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[a]Card Master 2.0: Discard and Redraw
Topic Started: Mon Jan 23, 2017 2:05 pm (538 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! Kind of! He's active and the last iteration of Card Master was originally approved.
  • Do I have at least 150 gold sitting on this character's account? I have access to 150 gold throughout my accounts.


Why should you accept this custom PrC concept?
Original Pitch

As a cPrC and looking back over it, Card Master seemed to me to be lacking. . . pizazz, and more of a niche feel. In some places it seemed clunky to me, and others I noticed outdated references to abilities that had been cut during its design. With that, I think pursuing the following second draft will keep the spirit of the cPrC alive while making it a bit more unique.




Name of PrC Card Master
Custom PrC: Ah'Har

Dealers, Cheaters, Card Masters. Whatever the name, the game is the same, and these people always have an Ace up their sleeve. 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

  • Either Marksman: Adept or the Throw Feat with Adept Blade
  • Knowledge Arcana: Apprentice


<Pricing Table Area>

Level 1:

  • Master Deck: No matter what decks you deal from or cards in your hand, there will always be one deck special to you. As a Card Master, you have access to a specially enchanted Master Deck of 54 total cards, consisting of 4 different types made up of 13 cards each, and 2 wild cards. You can freely manipulate the appearance of the face and back of these cards, but no matter what they look like, you will always have an innate sense of how many cards you have left in each suit.

    Once per turn during combat you summon five cards of your choice from your Master Deck to your hand. Outside of combat you may summon however many cards you wish to your hand whenever, but once combat starts you may only have five cards active, or "in play". These cards are considered to be in play once summoned to your hand. While you don’t have to use all or any of those cards on the turn you summoned them, you can only have five cards in play at any given time, and as such you will have to discard down to five active cards before using them or else cards you have already been using, starting with the oldest, will discard themselves. Once they are used, or “discarded”, you cannot reuse them for the rest of combat without the help of Dead Man’s Hand. After combat, all cards regenerate.

    • Attack Suit
      At your will, the edges of cards from this suit will become sharp like knives, but do not count as proper weapons. So long as these cards do not leave your hand they are not considered discarded, but once they come to a complete stop or are destroyed, they vanish as they are discarded. While effective for attacking, these cards are not very useful for defense, with only their edges being sharpened. If trying to parry or block with this suit, the cards will prove easy to cut or crush.
    • Guard Suit
      At first glance this suit appears to be nothing but normal cards, but by the will of the Card Master they can become as tough as wooden shields. While useful for defense, this suit of cards is not as effective for attacking as it still possesses the weight and edge of normal cards. These cards are not considered to be discarded until they have sustained substantial damage or have come to a complete stop after leaving the Card Master's hand.
    • Spy Suit
      While for all intents and purposes these have the physical properties of normal cards, their use lies in transmitting information. While a single card from this type can be used like a mirror or a magnifying glass, the Spy Suit is best utilized in pairs. By placing one card as a transmitter and using another as a receiver, the Card Master can see, hear, and even speak through these cards at will, but by themselves they are relatively harmless.
    • Spell Suit
      While the suit of cards can be used from the hand as a focus for magic, its true usefulness lies when in leaves its Master’s hand. A pair of these cards can be used as a single magical focus, allowing the Card Master to remotely cast spells through them. When an offensive or otherwise directly damaging or healing spell is cast through these two cards or they take enough damage, they are discarded. Epic spells and metamagic feats cannot be used through the Spell Suit.
    • Wild Cards
      In many decks, these so-called Jokers are the standouts. Depending on the game and the house rules, they can be capable of different things, and those of the Card Master are no different. Once per combat or without limit outside of it, they can be used as a substitute for a card from one of the four suits and will be expended as normal. Alternatively once per combat or freely otherwise, the Wild Cards can be used to swap locations, bringing with them anything they are in contact with, including bags, animals, or people and anything they're carrying, but if this ability is used in combat then the Wild Cards cannot be used as substitutes for other Suits, though this ability will not discard the Wild Cards. Wild Cards cannot be regenerated through Dead Man’s Hand and will only return to the Master Deck after battle has concluded.


Level 2:

  • Gutshot Straight: At least four cards from your hand can be thrown in rapid succession either at a specific target or within a five foot radius. This can be used to quickly set traps, attack multiple targets very quickly, or intercept ranged attacks, but cannot be used with cards affected by Dominate Hand. If this ability is used with at least four Attack Suit cards at a single target, they will be able to embed themselves in steel armor and even break links in chainmail. Attack Suit cards used for Gutshot Straight will be discarded after the ability has completed, but other Suits may last past its use.


Level 3:

  • Dominate Hand: The understanding that the Card Master has with their Master Deck is unmistakable, and as a bit of a bonus lends itself to a fantastical display. The Card Master is able to telekinetically control each of their cards in place, or all of the cards in the Master Deck if their abilities are not used. The control over these cards is strong enough to hold a full mug of ale, but it's its effect in battle that are the real show. In combat up to five cards can affected by Dominate Hand and will not count as being discarded if the cards come to a complete stop, but the Attack, Guard, and Spell cards prove less effective when under Dominate Hand's effect. Attack cards will be discarded after striking something and cannot sink into flesh deep enough to hurt bone, Guard cards will be discarded after being hit by any attack, and Spell Cards will freeze in place when used to cast spells. Spy Cards can float freely and still transmit information to the Card Master, though.

  • Full Protect: By using at least two cards from the Guard Suit, the Card Master can create a defensive barrier over a wider area. The Card Master can either use two cards in their hands to create a barrier as tall as the cards are and as far as their arms can stretch, with the cards sharing any damage that the barrier took. Alternatively the Card Master can use up to five cards through Dominate Hand to create a barrier that can block one attack over a wider area. Magical projectiles may be spent after impacting the Full Protect Barrier under Dominate Hand's effects, but physical attacks, including physical projectiles summoned by magic, may either be deflected off of it or simply slowed as the barrier collapses.



Level 4:

  • Information Flush: By discarding five Spy Cards, the Card Master can designate one type of information to learn about a target, such as the nature of one active effect, a historical factoid, or something that they fear, but nothing more specific than what type of information is requested. If used on a player character or something owned by a player character, the player affected can choose what information is provided and how the information is provided, including how vague or clear it is.



Level 5:

  • Dead Man's Hand: Sometimes you regret your choices and your plays, but you’re a master of a manipulating the hands that fate has tried to deal you. Once per combat and at the start of your turn, or whenever outside of combat, instead of drawing from your Master Deck you can summon five cards of your choice to your hand that have already been discarded except for Wild Cards or cards sacrificed for Joker's Tilt. The hand limit still applies.

  • Joker's Tilt: Desperate times call for desperate measures and Wild Cards are more than just placeholders for others, with none understanding that better than the Card Master. By paying the price of four cards from a single suit, the Card Master is capable of enhancing that Suit's effect through the Wild Card for one combat post, though cards discarded for Joker's Tilt cannot be recovered through Dead Man's Hand. The effect can be continued through the next turn by sacrificing four more cards of that same suit to the Wild Card, but the effect cannot be changed to that of a different suit.
    When Joker's Tilt ends, either by choosing not to continue feeding the ability further or by running out of cards of that suit, the Wild Card is discarded.
    Since there are only two Wild Cards in the Master Deck, this ability can be used up to two times per combat.
    • Attack Cards will make the Wild Card resilient enough to parry attacks, and the Wild Card can be treated as a steel knife for the purposes of weapon spells, abilities, and PrC abilities.
    • Guard Cards will make the Wild Card as heavy and strong as a steel buckler, and the Wild Card can be treated as a shield for spells, abilities, and PrC abilities.
    • Spy Cards will allow the Card Master to steal one active effect from a target for the duration of Joker's Tilt or the remaining duration of the stolen effect, whichever is shorter, whether it is a buff, debuff, or otherwise, so long as the Wild Card remains on the Card Master's person.
    • Spell Cards will allow the Wild Card to store either an epic spell or a normal spell with a metamagic feat that will be cast after thrown, though this will result in discarding the Wild Card and ending the use of Joker's Tilt.


Original Card Master 1.0 Submission


Changes between 1.0 and requested 2.0
Edited by Ah'Har, Sun Jan 29, 2017 12:02 am.
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Aeyliea
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Please put the approved submission in a spoiler so we can compare these!
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Ah'Har
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Edited and attempted to add a sort of changelog to help things along.
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Leyanni[Adm]
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Okay, here we go.

This isn't bad and is largely acceptable.

Now onto the rough part. This needs a clarification rewrite from top to bottom. The best way of doing so is like this:

Split the ability up into each effect and separate the fluff out. So each effect should be on its own line. Now cut down that effect to its bare minimum. No fluff, no nothing, just simple noun/verb/adverb/etc. When that's all done with, you'll see the ability has shrunk considerably. Rebuild from there. The ability should end up smaller and clearer then before. Now add in a bit of fluff. Ta-dah! This is how overly complex stuff like Hellfire Soul was condensed.

This does take time, but right now the PrC does not read very well. Also, cut down on redundant information where possible, which the separate/shrink/rebuild method should shine.

Also, new copies of your PrC should be made as new posts, not added to the original. Please adhere to this rule.
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Ah'Har
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Is this better?

Card Master 2.2
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Aeyliea
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I think it looks ok. Ley?
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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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Aeyliea
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Will be updated after I get home.
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