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| ZeronHitaro09-13-07, 10:02 PM | Notice 1.2: I know there's probably a lot of holes in my explanations, and I have no Duelist specific Spell or Trap cards worked up yet, but the basic mechanics are finished for now and probably need a good read over to pick up on unanswered questions. I will say this though, please do read all the text before asking a question. Duelist http://i6.tinypic.com/6hejo5x.jpg Alignment: Any. Hit Die: d6 Class Skills: The Duelist's class skills (and key ability modifiers) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Arcana), Knowledge (Dungeoneering), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Slight of Hand (Dex), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha). Skill Points at 1st Level: (4 + Int modifier) x 4. Skill Points at Each Additional Level: 4 + Int modifier. Starting Gold: 3d4 ×10 (75 gp) Table: The Duelist Level BAB Fort Ref Will Special Max Monster Lv Spell Card Level Trap CR 1st +0 +0 +0 +2 Dueling Cards, Deck Limit 10 2 1st 1 2nd +1 +0 +3 +3 Access 2nd Slot 3 1st 2 3rd +2 +1 +1 +3 Yami Aspect, Deck Limit 15 3 1st 3 4th +3 +1 +1 +4 4 2nd 4 5th +3 +1 +1 +4 Access 3rd Slot 4 2nd 5 6th +4 +2 +2 +5 Deck Limit 20 5 3rd 6 7th +5 +2 +2 +5 5 3rd 7 8th +6/+1 +2 +2 +6 Access 4th Slot 6 4th 8 9th +6/+1 +3 +3 +6 Deck Limit 25 6 4th 9 10th +7/+2 +3 +3 +7 Access 5th Slot 7 5th 10 11th +8/+3 +3 +3 +7 Millennium Attunement 7 5th 11 12th +9/+4 +4 +4 +8 Deck Limit 30 8 6th 12 13th +9/+4 +4 +4 +8 8 6th 13 14th +10/+5 +4 +4 +9 Heart of the Cards 9 7th 14 15th +11/+6/+1 +5 +5 +9 Deck Limit 35 9 7th 15 16th +12/+7/+2 +5 +5 +10 10 8th 16 17th +12/+7/+2 +5 +5 +10 10 8th 17 18th +13/+8/+3 +6 +6 +11 Deck Limit 40 11 9th 18 19th +14/+9/+4 +6 +6 +11 11 9th 19 20th +15/+10/+5 +6 +6 +12 Shadow Game 12 9th 20 Class Features All of the following are class features of the Duelist. Weapon and Armor Proficiency Duelists are proficient with all simple and martial weapons. Also they are proficient with light armor and medium armor, but not with shields. Also they have exotic weapon proficiency in their trademark item, a Duel Disk. Duel Disk http://i201.photobucket.com/albums/aa236/Aio-chan/Duel_Disk_by_ryokage.png Unlike most weapons, Duel Disks occupy the shield slot on the character's body and may be worn on either arm. This weapon provides a +1 shield bonus to a character's AC and may receive and enchantments a shield could also receive. Also a dagger or short sword (or weapon of similar size) may be attached to the disk, allowing the disk to be used as a melee weapon equivalent to the weapon attached. However attacks made in this manner take a -1 penalty to hit. The most important function of the disk however, is as a medium for the Duelist to channel his abilities through. Like a Wizard, a Duelist loses all of his card-based abilities without his Duel Disk. Duel Disks deal 1 point of bludgeoning damage if used as an unaltered weapon. They weigh 2 lbs and have a critical range of 20/X2. Cost: 25 GP. Dueling Cards (Ex): Dueling Cards are the heart and soul of the Duelist class. It is through these that he is able to summon a variety of creatures, cast a myriad of powerful spells, and even litter the battlefield with hidden traps for unsuspecting foes to stumble into. A Duelist uses his cards by first creating a deck (limited in number by his level) and then inserts the deck into his dueling disk. This deck is composed of three card types: Creature, Spell, and Trap. (see Card Creation for rules on obtaining these cards and Card Specifics for details on each card type) Once a card's effect is used in full, it become inert and is placed into a special section of the Duel Disk called the Graveyard. Inert cards cannot be used again until recharged by being in the Graveyard for 5 full minutes or unless reactivated by the effect of another card while they re-gather their spiritual essence. The following are details of what each card's details mean. Creature: Creature cards are ranked on a scale using star points. Each star is a representation of the creature's power. (In general, more stars = stronger creature.) This scale is a 1-12 system, and the CR to Star ratio is as listed below. CR 1 and below = 1 Star CR 2-3 = 2 Stars CR 4-5 = 3 Stars CR 6-7 = 4 Stars CR 8-9 = 5 Stars CR 10-11 = 6 Stars CR 12-13 = 7 Stars CR 14-15 = 8 Stars CR 16-17 = 9 Stars CR 18-19 = 10 Stars CR 20 = 11 Stars CR 21+ = 12 Stars Creatures can be any type of being, living or non (such as undead and constructs).This includes, for example, human with class levels. Ex. A human with 10 levels in warrior would be considered a 6 Star Creature and can have his essence captured if all the conditions are met. Creatures remain in existence for 2 minutes/Duelist level before disappearing and having their card become inert. Spells: Spell cards are virtually the same as their counterparts when cast by sorcerers, ect. The only difference is all components of the spell are removed, leaving only the component of having to use the spell through the Dueling Disk medium. Spell cards may be imbued with metamagic alterations as the Duelist levels count as caster levels for purpose of spell card effects as well as qualification for metamagic feats. However these alterations must be done during card creation and the Duelist must have the required spell level to alter the spell. When determining saving throws and other effects of a spell requiring the use of a key ability modifier, the Duelist uses his Charisma stat. Ex. An empowered fireball is treated as two spell slot levels higher than it normally is, making it a level 5 spell. So if the Duelist wishes to create a spell card of empowered fireball he must have 10 levels in the Duelist class, which allows him to use level 5 spell cards. Traps: Trap cards are an unusual ability of the Duelist. To begin, trap cards must be set for one full round before they can be activated. When set, the Duelist choses an area (square/s) in which the trap's effect would normally be done. Ex. A basic rigged crossbow trap would only effect a 5ft. square, so the Duelist can chose one 5 ft. square and it is considered "trapped". Once he has chosen his square, no signs or tells are made to the area that would inform anyone that area is "trapped" unless under the effect of a True Seeing spell. In that case trapped square/s appear to have a slight red glow to them. Traps may or may not have a specific square they target, and instead are triggered under separate conditions listed in the trap's description. A Duelist begins at level 1 with 10 cards of his choosing. These cards are picked based on the highest level of creature, spell, and trap he has access to. In order to create new cards of each type, he must do the following. Creature: In order to create a new creature card, the duelist must first have a blank card with no creature, spell, or trap already imprinted upon it (these cards are made at a negligible cost). Once he has a blank card, he must first defeat a creature (any type, human, fey, undead, construct, ect.). Upon the creature's defeat (taken down to -10 or otherwise destroyed) the Duelist may attempt to capture the essence of the defeated creature. To capture a creature's essence, he makes an opposed check against the creature's spiritual force. Spiritual force for the creature is calculated as 10+creature's HD, while the Duelist uses his Charisma or Wisdom modifier (which ever is higher) + d20. If he success, the creature's essence is grafted onto the blank card for future use. A Duelist may attempt to capture the essence of any creature regardless of HD, however he cannot use any card in battle that has a higher star level than his class will allow him to summon. Spell: A Duelist may attempt to capture the spiritual essence of any spell he has seen performed within the past 24 hours onto a blank card, or he may also attempt to create a spell card from the Duelist spell list without having seen the spell prior. In order to successfully graft the spell onto a card, the Duelist uses the same check to make an opposed Spiritual force check. However the spell's opposed check is 10+Spell level. Trap: Like spells,a Duelist may attempt to capture the spiritual essence of any trap he has seen triggered or un-triggered (has to have had 1 full minute to observe the workings of the trap if it is un-triggered). The trap's opposed check for the captured essence is 10+trap's CR. Traps cards may also be created from the Duelist's special trap list without having experienced the trap personally. As soon as an encounter begins, the Duelist's Duel Disk will shuffle his deck for him, this action does not provoke an attack of opportunity. Once battle begins, he may draw 5 cards on his initiative and then every turn after draw an additional card. Drawing cards is considered a free action. During his turn, he may do one of the following with these card. Summon a creature: Creatures of Star Levels 1-4 may be summoned as a a full round action, appearing up to 15 ft. away from the Duelist after the summoning is completed. For Creatures of greater than 4 Star levels, either special conditions or sacrifices must be made in order to summon that creature. Sacrificing a creature: Unless the creature's description specifies otherwise (only applies to creatures specifically made in conjunction with this class), the following sacrifices must be made. Sacrificing a creature is considered a free action made in conjunction with summoning a creature. 5-6 Star Levels: Must sacrifice one creature under the control of the Duelist. 7-9 Star Levels: Must sacrifice two creatures under the control of the Duelist. 10+ Star Levels: Must sacrifice three creatures under the control of the Duelist. Casting a spell card: Unless stated otherwise in the spell's description, casting a spell card is considered a standard action. Setting/activating a trap card: Unless stated otherwise in the trap's description, setting a trap card is a free action and activating a set trap is an immediate action. Deck Limit (Ex): A Duelist may only have a set maximum amount of cards in his deck based on his own spiritual power, which increases as he progresses through the Duelist class. He begins with a limit of 10 cards maximum for his deck, which increases to a maximum of 40 cards at level 18. Access 2nd Slot (Ex): A duelist has a grand total of 10 slots on his Duel Disk. 5 for Creature Cards, 5 for Magic and Trap cards. For purposes of this class ability we will treat 1 Creature slot and 1 Magic/Trap slot as a single slot. The Duelist begins with only enough spiritual power to access this first slot allowing him one creature and one trap or magic card at any given time. As he advances in level, he gains access to additional slots at levels 2, 5, 8, and 10. Yami Aspect (Su): Starting at level 3 the Duelist develops an altered persona, one with more knowledge in the use of Dueling cards than his current age and experience would lead one to believe. Is he a genius? Is it perhaps knowledge from a past life? No one seems to know for sure. The Duelist may assume this "second persona" once per encounter (for an unlimited amount of times per day) for a duration equal to 1 minute/Duelist class level. In this state he gains +4 to his Charisma modifier and a +2 to his Will saves and social skills such as Diplomacy and Intimidation. However his change in attitude and skill also brings more attention and focus to him, lowering his armor class by -2. When the Yami Aspect fades the Duelist is dazed for one round. Millennium Attunement (Ex): A Duelists power is partially drawn from a line of 7 powerful magical artifacts from a civilization that vanished into the annals of time. However even in the present Duelists can sense energy from these artifacts and attune their bodies with one artifact of their choice. Doing so allows them to use a special ability based on the original artifact up to 3 times/day unless otherwise stated in the text. Below are the artifact names a Duelist can attune himself with and what abilities they grant. Using an ability granted by Millennium Attunement is a standard action that provokes an AoO. Millennium Puzzle Mind Blast (Su): Allows the Duelist to issue Mind Blast as a Psionic attack at a single individual. The target must make a will save or be stunned for 2d4 rounds. The save DC is Charisma-based. This ability is the equivalent of a 4th level spell. Ex. A Duelist with a Charisma modifer of +4 would have a DC of 18 for their Mind Blast. Millennium Ring Magical Detection (Su): The Duelist is treated as if the spell Detect Magic had been cast on him and if he had spent 3 rounds studying an area or subject for determining what the spell tells him. Duration and checks to determine auras are as the spell Detect Magic. Millennium Eye All Seeing Eye (Su): At will the Duelist may chose to emulate one of the two following spells disregarding casting time for the first listed. Unlike other Millennium Attunements, Scrying may only be used once per day. -Scrying -True Seeing Millennium Key Key to the Soul (Su): This ability works exactly like the Psionic power Mind Probe. Millennium Scale Tipping the Balance (Su): The Duelist may give all the creatures under his control the ability to smite creatures opposite of his alignment for 1 round/Duelist level. Ex. A chaotic good Duelist could give his creatures Smite Lawful and Smite Evil, although they cannot use both of these smites at the same time. Millennium Rod Mind Control (Su): Unlike other Millennium Attunements this ability may only be used once per day. This ability emulates the spell Dominate Person. Millennium Necklace Future Sight (Su): This ability functions like the spell Divination, only with no casting time. Heart of the Cards (Ex): Once per encounter if the Duelist's HP is below 50%, he may align his spiritual force with that of his deck as a swift action. By doing so, he may name a card in his deck and be allowed to draw that card regardless of deck positioning. Shadow Game (Su): Tapping into the darker energies embedded in the Millennium artifacts the Duelist is attuned with, he may draw himself and those around him into a dark realm where the world follows the rules of a "Shadow Game". First, this ability is triggered as a full round action. In a 40ft. spread centered around the Duelist, the world shifts into this dark realm. Along the boundaries of this 40ft. spread are considered to be under the effect of a hemisphere shaped Wall of Force with the exception that teleportation and dimension door spells cannot pass through it. To anyone inside and outside this wall appears to be a swirling mass of thick purple clouds, obscuring line of sight. Not even True Seeing can see through this Wall of Force. If a creature whose size would exceed 40ft within this radius spread the world inside the Wall of Force extends to fit everyone. Ex. If the Duelist, 3 party members, and a Colossal creature were within the radius when Shadow Game was triggered, the world inside would be 900 ft in radius, while the outside of this sphere appears to be 40ft in radius to someone not within the Shadow Game. The formula for determining size within the Shadow Game is (Space occupied by largest creature x 30 ft.) Next, the Duelist choses the "rules" for this Shadow Game by selecting a special damage type. He may select: Strength, Dexterity, Constitution, Int., Wisdom, or Charisma. For every 10 HP lost in the Shadow Realm, the creature taking that damage loses 2 points of the declared stat. The Duelist himself is also effected by this. If any creature hit 0 in the selected stat, the following happens based upon which stat was chosen. Strength- Permanently Unconscious Dexterity- Turned into a stone state Constitution- Soul is trapped within an object of the Duelist's chosing, no body left behind until soul is restored. Intellect- The creature loses all memories of its life. Wisdom- The creature loses all self awareness, can still move and sustain itself but will respond to no external stimulus. Charisma- Creature loses all self-will and follows simple directions given to it by the victor of the Shadow Game. Will not do anything to kill itself or kill friends however has no ability to refuse any reasonable request. These conditions are irreversible except by the winner of the Shadow Game voluntarily undoing the effect, or by a Miracle spell. Once all hostile creatures have been defeated, the Shadow Game ends. Not even the Duelist can end the Shadow Game until all hostiles have been killed or rendered helpless. Those who are alive at the end of the Shadow Game have all ability damage caused by the Shadow Game restored. |
| ZeronHitaro09-13-07, 10:02 PM | (Under Construction) |
| ZeronHitaro09-13-07, 10:03 PM | (Under Construction) |
| Shinibe09-13-07, 11:10 PM | lol i know you havnt really posted any info yet, but i like the idea. I have tried making somthing similar (key word tried). and couldnt quite merge the two concepts together. If im predicting what you will be doing. The thing i sometimes have trouble with is the randomness. Makes it hard for classes like this to prepare for a battle, not that you get that option too often in a dungeon crawl. But maybe as a reference you could use the way the Crusader uses his random abilities in the Book of Nine Swords. if thats what its called i forget. |
| Shinibe09-14-07, 02:46 AM | Hey again. I just got done skimming over your other classes. I tried making classes normaly for D&D but they all end up being all Anime-ish and my brother kids me about it. One i have tried making is based off Fullmetal Alchemist. Breaking down objects and recreating them. The way i tried doing it was. Taking its aproximate length, and making each foot = 1unit of either, metal/wood/leather/cloth. then i broke down each of those into 4 different colored "powders" and using different combonations.. So maybe if you break down some leather and wood, take 2 of the powders from each, then reapply the magic it creates metal. Things of the sort. I had to work out some kinks tho. Heh other wise i was just breaking doors down into components and not having to worry about lock picking XD. I also thought of applying an Enchanting aspect to it. Like the "Enchanting" profession in World of Warcraft (ex: taking a +1sword, and breaking it down into metal components, and a small amount of leather from the hilt, along with a +1gem.). But then that might bring up new problems with "custom" weapons and unbalancing the whole game system. |
| ZeronHitaro09-16-07, 06:13 PM | Still not finished by a long shot. But now there's at least something to look at so you can tell the direction in which it is headed. |
| Shinibe09-16-07, 06:30 PM | Ahh yeah, i was partialy right, heh. I like the Duel Disk picture, did you do that yourself? |
| ZeronHitaro09-18-07, 04:34 PM | Nope, I'm not an artist by any means. Everything I find for my classes comes from a simple dig through DeviantArt's archives. |
| Yosho09-18-07, 09:27 PM | Hey nice work your doing here. I like the class and will keep watching it. Though at a simple look it seams like this class could be ether realy weak or realy strong at high levels. I mean this guy has to summon low hd monsters for 1,2, or 3 rounds before he can sumon what might be usefull at his level. On the other hand having 9th level spells might be a bit over the top. One thing though, I think this would work better in flavor and workabilty if you made the class based on the games they played in the millenium world saga. Though carrying around stone tablets would be a pain. I also would like to see artifacts of the 7 millenium items if you could. Anyway keep up the good work. |
| AnonymousInternets09-18-07, 09:34 PM | Did... did you base a D&D class on yugioh? ... :raincloud |
| uchit09-18-07, 09:49 PM | hmm, interesting idea.... Can the duelist automatically put essance into a card if the soul or castor of said spell were of consent... Like if your companion died in a way so they couldn't be revieved it would be cool to keep them with you always! |
| ZeronHitaro09-18-07, 10:00 PM | Hey nice work your doing here. I like the class and will keep watching it. Though at a simple look it seams like this class could be ether realy weak or realy strong at high levels. I mean this guy has to summon low hd monsters for 1,2, or 3 rounds before he can sumon what might be usefull at his level. On the other hand having 9th level spells might be a bit over the top. One thing though, I think this would work better in flavor and workabilty if you made the class based on the games they played in the millenium world saga. Though carrying around stone tablets would be a pain. I also would like to see artifacts of the 7 millenium items if you could. Anyway keep up the good work. Weaker monsters can have their own advantages, such as buffing or scouts. Plus insta-high level monster is over powered even at higher levels. Hence why many people consider "Gate" to be one of the most broken abilities within core D&D. The artifacts I'll probably get around to but don't expect them anytime soon as I still have creature card conversions, spell conversions, and trap card conversions to do for this class prior. Did... did you base a D&D class on yugioh? ... :raincloud Oy, you don't tell me what I can and can't put in my D&D campaign class list and we'll get along just fine. It's posted here to work the bugs out of the mechanics, not to force feed you the flavor and theming. hmm, interesting idea.... Can the duelist automatically put essance into a card if the soul or castor of said spell were of consent... Like if your companion died in a way so they couldn't be revieved it would be cool to keep them with you always! I'll have to think about it but I don't see why not. The original reaction I had to that was you could just ask a high level being for their consent to capture their essence and they'd probably have no reason to say no; reason being it's equivalent to asking a celebrity for their autograph. But since the duelist wouldn't be able to use the card anyway until X level that probably isn't a bad idea. Leads to interesting situations if you graph card essences of your party members and they begin to wonder why you are so eager to send their copies into the fray as bait. |
| AnonymousInternets09-18-07, 10:18 PM | Oy, you don't tell me what I can and can't put in my D&D campaign class list and we'll get along just fine. It's posted here to work the bugs out of the mechanics, not to force feed you the flavor and theming. I didn't push anything on ya. It just makes me sad, is all. |
| ZeronHitaro09-20-07, 01:18 AM | :bump: |
| JiCi09-21-07, 10:21 AM | Okay... and I thought your astral senshi was weird... The class is surprisingly good. A summoner class is kinda hard to find these days. You should add this to the Dueling Cards: "A duelist cannot have the same card more than 3 times in its deck. Some cards might be restrict to 2 or to 1." |
| periscope01-02-08, 07:34 AM | Question: To capture a creature's essence, he makes an opposed check against the creature's spiritual force. Spiritual force for the creature is calculated as 10+creature's HD, while the Duelist uses his Charisma or Wisdom modifier (which ever is higher) + d20. How is it going to be possible to obtain higher level creatures with this? I mean most higher level creatures have a higher hit die relative to their CR than you do. For example take the Neolithid (ExP). 25 hit die to a CR 15 To catch its essence you'll need a 35. You'll most likely have a +6 or +7 to your roll (assuming you have an 18 in Cha or Wis and the appropriate items). Id allow the duelist to make their roll using their level+Cha or Wis+d20 Then you'd have a +21 or +22 to the roll itself (need around a 13 or 14 to the roll so only about a 25 percent chance of getting it). I like the idea for the class (even if I dislike the TV series. Sorry but it seems so much like every other series "believe in yourself" "trust in your friends" "Have faith" etc.:yuck: :yuck: :yuck: :pbbbtt: :pbbbtt: ) |
| pigknight01-03-08, 03:45 AM | Its not stronger than the druid, so its balanced (I think this is how WotC does it). Card Game=Good, Show=9th level of hell is where it should go. |