Card Caster? Need Help With Class Mechs [Archive] - Wizards Community

Post/Author/DateTimePost
lunarflare

04-09-07, 01:06 AM
Well, I was sorting through my old files, when I came upon this nifty class. It's not done really well, but I really liked the idea. Could some of the masters around here help with some mechanics?

From what I've read, it has access to all spells...

I want to make a class with this idea..

Card Caster
d4 HD
medium bab
good will, poor fort, poor ref
4+ skill
skills: bluff, concentration, craft, decipher script, knowledge (arcane, local), perform, profession, search, sense motive, sleight of hand, spellcraft, spot, use magic device

(please excuse the messyness.


level maxhand lvlSpell Special
01 4 1 Throw Card
02 4 1
03 4 2 Energize Card
04 5 2
05 5 3 Shuffle Card
06 5 3
07 5 4 Mullagin
08 6 4
09 6 5
10 6 5 Effecient Power
11 6 6
12 7 6 Counterspell
13 7 7
14 7 7
15 7 8 Draw Card
16 7 8
17 7 9 Searching Card
18 8 9
19 8 9
20 8 9 Discard Power

.

Card Casting: The card caster, in one way, is the most versitile spellcaster. There is no spell he can not cast eventually. However, the card caster can also be considered horrible weak, because he has little control over his spells. The card caster begins play with 50 cards. Each starting card has a spell of 1st level or lower. The card caster's deck is always shuffled. If the deck is ever sorted, it's cards lose their magical powers until the deck is shuffled.

The card caster must draw a hand made up of a number of cards according to his as a swift action in order to start casting. As a swift action, the card caster can draw a card. It takes a standard action to activate a card. Doing this provokes an AoO. A card caster can use cards defensivly as a spellcaster casts on the defensive. Casting a spell from a card is just like casting a spell from a scroll, but it is always successful like casting a spell regularlyand it doesn't need material components that cost less that 1gp. The DC to resist a spell cast from a card is equal to 10+spell level+the card caster's intelligence modifier. The cardspell's caster level is equal to his class level. This allows the card caster to take prestige classes that have a prerequisite of a caster level. The cardcaster's spellcaster levels are not arcane or divine, but he always suffers from arcane spell failure chance from armor. Once a card is used,it becomes powerless. To repower a deck of cards, the card caster must spend 1 hour focusing as a wizards needs while he prepares his spells.

The card caster can create new cards by succeeding a use magic device check when casting a spell from a scroll.
A deck can have no more than 3 copies of any cardspell or else their magic overpowers eachother and they lose power.
--------------------------
Throw Card: The cardcaster is profiecient with his cards for throwing. The cardcaster throws his cards for all touch and ranged touch attacks he makes. This gives him the aility to make touch attacks as ranged touch attacks with a range increment of 5'+5' per spell level. The thrown card returns to the cardcaster at the beginning of his next action

Energize Card: The cardcaster can release the magical eenrgies in a card and release to in a blast that destroys the card. By throwing an energized card, the card caster can deal 1d6 dmg per level of the spellcard plus 1d6 per 2 caster levels with a ranged touch attack as a standard action.

Shuffle Card: The cardcaster learns how to create a new type of card. This card, when used as a standard action like the cardcaster's cardspells, allows the cardcaster to shuffle the rest of the cards in his hand into his deck and then draw that same number of cards. He is still limited to the maximum number of copies of a card in the deck at the same time.

Mullagin: When the cardcaster draws a hand, he may act as though he just played a Shuffle Card.

Efficient Power: The cardcaster's maximum number of copies of a card per deck is increased by 1.

Counterspell: The cardcaster learns that all magic is essentially the same, and he gains some power over the art of counterspelling. He learns how to ready counterspells and discard a spellcard of the same school of magic of the same level as the target's spell or higher that his target is casting in order to counter that spell.

Draw Card: The cardcaster learns how to create a card like he did with the shuffle card. This draw card allows the cardcaster to Draw two new cards.

Searching Card; The cardcaster learns how to create a card like he did with the shuffle card. This searching card seeks out any other card in the deck and pulls it to your hand.

Discard Power: Once per day, the cardcaster may quickly charge a previously discarded card and use it as a full round action, or he may charge it as a standard action one round, and cast it as a standard action the next
Qube

04-09-07, 03:33 AM
It is custom that descriptions of abilities are put outside the code block, so that they are easier readable

before specifing abilities, tell us what ou want? a Mtg player, but the spells become real? someone like X-man's Gambit?

what would be the use of throw card? a card apparently doesn't do damage, ...
lunarflare

04-09-07, 03:45 AM
It is custom that descriptions of abilities are put outside the code block, so that they are easier readable

before specifing abilities, tell us what ou want? a Mtg player, but the spells become real? someone like X-man's Gambit?

what would be the use of throw card? a card apparently doesn't do damage, ...

Ah, sorry, I'm new here.

Mtg? I don't know the lingo here :(

It seems that throw card is used to deliver touch attacks at a range..
Qube

04-09-07, 04:39 AM
Ah, sorry, I'm new here.

Mtg? I don't know the lingo here :(

It seems that throw card is used to deliver touch attacks at a range..mtg = Magic: the Gathering. a popular card game of wizards of the coast.

next: this stuff should also be outside the code, at front
Card Caster
HD: d4
BAB: medium (as cleric)
Saves: good will, poor fort, poor ref
Skills: 4+ INT-mod
skills: bluff, concentration, craft, decipher script, knowledge (arcane, local), perform, profession, search, sense motive, sleight of hand, spellcraft, spot, use magic device

and use bold names
throw card: ...
this makes it easier to read: hat level 10 he gain X. now where in this bock of text i find what X does.


wel, I'm can read what throw card does, but whats the use? "oh my god I yust got hit by the ace of spades ..." other then anoying NPC's I don't see the use about it.
unless of course there is something magical about a card that is thrown like activating the spell.


I get that spells are lined to the cards, but how? does he energize the cards like gambit and throws them, do the cards summon stuff (like Magic the gathering, or Yu-gi-Oh).
how is it played? is it the intension of having a deck of cards with you at the table?
Romulan_Knight

04-09-07, 07:32 AM
Hmm, I might make a Class like this sometime.
lunarflare

04-09-07, 11:05 AM
mtg = Magic: the Gathering. a popular card game of wizards of the coast.

next: this stuff should also be outside the code, at front
Card Caster
HD: d4
BAB: medium (as cleric)
Saves: good will, poor fort, poor ref
Skills: 4+ INT-mod
skills: bluff, concentration, craft, decipher script, knowledge (arcane, local), perform, profession, search, sense motive, sleight of hand, spellcraft, spot, use magic device

and use bold names
throw card: ...
this makes it easier to read: hat level 10 he gain X. now where in this bock of text i find what X does.


wel, I'm can read what throw card does, but whats the use? "oh my god I yust got hit by the ace of spades ..." other then anoying NPC's I don't see the use about it.
unless of course there is something magical about a card that is thrown like activating the spell.


I get that spells are lined to the cards, but how? does he energize the cards like gambit and throws them, do the cards summon stuff (like Magic the gathering, or Yu-gi-Oh).
how is it played? is it the intension of having a deck of cards with you at the table?


Okay, I was wondering too, so what did I do? I made some suff up!

First of all, the class seems to have access to all spells, though I'm not sure about that, seems overpowered.

Second, the class basically casts spells from the cards, as if the cards were spell scrolls. So throwing the ace of spades at someone would activate whatever spell that was inside and cast it onto the target. Since they seems to be like scrolls, I guess that spells are lined into them in advance. In the text: it says that you can cast a spell onto a scroll, and line it to a card with a UMD check.

The cardcaster would be using these abilities out in the world, like a normal caster.

By the way, dont take the original text too seriously, I'm not against changing anything
Xiel

04-10-07, 04:21 PM
excuse me if this is all messy, I just signed up :P

but how does this look?

Card Caster

Adventures: Card Casters are on a Mission to keep themselves entertained. Being bored is the worse than death in their books. Card Casters are normally fond traveling searching for new things, or pulling pranks on random citizen. More commonly, Card Caster have taken up the art of Coning people, there’s nothing like pulling a prank that pays off.

Characteristics: Card Casters are Tricksters, they love pulling pranks and playing games, anything in the name of fun. They are also wonderers, staying in one place is too boring, they need to get out and keep things interesting, meet new people to trick and play games with. Card Casters love to gamble, it’s a rush they just can’t pass up, and they’ll never say no to a dare.

Alignment: a Card Caster can be any alignment. Normally Chaotic and neutral, Card Casters rarely care for anyone else but himself or his deity. Most of the time a Card Caster’s Alignment is seen through who he worships since usually their goals aren’t far off.

Religion: Olidammara is mostly worshiped by Card Casters, his domain for Luck and Trickery is right up a Card Caster’s lane, and a Card Caster will normally need such a thing on her side. Card Caster will also sometimes worship Boccob, Erythnul, Fharlanghn, Garl Glittergold, and Nerull.

Background: despite their need for self-indulgence, Card Casters are very religious people who ganged their gift through prayer and Worship. Next to serving himself, Serving his god has always been first priority.

Races: Human, Halflings, Gnomes, and Half Elves are normally the only ones with enough scene of humor and faith in a trickster Deity to become a Card Caster.

Other Classes: Card Casters don’t have much armor or health, so they usually like to trick a fighter or barbarian to come along on his adventures so he can have a good meat shield by his side.


Level BAB Fort Ref Will Max Copies of same card. Special
Cards Drawn
per turn
01 +0 +0 +0 +2 1 2 Use Card, Throw Card, Create Spell Deck
02 +1 +0 +0 +3 1 2 Bonus Metamagic Feat, Search Deck.
03 +1 +1 +1 +3 1 2 Mulligan
04 +2 +1 +1 +4 1 2
05 +2 +1 +1 +4 2 2 Bonus Metamagic Feat, Discard
06 +3 +2 +2 +5 2 2
07 +3 +2 +2 +5 2 2 Recharge
08 +4 +2 +2 +6 2 2 Bonus Metamagic Feat
09 +4 +3 +3 +6 2 2
10 +5 +3 +3 +7 3 3 Improved Create Spell Deck
11 +5 +3 +3 +7 3 3 Bonus Metamagic Feat
12 +6/+1 +4 +4 +8 3 3 Counter Spell
13 +6/+1 +4 +4 +8 3 3
14 +7/+2 +4 +4 +9 3 3 Bonus Metamagic Feat
15 +7/+2 +5 +5 +9 4 3 Sacrifice Deck
16 +8/+3 +5 +5 +10 4 3
17 +8/+3 +5 +5 +10 4 3
18 +9/+4 +6 +6 +11 4 3 Bonus Metamagic Feat
19 +9/+4 +6 +6 +11 4 3
20 +10/+5 +6 +6 +12 5 4


GAME RULE INFORMATION

Abilities: Charisma determines how powerful of Decks the Card Caster can wield, how hard it is to cast the spell, and how hard the card spells are to resist (see Use Card, below). Like Wizard and Sorcerer, a Card Caster benefits from high Dexterity and Constitution. Dexterity also determines how many cards a Card Caster can hold in his “Hand”.

Alignment: any

Hit Die: d6

CLASS SKILLS
Appraise (INT), Bluff (CHA), Concentration (CON), Craft (INT), Decipher Script (INT), Disguise (CHA), Gather Information (CHA), Knowledge (Arcana) (INT), Perform (Act) (CHA), Sense Motive (WIS), Sleight of Hand (DEX), Spellcraft (INT), Use Magic Device (CHA). See Chapter 4: Skills (Player’s HB) for skill descriptions.

Skill Points at 1st Level: (2 + CHA modifier) X 4
Skill Points at each Additional Level: 2 + CHA modifier

CLASS FEATURES

Weapon and Armor Proficiency: Card Casters are proficient the Club, Dagger, Spell Decks, and Quarterstaff, but not with any type of Armor or Shield. The Magic from the cards need to first channel freely through it’s caster when casting, armor may disrupt the spell and may even cause the spell to back fire.

Hand: a Card Caster’s can only hold a limited amount of cards in his hand during Combat. A Card Caster can hold up to 1 + her Dexterity Modifier in her hand. If the Hand limit has been passed, the magic in those cards that are in the hand Fizzle and must be discarded, the Card Caster may then draw only 1 card for that turn.

Deck: The deck is the stack of charged ready to use Spell cards, the deck must always be shuffled. If the deck is ever sorted, it's cards’ magical powers fizzle until the deck is shuffled.

Draw: the action of taking a spell card from the deck and placing it in your hand at the beginning of your turn during combat. You can draw an additional card per round every 5 levels until level 20 (level 1-4 draw 1 card per round, level 5-9 draw 2 cards per round, and so on).

Discard Stack: The stack of used spell cards that no longer have magic left in them, they must be recharged before being reused.


Use Card: a Card Caster can casts spell of every nature and domain that would be available to any class. Like a Wizard, a Card Caster must charge his decks for an hour per deck ahead of time, however; a Card Caster must only do this if his deck’s magic is depleted or hasn’t been charged in 2 days. A Card Caster can charge a Deck any time of the day and 2 times per day before needing a full nights rest, but he will need a full hour per deck of non-interrupted concentration.
To charge, wield, and use a Magical Deck, the Card Caster must have a Charisma Score of at least 10 + the deck lvl (CHA 10 for a deck that has only 0-level spells, CHA 11 for a deck that has up to 1st-level spell and so forth). The Difficulty Class for a saving throw against a Card Caster’s Spell is 10 + spell level + The Card Caster’s Charisma Modifier.
To cast a spell from a card a Card Caster must select the card from her hand and concentrate on the Spell’s chant. A Card Caster does not need to speak the chant out loud, though some find it easier to concentrate if they do.

Throw Card: unlike normal cards, when charged cards become sharp and can be used as slashing melee weapons. A Card Caster is able to use the magic properties within the card to have it returned to him if it were used as a ranged weapon (upon return, the card is drained of it’s power and must be discarded). When used in this way, it is not required to have a card drawn and ready in hand, drawing a card and throwing it can be done within the same action.

Create Spell Deck: A Card Caster is able to imbue decks of cards with magical power by releasing it’s magical properties that already lies within the cards. A Card Caster does this by releasing power from within him focused on his deck, and with a prayer to her deity. A Card Caster can only do this once per day since this will drain her of a lot of power and will need to rest before doing it again. A Card Caster will not be able to perform this Ability if he had used his powers to charge 2 decks (or 1 deck twice) on that same day.

Search Deck: At level 2 Card Casters get the ability to search her deck for a specific card and use it. A Card Caster can Attempt this 1 + Card Caster’s DEX modifier per day. This ability will have to be used in conjunction with the skill Slight of Hand, since you will need to trick the Deities themselves to pull this off. If this succeeds, it is a full round action. If this fails, it is a 1 standard action.

Mulligan: At level 3 Card Casters get the Ability to reshuffle his starting hand back into the deck and redraw his hand at the beginning of his first turn in combat. This is done as a free action and can be done as many times as wanted, however every time a Card Caster takes a Mulligan after the first time, he draws one less card.

Discard: At level 5 Card Casters get the Ability to place as many cards from his hand into his discarded pile and then draw that many cards from his deck. This is done as a free action, but can only be done once per round. Spell cards placed into the discard stack this way loose their magic and will need to be recharged.

Recharge: At level 7 Card Casters get the Ability to take a card from his discard pile and recharge it for immediate use. This is done as a full round action, and can only be done once every d10 rounds.

Improved Create Spell Deck: At level 10 Card Casters get the Ability to customize their decks so that it can have more than one type of magic, he can transfer spell cards from one deck to another with ought disrupting the magic balance within each deck.

Counter Spell: At level 12 Card Casters learn that all magic is essentially the same, and he gains some power over the art of counter spelling. He learns how to ready counter spells and discard a spell card of the same school of magic of the same level as the target's spell or higher that his target is casting in order to counter that spell.

Sacrifice Deck: At level 15 Card Casters get the Ability to sacrifice his spell deck to his deity to inflict a giant burst of Damage to one enemy or split between multiple enemies, or to heal one ally or split between multiple allies. Sacrificing a spell deck causes 1d3 damage for every charged spell card in the deck, or heals 1 point of damage for every charged spell card in the deck.

Bonus Feats: Starting at level 2 Card Casters get a Bonus Metamagic Feat every third level until level 18.
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I had fun with this :D

what do you think?
leomunds_assistant

04-10-07, 05:20 PM
What happens if someone sets fire to the cards? Are you screwed or do you have to buy a new deck? Also would it unleash all spells at once?
Xiel

04-10-07, 06:14 PM
What happens if someone sets fire to the cards? Are you screwed or do you have to buy a new deck? Also would it unleash all spells at once?

hahahahaha, well that's where the "Create Spell Deck" comes in... yeah you'd have to go out to your local hobby shop and buy a pack of cards :P
leomunds_assistant

04-10-07, 06:32 PM
ALERT FIRE IN TOWN!!! DESTROYS THOUSANDS OF HOMES!!

:invasion: "We would like to buy some cards"

:mutters to self: "Damn good idea to start that fire."
Xiel

04-10-07, 07:36 PM
Bahahaha!

:mutters to self: "it's a good thing my cards are straped to my belt in a fire proof case... that could have been bad... now where'd leomunds go? I got a couple trick cards up my sleeves for him"
leomunds_assistant

04-10-07, 09:35 PM
:heehee
lunarflare

04-11-07, 03:27 AM
Wow, thanks!

this is great!

I liked the idea, but couldn't really put it into a proper class-type format without messing up the balance somehow.

I wonder what would happen if you could get your hands on a deck of many things..
Xiel

04-11-07, 12:34 PM
Wow, thanks!

this is great!

I liked the idea, but couldn't really put it into a proper class-type format without messing up the balance somehow.

I wonder what would happen if you could get your hands on a deck of many things..

you really like it? :) I hoped I didn't cross the line or anything :P it's just when I started I couldn't stop, lol

I should also explain how the "Create A Spell Deck" ability works. you would have to write down all the possible decks you could possibly have, the DM would then Number them, and when you create a spell deck you'd have to roll a d20 or something, then what ever number you get will match up with one of the numbers on the list. note: a natural 1 should fail.

other classes cannot use these cards for spell casting, since the magic within the cards are a bond between he released the power and his deity.