Order of the Ace

The ace is more magically-inclined than most bladesingers, and unlike his kin, tends to fight by enchanting a deck of cards to act as magical darts.

Weapon and Armor Proficiencies

An ace gains proficiency in dusters, and suffers no arcane spell failure chance from wearing one.

Deadly Dealer (Ex)

At 1st level, an ace can throw a card as though it were a shuriken, with the same damage, range, and other features. You must have at least 1 point in your arcane pool, or else the card lacks the magical force and precision to deal lethal damage. A card is destroyed when thrown in this way. An ace is considered proficient in thrown cards.

A deck contains 54 cards, and can be enchanted in the same way as a batch of ammunition. Additionally, when using your arcane pool to enhance a weapon, you can apply this effect to a deck of cards in your possession.

A wielded deck of cards can be used as though it were a weapon for the purposes of Spell Combat. At second level, the ace can deliver melee touch spells with a thrown card within the first range increment.

Focused Casting (Ex)

Starting at 1st level, an ace can prepare one more spell of each level he has access to per day. However, he must choose three unfocused schools. He must use two slots to prepare a spell belonging to one of his unfocused schools.

Cardstrike (Su)

At 4th level, an ace can deliver melee touch spells at range with a thrown card. Additionally, the critical threat range for thrown cards increases to 19-20. This does not stack with effects such as Improved Critical.

Spell Recall (Ex)

Starting at 7th level, the ace learns to use his arcane pool to recall spells he has already cast. With a swift action he can recall any single spell that he has already prepared and cast that day by expending a number of points from his arcane pool equal to the spell’s level (minimum 1). The spell is prepared again, just as if it had not been cast.

At 11th level, the cost to recall a spell is reduced by 1, to a minimum of 1 point.

The Ace does not gain Spell Recall at 11th level, as this feature supercedes it.

Reshuffle (Su)

At 10th level, the ace can spend two arcane pool points as a move action targeting a single creature in Medium range. The ace and the creature immediately swap places. This is a teleportation effect. An unwilling target receives a saving throw with a DC equal to 10+(1/2 Bladesinger level)+(Int mod) to resist the effect. On a successful save, the transposition fails, but the arcane pool points are not lost.

Improved Spell Recall (Su)

At 13th level, an ace can recall a cast spell much more easily - the cost to recall a spell is reduced to a number of arcane pool points equal to half the spell level (rounded up).

Counterbid (Ex)

At 16th level, whenever an enemy within one range increment of the ace casts a spell, that enemy provokes an attack of opportunity from the ace after the spell is complete, even if they cast defensively. This attack of opportunity cannot disrupt the spell. The attack of opportunity must be made with a card thrown via Deadly Dealer.

Mulligan (Su)

At 19th level, an ace's repositioning ability expands. When using Reshuffle, the ace can target a number of willing creatures within range up to his Int mod. The entire group affected may then swap positions in any way. This use cannot affect an unwilling creature.