Arcane Card Master (3.5e Class)

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Arcane Card Master
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Arcane Card Master[edit]

The Arcane card master looks like an average person of their race. When a situation arises they use the powers of their cards called their "Power Deck" to transform into creatures that they have bested in combat and enslaved to handle it.

Making an Arcane Card Master[edit]

The Arcane Card Master is a Multifunction Utility class. When you make one you must remember that though they take the form and ability of their "slaves" they also take on their weaknesses. This class is meant for party combat.

Abilities: The most important stat for a Arcane Card Master is Intelligence, second is Constitution.

Races: Human, Elf or Doppleganger.

Alignment: Arcane Card Masters Must be Chaotic. Chaos powers the Soul Capture technique they use, so if they lose the "Chaotic" Aspect of their alignment, they forever lose the ability to summon from the cards. The also lose the ability to Soul Steal.

Starting Gold: 5d6x15 average 150gp

Starting Age: Complex

Table: Arcane Card Master

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +1 +2 +2 Power Deck, Soul Capture, Soul Form, Chosen Card, Power Intervention
2nd +1 +1 +2 +3 Bonus Feat, Soul Extension 1
3rd +2 +2 +3 +3 Card Storage
4th +2 +2 +3 +4 Bonus Feat, Card XP Bonus 1
5th +3 +3 +4 +4
6th +3 +3 +4 +5 Bonus Feat, Card Creation 1
7th +4 +4 +5 +5 Capture Other Soul
8th +4 +4 +5 +6 Bonus Feat, Card XP Bonus 2
9th +5 +5 +6 +6 Soul Extension 2
10th +5 +5 +6 +7 Bonus Feat,
11th +6/1 +6 +7 +7 Create Magic Item 1
12th +6/+1 +6 +7 +8 Modify Card, Bonus Feat, Card Creation 2
13th +7/+2 +7 +8 +8 Card Purification
14th +7/+2 +7 +8 +9 Bonus Feat, Soul Devour
15th +8/+3 +8 +9 +9
16th +8/+3 +8 +9 +10 Bonus Feat, Card XP bonus 3
17th +9/+4 +9 +10 +10
18th +9/+4 +9 +10 +11 Bonus Feat, Card Creation 3
19th +10/+5 +10 +11 +11 Create Magical Item 2
20th +10/+5 +11 +11 +12 Bonus Feat

Class Skills 5 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Disguise (Cha), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (all skills taken individually) (Int), Profession (Wis), Listen (Wis), Perform (Cha), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis).

Class Features[edit]

All of the following are class features of the Arcane Card Master.

Weapon and Armor Proficiency: Arcane Card Masters are proficient with all simple weapons. They are proficient with Light and Medium armor types, However they cannot use a shield. They also gain proficiency wit the weapons that their soul slaves are proficient with, as long as they are in that form.


Power Deck: When you become a Arcane Card Master, you gain a Power Deck. This is a special deck, it is soulbound and cannot be stolen. It is used to hold the soul slaves that the Arcane Card Master captures. There are 75 cards in this deck, making the Arcane Card Master a very versatile player in the field. Each creature captured has the equipment it had upon death. If one picks up a new item while in a card's form, the picked up item is lost (this drawback ends at 3rd level). The cards in the deck gain experience at half the rate of the card master.

Chosen Card: This ability is how most card masters make their money "legitimately". They can make the card of choice appear in their hand from any deck. Card masters with an evil alignment use this ability to cheat at cards, good and neutral card masters only use this ability on their power deck.

Soul Capture: - At Level 1, an Arcane Card Master gains the ability to take the soul of any opponent that he has bested in combat and store it on a card. The base chance is only 35%, and increases 5% every 2 levels. If a 1% is rolled on a capture the card is chargeless and can be sustained indefinitely. The lower the roll, the more charges. 30-35% = 1 charge, so on and so forth.

Power Intervention: An arcane card master's passive equipment bonuses apply to all of his alternate forms. This is due to the equipment being absorbed into the new form when he transforms. However, like equipment does not stack. For example, a card master wearing Bracers of Defense AC9 in his primary form would get the same +9 ac in all forms, but he could not wear another set of Bracers of Defense in any other form to increase that bonus.

Soul Form - The Arcane Card Master uses his "slaves" soul to change into the slave. This is the primary way the Arcane Card Master participates in combat. They gain stat, BAB, and Save bonuses equal to 1/2 of the creatures CR (minimum of 1.) Each form can be sustained for 1 hour per Charge. The Character also gains bonus HP Equal to the creature at its CR value on the card. (I.E. 1/2 the true CR of the creature.)The Arcane Card Master also gains the powers from the creature's class, however they can only have have the powers that the class allows

Soul Extension - Soul Extension 1 allows the card master to hold the form for 2 hours per charge instead of 1, As the soul extension gets higher, the number represents how many additional hours per charge.

Card Storage - At level 3, The Arcane Card Master gains the ability to keep items picked up by his card forms in the cards. This allows him to maintain his forms for the full amount of time, and still collect his share of loot.

Card XP bonus - At levels 4,8, and 16 the card master is allowed to pick one favored form. this form progresses in level faster than the other forms. Instead of half xp, they would gain 3/4 xp. The bonus must be used on 3 separate cards.

Card Creation - At levels 6, 12, and 18 the card master gains the ability to make 1 card. To use this ability they must have a blank card, ink and a quill. The card master draws the creature, concentrating on what he wants its abilities to be. The CR of these created creatures is 2x the characters level. Special abilities can only be abilities that the characters other souls have and can only have as many as 1/3 of the characters level.

Capture Other Soul At level 7, the card master gains the ability to capture souls of enemies that have been dead for up to 1 day for every 3 levels.

Create Magical Item At levels 11 and 19, the card master gains the ability to create a magical item of a value which does not exceed level+ intelligence bonus X 1500 gold pieces. This item is permanent ind cannot be dispelled.

Card Purification At level 13 the Card master learns to purify cards to clear them, allowing the card master to store a new soul in the purified card.

Soul Devour At level 14, the card master gains the ability to devour the souls of its slaves and of the freshly dead. When he devours the soul, he regains health equal to his HP bonus from the creature. However this power really excels when eating the souls of the recently fallen. The card Master takes a small portion of the fallen creatures soul and adds it to their own, giving them permanent abilities. They get one ability, Racial bonus or stat for each soul they devour, as determined by the GM.

Ability: Special Abilities such as Breath Weapons, Flight, or Regeneration.

Racial Abilities: Natural Armor Class bonus, Base Attack Bonus, Saving Throw Bonus.

Stats: Str, Dex, Con, Int, Wis, Cha.

The abilities gained are permanent. Racial abilities can be stacked as such: The Card Master gains the Base Attack of a Chimera when he devours one time.(+9) He then gains the same from a Nalfshee. (+14) The two abilities are then added together to get his new Base Attack Bonus. (+23) The Stats DO NOT STACK. If the card master gets a new stat from devouring a soul, it overwrites his original. Obviously if a soul is devoured, it can NOT be captured into a card.

Starting Package: Power Deck (with 3 creatures, 75 blank cards. Initial Creatures must be chosen from this list; Orc, Goblin, Large Spider, Large Lizard, Hawk. Others may be added at DM discretion. These three creatures are chargeless and can be sustained indefinitely.) Deluxe Backpack, Waterskin, Short Sword, 50' Hemp Rope, Grappling hook, 3 torches, Flint and Steel, card holster, bedroll.



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