Cards
Iron Card x1 | A 3.5′ by 2.5′ card forged of iron that is hammered down to a thin slice. The card can deal 1D6 Slashing Damage up to 4 Cells away. Tricksters receive no offhand penalties when using cards. Nightblades can use cards as a distraction, providing a quick flash in the area hit up to 6 Cells away, making a target turn to where it was thrown at. Level 1 or higher required. | 1-H Card Slashing Damage | 2 lb | 0 |
Steel Card x1 | A 3.5′ by 2.5′ card made of a thin sharpened edged steel, dealing 2D6 Slashing Damage up to 4 Cells away. Tricksters receive no offhand penalties when using cards. Nightblades can use cards as a distraction, providing a quick flash in the area hit up to 6 Cells away, making a target turn to where it was thrown at. Level 6 or higher required. | 1-H Card Slashing Damage | 1.5 lb | 4 |
Titanium Card x1 | A 3.5′ by 2.5′ thin card made of titanium with sharpened edges. It deals 2D6+1D4 Slashing Damage up to 4 Cells away. Tricksters receive no offhand penalties when using cards. Nightblades can use cards as a distraction, providing a quick flash in the area hit up to 6 Cells away, making a target turn to where it was thrown at. Level 6 or higher required. | 1-H Card Slashing Damage | 1 lb | 7 |
Mithril Card x2 | A thinly forged mithril card with sharp edges, dealing 3D6 Slashing Damage up to 4 Cells away. Tricksters receive no offhand penalties when using cards. Nightblades can use cards as a distraction, providing a quick flash in the area hit up to 6 Cells away, making a target turn to where it was thrown at. Level 11 or higher required. | 1-H Card Slashing Damage | 0.5 lb | 9 |
Diamond Card x2 | A diamond edged card that has very sharp borders. It deals 3D6+1D4 Slashing Damage up to 4 Cells away. Tricksters receive no offhand penalties when using cards. Nightblades can use cards as a distraction, providing a quick flash in the area hit up to 6 Cells away, making a target turn to where it was thrown at. Level 11 or higher required. | 1-H Card Slashing Damage | 1 lb | 12 |
Adamantite Card x4 | A 3.5′ by 2.5′ thin card made of adamantite edges which deals 4D6 Slashing Damage up to 4 Cells away. Tricksters receive no offhand penalties when using cards. Nightblades can use cards as a distraction, providing a quick flash in the area hit up to 6 Cells away, making a target turn to where it was thrown at. Level 16 or higher required. | 1-H Card Slashing Damage | 1.5 lb | 14 |
Titanmond Card x5 | A 3.5′ by 2.5′ thin card edged with Titanmond. It deals 4D6+1D4 Slashing Damage up to 4 Cells away. Tricksters receive no offhand penalties when using cards. Nightblades can use cards as a distraction, providing a quick flash in the area hit up to 6 Cells away, making a target turn to where it was thrown at. Level 16 or higher required. | 1-H Card Slashing Damage | 1 lb | 17 |
Hero’s Card x5 | A 3.5′ by 2.5′ thin card that is extremely sharp and durable with its alloy mix. It deals 5D6 Slashing Damage up to 4 Cells away. Tricksters receive no offhand penalties when using cards. Nightblades can use cards as a distraction, providing a quick flash in the area hit up to 6 Cells away, making a target turn to where it was thrown at. Level 21 or higher required. | 1-H Card Slashing Damage | 1 lb | 19 |
Superior Card x4 | The best deck of 3.5′ by 2.5′ thin cards anyone can ask for on sale in mass production. These cards deal 5D6+1D4 Slashing Damage up to 4 Cells away. Tricksters receive no offhand penalties when using cards. Nightblades can use cards as a distraction, providing a quick flash in the area hit up to 6 Cells away, making a target turn to where it was thrown at. Level 26 or higher required. | 1-H Card Slashing Damage | 1 lb | 21 |
Elemental Stack (Tier S) | A 10 card deck consists of energy that rotates between the 10 elements, dealing 4D6 Elemental Damage in the element of the rotation up to 4 Cells away. The cards last one turn before fading out and returning to the deck. Tricksters receive no offhand penalties when using cards. Nightblades can use cards as a distraction, providing a quick flash in the area hit up to 6 Cells away, making a target turn to where it was thrown at. Level 15 or higher required. | 1-H Card Elemental Damage | 0.2 lbs | 15 |
The Joker Deck (Tier S) | A deck of standard playing cards that is filled with joker cards, each dealing 6D6 Slashing Damage up to 4 Cells away, and adds a random status effect per hit. Roll 1D20 and match it to the status effect chart to see which effect is taking place. Tricksters receive no offhand penalties when using cards. Nightblades can use cards as a distraction, providing a quick flash in the area hit up to 6 Cells away, making a target turn to where it was thrown at. Level 15 or higher required. | 1-H Card Slashing Damage | 0.2 lbs | 15 |
The Trap Card (Tier SS) | A deck filled with Trigger Action cards to hinder an attacking opponent. At the start of each of your turns roll a D4 to pull out a card. A 1 grants you the teleport card, teleporting an attacker somewhere random in a 10×10 area on the same horizontal access by rolling a percentile dice. Rolling a 2 grants you a magical chain that binds an attacker until the end of their turn, skipping the rest of the attacker’s other turn options. A 3 will give you the illusion card that will summon a fake clone of yourself in an adjacent square, while rolling a 4 grants you the flash step card, teleporting yourself in an adjacent square when you are about to be hit and can only activate once per round. The cards themself do not deal damage. Nightblades can use cards as a distraction, providing a quick flash in the area hit up to 6 Cells away, making a target turn to where it was thrown at. Level 25 or higher required. | 1-H Card | 0.2 lbs | 0 |
Ace in the Flush (Tier SS) | A deck of standard playing cards, half filled up with jacks, queens, kings and the other half as aces, dealing 6D6 Slashing Damage upon hit with a 50% chance to double your chance to crit with these cards when pulling an ace (50%). Tricksters receive no offhand penalties when using cards. Nightblades can use cards as a distraction, providing a quick flash in the area hit up to 6 Cells away, making a target turn to where it was thrown at. Level 25 or higher required. | 1-H Card Slashing Damage | 0.2 lbs | 30 |