Arcane Card Master (3.5e Class)

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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. 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. They also lose the ability to Soul Steal.

Starting Gold: 4d4×10 gp (100 gp).

Starting Age: Complex

Table: The arcane card master

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Damage Deck spells per level
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +0 Power Deck, Soul Capture, Soul Form, Chosen Card, Damage Deck 4 2
2nd +1 +0 +0 +0 Bonus Feat, Soul Extension 1, Sense Ability 5 3
3rd +2 +1 +1 +1 Card Storage, Extra-Dimensional deck holding 5 3 2
4th +3 +1 +1 +1 Favored Card 1 5 4 3
5th +3 +2 +2 +2 5 4 3 2
6th +4 +2 +2 +2 Bonus Feat, Card Creation 1 5 5 4 3
7th +5 +3 +3 +3 Capture Other Soul 5 5 4 3 2
8th +6/+1 +3 +3 +3 Favored Card 2 5 5 4 4 3
9th +6/+1 +4 +4 +4 Soul Extension 2 5 5 5 4 3 2
10th +7/+2 +4 +4 +4 Bonus Feat 5 5 5 4 4 3
11th +8/+3 +5 +5 +5 Create Magical Item 5 5 5 5 4 3 2
12th +9/+4 +5 +5 +5 Bonus Feat, Card Creation 2 5 5 5 5 4 4 3
13th +9/+4 +6 +6 +6 Card Purification 5 5 5 5 5 4 3 2
14th +10/+5 +6 +6 +6 Bonus Feat, Soul Devour 5 5 5 5 5 4 4 3
15th +11/+6/+1 +7 +7 +7 5 5 5 5 5 5 4 3 2
16th +12/+7/+2 +7 +7 +7 Favored Card 3 5 5 5 5 5 5 4 4 3
17th +12/+7/+2 +8 +8 +8 5 5 5 5 5 5 5 4 3 2
18th +13/+8/+3 +8 +8 +8 Bonus Feat, Card Creation 3 5 5 5 5 5 5 5 4 4 3
19th +14/+9/+4 +9 +9 +9 5 5 5 5 5 5 5 5 4 4
20th +15/+10/+5 +9 +9 +9 Bonus Feat 5 5 5 5 5 5 5 5 5 5

Class Skills (8 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Arcana),(religion),(Nature) (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), Use Rope (Dex).

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.

Power Deck: When you become an 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.

Chosen Card: At Level 1, the Arcane Card Master can make a card of their choice instantly appear in his hand from any deck of cards in his possession. This card can be summoned from any location, including distant lands, worlds, planes and separate dimensions.

Soul Capture: Starting at first level, 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 40%, and increases 5% every 2 levels. All captured souls earn an amount of experience equal to half what the Arcane Card Master gains everytime he earns experience points of any kind. The Arcane Card Master may modify his cards using this experience in any way he wants. As for determining the current level of creatures, always use it's Hit Dice, and not CR. If the Card Master starts at a higher level, his captured souls do not gain experience as if they had been captured at first level. They are treated as if they were captured moments before the start of the campaign.

Soul Form: The Arcane Card Master uses his "slave's" soul to summon and take on the form of the "slave." At first level, the Arcane Card Master gains the ability to transform into any creature of their choice whose soul is trapped within their cards.

When you transform you gain the Strength, Dexterity, and Constitution ability scores of the chosen Form, or retain your own, whichever score is higher for each ability. For example if you transform into a Brown Bear, you could take it's Strength and Constitution scores, but keep your own Dexterity.

You also gain the Movement Methods, Natural armor, Deflection bonuses, Speeds, Natural Attacks, Extraordinary Abilities, Supernatural Abilities, Spell-Like Abilities, Racial Skill Modifiers, Reach and all other Special Qualities of the chosen Form.

Using the Soul Form is a Standard action that doesn't provoke attacks of opportunity. Soul Form lasts for 1 hour. You can freely return to your normal form at any time and change to any other form you have the card for as a standard action that doesn't provoke attacks of opportunity. While transformed you are restricted in speech to what is available to a normal creature of it's kind. For example, a dog cannot speak, but can bark. Any equipment worn and weapons held when transformed is absorbed into your new body, thus becoming effectively nonfunctional (save for passive effects from the likes of a Ring of Protection).

When transformed, you lose all racial Special Attacks, Special Qualities, and your racial spell-like abilities. You also lose the ability to cast any spells the creature you have transformed into would not normally have, such as all the spells and spell slots provided to you by the Arcane Card Master class. You do however retain all other class features normally usable by your character, and the benefit of all of your character's feats.

Damage Deck: The Arcane Card Master at level 1 gets a second deck that has 50 cards in it. Each card is able to be used once a day after using the card it is expended for the day and replenishes after the arcane card master sleep's.

Spells: The Card master may not directly cast spells gained from progression in the class. The Card master must instead choose a number of spells equal to his daily spell allotment (e.g at lv1 6 cards, lv2 8 cards so at lv20 they have 50) and imbue the spells onto cards in his deck (on a one to one basis). Any spell from any class list can be imprinted. Once the Card master has used a card during combat, the card is removed from the deck until the Card master has rested for eight hours and taken the time to prepare spells (as a Wizard would). The Card Master automatically knows all spells in a spell level when he gains access to it. While preparing spells, the Card master may reset all imbued cards and reassign spells to different cards. An Arcane Card Master's spells are not so much a result of training and study, but more the power of his imagination brought to life as spells and magical effects, and thus may not identify any spell as a result of technically "knowing" it (as stated above). He may only identify a spell he has seen before, actively studied in-game, or by succeeding a Spellcraft check if he has ranks in the skill.

Bonus Feat: At levels 2, 6, 10, 12, 14, 18 and 20 the Arcane Card Master gains a bonus feat. At each such oppurtunity, it must be either a metamagic feat, an item creation feat or a Fighter bonus feat. The Arcane Card Master must still meet all prerequisites for the bonus feat.

Soul Extension: At second level the Arcane Card Master gains Soul Extension 1, which increases the time he can use the effects of Soul Form to 2 hours per form. It is further increased by 2 hours, to a total of 4 hours, at ninth level.

Sense Ability (Su): Arcane Card Masters gain a supernatural insight to the beings around them. Starting at 2nd level, if a card masters gets within close range (30 feet + 5 feet/2 levels) of a creature or person that possesses spells or special abilities, he feels a tingling sensation (this does not include party members and other creatures he has become familiar with). He can then focus for a number of rounds to gain more insight.

-One round: The card masters learns how many beings within close range possess abilities and where they are. At this point, the card masters "locks on" to one person with an ability and can continue focusing on them as long as they remain within Medium range (100 feet + 10 feet/level).

-Two rounds: The card masters learns what sort of supernatural abilities the creature has, and what vague type these are (Spells or special abilities, or both, and whether it's Arcane or Divine).

-Three rounds: The card masters learns how many spells and how many special abilities the creature possesses. In addition to this, if the creature is using spell or special ability is used within close range of the card masters, the card masters instantly knows what kind of ability it was.

Card Storage: At level 3, The Arcane Card Master gains the ability to keep items in his cards like a Bag of Holding (bag type 1).

Extra-Dimensional deck holding: At third level, the Arcane card masters gains the ability to store their decks into an Extra-Dimensional pocket and draw a deck at will.

Favored Card: 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 3 cards. 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 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. The Arcane Card Master is no longer required to personally defeat a creature in combat in order to "enslave" it.

Create Magical Item: At level 11, After writing so many magical cards you have learned the secrets to making a certain kind of magical item. You gain one of the following as a bonus feat: Scribe Scroll, Craft Magic Arms and Armor, Craft Rod, Craft Wand, or Craft Wondrous Item.

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 recently dead. When he devours the creature’s soul and adds it to their own, giving them permanent abilities. They get one random ability, racial bonus, stat or HP bonus for each recently fallen 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 Bonus 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 added Base Attack Bonus (+23). The Stats DO NOT STACK if he devours two of the same type of creature. If the card master attempts to devour a soul from a type of creature he has previously devoured (A Chimera, for example), it overwrites the bonus of the original. In short, the Arcane Card Master can not devour the soul from two members of the same species.

Starting Package: Power Deck (with 5 creatures, 70 blank cards. Initial Creatures must be chosen from this list; Locust Swarm, Ogre, Large Spider, Dire wolf, Giant Eagle, Gelatinous Cube, Fire Mephit. Others may be added at DM discretion. An Arcane Card Master that starts at a higher level can choose to start with 5 creatures that have a maximum CR equal to the Arcane Card Master's level), Damage Deck (50 cards), Leather Armor, Deluxe Backpack, Waterskin, Dagger, 50' Hemp Rope, Grappling hook, 3 Torches, Flint and Steel, Card Holster, Bedroll.

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