Yami (3.5e Class)
From D&D Wiki
- 1 Yami
- 1.1 Making a Yami
- 1.2 Campaign Information
Yami are ancient spirits from long ago sealed in powerful relics known as Millennium Items. The Yami is not the person to whom the body belongs but a spirit sharing it with the wielder. They can summon powerful monsters and can manifest the magical powers of the item they are sealed to. They can be fair and just and cooperate with their host or utterly vile and forcefully take over. The spirits often remember nothing of their past so they normally just go by Yami or Yami (player name)
Making a Yami
Summons monsters and uses them to attack from afar while buffing them up with spells and protecting them with traps.
Abilities: Depending on the Millennium Item chosen the most important will be either Wisdom, Intelligence or Charisma. After that Dexterity and Constitution can never really hurt. Strength is not recommended for Yami.
Races: Any sentient humanoid.
Alignment: Yami have the potential to be of any alignment, though generally speaking most of them lean toward lawful.
Starting Gold: See: Fighter
Starting Age: Depends on the race as Yami are spirits and can work with anybody.
|1st||+1||+1||+1||+2||Millennium item, Monster type, 30 card deck|
|3rd||+3||+3||+2||+3||Heart of the cards|
|10th||+ 8||+8||+5||+10||Millennium item 2, deck type 2, 40 card deck,|
|16th||+13||+12||+8||+16||Plus 2 any stat|
|19th||+15||+14||+10||+19||Egyptian god card|
Class Skills ( 8 + Int modifier per level, ×4 at 1st level)
The Yami's summoning potential is utilized by acting through their partner. The two may have their differences, however when they work together they are a force to be reckoned with.
All of the following are class features of the Yami.
Weapon and Armor Proficiency: The Yami is proficient with all simple weapons and two martial weapons of the Yami's choice. As an Arcane Spellcaster, Yami cannot wear any armor lest he risk additional Spell Failure. Yami's spells technically have somatic components (i.e., cards) however the Yami can manifest the proper material without issue.
Millennium Items: There are seven ancient treasures of the pharaoh which each have special powers
'Millennium Puzzle: A upside down pyramid worn around the neck. gives +10 to intelligence and can turn enemies into cards with percent roll (dm and player work out everything)
'Millennium Eye: Put into eye socket in the place of users eye. gives +10 to Wisdom and can read enemies minds
'Millennium Ring: Large ring on necklace has 5 pendents hanging down. gives User succeeds in all search checks and + 10 to Charisma
'Millennium Scale: A balanced scale that has 2 platforms for objects. gives ability to weigh peoples intentions and lets user no if someone is lying also +10 to wisdom
'Millennium Rod: Is a small staff with an ornate head on one end does damage of quarterstaff. Gives user ability to control minds with percent roll and +10 Charisma
'Millennium Key: Is a cross shaped key. Gives holder ability to see others deepest thoughts and +10 Intelligence
'Millennium Necklace: Is a necklace with a symbol on the front. Gives the user ability to see the future and + 5 to any stat
Monster Type: There are 3 types of monsters Spellcasters, Warriors, and Fiends. This decides what kind of monsters, spells, and traps are in your deck. All get a BAB based on the modifier of the stat they use (based around). When you summon a monster it appears within your move range and can move as your range as well
'Spellcaster- Based around Intelligence.
Gagaga Magician x3- Has 3d4 hp 18 AC both +int mod and can use Magic Missle
Neo the Magic Swordsman x2- has 2d6 hp and 15 Ac both +int mod and can attack with an enchanted broadsword with an enchantment of your choosing (realisticly)
Magician of Faith x3- has 2d8 hp and 18 AC both +int mod does 1d6 light damage
Dark Magician Girl x1- has 4d4 hp and 20 AC both plus int mod and does 2d8 magic damage must sacrafice one monster to summon
Dark Magician x1- has 4d6 hp and 25 AC both +int mod and does 5d4 unavoidable magic damage resistence is not factored must sacrafice 2 monsters to summon.
Thousand Knives x3- if you or a monster would be attacked switch places with a random enemy and they take the damage,
Swords of revieling light x2- stuns all enemies within 60ft for 1d4 turns,
Solidarity x3- All spellcasters gain +5 damage for one turn can only have 1 active at a time
Monster Reborn x1- bring back one dead summon at full health
Magical Hats x1- when you or a party member is attacked you can take 5 allies or enemies including the attacked person and put them under big magic hats which cannot be seen through under any curcumstance and the enemy must target one hat but whatever is under the hat attacks back.
Negate attack x2- stop one attack,
Bottomless trap hole x3- kill one enemy that can deal 20 or over damage
Mirror force x1- deal damage all enemies that have attacked this turn equal to that of there combined damage also negate all damage done
Threatening roar x2- any enemy under level 12 cannot attack this turn
Skill drain x2- negate all encahntments and class abilities for one turn.
'Warriors- Based around Wisdom.
Beautiful Head-huntress x3- Has 2d6 hp and 17 AC both +wis mod and has a broadsword that can be encanted through normal processes (this can be done with all warrior monsters and if one of a type is enchanted they all are)
Celtic Guardian x2- has 3d6 hp and 15 AC both +wis mod and has a longsword but if attacking an enemy with more Hp then it it gets +5 damage
Combo Fighter x3- has 2d6 hp and 13 AC both +wis mod and can attack with a staff that does 2d6 and has a 50% chance to attack twice
Earth Armored Ninja x1- has 3d6 hp and 20 AC both +wis mod and can attack with shurikens for 3d4 must sacrafice one monster to summon
Buster Blader x1- has 4d6 hp and 23 AC both +wis mod and has a colossal sword but takes no move penalties also does 1d4 damage extra against all evil charecters must sacrafice 2 monsters to summon.
The Warrior Returning Alive x2- brings back one warrior monster destroyed this battle
Axe of Despair x3- takes enchantments of weapon replaced also takes damage + 1d6,
Dan Keto Cure Master x3- Can heal anyone for 2d6
Big Bang Shot x1- gives equiped mobster 1d4 damage and halves enemy AC
Last Turn x1- Choose one ally and enemies choose one enemy they are the only ones that can attack and whoever dies first their entire side dies.
Magic Jammer x3- Take 1d4 damage to stop one unit from using any spells
Scrap Iron Scarecrow x2- negates one attack of 10 damage or over a turn,
Shielded Spear x3- When attacked give one ally +3 AC and a shortspear
Hero Burst x1- If you are attacked summon one monster to take the damage for you,
Sakuretsu Armor x1- Kills everything attacking this unit but the unit still takes the damage all enemies cannot tell that this will happen and it doesn't affect their process of attack.
'Fiends- Based around Charisma.
Kuriboh- has 2d4 hp and 12 AC both +cha mod if destroyed then you and your monsters take no other damage this turn and this battle is always first in the enemy turn, can attack for 1d6
Sangan x2- has 2d6 hp and 14 AC both +cha mod if destroyed give another monster 1d6 damage and +5 hp can, attack with claws for 2d4
Feral Imp x3- has 3d6 hp and 16 AC both +cha mod and deals 3d4 damage with claws when this card is destroyed -5 hp from anything in a 20 ft radius
Kuribabylon x1- has 5d4 hp and 20 AC can attack for 3d6 with horn and gains +1 damage for every destroyed monster must sacrafice one monster to summon
Lava Golem x1- Has 5d6 hp and 23 AC both +cha mod can attack for 5d4 fire or earth damage each turn does ?d4 damage to everything in a 20 ft radius where ? is the number of destroyed monsters has an immunity to fire must sacrafice 2 monsters to summon.
Monster Reincarnation x2- can bring one monster back at the cost of another being destroyed
Emergency Provisions x3- sacrafice cards monsters or items to heal ?d8 where ? is the number of things sacraficed
Multiply x1- choose one fiend that doesnt require sacrafices or a special method of summoning and create 2 more of them (this is not like playing the other cards of the same kind in the deck it just replicates one)
Archfiend Palabyrinth x1- All fiends gain 1d6 damage and +1 hp and Ac for every destroyed fiend
Dark Energy x3- Equip this to a fiend or evil charecter the equipped does 1d6 extra damage and take 3 damage a turn -1 for every fiend destroyed.
Bark of the Dark Ruler x3- lessen all of the damage from enemies this turn by one for every active of destroyed fiend, Dark
Smog x2- for every fiend alive or destroyed subtract one from every enemies hit dice this turn
Hate Buster x3- if a fiend is targeted to be attacked by a good or evil aligned enemy deal the damage the fiend would take to it
Final Penalty x1- when a fiend is destroyed have that fiends health dealt in damage to the destroyer of the fiend
Soul Demolition x1- take ?d4 damage where ? is the amount of destroyed fiends then deal ?d6 to ? number of enemies.
Heart of the Cards: The Yami can draw any cards they need at any time but cards cannot magically change while in there hand.
Special Summonings: There are many different ways of summoning that the Yami can learn to do, Fusion, Ritual, Synchro, Xyz, and Pendulum. Card max still applies so you can only switch cards out but you dont have to use the new available cards. cards can only be switched at a camp or inn where the Yami has time to focus and consider card switching.
Fusion Summoning- using polymerization to combine 2 monsters in your hand or ones that are summoned to create a stronger one must be specific 2 monsters.
'Spellcasters- cards gained polymerization x1- allows fusion to occour, Shaddoll Dragon x1- has 3d6 hp and 14 AC both +int mod can attack with breath attack for 2d6 and when summoned can return one card to your hand , Shaddoll Hadgehog x1- has 3d6 hp and 18 AC both +int mod and does 2d4 magic damage when summoned add one spell or trap to your hand. Add El Shaddoll Winda to your extra deck she has 3d8 hp 23 Ac both +int mod can do 4d8 magic damage and if this would be destroyed destroy a shaddoll monster instead.
'Warriors- cards gained polymerization x1- same as above, Blade Skater x1- has 3d4 hp and 16 Ac both +wis mod can attack for 1d8 if stationary or that plus 1d6 if moving this card can attack an enemy in its attack range and keep moving as well, Etoile Cyber, has 3d4 hp and 15 AC both +wis mod can do 1d12 damage and if enemy is flatfooted or touch then make it 2d12. Add Cyber Blader to your extra deck she has 2d12 hp and 25 AC and can do can do 2d12 damage while still plus 1d8 while moving and plus 1d10 if enemy is flat footed or touch AC also this card gains the abilities of all cards fused into it.
'Fiends- cards gained polymerization x1- same as above, Fluffal Bear x1- has 3d6 hp and 17 AC can attack for 2d4 THIS CARD IS NOT A FIEND AND DOESN'T TAKE ADVANTAGE OF FIEND CARD ABILITIES sacrafice this card to bring one spell or trap back from useage, Edge Imp Sabers x1- has 2d6 hp and 13 AC both +cha mod and does 3d6 damage when destroyed stop one enemy from using abilities. Add Frightfur Bear to your extra deck this card has 4d6 hp and 24 AC can attack for 1d12 this card can absorb any destroyed enemies and add on its attack with 1 whatever die there best attack was.
Ritual Summoning using special cards to create powerful monsters.
'Warriors- get black luster ritual which allows you to ritual summon and Black Luster solider who has 3d10 hp and 28 AC both +int mod and does 5d6 damage with one enchantment to sword. To ritual summon play Black Luster ritual and sacrafice 2 monsters whose combined hp exceeds 15 hp and 14 AC.
'Spellcasters- get Black Magic Ritual and Magician of Black Chaos who has 3d12 hp and 29 AC both +wis mod and does 2d12 damage if this card would be destroyed then destroy one spell or trap card instead. To ritual summon play Black Magic ritual and szcrafice 2 monsters whose combined hp exceeds 18 and AC 14.
'Fiends- get Curse of the Masked Beast and The Masked Beast which has 4d8 hp and 30 AC both +cha mod and does 5d6 and has a ? percent chance to instant kill where ? is 5 x the number of destroyed fiends. To ritual summon use Curse of the Masked Beast and sacrafice 2 monsters whose combined hp equals 16 hp and 15 AC.
Synchro Summoning is using a special monster with another one to create a better monster
'Spellcasters- get these cards X Saber Fullhelm Knight who has 2d10 hp 20 AC bot + int mod and can do 4d6 damage with mini swords if this card is destroyed all enemies swords are destroyed. Add Explosive Magician to your extra deck and he has 4d12 hp and 34 AC both + int mod does 3d12 fire damage and when destroyed deal the enemy who destroyed it its total hp in magic damage. To synchro summon sacrafice X Saber and a monster with over 20 hp and 14 AC.
'Warriors- get these cards Junk Synchron who has 2d10 hp and 20 AC both + wis mod and does 4d6 damage with hands if this card is destroyed get one damage version of whatever weapon destroyed it (must be repaired by blacksmith (its a junk pun live with it)). Also add Junk Warrior to your extra deck and it has 6d6 hp and 32 AC both + wis mod and does 4d10 damage when destroyed get any item any enemy is carrying but it needs repairing. To synchro summon sacrafice Junk Synchron and another monster with at least 16 hp and 12 AC.
'Fiends- get these cards Chain Resonator who has 2d10 hp 20 AC both + cha modand can do 4d6 damage with a chain if this card is destroyed deal 2d10 to whatever enemy destroyed it. Add Blood Mefist to your extra deck it has 3d10 hp and 30 AC both + cha mod and does 3d8 damage gets an extra hp die for each destroyed fiend and extra damage die for each enemy that dies while he is on the field. To summon sacrafice chain resonator and a monster with 12 hp and 15 AC.
Xyz summoning- overlaying 2 monsters to create a new more powerful one they use the sacraficed monsters as overlay units to activate there abilities. All decks get a card called Overlay refresh allowing them to put another monster as an overlay unit onto the xyz monster
'Spellcasters- get in extra deckdownered magician who has 10d4 hp and 35 AC both plus int mod does 3d12 damage and by using one overlay unit can double that damage. To summon use 2 monsters whose hp is within 5 of each other.
'Warriors- get Number 39 Utopia who has 3d12 hp and 38 AC both + wis mod and does 4d10 damage this card by using one overlay unit can negate damage. To summon use 2 monsters within 5 hp of each other.
'Fiends get D/D/D Wave King Ceaser in extra deck who has 5d8 hp and 37 AC both + cha mod and does 3d12 damage and can use one overlay unit to ressurect a fallen monster or ally that died that turn. To summon use 2 monsters within 5 hp of each other.
Pendulum Summoning- Each deck gains Stargazer and Timegazer they can be used to set the pendulum scale which can allow you to summon as many monsters in your hand as long as they dont require a special summoning method.
Heart of the Cards: The Yami believes in the spirits in the cards and always has what cards they need
Shadow games:' The Yami can transport themselves any summoned monsters and up to ? mod enemies or allies to a differend dimension where ? is any stat of your choosing. In this realm any enemy loses half of their health at the beginning of that turn (if they have 20 health goes to 10 then 5 then 3 always rounds up) this affect will also hurt allies unless they are within 20 ft of the Yami or the Yami doesnt want to protect them summoned monsters are unneffected. If the Yami loses concentration by being hurt they must make a roll of 12 or higher of they too will take the effects along with any allies under their protection.
Egyptian God Card:' There are 3 mighty Egyptian Gods sealed within 3 cards the Yami has the power to tame them and add them to the deck. There are 3 and you can only choose one all take 4 sacrafices to summon.
Slifer the Sky Dragon- has 10d10 hp and 45 AC both + int mod and does 5d12 lightning damage breath attack and 4d10 claw attack can attack in one turn equal to the cards in your hand max 6.
Winged Dragon of Ra- has 8d12 hp and 43 AC both + wis mod and does 6d10 fire damage or 5d12 claw attack and can attack ? times where ? is the amount of hp the Yami is willing to give up max 6.
Obelisk the Tormentor- has 12d8 hp and 46 AC both + cha mod and does 6d10 punching damage and 9d6 dark damagencan attack ? times where ? is the amount of destroyed monsters
<-... repeat as necessary.->
The only way to no longer be a Yami is if the alternate personality is beaten in the ceremonial game.
|21st||<-any improvements to class features gained at this level, including any bonus feats->|
|22nd||+2 any stat|
|24th||+2 any stat|
|25th||<-any improvements to class features gained at this level, including any bonus feats->|
|26th||Third Millenium item|
|27th||<-any improvements to class features gained at this level, including any bonus feats->|
|28th||think as one|
|29th||<-any improvements to class features gained at this level, including any bonus feats->|
8 + Int modifier skill points per level.
Ceremonial game: Once the Yami class reaches level 30 the 2 personalities partake in a fignt where no wounds or deaths will affect anything and everyone comes back to life. For this to occour the charecter must multi class. If the Yami wins they stay with the player forever but if the player wins then the Yami can pass into the afterlife and be with its loved ones. This only works if both try their hardest to win and if the player wins they still retain the Yami class just doesnt have the other personality
think as one The 2 personalities think as one now and know what the other would do and will now switch far less.
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
Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|<-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.->.
Playing a <Yami>
Religion: None normally, however the Yami personality may.
Other Classes: All depends on allignment.
Combat: Summoner in the back.
Advancement: Whatever you want but often doesn't prestige.
<-pluralized class name-> in the World
|“||<-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
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.
|10||<-not so common knowledge->.|
|20||<-very rare information->.|
<-pluralized class name-> in the Game
<-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.->.