Card Master (3.5e Prestige Class)
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|“||It's not gambling if you win everytime||”|
|—Twisted Fate, Human Card Master|
The Card Master wields an enchanted 32 card deck, which he can attack with at unbelievable speeds. He is extremely versatile, with three different complementary methods of fighting enemies. He can switch between putting a very large number of attacks into a foe at once to throwing a moderate number of cards while moving, along with a few other abilities. He specializes in dealing small amounts of damage a large number of times; the more attacks he can get, the better he does.
Becoming a Card Master
<-why characters pursue this class, what other classes they typically have, and what abilities are important->
|Base Attack Bonus:||+4|
|Skills:||Sleight of Hand 7 ranks, Bluff 7 ranks|
|Feats:||Rapid Shot, Skill Focus (Sleight of Hand)|
|Special:||Dexterity 17, Must have 1000g worth of materials for the Enchanted Deck.|
|1st||+0||+0||+2||+0||Enchanted Deck, Pick a Card, Card Flurry, Wild Cards 1d8 2/day|
|4th||+2||+1||+3||+1||Wild Cards 2d8 4/day|
|5th||+2||+1||+4||+1||Improved Rapid Shot, Pairs, Improved Pick a Card|
|7th||+3||+2||+5||+2||Wild Cards 3d8 6/day, Improved Mobile Flurry|
|10th||+5||+3||+7||+3||Wild Cards 4d8 8/day, Greater Card Flurry|
Class Skills (<-skill points-> + Int modifier per level)
|11th||<-any improvements to class features gained at this level, including any bonus feats->|
|12th||<-any improvements to class features gained at this level, including any bonus feats->|
|13th||<-any improvements to class features gained at this level, including any bonus feats->|
|14th||<-any improvements to class features gained at this level, including any bonus feats->|
|15th||<-any improvements to class features gained at this level, including any bonus feats->|
|16th||<-any improvements to class features gained at this level, including any bonus feats->|
|17th||<-any improvements to class features gained at this level, including any bonus feats->|
|18th||<-any improvements to class features gained at this level, including any bonus feats->|
|19th||<-any improvements to class features gained at this level, including any bonus feats->|
|20th||<-any improvements to class features gained at this level, including any bonus feats->|
All of the following are class features of the Card Master.
Enchanted Deck (Su): All of the Card Masters abilities stem from throwing cards from his Enchanted Deck. It is made up of 32 cards; 1-8, Jester, Prince, Queen, and King, with three suits: Green, Yellow, and Blue. When the Card Master throws a card at an enemy, it forms a card sized plane of force on the front side. It is treated as a light weapon. When it hits an opponent, it deals 1d4 force damage, and reduces any precision based damage that it would have dealt to zero. The deck can be enchanted like a normal magic weapon, and has a maximum range of 75 feet and a range increment of 30 ft. When attacking with his deck, the Card Master may treat his Card Master levels as being full BaB. If, in one round, the Card Master throws four or more cards, every fourth card deals triple damage. After removing a card from the deck and throwing it, the card reappears in the deck on the next turn. during combat, the deck is split in half and is carried in two cases on the Card Master's wrists. When throwing, he draws from the case on the opposing hand and throws in one motion, often looking like he's hitting a speed-bag with the backs of his hands.
Pick a Card (Su): A Card Master may, as a move action (or as a swift action as part of movement), draw a specific suit of card from the Deck and activate its enchantment. The Card Master, after picking a card, must wait 1d4+1 rounds before he can pick a card again. He makes a Sleight of Hand check, DC 25, to draw the card. If he fails the check, there is no effect, and he must wait 1d4+1 rounds to pick another card. If he succeeds, he adds one of the following effects to his next attack, based off of the suit of the card he picked. The Card Master cannot augment Wild Cards with a picked card. At level 5, the Card Master may hold off using his picked card for up to 4 attacks. This ability can only be used if the Card Master has the Quick Draw feat.
- Blue: A card of this suit deals double damage and has +1 to hit. In addition, the Card Master gets +1 AC for the next attack against him.
- Yellow: A card of this suit deals an additional 2 damage, which is doubled if it is the fourth card thrown in one turn. In addition, the target is dazed and has -5 to Reflex saves until the end of the Card Masters next turn.
- Green: A card of this suit deals an additional 3 damage in a 5 foot burst from the targets location, which is doubled if it is the fourth card thrown in one turn. In addition, everyone hit with the burst has their movement speed reduced to one half their normal speed for 3 rounds and has -1 to Reflex saves until the end of the Card Masters next turn.
Card Flurry (Ex): When attacking with his Deck, a Card Master may throw a flurry of cards at the expense of accuracy. When doing so, he may make one extra throw in a round at his highest base attack bonus, but this attack takes a –2 penalty, as does each other throw made that round. When a Card Master reaches 4th level, the penalty lessens to –1, and at 8th level it disappears. A Card Master must use a full attack action to throw a flurry of cards. When a Card Master reaches 10th level, her card flurry ability improves. In addition to the standard single extra throw she gets from card flurry, she gets a second extra throw at her full base attack bonus. This ability can only be used if the Card Master has the Quick Draw feat.
Wild Cards (Ex): The Card Master can make a special throw as a standard action 2 times per day, in which he holds three cards in the same hand and throws them all at once. The second they leave his fingers, their enchantments kick in, sending them off in three different directions. The first card goes strait, in a 30 foot line. The second card goes in a 30 foot line 45 degrees to the right of the first card, and the third card goes in a 30 foot line 45 degrees to the left of the first card. Each card deals half again its normal damage +1d8 to all creatures in the line, with a Reflex save (DC 12 + Dex mod + class level) for no damage. Every three levels, the bonus damage increases by 1d8, and the Card Master gets 2 more uses per day. Each line counts as a separate attack, but they cannot be tripled on the fourth attack.
Mobile Flurry (Ex): At level 3, the Card Master learns to throw cards in quick succession, even when moving. He may use his Rapid Shot feat as part of a standard action. At level 7, the card master can make a second throw when using Rapid Shot as a standard action, albeit at a -5. At 10th level, the card master can make a single attack with his off-hand as a move action (or as a swift action as part of movement), albeit at a -6. This ability can only be used if the Card Master has the Quick Draw feat.
Improved Rapid Shot: When using the Rapid Shot feat, the Card Master may ignore the -2 penalty on all of his ranged attack rolls.
Pairs (Ex): A 5th level Card Master is adept at throwing cards with either hand. The penalty for dual wielding is reduced by 1 while the Card Master is using his Deck. If he has Two Weapon Fighting, this feat stacks with it, and he can make an additional throw with his off hand when taking a standard action to throw a card with his primary hand. Penalties for fighting with two weapons still apply.
<-What happens (if anything) if characters of this class lose an entry requirement or violate their code of conduct (if this class has one). Delete this section if there are no contingencies for continuing in this class->
Playing a Card Master
Combat: <-Typical role in combat->
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->
Resources: <-What kind of assistance members of this class can expect from each other including possible organizations->
Card Masters in the World
|“||Who's up for a game of chance?||”|
Card Masters are often found in taverns, inns, and any place where there is gambling, or people to cheat out of their Gold. Commonly found in large cities, Card Masters know when to cheat people of their gold, stop before the guards get involved, and get away before anybody notices they were there.
NPC Reactions: <-Card Masters often try to keep a low profile in order to make the most money in each town,leaving people initially indifferent how ever once there cheating is discovered people tend to give them the cold shoulder or even try to run them out of town. ->
Card Master Lore
Characters with ranks in <-the appropriate skills-> can research <-insert prestige class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
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|21||<-very rare information->.|
|26||<-information so obscure that members of this class might not even know it->.|
Card Masters in the Game
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Adaptation: <-Fitting this class in your campaign->
Sample Encounter: <-DM placement for NPC of this class->
EL whatever: <-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->