|
[a]Card Master 2.0: Discard and Redraw
|
|
Topic Started: Mon Jan 23, 2017 2:05 pm (538 Views)
|
|
Ah'Har
|
Mon Jan 23, 2017 2:05 pm
Post #1
|
- Posts:
- 21
- Group:
- Role-Players
- Member
- #11,028
- Joined:
- October 14, 2009
- Gender
- Male
- Species
- Gold Elf
- Height
- 5'10"
- Weight
- 155lbs.
- Build
- Athletic Ectomorphic
- Age
- Young by elf standards.
- Hair
- Sandy Blonde Mohawk
- Eyes
- Green w/ Gold Flecks
- Skin
- Dark Tan
- Name
- Ah'har Shifret Adem
- Alias
- "The Bloodblade"
- Link to Inventory
- http://imythess.com/topic/5166549/1/#new
- Link to Alt Registry
- http://imythess.com/topic/887368/1/#new
- Link to Extended Description
- http://imythess.com/topic/888436/1/#new
|
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 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. 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 In some places it seemed clunky to me, and others I noticed outdated references to abilities that had been cut during its design.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 Submission TopiccPrC Shop Card Master PageCard 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 One Level Two Level Three Level Four Level Five Buying30 Selling25 Buying45 Selling40 Buying45 Selling40 Buying60 Selling50 Buying75 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.
Changes between 1.0 and requested 2.0 - Minor changes to flavor text
- changed prerequisite from Adept Marksman to Apprentice Knowledge Arcana as I felt it better fit with the overall effects of the cPrC
--------------------
- Moved 52 from level 2 of 1.0 to level 1 of 2.0 and combined it with and modified Master Deck since it is supposed to be the center point for the cPrC.
- Made all Suit base abilities available from level 1 since they are the center point for the cPrC. I felt like the progressive unlocking system for the Suits made the cPrC feel like it was only effective at level 5 rather than being useful at level 1 and improving with each level.
- Added a harder 5 card max per combat turn limit whereas originally any number of cards could be drawn and used at once in 1.0, but only five cards could be controlled telekinetically. With a 5 card hand limit the hope is to give the deck's purpose in combat a more risk/reward feel by having the user have to choose if they want to discard cards from a suit to keep a trap up, or if they would prefer to burn through their deck over the course of a battle
- Most suits of cards used in a battle are now more likely to be discarded from simple use, and the Spell Suit now requires using 2 cards per spell instead of the previous 1.
- Replaced the Bomber Suit with the Spy Suit since I felt that the former was lackluster and redundant next to the Spell Suit, and the more utility-based latter option seemed like a better fit with the other suits.
- Renamed Cutter, Blocker, and Caster Suit types to Attack, Guard, and Spell because I felt these names felt more natural.
- Base Attack Suit does not count as a proper weapon for other weapon enchantments, abilities, or other cPrC abilities that specify use with weapons, whereas the Cutter Suit did in 1.0. Discard rule added to using them as throwing weapons.
- Base Guard Suit does not act like an immobile barrier when floating by later ability Dominate Hand like the Blocker Suit did with Master Deck's telekinetic ability in 1.0. Now discards after taking "substantial" damage.
- Base Spell Suit requires the use of 2 cards to be effective, taking up 2 of 5 total available cards "In Play". Casting offensive magic now discards 2 cards instead of 1.
- 1.0's Ace Up the Sleeve combined into 2.0's Master Deck as a part of the 5 card "draw" mechanic.
- Wild Cards have a new ability to act as 1 cards from another Suit but using this ability will discard the Wild Card and it cannot be recovered.
- Trading Cards combined into 2.0's Master Deck as Wild Cards. Using this ability does not discard the Wild Cards but will not allow them to be used as Suit substitutes.
- New Spy Suit added that allows utility functions such as magnification and reflection with 1 cards, or audio and visual transmission with 2 cards
-------------------- - Royal Flush Assault replaced with Gutshot Straight to be more thematic.
- Gutshot Straight can be used with 4 cards minimum of any type whereas Royal Flush Assault could only be used with Cutter Suit cards. Now allows for potential combination with Attack Suit and 1 other Suit type.
- Retained Royal Flush Assault's limited armor-piercing ability if used with a minimum of 4 Attack Suit cards.
-------------------- - 1.0's Master Deck's telekinetic ability made into its own ability with Dominate Hand
- Limiters put on most Suit types when used with Dominate Hand
-------------------- - New ability to work with Guard Suit, Full Protect.
- Full Protect enhances guarding abilities of Guard Suit by increasing potential area.
- Full Protect synergy with same-level ability Dominate Hand, trading potential defensive ability for wider area coverage. When used with Dominate Hand, all cards used will be discarded and the projected barrier will fall after only 1 attack.
-------------------- - New ability Information Flush to enhance Spy Suit's worth later on.
- Information Flush effectiveness decided by target in PVP at the cost of 5 Spy Suit cards for an attempt at balancing effectiveness.
-------------------- - Dead Man's Hand moved to level 5 as an ultimate ability.
- Limiters changed from 12 hours to 1 time per combat or freely outside of combat.
- Now an alternative to 2.0's Master Deck's 5 card drawing feature.
-------------------- - New ability, Joker's Tilt
- Joker's Tilt refines or adds new powers to Suit types at the cost of being the only card in play for its duration and sacrificing 4 cards per turn to fuel it.
- Attack Suit cards become able to parry attacks and count as proper weapons for the case of spells, abilities, etc.
- Guard Suit cards become heavier and tougher and count as proper shields for the cae of spells, abilities, etc.
- Spy Suit cards steal 1 active effect from a target for the duration of Joker's Tilt
- Spell Suit cards end Joker's Tilt but allow metamagic feats or epic spells to be used with the card when thrown.
[/i]
Edited by Ah'Har, Sun Jan 29, 2017 12:02 am.
|
|
|
| |
|
Aeyliea
|
Fri Jan 27, 2017 12:49 am
Post #2
|
- Posts:
- 87
- Group:
- Role-Players
- Member
- #12,020
- Joined:
- May 26, 2013
- Gender
- Male
- Species
- Human
- Build
- Athletic
- Height
- 5' 3"
- Weight
- 147
- Age
- 37
- Hair
- White
- Eyes
- Blue-grey
- Skin
- Fair
- Link to Inventory
- http://imythess.com/topic/5170110/1/
- Link to Alt Registry
- http://imythess.com/topic/5170155/1/
- Link to Extended Description
- http://imythess.com/topic/5169779/1/#new
|
Please put the approved submission in a spoiler so we can compare these!
|
|
|
| |
|
Ah'Har
|
Fri Jan 27, 2017 5:03 am
Post #3
|
- Posts:
- 21
- Group:
- Role-Players
- Member
- #11,028
- Joined:
- October 14, 2009
- Gender
- Male
- Species
- Gold Elf
- Height
- 5'10"
- Weight
- 155lbs.
- Build
- Athletic Ectomorphic
- Age
- Young by elf standards.
- Hair
- Sandy Blonde Mohawk
- Eyes
- Green w/ Gold Flecks
- Skin
- Dark Tan
- Name
- Ah'har Shifret Adem
- Alias
- "The Bloodblade"
- Link to Inventory
- http://imythess.com/topic/5166549/1/#new
- Link to Alt Registry
- http://imythess.com/topic/887368/1/#new
- Link to Extended Description
- http://imythess.com/topic/888436/1/#new
|
Edited and attempted to add a sort of changelog to help things along.
|
|
|
| |
|
Leyanni[Adm]
|
Mon Feb 6, 2017 2:34 am
Post #4
|
- Posts:
- 150
- Group:
- Admins
- Member
- #11,267
- Joined:
- April 30, 2010
- Gender
- Female
- Species
- Half-Elven
- Height
- 5'7"
- Age
- 28
- Hair
- Black
- Eyes
- Yellow
- Skin
- Dark Brown
- Name
- Leyanni Kah
- Link to Inventory
- http://imythess.com/topic/890145/1/
- Link to Alt Registry
- http://imythess.com/topic/5094692/1/
- Link to Extended Description
- http://imythess.com/topic/889883/1/
|
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.
|
|
|
| |
|
Ah'Har
|
Mon Feb 6, 2017 7:20 am
Post #5
|
- Posts:
- 21
- Group:
- Role-Players
- Member
- #11,028
- Joined:
- October 14, 2009
- Gender
- Male
- Species
- Gold Elf
- Height
- 5'10"
- Weight
- 155lbs.
- Build
- Athletic Ectomorphic
- Age
- Young by elf standards.
- Hair
- Sandy Blonde Mohawk
- Eyes
- Green w/ Gold Flecks
- Skin
- Dark Tan
- Name
- Ah'har Shifret Adem
- Alias
- "The Bloodblade"
- Link to Inventory
- http://imythess.com/topic/5166549/1/#new
- Link to Alt Registry
- http://imythess.com/topic/887368/1/#new
- Link to Extended Description
- http://imythess.com/topic/888436/1/#new
|
Is this better?
Card Master 2.2 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 a single specially enchanted Master Deck of 54 total cards, consisting of 4 different types, or "suits", 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, or "draw", 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".
Cards are considered to be in play once summoned to your hand unless immediately discarded. If you do not discard and already have cards in play when you draw, they will begin to discard themselves starting with the oldest until you are down to five total cards in play.
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 despite damage done to them.
- Attack Suit
At your will, the edges of cards from this suit will become sharp like knives, but do not count as proper weapons. Though these cards can be wielded like knives, once they come to a complete stop after leaving the Card Master's person or are destroyed, they are discarded. While effective for attacking, these cards are not very useful for defense as 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 since 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 discarded like normal cards.
Alternatively, once per combat or freely outside of it, 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. 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 completion. 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, though its greatest showing lies in combat.
Outside of combat the Card Master is able to control all of their cards easily and telekinetically, with each one being strong enough to carry a full mug of ale.
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
- Spell Cards will freeze in place when used to cast spells
- Spy Cards can freely float and transmit information to the Card Master.
- 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 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 and shaped 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. The cards used in this way become discarded after the barrier is spent. 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, 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 per turn, the Card Master is capable of enhancing that Suit's effect through the Wild Card, but the effect cannot be changed to that of a different suit.
Cards discarded for Joker's Tilt cannot be recovered through Dead Man's Hand.
When Joker's Tilt ends, either by choosing not to continue feeding the ability further or by running out of cards of that chosen suit, the Wild Card is discarded, and 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.
|
|
|
| |
|
Aeyliea
|
Tue Mar 14, 2017 12:50 am
Post #6
|
- Posts:
- 87
- Group:
- Role-Players
- Member
- #12,020
- Joined:
- May 26, 2013
- Gender
- Male
- Species
- Human
- Build
- Athletic
- Height
- 5' 3"
- Weight
- 147
- Age
- 37
- Hair
- White
- Eyes
- Blue-grey
- Skin
- Fair
- Link to Inventory
- http://imythess.com/topic/5170110/1/
- Link to Alt Registry
- http://imythess.com/topic/5170155/1/
- Link to Extended Description
- http://imythess.com/topic/5169779/1/#new
|
I think it looks ok. Ley?
|
|
|
| |
|
Aeyliea
|
Tue Jul 18, 2017 5:01 pm
Post #7
|
- Posts:
- 87
- Group:
- Role-Players
- Member
- #12,020
- Joined:
- May 26, 2013
- Gender
- Male
- Species
- Human
- Build
- Athletic
- Height
- 5' 3"
- Weight
- 147
- Age
- 37
- Hair
- White
- Eyes
- Blue-grey
- Skin
- Fair
- Link to Inventory
- http://imythess.com/topic/5170110/1/
- Link to Alt Registry
- http://imythess.com/topic/5170155/1/
- Link to Extended Description
- http://imythess.com/topic/5169779/1/#new
|
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.
|
|
|
| |
|
Aeyliea
|
Tue Jul 18, 2017 5:03 pm
Post #8
|
- Posts:
- 87
- Group:
- Role-Players
- Member
- #12,020
- Joined:
- May 26, 2013
- Gender
- Male
- Species
- Human
- Build
- Athletic
- Height
- 5' 3"
- Weight
- 147
- Age
- 37
- Hair
- White
- Eyes
- Blue-grey
- Skin
- Fair
- Link to Inventory
- http://imythess.com/topic/5170110/1/
- Link to Alt Registry
- http://imythess.com/topic/5170155/1/
- Link to Extended Description
- http://imythess.com/topic/5169779/1/#new
|
Will be updated after I get home.
|
|
|
| |
| 1 user reading this topic (1 Guest and 0 Anonymous)
|