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| #1collyer-sanApr 27, 2008 12:50:17 | This has been modified from a Class that appered on the DnD Forums. I Asked permission to modify it for D20 modern, Because I Play this more. http://forums.gleemax.com/showthread.php?t=1023275 You can find it here. Any Way, Have a Look and Enjoy. CARDMASTER There is no greater bet, then that of ones own life! There's something special about cards. Children and adults alike are drawn to them whether it's for a game of Go Fish, or a high stakes game of Poker. The Card Master is the ultimate conduit of the living energy that resides just behind cards. He empowers them and they in turn empower him to great heights. Luck is his ally, and all it takes is one draw of the cards to decide the fate of a battle. Card Masters don't all work with the same kind of deck, but they are all identicle in theory. Fourty cards divided into four types, with an extra twelve cards also divided into four kinds and four names. Each deck produces thematic effects based on their nature. Where a deck that is emboldened with standard flair merely lets of eldritch energy and lights as they are gone through, a Card Master with a dragon themed deck seems to control the very creatures themselves. Most Card Masters are defined by the deck they “wield”. If one tethers his fate to the cards of the Dragon, he calls himself the Dragon Master. If he finds another tethered to the fate of the dragons, they would both rename themselves based on their own accord. He could become the Dragon Master of Light, or perhaps the Gold Dragon Master with his opponent taking on a different persona as well. ENTRY REQUIREMENTS To qualify to become a (PrC Name), a character must fulfill all the following criteria: Base Attack Bonus: +3 Skills: Concentrate (3 Ranks), Gamble (5 Ranks), Slight of Hand(5 Ranks), Feats: Quick Draw. Class Skills (PrC Name)’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Arcana) (Int), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Spellcraft (Int), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex). Skills Points at Each Level : 4 + int Hit Dice: d8 ![]() Weapon Proficiencies: The Cardmaster Gains Proficiency with Cards. Throw Card In the skilled hands of a Card Master, a Card is a deadly weapon. Any card, or card-like object is considered a thowing weapon with a range of 10ft and a critical range of 19-20 AC Bonus The Card Master is extremely adept at avoiding damage, relying on range and proximity to objects to thwart their opponents attempts to attack her. At fourth level, the Card Master gains a +1 bonus to Armor Class. At each fourth level thereafter (8th, 12th etc) They gain an additional +1 bonus to AC. This bonus disappears if they are flat-footed, or surprised, but is retained if flanked. Also, they gain a +1 bonus to Armor Class for using Cover, and for taking defensive actions (Fighting Defensivly and Full Defense) Card Damage A normal deck has cards in 4 suits from 2 to 10, and then High Cards of each suit of Jack, Queen, King and Ace. The High Cards are detailed below, but for the normal 2-10s of each suit, they are powerful weapons in the hands of a Card master. Depending on the suit you may do certain things with the card. Firstly, when you draw a card, it's suit determines the kind of damage it will deal. Roll 1D4 to determine suit. |
| #2DiononApr 27, 2008 19:49:43 | I like the translation. Though it might change once I change High Cards over to the Combo System. I'll keep you apprised :D |
| #3marcoasalazarmMay 30, 2008 19:02:29 | Cool. |