5| Fist of Mithril
7|5|5|5|5|
8|6/1|6|6|6| Fist of Adamantine
9|6/1|6|6|6|
10|7/2|7|7|7| Golden State, Fist of Gold
[/table]

Monk Abilities:
A Golden Fist's class levels stack with his monk levels for the purpose of determining his unarmed damage and bonuses to Armor Class and unarmored speed. His class levels do not apply to other monk abilities such as flurry of blows, slow fall, and so on.

Bronze state:
This is the first state that a Golden Fist learns to enter while in combat. 1/day at first level, 2/day at 5th, and 3/day at 10th, a Golden Fist can activate this ability and enter a Bronze State
While in this state, a Golden Fists movement becomes erratic and his blows strike slightly harder. This gives him a +2 dodge bonus to AC, a +2 to hit on all blows, and +2 damage. This state lasts for 3 rounds/per point of con modifier the Golden Fist has.

Fist of Iron:
The Golden Fist of Ziar learns how to strike down his opponent in a number of ways. The first way he learns is the Fist of Iron. When activated, this ability allows the Golden Fist to strike with the strength of Iron. He gains his level in bonus damage to his next damage roll.
This ability takes a standard action to activate, and will wear off if not used in two rounds.

Fist of Steel:
With this ability, the Golden Fist's attacks hit with the hardened resolve of steel. He gains half his level in bonus to-hit and damage for his next attack.
This ability takes a standard action to activate, and is lost if not used within 2 rounds.

Silver State:
In this state, the Golden Fists body and mind become stronger, and able to resist more.
When activated, this state grants +4 dodge bonus to AC, +5 to-hit, +5 damage, DR 2/- and he is immune to compulsion effects.
He can use this ability 1/day at 5th level, and 2/day at 10th. It lasts for 3 rounds per point of constitution that the Golden Fist has.

Fist of Mithril:
With this ability, the Golden Fists hands strike with the speed and precision of Mithril.
This ability grants the Golden Fists level in a bonus to hit with all strikes made in the next round after activating this.
This ability takes a standard action to activate, and is lost if not used within 1 round.

Fist of Adamantine:
This ability allows the Golden Fist to strike with the weight of adamantine.
when activated, this ability grants twice the Golden Fists level in damage on his next roll. Further, any creature struck by this fist must make an opposed strength check. If the Golden Fist wins the check, the target is sent flying backwards 5ft per point of strength modifier the Golden Fist has.

Golden State
At this point, the Golden Fist has finally reached his goal of the Golden State. And may enter it 1/day.
While in this state, the Golden Fist has +6 AC, +8 to-hit, +6 to damage rolls, DR 4/-, and immunity to all mind-effecting spells and abilities.

Golden Fist:
With this ability, the Golden Fists attack lands with the perfection of Gold.
When activated, this ability grants +double the Golden Fists level in a bonus to-hit, and +the Golden Fists level in damage.
This ability takes two rounds to activate, and must be used the round after it is finished being activated, or it is lost.


I will soon add more classes, I just have to write them up :smallwink:

Draken
2007-07-01, 12:12 PM
Too many dead levels and... why does a PrC that comes out of a melee base class got the worst BBA progression possible?

Also, what would be the kind of damage of "Flames of Justice"? Fire? Divine?

criticalstriker
2007-07-01, 12:19 PM
Too many dead levels and... why does a PrC that comes out of a melee base class got the worst BBA progression possible?

Also, what would be the kind of damage of "Flames of Justice"? Fire? Divine?

The BaB was a mistake, thank you for pointing it out o.O

Its half holy, half fire.

Khoran
2007-07-01, 12:28 PM
I'd just like to mention on Above The Law: Lawful does not apply to actual written laws. Lawful is about order and codes and the like. So, with the Above the Law ability, you might want to make it so that they do not risk losing a lawful alignment for doing so (or allow them to repent for it with no xp cost.) You should still have to face actual legal persecution, since your organization or god or whatever might not have any strength in the region.

criticalstriker
2007-07-01, 12:44 PM
I'd just like to mention on Above The Law: Lawful does not apply to actual written laws. Lawful is about order and codes and the like. So, with the Above the Law ability, you might want to make it so that they do not risk losing a lawful alignment for doing so (or allow them to repent for it with no xp cost.) You should still have to face actual legal persecution, since your organization or god or whatever might not have any strength in the region.

Okay, I updated it with that.

criticalstriker
2007-07-01, 02:18 PM
Okay, I added the second class "Necromancer of the Blighted Hand".

Callix
2007-07-01, 03:48 PM
On Scent of Evil, you can't make Survival rolls to track without the Track feat. Since this is neither a prerequisite nor a bonus, there probably needs to be some form of wording either allowing them to roll survival or sayin they can only use this with Track. Just for clarification.

criticalstriker
2007-07-01, 05:58 PM
On Scent of Evil, you can't make Survival rolls to track without the Track feat. Since this is neither a prerequisite nor a bonus, there probably needs to be some form of wording either allowing them to roll survival or sayin they can only use this with Track. Just for clarification.

Thank you, I didn't know that. I don't really use ranger types much. I'll edit it now.

SmileyX
2007-07-01, 06:27 PM
Oooh, I'm always interested in necromancer prestige classes, and i have a few suggestions
#1, you have the lvl 10 will and fort saves mixed up

#2
Undead case:
This ability adds an area inside of an undead two size category's larger than the creator. A character two size category's smaller than the undead can sit inside this compartment.
While inside the undead, the character gains +4 deflection bonus to AC. They cannot cast any spells with somatic components, nor can they move or attack. The only way for them to move around while in the undead is to order the undead to move.
you should change character to creature, and you may want to make it that undead with this compartment may use grapple checks to shove grappled opponents inside, this way it can be applied to a undead creature of any size, and it has a dual purpose as being a fun offensive ability.

#3 you reference grafting alot, you may want to add graft flesh as a bonus feat or as a prerequisite, oh and make sure it only applies for undead grafts

#4
Hand of Blight:
A Necromancer of the Blighted Hand is around undead so much this his body becomes an outlet for the undead energy that creates undead, and damages living creatures.
This ability allows the Necromancer of the Blighted Hand to create undead with a mere touch. This ability works as Animate Dead, and can be used once per day.
In addition, once per day the Necromancer of the Blighted Hand can make a melee touch attack that deals 3D6 negative energy damage.
the undead energy you are speaking of is called negative energy, also sad to say it, but this ability is kinda weak, you may want to scale it, so that for example, once per day they can make a touch attack that deals a number of d6's equal to their lvl in Necromancer of the Blighted Hand in negative energy, now i didnt word that well but you get the picture lol, maybe also if the target dies form the effect they are effected by animate dead, also you may want to consider making the animate dead effect scale as well

#5
Spread the plague:
Any creature killed by an undead with this ability has a 10% chance to rise up as an undead under the creators control. This ability cannot allow the creator to control more undead than he normally could.

now this is a very cool ability, however i think you need to be more specific, does it make the same type of undead? does it make them a zombie? If its a zombie does it override some undead creatures natural spawn making abilities? Also you may want to consider changing the percent to a will save or something.

I hope you find this helpful, and i'm looking forward to more interesting classes :smallbiggrin: .

criticalstriker
2007-07-01, 07:04 PM
Oooh, I'm always interested in necromancer prestige classes, and i have a few suggestions
#1, you have the lvl 10 will and fort saves mixed up

#2
you should change character to creature, and you may want to make it that undead with this compartment may use grapple checks to shove grappled opponents inside, this way it can be applied to a undead creature of any size, and it has a dual purpose as being a fun offensive ability.

#3 you reference grafting alot, you may want to add graft flesh as a bonus feat or as a prerequisite, oh and make sure it only applies for undead grafts

#4
the undead energy you are speaking of is called negative energy, also sad to say it, but this ability is kinda weak, you may want to scale it, so that for example, once per day they can make a touch attack that deals a number of d6's equal to their lvl in Necromancer of the Blighted Hand in negative energy, now i didnt word that well but you get the picture lol, maybe also if the target dies form the effect they are effected by animate dead, also you may want to consider making the animate dead effect scale as well

#5
now this is a very cool ability, however i think you need to be more specific, does it make the same type of undead? does it make them a zombie? If its a zombie does it override some undead creatures natural spawn making abilities? Also you may want to consider changing the percent to a will save or something.

I hope you find this helpful, and i'm looking forward to more interesting classes :smallbiggrin: .


That was helpful, thank you :smallbiggrin:

criticalstriker
2007-07-01, 07:43 PM
Okay, I added yet another. The Sacred Healers of Valien.

criticalstriker
2007-07-02, 11:57 AM
Okay, I added the Class Skills for Healer of Valien and Necromancer of the Blighted Hand. I completely forgot about those yesterday o.O

Callix
2007-07-02, 04:36 PM
The Healer, at 4th level, gets two abilities it already has. Were you meaning 2/day?

criticalstriker
2007-07-02, 04:40 PM
The Healer, at 4th level, gets two abilities it already has. Were you meaning 2/day?

Yes I did. Its fixed, now. Thanks for pointing that out. I must of mistyped it when I remade the table.

criticalstriker
2007-07-09, 04:29 PM
Okay, I've updated it with new formatting and added a new class.

Cicobalico
2007-07-20, 01:53 PM
Deck (Su): The dealer can imbue his cards with magic, at first level he has a deck with nothing but 0 level spells. He may draw from this deck, and use the effect that he drew, as a standard action that provokes attacks of opportunity, once every 1D4+2 He may not draw from any other decks until this time limit is up. The Dealer must declare which deck he will draw a card from before he rolls the dice. Roll on the appropriate table below to determine the effect.
If The Dealer rolls a spell with an experience component, he must pay it in order to cast the spell.


What did you exactly mean here?
Every time he uses a card he must wait 1d4+2 rounds?
and every deck has just 100 card and then that's it? He cannot cast anymore?
Sry but I am really interested in this class and i couldn't figure out how it exactly works:smallsmile:

Thexare Blademoon
2007-07-20, 02:24 PM
What did you exactly mean here?
Every time he uses a card he must wait 1d4+2 rounds?


1d4+2 rounds before he can use another one. He can do other things.

JackMage666
2007-07-20, 02:51 PM
Deal (Su): The Dealer has handled cards his whole life, he can launch a card at an enemy as a ranged touch attack, and if he hits, he deals damage according to his Dealer level .After the card hits the target, it evaporates and is lost permanently. The Dealer must have at least 1 card to use this ability.

What kinda action is this? Is it a standard action, or an attack action? If it's an attack action, the Dealer can make extra attacks at higher levels, which makes it kinda broken. It wouldn't be if the Dealer had to make a ranged attack, not a ranged touch attack. I understand that this is based off the Warlock's Eldritch Blast, but it doesn't really make sense... I mean, how is a card more penetrating then an Arrow?

Also, seems to effectively by a full caster, since it can "cast" 9th level spells. It should have a Poor BAB.

Lastly, what proficiencies does it get? No armor, no weapons? No armor, simple weapons? Does armor interfere with it's dealing?

salmonking2
2007-07-20, 04:25 PM
Dude the first and third ones are like rip offs from naruto. kankuro uses puppets and hidan drew circles around himself and made other people take damage. oh yeah and hes immortal. but they're all really cool

criticalstriker
2007-07-26, 04:53 AM
Dude the first and third ones are like rip offs from naruto. kankuro uses puppets and hidan drew circles around himself and made other people take damage. oh yeah and hes immortal. but they're all really cool

First and third? I'm assuming you are referring to the IoP, and The Puppeteer, correct?

As for the IoP, I did first get the idea of an immortal who kills people by killing him self from the manga, but I think calling it a "rip off," is a bit extreme.

And, I do realize that Kankouro uses puppets, but this one was not a "rip off,"(as you put it) of Naruto. I had been wanting to make a Puppeteer-type class long before I knew about the puppeteers in Naruto, just I'm a bit lazy, and until I get inspiration it just kind of sits in the back of my mind.


What kinda action is this? Is it a standard action, or an attack action? If it's an attack action, the Dealer can make extra attacks at higher levels, which makes it kinda broken. It wouldn't be if the Dealer had to make a ranged attack, not a ranged touch attack. I understand that this is based off the Warlock's Eldritch Blast, but it doesn't really make sense... I mean, how is a card more penetrating then an Arrow?

Also, seems to effectively by a full caster, since it can "cast" 9th level spells. It should have a Poor BAB.

Lastly, what proficiencies does it get? No armor, no weapons? No armor, simple weapons? Does armor interfere with it's dealing?

I can never seem to remember proficiencies when making classes, thanks for reminding me. I'll add those in a second.

Its a form of a caster, yes. Albeit a limited one. He may only draw his cards once every 1D4 +2 rounds, which I would think would make not really a full caster, but... Really, I don't know the name for it.

No, he will not have proficiencies with any armor or weapons. But, if he does choose to take the feats, it wont effect his casting.


What did you exactly mean here?
Every time he uses a card he must wait 1d4+2 rounds?
and every deck has just 100 card and then that's it? He cannot cast anymore?
Sry but I am really interested in this class and i couldn't figure out how it exactly works


He can take any actions he wants in those 1D4+2 rounds, just not draw another card from his deck.

And no, not every deck has 100 cards, he could have a deck with 10,000 cards if he wished. The charts are merely for determining what he draws, they do not represent the actual number of cards.