Cardcaster, Bard variant [Archive] - Wizards Community

Post/Author/DateTimePost
daganisoraan

10-26-06, 05:01 AM
First, let me explain the concept. This class his a mix between a bard and Cardcaptor Sakura. But be warned, i almost never watched this anime, and i'm not a fan of it. I simply find the cards interresting for this class. I don't care about sakura and all the stuff happening in the anime. I don't want a class that ressemble to a cardcaptor, i want a bard using tarot card instead of instruments.

A cardcaster is a bard with no bardic music and bard spells. Instead it has cardcasting and tarot reading. Its spell-like abilities, cardcasting, allow to cast specific randoms spells.

If you have any comments, as to how improve and/or balance this class, feel free to tell me.

Here's the class.
------CARDCASTER------
Alignment: Any nonlawful.
Hit Die: d6
Class Skills: Same as bard.
Skill points at each level: 6 + intelligence modifier.
Base Attack Bonus: Average
Good saves: Reflex and Willpower

Level Special
1st Bardic knowledge, cardcaster, vocation
2nd Tarot Reading
3rd -
4th Hand size (3)
5th Bonus feat
6th -
7th Improved summon (two cards)
8th Hand size (4)
9th -
10th Bonus feat
11th -
12th Hand size (5)
13th Improved summon (three cards)
14th -
15th Bonus feat
16th Hand size (6)
17th -
18th -
19th Clow master
20th Bonus feat, hand size (7), The Nothing
Cardcasting ability

Class Clow Card Max
Level Point Known Level
1st 3 6 1st
2nd 5 9 1st
3rd 7 12 1st
4th 9 15 2nd
5th 11 18 2nd
6th 13 21 3rd
7th 15 24 3rd
8th 17 27 4th
9th 19 30 4th
10th 21 33 5th
11th 22 36 5th
12th 24 39 6th
13th 25 42 6th
14th 27 44 7th
15th 28 46 7th
16th 30 48 8th
17th 31 49 8th
18th 33 50 9th
19th 34 51 9th
20th 36 52 9th

------CLASS FEATURES------
Weapon and Armor Proficiency: Same as Bard.

Bardic Knowledge (Ex): A cardcaster can attempt to recall some relevant piece of information about local natable people, legendary items, or noteworthy places. See the bard class features. His bardic knowledge checks have a bonus equal to his cardcaster level + his Int modifier.

Cardcaster (See text): At 1st-level, a cardcaster gain the ability to cardcast, see below.

Tarot Deck: At 1st-level, a cardcaster begins play with a tarot deck containing the cards "The Glow", "The Move" plus four 1st-level cards of his choice. At each new cardcaster level, he gains knowledge of additionnal cards of any spell level or levels that he can cast (based on his new cardcaster level) for his tarot deck as shown on the table above. Each card he learn after 1st-level must be created, the process cost 50 gp per spell level of the card. The cost of a non-magical tarot deck is the same of a musical instrument of the same quality and weight 1/4 of a pound. Special material may be used for the cards, just like the pages of a spellbook. Any enchantment that may be put on a spellbook may be put on a tarot deck (see complete mage, page 140). If the cardcaster lose its deck, through stealing or destruction, it must build it again to use any of its class ability, he must pay the full price for creating each card again.

Clow Points: The number in this column indicate the maximum of Clow cards that may be cardcasted each day by a cardcaster. The carcaster add his charisma modifier to this number. Each time a cardcaster create a card, he spend one Clow point, unless otherwise specified. He may also spend a Clow point to cast detect magic or detect psionic as a spell-like ability. All Clow points are regained when the cardcaster rest for 8 hours.

Vocation: At 1st-level, a cardcaster choose a vocation. When he create a card from his vocation, he may apply the quicken or the rapid metamagic feat to it. Whenever he gain a class level, the cardcaster may change his vocation. The cards of each vocations are described below.

Tarot Reading (Sp): At 2nd-level, one time per day, a cardcaster can try learn the future through cards reading. To do so he spend a Clow point and make a perform (tarot) check, the DC depend of the spell he wants to emulate. The possible spells are: Augury (DC 15), Divination (DC 25), and Commune (DC 40, cost: 100 xp). To use this ability, the cardcaster must use a tarot deck.

Bonus Feat: At 5th, 10th, 15th, and 20th-level, a cardcaster gain a cardcaster feats. They are listed below.

Hand Size: At 4th-level, a cardcaster may hold a maximum of 3 cards instead of 2. The number of cards a cardcaster may hold augment by an additionnal 1 at every four level after.

Improved Summon: At 7th-level, a cardcaster is able to create two cards instead of one when he's cardcasting. At 13th-level, he may create three cards instead.

Clow Master (Su): At 19th-level, a cardcaster may spend two Clow points to summon a card that he already summoned this day. He may only do this once for each card.

The Nothing (Sp): At 20th-level, a cardcaster learn the card "The Nothing" and may add it to his tarot deck, the card cost 10,500 gp to create. He may only summon it by spending 30 Clow points. If he use this card, he lose all card he is currently holding and any effect currently affecting him that are granted by cards. This card can't be used with the random cardcasting and the favored card feats and it belong to no vocation.

------CARDCASTING------
Cardcasting is resolved in four steps

Spend a move action to cardcast, this is a supernatural ability.
Summon a single random known card from his tarot deck by spending 1 Clow point. At later levels, the cardcaster may be albe to summon more than one card at the same moment, while doing so, he must still spend 1 Clow point per card created.
Hold the summoned card in his hand for later use. He may hold a maximum of 2 cards.
Use the power of one of his card as a spell-like ability.

A cardcaster may hold a Clow card without using it for a maximum of 1 minute, after that time the card return to the tarot deck. Each card may only be summoned once each day. The caster level of a cardcaster is equal to his class level. A cardcaster doesn't need to hold his tarot deck during cardcasting, but he must have it on himself, usually on a belt pouch made for it. A cardcaster must have one free hand to be able to hold cards for subsequent rounds, if its not the case he must use the card immediately or lose it.
If a cardcaster cast a spell, he immediately lose any card he's currently holding and can't cardcast for a number of rounds equal to twice the spell level.
Cardcasting is arcane magic.

------CARDCASTER FEATS------
Here's are is a list of feats that can be taken by a cardcaster.
Empower spell-like ability, heighten spell-like ability, maximize spell-like ability, quicken spell-like ability, arcane mastery, skill focus perform (tarot), spell penetration, greater spell penetration, and any feat below. The spell-like ability metamagic feat apply to all cards created rather than just one.

New feats
Clow gifted [Cardcasting]
Prerequisites: Able to cast 1st-level cards.
Benefit: When you take this feat for the first time, you gain 1 Clow point.
Special: You can take this feat multiple times. Each time you gain 1 Clow point

Extend spell-like ability
Prerequisites : Spell-like ability at caster level 6th or higher.
Benefit : This feat as the same effect as the feat quicken spell-like ability, except that it allow to extend spell-like abilities instead of quickening them.
Use the following table to see if the spell-like ability can be extended or not.
Spell-Caster
Level-Level
0-2th
1st-4th
2nd-6th
3rd-8th
4th-10th
5th-12th
6th-14th
7th-16th
8th-18th
9th-20th

Favored Card [Cardcasting]
Prerequisites: Able to cast 1st-level cards, must have a spell-like ability metamagic feat.
Benefit: Choose a card that you know. When you summon you're favored card, you gain a +1 caster level for it. You may also apply one of you're spell-like ability metamagic feat without spending its uses of the day. The card may be affected by that feat even if it is of a to high spell level.
Special: This feat may be taken multiple times, each time applying to a different card.

Chaotic Destiny [Cardcasting]
Prerequisites: Able to cast 1st-level cards.
Benefit: You may randomly summon a card by spending a Clow point. The card randomly summoned doesn't count to be used this day. Each card may only be summoned by this feat once each day.

Holy Destiny [Cardcasting]
Prerequisites: Nonevil alignment, able to cast 1st-level cards, must have the chaotic destiny feat.
Benefit: When you randomly summon a card, you can replace it with a spell from the holy spell list (see below) of the same level if you spend an additionnal Clow point. You must decide to use this feat prior to the summoning of a card and must use the summoned card with the appropriate replacement spell.

Dark Destiny [Cardcasting]
Prerequisites: Nongood alignment, able to cast 1st-level cards, must have the chaotic destiny feat.
Benefit: When you randomly summon a card, you can replace it with a spell from the dark spell list (see below) of the same level if you spend an additionnal Clow point. You must decide to use this feat prior to the summoning of a card and must use the summoned card with the appropriate replacement spell. If you draw a 0-level card, draw again.

Ordered Destiny [Cardcasting]
Prerequisites: This feat may only be taken at 1st-level, nonchaotic alignment, able to cast 1st-level cards.
Benefit: The character is allowed to be of a lawful alignment. If his alignment is lawful, he gain 1 Clow point.
Special: A character with this feat may never take the chaotic destiny feat.

------CLOW CARDS LIST------
All cards DC's are charisma based. The cardcaster use its caster level instead of power points when casting cards with psionic powers, they become spell-like abilities.

Clow cards Level Spell-like effects
0-Level
The Glow Wiz Dancing Light (spheres of light)
The Move Wiz Mage Hand or Telekinesis at higher caster level, but must pay another Clow point

1st-Level
The Create Shaper Astral Construct or Minor Creation, Major Creation, True Creation
at higher caster level, but must pay another Clow point and any xp cost
The Dash Wiz Expeditious Retreat or Expeditious Retreat, Swift
The Jump Wiz Jump
The Erase Wiz Erase
The Little Wiz Reduce Person
The Mist Wiz Obscuring Mist
The Sand Drd Sandblast
The Shield Wiz Shield
The Shot Wiz Magic Missile
The Silent Brd Silence

2nd-Level
The Arrow Wiz Melf's Acid Arrow
The Bubbles Wiz Desicating Bubble
The Libra Clr Zone of Thruth
The Snow Wiz Snowball Swarm
The Mirror Wiz Mirror Image
The Windy Wiz Heart of Air

3rd-Level
The Dark Clr Deeper Darkness
The Flower Drd Plant Growth
The Fly Wiz Fly
The Light Wiz Daylight
The Sleep Wiz Deep Slumber
The Watery Wiz Heart of Water

4th-Level
The Earthy Wiz Heart of Earth
The Power Wiz Immovability
The Shadow Wiz Shadow Well
The Sweet Wiz Charm Monster
The Sword Wiz Sword of Deception or Mordenkainen's Sword at higher caster level,
but must pay another Clow point
The Wave Wiz Forcewave

5th-Level
The Dream Wiz Dream (casting time 1 round) or Nightmare (casting time 1 minute)
The Firey Wiz Heart of Fire
The Illusion Telep Mind Probe
The Rain Wiz Acid Rain
The Song Brd Song of Discord
The Wood Drd Wall of Thorn

6th-Level
The Change Telep Mind Switch
The Cloud Psi Cloud Mind, Mass
The Float Clr Wind Walk
The Freeze Wiz Freeze
The Fight Wiz Tenser's Transformation
The Storm Wiz Storm of Fire and Ice

7th-Level
The Big Wu Jen Giant Size
The Through Wiz Phase Door
The Thunder Wiz Summon Monster VII (large storm elemental), lion appearance
The Twin Wiz Mirror Image

8th-Level
The Lock Wiz Dimensional Lock or Heighten Arcane Lock (add 40 to the normal DC)
The Maze Wiz Maze
The Voice Wiz Shout, Greater

9th-Level
The Loop Nomad Time Regression
The Return Wiz Refuge
The Time Wiz Time Stop

The Nothing Card Mordenkainen's Disjunction, the next round up to 3 Antimagic Field,
and one centered on the cardcaster, appear up to a distance of
60 foot from the cardcaster. If any of those antimagic field overlap,
they don't cancel each others.

All spells can be found in the ... (to be updated)

------DARK & HOLY SPELL LIST------
Dark Spell List
1st-level: Power Word Fatigue, Power Word Pain
2nd-level: Power Word Sicken
3rd-level: Power Word Deafen, Power Word Maladroit, Power Word Weaken
4th-level: Power Word Distract
5th-level: Power Word Disable
6h-level: Power Word Nauseate
7th-level: Power Word Blind
8th-level: Power Word Petrify, Power Word Stun
9th-level: Power Word Kill

Holy Spell List
0-level: Cure Minor Wounds
1st-level: Cure Light Wounds or Vigor, Lesser
2nd-level: Cure Moderate Wounds
3rd-level: Cure Serious Wounds or Vigor or Vigor, Mass Lesser
4th-level: Cure Critical Wounds
5th-level: Cure Light Wounds, Mass or Vigor, Greater
6h-level: Cure Moderate Wounds, Mass or Heal or Vigorous Circle
7th-level: Cure Serious Wounds, Mass, Regenerate
8th-level: Cure Critical Wounds, Mass
9th-level: Heal, Mass

------VOCATION------

Creation: The Create, The Shield, The Sword, The Maze
Cycle: The Glow, The Dark, The Light, The Shadow
Elemental: The Windy, The Watery, The Earthy, The Firey
Destiny: The Lock, The Loop, The Return, The Time
Individual: The Mirror, The Sleep, The Dream, The Twin
Mind: The Sweet, The Illusion, The Change, The Cloud
Movement: The Dash, The Jump, The Fly, The Through
Nature: The Sand, The Flower, The Wood, The Thunder
Ocean: The Bubbles, The Snow, The Wave, The Freeze
Personal: The Little, The Power, The Fight, The Big
Sky: The Mist, The Rain, The Float, The Storm
Temporary: The Move, The Erase, The Shot, The Arrow
Word: The Silent, The Libra, The Song, The Voice


------PERFORM (TAROT)------
The skill perform (tarot) may be used to do the following things:

DC 10, Tell the future with 1% of accuracy, add 1% for each 5 rolled above the check. The character may only learn minor informations, like if it is going to rain tomorrow, does the character or the telling to wich the future is told may fall in love, gain or lose money, etc. The character may make a bluff check to lie about this check in case of a failure. Use of Perform (tarot) this way take 1 minutes for each 5 points in the DC.
DC 15, Discover a person personnality and minor secrets. Use of perform (tarot) this way take 5 minutes.
Earn its living, same DC as normal perform check.

Skill Synergy

5 ranks in Perform (tarot) give a +2 bonus to Sleight of Hands checks involving cards.
5 ranks in Bluff give a +2 bonus to Perform (tarot) checks made to tell the future.
5 ranks in Sense Motive give a +2 bonus to Perform (tarot) checks made to discover individuals personalities and minor secrets.
5 ranks in Knowledge (local) give a +2 bonus to Perform (tarot) checks made to earn its living.
5 ranks in Knowledge (religion) give a +2 bonus to Perform (tarot) checks involving the tarot reading ability.
Orchomenos

10-26-06, 09:33 AM
-Spend a move action to cardcast, this is a supernatural ability.
-Create a single random card by spending 1 Clow point. At later levels, the cardcaster may be albe to create more than one card at the same moment, while doing so, he must still spend 1 Clow point per card created.
-Hold the created card in his hand for later use. He may hold a maximum of 2 card at any given time.
-Use the power of one of his card as a spell-like ability.

Not sure to understand how you make it works... I thought that you owned a Clow card when you found it, without needing to re-create it every day you need one...
daganisoraan

10-26-06, 10:07 PM
Like i said above, my goal is not to create a copy of a cardcaptor like sakura. When i designed the cardcaster ability, i didn't have in mind the ability of sakura, wich is to find each individual card, fight it and acquire its power. A cardcaster is more like a druid. A member of a secret order, with their own customs and ways to gain spells because kind of powers. In this case, its something like destiny.

For the cardcasting ability, i've decided that its going to be used that way because i wanted something chaotic, more random. Originaly, the first time i created a class using cards for spellcasting, to use them, the character had a physical deck in his hand and would draw cards at random form it. Then it would use the power of the card immediately. The problem with that kind of spellcasting, is the numerous problems that appear rapidly, what happens if the character lose its deck, find and/or create new cards, can an opponentssteal the cards, etc.

The system i created this time is much simplier. The character spend a move action, spend a clow point (similar to mana point), and gain access to a random spell-like ability (similar to prepared spell slot). The reason why the move action is a supernatural ability instead of a spell-like ability is to allow only one attack of opportunity per card instead of two.
Jo_Pistachio

10-26-06, 10:30 PM
Since you don't like CCS, try basing the core concept around lost kingdom. That may have more the effect that you want. The problem is game balance. A lost kingdoms card user has 40 cards or so all the time. Kinda broken at level one. Doubly with a couple dragon knights.

Since you have made it more like CCS, I would say at least, go with the correct number of cards, and give each card various levels of spells that they can cast, depending on the level that the cardcaster is at. This could be even more crucial, since it looks as though cards are created randomly. Having sucky cards limits this caster class a lot at any given time. Having a card able to create multiple effects would make this a more useful class.

Ah, actually, you are using the TV show cards, and that has more. That's where those came from. :P
daganisoraan

10-26-06, 11:01 PM
Hum, i don't hate CCS, i just don't watch it. For the cards, I have a real Deck of CCS tarot card :D , and they are really huge, 3'' x 6 1/2''. So each cards in the cardcaster list is one of the original 52 cards.

As to what you're saying
I would say at least, go with the correct number of cards, and give each card various levels of spells that they can cast, depending on the level that the cardcaster is at.
I think it would give to much power to a cardcaster, and would be a lot of work to do. But it could also be interresting. At first level a card caster could have between 1 and 3 cards and at each level gain additionnal cards. Each cards could give spell-like effects like cleric domains, but with less spells. I will check on that if its possible. But you know with 52 different cards, its going to be a real pain in the a** to make.
Jo_Pistachio

10-26-06, 11:52 PM
Hum, i don't hate CCS, i just don't watch it. For the cards, I have a real Deck of CCS tarot card :D , and they are really huge, 3'' x 6 1/2''. So each cards in the cardcaster list is one of the original 52 cards.

As to what you're saying

I think it would give to much power to a cardcaster, and would be a lot of work to do. But it could also be interresting. At first level a card caster could have between 1 and 3 cards and at each level gain additionnal cards. Each cards could give spell-like effects like cleric domains, but with less spells. I will check on that if its possible. But you know with 52 different cards, its going to be a real pain in the a** to make.

Yes, use the comic book cards only. That narrows the number of cards you need to write drastically. I think they only have, like 20 at most. If you give each card 3-4 spells, you don't need to worry so much about it.

About power, if this class draws all utility spells, it's kind of messed in combat. If the cards each can do multiple things, it is much more likely that you will have at least one card that is a solution to the problem at hand. With this, you need a little luck or some time to redraw hands. Likewise, if you draw all attack cards while in a utility environment, you may find yourself useless.

This also makes life easier in balancing the higher end cards. Light and dark should be the last cards they get since you are going by scales in power. In the clow system, they are the dominant cards. Taking them with multiple spells gives you an easier time making them that way, and the elemental cards equal as well.
ZeronHitaro

10-27-06, 12:50 AM
Some ability suggestions:



The Dream: Psionic Power: Microcosm http://www.d20srd.org/srd/psionic/powers/microcosm.htm
Hook: In your dream, now rest there eternally.

The Erase: Psionic Power: Genesis http://www.d20srd.org/srd/psionic/powers/genesis.htm
Special: It only has the "Antigenesis" effect listed.
Hook: There won't be a trace of anything left when I'm done.

The Return: Magic Spell: http://www.d20srd.org/srd/spells/refuge.htm
Hook: Can't think of a good one but the spell seems fitting.
daganisoraan

10-27-06, 12:57 AM
I have found a site that as a list of each card power, i dont know if its the true power or not, but i'm probably use that. As for the manga card vs the anime card, i prefer to use the anime card, since i have all of them.

The site is:
http://clipped-wings.tripod.com/cardcaptorsakura/id8.html
ZeronHitaro

10-27-06, 01:02 AM
*looks at site*
Ah, I know what power is perfect for The Return card then.

http://www.d20srd.org/srd/psionic/powers/timeRegression.htm
daganisoraan

10-27-06, 01:43 AM
I'm currently reworking the cardcasting ability, the cardcaster will now be able to choose the card he summon.

I will also rewrite some card with different powers. But i will not do what Jo_Pistachio proposed, its to much work, design and stuff. The way cardcasting currently is, i think, more easy to balance.

I'm going to post the change later this night.
Kapalen

10-27-06, 01:55 AM
I haven't actually looked at the class yet ;) I jsut thought maybe a better reference than cardcaptor would be the tarot card magicy stuff from OgreBattle for snes.
daganisoraan

10-27-06, 03:13 AM
The card in ogrbattle are in fact the major arcana of regular tarot deck. Tarot deck are made of two arcana. The major, numeroted from 0 to 21 and the minor. The minor is like a normal deck of card except that you had the knight to each colors. If i remember correctly you replace the spade with the sword, the heart with the cup, the diamond with the staff and the club with the coin (or pentacle).

I prefer to use the card in cardcaptor sakura because its 52 cards. The major arcana would give not enough spells, only 22, and all arcana would be to long to make, 70 cards. Some tarot decks even add other cards to this total, like planets, seasons, etc.
daganisoraan

10-28-06, 03:29 AM
Here's one big update.
The changes are the followings
Added in the abilities of the class
Tarot Deck, similar to a spellbook
The Nothing class ability

Different vocation, spell list, and feats
Different clow master ability

New use for the perform skill: Tarot
Stado

04-19-07, 12:25 AM
Do you think it would be too much to give them a familiar at 1st level? I started going through the process of creating a base class very similar to your Cardcaster here. Very. Of course, now that I've found this and the fact that you've done such a great job, I no longer need to create my own class. There is one thing, however, that I wanted to give them: a familiar, reminiscent of the Guardian of the Seal of the Clow, Keroberos (Kero; the little orange plushie mouse with white wings). I don't believe giving them a familiar is in any way overpowering.

Besides that, I'd just like to comment on how well of a job you've done in creating creating this class. It's excellent, really. At the moment, however, because they are unable to actually choose what card(s) they summon/draw when cardcasting (something you yourself stated you would rework/rectify), I feel this class is largely underpowered. I really love this class. A lot, in fact, so I would love to see it finished/finalized at one point.

Not to be rude, but is English not your first language? I ask because I find you quite regularly fail to pluralize many of your words and/or your wording is quite simply irregular. What with the marvellous organ that is my brain, however, I'm able to read between the lines only slightly slower as I might when reading grammatically correct sentences, so I suppose it's not big deal. I just thought I'd ask.
daganisoraan

04-19-07, 03:01 AM
Wow, i didn't think that people still looked at this class.... But i will go check back my note and i'm going to update it later this week (fingers crossed).

For your question about a familiar. I don't think adding a familiar to this class would be too powerfull, but personally i just don't like familiars. Mainly due to the loss of experience point in case of death. That the reason i didn't put familiars in the class. But if you want familiars, you could just take the feat. Just count cardcaster levels as arcane spellcaster levels.

For what i said about choosing rather than drawing at random. Well, after much consideration i just decided to let the random drawing there. If a cardcaster would be allowed to choose his card, it would simply become like any other spellcaster class, and it wasn't my goal.

As for my language, well my native language is french, so yes its normal if i make spelling errors, particularly regarding the plurals of words. Heck, i even make spelling errors in french. ;)
ryuspearhead

06-14-07, 05:02 PM
nice work , i might use this in a campaign with some alter ration to fit my style of gameplay
Leo

06-14-07, 09:27 PM
Well, I know that you don't watch CCS, but still I have to say you captured the feel very well. It seems a pretty good class and I'll try to play it once I make some minor tweaks.

Specially since I was also trying to make a card based class, altough MTG was geting in the way with CCS and they don't work very well togheter, but this has inspired me to try again.
atomisk9455

08-11-07, 09:59 PM
:bump: :bump: buuuuuuuuuuuuummmmmmmmmmmp
runestar

08-12-07, 04:32 AM
Hypothetically, I was just wondering if the whole CCS concept could be replicated by playing a sorc? Your cards simply represent your spells known, which you can cast spontaneously. Naturally, there should be no limitations on what cards you can draw or how quickly you can find them, even though you have to go through the motions as you roleplay this out in combat.

I haven't quite done the math though, so I am not sure if the entire card deck could be simulated with the sorc's existing list of spells known (he knows only 34 spells, not including 9 cantrips). Extra spell could be taken occasionally to plug any gaps, I suppose.

The manga version was a lot slimmer with just 19 cards, while the anime weighed in with a hefty 54 cards.

Some conflicts exist though. Time literally freezes time, and is thus incompatible with time stop. The limits of big and little are way outside of the boundaries of reduce/enlarge person. I have no idea what the void might be (sphere of annihilation?). Some spells look like they might require multiple spells to fully replicate (like shield, firey).

That flying plushie would be too strong for a familiar later on....though Yue would be perfect to nab via the leadership feat.
Evilholyguy

02-05-08, 12:39 PM
not sure if it matters but... my DM and I think this is a good class to play with
Sinfire Titan

02-05-08, 02:49 PM
I like the idea. One of the things I would do is make a variant based on a few different styles of Cardcaster. I you don't mind me using this class as a basis for it, I would be happy to make a variant for it based on the video game Lost Kingdoms. I seem to have a knack for making things based on video games, something I plan of putting in my sig so people can see them.
porkloinio

02-05-08, 07:04 PM
i think it's a good idea, also i agree that a familiar would definately be a good idea. i would be interested in playing this class, it sounds really fun.