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View Full Version : D&D 3.x Class Card Sovereign (3.x Class WiP)



CrimzonDragon
2015-04-27, 04:36 PM
Card Sovereign



Timing, aggression, coordination, strategy, Combinations, all things that Card Sovereigns study to perfect their unique supernatural techniques. Card Sovereigns are known by most as summoners who transform creatures and objects into slates, pieces of paper, or parchment of which are referred to as cards. Using the cards they acquire they engage each other in spectacular battles of skills and luck. Observers travel from far and wide to see the best of the Card Sovereigns square off in their large dueling arenas. All are welcome to observe; some are inspired to attempt to learn the Card Sovereign's ways.....few manage to succeed.

Adventures: All Card Sovereigns adventure at some point as it is the primary means of acquiring new cards to improve and round out their decks; not only that, it also provides a Card Sovereign with the chance to learn how best use their cards and their card's abilities by observing them outside of the Arenas.

Characteristics: Card Sovereigns are easy to spot in a crowd as they enjoy putting on a show. They most often will have a mark on one of their hands that travels up their forearm. This marking will sometimes be located in other areas such as the forehead, leg, or chest, but such occurrences are rare; however, it is not nearly as rare as a Card Sovereign who has no such mark. Such people are almost unheard of, often spoken of as merely a legend.

Alignment: Card Sovereigns has no set alignment; however, their alignment usually indicates how they play their deck.

Religion: Card Sovereigns don't usually practice religion as they believe it is intuition and skill that wins matches not divine intervention.

Background: The Card Sovereign is an art originally discovered during a magical accident in which an apprentice sorcerer was trying to cast a disintegration spell and ended up transforming the object into a slate. He experimented with the slate eventually discovering he could call it at will by infusing energy into it. After years of practice and experimentation he was able to turn almost anything into a card and call it at will provided he had energy to utilize whether it was his own or someone else's.

Races: Any race has the potential to become a Card Sovereign.

Other Classes: Card Sovereigns have no particular attitude towards any class and often train in other classes themselves.

Role: Card Sovereigns understand the flow of a battlefield and can manipulate the creatures within it, they increase the fighting capability of their allies and control and weaken their enemies.

Adaptation: It's all based on the creatures the DM decides to use.

GAME RULE INFORMATION
Card Sovereign's have the following game statistics.
Abilities: There are different types of Card Sovereigns some rely on intelligence while others rely on instincts. Card Sovereigns prioritize either inteligence, wisdom, or charisma, as well as constitution as strength of body and concentration are important when maintaining summons.
Alignment: Any.
Hit Die: d8
Starting Age: Usually after 10 years of study provided they have magical/psionic talent.
Starting Gold: 5d4 x10gp (125gp)

Class Skills: Craft(Int), Concentrate(Con), Diplomacy(Cha), Decipher Script(Int), Forgery(Int), Gather Information(Cha), Knoledge (Arcana, Nature, The Planes)(Int), Sleight of Hand(dex), Spellcraft(Int), Use Magic Device(Cha), Survival(wis).

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Card Sovereign


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+2

+0

+2
Transmogrify, Play-style, Mana Pool


2nd

+1

+3

+0

+3
Mind's Edge, Deck, Stylish Mana Shield


3rd

+2

+3

+1

+3
Creature Study, Power in the Palm


4th

+3

+4

+1

+4
Soul Dissonance


5th

+3

+4

+1

+4
Soul Summon, Over Summon


6th

+4

+5

+2

+5
Soul Modify


7th

+5

+5

+2

+5
Soul Transfer


8th

+6/+1

+6

+2

+6
Modified Soul Transfer


9th

+6/+1

+6

+3

+6
Improved Creature Study


10th

+7/+2

+7

+3

+7
Soul Revivication


11th

+8/+3

+7

+3

+7
Soul Discord


12th

+9/+4

+8

+4

+8
Favorite Card


13th

+9/+4

+8

+4

+8
Direct Imprint


14th

+10/+5

+9

+4

+9
Perfect Creature Study


15th

+11/+6/+1

+9

+5

+9
Soul Impart


16th

+12/+7/+2

+10

+5

+10
Soul Block


17th

+12/+7/+2

+10

+5

+10
Soul Revitalize


18th

+13/+8/+3

+11

+6

+11
Soul Transform


19th

+14/+9/+4

+11

+6

+11
I LOVE THIS CARD!


20th

+15/+10/+5

+12

+6

+12
Soul Revive



Class Features
All of the following are class features of the Card Sovereign.

Weapon and Armor Proficiencies: Card Sovereigns are proficient with all simple weapons and are proficient in the use of their cards as weapons; they are proficient with light and medium armor, but not with shields or heavy armor.

Play-style (Ex): Card Sovereigns often take different approaches to combat and matches from one another often matching their own psyche. At level 1 a Card Sovereign chooses int, cha, or wis, that stat becomes their primary mental stat. Each stat typically indicates how a Card Sovereign plays their cards. Those who choose int usually prefer a control orientated play-style. Those who choose wis usually prefer a play-style centered around combos and timing. Those who choose Cha usually prefer an aggressive play-style. In any case, if a Card Sovereign's ability allows for a save, the save is equal to 10 + 1/2 Card Sovereign level + primary mental stat unless denoted differently in the entry.

Transmogrify (Su): The warped form of a disintegration spell mastered by the Card Sovereign and the basis of their arts. This ability breaks apart a creature or object and transforms it into a card. This ability can transform both items and living creature. They item's or creatures Hp must be reduced to less than or equal to zero hp to be transformed into a card. A creature may also be turned into a card if this ability is used on them before 1 min has passed since they expired. A wish spell can restore a creature or object turned into card back to its original form; additionally a greater resurrection spell may also bring a creature back to life. Neither wish nor greater resurrection will work if the Card Sovereign isn't willing to release their magic. As a standard action a Card Sovereign may make a melee touch attack or ranged touch attack (the attack has a range of 70ft.) to deal 1d6 damage plus an additional 1d6 damage at every odd level starting at 3rd.

Mana Pool (Ex): A Card Sovereign knows and understands mana, the force of life, and through study and practice has learned how to recognize it in himself and everything around him. A Card Sovereign has a mana pool equal to 2*CL + primary ability modifier. Mana is used in

Mind's Edge (Ex): At level 2, a Card Sovereign may substitute their primary mental stat for str or dex on melee or ranged attacks respectively.

Deck (Ex): At level 2, a Card Sovereign begins to understand how to focus and control mana. The Card Sovereign uses mana from their mana pool to charge the cards they possess. To charge a card, a Card Sovereign spends mana point equal to the card's (INSERT VALUE); charging a card takes 10 minutes. A Card Sovereign can charge as many cards at one time as they want but they take a -4 for every additional card on any roll made against them in an attempt to interrupt them; interruption of charging follows the same rules as interruption of a spell. All Card Sovereign abilities that use cards require the cards to be charged.

Stylish Mana Shield(Ex): At level 2, a Card Sovereign learns to use the power of his cards to defend their self at close range. Each Card Sovereign is unique in how the defend their self depending on the play-style they chose at.
Control(int): When a Card Sovereign is attacked as an immediate action, they may choose one of their creature cards
Aggressive (Cha):
Tempo/Combo (Wis):

Creature Study (Ex): At level 3, a Card Sovereign studies the cards of the creatures they capture in order to gain an advantage against creatures of a similar type. When a Card Sovereign succuessfully turn a creature into a card he learns that creature HD, and type. A Card Sovereign gets a +4 on any knowledge check made to learn information about a target creature, so long as the Card Sovereign possess a creatures card with a matching type and/or subtype.

Power in the Palm (Su): At level 3, a Card Sovereign is able to enchant the plam of their hand like a weapon. When a Card Sovereign plays(summons) a creature he may choose to bestow those enchantments onto the creature; only on creature may be given the card sovereign's hand enchantments at a time. The Card Sovereign may also add the enchantments effects to their use of Transmogrify if applicable, but not if the enchantments are being used by a summon. Daily use enchantments expended.

Soul Dissonance (Su): At level 4, a Card Sovereign can make an opponents soul lose resonance with its body. 1 + Primary mental stat modifier per day a Card Sovereign may inflict 1d4 damage as a free action to a creature's str, dex, and con after making a successful soul imprint attack on target creature. The creature is allowed a fortitude save for half damage.

Soul Summon (Su): At level 5, as a standard action a Card Sovereign can summon a creature(s) whose souls they've turned into cards, any creature summoned in this way are identical to the creature killed by the Card Sovereign except the retain none of their special abilities, a Card Sovereign can only summon creature(s) whose total HD is equal or lower then the Card Sovereign's class level. The summoned creature(s) remains on the battlefield for 3 + primary mental stat mod turns; a Card Sovereign can dismiss a creature early as a free action

Oversummon (Su): At level 5, as a standard action a Card Sovereign can summon a creature(s) whose total HD is higher than the Card Sovereign's Class level up to double the level the character has in Card Sovereign; however, oversummoning is risky as it requires huge amount of concentration to control that such a powerful creature(s). The Card Sovereign has to make a Concentration check whose DC is equal to 12 + (Your HD) + (2 for every 1 HD the creature is above your own) every round the oversummoned creature(s) is out. If the Card Soverign fails the save they lose their hold on the creature(s) and the creatures are then free to attack the Card Sovereign and their party. Oversummoned creature(s) remain on the battlefield for 3 + primary mental stat mod turns. If a creature is "freed" from the card sovereigns control, they still dissapear when the time is is up, but a Card Sovereign cannot dismiss them early. A Card Sovereign automatically fails on a natural 1, and automatically succeeds on a natural 20. When a Card Sovereign makes a concentration check to maintain control on an oversummone they may not apply any direct bonuses from magic items.

Soul Modify (Su): At level 6, a Card Sovereign can apply any elemental template to a creature they summon. The creatures effective HD is raised by the LA of the template when a creature is summoned this way.

Soul Transfer (Su): At level 7, a Card Sovereign can transfer the soul of a creature of one of their allies strenghtening them. As a standard action a Card Sovereign can impart the soul of a creature whose HD is lower than the Card Sovereign's class level granting that ally 1 temporary HD of the imparted creatures type for 3 + primary mental stat mod turns.

Modified Soul Transfer (Su): At level 8 as a full round action, 1 + primary mental modifier mod times per day a Card Sovereign can transfer a creatures soul in the same way as Soul transfer but may also impart an elemental template, this last for 3 + primary mental stat mod turns.

Improved Creature Study (Ex): At level 9, a Card Sovereign gets a competence bonus equal to their primary mental stat modifier on any save made against a special attack of a creature as long as the Card Sovereign has a creature with an identical type.

Soul Revivication (Su): At level 10, a creaure summoned/oversummoned retains one of their special abilites/attack, so long as that abilty does not require xp or has a spell identical to the ability that requires xp to use. I. E. abilities such as wish cannot be retained

Soul Discord (Su): At level 11, a Card Soverign can throw a target creature into further chaos, Soul discord functions identically to Soul Dissonance, except soul discord deals 2d4 damage to str, dex, and con.

Favorite Card (Ex): At level 12, Every Card Sovereign after having battle for so long developes a particular affection for a certain card. At the beginning of each day a Card Sovereign chooses one card they own, when using that card in their abilites it's effective HD is -1

Direct Imprint (Su): At level 13, a Card Sovereign learns a way to impart the energy to siphon a creature soul directly into a card. 2 + primary mental stat mod times per day a Card Sovereign may expend one of their blank cards allowing their soul imprint ablitiy to deal double it's normal damage. The card is consumed whether the attack hits or misses, if the creature dies from this attack it is automatically siphon into the card which may be retrieved later.

Perfect Crature Study (Ex): At level 14, A Card Sovereign gains gains a + 1 to hit + 2 to damage, and may reroll any miss chance made taking the better result agaisnt any creature so long as the Card Sovereign possess a card with an identical type to the creature.

Soul Impart (Su): At level 15, A Card Soverign can almost completely transfer a creature soul to one of their allies, This ability functions identically to Modified Soul tranfer excepth the ally recieves 2 temporarty HD matching the creatures type and my use 1 of the creature's special attacks chosen upon use of this ablity.

Soul Block (Su): At level 16, a Card Soverign can throw a target creature into even further chaos, Soul Block functions identically to Soul Dissonance, except soul discord deals 2d6 damage to str, dex, and con and 1d4 damage to int, wis, and cha.

Soul Revitalize (Su): At level 17, funcions identically to soul revivicaiton except the summoned/oversummoned creature can retain 2 of it's own special ablities with the same limitation

Soul Transform (Su): At level 18, a Card Sovereign learns how to increase the power of weaker creature cards. When summmoning/oversummoning a creature a Card Sovereign can increase the creature HD up the cap of the summon they are performing and my increase or decrese the creature size by up to 2. The HD granted this way do not have to be of a matching type. This ability can also be used on allies as a standard action 1 + primary mental stat mod times per day but only a maximum of 2 HD and 1 size change may but imparted to an ally lasting for 10 + Primary ability stat mod rounds.

I LOVE THIS CARD! (Ex): at level 19, After battling so long a Card Sovereign just falls in love with their cards, This ability is identical to Favorite card except the card's effective HD is -3

Soul Revive (Su): at level 20, 3 times a per day as a 1 round action a Card Sovereign may summon/oversummon any creature card they possess without any limitation on ablities. This creature remains for 10 + primary mental ability mod rounds.

Multi Classing: Card Sovereign's can multiclass freely and whenever they summon a creature card they may replce HD the monster has with level in any class the Card Sovereign may possess other than Card Sovereign up to the level they have in that class.

CrimzonDragon
2015-04-27, 04:37 PM
reserved for stuff

CrimzonDragon
2015-04-27, 04:38 PM
reserved for more stuff

CrimzonDragon
2015-04-27, 04:40 PM
reserved for even more stuff

CrimzonDragon
2015-04-27, 04:41 PM
reserved for even more stuffs

CrimzonDragon
2015-04-27, 04:43 PM
reserved for even more stuffs oh my

CrimzonDragon
2015-04-27, 04:44 PM
final reserved, just in case ^_^