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[a]Card Master
Topic Started: Mon Mar 30, 2015 12:51 am (749 Views)
Ah'Har
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Prerequisites Checklist:

  • Who am I? Ogichi
  • Is this character active, at least a few weeks old and unlikely to be removed in the near future? Yes
  • Do I have at least 150 gold sitting on this character's account? I can at a transfer's notice


Why should you accept this custom PrC concept?
As Ah'Har (Bloodblade) tries distancing himself further from a past as a hired killer for a bunch of Istani thugs, he looks to alternative tricks and skills. Among these is cards and all the neat tricks that come with them. Cards are non-threatening, can have more use than just killing, and the abilities that come with the Card Master style can allow him a bit more freedom from his past by opening up a brand new oddball skillset for him.



Name of PrC Card Master
Custom PrC: Ogichi

Gamblers, Hucksters, Card Masters. Whatever the name, the game is the same, cards. These rare individuals have not only managed to make deadly weapons out of simple playing cards, but have focused themselves to learning interesting tricks to go with them. From simple party tricks meant to entertain to dangerous traps lying in wait, the Card Masters won't just defeat their enemies, they'll do it with style.

Mostly magical abilities.

Prerequisites

  • Concentration: Adept
  • Marksman: Adept


Training Costs
Level OneLevel TwoLevel ThreeLevel FourLevel Five
RPerx
IRPerx
ARPerx
ERPerx
Sellingx
RPerx
IRPerx
ARPerx
ERPerx
Sellingx
RPerx
IRPerx
ARPerx
ERPerx
Sellingx
RPerx
IRPerx
ARPerx
ERPerx
Sellingx
RPerx
IRPerx
ARPerx
ERPerx
Sellingx


Level One

  • Heart of the Cards: You have a full deck of 52 special Card Master cards that you have minor telekinesis over, enough to lift the cards as a deck, and make the cards interdependently go flying around a room to show off. These card are strong enough to easily hold a full mug of ale but you can only control them up to thirty feet away.

  • Wild Card: You can freely change the appearance of a card, allowing you to either use it to cheat or to convey messages.


Level Two

  • Shifty Suits:
    You choose four set designs for your cards to express their power through so long as long as they can be numbered. You are able to change any of your cards between these once every five posts in combat. Each card may only be of a single suit, and you may only have a maximum of 13 cards to a suit.

    Four Suits
    • Lvl 2 Sharp Suit - The cards' edges become as sharp as knives, able to cut normal flesh, and these cards count as weapons in terms of enchantments and PrC abilities. The Heart of the Cards ability cannot allow the cards to go hard enough to sink into bone, but a skilled marksman can most likely do so easily. The cards are still only as durable as normal cards.
    • Lvl 3 Tough Suit - The cards become as tough as wood and cannot be easily moved by normal strength when under the effects of Heart of the Cards, however they also are not effective as weapons, still retaining the weight of cards.
    • Lvl 4 Bomb Suit - The cards become charged with a single nonelemental magical explosion. When the card strikes something with sufficient force it will explode. The explosion is barely strong enough to break skin, but acts like a smoke bomb.
    • Lvl 5 Spell Suit - These cards are actually able of acting as remote focuses for the Card Master's spells, but an offensive spell will destroy the card it was cast from. No support spells can be applied to the cards. Normal Arcane Feats cannot be applied to spells focused through these cards.


  • Ace up the Sleeve: At will you can summon any number of your cards from your deck to your hand, from wherever they are, even if pinned beneath something. If your cards are destroyed for any reason, they will take twelve hours to be replaced.


Level Three

  • Royal Flush Assault: Five cards from your Sharp Suit thrown in rapid succession may have enough force behind them to embed themselves in plate armor and break links in chainmail. This ability can only be used once per combat.


Level Four

  • Trap Card: You are able to empower your Bomb Suit cards to act like mines. When something other than the Card Master comes in contact with these cards, they'll explode with nonelemental force, strong enough to knock something back. If not deactivated by the Card Master, the card will be destroyed in the blast and cannot regenerate for 12 hours. Trap card explosions will not trigger one another.


Level Five

  • Charged Cards: Once per combat you may use a normal Arcane Feat with a spell cast through Spell Suit cards.
Edited by Ah'Har, Tue Apr 7, 2015 8:57 pm.
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Leyanni[Adm]
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This whole cPrC's balance really relies on how many cards you can control at once. Right now you could drop 52 bomb suits in the first post with accuracy. The number of available cards to heart of the cards needs to be cut down drastically and replaced with a more limiting system of card manipulation. That really needs to be changed because it determines how powerful the rest of the abilities are.
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Ah'Har
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How many would you suggest?

Though it did remind me I forgot to add in a part about limiting the suit count to 13 cards.
Edited by Ah'Har, Tue Apr 7, 2015 8:56 pm.
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Aeyliea
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I see no problems with this, now.
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Seele
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Takin' a look at this.

  • Heart of the Cards: I agree with Ley that you need to specify how many cards can be controlled at once. Maybe as many as your level with precise control (so 5 at max), but the entire deck at once for imprecision or fluffy things (shuffling the cards telekenetically comes to mind). Or make it so that you can precisesly control as many as your level in combat, but the entire deck outside of combat.
  • Wild Card: Pretty basic fluff ability. Could easily be folded into Heart of the Cards, in my opinion.
  • Shifty Suits (General): I don't know if you need the ability to shift suits. This means you could have a nearly endless number of Bomb/Spell cards over the course of a fight, changing the less useful suits out gradually.
  • Shifty Suits - Sharp Suit: This is basically like having 13 Dancing Knives. Even if they don't have weight to them, there aren't many people who could defend themselves from a 13-pronged attack. Limiting number of cards you can control will fix this.
  • Shifty Suits - Tough Suit: Fine.
  • Shifty Suits - Bomb Suit: You could have this do more damage to structures. For fun. =D
  • Shifty Suits - Spell Suit: This is pretty strong, but okay I think? So long as normal spellcasting rules apply and this isn't like 13, floating command arcane runes.
  • Ace up the Sleeve: Fine.
  • Royal Flush Assault: Fine, if a bit weak.
  • Trap Card: Are these explosions stronger than a normal Bomb Card? Hard to tell.
  • Charged Cards: Hrm. This brings me to a point I'm going to state below...
  • General Note: I dislike abilties that build off of old ones in cPrCs. With only 7 abilities to work with, it's very limiting. A good chunk of your abilities are doing this (ROyal Flush Assault, Trap Card, Charged Cards). You could probably fold those into the description of the suits themselves as a "once per fight" addendum, and then put more abilities into the cPrC. That's just my opinion though, up to you.
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Ah'Har
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I had considered the last 3 abilities as being something like one compacted Lvl 4 or 5 ability, like adding onto the abilities of the original suits, but I wasn't sure if that would be pushing it or not. Dealing them to the remaining 3 levels seemed to be a safer bet.

Maybe limiting Royal Flush Assault would be good for once a combat.
Trap Card can be used out of combat and consumes the card, so I'm not so sure about limiting it to once per combat.
Charged Card already has a once per combat limiter.

Hopefully this seems better?

Updates:

  • Heart of the Cards: Combined it with Wild Card limited in-combat cards to 5 at a time. Probably works a lot better for the card theme anyway. Might help with some of the abilities balancing? Renamed to Master Deck
  • Moved Ace up the Sleeve's card regen ability to Master Deck
  • Changed Shifty Suits to 52, removed the ability to change suits. Limit of 13 cards per suit.
  • Renamed 52's suits.
  • Shifty Suits: Bomber Suit Changed to clarify lack of damage to characters and add damage to structures.


Updated
Edited by Ah'Har, Mon Apr 13, 2015 12:52 am.
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Leyanni[Adm]
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I don't have a big problem with this PrC now other than Bomb Suit needs a mild/moderate/major damage declaration against PCs. Also, there's a declaration of "sufficient force" which is...well, vague. It needs to be more...specific or an activatable ability. Activatable is probably for the best there.

edit: Also, the regen ability could be "after the battle is complete."
Edited by Leyanni, Tue Apr 21, 2015 4:25 pm.
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Ah'Har
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Edited according to Leyanni's suggestions.

Updated
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Leyanni[Adm]
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What you have down now looks fine. Sorry about the seriously long delay. You still need another ability. I'd suggest a power for movement or slowing the enemy. Something to make this a bit more flexible.
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Ah'Har
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Added new ability: Trading Cards, which switches the places of two things.

Updated
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Aeyliea
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I want to say that the level five ability is sorely lacking in punch for an apex ability, and there is no clear apex ability here.

This is not necessarily a problem that would cause disapproval, but you are only allowed to have this one cPrC regarding this...maybe there is something you could replace that with that is a bit more potent?

Aside from that, it looks good overall. A bit lacking in firepower, if firepower was ever a concern.
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Ah'Har
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For this setup power is secondary to utility. I'd like an option for the Card Master to have more cards, but I'm afraid that it would push the cPrC too far into OP territory even if it had an additional cost for deck-building.

If you have any suggestions for it then I'm open to listen, but if this can be accepted as-is, I'm fine with it.
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Carmen
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I find this cPrC really interesting and hope to purchase it for one of my alts when it's ready.

I do have a suggestion for your apex ability, if you are interested.

First, add a line to the caster suit which removes the inability to use arcane feats once level 5 is reached.

Then, as a level 5 ability:

Dead Man's Hand

Once per topic, you may instantly regenerate up to five cards from your deck that have been destroyed in the past 12 hours. They, along with one of your wild cards, are summoned to your hand. Your second wild card will appear at any location within your line of sight.
Edited by Carmen, Sat Aug 15, 2015 1:54 pm.
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Ah'Har
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Change as suggested by Carmen. . . If it's acceptable.

Card Master
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Aeyliea
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This looks good to me. If there are no objections from other staffies, I will happily put prices up :D
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