Card battler: (A class that uses all sorts of cards for various spells and effects)
Alignment: any
Hit die: d6
Skill ranks: 4+ intelligence modifier
Skills: acrobats, athletics, diplomacy, knowledge plane, knowledge arcana, knowledge nature, perception, spellcraft, use magic device
Level 1: base attack bonus +0 fortitude save +0 reflex save +2 will save +2 spells per day: 0: 3 1: 1 2, 3, 4, 5, 6, 7, 8 9
Level 2: base attack bonus +1 fortitude save +0 reflex save +3 will save: +3 spells per day: 0: 4 1: 2, 2, 3, 4, 5, 6, 7, 8 9
Level 3: base attack bonus: +1 fortitude save +1 reflex save: +3 will save: +3 spells per day: 0: 4 1: 2, 2: 1 3, 4, 5, 6, 7, 8 9
Level 4: base attack bonus: +2 fortitude save: +1 reflex save: +4 will save: +4 spells per day: 0: 4 1: 3 2: 2 3, 4, 5, 6, 7, 8 9
Level 5: base attack bonus: +2 fortitude save: +1 reflex save: +4 will save: +4 spells per day: 0: 4 1: 3 2: 2 3: 1 4, 5, 6, 7, 8 9
Level 6: base attack bonus: +3 fortitude save: +2 reflex save: +5 will save: +5 spells per day: 0: 4 1: 3 2: 3 3: 2 4, 5, 6, 7, 8 9
Level 7: base attack bonus,: +3 fortitude save: +2 reflex save: +5 will save: +5 spells per day: 0: 4 1: 4 2: 3 3: 2 4: 1 5, 6, 7, 8 9
Level 8: base attack bonus: +4 fortitude save: +2 reflex save: +6 will save: +6 spells per day: 0: 4 1: 4 2: 3 3: 3 4: 2 5, 6, 7, 8 9
Level 9: base attack bonus: +4 fortitude save: +3 reflex save: +6 will save: +6 spells per day: 0: 4 1: 4 2: 4 3: 3 4: 2 5: 1 6, 7, 8 9
Level 10: base attack bonus: +5 fortitude save: +3 reflex save: +7 will save: +7 spells per day: 0: 4 1: 4 2: 4 3: 4 4: 3 5: 2 6: 1 7, 8 9
Level 11: base attack bonus: +5 fortitude save: +3 reflex save: +7 will save: +7 spells per day: 0: 4 1: 4 2: 4 3: 4 4: 3 5: 2 6: 1 7, 8 9
Level 12: base attack bonus: +6/1 fortitude save: +4 reflex save: +8 will save: +8 spells per day: 0: 4 1: 4 2: 4 3: 4 4: 3 5: 3 6: 2 7, 8 9
Level 13: base attack bonus: +6/1 fortitude save: +4 reflex save: +8 will save: +8 spells per day: 0: 4 1: 4 2, 3: 4 4: 4 5: 3 6: 2 7: 1 8 9
Level 14: base attack bonus: +7/2 fortitude save: +4 reflex save: +9 will save: +9 spells per day: 0: 4 1: 4 2: 4 3: 4 : 4: 4 5: 3 6: 3 7: 2 8 9
Level 15: base attack bonus: +7/2 fortitude save: +5 reflex save: +9 will save: +9 spells per day: 0: 4 1: 4 2: 4 3: 4 4: 4 5: 4 6: 3 7: 2 8: 1 9
Level 16: base attack bonus: +8/3 fortitude save: +5 reflex save: +10 will save: +10 spells per day: 0: 4 1: 4 2: 4 3: 4 4: 4 5: 4 6: 3 7: 3 8: 2 9
Level 17: base attack bonus: +8/3 fortitude save: +5 reflex save: +10 will save: +10 spells per day: 0: 4 1: 4 2: 4 3: 4 4: 4 5: 4 6: 4 7: 3 8: 2 9: 1
Level 18: base attack bonus: +9/4 fortitude save: +6 reflex save: +11 will save: +11 spells per day: 0: 4 1: 4 2: 4 3: 4 4: 4 5: 4 6: 4 7: 3 8: 3 9: 2
Level 19: base attack bonus: +9/4 fortitude save: +6 reflex save: +11 will save: +11 spells per day: 0: 4 1: 4 2: 4 3: 4 4: 4 5: 4 6: 4 7: 4 8: 3 9: 3
Level 20: base attack bonus: +10/5 fortitude save: +6 reflex save: +12 will save: +12 spells per day: 0: 4 1: 4 2: 4 3: 4 4: 4 5: 4 6: 4 7: 4 8: 4 9: 4
-weapon and armor proficiency: a card battler is proficient with all simple weapons as well as long swords, crossbows, short swords, throwing axes, hand axes, hammers and picks. A card battler can wear light armor but not medium or heavy armor as that interferes with their spellcasting. They are not proficient with shields
-spellcasting: a card battler stores spells in their spirit talisman, which can store a number of spells of each level plus an extra number of spells based on the card battler’s chosen school’s ability modifier. At 5th level, the talisman becomes a magic item and can store an extra spell per level that the card battler can swap out with a prepared spell. At 10th level, the talisman becomes an intelligent magic item with a unique form and set of extra abilities. A card battler draws their spells from the cleric/oracle spell list
-types of spell talismins
-ring: grants the user a +1 bonus to saving throws, at 5th level grants the user spells of the abjuration school as bonus spells. At 10th level grants the user and allies within thirty feet a +2 bonus to ac and saves
-tome: +2 bonus to all knowledge checks, at 5th level grants the user spells of the divination school as bonus spells. At 10th level grants the user a focus of divination spells that increase the spell’s caster level by 1
-orb: +3 bonus to hit points, at 5th level grants the user spells of the necromancy school as bonus spells. At 10th level, enemies within 30 feet of the orb, have their ac and saves take a -1 penalty
-staff: grants the user +2 bonus to diplomacy, bluff and intimadate checks, at 5th level grants the user spells of the conjuration school. At 10th level: all conjuration spells have their durations extended by two incriments
-rod: grants the user a +2 bonus to disguise, stealth and sleight of hand checks, at 5th level grants the user spells of the transmutation school, at 10th level: user gains a +1 bonus to all ability scores
-amulet: grants the user a +1 bonus to touch AC, at 5th level grants the user spells of the illusion school. At 10th level: grants the user +5 bonus to bluff and stealth checks
-headband: grants user a +5 bonus to speed, at 5th level grants the user spells of the air school. At 10th level: the user gains a fly speed 30 feet (good manuverability)
-crown: grants the user two skill points, at 5th level, grants the user spells of the universalist school, at 10th level user gains two meta magic feats
-belt: grants the user a +2 bonus to cmb and cmd, at 5th level grants the user spells of the earth school, at 10th level user gains a saving throw and attack of oppurtunity to avoid being tripped or forcibly moved
-weapon: grants the user a +1 bonus to attack rolls. At 5th level grants the user spells of the evocation school. At 10th level: all spells and attacks the user deals have the damage deal 1 point of damage per die
-familiar: a spellcaster can have a familiar that they form a bond with as per the wizard class feature
-Card battler schools: a card battler gains a specific focus on cards with various different effects and ability preferences
-sports trading cards: ability score: strength: 1st level: once per day, the user can increase one of their own ability scores by 2 for a number of rounds equal to their strength modifier plus 3. 4th level: the user adds bull’s strength, cat’s grace and bear’s endurance to list of spells known. At 20th level: the user gains an immunity to ability score damage, does not take penalties due to aging and automatically confirms any critical hit
-playing cards: ability score: dexterity: 1st level: once per day for a number of times equal to their dexterity modifier plus 3, the user can choose to reroll they made or against them but must take the new result, even if it’s worse, at 4th level: the user add’s cat’s grace, extended weapon of faith and extended summon monster 1. At 20th level each time the user rolls a critical threat, natural twenty or natural one, they may choose to treat it as a automatic success and gain a +2 bonus to all die rolls for one hour. Multiple uses of this trait do not stack but they do extend the duration
-pokemon cards: ability score: constitution: at 1st level, any time the user casts a spell of the conjuration (summoning), it is treated as being under the augment summoning feat and the duration is extended by 2 incriments. At 4th level, the user’s conjuration (summonning) abilities are treated as being cast under the extend spell feat and enhanced by one of the following spells: resist energy, magic weapon, shield
-duel monsters: ability score: charisma: at 1st level, for a number of times per day equal to the user’s charisma score plus 3, when the user cast’s a spell, it is empowered by shadow realm energies, increasing damage die rolls by 1 or penalities by 2 or if affecting allies, increasing damage healed by 1 die roll or bonuses by 2 for the duration of the spell. At 4th level the user adds the following spells to their spell list, summon monster 2, extended darkness, extended detect thoughts, at 20th level, you master the shadow realm and gain immunity to death effects, aging, have your summoning spells treated as being enhanced with one template of your choice at the time of the summoning
-tarot cards: ability score: wisdom: at first level once per day, when you cast a divination spell, you can use your deck as a focus, causing the spell to take half the time. At 4th level, all your divination spells are treated as being two caster levels higher. At 20th level the user can never be surprised, is treated as being under haste constantly and once per day may treat one die roll as a natural twenty
-magic the gathering cards: ability score: intelligence: at first level, you add a number of sorcerer wizard spells equal to your intelligence modifier to your list of spells you can prepare for each level at 4th level, when using a spell of the elemental school, you can treat the spell as being cast as two caster levels higher, at 20th level, you master the elements and gain resist 15 acid, cold, fire and electricity and all spells of the elemental subschool you cast are treated as being maximized and extended
-roleplaying game character cards: ability score: all: at 1st level at the start of the day when you prepare spells, you can choose one ability score. That is the score you use for spell checks and all spell related abilities and you gain a +2 bonus to rolls involving that score. At 4th level, you gain a +1 bonus to all ability scores, saves, attack rolls, damage rolls and ac. At 20th level, you master the die and gain a knuckle bone of fickle fortune
Wizard schools
Light side
1st level power: at first level, you can channel positive energy as a cleric of your level to heal the living or harm undead, using intelligence as the primary ability score instead of wisdom. Once per day when you prepare spells, you can add a number of conjuration (healing) spells to what you have prepared equal to half your intelligence modifier rounded down. At 6th level, you gain an aura that heals d3 hit points of damage to good creatures and allies and deals d3 points of nonlethal damage to evil creatures that ignores immunity to nonlethal damage
Sorcerer bloodlines
Video game
Associated skill: (profession: gambler)
Bloodline arcana: when making the target roll a percentile roll, they must roll twice and take the result of your choice
Bloodline spells: magic weapon (3rd), invisibility (5th), augury (7th) wall (9th), maze (11th), mirace arcana (13th), plane shift (15th), limited wish (17th) meteor swarm (19th)
Bonus feats: improved initiative, combat casting, improved critical, weapon focus, iron will, stealthy, weapon specialization, extend spell
Starting at 1st level, you may reroll a die roll you made after you have made it but before it is declared a success or a failure. You may use this a number of times per day equal to your charisma modifier plus 3
At 3rd level, all equipment you possess is treated as masterwork quality, at 11th level, your equipment gain a +2 magic enhancement you can assign however you choose and at 17th level, your equipment repair damage to themselves at the rate of 3 points per round
At 9th level, when you roll a critical threat, you may reroll the die once if you choose, you can reroll the die an additional time at 13th level
At 15th level you gain fast healing 3 and spell resistance equal to your sorcerer level plus six
At 20th level, you automatically confirm all critical hits, gain a +4 bonus to saving throws and gain dr 3/- as you become a legendary video game character
Oracle mysteries
Force
An oracle with the force mystery adds knowledge (planes), endurance, survival and acrobatics to their skill list
Bonus spells: cure light wounds (2nd) inflict light wounds (4th) endure elements (6th) lightning bolt (8th) telekinesis (10th) harm (12th) fire storm (14th), finger of death (16th) storm of vengeance (18th)
Force hand: a number of times per day equal to your charisma modifer plus 3 you may use mage hand as a super natural ability but with the ability to lift 5 pounds per oracle level.
Force mask: once per day as a standard action, you can treat yourself as if under alter self. At 5th level, this becomes disguise self and at 11th level, this becomes monstrous physique 3
Mind trick: you add charm person, hypnosis and sleep to your list of spells known. At 3rd level, you gain a +2 bonus to bluff, diplomacy and intimidate checks
Cleanse: once per day as a swift action, you can heal d3 points of damage per oracle level plus one ally within sight up to your charisma modifier then make one saving throw against an ongoing effect
Resistance: you gain a bonus to saving throws equal to your charisma modifier
Empowered force: all your spells that heal or deal damage are treated as under the empowered spell feat. At 14th level, they are also treated as being under the maximized spell feat. An oracle must be at least 10th level to use this ability
Force lightning: the user’s spells of the electricty descriptor deal one extra point of damage for each die rolled
Prophecy: the user can cast augury once per day as a supernatural ability. The user may also cast divination, contact other plane and.loremaster’s bargain as super natural abilities usable once per day when they reach the appropriate level
Battle meditation: once per encounter, the user may enhance all conscious allies they can see, granting them a +1 morale bonus to attack, damage rolls and skill checks and giving all conscious enemies they can see a -1 morale bonus to attack, damage rolls and skill checks
Light weapon: the user’s weapons gain the brilliant energy weapon quality but deal damage to objects, metal and undead. The weapon’s damage also becomes electricty and fire
Final revelation
At 20th level, the oracle becomes a manifestation of both the light and dark side of the force, healing from both positive and negative energy, and capable of channeling it as a 20th level cleric at will, the oracle does not suffer penalties from aging and rises as a ghost the next time they die
archetypes
Sith alchemist (alchemist)
Spells: you cast spells as a magus, drawing on a number of magus spells known that replace certain alchemist extracts. This modifies spells
Light weapon: your weapon is a brilliant energy weapon that deals normal damage per it’s type and size but the damage is fire and electricty and ignores hardness, along with damaging undead, objects and constructs. This replaces bomb
Torturer’s strike: you have a sneak attack that deals d6 damage for your first level and every two levels after. This replaces throw anything
Alchemical corruption: you gain the skill ranks needed to apply flesh grafts. This replaces swift alchemy