Card Mage (3.5e Class)

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Card Mage[edit]

Card Mages (unlike others spell casters) do not learn how to preform spells, but rather they learn about the spells and imprint it on there "playing cards." "Playing Cards" are tied to Card Mages and can't be used by anyone but themselves, not even an ally can use their cards. The cards look like normal everyday playing cards (unless they tied a specific deck to themselves) and can be used as such but they have spells encoded in each card and each card has a different spell encoded on it. When the card is activated it hardens becoming as hard as steel, it can be used as a melee attack or a ranged (throwing) attack. Then the next thing it hits it casts it's spell on after it is used it disappears and is restored when the card mage rests

Making a Card Mage[edit]

Now while a card mage starts off with 52 spells they have no idea what card will be next until they draw it, for the deck reshuffles after a card leaves the rest of the deck. While the Card Mage can put his card back the deck will reshuffle again and the card might be the same, wasting his/her time in combat.it also means you have a wide variety of spells at your disposal.

Abilities: Card Mages, tend to stay back and handle enemies from afar. Their Dexterity is their saving grace as it allows them to avoid being hit and remain accurate with their cards. Although, some may favor Strength and Constitution so they can shove the card into their enemies. .

Races: Card Mages can be any race as long as they have the ability to hold magic cards.

Alignment: Card Mages can be any Alignment but most tend to lean to chaotic seeing as how gambling (in some cities) is frowned upon.

Starting Gold: starting gold; 2d6×10 gp (Average starting gold is 70)

Starting Age Simple

Table: The Card Mage

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +1 +1 +0 Magical Deck,Weapon Finesse (Cards), Weapon Proficiency (Cards)
2nd +1 +1 +1 +0 Cone of Cards(2) bonus feat
3rd +2 +2 +2 +1 Rapid Reload (Cards), Lucks Grace (d6) 5/encounter
4th +2 +2 +2 +1 Fling and Fleet, Uncanny Dodge
5th +3 +3 +2 +1 Flashy Flourish/2 day, Cone of Card(3)
6th +3 +3 +2 +2 Flash read
7th +4 +3 +2 +2 52 Pick Up, Now you see us Now you don't
8th +4 +4 +3 +2
9th +5 +5 +3 +3 Cone of Cards(4), Bonus Feat
10th +5 +5 +3 +3 Ace of Spades
11th +6 +6 +4 +3
12th +6 +6 +4 +4 Now you see us Now you don't/2 day, Bonus Feat
13th +7 +6 +5 +4
14th +7 +6 + 5 +4 Flashy Flourish/4 day
15th +8 +6 +5 +4 luck's grace (d4)
16th +8 + 7 +6 +5 Now you see us Now you don't/3 day
17th +9 +7 +6 +5 Queen of Hearts
18th +9 +7 +6 +5 Cone 0f Cards (5), Bonus Feat
19th +10 +8 +7 +6 luck's grace (d2)
20th +10 +8 +7 +6 Cards of Chaos

Class Skills (<-number of skill points-> + Int modifier per level, ×4 at 1st level)
<-class skills (and key abilities)->.

Class Features[edit]

All of the following are class features of the Card Mage.

Weapon and armor proficiency:card mages are proficient with thrown weapons and light armor.

Magical Deck: To most, a normal deck of Playing Cards, but this Deck has been magically infused with spells but only the owner of the deck can use them. Each card has a spell tied to it (Level 0- Level 9 spells for first deck) and when the card hits (wall, enemy, ally, yourself, etc.) the spell activates. You can't chose spells that would go against your alignment, religion, or any other trait you have. Whenever a card is pulled from the deck, it can be thrown/stabbing, looked at, or put back. Some of these actions takes up action points during combat when throwing/stabbing it takes 1 action point, when looking at the card is a free action, putting it back is a free action. A deck is always shuffling (cards change faces not actually shuffling), so the deck can't be "rigged." A person does not make saving throws for the card or spell the card casts instead they rolls as if it was a regular shuriken (just with a 40ft range). Player should use a regular playing card deck and assign a spells to them.

Cone of Cards You shoot edged cards out of your hand cut enemies in a thirty foot radius dealing 1d10 damage every two levels

Lucks Grace: Allows, you a chance to pull the card you want (Pick a card out of your deck) if you win a roll (pick a number if the dice lands on that number you win.)

Fling and Fleet:Gives the Card Mage the ability to use his cards while moving or when on the ground/ flat-footed.

Flash read you can read anything within sight in an instant and remember every detail you've read.

52 pickup: 52 pickup used as command spell and if they don't succeed a will save (your will plus 1 for every level) they must take 1d12 rounds picking up the cards if they do succeed they just see just you toss cards on the floor.

Flashy Flourish: You may use this ability to daze your opponents if the are in front and facing you confusing them for 1d10 roumds.

Ace of spades: You may expend 10 cards and instead of casting a spell use it to enhance your stats by plus one (for 1hour/level).

Now you see us now you don't: You may shoot cards above you and up to 4 others turning invisible for 5 rounds or until any one of the targets attack.

Cards of chaos: You chaotically shoot 5 cards at a time using the same spell (taking 1 round)

==== human card mage Starting Package ==== their deck of cards a waterskin 10 torches a bedroll and a tent

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Campaign Information[edit]

Playing a card mage[edit]

Religion: as card mages are gamblers at heart they will follow dieties of luck to improve their chances in a game.

Other Classes: they don't see anyone as inferior and are really just swell people.

Combat: a card mage will stay at range so they can use their cards while staying out of harm.

Card mages=[edit]

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

Typically card mage will be seen doing any sort of gambling.

Daily Life: the daily life life of the refined card mage is eat drink gamble repeat

Organizations: often card mage elders will work in a chain of casinos or buy one to add to the ever growing network.

Npcs reaction: An Npcs typical reaction is to try to beat them in a type of casino game to prove they're not as good as they think they are (usually they dont)

Card mage Lore[edit]

Characters with ranks in local or culture can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 card mages are gamblers.
10 their usually kind and uplifting.
15 they despise people who are all bark and no bite
20 they are thought of poorly for being gamblers and try to make others see that aren't bad people

<-pluralized class name-> in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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