| Post/Author/DateTime | Post |
|---|---|
| Hobo_Jo02-03-07, 04:45 PM | I no ive posted some dumb things and this might as well be another but what if there was a class that before each of its attack rounds it drew a card from a deck of 20 cards and whatever the cards effect was happened immediately i thought of some effects for the cards, below; Hearts: A- Gives a 20 bonus health, +2 AC, and +2 damage for the rest of the current fight K- +2 AC for duration of fight Q- Bonus 20 health duration of fight J- +2 damage for the duration of the fight 10- Sense where one enemy attack is targeted one round before it happens Diamonds: A- Icy razor (card as sharp as razor deals 1D8/level cold damage, range 30 ft.) K- Explosive card (card deals 10D6 damage and has a 20% chance to stun, range 50ft., radius 15 ft.) Q- Card replenishes 4D6 health J- Fire card (magical card deals 3D6 fire damage, range 30ft.) 10- Fan attack (3 cards fly at selected target(s) deal 1D6 damage each) Spades: A- The next successful attack by an enemy on you does twice its normal damage K- Take a -5 on every roll during this encounter Q- -2 damage for duration of the fight (minimum of 1 damage) J- 1 random enemy has to attack you, if it attacks, for the rest of the fight 10- Make no action on your next attack round Clubs: A- Death card (as inflict critical wounds spell) (effects user) K- Insane card (as insanity spell) (effects user) Q- stiff card (as hold person spell) (effects user) J- Darkness card (as darkness spell) (effects all) 10- Card crazy (the user randomly attacks any living thing within a 20 ft, radius itself) |
| Tempest Stormwind02-03-07, 05:06 PM | That's not a class. It's either a magic item or a fancy description of existing effects. |
| Hobo_Jo02-03-07, 06:15 PM | no is is jsut a special ability the class would have, i havent thought of the rest of it |
| Banning02-03-07, 06:30 PM | Good of an idea as it might be, if you generally want a good reception of it, its best to have more of the nitty gritty down. BAB, saves, HD, Skills, etc |
| Hobo_Jo02-03-07, 07:15 PM | i know i just didnt want to have to make the qhole thing and it then be useless |
| Gideon_Gideonson02-03-07, 07:21 PM | It could work...but make it X times per day instead of every attack, and make the benefits outweigh the penalties. And probably be less powerful. Cause I'm not using an ability that could...make me insane (no save), basically kill me (hold person...no save...coup de gras), make me take x2 damage, make me at -5 to hit for an encounter, etc. for 3d6 damage. |
| Hobo_Jo02-03-07, 07:52 PM | what if u could use this ability 2/day + 1/day every 2 levels (2,4,6,8.....) to a max of 10/day ok if i got rid of those penaltie it would be good but what would i replace them with to keep it fair? aslo id make it less deadly by haviing it so that you start out with only the 10's then every 4 levels you get a new level of card. Would this be a good idea? |
| Bluehero02-03-07, 10:40 PM | A good idea would to have the abilites be all scaleable with level instead of being absolute numbers. add some saves as well. Make it either like a spellcaster where they can have x number of draws per day or like a tome of battle class with a certain number per encounter (kind of like a crusader). Also, give them weapon proficiency with cards!:D |
| Hobo_Jo02-04-07, 01:11 PM | ok ill make it so you start only having the 10's and jack's and at level 10 you unlock queen's and king's and at level 15 you unlock the ace's. Ill have it as u can draw 2 cards per battle and every 4 levels you can draw one more per battle. for the spell like effects i would have the saves basically the same as the saves the spell gives you for using cards as weapons i was thinking you could have it sort of thing like the monk, were the damage increases every so often (ex: level 1- 1D6, level 4- 1D8, level 8- 2D6, level 12- 2D8, level 16- 3D6) what would be the chance for critical and what would be a good range? Also i was thinking instead of adding strength to damage you could add dexerity because it takes more precision then strength to throw a card well. |
| Darth Sephiroth02-04-07, 03:29 PM | You ought to take a glance at the Dragon Ante web enhansement for some ideas since the feats in it can be neat things |
| Hobo_Jo02-04-07, 03:47 PM | do u mean the three Dragon Ante(it just looks like a card game), if not what do u mean, and where do i see or get it? |
| Darth Sephiroth02-04-07, 04:39 PM | It's the Luck of the Draw (http://www.wizards.com/default.asp?x=dnd/we/20060919a) download that has what I'm talking about. There are a few feats for card players |
| Hobo_Jo02-04-07, 04:56 PM | ok with all the stuff i got i think im close to being able to complete the class. is there any other changes i should make? |
| KavonRa02-04-07, 07:47 PM | Interresting, i myself considered making a class that used a deck of cards as its MAIN "weapon"/"magic". I think D6, FOR bad, REF good, WIL good, bad BAB would be a nice start. Assuming that you would be using a standard play deck you could give each colour and number a spell effect. Jack Queen King Joker: could be summons Ace: could be a special "spell" 2s : lvl 1 spell effect 3s : lvl 2 spell effect 4s : lvl 3 spell effect 5s : lvl 4 spell effect 6s : lvl 5 spell effect 7s : lvl 6 spell effect 8s : lvl 7 spell effect 9s : lvl 8 spell effect 10s : lvl 9 spell effect |
| Bluehero02-04-07, 08:05 PM | As to having each card be a level of magic, thats a cool idea, but you'd need to play with a small deck until you unlocked all the higher level spells. As for the original poster, the card throwing damage increasing with level is a good idea, maybe a similar idea being implemented with every cards effect would help? Also, maybe making some more of the cards be beneficial would help, If my only main way to attack has a 50% chance of backfiring on me, I wouldn't really want to use it that often. Here's an example of what I'm talking about: Hearts: A- Gives bonus health=to twice your level, +1 AC/ 2 levels, and +1 damage/ two levels for the rest of the current fight K- +1/2 levels AC for duration of fight Q- Bonus 3/level health duration of fight J- +1/2 levels damage for the duration of the fight 10- Sense where one enemy attack is targeted one round before it happens Diamonds: A- Icy razor (card as sharp as razor deals 1D8/level cold damage, range 30 ft.) K- Explosive card (card deals 1D6/level damage and target must make a fortitude save (DC=10+ half your level+ability modifier(int?) or be stunned, range 50ft., radius 15 ft.) Q- Card replenishes 1D6 health/ level J- Fire card (magical card deals 1D6 fire damage/level, range 30ft.) 10- Fan attack (3 cards fly at selected target(s) deal 1D6+1/2 levels damage each) Spades: A- The next successful attack by you on an enemy automatically is a critical (it must still be confirmed) K- Target takes a -1/ 2levels on every roll during this encounter Q- target deals-1/ 2 levels damage for duration of the fight (minimum of 1 damage) J- 1 random enemy has to attack you, if it attacks, for the rest of the fight 10- target loses an action on their next attack round Clubs: A- Death card (target takes 1d8/2 levels +1/level damage with a will save for half damage DC=10+ half your level+ability modifier(int?) K- Insane card (target is hit by lesser confusion if you are level 5 or less, confusion if level 6-10, or insanity if you are level 11+ with a will save to negate DC=10+ half your level+ability modifier(int?) Q- stiff card (as hold person spell at levels 1-10, hold monster at levels 11+ with a will save to negate DC=10+ half your level+ability modifier(int?) J- Darkness card (as darkness spell if level 1-5, deeper darkness if level 6+, point of origin is target) 10- Card crazy (the target randomly attacks th closest creature until it dies, will save to negate DC=10+ half your level+ability modifier(int?) Essentially with this version you throw the card at the target, which does damage such as what was described earlier, maybe like starting at 1d4 and increasing from there at the monk rate, and range could be 20ft. At higher levels you could potentially gain the ability to redraw or something and you could throw more cards as your base attack goes up. I'd also limit the number of draws per encounter based on level, although you could potentially let them keep throwing non magic cards after they run out so that they can still attack. Adding strength to damage could be done, but you probably wouldn't be able to put enough force behind a card to make it deal extra damage with strength. Also, if you want to maintain the backfiring aspect you could go for something like this: add in two jokers, if the user draws one, they draw again, but the effect is targeted at them instead. Hope that helps! Another idea: use the whole deck, and then have the 2-9 cards be regular attacks of varying damage. |
| Sakaki2202-04-07, 08:23 PM | Some time ago I was working on a class that that used cards with magical effects embued into them, shuffled together (Tarot deck sized in my idea). They could only hold so many cards "at hand", and could cast any of those cards as a standard action. They then got class abilities to shuffle their hand back into their deck and redraw a new hands of cards, (the next two are so many times a day) shuffle a chosen card into the deck to search for a specific card, stack their decks and control the top so many cards, and at much higher levels, reuse cards spent that day. I didn't work out anything further, like the cards themselves. Hope those ideas give you something to work with! |
| Hobo_Jo02-05-07, 03:43 PM | those sound like really good ideads, i really like the joker idea |
| Bluehero02-05-07, 08:04 PM | I was thinking of some class abilities for the class and I thought of a few that might be helpful, here's a basic overview of somethings that I think the class would benefit from having: skills: appraise, bluff, concentration, decipher script, diplomacy, disguise, forgery, gather information, intimidate, knowledge(history, local), listen, perform, profession, sense motive, sleight of hand, spot skills/level: 4+int modifier/level Level 1- card tossing: a card master can throw cards at his enemies in such a way that they are harmed. A card thrown by a card master deals 1d2 slashing damage and has a range increment of 20 ft. This increases by one dice step every 3 levels. Level 1-magic of the cards: The card master can imbue a thrown card with magic twice per encounter, with one extra use of this ability for every 2 levels. They draw from their deck (with one of every face card, plus aces, tens, and jokers, see previous post for effects) and the effect effects the target if the target is hit. Level 5?- The card master gains cards over swords (see the three dragon ante web enhancement for details, substitute three dragon ante for regular card game of card masters choice) useuable once per day, without meeting the prerequisites. Level 7?- Redraw: the card master can redraw a card that is not to his liking once per day, plus one extra time every 5 levels above 7. Just some ideas, in case your having trouble. |
| One_WingedAngel02-05-07, 10:11 PM | Just my :twocents:, it seems like this deck would be over powered in one very important way. After the battle is over you could just heal completely with an automatically replinishable source by just drawing cards per "encounter" (hey, you, lets spar for a sec). |
| Hobo_Jo02-06-07, 03:52 PM | ya but who would want to spar with the chance they will get hurt |
| SageBahamut02-06-07, 04:02 PM | I like the idea of making it a cards-per-encounter / cards-at-hand mechanic. I think Crusader is the one that already does that with maneuvers. Make the 4 suits each have a theme: Hearts = Healing / Defence Diamonds = Luck / Manipulation Clubs = Damage / Mobility Spades = Utility / Control And you already have your "spell level" equivalencies worked out for a full 13 levels, which gives you more shades of grey even than spellcasting. Finally those "too powerful for a X-level spell slot but too weak for an X+1 spell slot" effects have somewhere to go. I would give this Wizard BAB if your cards are more like Arcane spells, Cleric BAB if they're pretty much anything else. High Will and Reflex saves either way (which would be interesting since almost no classes give those two together). d6 hd, and 6 skill points. As for class abilities, well, Sakaki already covered those well enough, I think. |
| Hobo_Jo02-06-07, 04:29 PM | how do u insert a chart? |
| Hobo_Jo02-07-07, 04:26 PM | i know someone ones |
| Hobo_Jo02-10-07, 11:02 AM | well this is what i got, but its out of oder cuz i couldnt make a chart Alignment: any Hit Die: D6 Skills: appraise, bluff, concentration, decipher script, diplomacy, disguise, forgery, gather information, intimidate, knowledge (history, local), listen, perform, profession, sense motive, sleight of hand, spot Skills/Level: 4 + int modifier LEVEL BAB Fort. Save Ref. Save Will Save Special Card damage 1 +0 +0 +2 +2 Throw cards 20 ft., Magic of the cards, unlock 10’s & jack’s, bonus feat 1D6 2 +1 +0 +3 +3 Bonus feat 1D6 3 +2 +1 +3 +3 1D6 4 +3 +1 +4 +4 1D8 5 +3 +1 +4 +4 Throw cards 25 ft. 1D8 6 +4 +2 +5 +5 Bonus feat 1D8 7 +5 +2 +5 +5 Unlock queen’s & king’s 1D10 8 +6/1 +2 +6 +6 1D10 9 +6/1 +3 +6 +6 1D10 10 +7/2 +3 +7 +7 Throw cards 30 ft. 2D6 11 +8/3 +3 +7 +7 2D6 12 +9/4 +4 +8 +8 Unlock ace’s 2D6 13 +9/4 +4 +8 +8 2D8 14 +10/5 +4 +9 +9 2D8 15 +11/6/1 +5 +9 +9 Throw cards 35 ft. 2D8 16 +12/7/2 +5 +10 +10 2D10 17 +12/7/2 +5 +10 +10 2D10 18 +13/8/3 +6 +11 +11 2D10 19 +14/9/4 +6 +11 +11 4D6 20 +15/10/5 +6 +12 +12 Throw cards 40 ft. 4D6 Throw Cards: the Card master can throw cards as an attack 20ft. Range increases every 5 levels by 5ft. (levels 5, 10, 15, and 20) Magic of the cards: The card master can imbue a thrown card with magic twice per encounter, with one extra use of this ability for every 2 levels. They draw from their deck and the ability of the card is activated. Cards Abilities: A- Gives bonus health = to twice your level, +1 AC/ 2 levels, and +1 damage/ two levels for the rest of the current fight K- +1/2 levels AC for duration of fight Q- Bonus 3/level health duration of fight J- +1/2 levels damage for the duration of the fight 10- Sense where one enemy attack is targeted one round before it happens Diamonds: A- Icy razor (card as sharp as razor deals 1D8/level cold damage, range 30 ft.) K- Explosive card (card deals 1D6/level damage and target must make a fortitude save (DC = 10+ half your level + ability modifier (int) or be stunned, range 50ft., radius 15 ft.) Q- Card replenishes 1D6 health/ level J- Fire card (magical card deals 1D6 fire damage/level, range 30ft.) 10- Fan attack (3 cards fly at selected target(s) deal 1D6+1/2 levels damage each) Spades: A- The next successful attack by you on an enemy automatically is a critical (it must still be confirmed) K- Target takes a -1/ 2levels on every roll during this encounter Q- target deals-1/ 2 levels damage for duration of the fight (minimum of 1 damage) J- 1 random enemy has to attack you, if it attacks, for the rest of the fight 10- target loses an action on their next attack round Clubs: A- Death card (target takes 1d8/2 levels +1/level damage with a will save for half damage DC = 10+ half your level + ability modifier (int) K- Insane card (target is hit by lesser confusion if you are level 5 or less, confusion if level 6-10, or insanity if you are level 11+ with a will save to negate DC=10+ half your level + ability modifier(int) Q- stiff card (as hold person spell at levels 1-10, hold monster at levels 11+ with a will save to negate DC=10+ half your level + ability modifier(int) J- Darkness card (as darkness spell if level 1-5, deeper darkness if level 6+, point of origin is target) 10- Card crazy (the target randomly attacks the closest creature until it dies, will save to negate DC=10+ half your level + ability modifier(int) all i need is exactly what bonus feats should be and if i should have more specials! |
| Hobo_Jo02-14-07, 09:25 PM | so wat u think? it would have been easier tho if i knew how to make the charts |
| Leress02-14-07, 10:14 PM | You might want to check out the classes in this issue of Signs and Portents RPG http://www.mongoosepublishing.com/ |
| Bluehero02-14-07, 10:15 PM | There is really no need for the unlocking of different card levels thing, but if you want it, you might want to power up the queens/kings/aces. It'll all bablnce, since you can't pick what effect you'll get anyways. The range seems to accure to slowly (maybe 10ft/ 3 levels?). In any case, you could add a few more bonus feats. Also, following Sakaki22's suggestion of class abilities, some redrawing and search for a particualr card a bilities a few times per day would help (say starting at level 4 and every 5 levels or something) |
| Hobo_Jo02-25-07, 11:24 AM | mabye feats like quick draw, empower, and something else, every 5 levels? i cant quite think of anything right now |
| Eminon02-25-07, 02:30 PM | A friend of mine ran a wildmage who got a hold of a deck of many things. He was somehow (through DM consent) able to keep it and use it on his enemies. The downside was he was never sure what the card would do until he drew it for his enemy. Sometimes useless, sometimes it helped the enemy, sometimes it helped him. Lots of random fun :D |
| demonic_dante02-25-07, 02:56 PM | You should really add joker cards, I like the idea of summons for them. A re-draw ability would be nice maybe 1/day at 5th 2/day at 10th and 3/day at 15th. The ramblings of Demonic_Dante |