Card Duelist

Card Duelist

Duelists who use the power of cards to initiate abilities of all kinds - some to benefit their allies, others to summon spiritual monsters to aid them.

HP & Defenses

Card Duelists possess a d8 Hit Die, and they start the game with 40 Hit Points (plus double Constitution and other modifiers). By spending 3 XP the Card Duelist can gain a Hit Die, increasing their Hit Points accordingly.

They also receive a +4 bonus to Will Defense.

Stat Bonuses

Card Duelists receive a +1 bonus to one of the following attributes; Intelligence, Wisdom, or Charisma.

Increasing these attributes outside of character creation is done at a discount (10 XP per increase instead of 20 XP)

Attack Bonus

Card Duelists receive a +1 Attack Bonus.

By spending 5 XP the Card Duelist can increase their Attack Bonus by +1, to a maximum of +10.

Skill Points

Card Duelists receive 1 rank in the following skills at character creation;

  • Acrobatics

  • Artisan (Alchemy)

  • Awareness

  • Knowledge (Alchemy, Astronomy, Humanoids, and Technology)

  • Spellcraft

  • Use Magic Device

Starting Feats

Card Duelists receive the following starting feats;

Mystic Cards

Card Duelists are separated into two different specializations - Duelists and Planeswalkers. These distinct varieties possess some similar and some unique cards, and one must be selected at character creation. Once selected, this cannot be changed later. Card Duelists receive a casting attribute and MP like a spellcaster, but they primarily spend their MP on their cards. If they receive spellcasting from elsewhere, they use the same attribute as if they were a spellcaster previously. Quick Draw affects their cards as well.

Both kinds of Card Duelists receive Creature and Spell cards. Duelists receive Trap and World cards. Planeswalkers receive Instant and Land cards.

Creature: These cost 4 MP to cast. They have a 2 in all physical stats, a +1 Attack Bonus, 6 sq. movement, and a single natural attack or weapon under 50 G. The monster has 30 HP + double Con, and lasts until killed or until the end of combat. 1 MP can be spent to increase the monster's stats or attack bonus but only when first casting it.

Spell: This functions as a 1 EXP spell from a school of magic. When cast in this way, the MP cost is doubled.

Duelists

Trap: Allocate a number of MP up to your casting attribute, and choose a square within 6 squares (or by spending 1 extra MP, create a 2 square aura surrounding you) and if anyone enters the square (or the aura) they take 1d6 points of damage per point of MP spent.

World: As a swift action you can create a 'world' which gives all creatures you have a +1 to attack and damage so long as the world is active. It lasts a number of rounds equal to casting attribute.

Planeswalkers

Instant: As an immediate action, do one of the following:

  • Grant yourself or an ally within line of sight a +2 to d20 rolls they make on their next turn

  • When dealing damage you heal HP

  • Make a ranged attack against someone within 6 squares, dealing 1d8 + (casting attribute) points of untyped damage.

Land: As a swift action you can play a land card. This land card can be activated as a swift action on your turn, granting you 1 MP to be spent - but only on cards. Only one land can exist at one time.

Card Weaponry

Card Duelists can wield their cards as melee weapons. This is a melee weapon which deals 2d6 points of damage, and add Dexterity or casting attribute to attack and damage, whichever is higher.