Monster Card Duelist (3.5e Class)

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Monster Card Duelist[edit]

These Card players use Enchanted cards to summon monsters, lay traps, and cast spells.

Making a Monster Card Duelist[edit]

Duelists need to have a strong Wisdom modifier, a strong Intelligence modifier and Charisma modifier to summon and keep control of their monsters

Abilities: Duelists aren't very direct in their combat so Strength, Dexterity, and Constitution are less important.

Races: Duelists should be humanoid races.

Alignment: The options of cards gives an option for any alignment but Duelists usually follow the rules of the game making most lawful. There are cheaters who would be chaotic so the alignment can truly be any.

Starting Gold: 3d10 X10 or 165gp

Starting Age: Moderate

Table: The Monster Card Duelist

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +1 +1 +2 10 card deck, 0-1st level card access
2nd +0 +1 +1 +2 Bonus Feat
3rd +1 +2 +2 +3 15 Card deck, 2nd level card access
4th +1 +2 +2 +3 Item Creation Feat
5th +2 +3 +3 +4 20 card deck
6th +2 +3 +3 +4 Bonus Feat
7th +3 +4 +4 +5 25 card deck, 3rd level card access
8th +3 +4 +4 +5 Item creation Feat
9th +4 +5 +5 +6 30 Card deck
10th +4 +5 +5 +6
11th +5 +6 +6 +7 35 Card deck
12th +5 +6 +6 +7
13th +6 +7 +7 +8 40 card deck, 4th level car access
14th +6 +7 +7 +8
15th +7 +8 +8 +9 1 Epic Monster card
16th +7 +8 +8 +9
17th +8 +9 +9 +10 1 Epic spell/trap card
18th +8 +9 +9 +10
19th +9 +10 +10 +11 1 Legendary Monster Card
20th +9 +10 +10 +11 1 Legendary spell/trap card

Class Skills (6+ Int modifier per level, ×4 at 1st level)
Decifer script(Int), Diplomacy(Cha), Handle Animal(cha), Listen(Wis), Ride(dex), Search(Int), Spellcraft(Int), Spot(Wis), Use magic device(Cha)


Class Features[edit]

. All of the following are class features of the .

Weapon and Armor Proficiency: .

Spells: . choose their spells from the following list:

0—

1st—

2nd—

3rd—

4th—

5th—

6th—

7th—

8th—

9th—

Table: Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th

Power Points/Day: A ’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: . In addition, he receives bonus power points per day if he has a high score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.

Powers Known: . choose their powers from the following list:

0—

1st—

2nd—

3rd—

4th—

5th—

6th—

7th—

8th—

9th—

Maximum Power Level Known: This column determines the highest level power he can learn at this level.

To learn or manifest a power, a must have an score of at least 10 + the power’s level.

(Ex):

'' (Ps):

'' (Sp):

(Su):

:

--> :


Ex-Monster Card Duelists[edit]

.

Epic Monster Card Duelist[edit]

Table: The Epic

Hit Die: d

Level Special
21st
22nd
23rd
24th
25th
26th
27th
28th
29th
30th
+ Int modifier skill points per level.

:

:


Bonus Feats: The epic gains a bonus feat (selected from the list of epic bonus feats) every levels after 20th.

Epic Bonus Feat List: .

Monster Card Duelist Starting Package[edit]

Weapons: .

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

Skill Ranks Ability Armor
Check
Penalty

Feat: .

Bonus Feats: .

Gear: .

Gold: .

Campaign Information[edit]

Playing a Monster Card Duelist[edit]

Religion: .

Other Classes: .

Combat: .

Advancement: .

Monster Card Duelists in the World[edit]

—,


Daily Life: .

Notables: .

Organizations: .

NPC Reactions: .

Monster Card Duelist Lore[edit]

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

DC Result
5 .
10 .
15 .
20 .

Monster Card Duelists in the Game[edit]

Adaptation: .

Sample Encounter: .

EL : .



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