Card Mage (3.5e Class)
Card Mage
Card Mages (unlike others spell casters) do not learn how to preform spells, but rather they learn about the spells and imprint it on their "playing cards." "Playing Cards" are tied to Card Mages and can't be used by anyone but themselves, not even an ally can use their cards. The cards look like normal everyday playing cards (unless they tied a specific deck to themselves) and can be used as such but they have spells encoded in each card and each card has a different spell encoded on it. When the card is activated it hardens becoming as hard as steel, it can be used as a melee attack or a ranged (throwing) attack. Then the next thing it hits it casts it's spell on after it is used it disappears and is restored when the card mage rests
Making a Card Mage
Now while a card mage starts off with 52 spells they have no idea what card will be next until they draw it, for the deck reshuffles after a card leaves the rest of the deck. While the Card Mage can put his card back the deck will reshuffle again and the card might be the same, wasting his/her time in combat.it also means you have a wide variety of spells at your disposal.
Abilities: Card Mages, tend to stay back and handle enemies from afar. Their Dexterity is their saving grace as it allows them to avoid being hit and remain accurate with their cards. Although, some may favor Strength and Constitution so they can shove the card into their enemies. .
Races: Card Mages can be any race as long as they have the ability to hold magic cards.
Alignment: Card Mages can be any Alignment but most tend to lean to chaotic seeing as how gambling (in some cities) is frowned upon.
Starting Gold: starting gold; 2d6×10 gp (Average starting gold is 70)
Starting Age Simple
Level | Base Attack Bonus |
Saving Throws | Special | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1st | +1 | +1 | +1 | +0 | Magical Deck Weapon Finesse (Cards), Weapon Proficiency (Cards) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2nd | +1 | +1 | +1 | +0 | Bonus feat | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3rd | +2 | +2 | +2 | +1 | Rapid Reload ((cards)) luck's grace | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4th | +3 | +2 | +2 | +1 | Fling and Fleet, Uncanny Dodge | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
5th | +3 | +3 | +2 | +1 | Flashy Flourish/2 per day | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
6th | +4 | +3 | +2 | +2 | Flash read Bonus feat | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
7th | +5 | +3 | +2 | +2 | 52 Pick Up, Now you see us Now you don't | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
8th | +6 | +4 | +3 | +2 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
9th | +7 | +5 | +3 | +3 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
10th | +8/1 | +5 | +3 | +3 | Ace of Spades, Queen of Hearts Bonus feat | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
11th | +8/1 | +6 | +4 | +3 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
12th | +8/1 | +6 | +4 | +4 | Now you see us Now you don't/2 day, | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
13th | +9/1 | +6 | +5 | +4 | heart of the cards | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
14th | +10/1 | +6 | + 5 | +4 | Flashy Flourish/4 day Bonus feat | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
15th | +10/2 | +6 | +5 | +4 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
16th | +11/2 | + 7 | +6 | +5 | Now you see us Now you don't/3 day | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
17th | +11/2 | +7 | +6 | +5 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
18th | +12/2 | +7 | +6 | +5 | Bonus Feat | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
19th | +13/2 | +8 | +7 | +6 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
20th | +13/1 | +8 | +7 | +6 | Cards of Chaos | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Class Skills 4 + Int modifier per level, ×4 at 1st level)
Class FeaturesAll of the following are class features of the Card Mage. Weapon and armor proficiency:card mages are proficient with thrown weapons and light armor. Magical Deck: To most, a normal deck of Playing Cards, but this Deck has been magically infused with spells but only the owner of the deck can use them. Each card has a spell tied to it (spell lv equal to current lv halved and rounded up) and when the card hits (wall, enemy, ally, yourself,spell, etc.) the spell activates. You can't chose spells that would go against your alignment, religion, or any other trait you have. Whenever a card is pulled from the deck, it can be thrown/stabbing, looked at, or put back. Some of these actions takes up 1 action during combat when throwing/stabbing it takes 1 action , when looking at the card is a free action, putting it back is a free action. A deck is always shuffling (cards change faces not actually shuffling), so the deck can't be "rigged." A person does not make saving throws for the card or spell the card casts instead they rolls as if it was a regular dart (just with a 40ft range). Player should use a regular playing card deck and assign a spells to them. Lucks Grace: with luck on your side you are allowed to take out a specific card (up to 3+1/per 2 lvs after the ability is gained per encounter) Fling and Fleet:Gives the Card Mage the ability to use his cards while moving or when on the ground/ flat-footed. Flash Read you can read anything within sight in an instant and remember every detail you've read. 52 Pickup: 52 pickup used as command spell and if the target doesn't succeed a will save (10+your will +1/per three lv) they must take 1d6 rounds picking up the cards if they do succeed they just see just you toss cards on the floor. Flashy Flourish: You may use this ability to stun up to 1d4 enemies to look at you in awe for 1 round. Ace of Spades: You may expend 10 cards and instead of casting a spell use it to enhance your stats by plus one (for 1hour/level). Queen of Hearts expend 2 cards to give target +1 die of healing Now you see us now you don't: You may shoot cards above you and up to 4 others turning invisible for 5 rounds or until any one of the targets attack. Heart of the Cards choose a spell and roll a d100 1-49 is a random spell 50-99 is the called spell and 100 is an improved version of the called spell (dms approval required) Cards of Chaos: You chaotically shoot 5 cards at a time using the same spell (taking 1 round) ==== human card mage Starting Package ==== their deck of cards a waterskin 10 torches a bedroll and a tent Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Campaign InformationPlaying a card mageReligion: as card mages are gamblers at heart they will follow dieties of luck to improve their chances in a game. Other Classes: they don't see anyone as inferior and are really just swell people. Combat: a card mage will stay at range so they can use their cards while staying out of harm. Card mages=
Typically card mage will be seen doing any sort of gambling. Daily Life: the daily life life of the refined card mage is eat drink gamble repeat Organizations: often card mage elders will work in a chain of casinos or buy one to add to the ever growing network. Npcs reaction: An Npcs typical reaction is to try to beat them in a type of casino game to prove they're not as good as they think they are (usually they dont) Card mage LoreCharacters with ranks in local or culture can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
Card MagiciansCard mages are typically all around with healing damage or just useful spells
EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.
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