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 3.5 class of the week #4 the Card (as a changed profile)

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Steve the Lantern Archon
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Steve the Lantern Archon


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Join date : 2011-01-15
Age : 2016
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3.5 class of the week #4 the Card (as a changed profile) Empty
PostSubject: 3.5 class of the week #4 the Card (as a changed profile)   3.5 class of the week #4 the Card (as a changed profile) I_icon_minitimeSat Jan 15, 2011 5:59 pm

Card

Cards are intelligent and quick. They rely more on their self-confidence and ability than pure luck. A player will need a deck of cards and a coin to play this class.

Special thanks to Mason Dawe. This class is based off of his Gambler class. Special thanks to Daniel for help with balancing.
[edit] Making a Card

The Card has the capability for a high damage output, but poses a risk to both himself and his comrades.

Abilities: A Card needs a high intelligence for his spells and skills, as well as a high Dexterity, for his shooting abilities, and to improve his Armor Class. He needs absolutely no strength, all his attacks are spells or ranged.

Races: Any humanoid.

Alignment: Any non-lawful.

Starting Gold: 4d8 gp (16 gp)

Starting Age: Simple.
Table: The Card

Hit Die: d6
Level Base
Attack Bonus Saving Throws Special Spells in Deck
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +2 +0 Draw Cards, Play Card, Roulette 4 1 — — — — — — — —
2nd +1 +0 +3 +0 Weapon Focus: Revolver, Swap 5 2 — — — — — — — —
3rd +1 +1 +3 +1 Augmented Play Card 5 2 1 — — — — — — —
4th +2 +1 +4 +1 5 3 2 — — — — — — —
5th +2 +1 +4 +1 Advanced Play Card 5 3 2 1 — — — — — —
6th +3 +2 +5 +1 Joker Swap 5 3 3 2 — — — — — —
7th +3 +2 +5 +2 Weapon Specialization: Revolver 6 4 3 2 1 — — — — —
8th +4 +2 +6 +2 Improved Roulette 6 4 3 3 2 — — — — —
9th +4 +3 +6 +3 6 4 4 3 2 1 — — — —
10th +5 +3 +7 +3 Joker Swap bonus 6 4 4 3 3 2 — — — —
11th +5 +3 +7 +3 6 5 4 4 3 2 1 — — —
12th +6/+1 +4 +8 +4 6 5 4 4 3 3 2 — — —
13th +6/+1 +4 +8 +4 6 5 5 4 4 3 2 1 — —
14th +7/+2 +4 +9 +4 6 5 5 4 4 3 3 2 — —
15th +7/+2 +5 +9 +5 Joker Swap bonus 6 5 5 5 4 4 3 2 1 —
16th +8/+3 +5 +10 +5 6 6 5 5 4 4 3 3 2 —
17th +8/+3 +5 +10 +5 6 6 5 5 5 4 4 3 2 1
18th +9/+4 +6 +11 +6 6 6 6 5 5 4 4 3 3 2
19th +9/+4 +6 +11 +6 6 6 6 6 5 5 4 4 3 3
20th +10/+5 +6 +12 +6 Joker Swap bonus 6 6 6 6 6 5 5 4 4 4

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Bluff (Cha), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Knowlege (Local) (Wis), Listen (Wis), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis).
[edit] Class Features

All of the following are class features of the Card.

Weapon and Armor Proficiency: Cards are proficient with Light Armor and all simple weapons. In addition they are proficient with Revolvers

Cards may wear Medium Armor by taking the Armor Proficiency (Medium) feat, but under no circumstances may a Card wear gloves, gauntlets, or heavy armor. This equipment would hinder the Card’s ability to shuffle his deck of cards and perform most other actions associated with his class.

Skills: Unlike other classes, the Card does not gain a set amount of skill points each level. Instead, roll a 1d8 and add the Card’s Intelligence modifier. This total becomes the Card’s skill point gain for the class level. At the first class level, roll a 1d8 and add the Card’s Intelligence modifier, then multiply by 4.

Spells: The Card may not directly cast spells gained from progression in the Card class. The Card must instead choose a number of spells equal to his daily spell allotment, and imbue the spells onto cards in his deck (on a one to one basis). Any spells from the Wizard, Cleric, and Druid spell list may be imprinted. This means that the Card will not imbue every card in his deck with spells until level 20 (52 spells + 2 Jokers).

Once the Card has used a card during combat, the card is removed from the deck until the Card has rested for eight hours and taken the time to prepare spells (as a Wizard would). The Card automatically knows all spells in a spell level when he gains access to it. While preparing spells, the Card may reset all imbued cards and reassign spells to different cards.

The Card gains no bonus spells based on attributes.

The Card may not imbue cards with spells that have an XP cost associated with them.

It is recommended that the player keep a sheet of paper with a list of cards on which spells are imbued for reference.

Draw Cards(Ex): As a move action, the Card may draw 5 cards from his deck. If he still has cards from his last draw, the Card must put those cards on the bottom of his deck in a random order before drawing his new cards. The Card must do this at the beginning of an encounter, as he travels with his deck on hand, but not at the ready.

Play Card(Sp): The Card may choose any one card in his hand and play it (it is removed from the deck, see “Spells”). The type of action associated with the card is the type of action for Play Card (ex. standard action). The Card must designate a target for the spell before he plays the card. The spell is then cast by the Card at the chosen target. The Card’s caster level is treated as his Card class level plus any Wizard/Sorceress class levels minus 2 plus his Intelligence modifier/Charisma modifier, whichever is higher. (Clvl + Wlvl + Slvl - 2 + Int mod/Cha mod).

The Card ignores all component requirements for spells, but must pay the proper amount of gp for material components (if any) at the time of playing the card.

Any limitations (range, target type, etc) apply to spells cast by Play Card. If the Card plays a card with a designated target outside of the imbued spell’s specifications, the card is removed from the deck just as if it was played, but there is no effect.

If the Card draws a Joker from his deck, he may choose any level spell within his normal Spells in Deck levels and treat the Joker as a standard card imbued with that spell.

Roulette(Sp): The Card’s other weapon besides his deck of cards is his revolver. The Card may attack with the revolver as a standard action, as with any other weapon, but the weapon’s true strength is shown when the Card uses his Roulette power.

Choose a target and roll 2d6. Take the following actions based on the result:
Table: Roulette

Result Action
2, 12 Roll again, but you must choose an additional target (if possible).
3 1d4 sonic damage/2 levels in the Card class
4 Heal Minor Wounds effect on target (cleric level = Card class level -2)
5 1d4 electric damage /2 levels in the Card class
6 1d4 fire damage /2 levels in the Card class
7 Remove all remaining bullets from the revolver
8 1d4 frost damage/2 levels in the Card class
9 1d4 acid damage /2 levels in the Card class
10 Heal Moderate Wounds effect on target (cleric level = Card class level -2)
11 1d4 negative energy damage/2 levels in the Card class

If the card rolls a 2 or 12 after choosing six targets, or if the Card cannot target a member of the opposing side after a roll of 2 or 12, all remaining bullets are removed from the revolver.

Reloading the revolver is a full-round action, and must be done every six shots (whenever there are no remaining bullets).

If the revolver is fired normally, treat the attack normally. If Roulette is used, make an attack roll as if it is a standard attack, but instead of applying the revolver’s damage, use the effect listed on the table.

When using the Roulette attack the Revolvers Critical is lowered to x3 rather than x4

Weapon Focus: Revolver: At class level 2, the Card gains this feat automatically.

Swap(Su): At class level 2, the Card gains the ability to count cards, and thus pull intended cards out of the middle of the deck instead of off the top. The Card may use Swap as a free action any time he uses Draw Cards. When using swap, the card may choose to swap a card or cards at any point while drawing his 5 cards. The Card must then make a check of 1d20 + hard points in Sleight of Hand + his Dexterity modifier versus a DC 20 + double the spell level imbued upon the card. The Card must make this check for every card he tries to pull from the deck into his hand. Add a +5 to the DC of each cjkiheck for each card above one used with Swap, regardless of whether or not previous swap attempts during that Draw Card succeeded.

If the Card fails to swap a card, he instead draws a card normally. This does not effect other swaps in any way.

This ability may not be used to increase the size of the Card's hand above 5. If you use Swap with 3 cards already drawn, you must choose two or fewer cards to attempt to Swap.

Augmented Play Card(Sp): At class level 3, the Card may make a coin flip while playing a single card. The Card calls the coin in the air. If the Card is correct, the spell is treated as if it was maximized. Otherwise, the card is removed from the deck with no effect. All limitations of Play Card are applied.

Advanced Play Card(Sp): At class level 5, the Card gains the ability to play more than one card simultaneously once per day. This is subject to two main limitations:

Limitations – All spell limitations must be regarded, just as if the Card was playing each card in a set consecutively. Standard procedure applies for spells with invalid targets, as with Play Card.

Combinations – Only certain cards may be played together. This applies to the value and/or suit of the cards (ex. 4 of hearts), not to the spells imbued on the cards. The following are the allowable combinations, from worst to best:
Table: Advanced Play Card

Name Description
One Pair any two cards with the same face value (ex. a pair of 3s or a pair of Jacks).
Two Pairs any two One Pairs (see above).
Three of a Kind any three cards with the same face value.
Straight a combination of all 5 cards if they are in progressive order (ex. 4-5-6-7-8 or 10-J-Q-K-A). Ace low straights are not allowed.
Flush a combination of all 5 cards if they are all the same suit (ex. all clubs or all hearts).
Full House a combination of a One Pair and a Three of a Kind.
Four of a Kind any four cards with the same face value.
Straight Flush a combination of all 5 cards that has both the properties of a Straight and a Flush
Royal Flush a Straight Flush with an Ace.

The Card must choose only one target for Advanced Play Card. If any of the spells have a range of Personal, they effect the Card as if he was the target, and other cards are played normally. All cards in a combination must be imbued with a spell.

In the case of a Straight or a better combination on the list, the Card may choose to negate the spell imbued on one of the cards in the combination in order to either add +5 to his caster level for another imbued spell in the combination, or to treat another imbued spell as a touch attack.

In the case of a Four of a Kind or better combination on the list, the Card may choose to negate the spell imbued on two of the cards in the combination in order to either add +10 to his caster level for another imbued spell in the combination, or to treat two other imbued spells as touch attacks. Choosing either of these options negates the ability to choose an option from the “Straight or higher” case.

In the case of a Royal Flush, the Card may treat every imbued spell as a touch attack.

The Card gains the ability to use Advanced Play Card +1 time/day for every level until level 20 at which the Card has no limit to the number of times she can use Advanced Play Card each day

Joker Swap(Ex): At class level 6, the Card gains the ability to swap a Joker in his hand with any card currently in the deck. This can be done as a free action, but the Card must first make a Sleight of Hand check against all enemies’ Spot checks. If the Card fails, the Joker is removed from the deck. At class level 10, the Card gains a +5 bonus to his Sleight of Hand check for Joker Swap. This bonus increases to +10 at class level 15 and +15 at class level 20.

Weapon Specialization: Revolver: At class level 7, the Card gains this feat automatically.

Improved Roulette(Sp): At class level 8, once per day the Card may choose a value for one of the 1d6 die used for Roulette. This must be done before the other die is rolled. The Card gains an extra use of Improved Roulette every 4 character levels, to a maximum of 4 uses/day (class level 20).
[edit] Ex-Cards

A Card who becomes Lawful at any time may no longer advance in the Card class until he is either Neutral or Chaotic.


[edit] Epic Card
Table: The Epic Card

Hit Die: d8
Level Special
21st —
22nd Improved Roulette 5/day
23rd —
24th —
25th Improved Roulette 6/day
26th —
27th —
28th Improved Roulette 7/day
29th —
30th —

1d8 + Int modifier skill points per level.

Bonus Feats: The epic Card gains a bonus feat (selected from the list of epic Gambler bonus feats) every three levels after 20th.

Epic Card Bonus Feat List: Any for which the Card meets the prerequisites.
[edit] Campaign Information
[edit] Playing a Card

Religion: Cards may follow any alignment appropriate Deity, although a Card’s belief in himself normally surpasses that of his belief in his chosen religion.

Combat: Cards rarely fight on the front line, although their dexterity bonus gives them a moderate amount of survivability.

Advancement: It is not advisable for Cards to multiclass, as their decks will never be able to be fully imbued.
[edit] Cards in the World
“ It’s all in the luck of the draw... ”
—Wesley Gavin, Human Card

Daily Life: Cards can be found in Taverns playing games of chance

Notables: While Cards might gain fame at some point in their lives, they are apt to lose it quickly, as is the nature of chance.

NPC Reactions: NPCs behave toward a Card similarly to the way they would behave towards a Rogue.
[edit] Card Lore

Characters with ranks in Gather Information can research Cards to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
Gather Information DC Result
5 Cards love to take chances.
10 Cards know how to work the odds.
15 Cards are able to tailor some seemingly random results in their favor.
20 Cards never turn down a challenge to a card game.
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