TheGeckoKing
2011-01-17, 05:35 PM
Card Dealer Knight
http://3.bp.blogspot.com/_L78zEKWCMII/TG8Hkoo3ekI/AAAAAAAAA1M/ZjXFtEmngCQ/s1600/twisted+fate.jpg
"If you like to gamble, I tell you I'm your man
You win some, lose some, it's -all- the same to me
The pleasure is to play, it makes no difference what you say" - An excerpt from the song Ace of Spades, by Motorhead.
Some Duskblades like unbending reliability - One trick is old, but it works, and it ges the job done. Some like a bit of fun, and pick out a small group of cool ways of killing people, but still pick, you know, a reliable way of killing people.
Not the Card Dealer Knights.
For whatever reason, the Card-Dealer Knights are a group of Duskblades who leave their killing power to the whimy of an enchanted pack of cards. The process is not entirely random - Hearts give healing powers of the positve energy kind (Or undead slaying powers), Clubs give the power to harm with negative energies (Or to sustain a damned army of undead). Diamonds allow the Card Dealer Knight to create new things, and Spades allow the Card Dealer Knight to tear down creation. No matter what the Card Dealer Knight draws, he'll always have a trick up his sleeve.
Becoming a Card Dealer Knight
Duskblades almost exclusively make up the Card Dealer Knights, although other spell wielding warriors can join, provided they meet the requirements.
ENTRY REQUIREMENTS
Alignment: Any Chaotic
BAB: +7
Skills: Profession (Gambler) 3 ranks, Sleight of Hand 3 ranks.
Spellcasting: Must be able to cast 2rd level Arcane Spells.
Special: Must own a Deck of 52 playing cards and a Joker card in Real Life.
The Card Dealer Knight's class skills are Climb, Concentrate, Craft, Decipher Script, Jump, Knowledge (all skills, taken individually), Ride, Sense Motive, Spellcraft, Swim.
Skills Points at Each Level:4 + int mod
Hit Dice: d8
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells per Day
1st|
+1|
+0|
+2|
+2|Deck of Magic, Draw Hand, Cheater's Bane, Cardshark Familiar|+1 existing spellcasting class
2nd|
+2|
+0|
+3|
+3|Prince's Hand|+1 existing spellcasting class
3rd|
+3|
+1|
+3|
+3|Bend the Cards +1|+1 existing spellcasting class
4th|
+4|
+1|
+4|
+4|Queen's Hand|+1 existing spellcasting class
5th|
+5|
+1|
+4|
+4|Trap Card, Activate!|+1 existing spellcasting class
6th|
+6|
+2|
+5|
+5|Bend the Cards +2|+1 existing spellcasting class
7th|
+7|
+2|
+5|
+5|King's Hand|+1 existing spellcasting class
8th|
+8|
+2|
+6|
+6|Joker's Hand|+1 existing spellcasting class
9th|
+9|
+3|
+6|
+6|Bend the Cards +3|+1 existing spellcasting class
10th|
+10|
+3|
+7|
+7|Ace's Hand, Eternal Player|+1 existing spellcasting class [/table]
Weapon Proficiencies: A Card Dealer Knight gains no new armor/weapon proficiencies.
Spells Per Day/Spells Known: At each level, the Card Dealer Knight gains new spells per day (and spells known, if applicable) as if it had also gained a level in an arcane spellcasting class it belonged to before adding the prestige class level. The Card Dealer Knight does not, however, gain any other abilities of the class. If the Card Dealer Knight has more than one arcane spellcasting class, it must choose which class's spellcasting level is increased.
Deck of Magic: The Card Dealer Knight's power stems from his magic deck of cards. To create a useable Deck of Magic, the Card Dealer Knight needs to spend 500gp and an hour attuning to the deck. You may attune yourself to multiple Decks, but you may only use one at a time. In Real Life terms, this means taking a normal 52 pack of cards and removing all the Jacks, Queens, Kings, and Aces and the Joker. These cards should still be kept safe, as they will be added later. A Card Dealer Knight must keep his Decko of Magic on his person, and a Card Dealer Knight that loses all his Decks of Magic (Destroyed, Stolen, Lost etc.), cannot use any of his class abilities granted by this class until he aquires a new deck.
Draw Hand: At the start of each day (Or 24 hours after you last drew your hand, to be pedantic) in a process that takes an entire full round, you may draw a hand from your magical deck of cards. In real terms this means shuffling the real deck mentioned above and drawing 4 cards. You gain abilities depending on what you draw that last for 24 hours unless otherwise noted, depending on what effect you gain, as below:
Hearts
If you draw any number of Hearts, firstly, add up the total numerical value of all the Hearts you drew. You gain the Lay on Hands ability of a Paladin, with an effective Paladin level equal to your character level and an effective CHA score equal to 10+Total Hearts. You must use the score of 10+Total Hearts for your CHA score wth regards to the Lay on Hands ability, even if your actual CHA score is higher. This calculated score may not exceed your Card Dealer Knight levels +20.
Clubs
This ability functions like the Hearts ability, only when you use this ability, it channels Negative Energy and so damages the living and heals the living dead.
Diamonds
When you draw any number of Diamonds, add up all the numerical values of the Diamonds you drew. Then, you may split up this number and choose spells of the Conjuration subschool whoes total spell level is equal or lower than this number (0th level spells count as 1/2 a spell level), but you cannot choose spells a Wizard of your level could not cast, and you may only have one spell of the highest level possible. You gain each of these spells as a SLA useable once per day each. For instance, Dave the Duskblade 9/Card Dealer Knight 3 draws a 3 of Hearts, a 5 of Hearts, a 4 of Diamonds, and a 9 of Diamonds. This means he gains a total Diamond number of 13. He can pick any spell he wants, but only of 6th level or lower. He picks one 6th level spell one 5th level spell and one 2nd level spell and gains all three as an SLA useable once per day.
Spades
This functions as the Diamonds ability, but you pick from Evocation spells instead of Conjuration spells.
Hand Abilities
Also, you gain special abilities for 24 hours if you happen to draw special hands, as below. You can gain multiple abilities with one hand (I.E you could gain a Flush bonus and a Straight bonus all in one hand):
*Note*
If a Hand Ability gives you a SLA, the CL is your Character Level and the DC is 15+INT Mod+Spell Level
Flush
If you draw a hand that is made up of just one set, you gain a slight bonus.
Add 1 to your effective CHA score if it is Clubs/Hearts, and add one to the total Spell Pool for Diamonds/Spades.
Straight
If you draw a hand that can be arranged numerically in order (I.E a 2 of Clubs, a 3 of Clubs, a 4 of Hearts, and a 5 of Spades), You gain a +1 bonus to all attack rolls for the day.
Some of a Kind
If you draw 4 of a single number (All four 8's, for instance), you gain (card number *4) temp HP. If you draw three of the same number, you gain the (card number*3 temp HP, and if you draw two of the same number, you gain the (card number*2) temp HP. These temporary hit points last for 24 hours or until you lose them to damage.
Rainbow Suit
If you manage to draw four different suits in one hand, you gain DR 5/Magic until you draw your next hand.
Dead Man's Hand
If you draw two aces and two 8's that are all of black suits, you gain the Undead type for 24 hours.
Death Squared
If you manage to draw four 4's, you gain a SLA(s) dependant on your Character Level, as shown below;
Below 10: Enervation 3/day
10-15: Eyebite 2/day and Enervation 3/day
16+: Horrid Wilting 1/day, Eyebite 2/day and Enervation 3/day
Royal Straight (Lesser)
If you manage to draw a 10, a Jack, a Queen and a King, you gain an SLA(s) as shown below, dependant on your Character Level;
Below 10: Prestidigitation at will and Charm Monster 3/day
10-15: Telekinisis 2/day, Charm Monster 3/day and Prestidigitation at will
16+: Limited Wish 1/day, Telekinisis 2/day, Charm Monster 3/day and Presdigidation at will.
Royal Straight (Greater)
If by some miracle you manage to draw a Jack, Queen, King and an Ace,
you gain an SLA as shown below, dependant on your Character Level;
Below 10: Prestiditation at Will and Telekinisis 3/day
10-16: Limited Wish 2/day
17+: Wish 1/day
Hand of God
No, I don't know how you did it, but did it you did. If by some obscene miracle you manage to draw the legendary Hand of God, i.e Four Aces, you gain UNLIMITED POWEEEEEEER. Well, you gain a Divine Rank of 0 for the day, with the bonuses set out as below;
- All past and present HD are maximized for the 24 hours
- Base land speed increases by 60ft,
- Gains a +1 Divine bonus to armor class
- Gainst a +1 bonus to existing natural armor, or gainst +1 natural armor
- Apply Charisma modifier as a Deflection bonus to Armor Class
- Gains a +1 divine bonus to all attack rolls
- Gains damage reduction 20/epic and any alignment opposed to your own
- Gains a +1 divine bonus to all saving throws
- Gains immunity to polymorph, petrification, energy drain, ability drain, ability damage, mind-affecting effects, electricity, cold, acid, disease, poison, stunning, sleep, paralysis, death effects, disintegration, and all effects that try to imprison or banish you. These immunities (except elemental immunities) can be overcome only be a creature with a higher divine rank than you
- Gains a +1 divine bonus on all skill checks, ability checks, caster level checks, and turning checks.
- Gains spell resistence 33
- Gains immortality (not that it's likely to come up)
- Becomes immune to massive damage
- Gains a Divine Aura (Daze). Every creature (or every enemy, at the your choice) within a radius of up to 100 feet (Youmay increase or decrease this radius as a free action) must succeed on a Will save (DC 10 + Your Int modifier) or simply stare at you in awe, unable to take any actions save those required to defend themselves. You may activate or deactivate this ability as a free action. Once a creature has saved against this effect, it is immune to the effect for 24 hours. This ability is a mind-affecting ability, and does not effect creatures of an equal or higher Divine Rank than you.
- Gains the ability to speak, read, write, and understand all forms of communication.
Cheater's Bane: A Card Dealer Knight that is found to have been cheating when drawing his cards for the day immediately loses all class abilities granted by this class, until an Atonement is made.
Cardshark Familiar:* You gain a Cardshark (http://www.giantitp.com/forums/showthread.php?t=149940) a a familiar, with benefits just like a Wizard. To determine the benefits, treat your Card Dealer Knight levels as your Wizard levels to determine all benefits. This does not replace any familiars you might already have, and so allows you to have more than one familiar.
*Kudos to MoleMage for the excellent Cardshark monster.
Prince's Hand: You may add all four Jacks to your deck. These cards are treated has having a number of 11 for all numerical values, and if you manage to draw any Jacks, you gain a +1 bonus to all attack rolls for that day (This does not stack with attack bonuses granted by Queen's Hand, King's Hand, or Ace's Hand)
Bend the Cards: At 3rd, 6th and 9th level, when you draw your hand at the start of the day, you may choose some cards and treat some cards as if you had drawn higher cards than them. At 3rd level, you may pick one card and treat it as if you had drawn a card one higher. At 6th level, you may pick two cards and treat them one higher, or one card and treat it two higher. At 9th level, you may treat 3 cards one higher each, one card two higher and another one higher, or one card three higher. This is not considered cheating with regards to your Cheater's Bane class ability.
Queen's Hand: When you gain this ability, you may add all four Queens to your deck, which all have a numerical value of 12. If you manage to draw any Queens into your hand, you gain a +2 to all attack rolls for the day (This does not stack with bonuses granted by Prince's Hand, King's Hand or Ace's Hand.)
Trap Card, Activate!: You are always considered to have a Contingent spell on your person at all times, derived from a spell on your own Spell List that you can cast. It may be activated once per day, you can change the activation condition by concentrating for a full round, and the spell itself may be changed and recharged after 8 hours of sleep.
King's Hand: When you gain this ability, you may add all four Kings to your deck, which have a numerical value of 13. If you manage to draw any Kings, you gain a +3 to all attack rolls for the day (Does not stack with the bonus granted by Prince's Hand, Queen's Hand and Ace's Hand)
Joker's Hand: When you gain this class ability, add the Joker to your deck. If you manage to draw the Joker, you may immediately swap it for any other card in the undrawn deck and treat the draw as if you had drawn that card first. This is not considered cheating with regards to Cheater's Bane.
Ace's Hand: When you gain this class ability, add the final parts to your deck - The four Aces, who have a numerical value of 14. If you manage to draw any Ace's, you gain a +4 to all attack rolls for the day (Does not stack with Prince's Hand, Queen's Hand, or King's Hand).
Eternal Player: When you gain your final level in this class, you gain the Construct type, or lose the Living Construct subtype, as you become a being made up of thousands apon thousands of magical cards stacked up. However, you can't quite escape chance yet. When you gain this class ability, shuffle your deck and draw a card. Depending on what you draw depends on what subtype you gain, along with the Construct type you gain;
Hearts: Earth Subtype
Clubs: Air Subtype
Diamonds: Fire Subtype
Spades: Ice Subtype
Joker: Any subtype you like (Even one not listed here)
---------------
ACF: Duel Master
Duel Masters are Card Dealer Knights who become a bit too obcessed with the game of Yu-Gi-Oh, and thus focus their style of fighting in making them a better duelist.
NOTE: This ACF only works if people/NPCs/Villains are willing to duel you in a proper duel, as per the T.V show. I'm sure Yu-Gi-Oh wouldn't of been very good if Marik just stabbed Yugi instead of wasting time being an honourable villain and playing Yu-Gi-Oh with him instead.
ENTRY REQUIREMENTS
Alignment: Any Chaotic
BAB:+7
Skills: Profession (Gambler) 3 ranks, Sleight of Hand 3 ranks.
Spellcasting: Must be able to cast 2rd level Arcane Spells.
Special: Must own a Duel Disc and a Deck of Illusions.
The Duel Master's class skills are Climb, Concentrate, Craft, Decipher Script, Jump, Knowledge (all skills, taken individually), Ride, Sense Motive, Spellcraft, Swim.
Skills Points at Each Level:4 + int mod
Hit Dice: d6
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells per Day
1st|
+1|
+0|
+2|
+2| Draw Bigger Hand, Get Your Game On!, Cheater's Bane, Cardshark Familiar|+1 existing spellcasting class
2nd|
+2|
+0|
+3|
+3|Duel Sprit 1|+1 existing spellcasting class
3rd|
+3|
+1|
+3|
+3|Expanded Deck +1|+1 existing spellcasting class
4th|
+4|
+1|
+4|
+4|Duel Spirit 2|+1 existing spellcasting class
5th|
+5|
+1|
+4|
+4|Trap Card, Activate!|+1 existing spellcasting class
6th|
+6|
+2|
+5|
+5|Expanded Deck +2|+1 existing spellcasting class
7th|
+7|
+2|
+5|
+5|Duel Spirit 3|+1 existing spellcasting class
8th|
+8|
+2|
+6|
+6|Duel Spirit 4|+1 existing spellcasting class
9th|
+9|
+3|
+6|
+6|Expanded Deck +3|+1 existing spellcasting class
10th|
+10|
+3|
+7|
+7|Personal God Card, Eternal Player|+1 existing spellcasting class [/table]
Draw Bigger Hand: When playing a game of Yu-Gi-Oh, you draw 6 cards at the start of a game instead of 5.
Get Your Game On!: You gain Get Your Game On! as a bonus feat, ignoring the requirements.
Cheater's Bane: A Duel Master that is found to have been cheating in a game of Yu-Gi-Oh immediately loses all class abilities granted by this class, until an Atonement is made.
Cardshark Familiar:* You gain a Cardshark (http://www.giantitp.com/forums/showthread.php?t=149940) a a familiar, with benefits just like a Wizard. To determine the benefits, treat your Card Dealer Knight levels as your Wizard levels to determine all benefits. This does not replace any familiars you might already have, and so allows you to have more than one familiar.
*Kudos to MoleMage for the excellent Cardshark monster.
Duel Spirit: After 8 hours rest, by meditating for one hour, you may channel your dueling ability to bring the Duel Monsters in your cards into reality. Choose one monster you could summon in a Yu-Gi-Oh duel from your Deck of Illusions, with a CR no more than your Duel Master levels + Half your other class levels (Rounded down). This monster is summoned ajacent to you after the 1 hour, under your control as if you had summoned it with a Summon Monster spell, only as an extraordinary ability, and with a 24 hour duration.
At levels 4, 7 and 8 after your hours meditation, you can summon 2, 3 or 4 monsters respectively, but they each cannot have a CL that exceeds your limit (Duel Master levels + Half other class levels).
Expanded Deck: At each of the indicated levels, you may increase the amount of cards you can have in your Deck of Illusions at one time by the indicated amount (To a total of 6 extra cards at 9th level). The cards you can add are copies of the original cards in a Deck of Illusions.
Trap Card, Activate!: You are always considered to have a Contingent spell on your person at all times, derived from a spell on your own Spell List that you can cast. It may be activated once per day, you can change the activation condition by concentrating for a full round, and the spell itself may be changed and recharged after 8 hours of sleep.
Personal God Card: At 10th level, you become so powerful you can bring your own thoughts and dreams into reality as your own God Card. When you gain this class ability, you must choose a Monster that has a CR equal to your character level, and an alignment the same as yours (Only for Always Alignment X creatures). You gain a special card that can be added and played in your deck (Ignoring your normal deck limit), and when played in a game of Yu-Gi-Oh, summons the chosen creature. Also, by forgoing all other sprits, once you have meditated for one hour to summons your Duel Spirits, you may summon your God Card Spirit exclusively, ignoring the CR limit but otherwise following the normal rules. At every level you gain after taking this level, you may either advance your chosen Monster by one hit dice, or re-pick a monster as long as it follows the rules set out above.
Eternal Player: When you gain your final level in this class, you gain the Construct type, or lose the Living Construct subtype, as you become a being made up of thousands apon thousands of magical cards stacked up. However, you can't quite escape chance yet. When you gain this class ability, shuffle a 53 card deck (Normal 52 cards + Joker) and draw a card. Depending on what you draw depends on what subtype you gain, along with the Construct type you gain;
Hearts: Earth Subtype
Clubs: Air Subtype
Diamonds: Fire Subtype
Spades: Ice Subtype
Joker: Any subtype you like (Even one not listed here)
New Item!
Duel Disk
http://media.animevice.com/uploads/0/3695/129274-duel_disk_2_large.png
A Duel Disk a large-ish device created by Artificers to squeese the best power out of someone's lucky cards. It takes up the Bracers slots, and you can load a Deck of Illusion into it as a full-round action that provokes AoO's.
You can draw one card per turn from said Deck as a move action that also provokes AoO's. While wearing a Duel Disk, when you use the Draw Hand class ability, you gain a greater degree of control over the cards. You gain an additional 2 points of CHA to add to your effective CHA score with regards to drawing Clubs/Hearts, and you may select two of the highest level spells you can select instead of one, with regards to Spades/Diamond. If you are a specialist Duel Master (See ACF), you instead lose the need to hold your hand while playing Yu-Gi-Oh, allowing you to hold an item in that hand. These benefits (The extra spell, the +2 effective CHA and the free hand) are lost for the day if you remove the Duel Disc during the day you drew your hand. Also, if you own a Deck of Illusions and a Duel Disc, and have the *training, you are able to play the ancient art of Yu-Gi-Oh.
Price: ??????
Feat:
*Get Your Game On!
Prerequisites: Draw Hand class ability, must own a Duel Disc and a Deck of Illusions.
Benefit: You may now take part in Yu-Gi-Oh Duels. You also gain +1 to your Caster Level when using SLA's granted by drawing Spades or Diamonds, and you may have up to 6 additional Yu-Gi-Oh cards in your Deck of Illusions.
Playing Yu-Gi-Oh in D&D
Firstly, as it has been reiterated many times, you NEED a Duel Disc a Deck of Illusions, the Get Your Game On! feat, and the Deck loaded into the Duel Disc before play. No skimping out.
Now, in order to play the game, you need to understand the flow of the game. Each duelist player rolls for initiative, as if it was the start of an encounter. If there is a tie for any players, all players roll again until there is a defined order. Then, the person with the highest roll takes his turn as such;
Each player gains 1000 Life Points at the start of the game.
He draws 5 cards (His hand) as a free action at the start of the game, and then one card at the start of each turn (Move Action, provoking OoO's), unless you are the starting player.
He then searchs through his hand, and chooses ONE monster to summon for that turn. He places the card on one of the 5 slots on his duel disc and summons a monster depending on the Number in a square ajacent to him (Or as close as possible). If all 5 slots are filled on your duel disc with summoned monsters, you cannot summon any more monsters until one space is freed up (Either by tributing monsters or if they are destroyed).
This monster is more than an illusion, but less than real. They are known as Card Spirits, and have the following rules;
They cannot affect ANY creatures/objects in normal reality, any monsters they summon or spells they cast only affect other Card Spirits, but they CAN however, affect other Card Spirits normally and any lasting effect conjured up by a Card Spirit, and players in a special way (See below).
Monsters with more than 10CR cannot be summoned straight away. Monsters with 11-15CR require you tribute and therefore destroy 1 of your already summoned monsters as a free action that takes place when you summon the monster. 16CR+ require 2 tributes, and a God Card requires 3 tributes.
The monsters are as follows:
2 - Human Fighter 2
8 - Human Fighter 6
9 - Human Fighter 10
10 - Human Fighter 14
Jack - Human Lich OR Ghost Fighter 11 (Chosen at summoning, and they both reform 1d10 rounds after death on the square on which they died.)
Queen - Succubus Rogue 8 OR Astral Deva (Chosen at summoning)
King - Balor or Solar (Chosen at summoning)
Ace - LE Great Wyrm White Dragon OR CG Great Wyrm Black Dragon.
Joker - Any of the above (You still need tributes if you want to summon a stronger monster than CR 10)
All Skill Ranks are put in Concentration, and all variable feats that the Fighters could have are Toughness for the first two feats, and then the rest are filled with Improved Toughness, Run and Power Attack.
He can only fully control one Card Spirit per turn, and this takes a standard action to control that monster. When he "controls" a Card Spirit, this means he basically act as if he were them, controlling all movements for the rest of the turn (They still have all their actions, unlike you). In game terms this means verbally and mentally commanding them to do as you wish. Other Card Spirits he controls that were not chosen to take a "full turn" only gain the ability to move one of their movement speeds during his turn, which he can command them to do as a free action during his turn only. After his Card Spirit has expended their full round worth of actions, his turn ends.
When a Card Spirit destroys/kills another Card Spirit, the amount of damage that it took to destroy that Card Spirit is taken away from the destroyed monster's Life Points. If a player's Life Points hit 0 or below, they lose The Game.
Each other player takes their turn, following the same parameters.
You win if you are the last person to have 0 Life Points, or if you manage to activate a monster's effect that specifically states you win a Yu-Gi-Oh duel.
At any time a player may quit a game and step away. If they do they are subject to a Penalty Game (See below) for breaking away from the game prematurely.
At the end of the duel, the winner may choose to inflict a Penalty Game. Each of the loser(s) must make a will save or suffer as per Bestow Curse(Treat it as if the winner had cast it on them). This is considered an extremely evil act and is an auto-fall for any Paladin.
Special Game!
If you possibly can, you may play the 5D version of the game. Each player also needs to own a Motorcycle, created by Admiral Squish in his mighty Tome of Iron (http://www.giantitp.com/forums/showpost.php?p=10120119&postcount=4), and in the spoiler below;
Motorcycle:
Medium Construct [Vehicle]
Hit Dice: 2d10+10
Initiative: +3
Speed: 60 feet (12 squares)
Armor Class: 16 (+3 Natural, +3 Dex), touch 13, flat-footed 13
Base Attack/Grapple: +1/+5
Attack: Slam +5 Melee (1d6+6)
Full Attack: Slam +5 Melee (1d6+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Powerful Charge +1d6
Special Qualities: Construct Traits, Vehicle Traits, Hardness 10
Saves: Fort +0, Ref +3, Will +0
Abilities Str 18, Dex 16, Con -, Int -, Wis -, Cha -
Skills:-
Feats:-
Environment: Any Urban
Organization: Solitary, Squad (3-6), Gang (20-50)
Challenge Rating: 1
Treasure: -
Alignment: Always Neutral
Advancement: -
Level Adjustment: -
Vehicle Traits:
A motorcycle offers cover to it’s pilot, and deals 1d6 damage to it’s pilot when it reaches 0 HP.
{table=head]Piloting Use|DC
Move|10
Floor It|10
Attack|10
Full Attack|10
Maintain Control|25
Cover|15
Skill|Varies
Maneuver|20
Bail|5
[/table]
The game plays out as normal, only the players ride their motorcycles in a large circular track, and the monsters are summoned within this circle, within Line of Sight. If you fail a Piloting Check and either stop or fall off your Motorcycle, you are automatically out of the game, but are not subject to a Penalty Game no matter what else happens.
---------
Playing a Card Dealer Knight
The Card Dealer Knight is one of the more random PRC's out there. One day your a healer, keeping your buddies alive, the next your tearing down your enemies.
Combat: The Card-Dealer Knight will still be a mainly front-line fighter, but he will have an edge of unpredictability will him that is useful for throwing off reoccuring opponents.
Advancement: Most Card Dealer Knights start as Duskblades, and so after taking all 10 levels, normally continue on that path.
Card Dealer Knights in the World
Mental bugger keeps playing card games before we go out hunting for the three legendary God Tablets! Something is wrong with him..... A cleric talking about his Card-Dealer Knight accomplice, Yugi.
The Card Dealer Knights are treated with a mixture of awe and pity in most places. They are liked for their magical aptitude with the right draw, but pitied that their potential can be so unreliable. More puritanical sects outright detest the Card Dealer Knights and oppose their existance, but in alot of places they are so popular richer people send their children to be tutored under Professor Card Dealer Knights in a so-called "Duel Academy", and generally in these places Card Games Are Serious Business.
Daily Life: Other than drawing their hand at each and every day, the life of a Card Dealer Knight is quite varied. Some spend their days earing money in Yu-Gi-Oh duels and others take a more active lifestyle, using their powers to explore the land and further their own causes, for good or evil.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.
Card Dealer Knights in The Game*
Oh boy. Now, I understand that some people won't like randomness like in this class. Some will. This class is for the latter, and for the former I can't really help you. In the game, this class's first role is always to be a spellsword - Magic and Might to crush opponents. The secondary role, however, can change. One day your a healer, the next your creating stuff, the next your blowing stuff up. It's all cool.
Adaptation: Beyond the normal Card Dealer Knight, the ACF that is the Duel Master class. It focuses on the game of Yu-Gi-Oh more than actual fighting, because Card Games Are Serious Business. Another possible adaptation could be that you draw from a Tarot Card deck instead of a Playing Card deck, although edits to the Draw Hand ability will have to be ajusted heavily.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.
*Ha! You just lost The Game!
http://3.bp.blogspot.com/_L78zEKWCMII/TG8Hkoo3ekI/AAAAAAAAA1M/ZjXFtEmngCQ/s1600/twisted+fate.jpg
"If you like to gamble, I tell you I'm your man
You win some, lose some, it's -all- the same to me
The pleasure is to play, it makes no difference what you say" - An excerpt from the song Ace of Spades, by Motorhead.
Some Duskblades like unbending reliability - One trick is old, but it works, and it ges the job done. Some like a bit of fun, and pick out a small group of cool ways of killing people, but still pick, you know, a reliable way of killing people.
Not the Card Dealer Knights.
For whatever reason, the Card-Dealer Knights are a group of Duskblades who leave their killing power to the whimy of an enchanted pack of cards. The process is not entirely random - Hearts give healing powers of the positve energy kind (Or undead slaying powers), Clubs give the power to harm with negative energies (Or to sustain a damned army of undead). Diamonds allow the Card Dealer Knight to create new things, and Spades allow the Card Dealer Knight to tear down creation. No matter what the Card Dealer Knight draws, he'll always have a trick up his sleeve.
Becoming a Card Dealer Knight
Duskblades almost exclusively make up the Card Dealer Knights, although other spell wielding warriors can join, provided they meet the requirements.
ENTRY REQUIREMENTS
Alignment: Any Chaotic
BAB: +7
Skills: Profession (Gambler) 3 ranks, Sleight of Hand 3 ranks.
Spellcasting: Must be able to cast 2rd level Arcane Spells.
Special: Must own a Deck of 52 playing cards and a Joker card in Real Life.
The Card Dealer Knight's class skills are Climb, Concentrate, Craft, Decipher Script, Jump, Knowledge (all skills, taken individually), Ride, Sense Motive, Spellcraft, Swim.
Skills Points at Each Level:4 + int mod
Hit Dice: d8
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells per Day
1st|
+1|
+0|
+2|
+2|Deck of Magic, Draw Hand, Cheater's Bane, Cardshark Familiar|+1 existing spellcasting class
2nd|
+2|
+0|
+3|
+3|Prince's Hand|+1 existing spellcasting class
3rd|
+3|
+1|
+3|
+3|Bend the Cards +1|+1 existing spellcasting class
4th|
+4|
+1|
+4|
+4|Queen's Hand|+1 existing spellcasting class
5th|
+5|
+1|
+4|
+4|Trap Card, Activate!|+1 existing spellcasting class
6th|
+6|
+2|
+5|
+5|Bend the Cards +2|+1 existing spellcasting class
7th|
+7|
+2|
+5|
+5|King's Hand|+1 existing spellcasting class
8th|
+8|
+2|
+6|
+6|Joker's Hand|+1 existing spellcasting class
9th|
+9|
+3|
+6|
+6|Bend the Cards +3|+1 existing spellcasting class
10th|
+10|
+3|
+7|
+7|Ace's Hand, Eternal Player|+1 existing spellcasting class [/table]
Weapon Proficiencies: A Card Dealer Knight gains no new armor/weapon proficiencies.
Spells Per Day/Spells Known: At each level, the Card Dealer Knight gains new spells per day (and spells known, if applicable) as if it had also gained a level in an arcane spellcasting class it belonged to before adding the prestige class level. The Card Dealer Knight does not, however, gain any other abilities of the class. If the Card Dealer Knight has more than one arcane spellcasting class, it must choose which class's spellcasting level is increased.
Deck of Magic: The Card Dealer Knight's power stems from his magic deck of cards. To create a useable Deck of Magic, the Card Dealer Knight needs to spend 500gp and an hour attuning to the deck. You may attune yourself to multiple Decks, but you may only use one at a time. In Real Life terms, this means taking a normal 52 pack of cards and removing all the Jacks, Queens, Kings, and Aces and the Joker. These cards should still be kept safe, as they will be added later. A Card Dealer Knight must keep his Decko of Magic on his person, and a Card Dealer Knight that loses all his Decks of Magic (Destroyed, Stolen, Lost etc.), cannot use any of his class abilities granted by this class until he aquires a new deck.
Draw Hand: At the start of each day (Or 24 hours after you last drew your hand, to be pedantic) in a process that takes an entire full round, you may draw a hand from your magical deck of cards. In real terms this means shuffling the real deck mentioned above and drawing 4 cards. You gain abilities depending on what you draw that last for 24 hours unless otherwise noted, depending on what effect you gain, as below:
Hearts
If you draw any number of Hearts, firstly, add up the total numerical value of all the Hearts you drew. You gain the Lay on Hands ability of a Paladin, with an effective Paladin level equal to your character level and an effective CHA score equal to 10+Total Hearts. You must use the score of 10+Total Hearts for your CHA score wth regards to the Lay on Hands ability, even if your actual CHA score is higher. This calculated score may not exceed your Card Dealer Knight levels +20.
Clubs
This ability functions like the Hearts ability, only when you use this ability, it channels Negative Energy and so damages the living and heals the living dead.
Diamonds
When you draw any number of Diamonds, add up all the numerical values of the Diamonds you drew. Then, you may split up this number and choose spells of the Conjuration subschool whoes total spell level is equal or lower than this number (0th level spells count as 1/2 a spell level), but you cannot choose spells a Wizard of your level could not cast, and you may only have one spell of the highest level possible. You gain each of these spells as a SLA useable once per day each. For instance, Dave the Duskblade 9/Card Dealer Knight 3 draws a 3 of Hearts, a 5 of Hearts, a 4 of Diamonds, and a 9 of Diamonds. This means he gains a total Diamond number of 13. He can pick any spell he wants, but only of 6th level or lower. He picks one 6th level spell one 5th level spell and one 2nd level spell and gains all three as an SLA useable once per day.
Spades
This functions as the Diamonds ability, but you pick from Evocation spells instead of Conjuration spells.
Hand Abilities
Also, you gain special abilities for 24 hours if you happen to draw special hands, as below. You can gain multiple abilities with one hand (I.E you could gain a Flush bonus and a Straight bonus all in one hand):
*Note*
If a Hand Ability gives you a SLA, the CL is your Character Level and the DC is 15+INT Mod+Spell Level
Flush
If you draw a hand that is made up of just one set, you gain a slight bonus.
Add 1 to your effective CHA score if it is Clubs/Hearts, and add one to the total Spell Pool for Diamonds/Spades.
Straight
If you draw a hand that can be arranged numerically in order (I.E a 2 of Clubs, a 3 of Clubs, a 4 of Hearts, and a 5 of Spades), You gain a +1 bonus to all attack rolls for the day.
Some of a Kind
If you draw 4 of a single number (All four 8's, for instance), you gain (card number *4) temp HP. If you draw three of the same number, you gain the (card number*3 temp HP, and if you draw two of the same number, you gain the (card number*2) temp HP. These temporary hit points last for 24 hours or until you lose them to damage.
Rainbow Suit
If you manage to draw four different suits in one hand, you gain DR 5/Magic until you draw your next hand.
Dead Man's Hand
If you draw two aces and two 8's that are all of black suits, you gain the Undead type for 24 hours.
Death Squared
If you manage to draw four 4's, you gain a SLA(s) dependant on your Character Level, as shown below;
Below 10: Enervation 3/day
10-15: Eyebite 2/day and Enervation 3/day
16+: Horrid Wilting 1/day, Eyebite 2/day and Enervation 3/day
Royal Straight (Lesser)
If you manage to draw a 10, a Jack, a Queen and a King, you gain an SLA(s) as shown below, dependant on your Character Level;
Below 10: Prestidigitation at will and Charm Monster 3/day
10-15: Telekinisis 2/day, Charm Monster 3/day and Prestidigitation at will
16+: Limited Wish 1/day, Telekinisis 2/day, Charm Monster 3/day and Presdigidation at will.
Royal Straight (Greater)
If by some miracle you manage to draw a Jack, Queen, King and an Ace,
you gain an SLA as shown below, dependant on your Character Level;
Below 10: Prestiditation at Will and Telekinisis 3/day
10-16: Limited Wish 2/day
17+: Wish 1/day
Hand of God
No, I don't know how you did it, but did it you did. If by some obscene miracle you manage to draw the legendary Hand of God, i.e Four Aces, you gain UNLIMITED POWEEEEEEER. Well, you gain a Divine Rank of 0 for the day, with the bonuses set out as below;
- All past and present HD are maximized for the 24 hours
- Base land speed increases by 60ft,
- Gains a +1 Divine bonus to armor class
- Gainst a +1 bonus to existing natural armor, or gainst +1 natural armor
- Apply Charisma modifier as a Deflection bonus to Armor Class
- Gains a +1 divine bonus to all attack rolls
- Gains damage reduction 20/epic and any alignment opposed to your own
- Gains a +1 divine bonus to all saving throws
- Gains immunity to polymorph, petrification, energy drain, ability drain, ability damage, mind-affecting effects, electricity, cold, acid, disease, poison, stunning, sleep, paralysis, death effects, disintegration, and all effects that try to imprison or banish you. These immunities (except elemental immunities) can be overcome only be a creature with a higher divine rank than you
- Gains a +1 divine bonus on all skill checks, ability checks, caster level checks, and turning checks.
- Gains spell resistence 33
- Gains immortality (not that it's likely to come up)
- Becomes immune to massive damage
- Gains a Divine Aura (Daze). Every creature (or every enemy, at the your choice) within a radius of up to 100 feet (Youmay increase or decrease this radius as a free action) must succeed on a Will save (DC 10 + Your Int modifier) or simply stare at you in awe, unable to take any actions save those required to defend themselves. You may activate or deactivate this ability as a free action. Once a creature has saved against this effect, it is immune to the effect for 24 hours. This ability is a mind-affecting ability, and does not effect creatures of an equal or higher Divine Rank than you.
- Gains the ability to speak, read, write, and understand all forms of communication.
Cheater's Bane: A Card Dealer Knight that is found to have been cheating when drawing his cards for the day immediately loses all class abilities granted by this class, until an Atonement is made.
Cardshark Familiar:* You gain a Cardshark (http://www.giantitp.com/forums/showthread.php?t=149940) a a familiar, with benefits just like a Wizard. To determine the benefits, treat your Card Dealer Knight levels as your Wizard levels to determine all benefits. This does not replace any familiars you might already have, and so allows you to have more than one familiar.
*Kudos to MoleMage for the excellent Cardshark monster.
Prince's Hand: You may add all four Jacks to your deck. These cards are treated has having a number of 11 for all numerical values, and if you manage to draw any Jacks, you gain a +1 bonus to all attack rolls for that day (This does not stack with attack bonuses granted by Queen's Hand, King's Hand, or Ace's Hand)
Bend the Cards: At 3rd, 6th and 9th level, when you draw your hand at the start of the day, you may choose some cards and treat some cards as if you had drawn higher cards than them. At 3rd level, you may pick one card and treat it as if you had drawn a card one higher. At 6th level, you may pick two cards and treat them one higher, or one card and treat it two higher. At 9th level, you may treat 3 cards one higher each, one card two higher and another one higher, or one card three higher. This is not considered cheating with regards to your Cheater's Bane class ability.
Queen's Hand: When you gain this ability, you may add all four Queens to your deck, which all have a numerical value of 12. If you manage to draw any Queens into your hand, you gain a +2 to all attack rolls for the day (This does not stack with bonuses granted by Prince's Hand, King's Hand or Ace's Hand.)
Trap Card, Activate!: You are always considered to have a Contingent spell on your person at all times, derived from a spell on your own Spell List that you can cast. It may be activated once per day, you can change the activation condition by concentrating for a full round, and the spell itself may be changed and recharged after 8 hours of sleep.
King's Hand: When you gain this ability, you may add all four Kings to your deck, which have a numerical value of 13. If you manage to draw any Kings, you gain a +3 to all attack rolls for the day (Does not stack with the bonus granted by Prince's Hand, Queen's Hand and Ace's Hand)
Joker's Hand: When you gain this class ability, add the Joker to your deck. If you manage to draw the Joker, you may immediately swap it for any other card in the undrawn deck and treat the draw as if you had drawn that card first. This is not considered cheating with regards to Cheater's Bane.
Ace's Hand: When you gain this class ability, add the final parts to your deck - The four Aces, who have a numerical value of 14. If you manage to draw any Ace's, you gain a +4 to all attack rolls for the day (Does not stack with Prince's Hand, Queen's Hand, or King's Hand).
Eternal Player: When you gain your final level in this class, you gain the Construct type, or lose the Living Construct subtype, as you become a being made up of thousands apon thousands of magical cards stacked up. However, you can't quite escape chance yet. When you gain this class ability, shuffle your deck and draw a card. Depending on what you draw depends on what subtype you gain, along with the Construct type you gain;
Hearts: Earth Subtype
Clubs: Air Subtype
Diamonds: Fire Subtype
Spades: Ice Subtype
Joker: Any subtype you like (Even one not listed here)
---------------
ACF: Duel Master
Duel Masters are Card Dealer Knights who become a bit too obcessed with the game of Yu-Gi-Oh, and thus focus their style of fighting in making them a better duelist.
NOTE: This ACF only works if people/NPCs/Villains are willing to duel you in a proper duel, as per the T.V show. I'm sure Yu-Gi-Oh wouldn't of been very good if Marik just stabbed Yugi instead of wasting time being an honourable villain and playing Yu-Gi-Oh with him instead.
ENTRY REQUIREMENTS
Alignment: Any Chaotic
BAB:+7
Skills: Profession (Gambler) 3 ranks, Sleight of Hand 3 ranks.
Spellcasting: Must be able to cast 2rd level Arcane Spells.
Special: Must own a Duel Disc and a Deck of Illusions.
The Duel Master's class skills are Climb, Concentrate, Craft, Decipher Script, Jump, Knowledge (all skills, taken individually), Ride, Sense Motive, Spellcraft, Swim.
Skills Points at Each Level:4 + int mod
Hit Dice: d6
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells per Day
1st|
+1|
+0|
+2|
+2| Draw Bigger Hand, Get Your Game On!, Cheater's Bane, Cardshark Familiar|+1 existing spellcasting class
2nd|
+2|
+0|
+3|
+3|Duel Sprit 1|+1 existing spellcasting class
3rd|
+3|
+1|
+3|
+3|Expanded Deck +1|+1 existing spellcasting class
4th|
+4|
+1|
+4|
+4|Duel Spirit 2|+1 existing spellcasting class
5th|
+5|
+1|
+4|
+4|Trap Card, Activate!|+1 existing spellcasting class
6th|
+6|
+2|
+5|
+5|Expanded Deck +2|+1 existing spellcasting class
7th|
+7|
+2|
+5|
+5|Duel Spirit 3|+1 existing spellcasting class
8th|
+8|
+2|
+6|
+6|Duel Spirit 4|+1 existing spellcasting class
9th|
+9|
+3|
+6|
+6|Expanded Deck +3|+1 existing spellcasting class
10th|
+10|
+3|
+7|
+7|Personal God Card, Eternal Player|+1 existing spellcasting class [/table]
Draw Bigger Hand: When playing a game of Yu-Gi-Oh, you draw 6 cards at the start of a game instead of 5.
Get Your Game On!: You gain Get Your Game On! as a bonus feat, ignoring the requirements.
Cheater's Bane: A Duel Master that is found to have been cheating in a game of Yu-Gi-Oh immediately loses all class abilities granted by this class, until an Atonement is made.
Cardshark Familiar:* You gain a Cardshark (http://www.giantitp.com/forums/showthread.php?t=149940) a a familiar, with benefits just like a Wizard. To determine the benefits, treat your Card Dealer Knight levels as your Wizard levels to determine all benefits. This does not replace any familiars you might already have, and so allows you to have more than one familiar.
*Kudos to MoleMage for the excellent Cardshark monster.
Duel Spirit: After 8 hours rest, by meditating for one hour, you may channel your dueling ability to bring the Duel Monsters in your cards into reality. Choose one monster you could summon in a Yu-Gi-Oh duel from your Deck of Illusions, with a CR no more than your Duel Master levels + Half your other class levels (Rounded down). This monster is summoned ajacent to you after the 1 hour, under your control as if you had summoned it with a Summon Monster spell, only as an extraordinary ability, and with a 24 hour duration.
At levels 4, 7 and 8 after your hours meditation, you can summon 2, 3 or 4 monsters respectively, but they each cannot have a CL that exceeds your limit (Duel Master levels + Half other class levels).
Expanded Deck: At each of the indicated levels, you may increase the amount of cards you can have in your Deck of Illusions at one time by the indicated amount (To a total of 6 extra cards at 9th level). The cards you can add are copies of the original cards in a Deck of Illusions.
Trap Card, Activate!: You are always considered to have a Contingent spell on your person at all times, derived from a spell on your own Spell List that you can cast. It may be activated once per day, you can change the activation condition by concentrating for a full round, and the spell itself may be changed and recharged after 8 hours of sleep.
Personal God Card: At 10th level, you become so powerful you can bring your own thoughts and dreams into reality as your own God Card. When you gain this class ability, you must choose a Monster that has a CR equal to your character level, and an alignment the same as yours (Only for Always Alignment X creatures). You gain a special card that can be added and played in your deck (Ignoring your normal deck limit), and when played in a game of Yu-Gi-Oh, summons the chosen creature. Also, by forgoing all other sprits, once you have meditated for one hour to summons your Duel Spirits, you may summon your God Card Spirit exclusively, ignoring the CR limit but otherwise following the normal rules. At every level you gain after taking this level, you may either advance your chosen Monster by one hit dice, or re-pick a monster as long as it follows the rules set out above.
Eternal Player: When you gain your final level in this class, you gain the Construct type, or lose the Living Construct subtype, as you become a being made up of thousands apon thousands of magical cards stacked up. However, you can't quite escape chance yet. When you gain this class ability, shuffle a 53 card deck (Normal 52 cards + Joker) and draw a card. Depending on what you draw depends on what subtype you gain, along with the Construct type you gain;
Hearts: Earth Subtype
Clubs: Air Subtype
Diamonds: Fire Subtype
Spades: Ice Subtype
Joker: Any subtype you like (Even one not listed here)
New Item!
Duel Disk
http://media.animevice.com/uploads/0/3695/129274-duel_disk_2_large.png
A Duel Disk a large-ish device created by Artificers to squeese the best power out of someone's lucky cards. It takes up the Bracers slots, and you can load a Deck of Illusion into it as a full-round action that provokes AoO's.
You can draw one card per turn from said Deck as a move action that also provokes AoO's. While wearing a Duel Disk, when you use the Draw Hand class ability, you gain a greater degree of control over the cards. You gain an additional 2 points of CHA to add to your effective CHA score with regards to drawing Clubs/Hearts, and you may select two of the highest level spells you can select instead of one, with regards to Spades/Diamond. If you are a specialist Duel Master (See ACF), you instead lose the need to hold your hand while playing Yu-Gi-Oh, allowing you to hold an item in that hand. These benefits (The extra spell, the +2 effective CHA and the free hand) are lost for the day if you remove the Duel Disc during the day you drew your hand. Also, if you own a Deck of Illusions and a Duel Disc, and have the *training, you are able to play the ancient art of Yu-Gi-Oh.
Price: ??????
Feat:
*Get Your Game On!
Prerequisites: Draw Hand class ability, must own a Duel Disc and a Deck of Illusions.
Benefit: You may now take part in Yu-Gi-Oh Duels. You also gain +1 to your Caster Level when using SLA's granted by drawing Spades or Diamonds, and you may have up to 6 additional Yu-Gi-Oh cards in your Deck of Illusions.
Playing Yu-Gi-Oh in D&D
Firstly, as it has been reiterated many times, you NEED a Duel Disc a Deck of Illusions, the Get Your Game On! feat, and the Deck loaded into the Duel Disc before play. No skimping out.
Now, in order to play the game, you need to understand the flow of the game. Each duelist player rolls for initiative, as if it was the start of an encounter. If there is a tie for any players, all players roll again until there is a defined order. Then, the person with the highest roll takes his turn as such;
Each player gains 1000 Life Points at the start of the game.
He draws 5 cards (His hand) as a free action at the start of the game, and then one card at the start of each turn (Move Action, provoking OoO's), unless you are the starting player.
He then searchs through his hand, and chooses ONE monster to summon for that turn. He places the card on one of the 5 slots on his duel disc and summons a monster depending on the Number in a square ajacent to him (Or as close as possible). If all 5 slots are filled on your duel disc with summoned monsters, you cannot summon any more monsters until one space is freed up (Either by tributing monsters or if they are destroyed).
This monster is more than an illusion, but less than real. They are known as Card Spirits, and have the following rules;
They cannot affect ANY creatures/objects in normal reality, any monsters they summon or spells they cast only affect other Card Spirits, but they CAN however, affect other Card Spirits normally and any lasting effect conjured up by a Card Spirit, and players in a special way (See below).
Monsters with more than 10CR cannot be summoned straight away. Monsters with 11-15CR require you tribute and therefore destroy 1 of your already summoned monsters as a free action that takes place when you summon the monster. 16CR+ require 2 tributes, and a God Card requires 3 tributes.
The monsters are as follows:
2 - Human Fighter 2
8 - Human Fighter 6
9 - Human Fighter 10
10 - Human Fighter 14
Jack - Human Lich OR Ghost Fighter 11 (Chosen at summoning, and they both reform 1d10 rounds after death on the square on which they died.)
Queen - Succubus Rogue 8 OR Astral Deva (Chosen at summoning)
King - Balor or Solar (Chosen at summoning)
Ace - LE Great Wyrm White Dragon OR CG Great Wyrm Black Dragon.
Joker - Any of the above (You still need tributes if you want to summon a stronger monster than CR 10)
All Skill Ranks are put in Concentration, and all variable feats that the Fighters could have are Toughness for the first two feats, and then the rest are filled with Improved Toughness, Run and Power Attack.
He can only fully control one Card Spirit per turn, and this takes a standard action to control that monster. When he "controls" a Card Spirit, this means he basically act as if he were them, controlling all movements for the rest of the turn (They still have all their actions, unlike you). In game terms this means verbally and mentally commanding them to do as you wish. Other Card Spirits he controls that were not chosen to take a "full turn" only gain the ability to move one of their movement speeds during his turn, which he can command them to do as a free action during his turn only. After his Card Spirit has expended their full round worth of actions, his turn ends.
When a Card Spirit destroys/kills another Card Spirit, the amount of damage that it took to destroy that Card Spirit is taken away from the destroyed monster's Life Points. If a player's Life Points hit 0 or below, they lose The Game.
Each other player takes their turn, following the same parameters.
You win if you are the last person to have 0 Life Points, or if you manage to activate a monster's effect that specifically states you win a Yu-Gi-Oh duel.
At any time a player may quit a game and step away. If they do they are subject to a Penalty Game (See below) for breaking away from the game prematurely.
At the end of the duel, the winner may choose to inflict a Penalty Game. Each of the loser(s) must make a will save or suffer as per Bestow Curse(Treat it as if the winner had cast it on them). This is considered an extremely evil act and is an auto-fall for any Paladin.
Special Game!
If you possibly can, you may play the 5D version of the game. Each player also needs to own a Motorcycle, created by Admiral Squish in his mighty Tome of Iron (http://www.giantitp.com/forums/showpost.php?p=10120119&postcount=4), and in the spoiler below;
Motorcycle:
Medium Construct [Vehicle]
Hit Dice: 2d10+10
Initiative: +3
Speed: 60 feet (12 squares)
Armor Class: 16 (+3 Natural, +3 Dex), touch 13, flat-footed 13
Base Attack/Grapple: +1/+5
Attack: Slam +5 Melee (1d6+6)
Full Attack: Slam +5 Melee (1d6+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Powerful Charge +1d6
Special Qualities: Construct Traits, Vehicle Traits, Hardness 10
Saves: Fort +0, Ref +3, Will +0
Abilities Str 18, Dex 16, Con -, Int -, Wis -, Cha -
Skills:-
Feats:-
Environment: Any Urban
Organization: Solitary, Squad (3-6), Gang (20-50)
Challenge Rating: 1
Treasure: -
Alignment: Always Neutral
Advancement: -
Level Adjustment: -
Vehicle Traits:
A motorcycle offers cover to it’s pilot, and deals 1d6 damage to it’s pilot when it reaches 0 HP.
{table=head]Piloting Use|DC
Move|10
Floor It|10
Attack|10
Full Attack|10
Maintain Control|25
Cover|15
Skill|Varies
Maneuver|20
Bail|5
[/table]
The game plays out as normal, only the players ride their motorcycles in a large circular track, and the monsters are summoned within this circle, within Line of Sight. If you fail a Piloting Check and either stop or fall off your Motorcycle, you are automatically out of the game, but are not subject to a Penalty Game no matter what else happens.
---------
Playing a Card Dealer Knight
The Card Dealer Knight is one of the more random PRC's out there. One day your a healer, keeping your buddies alive, the next your tearing down your enemies.
Combat: The Card-Dealer Knight will still be a mainly front-line fighter, but he will have an edge of unpredictability will him that is useful for throwing off reoccuring opponents.
Advancement: Most Card Dealer Knights start as Duskblades, and so after taking all 10 levels, normally continue on that path.
Card Dealer Knights in the World
Mental bugger keeps playing card games before we go out hunting for the three legendary God Tablets! Something is wrong with him..... A cleric talking about his Card-Dealer Knight accomplice, Yugi.
The Card Dealer Knights are treated with a mixture of awe and pity in most places. They are liked for their magical aptitude with the right draw, but pitied that their potential can be so unreliable. More puritanical sects outright detest the Card Dealer Knights and oppose their existance, but in alot of places they are so popular richer people send their children to be tutored under Professor Card Dealer Knights in a so-called "Duel Academy", and generally in these places Card Games Are Serious Business.
Daily Life: Other than drawing their hand at each and every day, the life of a Card Dealer Knight is quite varied. Some spend their days earing money in Yu-Gi-Oh duels and others take a more active lifestyle, using their powers to explore the land and further their own causes, for good or evil.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.
Card Dealer Knights in The Game*
Oh boy. Now, I understand that some people won't like randomness like in this class. Some will. This class is for the latter, and for the former I can't really help you. In the game, this class's first role is always to be a spellsword - Magic and Might to crush opponents. The secondary role, however, can change. One day your a healer, the next your creating stuff, the next your blowing stuff up. It's all cool.
Adaptation: Beyond the normal Card Dealer Knight, the ACF that is the Duel Master class. It focuses on the game of Yu-Gi-Oh more than actual fighting, because Card Games Are Serious Business. Another possible adaptation could be that you draw from a Tarot Card deck instead of a Playing Card deck, although edits to the Draw Hand ability will have to be ajusted heavily.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.
*Ha! You just lost The Game!