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Jarl
2006-11-18, 09:19 PM
The Dealer's Army

Ages ago, there were a number of small villages in a valley which were constantly at war with one another. Gradually, five of the villages came to form an alliance against their neighbors. Years of warfare mutated the social structure, blurred the lines between families, and forged an unstoppable mercenary force... The Dealer's Army.

Five Families
The Five Families of the Dealer's Army (the villages have been fused inseparably for generations) are the Clubs, Spades, Hearts, Diamonds, and Tarot. Each family has its own history and traditions, but all are intertwined permanently.

The ♣Club♣ family was the regional monarchy in the northern end of the valley for hundreds of years. The village was named after them, but was wiped out by a neighboring village soon after the forming of the alliance.
The ♦Diamonds♦ were a downtrodden family in the Tarot city in the south. When the alliance formed, they threw out their oppressors.
The ♠Spade♠ village was settled nearest to the river, and always filled with wealthy foreigners. It was the Spades who suggested the alliance begin waging war for other people in exchange for money.
The ♥Heart♥ family owned the lands in the highest mountains of the valley, operating a nest of monasteries in which they honed their martial arts.
The ★Tarot★ overcame their usurpation at the hands of the Diamonds and eventually formed the Dealer's Army, which soon became the militant wing of the alliance. All Dealers have been Tarot family members.

Because of the high level of interbreeding between families, any individual born to the alliance may claim allegiance to any given family. Doing so requires a sacred oath, and involves a painful branding around the age of puberty. An individual granted provisional birthright (basically, being treated as though they were a citizen of the valley) must chose which family they vow allegiance to when granted this great blessing.
Because of the social disorder caused by the long and terrible wars, any member of a family may rise to royalty, simply by increasing their value to the community. The Council of Kings meets frequently to make decisions about the communities. A female King is called a Queen. To count as a King, a character must be of 12th level or higher, and petition the Council of Kings.


The Dealer
The Dealer is an individual who works behind the scenes of the army, selling its services and planning its expansions. Dealers are always members of the Tarot family.
A Dealer needs to be wise, intelligent, charismatic, and usually lawfully aligned.


The Army
The Dealer's Army is the most visible extension of the valley alliance. Most members of the Army are simple soldiers and medium level warriors. Some, however, are specialists, such as the One-Eyed Jacks, the Suicide Kings, and the Flying Aces.
The Dealer's Army is famed for its high level of military technology. They use strange devices, built by them and bought from others, to make their forces the most powerful in any conflict.

-That's the summary. First, I think... some military tech.

Jarl
2006-11-18, 09:52 PM
Bicycle
A Simple Mechanical Item, the workhorse of the Dealer's Army.

Bicycle
Cost: 500 GP
Weight: 50 pounds.
Speed: 50+(Strength Mod times 5)

Any character with one or more ranks in Ride may ride a bicycle. A bicyclist may not make an untrained ride check unless using Training Wheels. if falling from a bicycle, a rider may attempt to use the Soft Fall use of the Ride Skill. On a failed ride check in case of falling off, a rider takes 1d2 damage.

A bicycle is a mechanical item and does not need food or any other such things that a horse or other mount may need. However, you cannot use the Cover, Fight With Warhorse, Spur Mount, or Control Mount in Battle uses of the Ride skill when riding a bicycle. You do not receive a Synergy bonus from Handle Animal when using a bicycle.

A bicycle is collapsible may be taken into a dungeon just as easily as you'd take a shield.

A bicycle can be made with a Craft (trapmaking) DC of 20.

A Masterwork bicycle's speed is increased to 50+(Strength Mod times 10).


Training Wheels
Cost: 100 GP
Weight: 10 pounds

Allows a character to make an untrained ride check on a bicycle. The bicycle's speed is halved.

Attaching or removing training wheels requires an Open Lock check, DC 5.

Masterwork Training Wheels add 20 to the adjusted speed of a bicycle.


Spines
Cost: 30 GP
Weight: 5 pounds
Damage: 1d6 Piercing

A bicycle with Spines on it can be used to charge and stab an enemy. This attack uses the Charge rules. Spines count as readied and set piercing weapons.

A Bike can hold 4 Spines. Attaching Spines requires an Open Lock check, DC 10.

Masterwork Spines get +2 to damage.

-That's it for tonight. Tomorrow, god willing, I'll get some PrCs up. And yeah, they're based off cards. Surprise.

Carrion_Humanoid
2006-11-18, 10:38 PM
Haha, Bycicles are funny. You should also add a quad bike((I made one)) or perhaps armor for it.

Jarl
2006-11-19, 10:16 PM
♥Queen of Hearts♥
A Five Level Prestige Class
The Queen of Hearts (http://www.madore.org/~david/images/cards/english/queen-hearts.png)

"Would you tell me," said Alice, a little timidly, "why you are painting those roses?"

Five and Seven said nothing, but looked at Two. Two began in a low voice, "Why the fact is, you see, Miss, this here ought to have been a red rose-tree, and we put a white one in by mistake; and if the Queen was to find it out, we should all have our heads cut off, you know. So you see, Miss, we're doing our best, afore she comes, to--"

At this moment Five, who had been anxiously looking across the garden, called out "The Queen! The Queen!" and the three gardeners instantly threw themselves flat upon their faces. There was a sound of many footsteps, and Alice looked round, eager to see the Queen.

A Queen of Hearts is, as her name suggests, a Queen of the Heart family. The Heart family females have a proud military tradition, going back hundreds of years. Queens of Hearts are well known the world over for their brilliant strategy, deadly strength, and legendary rages.

Requirements
Alignment- Lawful Good
Gender- Female
Skills- Diplomacy 5, Intimidate 5, Jump 5, Tumble 5, Bluff 5
Class Features- Must be able to, or have been able to (before alignment change) Rage.
Base Attack Bonus- +6 or higher
Feats- Run, Great Cleave
Special- Must be a Queen. Must be a member of the Hearts family.

Features
Hit Die- d10
BAB and Saves- As Paladin
Skills- The Class Skills of the Queen of Hearts (and the relevant abilities) are Tumble (Dex), Intimidate (Cha), Diplomacy (Cha), Swim (Str), Jump (Str), and Bluff (Cha). A Queen of Hearts gains 4+Int mod skill points per level.
Proficiencies- A Queen of Hearts gains no proficiencies.

Queen of Hearts
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+0|Rage

2nd|
+2|
+3|
+0|
+0|Detect Evil

3rd|
+3|
+3|
+1|
+1|Smite Evil

4th|
+4|
+4|
+1|
+1|Damage Reduction 5/-

5th|
+5|
+4|
+1|
+1|Off With Their Heads[/table]


Rage (Ex)- For the purposes of Rage, a Queen of Hearts level counts as a level of Barbarian. A Queen of Hearts who lost the ability to Rage because of alignment change may now Rage again.

Detect Evil (Sp)- Beginning at second level, a Queen of Hearts may, at will, use Detect Evil as the spell and class feature. If a Queen of Hearts already can Detect Evil, oh well.

Smite Evil (Su)- Starting at third level, a Queen of Hearts may Smite Evil. For the purposes of Smite Evil, a Queen of Hearts level counts as a level of Paladin.

Damage Reduction (Ex)- Starting at fourth level, when wearing light armor or less, a Queen of Hearts gains DR 5/-.

Off With Their Heads (Sp)- Beginning at fifth level, a Queen of Hearts may sacrifice a Rage use or a Smite Evil use in order to make any slashing weapon she currently wields Vorpal for a number of rounds equal to her hit die.

-Maybe something tomorrow. If not, by Wednesday.

Carrion_Humanoid
2006-11-20, 05:29 PM
Looking Good, I must say.

Jarl
2006-11-24, 06:26 PM
♥Suicide King♥
A Five Level Prestige Class
The King of Hearts (http://www.madore.org/~david/images/cards/english/king-hearts.png)

Inside every man is a ticking time bomb, just waiting to go off...

A Suicide King is a violent and highly tempermental warrior with no regard for his own life. Furthermore, he concentrates his own lethal energies deep within himself to the point where, if he's not careful, he can just explode!

Requirements
Alignment- Any chaotic
Skills- Autohypnosis 15
Class Features- Must be able to Rage.
Psionics- Must be able to manifest psionic powers.
Special- Must be a King. Must be of the Hearts family.

Features
Hit Die- d12
BAB and Saves- As Barbarian
Skills- The Class Skills of the Suicide King(and the relevant abilities) are Autohypnosis (Wis), Psicraft (Int), Intimidate (Cha), Diplomacy (Cha), Swim (Str), Jump (Str), and Bluff (Cha). A Suicide King gains 4+Int mod skill points per level.
Proficiencies- A Suicide King gains no proficiencies.
Psionics- A Suicide King gains no powers or power points . A level of Suicide King is not a manifester level.

Suicide King
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+0|Rage

2nd|
+2|
+3|
+0|
+0|Crazed Smash

3rd|
+3|
+3|
+1|
+1|

4th|
+4|
+4|
+1|
+1|Damage Reduction 5/-

5th|
+5|
+4|
+1|
+1|Divine Wind[/table]

Rage (Ex)- For the purposes of Rage, a level of Suicide King is a level of Barbarian (or whatever class grants the character the ability to Rage).

Crazed Smash (Su)- Beginning at second level, a Suicide King may deal an additional 1 Psionic damage to a target's wisdom or intelligence (the player's choice when the damage is declared) per damage die. At fifth level, it becomes 3 Psionic damage.

Damage Reduction (Ex)- Starting at fourth level, a Suicide King has Damage Reduction 5/- when wearing light or lighter armor.

Divine Wind (Ps)- Starting at fifth level, a Suicide king can channel his indomitable rage into a blast of searing energy. When Raging, he can chose to reduce his hit points by a number, and deal that amount of fire damage psionically to all creatures in a 10' radius around himself. All creatures may attempt a will save, negating all damage if they pass. A Suicide King may sacrifice up to five times his total hit points in this manner (thus killing him and earning his Title). The damage to other creatures is normal fire damage, but the damage to the Suicide King cannot be healed by magical, psionic, or mundane means. It must be regenerated, or healed naturally over time. This damage is not subject to damage reduction.
***

-About 30 seconds in I realized he's a suicide bomber, which isn't exactly PC nowadays, so I snagged the translated names of the Kamikaze and used it. Also, the "(Pp?)" thing is because it's a Psionic Power-Like Ability, not Spell-Like.

Khantalas
2006-11-24, 06:31 PM
Also, the "(Pp?)" thing is because it's a Psionic Power-Like Ability, not Spell-Like.

The short for Psi-like Abilities is (Psi), not (Pp).

It might also be (Ps), though I'm not sure.

I play only Soulknives and Divine Minds.

Jarl
2006-11-24, 10:40 PM
Thank ye.

-I'm also wondering if perhaps expending a Psionic Focus should also be required, but then again I don't know if you *can* expend a psionic focus while raging.

Jarl
2006-11-25, 11:19 PM
♥♠One-Eyed Jack♠♥
A Five Level Prestige Class
The Jack of Spades (http://www.madore.org/~david/images/cards/english/jack-spades.png), the Jack of Hearts. (http://www.madore.org/~david/images/cards/english/jack-hearts.png)

What do you feel, looking over the field of battle, just before you strike your opponent dead?
Recoil.

The One-Eyed Jacks are the cocky young sons and daughters of the Hearts and Spades families. More notably, they are the deadly and accurate snipers in the Dealer's Army.

Requirements
Age- Must take first level before 21st year of age.
Skills- Concentration 5, Climb 10, Hide 10, Jump 5, Tumble 5, Spot 15, Search 10
Feats- Zen Archery, Weapon Focus (Any ranged, lethal, Projectile type), Far Shot
Special- Must be of the Hearts or Spades family. In order to use class features, the weapon or weapons to which the Weapon Focus applies must be of masterwork quality, and have a masterwork spyglass attached (the Open Lock DC to attach the spyglass is 10+(range increment of weapon divided by five)).

Features
Hit Die- d6
BAB and Saves- As Rogue
Skills- The class skills of the One-Eyed Jack (and the relevant ability scores) are Concentration (Con), Climb (Str), Hide (Dex), Jump (Str), Tumble (Dex), Spot (Wis), Listen (Wis), Search (Int). A One-Eyed Jack gains 4+Int mod skill points per level.
Proficiencies- A One-Eyed Jack gains no proficiencies.

One-Eyed Jack
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+2|
+0|Snipe

2nd|
+1|
+0|
+3|
+0|Eye in the Sky

3rd|
+2|
+1|
+3|
+1|Camper

4th|
+3|
+1|
+4|
+1|Deadeye

5th|
+3|
+1|
+4|
+1|Boom, Headshot
[/table]

Snipe (Ex)- When using his weapon (see "Special Requirements"), a One-Eyed Jack may sneak attack from any range (so long as the weapon's range is great enough). The weapon's maximum range is doubled.

Eye in the Sky (Ex)- Beginning at second level, if a One-Eyed Jack beats a concentrate check of 15 (Swift action), he may add half his ranks (rounded down) in Spot to his next ranged attack roll as a circumstance bonus. He may do this once per day at second level, twice at fourth, and three times per day at fifth level. This only applies to single shots. Rapid Shot and Manyshot attacks cannot benefit from this.

Camper (Ex)- Beginning at third level, a One-Eyed Jack only takes a -10 penalty on his immediate Hide check after using a ranged weapon while hidden (See "Uses of the Hide Skill (http://www.d20srd.org/srd/skills/hide.htm)"). At fifth level, it becomes a -5 penalty. Also, he may add his ranks in hide to either his AC or Attack rolls (chose which at the start of a round) as a Hide bonus.

Deadeye (Su)- Starting at fourth level, a One-Eyed Jack may, as a full round action, line up a shot. He may take no other actions during this round. If he is attacked or otherwise interrupted, he cannot complete the action. He must make a concentration check (DC 20), then spend one whole round doing nothing but preparing the shot. At the beginning of his next turn, as a move action, he shoots his target. The target must make a reflex save (DC 5 + the character's attack bonus) or be hit. This cannot be used in conjunction with the Rapid Shot or Manyshot feats.

Boom, Headshot (Ex)- Beginning at fifth level, a One-Eyed Jack may, when using the Deadeye class feature, instead pass a DC 30 concentration check. If the check is passed and his target is moving at base speed or slower, the attack is a critical hit (assuming the target fails its reflex save and is vulnerable to critical hits). This is an attack action, rather than a move action. This cannot be used in conjunction with the Rapid Shot or Manyshot feats.
***

-Ta-da! I think that last one may be a bit too powerful. Then again, there's no slashing projectiles (that I know of) so we can relax about the whole Vorpal thing.

Maxymiuk
2006-11-26, 08:24 AM
Eye in the Sky seems broken the way it's worded. Weak points:

Is the Concentration check a free action? Swift? Move?
Can this ability be used round after round? Or is there an x/day limit?
Can this ability be applied to all attacks in the round, or just one?

Jarl
2006-11-26, 02:20 PM
It was on the next attack roll (can't use in conjunction with rapid shot or manyshot) and I added some perdays and some half-rounded-downs.

-Also fixed a problem I didn't notice until just now with Deadeye (Reflex save was DC Attack roll, but there was no attack roll).

Jarl
2006-11-26, 03:24 PM
♠Ace of Spades♠
A Five Level Prestige Class
The Ace of Spades (http://images.google.com/url?q=http://capmarine.com/cap/graphics/Ace-1.jpg&usg=__0YnsbiLQM1oBSIQgj9nVFQwXHG4=)

Pushing up the ante, I know you've got to see
Read 'em and weep, the Dead Man's Hand again,
I see it in your eyes, take one look and die,
The only thing you see, you know it's gonna be,
The Ace of Spades
The Ace of Spades

An Ace of Spades is a silent, stealthy killer. Their daring aerial stunts and legendary assassinations have made them legends far and wide. Which you'd think, you know, would be bad for a stealth assassin.

Requirements
Skills- Tumble 15, Balance 15, Jump 15, Ride 15, Spot 15
Class Features- Must be able to do Sneak Attack damage.
Feats- Run, Spring Attack, Spirited Charge, Great Cleave
Special- Must be a first-born son of the Spades family.

Features
Hit Die- d6
BAB and Saves- As Rogue
Skills- The class skills of the Ace of Spades (and the relevant ability scores) are Balance (Dex), Jump (Str), Tumble (Dex), Swim (Str), Spot (Wis), Listen (Wis), Hide (Dex), Move Silently (Dex), Climb (Str), Open Lock (Dex). An Ace of Spades gains 4+Int mod skill points per level.
Proficiencies- An Ace of Spades is proficient with his Flight Blade. If wearing light or heavier armor, he cannot use his class features.

Ace of Spades
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+2|
+0|Flight Blade

2nd|
+1|
+0|
+3|
+0|Drop In

3rd|
+2|
+1|
+3|
+1|

4th|
+3|
+1|
+4|
+1|

5th|
+3|
+1|
+4|
+1|Dead Man's Hand
[/table]

Flight Blade (Ex)- An Ace of Spades who uses his flight blade may use it to control a fall. When falling headfirst, an Ace of Spades may control his descent, up to five feet in any direction per 10 feet fallen. Furthermore, falling damage does not cap while using a flight blade.

Drop In (Ex)- Starting at second level, a falling Ace of Spades may select a target to apply his falling damage to by landing on the target. This is otherwise a normal attack. The target counts as flat-footed. This attack can only be performed using a Flight Blade. Half the falling damage is dealt to the target as lethal damage, the other half to the Ace of Spades as non-lethal damage. In addition, the Flight Blade itself deals damage, as well as the additional sneak attack damage.
If the attack misses, the Ace of Spades lands and takes all damage himself. If the attack connects, then before damage is determined, the Ace of Spades must make a reflex save (DC height fallen divided by ten) to which he may add his ranks in balance as a competence bonus. If he passes, the attack connects and the falling damage is dealt. If he fails, the attack still connects, but no falling damage is dealt.

Dead Man's Hand (Ex)- Starting at fifth level an Ace of Spades may instead deal all falling damage to his target as lethal damage, and takes none himself. Also, by passing a tumble check (DC height fallen divided by ten), he may move a distance equal to his base speed away from the target after having attacked.


Flight Blade
A large sword that looks half cutlass, half weather vane.

Weight: 10 pounds
Proficiency: Exotic
Damage: 1 Piercing
Cost: 50 gold
Special: A Flight Blade breaks every time it is used. It cannot be used again.
***

-I can't explain this one, I really can't. Maybe the other Aces, when I post them, will shed a little light on the situation, they're pilots. The idea is a small squadron on a bombing run also drops one of these guys from way way way (way way way way way way way way way way way way way way way way) high up, and he utterly destroys whoever it is they're attacking. Assuming a flight ceiling of... say... 2000 feet, that's, what, 600 damage, average? Plus 1 piercing and however many sneak attack die the character has.

Kevlimin_Soulaxe
2006-11-26, 04:05 PM
Looks absurdly fun.

Real quick: The table for the Ace of Spades still says "One Eyed Jack".

knightsaline
2006-11-27, 11:22 PM
will there be a cheshire cat? i can see it as a werekitten that sneaks up to the target in kitten form and SNICKER SNACKS the targets head off. if you want to continue the lewis carrol theme, bring back the jabberwockey.

on a slightly off topic tangent, have you read the looking glass wars? i forget the authour, but it tells the true story about alice in wonderland