(S)Jack

For hundreds of years the abscence of magic left the civilized world in a vice. With the creation of the first lasers came the idea that light itself could be used as a weapon. After thousands of trials the first techmages appeared to hold the line against overwhelming numbers. Using photonic creations they fought back with the first summoning spells seen in centuries. While the reappearance of magic has made most of the pseudo-magics obsolete, there still exist a special brand of rouge tech-mages known simply as Jacks.

Ability Requirements: 9 Int.

Prime Requisite: Int.

Equipment: No Weapons, No Armor.

Special Abilities: Can Fire 1 Magic Missile From Their Deck As A Combat Move, Can Copy Creatures, Uses Jack Deck For Spells, Level 12 Dead Man’s Hand (If The Summon Critically Hits, They May Draw An Extra Random Card From Their Deck) d4 HP.

Thaco: +1/3 Levels Above 1st

Proficiencies: 1 Weapon +1/6 Levels, 4 Non-Weapon +1/3 Levels

Saving Throws:

1st PPD: 14 RSW: 11 PP: 13 BW: 15 SPELL: 12
2nd PPD: 14 RSW: 11 PP: 13 BW: 15 SPELL: 12
3rd PPD: 14 RSW: 11 PP: 13 BW: 15 SPELL: 12
4th PPD: 14 RSW: 11 PP: 13 BW: 15 SPELL: 12
5th PPD: 14 RSW: 11 PP: 13 BW: 15 SPELL: 12
6th PPD: 13 RSW: 9 PP: 11 BW: 13 SPELL: 10
7th PPD: 13 RSW: 9 PP: 11 BW: 13 SPELL: 10
8th PPD: 13 RSW: 9 PP: 11 BW: 13 SPELL: 10
9th PPD: 13 RSW: 9 PP: 11 BW: 13 SPELL: 10
10th PPD: 13 RSW: 9 PP: 11 BW: 13 SPELL: 10
11th PPD: 11 RSW: 7 PP: 9 BW: 11 SPELL: 8
12th PPD: 11 RSW: 7 PP: 9 BW: 11 SPELL: 8
13th PPD: 11 RSW: 7 PP: 9 BW: 11 SPELL: 8
14th PPD: 11 RSW: 7 PP: 9 BW: 11 SPELL: 8
15th PPD: 11 RSW: 7 PP: 9 BW: 11 SPELL: 8
16th PPD: 10 RSW: 5 PP: 7 BW: 9 SPELL: 6
17th PPD: 10 RSW: 5 PP: 7 BW: 9 SPELL: 6
18th PPD: 10 RSW: 5 PP: 7 BW: 9 SPELL: 6
19th PPD: 10 RSW: 5 PP: 7 BW: 9 SPELL: 6
20th PPD: 10 RSW: 5 PP: 7 BW: 9 SPELL: 6

Spell Progression

Lvl 1 1st: 3 2nd: 0 3rd: 0 4th: 0 5th: 0 6th: 0 7th: 0 8th: 0 9th: 0

Lvl 2 1st: 4 2nd: 0 3rd: 0 4th: 0 5th: 0 6th: 0 7th: 0 8th: 0 9th: 0

Lvl 3 1st: 4 2nd: 3 3rd: 0 4th: 0 5th: 0 6th: 0 7th: 0 8th: 0 9th: 0

Lvl 4 1st: 5 2nd: 4 3rd: 0 4th: 0 5th: 0 6th: 0 7th: 0 8th: 0 9th: 0

Lvl 5 1st: 6 2nd: 4 3rd: 3 4th: 0 5th: 0 6th: 0 7th: 0 8th: 0 9th: 0

Lvl 6 1st: 6 2nd: 4 3rd: 4 4th: 0 5th: 0 6th: 0 7th: 0 8th: 0 9th: 0

Lvl 7 1st: 6 2nd: 5 3rd: 4 4th: 3 5th: 0 6th: 0 7th: 0 8th: 0 9th: 0

Lvl 8 1st: 6 2nd: 5 3rd: 5 4th: 4 5th: 0 6th: 0 7th: 0 8th: 0 9th: 0

Lvl 9 1st: 6 2nd: 5 3rd: 5 4th: 4 5th: 3 6th: 0 7th: 0 8th: 0 9th: 0

Lvl 10 1st: 6 2nd: 6 3rd: 5 4th: 4 5th: 4 6th: 0 7th: 0 8th: 0 9th: 0

Lvl 11 1st: 6 2nd: 6 3rd: 6 4th: 5 5th: 5 6th: 0 7th: 0 8th: 0 9th: 0

Lvl 12 1st: 6 2nd: 6 3rd: 6 4th: 6 5th: 6 6th: 3 7th: 0 8th: 0 9th: 0

Lvl 13 1st: 7 2nd: 7 3rd: 7 4th: 6 5th: 6 6th: 4 7th: 0 8th: 0 9th: 0

Lvl 14 1st: 7 2nd: 7 3rd: 7 4th: 6 5th: 6 6th: 4 7th: 3 8th: 0 9th: 0

Lvl 15 1st: 7 2nd: 7 3rd: 7 4th: 7 5th: 7 6th: 4 7th: 3 8th: 0 9th: 0

Lvl 16 1st: 7 2nd: 7 3rd: 7 4th: 7 5th: 7 6th: 5 7th: 4 8th: 3 9th: 0

Lvl 17 1st: 7 2nd: 7 3rd: 7 4th: 7 5th: 7 6th: 5 7th: 5 8th: 4 9th: 0

Lvl 18 1st: 7 2nd: 7 3rd: 7 4th: 7 5th: 7 6th: 5 7th: 5 8th: 4 9th: 3

Lvl 19 1st: 7 2nd: 7 3rd: 7 4th: 7 5th: 7 6th: 5 7th: 5 8th: 5 9th: 3

Lvl 20 1st: 7 2nd: 7 3rd: 7 4th: 7 5th: 7 6th: 6 7th: 5 8th: 5 9th: 4

Experience Needed

1st 0
2nd 2,500
3rd 5,000
4th 10,000
5th 20,000
6th 40,000
7th 60,000
8th 90,000
9th 135,000
10th 250,000
11th 375,000
12th 750,000
13th 1,125,000
14th 1,500,000
15th 1,875,000
16th 2,250,000
17th 2,625,000
18th 3,000,000
19th 3,375,000
20th 3,750,000

Tips:

Catching Summons: Want to know what a summon will do? Remember it’s move last round. Want to be able to catch them? Kill them. Want to increase the chance of a successful copy? Higher Intelligence increases the success chance based on the %chance to learn a spell.

What? No! Kill The Thing: If you want to try to wait to kill something after it has used a special move feel free. Just remember your party members won’t take kindly to you watching it gnaw on their legs and then blasting them before you try to help kill it.

Double Or Nothing: Cards are expensive, but waiting for a specific creature and a specific move just won’t work early on. Grab what you can to fill your card slots, then leave one open for that special occasion you are waiting for. You can always remove cards later.

Excuse Me, I Believe Those Cards Are On The Ban List: In fact every card is. Back when the Jacks were a big name everyone wanted to be one or have one to help them. The problem is the Black Jacks. They were a rouge group who would kill anything or anyone powerful in an attempt to get more powerful cards. As such Magic Cards are illegal. Good news is the streets were so flooded with cheap cards even kids started using them for fun in non-combat decks and while cards will be confiscated there usually won’t be any harm done, unless they find a blank card. Bad news is if you expect to fight in town you’d best be willing to get liscensed or have a lot of bribe money.

Game of Chance: Non-special attacks have a regular chance to hit or miss, with bonuses for your thaco and luck. Special attacks do their effects, but most can be resisted in some way. At twelve you get the ability to have a free draw if your regular summons critically hit. So finding a deck balance that works for you is key to effective play.

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(S)Jack

Auriga- Tomb of the Endless Doctor_Shadefall