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View Full Version : Incarnate Duelist class P.E.A.C.H.



Blackhawk748
2013-07-18, 08:37 PM
Heres my duelist, its obviously themed after Yu-Gi-Oh, and is designed to be a summoner/caster. However the Duelist doesnt have much control over what card he gets so he has to think quickly and be creative with what he has. Thanks in advance for any and all help.

Half Base Attack progression, good Will Save, poor Fort and Reflex saves d6 HD
{table=head]Level|Class Abilities|1st|2nd|3rd|4th|5th|6th|Max Number of Cards in Deck|Essentia

1|Power Deck, Incarnum Shadow, Spell Shadow, Trapfinding|3|-|-|-|-|-|Wis Mod x 2|1
2||4|-|-|-|-|-|Wis mod x 2|2
3|Incarnum Weapon, Enhanced Summoning|5|-|-|-|-|-|Wis Mod x 2|3
4||6|3|-|-|-|-|Wis Mod x 3|4
5|Equiped Summon, Trap Shadow|6|4|-|-|-|-|Wis Mod x 3|5
6||6|5|-|-|-|-|Wis Mod x 3|6
7|Called Draw 1/day|6|6|3|-|-|-|Wis Mod x 4|7
8||6|6|4|-|-|-|Wis Mod x 4|8
9||6|6|5|-|-|-|Wis Mod x 4|9
10|Beast of the Mind, Blade of the Mind|6|6|6|3|-|-|Wis Mod x 5|10
11||6|6|6|4|-|-|Wis Mod x 5|11
12|Called Draw 2/day|6|6|6|5|-|-|Wis Mod x 5|12
13||6|6|6|6|3|-|Wis Mod x 6|13
14||6|6|6|6|4|-|Wis Mod x 6|14
15|Beast of the Mind, Blade of the Mind|6|6|6|6|5|-|Wis Mod x 6|15
16||6|6|6|6|5|3|Wis Mod x 7|16
17|Called Draw 3/day|6|6|6|6|5|4|Wis Mod x 7|17
18||6|6|6|6|5|4|Wis Mod x 7|18
19||6|6|6|6|5|4|Wis Mod x 8|19
20|Beast of the Mind, Blade of the Mind|6|6|6|6|5|4|Wis Mod x 8|20[/table]
Skills per level 5+ Int Mod, Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Disguise (Cha), Disable Device (Int),Diplomacy (Cha), Gather Information (Cha),Heal (Wis), Knowledge (all skills taken individually), Profession (Wis), Listen (Wis), Perform (Cha),Search (Int), Sense Motive (Wis),Spellcraft (Int), Spot (Wis).

Card Mage Class Abilities
Weapon and Armor Proficiency
Card Mages are proficient with all Simple weapons and Light armor but not shields.

Trapfinding (Ex)
As the Rogue ability.

Power Deck (Su)
The Card Mage’s primary tool is the power deck, it is a deck of cards composed of Incarnum that the Mage holds his Shadows in. As a Swift action the Card Mage may draw a card and use it as a Standard action. What card the Card Mage Draws is determined randomly and he may only hold 5 cards in his hand at a time. When he uses a card it is discarded and will not reform until he rests for at least 8 hours. The Card Mage must have a hand free to draw. The Card Mage can own as many cards as he wishes but may only have a limited number of cards in his deck. He determines what cards are in his deck each day just as how a Wizard prepares spells. A Card Mage starts play with 1 card per Wis mod.

Incarnum Shadow(Su)
The creatures that a Card Mage summons are referred to as Incarnum Shadows. When a creature dies the Card mage may roll a capture check, 1d20+class level, within 1min/ levels to capture some of the dying creature’s Incarnum and create a copy of it. If the check succeeds the Card Mage may then summon the Shadow 1/day with a duration of 24 hours or until it is destroyed. The capture DCs are as follows:
The creature has no PC class levels DC 5 + creatures CR, the creature has PC class levels DC10 + CR, the creature has levels in a casting class DC 15 + CR.
The Shadow has all of the equipment that the original had in life, excepting one time use items. Also Shadows of creatures with levels in a class that prepare spells only have access to the spells they had prepared upon death, spontaneous casters have access to all of their spells. A Card mage may only have 5 active Shadows at a time.
NOTE : a Card Mage cannot capture a creature whose CR is higher than his level.


Spell Shadow(Su)
A Card Mage may create cards with a spell contained within it. When a Card Mage sees a spell cast he may make a spellcraft check DC 15 + spell level to copy the spell to a card. He must create the card within 1 min per Wis modifier after making the check. The Card Mage may also copy spells from a spellbook as per the copying rules. A Card Mage can only learn spells from the Divination, Transmutation, Enchantment, and Illusion schools


Incarnum Weapon(Su)
A Card Mage may create an Incarnum copy of any Weapon or Armor that is unattended. The DC is 20 + any enhancement modifier; the Card Mage may summon this equipment on any of his active Shadows.

Enhanced Summoning(Su)
A Card Mage may enhance his summoned creatures with Essentia. For every 1 point of Essentia invested the Card Mage may add 2 HD to the creature as if it had leveled up, this does not mean that the Shadow can gain levels in a PC class if it did not already possess them.

Trap Shadow(Su)
A Card Mage can make an Incarnum Shadow of a trap he encounters the DC to capture is DC 20 plus the traps CR. A Card Mage may only have 1 trap active at a time.

Equipped Summoning(Su)
When a Card Mage summons a Creature, if he has at least one Equipment Card in his hand he may equip one as a free action the Shadow he just summoned.

Called Draw(Ex)
1 per day the Card Mage may call out the name of any Card that is in his deck and draw it as a Swift Action.

Beast of the Mind(Su)
A Card Mage may create a creature whose CR is no higher than his level, this creature functions just like the Card Mages other Shadows. The DM is final arbiter on the creatures CR.

Blade of the Mind(Su)
A Card Mage may create a magic item whose cost is no more than his level+Wis mod x 1000gp. This magic item is an Equipment card and as such may only be used on the Card Mages Shadows.

Blackhawk748
2013-08-02, 11:00 PM
*I cast Bump*

Arcanist
2013-08-02, 11:42 PM
You can remove the entire line in your table if you just state that they have a number of cards equal to your Wis times, say for example, half your class level (Minimum 1).

NeoPhoenix0
2013-08-03, 04:17 AM
I think you could use better formatting. Here is a link to a guide. Link (http://www.giantitp.com/forums/showthread.php?t=10313)

Here is a spoiler with some table stuff to make the class easier to read. It's from the thread. You are gonna have to modify it to match your class a little. I did however remove this little <br> thing. I think it is a break formatting thing that is no longer valid.

20 Level Base Class with Spellcasting
Note that you can leave off information for the end columns if the class has not yet gained spells per day at that spell level – for example, no need to fill out anything past 1st spell level for the 1st level row on a class with the same spell progression as a wizard or cleric.

NAME OF CLASS
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20 LEVEL SPELLCASTING BASE CLASS
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