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[a]Card Master
Topic Started: Mon Mar 30, 2015 12:51 am (748 Views)
Leyanni[Adm]
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I don't see any problems at all. ^_^
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Ah'Har
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Would it be okay if I changed Dead Man's Hand to once per combat?
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Leyanni[Adm]
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Ofcourse! : D Make that change.
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Ah'Har
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Simple change on Dead Man's Head, Once Per Topic changed to Once Per Combat.

Card Master
Edited by Ah'Har, Sun Aug 23, 2015 6:23 pm.
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Leyanni[Adm]
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Pricing methinks

50
75
75
100
125

425 gold total. Might be a bit low but there isn't too much power in this cPrC.
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Aeyliea
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Agreed, and there isn't a lot of oomph to this cPrC. Prices look fine! Give me a few and I will put the final draft, with price table up, and approve this!
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Aeyliea
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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
RPer50
IRPer45
ARPer40
ERPer30
Selling25
RPer75
IRPer70
ARPer60
ERPer45
Selling40
RPer75
IRPer70
ARPer60
ERPer45
Selling40
RPer100
IRPer90
ARPer75
ERPer60
Selling50
RPer125
IRPer115
ARPer95
ERPer75
Selling65


Level One

  • Master Deck: 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. Out of combat you can control the deck fully and even change its total appearance, allowing you to use it to cheat in a game or convey messages, though this ability cannot be used to alter how many cards you have to a suit. During combat you are limited to only controlling five cards at a time. If your cards are destroyed for any reason during combat, they will regenerate after combat is complete.

  • Trading Cards: Every deck needs a couple of wild cards. Your deck has two cards in it that can not only trade places on command, but can take something with them, whether it be a bag, an animal, or another person.


Level Two

  • 52:
    You choose four set designs for your cards to express their powers through. 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 Cutter 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 Blocker 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 Bomber Suit - The cards become charged with a single nonelemental magical explosion. After a card in this suit is activated it will do mild damage to living creatures after being thrown. The explosion does enhanced damage against structures, but cannot even knock living creatures back. The explosions work like smoke bombs, maybe it difficult to see in a five foot radius around the point of detonation for a few seconds.
    • Lvl 5 Caster Suit - These cards are actually able of acting as remote focuses for the Card Master's spells, allowing them to choose a single one of these cards to use a spell through, 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 without the Charged Card ability. Once per combat you may use a normal Arcane Feat with a spell cast through Spell Suit 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.


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 a medium-large creature back ten feet while doing moderate damage. The card maintains its damage against structures like the Bomber suit. 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

  • Dead Man's Hand Once per combat 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.
[/spoiler]
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Aeyliea
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Congratulations! Your custom Prestige Class has been accepted. A staff member will post a copy of the final PrC in the Accepted Custom PrCs forum so you and anyone else can start buying levels.
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