Deck Holder (Pathfinder Class)

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Deck Holder[edit]

There are certain techniques and magics that can only be passed from blood, others taught in schools, some can simply be figured out by a mad man in the woods. Card magic on the other hand is something that must be gifted, or taken from one to another. The power to form cards out of one's aura to warp reality has been gifted to a special few by Desna. As the years roll on those with these powers have handed the power of cards onto their successor. As the power is given up when it is given there are very few that can use this.

Making a Deck Holder[edit]

Deck holders are highly versatile magic users that have little control of what they do. They typically keep to the back line and hope that they can do something helpful.

Abilities: Intelligence and Charisma are the most important abilities for a Deck Holder as many of their card effects rely on it.

Races: Any.

Alignment: Any.

Starting Gold: 2d10×10 gp (110 gp).

Starting Age: Trained, as Wizard

Table: The Deck Holder

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +0 +2 Tarot Reading, Deck of Truth
2nd +1 +3 +0 +3
3rd +2 +3 +1 +3 Shift Earth
4th +3 +4 +1 +4 Shape Water
5th +3 +4 +1 +4 Control Flames
6th +4 +5 +2 +5 Mold Earth
7th +5 +5 +2 +5 Time Jump (Months) (Ex)
8th +6/+1 +6 +2 +6 Moment Stop, Temporal Strike +4
9th +6/+1 +6 +3 +6 Time Jump (Years) (Ex),
10th +7/+2 +7 +3 +7 A Second Dimension of Time (Ex), Temporal Strike +5,
11th +8/+3 +7 +3 +7 Time Jump (Decades) (Ex)
12th +9/+4 +8 +4 +8 Temporal Strike +6
13th +9/+4 +8 +4 +8
14th +10/+5 +9 +4 +9 Temporal Strike +7, Greater Moment Stop
15th +11/+6/+1 +9 +5 +9 Time Jump (Centuries) (Ex)
16th +12/+7/+2 +10 +5 +10 Improved Moment Stop, Temporal Strike +8
17th +12/+7/+2 +10 +5 +10
18th +13/+8/+3 +11 +6 +11 Dichotomy (Ex), Temporal Strike +9
19th +14/+9/+4 +11 +6 +11
20th +15/+10/+5 +12 +6 +12 Temporal Strike +10, Greater Moment Stop,

Class Skills (6 + Int modifier per level)
Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis) and Swim (Str).

Class Features[edit]

All of the following are class features of the Deck Holder.

Weapon and Armor Proficiency: A Deck Holder is proficient with all simple weapons. They may wear [SRD:Light Armor|light]] armor but any heavier stops them from being able to use any class features.

Tarot Reading (Su): Whenever a Deck Holder does a reading using a tarot card deck, the possibility of it being correct becomes much greater. The chance of it being successful is 20% + the Card Holder level + their Charisma Score + Intelligence score. A specific creature cannot have information about them read in this way more than once a week. This may function as Augury at level 5, and Divination at level 9. The chance of success stays the same as stated above.


Deck of Truth (Su): At first level a Deck Holder is handed down these cards from their predecessors. These cards are what a new Deck Holder lives by. As a standard action, that provokes an attack of opportunity the Deck Holder may roll a 1d4 and draws the corresponding card. A target for the effects may be any creature within 100 feet of the dealer's choosing. The save DC for any card that states it has one is 10+1/2 lvl+ Int. The dealer may use this at will. The deck never depletes, but cards vanish upon use. These cards are apart of the aura of the dealer.

Table: Deck of Truth

Roll Card Name Effect
1 Twin Dragons The forms of two dragons of pure energy plunge straight into the target and the dealer. Deal Damage equal to 1d4 (+1d4 per 2 levels) + Intelligence to both the Deck Holder and the target. This is an energy attack that ignores DR. Both may attempt a reflex save for half damage.
2 Wellspring of Life A magical warm liquid surrounds the target for an instant, sealing their wounds. Heal the target for the dealer's Int + 1 per level.
3 Vision Visions of the world flash through the target's head. The next time within 1 round that the target spends a full round action in order to focus on one knowledge roll they may take a 20 without increasing the time needed and may do so even in combat. Alternatively they may instead take a +1 per level + Int insight bonus to their next attack within 1 round.
4 Imp Portal A small portal opens up in place of the card, a tiny imp pops through. This tiny imp lasts for 2 rounds per level. All abilities score for this imp is equal to 1 per dealer level. The hp of this imp is equal to 2 per level + Int + Cha. The only attack that imps have is a 1d3+ Str. Upon death the imp pops in a spray of blood dealing 1 damage per level points of fire damage to every creature within a 5 feet radius that fails a reflex save.

Time Sickness (Ex): A time walker cannot be within 100 ft. of a number of alternate versions of themselves greater than 1/3 his time walker level, rounded down, if he is, then he immediately becomes fatigued and takes 4d8 points of Con and Str damage, to a minimum of 1, until the number of alternate versions of himself within 100 ft. drops to an acceptable number, all alternate versions of a time walker are considered npcs.

Temporal Strike: A time walker is a man who has it within his power to see time, and even affect it, this ability truly makes him a dangerous foe upon the battlefield. At 2nd level a time walker gains the ability to make the first attack he makes in any given round a temporal strike by slashing through the temporal existence of a creature instead of it's physical existence, this attack is considered a touch attack and has a +1 distortion bonus to both attack roll and damage, additionally, on a successful temporal strike the target becomes fatigued for a number of rounds equal to the distortion bonus. If a fatigued character is struck by a time walkers temporal strike ability, then they do not become exhausted, and the duration of the fatigue overlaps. This distortion bonus increase by +1 at every even level after 2nd (4th, 6th, 8th, 10th, 12th, etc.).

Paradoxical Step: Time walkers seem to naturally bring forth extremely paradoxical powers that can confuse even the wisest men. At third level, a time Walker may spend a move action and alter his placement in the timeline. After this move action has been taken, the time Walker is considered to continuously occupy any squares that he moves through between the conclusion of the move action and the beginning of his next turn. In this manner, a time Walker may take this move action and then take a 5-foot step, then he is considered to occupy both the square he took the move action in and the square he moved to with the 5-foot step until the beginning of his next turn. While occupying multiple squares by using paradoxical step, the time Walker threatens all squares that are within his reach of any square he occupies and may choose to attack from any square that he occupies, though he may still not take any more attacks or actions in a single round than he wound be otherwise able to take. The time walker may in fact flank with himself using paradoxical step. Additionally, any special action that does not actually use an action, such as a character using the dodge feat and "designating" a single opponent to use said feat against, then the time Walker may in turn "designate" a single opponent for each individual square he occupies. Any damage that is dealt to any square the walker occupies is subtracted from the walker's maximum hit points. If an attack targets an area (as with some spells) and the time Walker occupies multiple squares in the area, then consider him as only being in the area in a single point. Once the time walker's turn starts again, then the walker selects a single square he occupies and instantaneously ceases to occupy any other square he occupied before, any lost hit points the time walker took while using paradoxical step remain fixed, while any detrimental circumstance that applied to only a single square the time walker occupied no longer affect him (including the loss of equipment due to sundering) unless the square the walker chooses to occupy at the beginning of his turn is one that is according detriment. A time walker may not use paradoxical step if he isn't able to move or think properly.

Delay: At fourth level a time walker gains the ability to make a single attack as a standard action, if this attack lands then no damage is dealt, instead, the target of the attack drops one place in order of initiative.

Moment Stop: At eighth level a time walker gains the ability to take one 5 ft. free step as an immediate action that does not actually count against the total immediate actions or swift actions he can take in a round. If this ability is used after an opponent has moved to a square where they threaten the time walker, but before the opponent makes an attack, then the opponent counts as having used his move action for the turn unless he has the spring attack feat and his total movement doesn't exceed this total speed. This ability can only be used once every 1d4 rounds.

A Second Dimension of Time (Ex): At tenth level a time walker realizes that there is not one single timeline, but instead an unfathomable web of ever branching timelines, a new one being born with each individual choice that is made, and with this new found knowledge, he is capable of using the time jump ability to jump "sideways" into another timeline, one perhaps where a war was won by a different side, or maybe one where his companion decided not to do something stupid. Whenever a time walker makes such a "sideways" jump, the save DC is always 25.

A time walker who makes a jump into an alternate timeline may seek out an alternate timeline version of himself, and due to the fact that either version is actually from another timeline entirely, his actions have no hold whatsoever over their respective pasts and futures. This concept also stretches to the aspect of a time walker merely traveling back in time and encountering a younger version of himself, the younger version could very well take a completely different timeline and never travel back in time to encounter himself at all.

Improved Moment Stop: At sixteenth level a time walker gains the ability to move at their full base land speed as an immediate action that does not actually count against the total immediate actions or swift actions he can take in a round (provoking attacks of opportunity as normal). If this ability is used after an opponent has moved to a square where they threaten the time walker, but before the opponent makes an attack, then the opponent counts as having used his move action for the turn unless he has the spring attack feat and his total movement doesn't exceed this total speed. This ability does not replace the moment stop class feature, but only either this class feature or moment stop can be used in a given round. This ability can only be used once every 1d4 rounds.

Dichotomy (Ex): At eighteenth level a time walker gains such an understanding of the second dimension of time than he gains the ability to travel down two different timelines silmutaneously for a split second, when doing this the Time Walker has enough control of either counterpart to make one of themselves take a "sideways" jump into the other timeline they travelled down (the save DC for this jump is always 25), to the eyes of another being this manifests itself as two of the same person appearing where there had only been one, each version doing a different thing.

In games terms the player character has created an alternate version of himself that he is control of, this is the only ability that will allow a time walker to make an alternate version of himself that is not an npc, this alternate version has all equipment, ability scores, and hit points as the original at the point they used dichotomy, this alternate version does not count when determining whether time sickness applies, if one of the two versions of themselves dies, nothing happens to the other, an attempt at dichotomy can only be made once every 12 hours, dichotomy cannot allow for there to be more than 2 non-npc versions of any one person in a single timeline at once.


Greater Moment Stop: At 20th level a time Walker gains the ability to move up to 4 times their full base land speed as an immediate action that does not actually count against the total immediate actions or swift actions he can take in a round (not provoking attacks of opportunity). If this ability is used after an opponent has moved to a square where they threaten the time walker, but before the opponent makes an attack, then the opponent counts as having used his move action for the turn unless he has the spring attack feat and his total movement doesn't exceed this total speed. This ability does not replace the moment stop or the improved moment stop class features, but only either this class feature, moment stop, or improved moment stop can be used in a given round. This ability can only be used once every 1d4 rounds.

Timeless (Ex): At level 3 a time walker begins to age more slowly. For every hour a time walker ages 1 minute. Whenever a time walker's time jump increases, they age 1 minute per that time unit. A 20th level the time walker has travelled through time so often that it becomes meaningless to them, at this point the time walker no longer ages and is immune to all aging affects, additionally their creature type changes to outsider for the purpose of eating and sleeping, the time walker also gains a mode of sight that duplicates the effects of a true seeing out to 30 ft., a time walker can still be resurrected normally.

Campaign Information[edit]

Playing a Time Walker[edit]

Religion: A time walkers faith (if any) is usually shaky at best, due to the fact that if they are faced with the wrath of a deity, they can simply time jump away from danger, making it much more difficult for a time walker to be god fearing, but if a time walker worships a deity because they actually agree with the ideals of that god, they will more than likely carry a religious symbol relating to that god.

Other Classes: A time walker is usually a very passive, absent-minded character, tending to get along well with talkative bards, clerics, or sorcerers, put not very well with preachy, overbearing classes, such as paladins, for instance.

Combat: Time walkers change the way the game is played, they have the ability to slow down lines of enemies using temporal strike while more fragile support characters put some distance between themselves and the enemy, while their delay ability can put off a 1 on 1 battle forever, and their moment stop class ability grants them a chance to be in two crucial places in a single round.


Time Walkers in the World[edit]

There's lots of times like the present
—Oskar Thay, Human Time Walker

Time walkers can be found anywhere, and at any point in history, it's their nature to be fleeting due to the fact that if they don't like the way the world is, it's actually a possibility for them to leave, but occasionally it's possible to find a steady time walker, a person who is tired of trying to find the perfect timeline and so is trying to make time be what he wants, one way or another.

Daily Life: A time walkers day to day life is always changing, one day they may be tracking through a dank, overgrown swamp, and the next day they could be in the streets of a merchant city that existed in the same swamp, only in a different timeline. One day they may bury a friend, and the next day be shaking that same friends hand. A time walkers life is a chaotic search for peace, a peace that only a few manage to find.

Notables: Seth Laria, the oldest time walker ever (judging from date of birth)

Organizations: Time walkers are loners, they don't intentionally organize with others of their kind in any way, mainly because the world would just become that much more confusing.

NPC Reactions: Time walkers are fleeting beings, therefore it is very unlikely for a person to recognize one on sight, unless of course an alternate timeline version of them has passed through town recently.

Time Walkers in the Game[edit]

Time walkers are travellers, they will hardly ever stay in one place for very long, if they even stop in the first place, unless of course they enjoy the location, in which case they may just spend some time enjoying it, while the world passes them by, if they miss an oppurtunity, they can always just jump back and take it.

Adaptation: Time walkers can be seen as anything, pure minded police of eternity who will save someone, not because it was their duty, but because they wanted to, or plotters of complex scemes who plan on manipulating time to create a world that they deem to be pleasing.

Sample Encounter: Orin Maske grew up in a cold world, always shunned out into the freezing darkness of the night, always powerless as he saw atrocities acted upon those closest to him, always wishing death upon the evil people of the world, but never getting his wish. Until that is, the day he turned 13 he realized that he had a strange power, the ability to go back in time at will. The possibilities rushed through his mind, and so he trained himself, learning to jump back farther and farther in time, until he reached the time of his own childhood, once he was there, he destroyed everything that had once caused him pain, fire leaping into the sky as he slaughtered those evil people from his past, but then he came across a young boy, cowering in a shadowy corner of a filthy room, it was himself, and something clicked in his mind at that point, he did not remember cowering in a corner, and he still remembered the evil people of his past, he wasn't changing his past, he was just killing people, he needed to find a place where he could find happiness for himself, he couldn't just kill things expecting to be happy, so now he wanders time, looking for peace.

A Note for Dm's[edit]

This class requires a great deal of intelligence on both the DM and the PC's part in order for it to be played effectively, and therefore is not recommended for people who do not take the game very seriously or who do not think about their actions in game. It is also not recommended for multiple people in a campaign to take this class, seeing as it would make the game a great deal more complex than a single member of the party taking it would. It is highly stressed that a DM who is allowing this class to be played makes sure that the PC who is going to play this class fully understands the consequences and implecation it presents.



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