PDA

View Full Version : Card Spinner [3.5, base class]



Sila Prirode
2010-04-07, 10:30 AM
Card Spinner
http://cdn1.gamepro.com/blogfaction/omgrpg/gallery/100406/img_pst_100415.jpg

Background:
The Card Spinner is a spellcaster of sort, channeling his talents through cards.
Races:
Member of any race can become Card Spinner, but it's unique take on magic is more suited to races how aren't connected with arcane (for examples, elf Card Spinners are very rare).
Other Classes:
Card Spinner gets on well with all classes except Wizards. While Sorceres find their way of casting unique, but unnecessary, Wizard tend to think of them as charlatans and tricksters. Lawful classes like Paladin and Monk tend to look at them like on Sorcerors, while Rogues and Bards find much similiarity with Card Spinners.
Role:
Card Spinner is suited to a number of roles, defined by his choice of cards. If he focuses on Buffs, he can be competent melee combatant, or even a defender of sorts. Card Spinners focusing on Cast and Summon effects are more like traditional spellcasters.
Card Spinners in the World:
Card Spinners are very rare, most of them are descendant from sorcerers or some other spontaneous casters, who have learned to harness their magical sparks by channeling it through cards. They are adventuring mostly because this sort of magic isn't approved by wizard guilds and organizations, or because they have a penchant for tricks and cons, so they rarely stay in one place.

Game Rule Information

Alignment: Card Spinners can be of any alignment.
Hit Die: d6.
Starting Gold: As Bard.

Weapon and Armor Proficiency: Card Spinners are proficient with all simple weapons, and with light armor.

Skill Points: 4+Int mod, x4 at first level.
The Card Spinner's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Cartomancy (Cha) (http://wiki.faxcelestis.net/index.php?title=Cartomancy), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Hide (Dex), Knowledge (arcana) (Int), Knowledge (local) (Int), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Sleight Of Hand (Dex), and Use Magic Device (Cha).

Card Spinner
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+1|
+2|Deck, Card Hand

2nd|
+1|
+0|
+1|
+3|Discard

3rd|
+2|
+1|
+2|
+3|Joker 1/day

4th|
+3|
+1|
+2|
+4|Extra Card

5th|
+3|
+1|
+3|
+4|Take a Guess

6th|
+4|
+2|
+3|
+5|Card Shuffle 1/day

7th|
+5|
+2|
+3|
+5|Improved Discard

8th|
+6/+1|
+2|
+4|
+6|Extra Card, Extra Wild Card

9th|
+6/+1|
+3|
+4|
+6|Joker 2/day

10th|
+7/+2|
+3|
+5|
+7|Bonds Unleashed

11th|
+8/+3|
+3|
+5|
+7|Double Dare

12th|
+9/+4|
+4|
+6|
+8|Extra Wild Card

13th|
+9/+4|
+4|
+6|
+8|Double Discard

14th|
+10/+5|
+4|
+6|
+9|Card Shuffle 2/day

15th|
+11/+6/+1|
+5|
+7|
+9|Joker 3/day

16th|
+12/+6/+1|
+5|
+7|
+10|Extra Card

17th|
+12/+7/+2|
+5|
+8|
+10|All In

18th|
+13/+8/+3|
+6|
+8|
+11|Broken Fetters

19th|
+14/+9/+4|
+6|
+9|
+11|Greater Discard

20th|
+15/+10/+5|
+6|
+9|
+12|Dead man's hand, Extra Wild Card[/table]

Class Features:

Deck: Card Spinner can use card effects which are drawn from cards. Every card has three types of effect: Buff, Summon, Cast. All Buff effects are Supernatural, Summon and Cast effects are Spell-like abilities. You can only have one Buff effect active at time, casting second replaces the first.
To use any of those effects Card Spinner must have an Charisma score equal to 10 + spell level of effect. The DC for a saving throw against effect is 10 + effect's level + Card Spinner's Int modifier. Using Buff effect is a swift action, Cast effect is standard action, and Summon effect is full round action.
Duration of all Summon and Buff effects is equal to 1 per level + Cha modifier rounds. To use any effect Card Spinner must have one free hand (holding two handed weapon counts as one free hand, because you hold it with just one hand while not attacking with it).
Card Spinner begins with a deck of 22 cards. Caster level is equal to his Card Spinner level.

Card Hand: After spending a good night's rest (at least 7 hours of sleep), Card Spinner can draw his Card Hand for that day. He spends at least one hour of time shuffling his deck, and telling fortunes for himself (using Cartomancy skill, as per "Predicting the future").
After that time he picks two cards. Those cards are his Picked Cards for the day. If he discards his Picked Card by any effect, he loses that card slot for the day. Cards float few inches away from him, around any body part he wishes. This effect can't be dispelled or Disjunctioned, and functions even in AMF.
At the beginning of every combat, on his initiative, two more cards are automatically drawn at random from his deck, and added to his hand. These two cards are Wild Cards for that encounter.
If the Card Spinner uses the Buff effect that card is spent for the encounter, and he discards it from the deck. After 5 minutes of short rest he returns it to deck if it was a Wild Card, or to Card Hand if it was his Picked Card. If the Card Spinner uses Summon or Cast effect, that card is discarded for the rest of the day, until the Card Spinner rests.

Discard: As a swift action at level 2, Card Spinner can discard one of his Wild Cards to gain a +1 insight bonus on his attack roll, AC, or saves for 1 + Cha modifier rounds.

Joker: At level 3, once per day as a swift action Card Spinner can draw one random card from his Deck, and add it to his Card Hand as a Wild Card. He can use this ability twice per day at level 9, and three times per day at level 15.

Extra Card: At level 4 Card Spinner can now hold one extra Picked Card in his Card Hand. Every time he picks his card for that day he can pick extra card. He can have 3 Picked Cards at level 4, 4 cards at level 8, and 5 cards at level 16.

Take a Guess: Card Spinner at level 5 can as a swift action discard one of his cards in Card Hand, or as a standard action 2 of his cards, or as a full round action 3 of his cards. He randomly draws one card from his deck, and uses it immediately.
If he used a full round action for this ability he can use any effect on that card, if he used standard action he can use only Cast and Buff effect, and if he spent swift action he can use only Buff effect.
Card he used is discarded immediately.

Card Shuffle: At level 6 once per day as a full round action Card Spinner can take his deck, hand, and discarded cards. He reshuffles it, and picks his Picked Cards to put in hand. Then he randomly draws his Wild Cards, and puts them into hand. He can use this ability two times per day at level 14.

Improved Discard: At level 7, Card Spinner now gains his Cha modifier as a bonus every time he uses his Discard ability, instead of +1. Also, the bonus now lasts for 3 + Cha modifier rounds.

Extra Wild Card: At level 8, Card Spinner can now hold one extra Wild Card in his hand. Also, at the beginning of encounter he draws three Wild Cards instead of 2. He gains one more drawn card, and Wild Card slot at levels 12 and 20.

Bonds Unleashed: As long he has a Buff effect on himself Card Spinner is immune to fear, possession and compulsion effects.

Double Dare: At level 11, whenever Card Spinner uses his Take a Guess ability he can choose to draw two cards, but must pay costs for each card. For example, he can discard 4 cards, three on one draw, and one on second draw. He draws two cards randomly.
On one of those Cards he can use only Buff effect, and on the second one he can use any of the three effects (he chooses which card can use all effects, and which card only buff). He can discard a maximum of 6 cards, that way he gains the ability to use any effects from both cards.
This ability is always a full round action, unless he draws only one card, in that case this ability is same as Take a Guess.

Double Discard: At level 13, every time the Card Spinner uses his Discard ability he can instead discard two Wild Cards, and gain two benefits. He can't choose same bonus twice.

All In: At level 17, whenever Card Spinner uses his Take a Guess ability, he can choose to draw three cards. This ability is otherwise identical to Double Dare ability.

Broken Fetters: As long he has a Buff effect on himself Card Spinner is under the effect of Mind Blank spell.

Greater Discard:At level 19, every time Card Spinner uses his Discard ability, every ally in 30'ft radius gains the same benefits as him. Also, the bonus now lasts for 5 + Cha modifier rounds.

Deadman's Hand: At level 20, Card Spinner can take his whole deck, hand and discarded cards, and shuffle them. He than randomly picks 4 cards, and uses them immediately. He can use any effect from those cards. His whole deck is discarded, and that four cards also. This ability is a full round action.

Card Effects


Zero
The Fool

Buff: You constantly skip and bob in place, and your movement becomes erratic and almost random. Everytime you succesfully attack, or an opponent attacks you roll d8, and consult the following table.
{table=head]Result|Effect
1|Attacker must make a Fort save equal to 10 + 1/2 attacker HD + attacker Str modifier or be Dazed for 1 round.
2|Attack deals no damage.
3|Attacker must make a Fort save equal to 10 + 1/2 attacker HD + attacker Str modifier or act like Entangled for 1 round.
4|Attack deals only half damage.
5|Target must make a Fort save equal to 10 + 1/2 attacker HD + attacker Str modifier or be slowed (as spell) for 1 round.
6|Attack deals 50% more damage.
7|Target must make a Fort save equal to 10 + 1/2 attacker HD + attacker Str modifier or be Stunned for 1 round.
8|Attack deals double damage.
[/table]
Cast: If you have 6 ranks in Cartomancy you can cast Scare. If you have 10 ranks you can cast Feeblemind.
Summon: If you have 8 ranks in Cartomancy you can summon Fiendish Jaguar (Leopard). If you have 10 ranks you can summon Yeth Hound instead.

One
The Magician

Buff: Elemental forces become circling around you. You gain +1d6 damage of type chosen from the following list: fire, acid, cold, electricity. This damage improves by +1d6 every four levels.
You gain resistance to chosen elements equal to 5 per every d6 of that element (if you have +3d6 fire damage, you gain resist fire 15). Also, when you activate this Buff you can distribute damage between elements.
For example, at level 8 you gain +3d6 damage. You can choose that it will be 2d6 fire damage and 1d6 cold damage, and you gain resist fire 10 and cold 5.
Cast: If you have 14 ranks in Cartomancy you can cast Chain Lightning. If you have 20 ranks you can cast Meteor Swarm.
Summon: If you have 6 of more ranks in Cartomancy, you can summon Pseudodragon. If you have 14 or more ranks you can summon any Large Elemental instead.

Two
The High Priestess

Buff: You appear more benevolent, like a caring parent looking at his children. At the beggining of your turn you every ally in 30'ft radius is healed for your Cha modifier hp.
At level 5 this improves to twice your Cha modifier, and also you restore 1 point of ability damage and removes fatigue.
At level 10 healing improves to three times your Cha modifier, ability damage is cured from all ability scores, your restore one point of ability drain, and 1 negative level, also it removes fatigue and exaustion.
At level 15 healing improves to 4 times your Cha modifier, restores all ability damage and drain, and all negative levels, fatigue and exaustion.
At level 20 this aura is equal to level 15, except that if anyone has died in last Cha modifier rounds he is now restored to life with his hp equal to 1/3 full hp.
Cast: If you have 8 ranks in Cartomancy you can cast Touch of Idiocy. If you have 10 ranks you can cast Confusion.
Summon: If you have 12 ranks in Cartomancy you can summon Hieracosphinx. If you have 18 ranks you can summon Androsphinx instead.

Three
The Empress

Buff: Every ally in 30'ft radius around you gets +1 competence bonus on attack rolls, damage and saves. This bonus improves by 1 every 4 levels.
Cast: If you have 6 ranks in Cartomancy you can cast Ray of Weakness. If you have 8 ranks you can cast Unluck.
Summon: If you have 8 ranks in Cartomancy you can summon Celestial Hippogriff. If you have 18 ranks you can summon Lillend instead.

Four
The Emperor

Buff: Your form becomes more pronounced, your posture high, and glare strong. You gain your Intelligence modifier as a bonus to AC, attack and damage. Also, as a standard action you can make a gaze attack against all opponents in 30'ft range. All opponents that can see you must make a Will save against DC 10 + 1/2 your level + your Charisma modifier or be dazed for one round. You can use this ability once in 5 minutes.
Cast: If you have 10 ranks in Cartomancy you can cast Resilient Sphere. If you have 18 ranks you can cast Mass Charm Monster.
Summon: If you have 14 ranks in Cartomancy you can summon Janni. If you have 16 ranks you can summon Djinni instead.

Five
The Hierophant

Buff: You appear as a priest of some sort, exact features are determined by your aligment (you appear saintly if Good, fiendish if Evil and so on). If you are Good aligned you gain Turn Undead, if you are Evil aligned you gain Rebuke Undead, and if you are Neutral aligned on good/evil axis you gain Turn or Rebuke Plants and Animals (your choice upon casting this buff).
At level 5 your ability can effect Outsiders with an aligment opposite from yours if Good or Evil, and Vermin if Neutral.
At level 10 your ability can effect Fey if you are Lawful, Constructs if you are Chaotic, and Magical Beasts if you are Neutral on law/chaos axis.
At level 15 this ability effects Abberations if you are Lawful, Humanoids and Monstrous Humanoids if you are Chaotic, and Elementals if you are Neutral.
At level 20 this ability works on Dragons regardless of your aligment.
Your effective Cleric level is equal to Card Spinner level for the purpose of this ability.
Cast: If you have 6 ranks in Cartomancy you can cast Shield Other, except the duration is 1 round/level. If you have 20 ranks you can cast Imprisonment.
Summon: If you have 4 ranks in Cartomancy you can summon Celestial Raven. If you have 12 ranks you can summon Achaierai instead.

Six
The Lovers

Buff: You look more gracefull and elegant, your appearance drawing eyes from everyone. You gain your Charisma modifier as a bonus to Dexterity and to saves. Also, everyone attacking you must make a Will save with DC 10 + 1/2 your level + you Cha modifier or lose that action.
Cast: If you have 4 ranks in Cartomancy you can cast Hypnotism. If you have 10 ranks you can cast Crushing Despair.
Summon: If you have 4 ranks in Cartomancy you can summon Fiendish Cat. If you have 14 ranks, you can summon Nymph instead.

Seven
The Chariot

Buff: You move faster, your appearance blurry and constatly shifting. You gain 10'ft enhancement bonus to speed and +2 dodge bonus to AC, this bonus increases by 5'ft to speed and +1 AC every 5 levels. You can also make one extra attack at his highest BAB every time you use a full attack action.
Cast: If you have 4 ranks in Cartomancy you can cast Expeditious Retreat. If you have 10 ranks you can cast Dimension Door.
Summon: If you have 6 ranks in Cartomancy you can summon Celestial Light Warhorse. If you have 10 ranks you can summon Fiendish Heavy Warhorse instead.

Eight
Strength

Buff: You appear taller, and more muscular, ripe with strength. You gain +2 bonus to Strength and Constitution. This bonus increases by 2 every 4 levels.
Cast: If you have 4 ranks in Cartomancy you can cast Enlarge Person. If you have 12 ranks you can cast Draconic Might, but without bonus to Charisma.
Summon: If you have 12 ranks in Cartomancy you can summon Fiendish Rhinoceros. If you have 18 ranks you can summon Fiendish Dire Tiger instead.

Nine
The Hermit

Buff: You take on a dull appearance, all colors from you grayed out. You gain +1 hp per level, immunity to poison, slepp, paralysis, stunning, disease, death effects and mind-affecting effects. You also aren't subject to critical damage and ability damage and drain. While this Buff is active you cannot heal hit point damage.
Cast: If you have 12 ranks in Cartomancy you can cast Hold Monster. If you have 18 ranks you can cast Protection From Spells, but range is close, and duration is 1 round/level. Also, you don't need focus or material component.
Summon: If you have 4 ranks in Cartomancy you can summon Celestial Owl. If you have 10 or more ranks you can summon Lantern Archon instead.

Ten
The Wheel of Fortune

Buff: Your form becomes ragged, your features rough and uneven. You gain Darkvision 5'ft per level and resistance to fire, acid, cold, electricity and sonic equal to 3 per 3 levels. You also gain fast healing equal to 1 per 3 levels.
Cast: If you have 6 ranks in Cartomancy you can cast Baleful Transposition. If you have 12 ranks you can cast Dismissal.
Summon: If you have 8 or more ranks in Cartomancy you can summon Celestial or Fiendish Black Bear.

Eleven
The Justice

Buff: Your form becomes more rigid, your features sharp and precise. You gain Darkvision 5'ft per level and resistance to fire, cold, electricity and sonic equal to 3 per 3 levels. You also gain spell resistance equal to 10 + 1 per level.
Cast: If you have 6 ranks in Cartomancy you can cast Keen Edge, except the duration is 1 round/level. If you have 20 ranks you can cast Power Word Kill.
Summon: If you have 10 or more ranks in Cartomancy you can summon Axiomatic Lion. If you have 16 or more ranks, you can summon Zelekhut instead.

Twelve
The Hanged Man

Buff: You take on a prismatic appearance, as if colours are constantly shifting across you. You gain resist 5 against fire, cold, electricity, acid and sonic.
At level 5 this resistance improves to 10, and you gain equal amount against positive and negative energy.
At level 10 resistance improves to 15 to all of the above.
At level 15 you gain resist 20 to all of the above, and equal amount against force damage.
At level 20 you gain immunity to all the above, and to untyped damage (as from Eldritch Blast, Maw of Chaos, and similiar).
Cast: If you have 8 ranks in Cartomancy you can cast Rainbow Blast. If you have 16 ranks you can cast Prismatic Spray.
Summon: If you have 10 ranks in Cartomancy you can summon Nixie. If you have 16 ranks you can summon Pixie (no memory loss arrows).

Thirteen
Death

Buff: You look like you died recently, your skin pale, hair and nails dirty, and clothes draped. You gain undead immunities.
Cast: If you have 10 ranks in Cartomancy you can cast Fear. If you have 16 ranks you can cast Finger of Death.
Summon: If you have 16 ranks you can summon Vampire. If you have 20 ranks, you can summon Devourer instead.

Fourteen
Temperance

Buff: You appear calm and quiet, even in the middle of the battle. At the beggining of your turn, if you have less then 1/2 hp you immediately heal to 3/4 of your full hp. Also, once per encounter you can reroll one of each saves (you get one reroll for Fort, one for Ref, and one for Will). You gain additional rerolls at levels 6, 12 and 18.
Cast: If you have 4 ranks in Cartomancy you can cast True Strike. If you have 8 ranks you can cast Hold Person.
Summon: If you have 10 ranks in Cartomancy you can summon Unicorn. If you have 14 ranks you can summon Bralani instead.

Fifteen
The Devil

Buff: Your hair becomes black and spiked, your skin takes a red hue, and your back sprouts leathery wings. You gain Darkvision 5'ft per level, DR/good equal to half his level, and resistance to cold and fire equal to 3 per 3 levels. You also gain fly speed of 20 feet (average) at level 5, this improves by 20 speed at levels 10, 15 and 20, and maneuvrability improves by one step at levels 10 and 15.
Cast: If you have 6 ranks in Cartomancy you can cast Mirror Image, except the duration is 1 round/level. If you have 16 ranks you can cast Blasphemy.
Summon: If you have 8 or more ranks in Cartomancy, you can summon Hell Hound. If you have 12 or more ranks, you can summon Nightmare instead.

Sixteen
The Tower

Buff: You gain metallic appearance, as if you were crafted from metal. You gain DR/adamantine equal to half your level, and you also gain Smite as Paladin 1 + 1 per 5 levels number of times per day. You add you Charisma modifier as attack bonus, and your level as a bonus to damage.
Cast: If you have 4 ranks in Cartomancy you can cast Ray of Enfeeblement. If you have 14 ranks you can cast Disintegrate.
Summon:If you have 6 ranks in Cartomancy you can summon Ash Rat. If you have 14 ranks you can summon Flesh Golem instead.

Seventeen
The Star

Buff: You appear more thinner and taller, with elongated hands and face. You gain low-light vision, DR/cold iron equal to half your level and Charisma modifier to AC as a deflection bonus. You also gain spell resistance equal to 10 +1 per level + Cha modifier.
Cast: If you have 4 ranks in Cartomancy you can cast Magic Missle. If you have 14 ranks you can cast Globe of Invulnerability.
Summon: If you have 18 ranks in Cartomancy you can summon Greater Shadow. If you have 20 ranks you can summon Night Hag instead.

Eighteen
The Moon

Buff: You gain some bestial features, your mouth elongates and fingers grow into claws, hair grows longer and bushy, and you gain excesive hair. You get scent and low-light vision, natural armor bonus and DR/silver equal to half your level, and two claws which deal 1d6 + str damage each.
Cast: If you have 4 ranks in Cartomancy you can cast Sleep. If you have 6 ranks in Cartomancy you can cast Invisibility.
Summon: If you have 8 ranks in Cartomancy you can summon Fiendish Dire Bat. If you have 12 ranks you can summon Fiendish Dire Wolverine instead.

Nineteen
The Sun

Buff: Your hair becomes silvery and longer, skin takes a golden glow, and your back sprouts translucent wings. You get Darkvision 5'ft per level, DR/evil equal to half your level, and resistance to acid, cold and electricity equal to 3 per 3 levels. You also gain fly speed of 20 feet (average) at level 5, this improves by 20 speed at levels 10, 15 and 20, and maneuvrability improves by one step at levels 10 and 15.
Cast: If you have 8 ranks you can cast Searing Light. If you have 18 ranks you can cast Sunburst.
Summon: If you have 6 or more ranks in Cartomancy, you can summon Celestial riding dog. If you have 16 or more, you can Summon Celestial Elephant instead.

Twenty
Judgment

Buff: You appear more authoritative, your grip on weapon strengthens, and you stand firm. You gain +1 bonus to attack and +3 bonus to damage. This bonuses improves by +1 to attack and +3 to damage for every 4 levels you have.
At level 5 your weapon counts and magic, slashing, piercing and bludgeoning, at level 10 as cold iron and silver, on level 15 as good and evil, and on level 20 it automaticlly bypasses any damage reduction.
Cast: If you have 10 ranks in Cartomancy you can cast Blast of Flame. If you have 16 ranks you can cast Dictum.
Summon: If you have 12 ranks in Cartomancy you can summon Hound Archon. If you have 14 ranks, you can summon Justice Archon instead (MM2).

Twenty One
The World

Buff: You gain plant like appearance. Your hair is grown and bushy, skin hardens and takes a brown hue. You gain +2 bonus against mind-affecting abilites, this bonus improves by 2 for every 4 levels. Also you gains half your level as a bonus to natural armor and Fortitude save, and third of your level as temporary hp. At level 5 and every 5 levels afterwards you gain 25% fortification which stacks with itself.
Cast: If you have 12 ranks in Cartomancy you can cast Wall of Stone, but duration changes to 1 round/level. If you have 14 ranks you can cast Flesh to Stone.
Summon: If you have 14 ranks in Cartomancy you can Summon Celestial Dire Lion. If you have 20 ranks you can summon Elder Earth Elemental instead.


Class itself was actually based on a dream of my friend, who dreamt he was a spell caster using cards to summon creatures, cast spells, and give himself some sort of armor (which isn't weird if you consider that we had an 10 hour session before going to bed that day :smallbiggrin:).

I'm mainly concerned for balance of Card Effects, is there any obviously wrong with the expected power level? I'm mainly looking for power level of Tier 3 classes (Binder, martial classes, and similiar).

Inspiration for Abilites was drawn from Fax Celestis's Cartomancer (http://wiki.faxcelestis.net/index.php?title=Cartomancer), so big thanks to him <3

ForzaFiori
2010-04-07, 11:23 AM
This class is awesome! I'm not great with balance, so I'm afraid I can't do much to help you there.

However, just a small nitpick. In your card descriptions, you keep switching from second person to third person, first calling the player "you" and then referring to the same person as "he". It can cause confusion sometimes, as people might think your talking about two different people. I would suggest just picking one of the two and using it the whole way through. The standard is third person (he, she, it, they, etc) I believe.

Kobold-Bard
2010-04-07, 11:50 AM
I like the class, though discarding a card everytime you cast/summon seems harsh to me (but then again I know nothing of homebrew so don't take my advice). However:

...Class itself was actually based on a dream of my friend, who dreamt he was a spell caster using cards to summon creatures, cast spells, and give himself some sort of armor (which isn't weird if you consider that we had an 10 hour session before going to bed that day :smallbiggrin:)....

Are you sure he didn't just play Kingdom Hearts CoM? :smalltongue:

Sila Prirode
2010-04-07, 02:20 PM
However, just a small nitpick. In your card descriptions, you keep switching from second person to third person, first calling the player "you" and then referring to the same person as "he". It can cause confusion sometimes, as people might think your talking about two different people. I would suggest just picking one of the two and using it the whole way through. The standard is third person (he, she, it, they, etc) I believe.

It was first all in third person, then I switched it to first person, I knew I missed a few of those, but I was to tired to check :smallbiggrin: Updating now.


I like the class, though discarding a card everytime you cast/summon seems harsh to me (but then again I know nothing of homebrew so don't take my advice).

Well those are spells, and spamming Finger of Death all day long is a bit over the top. But you can use Buffs all day :smallwink:



Are you sure he didn't just play Kingdom Hearts CoM? :smalltongue:

Actually, yes, he isn't a fan of Kingdom Hearts :smalltongue:

Sila Prirode
2010-04-09, 06:17 AM
Nobody has nothing more to add?
I would really like some feedback on this one :smallredface:

Kensen
2010-04-09, 08:46 AM
I like the class! When I saw the thread title, I was pretty sure that this would be better suited for a PrC, but I was wrong.

I don't have time to look at it in depth right now, but there's one thing that seems totally unnecessary to me: The Cartomancy skill.

This class is the only class that has any use for the skill, and anyone in their right mind will always max out Cartomancy because just about all effects are based on your skill ranks. So you're basically just limiting the player's choices by practically forcing them to spend one skill point per level on the skill.

On the other hand, for a multiclass character a one-level dip in this class is enough to gain access to the most powerful abilities. Of course, you won't get the "metamagic" abilities, the duration of effects is short and your CL is low, but a Card Spinner 1 / Fighter 19 with max ranks in Cartomancy can use all Buff, Cast and Summon effects. Is this intentional?

Also, I think the Buff effect in the Zero card is unnecessarily complex. You need to use the table each time you attack or are attacked, not good.

Finally, do some proofreading, there are quite many typos and such.

Anyway, nice job, an interesting and flavorful class!

Sila Prirode
2010-04-09, 10:29 AM
This class is the only class that has any use for the skill, and anyone in their right mind will always max out Cartomancy because just about all effects are based on your skill ranks. So you're basically just limiting the player's choices by practically forcing them to spend one skill point per level on the skill.


If you want to focus on Buffs, you don't need to max Cartomancy. If you want to cast spells you need Int for spell DC, so you have at least 6 or 7 skill points per level. One less won't hurt you :smalltongue:



On the other hand, for a multiclass character a one-level dip in this class is enough to gain access to the most powerful abilities. Of course, you won't get the "metamagic" abilities, the duration of effects is short and your CL is low, but a Card Spinner 1 / Fighter 19 with max ranks in Cartomancy can use all Buff, Cast and Summon effects. Is this intentional?


Yes, it is. For two reasons:
First, all durations and effects are based on your Card Spinner level, so having a 4-5 rounds buff with one level in Card Spinner is the same you can get with one feat (any Devotion feat). Also, you need high Charisma to make use of it.
Second reason is, do you really think Finger of Death or something similiar two times per day with 25 feet range and low DC (unless you have high Int) is much of a problem? I myself do not, but that is why I have put this here so if you guys judge it is over the top I will change it to being based on level, not ranks in skill.



Also, I think the Buff effect in the Zero card is unnecessarily complex. You need to use the table each time you attack or are attacked, not good.


Well you only do it once per round (full attack counts as attack, not many attacks for purpose of this buff, I think I need to clarify that :smallredface:)
Also, I know adding rolls to combat is a big no-no, but you can always choose some other Buff, it isn't like it is class feature you have to use.
For people who do choose this buff it allows for a nice effect to have some good laughs around the table :smallbiggrin:



Finally, do some proofreading, there are quite many typos and such.


Apparently I fail at proofreading, I did it two times and I still have some things left :smallfrown:
Going for third time tommorow, I'm not in position to do it today sadly.