Seto Kaiba (3.5e Class)

From D&D Wiki

Jump to: navigation, search
512px-Searchtool.png The main contributor(s) of this page determined that this page should be reviewed. Reason: Newly created– other Improving, reviewing, or removing templates may be required.


You can help D&D Wiki by reviewing this page. When this page has been reviewed so that this template is no longer applicable please remove this template. If you do not understand how to review this page please leave comments on this page's talk page before making any edits.
All pages needing to be reviewed


Seto Kaiba[edit]

Strong and rich duelist that use cards as weapon. He deal increased damage with cards and he can even summon mosters from them plus he have some special other abilities.

Making a Seto Kaiba[edit]

Ranged Dps.

Abilities: INT give you bonus to abilities that are extreamly useful with this class and bonus to invoked monsters you summon;Dexgives you bonus to hit roll with cards and give you CA

Races: Best race is always Human.

Alignment: C-N.

Starting Gold: Ypu own Kaiba Corp so you gain more gold at level 1 5d6x20.


Table: The Seto Kaiba

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Card Mastery
Fort Ref Will
1st +1 +0 +2 +2 Screw the rules 1/d, Card Mastery, KC Founder 1d6
2nd +2 +1 +3 +3 Kaiba mind,Lesser invocation,Duel power 1d6
3rd +3 +1 +3 +3 Screw the rules 2/d,Rapid throw 1d6
4th +4 +2 +4 +4 Lethal throw 2d6
5th +5 +2 +4 +4 Pot of greed 2d6
6th +6 +3 +5 +5 Screw the rules 3/d, Leadership 2d6
7th +7 +3 +5 +5 Invocation, 2d6
8th +8 +4 +6 +6 Enrage form, 3d6
9th +9 +4 +6 +6 Screw the rules 4/d, 3d6
10th +10 +5 +7 +7 Kaiser,Fusion Summon 3d6
11th +11 +5 +7 +7 Card Sharpness 3d6
12th +12 +6 +8 +8 Screw the rules 5/d, Strong invocation 4d6
13th +13 +6 +8 +8 Blue-Eyes 4d6
14th +14 +7 +9 +9 Perfect throw 4d6
15th +15 +7 +9 +9 Screw the rules 6/d 4d6
16th +16 +8 +10 +10 Twin gemelli Blue-Eyes 5d6
17th +17 +8 +10 +10 Master invocation 5d6
18th +18 +9 +11 +11 Strongest mind, Screw the rules 7/d 5d6
19th +19 +9 +11 +11 Money power 5d6
20th +20 +10 +12 +12 Neo Blue-Eyes final dragon 6d6

Class Skills (6+INT)x4 at 1st level

Class Features[edit]

Weapon and Armor Proficiency: Card profiency (Light throw weapon).All light and medium armor

Screw the rules You gain 1 point of Screw the rules at level 1 and every 3 levels after the 3rd

You can use one of theese action;

Initiative God:before initiative roll you can use 1 point of Screw the rules and decide who goes first;

Invalid Roll:after an enemy/friendly or your dice roll you can use 1 point of Screw the rules to declare that invalidand then the dice must be rerolled and you have to consider the last roll as valid (you cannot use twice on the same roll);

Too rich to Die: If after a damage your hp are under 1 and not dead you can spend 2 points of screw the rules and then set your hp at 1

Master Summoner

Power Points/Day: A <-class name->’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: <-class name->. In addition, he receives bonus power points per day if he has a high <-relevant ability-> 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: <-Delete this section if this class does not manifest powers. description of manifesting abilities: on what stat save DCs are based, on what stat bonus powers points are based, and what stat determines the highest level power that can be manifested.->. <-pluralized class name-> choose their powers from the following list:

0—<-powers, powers, powers->

1st—<-powers, powers, powers->

2nd—<-powers, powers, powers->

3rd—<-powers, powers, powers->

4th—<-powers, powers, powers->

5th—<-powers, powers, powers->

6th—<-powers, powers, powers->

7th—<-powers, powers, powers->

8th—<-powers, powers, powers->

9th—<-powers, powers, powers->

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

To learn or manifest a power, a <-class name-> must have an <-relevant ability-> score of at least 10 + the power’s level.

<-extraordinary class feature-> (Ex): <-class feature game rule information->

<-psi-like class feature-> (Ps): <-class feature game rule information->

<-spell-like class feature-> (Sp): <-class feature game rule information->

<-supernatural class feature-> (Su): <-class feature game rule information->

<-class feature->: <-class feature game rule information->

<-subclass feature -> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->

<-Lather, rinse...->

<-... repeat as necessary.->

Ex-<-pluralized class name->[edit]

<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.

Epic <-class name->[edit]

Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

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. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing a <-class name->[edit]

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

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

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

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

<-class name-> Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> 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 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

<-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.->.



Back to Main Page3.5e HomebrewClassesBase Classes

Home of user-generated,
homebrew pages!