Magic Card Duelist PrC! (Yu-Gi-Oh)

Here's a PrC I created based off of the Yu-Gi-Oh series and card game that I just created (took about 2 hours), I hope that everyone likes it :)

New Skill:
Knowledge (Duel Monsters) (Int):
This skill allows one to recognize a card played in a Duel Monsters game. The DC is 6 for common cards, 10 for standard cards, 14 for uncommon cards, 18 for rare cards, 26 for ultra rare cards, and 32 for unique cards (God cards are impossible to recognize unless you have had the copy in your possession before). A successful check allows you to know:
If Monster Card: The card’s HD and Special Abilities/Defenses.
If Magic Card: Whether it is an Evocation or Enchantment card, and its general effect.
You can only take 10 on this check if you’re not in a Duel.
-Knowledge (Duel Monsters) is a class skill to all classes.


The Magic Card Duelist-
Prerequisites:
Knowledge (Duel Monsters): 6 ranks
Full Duelist Monsters Card Deck (40 Cards), including at least one rare card

HD: d8
BAB: As Cleric
Saves: Fort Bad, Reflex Good, Will Good
Class Skills: Appraise*, Bluff, Concentration, Craft, Diplomacy, Gather Information, Innuendo, Knowledge (arcana), Knowledge (duel monsters), Knowledge (the planes), Knowledge (religion), Listen, Perform, Profession, Sense Motive, Spellcraft, Spot, Use Magic Device
Skill Points per level: 6+int mod

*Can be used to Appraise the value of a Duel Monsters Card as well.

Imbue Card (Su)-During a Shadow Game, a Duelist may, once per round, use the spell stored within his cards, bringing the creature represented on the card to life (or cast a spell if a Magic Card). This requires a full round action and may be used once per card per day.
Note-Magic Cards have a DC = to 15+Spell level+1/2 Duelist’s level (round down).
Note-Enchantment cards have their durations reduced to 1 round per spell level.
Predict Move (Ex)-Once a match a Duelist can make a Sense Motive check with a bonus equal to his Duelist level versus his opponents Bluff check plus his opponent’s Duelist level (if any), if successful, he gains the equivalent of Detect Thoughts for 2 rounds.
At second level this ability may be used out of a Duel Monsters Game a number of times per day equal to half his Duelist levels (rounded down), in this case it is simply a normal Sense Motive check (no bonus for having levels of Duelist) versus his opponent’s Bluff check. If successful, the Duelist gains a +2 insight bonus to his attack bonus, damage, AC, and saves versus that particular opponent, this ability lasts for 2 rounds and you cannot benefit from it against more than 1 opponent at a time.
Shadow Game (Su)-Shadow Game Dueling is as a Mage Duel (Magic of Faerun) except that it is powered by the Plane of Shadows and that the final blow to a character dueling in the game must be dealt by a summoned creature.
In a Lethal Shadow Game, each player must make a Will Save (DC 15+3 per Controlled Summoned Creatures on the battlefield) each time they take damage by a Summoned Creature and at the end of each round and a Will Save (DC 15+Killed Summoned Monster’s HD) each time a summoned monster they control dies or suffer 1 point of temporary Wisdom Damage (a successful save means they suffer no damage at all). A character who is reduced to 0 Wisdom is considered dead, their soul being lost forever.
Special-Characters with the Shadow Weave Magic feat gain a +4 bonus to this check because they are more attuned to the Plane of Shadows.
Bonus Feats-At 3rd level, and every 3 levels after that, a Duelist gains a feat which he may choose off of the following list: Alertness, Bull Headed, Discipline, Cosmopolitan, Improved Initiative, Iron Will, Jack of All Trades, Lightning Reflexes, Skill Focus, Quick Draw.
Favored Card-The Favored Card of a Duelist gains the listed amount on the table as an unnamed bonus to their attack bonus, damage, and saves (if creature) or the listed amount as an unnamed bonus to DC and checks vs. spell resistance (if a spell). This bonus applies inside or out of a duel.
(Examples: Dark Magician for Yugi Blue Eyes White Dragon for Kaiba, Harpy Lady for Mai, Change of Heart for Bakura)
Metamagick Card (Su)-A certain number of times per day, as shown on the chart, a Duelist can enhance the power of a card played either in a Shadow Game, or with Out of Game Casting. He may choose to add a single metamagic feat onto it from the following list: Elemental Substitution (any element), Empower Spell, Extend Spell or may choose to have its DC increased by 2 or caster level increased by 2, this ability does not increase the casting time when using the card and may be used no more than once per round.
Out of Game Casting (Su)-An experienced Duelist may unlock the power of the cards, using them outside of a Shadow Game. However, since the monster’s powers are fueled by Shadow Magic (via Plane of Shadows) they are not as strong in other planes and are thus only quasi real. Summoned Creatures and Evocation Spells are only 20+5/Duelist level % real, using the rules for Shadow Conjuration and Shadow Evocation to determine their effects. Instead of the reduction of power, Enchantment Cards have their durations reduced to 1 round/spell level or its normal duration, whichever is lower. Necromancy effects cannot be used in this fashion. The DC for this power is equal to 10+Spell level+Corresponding stat modifier (Int for Evocations, Wis for Summonings, and Cha for Enchantments). This ability requires a full round action and may only be used up to once per day per Duelist level with Rare and Ultra Rare cards taking up 2 uses of the ability and Unique and God Cards taking up 3 uses.
Note-No Card may be used more than once a day in this fashion as well.
Banishment to the Shadows-At 7th level, 1/day a Duelist may choose to banish a single opponent within 30 feet to the Plane of Shadows (as per planeshift), no save. This ability only works on those who failed versus him in a Shadow Game within the last minute. At 10th level a Duelist may use this ability on anyone (though it still is limited to 1/day), but those who he hasn't beat in a Shadow Game may attempt a Will save (DC 10+1/2 Duelist Level+Cha Mod) to negate this effect.

The Magic Card Duelist
1-Imbue Card, Predict Move, Shadow Game (standard)
2-Favored Card +1
3-Bonus Feat, Metamagick Card 1/day
4-Favored Card +2
5-Out of Game Card Casting
6-Bonus Feat, Favored Card +3, Metamagick Card 2/day
7-Banishment to the Shadows
8-Favored Card +4
9-Bonus Feat, Metamagick Card 3/day
10-Favored Card +5, Shadow Game (lethal)


Game Monsters Decks:
Game Monsters Decks are comprised of 40 cards of varying rarity. The average deck (35 common cards, 4 standard cards, 1 uncommon card, and a card protector box) costs 400 gold.

Market Prices:
Card Protector Box-25 Gold
Masterwork Card Protector Box-75 gold

Game Monsters Cards-
Market Price-Rarity-Effect
5 Gold-Common Card, allowable set Summon Monster I
25 Gold-Standard Card, allowable set Summon Monster II, or 1st level Evocation or Enchantment Spell
100 Gold-Uncommon Card, allowable set Summon Monster III, or 2nd level Evocation, Enchantment, or 1st level Necromancy Spell
300 Gold-Rare Card, allowable set Summon Monster IV or 3rd level Evocation or Enchantment, or 2nd level Necromancy Spell
500 Gold-Ultra Rare Card, allowable set Summon Monster V or 4th level Evocation or Enchantment, or 3rd level Necromancy Spell
2500 Gold-Unique Card, allowable set Monster Summoning VI spell or 5th level Evocation, Enchantment, or 4th level Necromancy Spell
Minor Artifact-God Card, allowable set Gate spell or 7th level Evocation, Enchantment, or 6th level Necromancy Spell Spell
*Cards imbued with Summons don’t have an alignment descriptor attached to them, Cards imbued with Evocations and Enchantments must be from the Wizard/Sorcerer Spell List.
**For an expanded list of monsters use Dragon #302’s CR rules for determining what monsters can be summoned using what Summon Monster spell, Alternatively, you could use Relics and Rituals II Unique Summoning rules instead.

Cards have a hardness of 1 and 1 hitpoints + an extra 1 hardness and 1 hitpoint per spell level stored within.
Note-Damaged Cards may be cheaper than the listed price, however they are usually unfit to use for a Shadow Game, a mending spell can often fix this-however.


Example Card-Show Conversion:
Change of Heart (Ultra Rare), Charm Monster

Game Lingo:
Attack Mode-Normally attacking or using abilities.
Defense Mode-Total Defense Action

-Edit-
Changed Bonus feats to 3rd level and every 3 levels after.
Changed Predict Move so its more useful out of game starting at 2nd level (hopefully will balance the lower levels a bit more)
 
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Since each card mimics a specific spell, it has the same type of save that the spell that's its mimicing does. Aka if you have a Duel Monsters card of Fireball, it would be a reflex saving throw.
 



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