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Getsugaru
2013-07-08, 06:46 PM
WARNING: Please do not post in this thread, as there is so much that I'm posting for this, it wouldn't fit into the original post count I used (and that's saying something, since the normal limit is something like 50000 characters). Thanks for understanding! Discussion Thread is HERE (http://www.giantitp.com/forums/showthread.php?p=13414239)!



So I've been looking all over this forum and a few others, and it seems like nobody has made a Cardcaptor Sakura class system. To solve this, I propose my own which I've been working on for a while. Please tell me what you think.

So without further adieu, I give you, The Cardcaptor.

NOTE: Clow is pronounced "Crow."

Note: This is still a work in progress. I am still making the spell list for the class, the rest of the class features, the skill list, and the attribute specialization. Any help would be appreciated.

Changelog:5/7/2014: Converted all tables to new code.
7/17/2013: Added Abilities to the Erase, the Glow.
7/15/2013: Added Abilities to the Rain, the Through.
7/14/2013: Added Abilities to the Thunder, the Mist, the Silent.
7/10/13: Added abilities to The Shield, the Lock, the Power, the Jump, the Time. the Return, the Sweet.
7/9/2013: Added New Class Features.
7/8/2013: Reposted in new "Organized List" Thread. Added Clow abilities and Sakura Abilities for the Illusion and the Flower. Converted original thread into Discussion thread. Added Clow abilities for the Song and the Voice.
3/27/2013: Back again. Added Stat block for The Sword. Added note about pronunciation of the word "Clow." Added Clow abilities and stat blocks to Windy, Watery, Earthy, & Firey.
10/14/2012: I'm back baby! MAJOR UPDATE!!! Added a description for every card. Now working on Stat blocks.
7/2/2012: MAJOR UPDATE!!! Added multiple cards info to the Card Section.
6/20/2012: Edited Card activation under Bird Sealing Wand;
6/18/2012: Relocated costume descriptions to 3rd post; added Tomoyo Daidōji to Character section, Sakura Kinomoto; Updated Class abilities, etc.; Added Feats section to third post; Alpha Spell List Posted
6/17/2012: 1st post; 2nd post; 3rd post.

Getsugaru
2013-07-08, 06:47 PM
Cardcaptor
"Clow Cards. When unleashed, they will bring chaos to the world. They are special cards created by a magician named Clow Reed. Each one is alive and has its own special powers. They do as they please, and on top of that, ordinary people can't control them. That's why Clow made this book and put me, the guardian beast, on the cover.
-Cerberus, Guardian Beast of the Clow Cards.

The Cardcaptor is the inheritance of the legendary Magician Clow Reed. Born to a Wizard father and a Shugenja mother, Clow saw the powers of both Arcane and Divine magic. Rather than follow in the path of only one of his parents, Clow devised a way to combine the two magics into one, new form of magic. His time now passed, his greatest font of the fusion, the Clow Cards, have slept in waiting for a new master for centuries. The Cardcaptor, inheritor of Clow's will, must re-obtain the scattered cards and help them to regain their lost powers.
Adventurers: A Cardcaptor travels to find the Clow Cards, which were scattered across the land. {need more research...}

Making a Cardcaptor:
Characteristics: TBD

Alignment: More often than not, a Cardcaptor starts off their career as a child, and as such, have yet to learn the ways of the world. Because of their innocence, they are more often than not of good alignment, less often of neutral, and, because of the kindness required to tame the Clow Cards, are never evil. On the terms of Law and Chaos, they tend to point more towards neutrality.

Religion: TBD

Background: One does not choose to become a Cardcaptor; one is chosen. One's destiny as a Cardcaptor is revealed through a Premonition-Dream of a scene of the future in which the Cardcaptor faces a trial. Some will try to gather the cards without having first had this dream; though they can advance in this class to level 10, when they face the trial, their success is less likely to come. Only the one who had the dream truely stands a chance of passing the test (see 10th level ability, Trial of Destiny).

Races: Though most any Humanoid Race can have the dream of awakening, it's most common in Humans themselves. Elves, on the other hand, can almost never be Cardcaptors, as they do not sleep and are children for over 50 years.

Other Classes: As Carcaptors are usually of a very young age when they begin their journey, they often travel with more experienced adventurers with knowledge of the world and the experience to survive. As their magic is made of both Arcane and Divine, they often travel with those who know much about magic, and as such, they often travel with Wizards, Shugenjas, and Druids. Bards know much about the world thanks to their travels, and also can call upon some magic themselves, making excellent travel companions. More rarely, they will travel with those with more limited or exotic mages, such as Sorcerers, Warlocks, and Spellthieves. Clerics and Wujen also make great sources of knowledge, though not as great as a Wizard or Shugenja. As they have little or no magical experience normally, Fighters, Monks, Paladins, etc. are rarely tapped as knowledge bases or traveling companions.

Role: Second only to the bard, the Cardcaptor is perhaps the ultimate generalist. In most adventuring groups, she works best in a supporting role. She can’t usually match the stealth of the ranger or the rogue, the spellcasting power of the cleric or the wizard, or the combat prowess of the barbarian or the fighter. However, she makes all the other characters better at what they do, and she can often fill in for another character when needed. For a typical group of four characters, the Cardcaptor is perhaps one of the most useful fifth character options to consider adding, and she can make a great back-up for most any role.

Game Rule Information
Cardcaptors have the following game statistics.
Abilities: As most start young, Dexterity is very important as it raises your defense and your aim with a number of your weapons. As most lead very active and athletic lives, Constitution is also important. Wisdom is a necessity, as Cardcaptors don't naturally have a high will, and can sometimes be easily fooled.
Alignment: Any Non-Evil
Starting Gold: As (Ranger or Bard?)
Starting Age: Unlike most classes, this class is often entered at 1st level during childhood (humans around age 10) with maximum starting age possible as Rogue.
Hit Dice: d6

Class Skills:
The Cardcaptor's skills (and the key ability for each skill) are Balance (DEX), Climb (STR), Concentration (CON), Craft (INT), Disguise (CHA), Gather Information (CHA), Heal (WIS), Hide (DEX), Jump (STR), Knowledge (INT), Listen (WIS), Move Silently (DEX), Perform (CHA), Profession (WIS), Search (INT), Sleight of Hand (DEX), Spellcraft (INT), Spot (WIS), Survival (WIS), Swim (STR), Tumble (DEX), and Use Magic Device (CHA).
Skill Points at 1st Level: (6 + INT Modifier) x 4
Points at each Additional Level: 6 + INT Modifier

The Cardcaptor


Level
BAB
Fortitude Save
Reflex Save
Will Save
Clow Cards
Converted Cards
Class Features

1st
+0
+2
+2
+0
6
-
Dream of Awakening, Guardian Familiar, Bird Sealing Wand

2nd
+1
+3
+3
+1
11
-
Dress For Success, Aura Sensing, Power of Friendship

3rd
+2
+3
+3
+1
16
-
Merciful

4th
+3
+4
+4
+1
21
-
Evasion, Bonus Feat

5th
+3
+4
+4
+1
26
-
Fortune Telling

6th
+4
+5
+5
+2
31
-
Card Fusion

7th
+5
+5
+5
+2
36
-
Uncanny Dodge

8th
+6
+6
+6
+2
41
-
Bonus Feat

9th
+6
+6
+6
+3
46
-
Improved Aura Sensing

10th
+7
+7
+7
+3
52
-
Trial of Destiny

11th
+8
+7
+7
+3
52
6
Card Conversion, Advanced Dress for Success, Star Sealing Wand

12th
+9
+8
+8
+4
52
12
Intermediate Fortune Telling, Improved Evasion, Bonus Feat

13th
+9
+8
+8
+4
52
18
Improved Uncanny Dodge

14th
+10
+9
+9
+4
52
24
Improved Card Fusion

15th
+11
+9
+9
+5
52
30
New Class Abilities

16th
+12
+10
+10
+5
52
36
Bonus Feat

17th
+12
+10
+10
+5
52
42
Advanced Fortune Telling

18th
+13
+11
+11
+6
52
48
New Class Abilities

19th
+14
+11
+11
+6
52
53
Card Creation, Guardian Sealing Wand, Advanced Card Fusion

20th
+15
+12
+12
+6
53
53
Trial of Oblivion, Bonus Feat



Spells per day/Spells Known


Level
0lvl
1st
2nd
3rd
4th
5th
6th
7th
8th
9th

1st
-
-
-
-
-
-
-
-
-
-

2nd
-
-
-
-
-
-
-
-
-
-

3rd
-
-
-
-
-
-
-
-
-
-

4th
-
-
-
-
-
-
-
-
-
-

5th
-
-
-
-
-
-
-
-
-
-

6th
-
-
-
-
-
-
-
-
-
-

7th
-
-
-
-
-
-
-
-
-
-

8th
-
-
-
-
-
-
-
-
-
-

9th
-
-
-
-
-
-
-
-
-
-

10th
-
-
-
-
-
-
-
-
-
-

11th

4
-
-
-
-
-
-
-
-

12th

6
3
-
-
-
-
-
-
-

13th

6
5
3
-
-
-
-
-
-

14th

6
6
5
3
-
-
-
-
-

15th

6
6
6
5
3
-
-
-
-

16th

6
6
6
6
5
3
-
-
-

17th

6
6
6
6
6
5
3
-
-

18th

6
6
6
6
6
6
5
3
-

19th

6
6
6
6
6
6
6
5
3

20th

6
6
6
6
6
6
6
6
6




Class Features:
All of the following are class skills for the Cardcaptor.

Weapons and Armor Proficiency: A Cardcaptor is proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and with their Sealing Wand, and with light armor but not shields. Because the Cardcaptor's spells are part divine and always summon a magic circle beneath their feet (even while in the air), a Cardcaptor can cast her Cardcaptor spells while wearing light armor or a costume or costume piece (see Dress for Success) without incurring the normal arcane spell failure. However, a Cardcaptor wearing medium or heavy armor or using a shield that are not part of the costume incurs a chance of arcane spell failure (see page 123 of the Player’s Handbook) if the spell in question has a somatic component (most do). A multiclass Cardcaptor still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Bird Sealing Wand: Upon finding the Book of Clow and Cerberus, a Cardcaptor receive the Bird Sealing Wand. The Bird Sealing wand has two forms: a Dormant form and an Active form. In its active form, the sealing wand counts as an Obdurium (Like Adamantine only better) Club. In its dormant form, the Sealing wand takes on the form of a key pendent with the Wand's head serving as the key handle. If the Sealing wand ever goes more than 5 feet from the Cardcaptor, it returns to its dormant form, with the exception of when The Fly is being used, in which case it always takes a full move action to return to the Cardcaptor that activated it. To switch from dormant form to active form, the Cardcaptor must spend a full round action to release it ("Key that hides the power of the dark, show your true form before me. I, , command you under our contract. Release!").

While in its active form, a Cardcaptor can use it to seal an active untamed Clow Card or activate a sealed tamed card. To activate a tamed card, the Cardcaptor must spend a move action calling upon the card and giving it instructions (ex. "Give me the size to meet this challenge! Big!"). The instructions do not need to be verbal, a Cardcaptor need but think what they desire of the card when calling upon it. To seal an untamed card, the Cardcaptor must be within 10 feet of the true form of the card (there are only a few exceptions to this rule, such as The Create). During a round in which the Cardcaptor starts her turn within 10 feet of a card's true form, they may take a Full Round action to seal the card ("Return to the guise that you were meant to be in, Clow Card!"). If the card isn't stunned in some manner (paralyzed, dazed, frozen, etc.), it may make a Will save to resist capture. If it succeeds, the Cardcaptor may attempt to seal it again in the next round. A card may willingly fail the Will save at its leisure (see Capture method in card's info box for suggestions.).

Clow Cards: Starting at 1st level, you begin to gather the Clow Cards. At each level except 1st and 10th, you find 5 cards. At 1st and 10th level, you gain 6. You can pick any card whose prerequisites you have met. The only exceptions to this rule are Windy, Watery, Firey, Earthy, Light, and Dark. At 1st level, you must add Windy. By 3rd level, you must have obtained Watery. You must obtain Firey at 5th or 6th level. At 8th level, you must obtain both Light and Dark. Finally, at 10th level, you must obtain Earthy (At the DM's discretion, either you find the cards in card form, activated and causing trouble, or a mixture of both.).

Dream of Awakening: The night before entering the class for the first time, the Cardcaptor has a Premonition-Dream. In the dream, they see their self as a Cardcaptor about to begin the Trial of Destiny. Before entering the class, the dream is very vague and doesn't even show who their enemy is. At each level after 1st, just before gaining the new level, they see the premonition again, only a bit more clear each time. At 10th level, the vision becomes its most clear, and they see everyone who is there at the beginning of the trial. Only one Cardcaptor can have this effect per game, as only one Cardcaptor can complete the Trial of Destiny.

Guardian Familiar: At 1st level, the Cardcaptor who has the Premonition-Dream finds the Book of Clow the day after having the Dream of Awakening. Upon finding the book, the lock on the book opens and you find your first Clow Card. At the same time, you awaken the Guardian Beast of the Seal, Cerberus, who emerges in his borrowed form. Until the Cardcaptor obtains The Firey and The Earthy, Cerberus is stuck in his Familiar form. Upon obtaining both cards, Cerberus gains the ability to switch between his Guardian and Familiar forms. While in Familiar form, Cerberus acts as a Wizard's Familiar, gaining all of the related abilities. While in Guardian Form, Cerberus counts as an Arcane Hierophant's Companion Familiar (in other words, Cerberus gains the benefits of both a Wizard's Familiar and a Druid's Companion). In both cases, use your Cardcaptor Level to determine the benefits.

Dress For Success: When you do special things, one must wear special clothes. As most adventurers cannot carry around (or even afford such an expense), the Cardcaptor instead uses an alternative solution. Starting at 2nd level, any outfit (armor or clothing) you wear gains a special form of Glamour while you wear it. While you wear the outfit, you can change its appearance and form as a 10 minute action. Unlike the regular Glamour effect, the change is physical, not an illusion. All costumes are treated as armor with the following differences: increase the maximum Dexterity bonus by 2 while decreasing the armor check penalty by 2. There are special benefits to each type of costume as well. See spoiler for list...[Full list coming later...]

Aura Sensing: At 2nd level, the Cardcaptor begins to awaken their natural magical talent in the form of magical aura detection. You gain the ability to use Detect Magic as a Supernatural Ability at will with one difference; the range of the ability is equal to your class level x 10 feet.

The Power of Friendship: A Cardcaptor is capable of swaying the alignment of captured foes, as described in the Power of Friendship section below.

In addition, a Cardcaptor can open themselves to others in a way that can form bonds as strong and true as those she pushes forward with force of personality. Using a keen ear and open mind, a Cardcaptor may use her Wisdom score, rather than her Charisma score, when making redemption checks. This particular method of reconciliation allows a Cardcaptor to develop a powerful sense of her own identity, and redemption checks made against her experience a DC increase as if the Cardcaptor possessed an alignment subtype.

Merciful: At 3rd level, the Cardcaptor learns how to fight an opponent without having to worry about accidentally killing them. Whenever a Cardcaptor deals damage (whether by an attack, spell, or Clow Card, etc.), she may choose to deal non-lethal damage instead with no penalty to attack or damage rolls.

Evasion: At 4th level, your training capturing Clow Cards has increased your ability to dodge, granting you Evasion.

Bonus Feat: At 4th Level, and each 4th level after that (8, 12, 16, 20), the Cardcaptor gains a bonus feat, representing their hard work. This bonus feat can be any Metamagic or Luck feat (from Complete Scoundrel) they qualify for.

Basic Fortune Telling: Starting at 5th level, you can use the Clow Cards to predict the future. By spending 1 minute performing the ritual, the Cardcaptor gains a glimpse of what shall hinder them. During the 1st encounter after performing the ritual, the Cardcaptor can take an additional move action during the surprise round even if they wouldn't normally be able to. The Cardcaptor can perform the fortune telling 3 times per day at 5th level, + 1/day for every 3 levels above 5th.

Card Fusion: Beginning at 6th level, the Cardcaptor can combine the powers of two cards and use them at once. From 6th level onward, you may use up to 2 cards using the same action.

Uncanny Dodge: At 7th level, your training capturing Clow Cards has heightened your awareness of your surroundings, granting you Uncanny Dodge.

Improved Aura Sensing: At 9th level, the Cardcaptor's natural magical talent in the form of magical aura detection improves. Your Aura Sensing gains an additional ability: by spending a minute focusing on a specific magical aura, you determine all properties of the selected magical aura (as the [i]Identify spell, PH 243, but with no components required).

Trial of Destiny: At 10th level, the moment of the Dream of Awakening comes true, and the Cardcaptor must face the judgement of Yue. Anyone who is in possession of a Clow Card and/or who wishes to become the master/mistress of the Cards must take part in the trial. Any who take part in the trial who did not have the Dream of Awakening and wasn't picked by the Guardian Beast, Cerberus, receives a -5 penalty on all checks and saves made during the trial, except Diplomacy, which instead receives a -10 penalty to Diplomacy checks during the trial that in involve Yue and Cerberus. Any and all who take part and fail the trial cannot advance past 10th level in the class. The one to succeed with the most Clow Cards in their possession gains the title of Master/Mistress of the Cards, and receives all of the other Clow Cards that were found, but not already in their possession, except The Nothing (see Trial of Oblivion for details). Also, upon succeeding at the trial, the Cardcaptor immediately advances to 11th level in this class (it is advised that the DM does not begin the trial until the party is about to reach the next level, so as to keep things balanced).

Spells: Starting at 11th level, the Cardcaptor begins to draw upon their own power, rather than Clow Reed's. You cast spells like a Sorcerer, with one major difference: your spells known. As the magic of the cards is both Arcane and Divine, so is the magic that she casts. The Cardcaptor can cast spells she knows like a Sorcerer of her Cardcaptor level-10 x 2 (so at 11th level, she casts spells as a 2nd level Sorcerer; (11 - 10 = 1) x 2 = 2), but doesn't draw her spells known from the Wizard/Sorcerer Spell list. Instead, she can learn her spells from the Cardcaptor list [further down in this post][still working on it...uses spells from both Arcane and Divine Classes...hard to avoid Tier 0 at the moment...]. [Note: A Friend has told me that having both Arcane and Divine could be messy, so allow me to explain. For the purpose of Arcane Spell Failure, treat the spells as Divine; for the purpose of SR and Spell-Resisting Abilities, etc. (Ur-Priest's Divine Spell Resistance, Divine Metamagic, etc.), the spell counts as the type that the ability is not immune to (For Ur-Priest, spells count as Arcane, For Divine Metamagic, spells count as Divine, etc.). Hope that helps...]

Star Sealing Wand: After passing the Trial of Destiny, the Cardcaptor ends her dependency on Clow, and begins to draw out her own power which comes from the stars. Her power, like a star, starts out small, but shines with an everlasting light. This is shown through the evolution of her Sealing Wand, which takes on a new form. In addition to the powers of the Bird Sealing Wand, the Star Sealing Wand counts as a +3 Oerthblood Obdurium Starmetal Club, and can be used to convert Clow Cards into Sakura Cards (see below for details). To switch from dormant form to active form, the Cardcaptor must spend a standard action to release it ("Key that hides the power of the stars, show your true form before me. I, [insert name here], command you under our contract. Release!").

Card Conversion: Starting at 11th level, you begin to develop your own magical power in a similar form to Clow Reed's. Starting at 11th level, you begin to convert the Clow Cards into your own cards, commonly referred to as Sakura Cards or Star Cards. By having the cards use your own power instead of the late Clow Reed's, the cards gain new and advanced powers in addition to the powers they originally had (i.e. The Sweet's Clow version could create infinite food/trail rations every day; the Sakura version can, in addition to the Clow effect, can also create an effect similar to the Heroes' Feast spell once per day.) Converting a Clow Card into a Sakura Card takes a Full Round action ("Card created by Clow, abandon your old form and Reicarnate under the name of your new master, [insert name here]. [Card Name]!). Also, from 11th level onwards, you can activate a Clow/Sakura Card as a swift action, instead of a move action.

Like obtaining the Clow Cards, there are rules about converting cards. First, you cannot convert more than one Elemental Card (The Windy, Watery, Firey, Earthy) per level; Elemental Cards drain more magical energy than most when being converted. Second, Light and Dark cannot be converted apart from each other, and require the most magical power to convert. Therefore, they cannot be converted until 19th level. Third, converting cards takes a great toll on both your physical body and your magical energy. Whenever you convert any number of cards, you must make a fortitude and a will save (DC = 2 x the number of cards converted at once + 10). If you succeed on both checks, you are fatigued for 1 round per card converted. If you fail either save, the strain is too much for you, and you fall unconscious for a number of hours = 2 x the number of cards converted + your CON score. Even if you succeed in making both saves, the magical strain robs you of a number of spells = the number of cards converted (these spells lost must be subtracted from your highest spell level; if the number subtracted is more than the number of spells remaining in the highest slot, subtract the remaining from the next highest spell slot until the total spells lost is equal to the number of cards converted.). The spell slots are regained after 8 hours of uninterrupted rest. If you have no remaining spell slots above 0 lvl remaining, you cannot convert any more cards until after resting.

Advanced Dress for Success: Starting at 11th level, a Cardcaptor gains access to new costumes. Unlike the original costumes, the Advanced costumes do not list which cards it is most advantageous to use the costume against. Instead, they grant bonuses to certain cards in addition to their normal benefits. [full stats coming later...]

Intermediate Fortune Telling: Starting at 12th level, the Cardcaptor's Fortune Telling improves. In addition to the Basic effect, the Cardcaptor's Fortune Telling now forces a surprise round to take place if one wouldn't normally take place.

Improved Evasion: At 12th level, the Cardcaptor's skills have advanced so far, they can dodge a fatal attack without being harmed. At 12th level, the Cardcaptor gains Improved Evasion.

Improved Uncanny Dodge: At 13th level, the Cardcaptor's skills have advanced so far, they can avoid any attack no matter where it comes from. At 13th level, the Cardcaptor gains Improved Uncanny Dodge.

Improved Card Fusion: Starting at 14th level, your skill with using cadrs expands to use another card in Card Fusion. From 14th level onward, you may use up to 3 cards in a single action.

Advanced Fortune Telling: Starting at 17th level, the Cardcaptor's Fortune Telling reaches its peak. In addition to the Basic and Intermediate effects, the Cardcaptor's Fortune Telling now grants the Cardcaptor the benefits of the Foresight Spell. Also, the Cardcaptor can use her Fortune Telling ability at will.

Guardian Sealing Wand: At 19th level, the Cardcaptor's own magical powers have grown so much, that their Sealing Wand evolves again into its final form, the Guardian Sealing Wand. In addition to the abilities of the Bird and Star Sealing Wands, the Guardian Sealing Wand counts as a +5 Pure Ore Oerthblood Obdurium Starmetal Quarterstaff, and can be used to create a new card (see Card Creation). Also, from 19th level onward, a Cardcaptor can activate Sakura Cards as a Free action. To switch from dormant form to active form, the Cardcaptor must spend a move action to release it ("Key that hides the power of the stars, show your true form before me. I, [insert name here], command you under our contract. Release!").

Card Creation: At 19th level, you've converted every card into your own, and your powers have almost peaked. To represent this, your powers manifest themselves in the form of a card all your own, the Nameless card. How this card comes into your possession is up to your DM (at a strenuous moment, the card comes into existence, appearing in your hand, etc.).

Advanced Card Fusion: Upon reaching 19th level, your skill with Card Fusion reached its peak. From 19th level onward, you can activate a number of cards in a single action equal to your Charisma modifier, or 4 cards at once, whichever is higher.

Trial of Oblivion: Upon reaching 20th level, the Cardcaptor's most difficult trial begins, as the most powerful of the Clow Cards, the Nothing, awakens. In order to balance the immense positive magic of the Clow Cards, Clow Reed created the Nothing Card, containing the negative magic equivalent in magnitude to the other fifty-two cards. Anything that comes into contact with it will cease to exist. The Nothing is terribly lonely, unable to interact with others without destroying them. The only beings that can interact with her safely are the other Clow Cards. As a result,The Nothing tries to steal the Clow Cards (now Sakura Cards) so that she would not be alone again. To pass the trial, the Cardcaptor must find a way to return the Nothing to its Clow Card form (persuasion, combat, bargaining, Fusing it with the Nameless Card, etc.) [DM's Note: It is advised that the trial is innitiated as soon as possible, as the Nothing is a powerful card, and is quite useful for dealing with the BBEG's doomsday device.].

Getsugaru
2013-07-08, 06:50 PM
Clow Cards:

http://images.wikia.com/ccs/images/7/7d/All_true_form.png
All cards in their true forms, with a Cardcaptor at the bottom.


Clow Version

Clow Cards

Sakura Version


http://images3.wikia.nocookie.net/__cb20080714091012/ccs/images/7/7b/CCS_Clow_Card.jpg
The Clow Cards were created by the half-Arcane, half-Divine magician named Clow Reed. After Clow's death the cards were sealed in the Clow Book, only to be released in contemporary times when a new "chosen one" appeared. The cards represent a combination of Arcane and Divine magic centered on the concepts of natural forces and elements. Each Clow Card has its own personality, ranging from good-natured to violent, and its own powers that are mostly centered around an elemental force or performing a specific task. When in use or acting on their own, the cards assume alternative forms that vary from card to card. The original Clow Cards fall under a specific sign, sun or moon, corresponding to the guardians Keroberos and Yue. All cards seems to be able to float; The Sword, for example, was floating before it had been captured. All are same except for Earthy, The Erase, The Return and The Illusion.
Card Traits: All cards are weightless in their card form. All Cards have telepathy 100ft, though not all of them speak. Except for a few cases, all cards radiate strong magic of all schools. All cards can use their Clow Powers and Sakura powers at will.
http://images3.wikia.nocookie.net/__cb20080714091034/ccs/images/9/9b/CCS_Sakura_Card01.jpg


http://images1.wikia.nocookie.net/__cb20091108233542/ccs/images/thumb/d/d9/The_windy.jpg/150px-The_windy.jpg

The Windy
Card Type:
Personality: The Windy is probably the most gentle and non-aggressive card.
Stat Block: Same as Air Elemental, but with a +20 to grapple checks
Description: The Windy looks like a pale yellow fairy-like woman with blonde hair that is dressed high and falls forward into two long strands, and the thicker parts are reminiscent of wings. She has an image of small green wing-like shapes on her forehead and and is surrounded by a cloak of wind in greens and yellows. In her Card from she seems to wear a cloak of great feathered wings.
Clow Powers: You summon forth the air elemental Windy, who comes forth to serve you for 2 rounds per class level. The size Windy takes when you summon her depends on your class level: 1-3: Small, 4-6: Medium, 7-9: Large, 10-12: Huge, 13-15: Greater, 16-20: Elder. In addition, Windy receives a bonus to grapple checks equal to your class level.
Sakura Powers: TBD.
Card Under: The Dark
DM Notes: Windy is a pacifist, and usually spends each action trying to grapple her opponent and pin them.

http://images1.wikia.nocookie.net/__cb20110701073944/ccs/images/thumb/8/8a/SakuraWindy.jpg/150px-SakuraWindy.jpg


http://images2.wikia.nocookie.net/__cb20111010050658/ccs/images/thumb/3/34/The_Shadow.jpg/150px-The_Shadow.jpg

The Shadow
Card Type:
Personality:
Stat Block:
Description: Shadow looks like a cloaked figure in a black cloak and hood resembling the Grim Reaper. So it can be surmised that it is a male card.
Clow Powers:
Sakura Powers:
Card Under: The Light
DM Notes:

http://images3.wikia.nocookie.net/__cb20110701083527/ccs/images/thumb/f/f5/SakuraShadow.jpg/150px-SakuraShadow.jpg


http://images2.wikia.nocookie.net/__cb20091108223856/ccs/images/thumb/9/9e/The_ilusion.jpg/150px-The_ilusion.jpg

The Illusion
Card Type:
Personality:
Stat Block:
Description: Illusion can change its form based on what the watcher expects to see, but while transitioning between forms, it resembles a kaleidoscope pattern.
Clow Powers: When activated, the Illusion takes on the form requested by the user. This functions as one of the following spells depending on your class level: the spell Silent Image if you're 3rd level or below, Minor Image if you're 4th-6th level, or Major Image if 7th and above; all with a caster level equal to the user's class level.
Sakura Powers: In Sakura Card form, the Illusion can be used as Mirage Arcana, with a caster level equal to your class level.
Card Under: The Dark
DM Notes:

http://images3.wikia.nocookie.net/__cb20110701074859/ccs/images/thumb/2/25/SakuraIllusion.jpg/150px-SakuraIllusion.jpg


http://images3.wikia.nocookie.net/__cb20091108222624/ccs/images/thumb/f/fb/The_flower.jpg/150px-The_flower.jpg

The Flower
Card Type:
Personality:
Stat Block:
Description: Flower's visible form is a young lady wearing a long, poofy pink dress that resembles layered blossoms, white hair with corkscrew pigtails, pink flower bracelets, pink flower earrings and a flower pattern on her forehead and her chest. She wears pink loose pants tied at the ankle and decorated with a flower blossom, and her shoes have flowers on the toes.
Clow Powers: Upon calling the Flower, Flower appears and performs a dance. Depending on which dance she performs, one of two effects occur: Her first dance causes flowers to bloom and grow at an exponential rate, as if under a Plant Growth spell. While beautiful, this can cause plants to grow so quickly that they inhibit movement, as the Entangle spell. Her second dance summons plants from nowhere, usually causing them to fall from the sky. This dance is also beautiful, but poses its own risk; by spawning so many flowers from nowhere, visibility is reduced, as if under the effect of a Fog Cloud spell. For both effects, caster level is equal to class level.
Sakura Powers: In addition to the Clow Card effects, the Flower can perform a third dance: upon performing this dance, plants all around Flower begin to move and follow the user's commands. This effect takes the form of both an Animate Plants spell and a Control Plants spell. Caster level equal to class level.
Card Under: The Earthy
DM Notes:

http://images3.wikia.nocookie.net/__cb20110701075322/ccs/images/thumb/6/6f/SakuraFlower.jpg/150px-SakuraFlower.jpg


http://images1.wikia.nocookie.net/__cb20091108225409/ccs/images/thumb/6/64/The_mist.jpg/150px-The_mist.jpg

The Mist
Card Type:
Personality:
Stat Block:
Description: Mist's visible form is a thick bank of green fog, and its Card form, never seen as a visible spirit, is a young woman with elf like ears, and long straight hair sprinkled with ball shapes, like drops of dew left from a mist. Her hands are crossed in front of her heart.
Clow Powers: Upon being called, the Mist spawns a cloud of acidic fog. This functions as the Fog Cloud spell, with one exception: Each round on your turn, starting when you call upon the Mist, the fog deals 2d6 points of acid damage to each creature and object within it.
Sakura Powers:
Card Under: The Watery
DM Notes:

http://images3.wikia.nocookie.net/__cb20110701091657/ccs/images/thumb/a/ab/SakuraMist.jpg/150px-SakuraMist.jpg


http://images2.wikia.nocookie.net/__cb20091108231958/ccs/images/thumb/1/12/The_storm.jpg/150px-The_storm.jpg

The Storm
Card Type:
Personality:
Stat Block:
Description: Storm appears as a young elf with curly shoulder length hair and also appears to be wearing some form of armor over its pants and around its shoulders, ornamented in spikes. It wears long teardrop shaped earrings. Storm bears some similarity to The Cloud and The Rain. It has also been summurized that Storm is a male card.
Clow Powers:
Sakura Powers:
Card Under: The Windy
DM Notes:

http://images2.wikia.nocookie.net/__cb20120427013336/ccs/images/thumb/d/d1/Sakura_Storm.jpg/150px-Sakura_Storm.jpg


http://images4.wikia.nocookie.net/__cb20091108222433/ccs/images/thumb/c/cf/The_float.jpg/150px-The_float.jpg

The Float
Card Type:
Personality:
Stat Block:
Description: Float's visible form resembles a large vertically striped pink balloon with white wings. In Card form it is white, connected to a small basket with the typical red-jeweled 'Clow wings'.
Clow Powers:
Sakura Powers:
Card Under: The Windy
DM Notes:

http://images1.wikia.nocookie.net/__cb20110701090643/ccs/images/thumb/6/61/SakuraFloat.jpg/150px-SakuraFloat.jpg


http://images3.wikia.nocookie.net/__cb20091108222013/ccs/images/thumb/5/5a/The_fight.jpg/150px-The_fight.jpg

The Fight
Card Type:
Personality:
Stat Block:
Description: In its main body, Fight resembles a teenage girl with cropped shoulder length hair, piercing sky blue eyes and two long odangos. She wears a blue leotard with white trimmings and a red triangle on her chest, long tail fins, long finger-less gloves with high, wide finned cuffs on the tops, and guards on the back of the hands, and a pair of blue and white thigh-length boots. Based on this appearance, it could be presumed that Fight is supposed to be Chinese.
Clow Powers:
Sakura Powers:
Card Under: The Fight
DM Notes:

http://images2.wikia.nocookie.net/__cb20110701075050/ccs/images/thumb/4/46/SakuraFight.jpg/150px-SakuraFight.jpg


http://images3.wikia.nocookie.net/__cb20091108231826/ccs/images/thumb/5/5d/The_song.jpg/150px-The_song.jpg

The Song
Card Type:
Personality:
Stat Block:
Description:Song's visible form resembles a young girl wearing a long dress, all in lavender-white, and bluish-lavender headgear. The headgear resembles a treble clef, and the dress resembles the front of a string instrument. Her dress also has the 'F holes', which are long to look like the cello. Her hair is purple, and split into two sides with end in a curl.
Clow Powers: When summoned, the Song replicates the sound of anyone you've ever heard with such powerful accuracy, that any character who hears her voice must make a sense motive check (DC=10+class level)to realize that the voice is only an imitation. In addition, the Song can project her angelic replication over a distance dependant on your class level, as if it were under the effect of a Ventriloquism spell.
Sakura Powers:
Card Under: The Windy
DM Notes:

http://images1.wikia.nocookie.net/__cb20120508024049/ccs/images/thumb/4/47/Sakura_Song.jpg/150px-Sakura_Song.jpg


http://images2.wikia.nocookie.net/__cb20091108231152/ccs/images/thumb/2/28/The_shot.jpg/150px-The_shot.jpg

The Shot
Card Type:
Personality:
Stat Block:
Description: When attacking, Shot appears as a fast moving bolt of energy. Its visible form is a young elfish female spirit with red and yellow hair and large pink eyes.
Clow Powers:
Sakura Powers:
Card Under: The Firey
DM Notes:

http://images4.wikia.nocookie.net/__cb20110701091812/ccs/images/thumb/8/84/SakuraShot.jpg/150px-SakuraShot.jpg


http://images2.wikia.nocookie.net/__cb20091108232153/ccs/images/thumb/4/44/The_sweet.jpg/150px-The_sweet.jpg

The Sweet
Card Type:
Personality:
Stat Block:
Description: Sweet's visible form is a small fairy with afro-like hair resembling cotton candy and a yellow dress with a similarly shaped skirt resembling cream puffs. She also holds a wand.
Clow Powers: When summoned, the Sweet waves its wand, transforming anything into food. This takes the form of a Create Food and Water spell, with one difference; any food or drink created is sweet in flavor, rather than bland.
Sakura Powers: in Sakura card form, Sweet can create a feast from nothing, as the Heroic Feast spell. Unlike the normal spell, however, most of the food items are sweets, and the meal takes half as long.
Card Under: The Light
DM Notes:

http://images3.wikia.nocookie.net/__cb20110701091351/ccs/images/thumb/d/d9/Sweet.jpg/150px-Sweet.jpg


http://images1.wikia.nocookie.net/__cb20091108223003/ccs/images/thumb/9/9b/The_freeze.jpg/150px-The_freeze.jpg

The Freeze
Card Type:
Personality:
Stat Block:
Description: Both Freeze's visible form and Card form resemble a giant koi (Japanese goldfish) seemingly composed of ice, with a large gem on its head. However, while in Card form it simply looks like a strange koi, in its visble spirit form it is more menacing, with narrowed eyes.
Clow Powers:
Sakura Powers:
Card Under: The Watery
DM Notes:

http://images4.wikia.nocookie.net/__cb20110913000502/ccs/images/thumb/1/18/Sakura_freeze.jpg/150px-Sakura_freeze.jpg


http://images3.wikia.nocookie.net/__cb20091108212650/ccs/images/thumb/8/85/The_arrow.jpg/150px-The_arrow.jpg

The Arrow
Card Type:
Personality:
Stat Block:
Description: In its visible form Arrow is a smallish pink girl, wearing a bluish-purple outfit consisting of shorts, top with long back tails, long gloves, and long boots toped with balls on the foot, with a pudding basin haircut, a red circular gem on her hair, and two long pigtails held by balls. Arrow carries a short bow.
Clow Powers:
Sakura Powers:
Card Under: The Firey
DM Notes:

http://images4.wikia.nocookie.net/__cb20110701074651/ccs/images/thumb/a/a9/SakuraArrow.jpg/150px-SakuraArrow.jpg


http://images3.wikia.nocookie.net/__cb20091108224408/ccs/images/thumb/8/8e/The_light.jpg/150px-The_light.jpg

The Light
Card Type:
Personality:
Stat Block:
Description: Light's visible form is a regal woman draped in white with white wavy flowing hair, with curled side pieces in front. Upon her chest is an image of a sun. The pints of her crown curve only slightly, outward, and the frontmost projection on the crown is straight up. Her Card form clutches a sun in one hand and a cloud in the other.
Clow Powers:
Sakura Powers:
Card Under: N/A
DM Notes:

http://images1.wikia.nocookie.net/__cb20110701073425/ccs/images/thumb/0/07/Light.jpg/150px-Light.jpg


http://images3.wikia.nocookie.net/__cb20091108232951/ccs/images/thumb/a/ad/The_twin.jpg/150px-The_twin.jpg

The Twin
Card Type:
Personality:
Stat Block:
Description:Twin's visible form is two yellow-colored small children wearing costumes like those of jesters, with long sleeves, two pointed hats topped with balls, many-pointed collars ending in balls, ball buttons down their fronts, and shoes with long toe points ending in balls. One of them has a pink tuft of hair on the forehead , while the other one has a blue tuft, implying they are sister and brother respectively.
Clow Powers:
Sakura Powers:
Card Under: The Firey
DM Notes:

http://images3.wikia.nocookie.net/__cb20110701092126/ccs/images/thumb/7/78/Twin.jpg/150px-Twin.jpg

Getsugaru
2013-07-08, 06:52 PM
http://images1.wikia.nocookie.net/__cb20091108233810/ccs/images/thumb/b/b4/The_wood.jpg/150px-The_wood.jpg

The Wood
Card Type:
Personality:
Stat Block:
Description: Although Wood can form herself into trees and branches, her natural form appears to be a small mossy green and yellow wood nymph about 8 inches high. She has long green leaf-like hair with vines and wears tiara made of leaves.
Clow Powers:
Sakura Powers:
Card Under: The Watery
DM Notes:
http://images1.wikia.nocookie.net/__cb20110701090940/ccs/images/thumb/3/3b/SakuraWood.jpg/150px-SakuraWood.jpg


http://images1.wikia.nocookie.net/__cb20091108231036/ccs/images/thumb/3/33/The_shield.jpg/150px-The_shield.jpg

The Shield
Card Type: Defense
Personality: Kind
Stat Block: +5 Pure Ore Oerthblood Obdurium Starmetal Tower Shield
Description: When guarding an object, Shield appears as a blue-white-green sphere or dome. In it's real form, it resembles a single 'Clow Wing' shield with a red jewel on both sides. In its card form the Shield is chained by several chains for some unknown reason, like the Sword. However it is one suggested theory that both are in chains due to them being the only cards to transform into actual weapons instead of calling upon an animated spirit.
Clow Powers: The Shield has the ability to surround a single creature or object with a protective barrier that lasts 10 minutes and protects the target’s body and equipment from attacks. The shield absorbs 10 points of damage per class level. Once the barrier absorbs that much damage, it collapses. The damage can be from any source—weapons, spells, any energy type, and so on. Damage the target would not take anyway (fire damage against a gold dragon, for example, or weapon damage blocked by damage reduction) does not count against the damage absorbed by the shield.
Sakura Powers: After converting to a Sakura Card, the Shield can extend its barrier to protect an area with a radius of 30 feet. The user can place the barrier anywhere within her line of sight, and can choose to make it mobile with respect to an unattended object or willing creature (including the user herself ). The barrier blocks incoming attacks, but creatures inside the barrier can still attack out through the barrier.
Card Under: The Earthy
DM Notes:
http://images2.wikia.nocookie.net/__cb20110701090150/ccs/images/thumb/1/1b/SakuraShield.jpg/150px-SakuraShield.jpg


http://images3.wikia.nocookie.net/__cb20091108230240/ccs/images/thumb/6/64/The_power.jpg/150px-The_power.jpg

The Power
Card Type:
Personality:
Stat Block: Power has the average stats for a little girl, except for her strength score, which is 55.
Description: Power's visible form is a tiny pink little girl in a sleeveless pink dress with poofy pants. She has pink hair tied in two high buns in the back with long ribbons ending in ball ornaments, red eyes, two large studded bracelets on her wrists, a red choker on her neck, a yellow gem on her dress, three pink gem on her forehead and pink ball earrings. She was considered "kawaii~" (cute) by Tomoyo, which is ironic if compared with her super-strength ability, despite her appearance although Kero remarked that one underestimated Power based on how she looks, they would get hurt.
Clow Powers: Upon summoning the Power, the user's strength is enhanced. For 1 minute per class level, the Power increases the user's Strength score by 2 times the user's class level. In addition, the Power's love of lifting heavy objects passes over to the user, doubling their carrying capacity.
Sakura Powers:
Card Under: The Firey
DM Notes:
http://images3.wikia.nocookie.net/__cb20110701092403/ccs/images/thumb/6/65/SakuraPower.jpg/150px-SakuraPower.jpg


http://images3.wikia.nocookie.net/__cb20091108224944/ccs/images/thumb/b/b1/The_loop.jpg/150px-The_loop.jpg

The Loop
Card Type:
Personality:
Stat Block:
Description: Loop is a simple small band or loop, red on one side and yellow on the other. It is often pictured with one twist so that it resembles an infinity symbol (∞) or a Möbius strip.
Clow Powers:
Sakura Powers:
Card Under: The Earthy
DM Notes:
http://images4.wikia.nocookie.net/__cb20110913012856/ccs/images/thumb/c/c0/Sakura_loop.jpg/150px-Sakura_loop.jpg


http://images3.wikia.nocookie.net/__cb20091108225248/ccs/images/thumb/6/68/The_mirrow.jpg/150px-The_mirrow.jpg

The Mirror
Card Type: Special
Personality: "Lost Soul"; Mirror appears to be troublesome and mischievous, but it really is a frightened and lost spirit.
Stat Block:
Description: Mirror's visible form resembles a beautiful green-haired girl, draped in a long flowing hanfu holding a mirror in her hands. On some occasions, Mirror just appears as the mirror that she carries, useful for reflecting images and deflecting magical attacks. In the card, she has a mirror on her forehead, but when she is summoned, she has three triangles on her forehead. Upon transforming into a Sakura Card, The Mirror wears green ribbons in her hair.
Clow Powers:
Sakura Powers:
Card Under: The Earthy
DM Notes:
http://images1.wikia.nocookie.net/__cb20120427022752/ccs/images/thumb/b/b4/Sakura_mirror.jpg/150px-Sakura_mirror.jpg


http://images1.wikia.nocookie.net/__cb20091108213911/ccs/images/thumb/d/dd/The_big.jpg/150px-The_big.jpg

The Big
Card Type:
Personality: Friendly; Big is a generally harmless card.
Stat Block:
Description: Its physical form is that of a tall and slender blue woman, dressed like a medieval princess with a divided hennin. Big is almost an exact copy of its sister card, The Little, except for color and height.
Clow Powers: The Big has the power to enlarge any person or object in size. When called upon, The Big grants an effect similar to that of an Enlarge Person spell, with one difference; unlike the spell, you may grow as many size categories as you wish, up to a maximum of colossal size. Also, the Big can be used to negate the effects of the Little, just as the spell Enlarge Person can negate the spell Reduce Person.
Sakura Powers: Same as the Clow powers, except you may also target a number of additional creatures equal to your Charisma modifier.
Card Under:The Light
DM Notes:
http://images2.wikia.nocookie.net/__cb20110701081054/ccs/images/thumb/3/30/SakuraBig.jpg/150px-SakuraBig.jpg


http://images3.wikia.nocookie.net/__cb20091108215361/ccs/images/thumb/7/7c/The_change.jpg/150px-The_change.jpg

The Change
Card Type:
Personality:
Stat Block:
Description: The Change's main body appears to be a blue, vaguely chamleon-like creature with great orange eyes that shoots out its tongue to switch objects around like a real chamleon does to capture prey. In Card form it is a white chamleon-like creature, with small green eyes and longish wing like ears.
Clow Powers:
Sakura Powers:
Card Under: The Dark
DM Notes:
http://images4.wikia.nocookie.net/__cb20110701085315/ccs/images/thumb/2/21/SakuraChange.jpg/150px-SakuraChange.jpg


http://images4.wikia.nocookie.net/__cb20091108222249/ccs/images/thumb/2/2a/The_firey.jpg/150px-The_firey.jpg

The Firey
Card Type: Attack
Personality:
Stat Block: Same as Fire Elemental, but with a +20 to grapple checks, and a Fly Speed equal to double his Land Speed (Perfect Maneuverability)
Description: The Firey resembles an teenager with flaming hair, though his bangs are normal, and orange wings. He has a red jeweled headband around his forehead, and long pointed ears that resemble those of the Watery, except without the fins. His lower body is a pillar of fire. He has a slight resemblance to a Cherubim, which carries a fiery sword.
Clow Powers: You summon forth the fire elemental Firey, who comes forth to serve you for 2 rounds per class level. The size Firey takes when you summon him depends on your class level: 1-3: Small, 4-6: Medium, 7-9: Large, 10-12: Huge, 13-15: Greater, 16-20: Elder. In addition, Firey receives a bonus to grapple checks equal to your class level.
Sakura Powers:
Card Under: The Light
DM Notes:
http://images3.wikia.nocookie.net/__cb20110701075733/ccs/images/thumb/5/57/Firey.jpg/150px-Firey.jpg


http://images4.wikia.nocookie.net/__cb20091108233059/ccs/images/thumb/a/ad/The_voice.jpg/150px-The_voice.jpg

The Voice
Card Type:
Personality:
Stat Block:
Description: Voice's visible form is a young pink girl with long feather-like ears and long wavy hair similar to that of a Harpy.
Clow Powers: Upon calling the Voice, this seamstress of sound steals the voices of the user's enemies. This acts as the Silence spell, except it targets specific people. The precise number affected is equal to your class level + your Charisma modifier.

Sakura Powers:
Card Under: The Windy
DM Notes:
http://images1.wikia.nocookie.net/__cb20110701093208/ccs/images/thumb/6/66/Voice.jpg/150px-Voice.jpg


http://images1.wikia.nocookie.net/__cb20091108224806/ccs/images/thumb/c/c8/The_lock.jpg/150px-The_lock.jpg

The Lock
Card Type:
Personality:
Stat Block:
Description:
Lock's visible form is a small green and yellow padlock with a front mounted drum. It has wings on the front, straddling the chamber of the lock.Clow Powers: The Lock can fly into any lock that uses a key (padlock, keyhole, etc.). After entering the lock, the user can use the key on the sealing wand to unlock the lock in question, as if the user were casting/manifesting the Knock spell.
Sakura Powers: By flying into a keyhole, the Lock can seal off an area or container from being opened or accessed. This power seals whatever the keyhole is meant to seal within, preventing anyone or anything from coming in or going out. Even Magic cannot pass through the seal, as if the area in question were under the effects of a Forbiddance spell. The Lock even prevents traditional escape techniques, such as picking a lock or smashing a window. The only way to unseal the affected area is to use the key on the sealing wand (as if using the Clow power) or epic level magic.
Card Under: The Earthy
DM Notes:
http://images1.wikia.nocookie.net/__cb20110701082955/ccs/images/thumb/6/6d/Lock.jpg/150px-Lock.jpg


http://images3.wikia.nocookie.net/__cb20091108215849/ccs/images/thumb/6/66/The_cloud.jpg/150px-The_cloud.jpg

The Cloud
Card Type:
Personality:
Stat Block:
Description: Cloud is a small, childlike figure with pointed ears wearing a poofy doublet-like outfit with harlequin pattern leggins and pointed boots. Its hair is poofy and cloudlike, with straight bangs on either side of its face ending in cloud puffs. It has a blue cloud shaped gem on its forehead, and in Card form holds a puff of cloud in its hands. It is probably female.
Clow Powers:
Sakura Powers:
Card Under: The Watery
DM Notes:
http://images2.wikia.nocookie.net/__cb20110701080735/ccs/images/thumb/e/ef/SakuraCloud.jpg/150px-SakuraCloud.jpg


http://images2.wikia.nocookie.net/__cb20091108220945/ccs/images/thumb/c/c4/The_dark.jpg/150px-The_dark.jpg

The Dark
Card Type:
Personality:
Stat Block:
Description: Dark's visible form is a regal woman draped in black with straight ebony hair. The points on her crown curve inward, the frontmost two curve inward then out again. Upon her chest there are dark gems varying in length from short to long and back again. On its Card, it clutches a crescent moon in one hand, and a star in the other.
Clow Powers:
Sakura Powers:
Card Under: N/A
DM Notes:
http://images2.wikia.nocookie.net/__cb20110701081943/ccs/images/thumb/f/fc/Dark.jpg/150px-Dark.jpg


http://images3.wikia.nocookie.net/__cb20091108233234/ccs/images/thumb/6/6b/The_watery.jpg/150px-The_watery.jpg

The Watery
Card Type: Attack
Personality:
Stat Block: Same as Water Elemental, but with a +20 to grapple checks, and a Fly Speed equal to her Swim Speed (Perfect Maneuverability)
Description: Watery resembles a blue mermaid with webbed fingers and large ears that appear to be a cross between webbed flippers and pointed elf's ears. Her hair is long, and beads of water are scattered all through it. On her back are large wing-like fins. Upon her forehead is an ornament resembling deep blue scales.It has no legs but instead rides on a column of water that resembles a tail. Watery can also dissolve itself into any body of water, becoming indistinguishable from its surroundings.
Clow Powers: You summon forth the water elemental Watery, who comes forth to serve you for 2 rounds per class level. The size Watery takes when you summon her depends on your class level: 1-3: Small, 4-6: Medium, 7-9: Large, 10-12: Huge, 13-15: Greater, 16-20: Elder. In addition, Watery receives a bonus to grapple checks equal to your class level.
Sakura Powers:
Card Under: The Dark
DM Notes:
http://images4.wikia.nocookie.net/__cb20110701082750/ccs/images/thumb/6/64/Watery.jpg/150px-Watery.jpg


http://images4.wikia.nocookie.net/__cb20091108230426/ccs/images/thumb/5/51/The_rain.jpg/150px-The_rain.jpg

The Rain
Card Type:
Personality:
Stat Block:
Description: Rain's physical form resembles a young and cute little girl with a jesters hat that falls into two long points, tipped in teardrop shapes like rain drops. She has long straight bangs parted on either side of her face, like the Cloud, and hers end in rain drops. Her collar is cut in many points, like the Twin, and tipped in droplet shapes. Her oufit consists of poofy pants in a harlequin pattern, a poofy sleeved top, and pointed boots, the cuffs of which are also tipped in rainrops. In Card form, like the Cloud holds a cloud puff, the Rain holds a drop of rain in her hands. She rides a cloud and has a blue teardrop shaped jewel on its forehead. She is very similar in appearance to The Cloud, and it has been assumed that the two are sisters.
Clow Powers: The Rain does as her name implies; she makes rain. When summoned, Rain will use one of two abilities: Rain can cause the water in the air to condensate, causing it to rain. This functions as the spell Control Weather, only the user may only cause it to rain and control how long it rains for and the intensity of the rain. The Rain's second ability is to cause the cloud she rides upon to pour out a stream of water. This functions as a Decanter of Endless Water.
Sakura Powers:
Card Under: The Watery
DM Notes:
http://images3.wikia.nocookie.net/__cb20110701091126/ccs/images/thumb/3/39/SakuraRain.jpg/150px-SakuraRain.jpg


http://images2.wikia.nocookie.net/__cb20091108224106/ccs/images/thumb/8/80/The_jump.jpg/150px-The_jump.jpg

The Jump
Card Type:
Personality:
Stat Block:
Description:In its visible form, Jump is a strange, rabbit like creature with long floppy ears, strangely thin birdy feet, and a long tail ending in a small ball. In its Card form the Jump has a pair of translucent wings, and long feet to symbolize its jumping ability. In Card form it also looks more like an ordinary rabbit.
Clow Powers: The Jump manifests small wings on your feet, allowing you to travel to greater heights. For 1 minute per class level, the user gains a +20 bonus to Jump checks and treat all jumps as if you had a running start. In addition, as long as you're under the affect of the Jump, you take no falling damage, always landing on your feet, as if under the effect of a Feather Fall spell.
Sakura Powers: In Sakura Card form, the Jump increases your jumping distance further. The Jump doubles the distance the user travels in each jump check. In addition, the Clow power may now target an additional number of creatures equal to your Charisma modifier.
Card Under: The Windy
DM Notes:
http://images1.wikia.nocookie.net/__cb20110701083412/ccs/images/thumb/5/58/SakuraJump.jpg/150px-SakuraJump.jpg

Getsugaru
2013-07-08, 06:54 PM
http://images1.wikia.nocookie.net/__cb20091108231310/ccs/images/thumb/4/47/The_silent.jpg/150px-The_silent.jpg

The Silent
Card Type:
Personality:
Stat Block:
Description: Silent appears as a tall slender woman with dark blue eyes wearing a long blue-black dress and wrapped in dark cape with a high collar indicating a mute state. She has long, straight blue hair and a jewel with bat wings on her forehead. She is usually seen standing up with one finger raised to her lips.
Clow Powers: The Silent's ears are able to pick up on even the quietest of sounds, and when summoned, she grants this ability to the user. For 1 minute per class level, the user gains a +20 bonus to Listen checks. In addition, as long as you're under the affect of the Silent, you make no noise when moving, gaining a +20 bonus to Move Silently checks.
Sakura Powers: The Silent hates loud noises, and does its best to either keep them quiet or away from itself. When called upon, the Silent immediately begins observing the area around it in a 30 ft. radius. During the day or when the number of people in the area is high (10 or more), when someone or something is too loud, it casts Silence within a 30 ft. radius centered on itself. At night or when the number of people in an area is low (9 or less), any sound that disturbs it causes all people within a 30 ft. radius to immediately be teleported away, as the spell Teleportation Circle, with the destination bring the outer edge of its area.
Card Under: The Dark
DM Notes:
http://images4.wikia.nocookie.net/__cb20110701090335/ccs/images/thumb/c/c6/SakuraSilent.jpg/150px-SakuraSilent.jpg


http://images1.wikia.nocookie.net/__cb20091108232832/ccs/images/thumb/f/f6/The_time.jpg/150px-The_time.jpg

The Time
Card Type:
Personality:
Stat Block:
Description: Time's visible form in the anime series and in the Sakura Card is a robed old man with a long beard (similar to Father Time and the Hermit in Tarot) and pointed ears, carrying a large hourglass. The image on the Clow Card reflects this, and it's partner card, Return is shown as a robed young woman indicating opposites. This may be a reference on their powers because Return would be forever young by regresing back in time while Time would keep aging because of its continuos flow.
Clow Powers: The Time is able to control time's flow by simply flipping his hourglass. When called upon in his Clow card form, Time stops the flow of time for most. In reality, Time throws the user into another time frame, speeding up so greatly that all other creatures seem frozen, though they are actually still moving at normal speed. You are free to act for 1 round of apparent time. You can manifest powers, cast spells, move, or perform other types of actions, subject to the restrictions outlined in the Temporal Acceleration power. After returning to the normal temporal frame, the user is exhausted, as the Time strains the user's body of magic.
Sakura Powers: The Time is one of the most powerful card in existance, with its true powers resting in its Sakura Card form. When activated, the Time uses its power in reverse, reverting time up to 24 hours, as if under the effect of the Forced Dream power, with one exception; anyone with a caster level greater than or equal to half the user's class level can make a will save (DC= User's class level + CHA mod) retains their memory of the events that transcribed within the period. This power, however, is risky, as each time the user reverts time, they begin in a weakened state, as any spell slots expended during the period of time before the reversion remain spent until they get 8 hours of rest. [For more information, please see this post of the discussion thread.] (http://www.giantitp.com/forums/showthread.php?p=15592895#post15592895)
Card Under: The Dark
DM Notes:
http://images1.wikia.nocookie.net/__cb20110701083157/ccs/images/thumb/3/33/The_Time.jpg/150px-The_Time.jpg


http://images4.wikia.nocookie.net/__cb20091108221809/ccs/images/thumb/4/40/The_erase.jpg/150px-The_erase.jpg

The Erase
Card Type:
Personality:
Stat Block:
Description: Erase often appears as a bank of pale greenish gray fog, but its visible form is a small imp dressed in a yellow-and-white-patterned court jesters outfit. The sleeve cuffs are wide and pointed. It has a large ruff around its neck with a tall hat with two long points that trail almost to the ground. On the card, it carries a cape posed as if to hide something -- similar to how magicians use capes during a magic trick. Two points on the cape are tipped in balls, like her hat.
Clow Powers: The Erase has the power to make almost anything, including people, disappear. When summoned, the Erase performs one of two techniques. By covering the target with her cape, Erase removes the target from the current dimension, placing them within a pocket dimension similar to a Bag of Holding. The target can attempt to hold out and remain in the current dimension by making a Fortitude Save (DC= Class level + CHA modifier). On a successful save, the target resists the pull of Erase's cape and remains where they are. On a failed save, however, the target is transported into the pocket dimension. Living creatures currently trapped can make another Fortitude Save (DC=Class level + CHA mod - 1 per previous attempt) after a number of rounds equal to the user's CHA modifier. Anything inside this dimension is paused in time, needing no air, food, or water while within. Once something has been affected by Erase it can be returned, but if that person or object remains in the pocket dimension for 24 hours, it disappears permanently. Upon sealing the Erase, the user can empty the pocket dimension, restoring everything within to its original state, or leave it in there to disappear forever.
Sakura Powers: In its Sakura Card form, The Erase's powers increase what it can affect. In Sakura Card form, Erase can even affect magical elements. To erase a magical effect, Erase simply has to wave about her cape. This functions as Dispel Magic, but with one difference. If the target of the effect is an object created by magic of the conjuration or illusion spell school or a similar effect, the item must make a Fortitude Save (DC=Class level + CHA modifier) or be dispelled, as if the item had never existed. The Erase can also be used to erase memories. This functions as the spell Modify Memory, but can only be used to eliminate all memory of an event the subject actually experienced.
Card Under: The Dark
DM Notes:
http://images4.wikia.nocookie.net/__cb20110701084110/ccs/images/thumb/d/de/SakuraErase.jpg/150px-SakuraErase.jpg


http://images2.wikia.nocookie.net/__cb20091108231520/ccs/images/thumb/0/01/The_sleep.jpg/150px-The_sleep.jpg

The Sleep
Card Type:
Personality:
Stat Block:
Description: Sleep resembles a young periwinkle fairy-like little girl with a star on its forehead and one overlarge feathered ear and short hair. Sleep sometimes carries a small wand, which usually produces the magical dust that induces sleep.
Clow Powers:
Sakura Powers:
Card Under: The Dark
DM Notes:
http://images3.wikia.nocookie.net/__cb20110701074438/ccs/images/thumb/f/fa/SakuraSleep.jpg/150px-SakuraSleep.jpg


http://images1.wikia.nocookie.net/__cb20091108230543/ccs/images/thumb/6/6c/The_return.jpg/150px-The_return.jpg

The Return
Card Type:
Personality:
Stat Block:
Description: Return's visible form resembles a swift-moving, tangible black mist. It's Sakura Card image displays a young female holding a blue hourglass, however in its Clow Card form, it is shown holding a blue clock with wings instead. The noticeable resemblance between the spirit of the Return card and the spirit of the Time card maybe indicative of a relation between them, just like with the spirits of the Cloud, Rain, & Storm cards.
Clow Powers: The Return allows its user to witness events in the past as a ghostly observer. In Clow Card form, Return only rewinds time slightly, causing it to act more as the Remote Viewing power, with the exception that the target get no save if on the same plane. Return protects its user from detection (both magical and mundane) but exceptionally powerful or knowledgeable magicians can pierce Return's protections (DC=20 + CHA mod). Return, like The Time, requires a considerable amount of magical power to use; After returning to the normal temporal frame, the user is exhausted, as the Return strains the user's body of magic. One can disrupt Return by using Time, though that is difficult given the amount of effort needed to use Time.
Sakura Powers: The Return is one of the most powerful card in existence, with its true powers resting in its Sakura Card form. When activated, the Return's power fully engages, allowing the user to view events from the past. They can use it in one of two ways: They can watch from a spectral state, as the Clow power's effect, with no strain on the user's body. The second option is to use the power while remaining in control of their body. When used while still in control of your body, the user is able to know any traps placed in their path, [TBD]. This power, however, is risky, as it puts major strain on the user's body, requiring the user to sacrifice one spell slot of the highest level they can cast each minute to keep the effect going. After finishing the use of the Return's Sakura power (in either form), the user is exhausted.
Card Under: The Light
DM Notes:
http://images1.wikia.nocookie.net/__cb20110913005634/ccs/images/thumb/c/c1/Sakura_return.jpg/150px-Sakura_return.jpg


http://images1.wikia.nocookie.net/__cb20091108221233/ccs/images/thumb/a/a4/The_dash.jpg/150px-The_dash.jpg

The Dash
Card Type:
Personality: "Cat-like";
Stat Block: As cat, with Card Traits (ex)
Description: Dash's visible form is a blue, fox-like creature with long rabbit ears.
Clow Powers:The Dash is able to run at supernatural speeds for short distances, and can grant this ability to others as well. When called upon, Dash grants an effect similar to an Expeditious Retreat.
Sakura Powers: In Sakura Card form, the Dash increases your speed further. The Dash doubles your base land speed. In addition, the Clow power may now target an additional number of creatures equal to your Charisma modifier.
Card Under: The Windy
DM Notes:
http://images1.wikia.nocookie.net/__cb20110701083657/ccs/images/thumb/2/20/Dash.jpg/150px-Dash.jpg


http://images2.wikia.nocookie.net/__cb20091108220609/ccs/images/thumb/f/f7/The_create.jpg/150px-The_create.jpg

The Create
Card Type:
Personality:
Stat Block:
Description: Its visible form is a mostly blank storybook.
Clow Powers:
Sakura Powers:
Card Under: The Light
DM Notes:
http://images2.wikia.nocookie.net/__cb20110701090059/ccs/images/thumb/7/75/SakuraCreate.jpg/150px-SakuraCreate.jpg


http://images4.wikia.nocookie.net/__cb20091108214559/ccs/images/thumb/9/9d/The_bubbles.jpg/150px-The_bubbles.jpg

The Bubbles
Card Type:
Personality:
Stat Block:
Description: On its main body, Bubbles appears as a young mermaid-like little girl wearing a blue gem necklace along with some pearls tied around her bubbly head and turns her blue tail into her blue legs.
Clow Powers:
Sakura Powers:
Card Under: The Watery
DM Notes:
http://images2.wikia.nocookie.net/__cb20110701080343/ccs/images/thumb/6/63/Bubbles.jpg/150px-Bubbles.jpg


http://images2.wikia.nocookie.net/__cb20091108233349/ccs/images/thumb/5/55/The_wave.jpg/150px-The_wave.jpg

The Wave
Card Type:
Personality:
Stat Block:
Description: Wave's card form shows a stream, implying some affiliation with water.
Clow Powers:
Sakura Powers:
Card Under: The Watery
DM Notes:
http://images1.wikia.nocookie.net/__cb20110206064331/ccs/images/thumb/9/9c/Sakura_wave.jpg/150px-Sakura_wave.jpg


http://images2.wikia.nocookie.net/__cb20091108230704/ccs/images/thumb/c/c7/The_sand.jpg/150px-The_sand.jpg

The Sand
Card Type:
Personality:
Stat Block:
Description: One of Sand's visible forms is a flow of sand that moves vaguely like a serpent. Its card form, never seen as a visible spirit, depicts a woman with elbow length hair that seems to be in braids, dressed in Arabic clothes (harem pants, crop top, sleeves and shoes) and seemingly made of sand. Covering its ears are what appear to be circular disks, and a oval red gem featured prominently on its forehead.
Clow Powers:
Sakura Powers:
Card Under: The Earthy
DM Notes:
http://images4.wikia.nocookie.net/__cb20110701082352/ccs/images/thumb/5/5a/Sand.jpg/150px-Sand.jpg


http://images4.wikia.nocookie.net/__cb20091108222831/ccs/images/thumb/9/96/The_fly.jpg/150px-The_fly.jpg

The Fly
Card Type:
Personality:
Stat Block:
Description: Fly resembles a giant white bird with a long neck and short beak, similar to a cockatiel.
Clow Powers:
Sakura Powers:
Card Under: The Windy
DM Notes:
http://images3.wikia.nocookie.net/__cb20110408115326/ccs/images/9/97/Images_%2810%29.jpg


http://images2.wikia.nocookie.net/__cb20091108232626/ccs/images/thumb/f/ff/The_thunder.jpg/150px-The_thunder.jpg

The Thunder
Card Type:
Personality:
Stat Block:
Description: In its visible form, Thunder resembles a large wolf and is made out of crackling blue-white energy. Its appearance is similar to Japanese mythology, resembling a raiju or thunder creature.
Clow Powers: The Thunder is master of electricity, and as such can call lightning forth at will. This functions as the Lightning Bolt spell, with a caster level equal to your class level.
Sakura Powers: Upon becoming a Sakura Card, the Thunder can call upon the true powers of lightning. This functions as the Chain Lightning spell, with one exception: each secondary target must be within 30 ft. of the last target struck, instead of the primary target. Caster level equals your class level.
Card Under: The Firey
DM Notes:
http://images4.wikia.nocookie.net/__cb20110701080220/ccs/images/thumb/c/c5/SakuraThunder.jpg/150px-SakuraThunder.jpg


http://images3.wikia.nocookie.net/__cb20091108232339/ccs/images/thumb/c/c3/The_sword.jpg/150px-The_sword.jpg

The Sword
Card Type:
Personality:
Stat Block: +5 Pure Ore Oerthblood Obdurium Starmetal Rapier
Description: The Sword has two forms: a sword-shaped brooch and a sword. In both forms it resembles a European rapier. Its hilt and hand-guard resemble Clow's wing emblem. In its card form the Sword is chained by several chains for some unknown reason, like the Shield. However it is one suggested theory that both are in chains due to them being the only cards to transform into actual weapons instead of calling upon an animated spirit. Unusually for a sword, Sword finishes in a diamond shaped tip, rather than a conventional tapered or chiseled tip.
Clow Powers: Your Sealing Wand changes into a magical rapier. It becomes a standard rapier with the same traits as your Sealing Wand, but with two differences: Unlike a normal rapier, the sword can inflict either piercing or slashing damage. Also, when the Sword attacks an opponent behind a magical barrier, it makes a special dispel check, rolling 1d20+1/2 her class level against a DC of 11 + the effect’s caster level. If this check is successful, the effect is instantly negated (all layers in a prismatic effect are destroyed) and the ray goes on to strike the intended target (if the attack roll is successful). The Sword is stopped normally by magical barriers created by a caster of higher level than your levels in the Cardcaptor class.
Sakura Powers:As the Clow Powers, only with two differences: first, the Sword becomeslike a Nimblewright's rapier hands, inflicting 2d6 damage (if medium size), and with a crit range of 12-20, x2. Second, the dispel check is instead made adding her full class level, instead of only half.
Card Under: The Firey
DM Notes:
http://images3.wikia.nocookie.net/__cb20110701091945/ccs/images/thumb/a/ab/SakuraSword.jpg/150px-SakuraSword.jpg


http://images3.wikia.nocookie.net/__cb20091108223232/ccs/images/thumb/5/50/The_glow.jpg/150px-The_glow.jpg

The Glow
Card Type:
Personality:
Stat Block:
Description: In its visible form, it resembles a tiny fairy that has a glowing tail like a firefly.
Clow Powers: The Glow loves to brighten up situations, and can even shine light on mysteries the user is experiencing. When enacting its power, Glow casts off hundreds of tiny softly glowing green orbs that float down slowly to the ground like flower petals. This functions as Dancing Lights, with two differences: First, the user can create a number of spheres equal to her Charisma score. Second, the user can instead separate the spheres into petal-like pieces; when used this way, each sphere separated covers a circle with a radius of 10 ft., and the spell's duration is increased to 1 hour (or until dismissed). In addition, the Glow can also surround targets with special light that prevents hiding. This functions as Faerie Fire. Both effects have a caster level equal to your class level.
Sakura Powers: The light of Glow can calm anyone within its light. Anyone within range of the Glow's Dancing Lights is affected by the spell Calm Emotions while within the area (No Save).
Card Under: The Light
DM Notes:
http://images2.wikia.nocookie.net/__cb20110701092245/ccs/images/thumb/8/88/SakuraGlow.jpg/150px-SakuraGlow.jpg


http://images2.wikia.nocookie.net/__cb20091108225534/ccs/images/thumb/c/cb/The_move.jpg/150px-The_move.jpg

The Move
Card Type:
Personality:
Stat Block:
Description: The Move's true form has been seen only on its Card form. It seems to be a small triangular basket or pendelum with a red gem at its front, and two long 'Clow Wings'.
Clow Powers:
Sakura Powers:
Card Under: The Windy
DM Notes:
http://images3.wikia.nocookie.net/__cb20110701090443/ccs/images/thumb/e/e3/SakuraMove.jpg/150px-SakuraMove.jpg

Getsugaru
2013-07-08, 06:55 PM
http://images1.wikia.nocookie.net/__cb20091108224643/ccs/images/thumb/e/e0/The_little.jpg/150px-The_little.jpg

The Little
Card Type:
Personality: Mischievous; The Little greatly enjoys laughing and taunting those it shrinks to a height of a few inches.
Stat Block:
Description: Little's visible form resembles a tiny, yellowish jester-like little girl. Little is almost an exact copy of its sister card, The Big, except for color and height.
Clow Powers: The Little is able to shrink things into miniature versions of itself by simply touching them. When called upon, The Little grants an effect similar to that of a Reduce Person spell, with one difference; unlike the spell, you may shrink as many size categories as you wish, up to a maximum of Fine size. Also, the Little can be used to negate the effects of the Big, just as the spell Reduce Person can negate the spell Enlarge Person.
Sakura Powers: Same as the Clow powers, except you may also target a number of additional creatures equal to your Charisma modifier.
Card Under: The Light
DM Notes:
http://images2.wikia.nocookie.net/__cb20110701083751/ccs/images/thumb/1/19/Little.jpg/150px-Little.jpg


http://images2.wikia.nocookie.net/__cb20091108225114/ccs/images/thumb/4/4b/The_maze.jpg/150px-The_maze.jpg

The Maze
Card Type:
Personality:
Stat Block:
Description: Maze is normally invisible from the outside, but from the inside it resembles a multi-dimensional green maze with upside-down staircases and impossible perspectives similar to those drawn by M. C. Escher in his sketch called "Relativity."
Clow Powers:
Sakura Powers:
Card Under: The Earthy
DM Notes:
http://images2.wikia.nocookie.net/__cb20110701081551/ccs/images/thumb/4/47/Maze.jpg/150px-Maze.jpg


http://images3.wikia.nocookie.net/__cb20110701092812/ccs/images/thumb/7/7a/SakuraSnow.jpg/150px-SakuraSnow.jpg

The Snow
Card Type:
Personality:
Stat Block:
Description: Snow's visible form resembles a traditional Japanese 雪女 yuki-onna, or Snow Woman. She wears a blue-white kimono with a wide collar and a blue obi tied in a wide bow and a necklace that appears to be made from ice crystals. She has a blue ice crystal on her forehead in Clow Card form, orange as a Sakura Card. Her visible spirit has an upward facing yellow crescent moon on her forehead.
Clow Powers:
Sakura Powers:
Card Under: The Watery
DM Notes:
http://images3.wikia.nocookie.net/__cb20110701092940/ccs/images/thumb/4/42/TheSnow.jpg/150px-TheSnow.jpg


http://images2.wikia.nocookie.net/__cb20091108232505/ccs/images/thumb/9/94/The_through.jpg/150px-The_through.jpg

The Through
Card Type:
Personality:
Stat Block:
Description: Through's card form shows a young woman dressed in a flowing gown of the Oriental style, with long hair styled into two loops at the top of the head held by a ball then falling into a very long tail. She wears ball earring and has a eliptical oval shape on her forehead. She is pictured jumping through a silver, presumably solid, disk.
Clow Powers: The Through helps the user move through difficult situations, whether they're physical objects or social situations. For 1 minute per class level, the Through allows the user to attempt to phase through solid objects. When you use a move action to move at least 5 feet, you can become incorporeal during the movement. Among other effects, this means that you can cross difficult terrain without penalty and even pass through walls. However, you become corporeal after each move. Thus, if you perform a double move, you must end your first move in a space where you can return to being solid before becoming incorporeal again for the second part of your move. To pass through an object (wall, door, etc.), the user must make a Will save (DC=Wall's Harness rating + 1 per inch of thickness). Succeeding on the Will Save means you successfully move through the wall. Failing by 4 or less means you were unable to enter and phase through the wall. Failing by 5 or more means you successfully enter the wall, but suddenly turn solid halfway through, ending your movement still within the wall. If you are within a solid object when your incorporealness ends, you are immediately shunted to the nearest open space, taking 1d6 points of damage per 5 feet that you so travel (min. 1d6). In addition, while under the effect of Through, you gain a +20 bonus to Sense Motive checks, representing how the Through can move you through difficult situations.
Sakura Powers: In Sakura Card form, Through's powers of phasing improve, allowing the user to temporarily jaunt through the ethereal plane while moving. This functions as the Clow card power, but with a few exceptions. First, instead of becoming incorporeal, you become ethereal during the movement. Second, while moving, you are not subject to attacks of opportunity except from creatures that can see into the Ethereal Plane and affect ethereal creatures. Finally, while using this ability, you are subject to possible attack by creatures on the Ethereal Plane. As a general guideline, the DM should roll once on the Ethereal Plane Encounters table (page 152 of the Dungeon Master’s Guide) for each encounter during which you use this ability, with a result of 01–80 indicating that no danger lurks on the Ethereal Plane in that location.
Card Under: The Firey
DM Notes:
http://images3.wikia.nocookie.net/__cb20110701091547/ccs/images/thumb/a/aa/Through.jpg/150px-Through.jpg


http://images2.wikia.nocookie.net/__cb20091108224257/ccs/images/thumb/6/64/The_libra.jpg/150px-The_libra.jpg

The Libra
Card Type:
Personality:
Stat Block:
Description: The Libra Card shows a pan-scale, one side holding a sun and the other holding a moon. Libra's form is reminiscent of the astrological sign of Libra. The idea of the scale is also used as a symbol of justice and truth.
Clow Powers:
Sakura Powers:
Card Under: The Earthy
DM Notes:
http://images1.wikia.nocookie.net/__cb20110701085956/ccs/images/thumb/5/58/Libra.jpg/150px-Libra.jpg


http://images3.wikia.nocookie.net/__cb20091108221438/ccs/images/thumb/0/08/The_dream.jpg/150px-The_dream.jpg

The Dream
Card Type:
Personality:
Stat Block:
Description: One of Dream's visible forms is a mysterious blue butterfly, that looks almost like the sky. Another form is a female humanoid with long straight hair, dressed in a flowing caplet, cut in short points in front, and an tall, wide elaborate headdress that covers its eyes, perhaps indicating its status as a blind prophet, such as the Greek prophet Tiresias, and also indicating "sleep", since if one sleeps, the eyes are closed, like the headdress that covers Dream's eyes, and if one sleep, he/she might have dreams.
Clow Powers:
Sakura Powers:
Card Under: The Dark
DM Notes:
http://images2.wikia.nocookie.net/__cb20110701081832/ccs/images/thumb/b/bb/Dream.jpg/150px-Dream.jpg


http://images4.wikia.nocookie.net/__cb20091108221608/ccs/images/thumb/3/39/The_earthy.jpg/150px-The_earthy.jpg

The Earthy
Card Type:
Personality:
Stat Block: Same as Earth Elemental, but with a +20 to grapple checks and Double the Land Speed
Description: One of Earthy's visible forms is a giant serpentine dragon formed of stone. Another appears as the woman depicted on the Card. It is shown in a close up of the card that she wears a cape and has a small cluster of green crystals on her forehead and her hair is in two swirls. Her bodice is crystalline and many crystals make up her large standing collar. She also has crystal cluster earrings.
Clow Powers: You summon forth the earth elemental Earthy, who comes forth to serve you for 2 rounds per class level. The size Earthy takes when you summon her depends on your class level: 1-3: Small, 4-6: Medium, 7-9: Large, 10-12: Huge, 13-15: Greater, 16-20: Elder. In addition, Earthy receives a bonus to grapple checks equal to your class level.
Sakura Powers:
Card Under: The Light
DM Notes:
http://images4.wikia.nocookie.net/__cb20110701090753/ccs/images/thumb/6/60/Earthy.jpg/150px-Earthy.jpg


http://images2.wikia.nocookie.net/__cb20091108230112/ccs/images/thumb/3/35/The_nothing.jpg/150px-The_nothing.jpg

The Nothing
Card Type:
Personality:
Stat Block:
Description: The Nothing is composed of a spherical black void of emptiness where nothing exists. In the center of this black void, one could make out a young girl with long, silvery hair wearing a frilled dress. There is a constant expression of sorrow on the girl's face.
Clow Powers:
Sakura Powers:
Card Under: N/A
DM Notes:
http://images3.wikia.nocookie.net/__cb20080714091012/ccs/images/7/7b/CCS_Clow_Card.jpg


http://images3.wikia.nocookie.net/__cb20080714091034/ccs/images/9/9b/CCS_Sakura_Card01.jpg

The Nameless Card
Card Type:
Personality:
Stat Block:
Description: This card has a winged heart and a crown on it.
Clow Powers:
Sakura Powers:
Card Under: N/A
DM Notes:
http://images1.wikia.nocookie.net/__cb20091108225654/ccs/images/thumb/b/b2/The_nameless_card.jpg/150px-The_nameless_card.jpg


http://images3.wikia.nocookie.net/__cb20080714091034/ccs/images/9/9b/CCS_Sakura_Card01.jpg

The Hope
Card Type:
Personality:
Stat Block:
Description: The Hope Card shows a young girl with an expression of happiness on her face instead of sorrow from The Nothing. She is embracing the winged heart that was pictured on the Nameless card.
Clow Powers:
Sakura Powers:
Card Under: N/A
DM Notes:
http://images1.wikia.nocookie.net/__cb20091108223643/ccs/images/thumb/9/98/The_hope.jpg/150px-The_hope.jpg

Getsugaru
2013-07-08, 06:59 PM
Other Stuff:

Dress for Success Costumes:Red Cape Costume:
http://images4.wikia.nocookie.net/__cb20091109222852/ccs/images/thumb/9/99/2bigger_%281%29.gif/180px-2bigger_%281%29.gif
Appearance: The costume consists of three main colors, which are red, navy and white. The costume is made up of three parts: the cape, the bodysuit and the white suit, making the whole outfit very light. The white suit is lined with gold rims and has two short tails, which do not get in the way whilst the Cardcaptor is fighting. The navy bodysuit is situated under the white suit and extends from the Cardcaptor’s arms to just above her legs. This provides her with some warmth whilst fighting in the night. The Cardcaptor also wears some white gloves, which overlap on the navy bodysuit.
In addition to the navy bodysuit, the Cardcaptor also wears a pair of long navy socks, which finish just above her knees. She also wears a pair of white and red trainers where the soles and buckles of the trainers are red and the rest is white.
The main focus point of the whole outfit is of course, the red cape. It is very long and extends all the way to the floor with a serrated edge. The cape is tied together with a large red ribbon at the front of the outfit.
With every outfit, there has to be a hat to finish the outfit off. The red hat for this outfit is used to match the cape and adjusted so that it fits nicely onto the back of the Cardcaptor’s head. Attached to the back of the hat are two navy tails that are very long. The navy tails both have a gold buckle attached to the each of them.
Card to use Against: The Shadow
Benefits: You gain a (gnome) battle cloak. You also gain a +2 bonus against fear effects.
Prerequisites:

Blue Jester Costume:
http://images3.wikia.nocookie.net/__cb20091109224510/ccs/images/thumb/e/ec/Sakura_blue.jpg/180px-Sakura_blue.jpg
Appearance: The outfit consists of 3 colors, which are white, blue and yellow. One of the main features of this outfit is that it is extremely light, very easy to move around in and it is streamline. To make sure that the outfit doesn’t get in the way, the whole skirt is split so that the Cardcaptor doesn’t trip on the skirt of the outfit.
The are two main parts of this outfit: the navy bodysuit and the white suit with the skirt. The navy bodysuit is used to protect the Cardcaptor and is well hidden underneath the white suit. In addition to the navy bodysuit, the Cardcaptor wears a pair of very long navy gloves.
The main part of the outfit, the white suit, is very eye catching and has a split skirt, which allows the Cardcaptor to easily move around in the outfit. Attached to the end of each tail is a small ball and the tails at the front of the skirt are far smaller than the rest of the outfit. The suit is very small although this allows the Cardcaptor to move around freely in the outfit. There are two large cuffs, which replace the sleeves on the suit. This outfit also has a high collar with two tails at the front with yellow balls attached to it.
The blue hat is another focus point of this outfit. It has a white hem and there are two yellow circles on either side of the hat. Two long slender blue tails also extend from the hat, which each have a yellow ball attached at the end. This hat is designed to fit on the back of the Cardcaptor’s head in order to make sure that the tails do not get into the way whilst fighting.
Lastly, the blue shoes finish off this outfit. It has a yellow hem and they are ankle-high with the end of the boots curling back, like the kinds of shoes that jesters would wear. Attached at the end of each shoes is a small ball.
Card to use Against: The Watery
Benefits:
Prerequisites:

Space Cadet Costume:
http://images1.wikia.nocookie.net/__cb20091109230047/ccs/images/thumb/8/82/Pink_%22Judy_Jetson%22-type_Dress.gif/180px-Pink_%22Judy_Jetson%22-type_Dress.gif
Appearance: This outfit has a futuristic look espically with the rims on the edge of the skirt and also the head gear. This outfit is made of elastic and not rubber. This makes the whole outfit more comfortable for the Cardcaptor to wear and also to get through tight spaces like branches. It is very easy to move in.
The costume is a light pink color with white rims around the skirt and her shoulders. The outfit is mainly made up of 3 colors, white, pink and yellow. The skirt is very open and seems to be kept in a fixed position but is also very elastic. The skirt is made up of a white sort of padding that has 2 rims. The rest of the skirt is all pink and this extends all the way to her collar and shoulders.
Although on her torso, there is a golden plate that is attached to the white parts on the Cardcaptor's shoulder. The sleeves are attached to the main dress and there are 3 white rims at the top of the sleeve with a yellow dot which looks like it attaches all of the dress together. The whole sleeve is white and the Cardcaptor wears gloves that go over the white sleeves. The gloves are white as well but have a pink bar going across them with 2 yellow dots again on either side of the bar.
The head dress that the Cardcaptor wears is a pink hairband with 2 yellow dots but at each end of the hairband, there are large white wings that really accent the whole outfit. And lastly the boots. The boots are white but have a pink sole and it also has a pink rim with 2 dots on either side of it. The boots extend to just past the Cardcaptor's ankles. It is also waterproof.
Card to use against: The Rain, The Wood
Benefits: Increase maximum Dexterity bonus by an additional +2 and decrease the armor check penalty by an additional +2 (max +0).
Prerequisites:

Pastel Bunny Costume:
http://images2.wikia.nocookie.net/__cb20091109230717/ccs/images/thumb/e/e9/Costume5.gif/180px-Costume5.gif
Appearance: The outfit is based on a rabbit/bunny and the outfit mainly consists of 3 main colors which are a pastel blue, a pastel pink and yellow. This outfit is pretty basic and there is not much too it. The main part of the outfit is pastel blue but it is lined with 3 yellow balls which are neatly aligned down the centre of the outfit. Although the pastel blue part of the outfit only goes to the base of the sleeves and the top of the legs. The sleeves and the shorts are pastel pink the sleeves in particular are puffy to just where the long pastel blue gloves start. Also the Cardcaptor wears some pastel blue gloves which don't cover her fingers.
At the back, this outfit has another yellow ball but this is fluffier and slightly larger than the buttons on the front of the costume. This really finished the main body of the outfit. The most striking part of the whole outfit is the bunny ears atop the Cardcaptor's head. It is just a head band with 2 white bunny ears but the left ear is bent. Also the Cardcaptor wears white tights that go all the way up to the main outfit but the Cardcaptor's shoes also resemble the main outfit since it is a pastel blue color with a small yellow ball. Her shoes are just below her ankles but this really finishes the whole outfit off.
Card to use Against:
Benefits:
Prerequisites:

Umbrella Costume:
http://images3.wikia.nocookie.net/__cb20091109231846/ccs/images/thumb/d/d3/6bigger.gif/180px-6bigger.gif
Appearance: This outfit is mainly a yellow color but it also has grey parts on her shoulder and a white hems on the skirt. The main part of the outfit is the skirt since it looked like an umbrella but it is also the focus point of the whole outfit. The skirt focuses out of the centre into split parts so it gives the Cardcaptor more freedom when capturing the card. It has a frilly hem and this goes all the way around the skirt. The skirt is attached to the main outfit. The main outfit is again pretty basic since there is only the yellow part and the top part of the outfit which is white goes all the way to the collar. There are some shoulder pads which go over the main part of the oufit and they are yellow with a grey strip going all around them. The whole shoulder pad does not touch the Cardcaptor's shoulder, giving it a slightly futuristic look.
The tights are very white and they go just past the Cardcaptor's ankles but also have frilly bits at the top. The shoes are mainly white but with a yellow sole and also with a yellow sides and with a white bar going over the front of the shoes. The Cardcaptor also wears some white gloves which are yet again frilly at the end but they only go just past the wrists.
The skirt also seems to split since on the Clow staff whilst using Fly, the skirt does not get in the way.
Lastly, the headwear is a yellow band and it goes over the Cardcaptor's head.
Cards to use Against:
Benefits: While wearing this costume, the Cardcaptor gains a constantly active feather fall effect.
Prerequisites:

Bat Burglar Costume:
http://images4.wikia.nocookie.net/__cb20091109232938/ccs/images/thumb/0/05/Costume7.gif/180px-Costume7.gif
Appearance: The outfit seem to be based on a bat due to the bat wings on the back of the outfit. The main part of the outfit is a crop top and there are diamonds going all around the edge of the crop top and another diamond just below her collar. The sleeves extends all the way to her gloves and the whole outfit is a teal color with light purple diamonds. The crop top also has an extended collar which extends half way up her neck.
The shorts she wears match the teal outfit although they do not have any diamonds. The shorts are very short and you can see part of the Cardcaptor's thighs before reaching the long teal tights/boots. This makes the shorts really easy to move around in.
The hat is again teal color and it goes on the back of the Cardcaptor's head. On either side of the hat there are purple diamonds and the hat really matches the whole outfit. The hat just rests on the back of the Cardcaptor's head.
Finally, the gloves are black with a light purple diamond on her wrist. The gloves are fingerless. The gloves match the color of the outfit.
Cards to use Against:
Benefits:
Prerequisites:

Pink Cat Costume:
http://images2.wikia.nocookie.net/__cb20120530065546/ccs/images/thumb/d/dc/CostumeEp8.jpg/180px-CostumeEp8.jpg
Appearance: The whole outfit mainly consists of pink and black with 3 yellow bell’s attached on the costume. The costume is designed in a rubbery fabric to prevent electrocution and is also designed to be easy to move in. It is made up of a pink skirt, vest and a black bodysuit. The skirt/vest is short, frilly and colorful. The skirt is very cylindrical and remains in the same shape no matter what the Cardcaptor does. The top part of the vest joins with the sleeves and the vest looks slightly like an apron. Attached to the top part of the vest and part of the body suit are bells. The black body suit extends from the top of the Cardcaptor’s torso to the boots. At the back of the vest, just above the skirt, on the Cardcaptor’s waist is a pink bow with long tails and a bell attached on each tail. Also attached to the skirt is a slender black cat tail.
The boots are mid calf length and the top half of the boot is light pink and the lower part of the boot is black. There are also buttons on the side of the boots. To finish the costume off, there is a headband with cats ears to match the outfit and also to make it cute.
Cards to use Against:
Benefits: While wearing this costume, the Cardcaptor gains electricity resistance 5, or in creases their electricity resistance if they already have it.
Prerequisites:

Fairy Costume:
http://images2.wikia.nocookie.net/__cb20091109234117/ccs/images/thumb/d/d6/Costume9.gif/180px-Costume9.gif
Appearance: There is very little to this costume apart from the dress. The dress is the main focus point. The skirt part of the dress is cylindrical with frills. The dress is sleeveless and under the skirt is a pair of puffy shorts. On the front of the skirt is a seam with a yellow circle at the top of the seam.
Yellow arm and wristbands have been used throughout the costume. She also has a necklace made of the same material as the armbands. The Cardcaptor also has 2 scrunchies tying her hair together and 2 scrunchies on the top of her shoes. The shoes are ordinary white shoes with 2 pom-poms which are the same as the scrunchies used throughout the costume.
The main focus point of the whole costume is the green fairy wings on the back of the dress. They are aerodynamic and therefore make it easier for the Cardcaptor to move around in.
Cards to use Against:
Benefits:
Prerequisites:

Witch Costume:
http://images2.wikia.nocookie.net/__cb20091109234435/ccs/images/thumb/0/09/Costume10.gif/180px-Costume10.gif
Appearance: There are 3 primary colors to this costume, which are blue, red and yellow along with the black areas of the costume. The main part of the costume, the top of the bodysuit is black and this bodysuit is sleeveless. Attached to the bottom of the bodysuit is a part of dark blue shorts with black rims. The belt of the shorts is also dark blue and has 2 buttons. The Cardcaptor wears some very nice black gloves along with a cape. The cape is made up of all 3 colors (red, dark blue and yellow) where the outside of the cape is blue with a yellow lining and red on the inside. The collar of the cape is also made up of red with a yellow lining. The cape is quite long as it reaches just past the Cardcaptor’s ankles and it is cut in the center of the cape to leave 2 large points on either side. This allows the cape to be out of the way when trying to capture Clow Cards. The cape ends with a little yellow wing pendant, which attaches the 2 sides of the cape together.
One of the main features of this costume is, of course, the cute witch’s hat. The hat is mainly dark blue with red rims. There is a dent in the middle of the hat, which forces the hat pointing downwards. Lastly, there are blue thigh high tights and black shoes.
Cards to use Against:
Benefits:
Prerequisites:

Puffy Pink Dress:
http://images4.wikia.nocookie.net/__cb20091109235354/ccs/images/thumb/7/73/Costume11.gif/180px-Costume11.gif
Appearance: This costume is made up of 2 colors, which are cream and light pink. The costume mainly consists of a dress and a hat. The main part of the dress fits neatly to the Cardcaptor’s waist and the skirt is very puffy and it is also puffy at the shoulders of the costume. The main part of the dress is very creased and at the center of the costume, there is a split down the middle of the costume where you can see the cream shirt underneath. At the back of the dress is a very large cream bow tie which is attached just above the waist and a smaller bow tie is attached at the front of the dress.
A pair of long cream tights cover from the end of the dress to the shoes. The shoes are light pink with a little bow on top. The hat is very flat and is set on the back of the Cardcaptor’s head. It also has a small pink bow on the front.
Cards to use against:
Benefits:
Prerequisites:

Song Costume:
http://images3.wikia.nocookie.net/__cb20091110000036/ccs/images/thumb/0/0c/Costume12.gif/180px-Costume12.gif
Appearance: This costume is a dark pink with touches of cream, light blue and black. The skirt part of the dress is very cylindrical and falls just below the Cardcaptor’s ankles. There is a cut at the front of the skirt to show the light blue ruffles of the underskirt. The main part of the dress is dark pink and has long sleeves. On the chest is a large black quaver note and to finish off the dress, there is a cream colored collar which is cut at the front so that the black quaver note is visible. The costume is finished off with a pair of cream gloves, which overlap on the dress.
The main focus point of the costume is the hat. Like the puffy pink dress costume, the song hat is placed on the back of the Cardcaptor’s head and is cylindrical.
On the right hand side of the hat there is another black quaver note to match the quaver note on the chest. White colored tights are worn with the costume. The costume is finished off with a pair of pink shoes with a buckle strap placed around the back of the ankle and crossing over on top of the foot.
Cards to use Against:
Benefits:
Prerequisites:

"Wonderland" Pinafore:
http://images4.wikia.nocookie.net/__cb20091110000557/ccs/images/thumb/9/9a/Costume13.gif/180px-Costume13.gif
Appearance: This outfit is a long blue dress with a white apron on top of the dress. At the shoulders of the blue dress, it seems to be very puffy and this fits well with the apron as the sleeves on the apron are also puffed up. Underneath the skirt, is a white petticoat, which has crinkled rims. Attached to the back of the dress is a large white bow tie, which is attached to the waist of the costume. On the blue dress there is a creamy two-pointed collar and a line of 3 dark blue buttons. Also at the end of the sleeves are 2 cream wrist cuffs. Underneath the skirt is a part of knee length ruffled shorts along with a part of cream colored tights.
The shoes of this costume are light blue with a buckle on top. And lastly, to finish the costume off, there is a large pink bow attached to the back of the Cardcaptor’s head.
Cards to use Against:
Benefits:
Prerequisites:

Green Jester Costume:
http://images1.wikia.nocookie.net/__cb20091110001231/ccs/images/thumb/8/8a/Costume20.gif/180px-Costume20.gif
Appearance: The whole outfit consists of 3 colors which are orange, green and yellow. The costume is designed to be not only lightweight but also to be easy to move in and to not get in the way. The Cardcaptor wears shorts under the skirt of the costume. The skirt of the costume is split at the front on the costume making it easier to run around in and easier for the Cardcaptor to fly on her staff.
The bodysuit is a light green color and covers the top half of the Cardcaptor’s body and her arms. The bodysuit is finished off by a pair of lime green shorts. The vest is orange color with yellow outline on the edge of the costume. The skirt covers the top half of the body and it is clasped together at two points on the front of the costume by 2 green buttons. The vest is puffed out at the rims on the sleeves of the body suit to show the distinction between the bodysuit and the vest.
The orange vest and bodysuit are well color co-ordinated with the hat and the shoes. The hat is one of the main focus points of the costume. It is a large puffy version of a jester’s cap. Where the cap is attached to the Cardcaptor’s head, there is an orange rim outlined with yellow. At the back of the hat are two green, slender tails, which extend from the top of her head to the bottom part of the vest. The long socks of the costume extend from above the knees to the orange boots. The orange boots also have yellow outlines and the top part of the boot is clasped together with one green button on either boot.
The gloves are made of a dark green and are outlines in yellow, contrasting against the light green of the outfit.
Cards to use Against:
Benefits:
Prerequisites:

Winged Costume:
http://images2.wikia.nocookie.net/__cb20091110002142/ccs/images/thumb/5/5b/Costume14.gif/180px-Costume14.gif
Appearance: This costume mainly consists of 3 colors, which are red, blue, and yellow. The main costume is a short bodysuit, which is dark blue, and has white sides with yellow rims that meet with the blue part of the bodysuit. The shoulders of the body suit are puffed out and the sleeves are very long and also form finger less gloves at the end of the bodysuit. Above the body suit is a pair of wings that run along the top half of the Cardcaptor’s chest. The wings are the same on the back of the costume and the red dot at the center of the wings attaches the wings to the costume.
This costume features a winged headband. The headband is dark blue with 2 golden wings attached at each side of the headband. Red dots at the bottom of the wings connect the wings to the headband. On the back of the costume, the wings have 2 long, light blue tails that are attached to them. The tails are attached to the wings by the red dot on the back of the wings. At the end of each tail, there is a red dot on both tails and they have a triangular cut to finish.
The boots are just above the knee and are made up of a dark blue fabric with a light blue dot on each leg. It also has yellow rims on the top of the boots.
Cards to use Against:
Benefits:
Prerequisites:

Snow Bunny Costume:
http://images2.wikia.nocookie.net/__cb20091110002839/ccs/images/thumb/5/5e/Costume15.gif/180px-Costume15.gif
Appearance: The coat consists of 2 main colors, which are Red and Yellow. It has very long sleeves and is designed to keep the Cardcaptor warm. On the front of the coat is a zipper with a little ball of wool at the top, which is supposed to resemble a bunny’s tail. At the back of the coat, is another ball of wool on the back of the coat just above the waist, resembling a rabbit's tail. The hood of this costume features 2 bunny ears attached to the hood. The inside of the bunny ears are made out of a yellow fabric whereas the rest of the hood is made out of the red fabric of the coat. Also, the Cardcaptor is wearing a pair of yellow gloves.
Just under the coat is a yellow shirt and skirt, which is made out of a light yellow fabric. The skirt is based on the same design as the puffy pink dress costume. The skirt is puffed out and is very short. After the skirt is a pair of long cream tights. The costume is finished with a pair of red boots with a ball of wool on the front of each boot.
Cards to use Against:
Benefits:
Prerequisites:

Pink Flower Costume:
http://images2.wikia.nocookie.net/__cb20091110003458/ccs/images/thumb/d/da/Costume28.gif/180px-Costume28.gif
Appearance: The main focus point of this costume is the very long dress, which is split at the waist on the front of the outfit to show a pair of black shorts. The dress is light pink with black rims and small yellow flowers dotted in the corners of the dress. The inside of the dress is pink and slightly ruffled. The dress is shorter in the front than the back. The dress is zipped together at the top. There are 2 long black stripes near the shoulders going vertically with additional yellow flowers on the end. This dress has sleeves and it also has black gloves to match with the costume. Underneath the dress, there is a pair of black shorts.
There is also a pair of thigh high boots that are just plain black. Lastly, the hat is based on the same style as the costume and it is cylindrical with a black rim. On either side of the hat, there is a small yellow flower.
Cards to use Against:
Benefits:
Prerequisites:

Pink Cape Costume:
http://images2.wikia.nocookie.net/__cb20091110003743/ccs/images/thumb/6/6f/Costume16.gif/180px-Costume16.gif
Appearance: The main focus point of this costume is the pink cape. The cape is a basic light pink full cut with the inside of the cape a dark pink. The cape overlaps onto the bodysuit, which forms a collar and is joined together by a yellow bow tie with extremely long tails. The tails are finished off with two yellow pom-poms. Underneath the cape is a short white and light yellow bodysuit with two seams running up the edge of it. The sleeves of the body suit are very long and a pair of white gloves overlap them. The legs of the bodysuit are light yellow and consist of a double puff of fabric, which end the bodysuit.
The thigh high socks are purple and are used to make sure that the Cardcaptor is warm and comfortable. They are cuffed at the top, which suggests that the socks are extremely long.
The hat is placed on the back of the head, like usual, and is a light pink. On both sides of the hat are two half circles which are inset into the other. The trainers are white with a pink rim and sole and have a yellow bow with pom-poms at the end of the bow, attached to each shoe.
Cards to use Against:
Benefits:
Prerequisites:

Advanced Dress for Success Costumes:
Rain Costume:
http://images2.wikia.nocookie.net/__cb20091110004059/ccs/images/thumb/3/3e/Costume34.gif/180px-Costume34.gif
Appearance: This costume mainly consists of a bodysuit and cape. The 3 main colors of this costume are blue, yellow and orange. The bodysuit is mainly yellow and orange and the bodysuit widens at the waist. The top half of the costume is orange but it splits and changes to a yellow color. The sleeves are a cream color and are attached to the bodysuit. Though the Cardcaptor wears fingerless gloves with an orange button attached to the top, the bodysuit covers the Cardcaptor’s fingers as well. The cape is very long and instead of a flat line cloak, the ending of the cloak resembles water. At the end of each tip of the cloak is a red ball. The cloak is fixed to the bodysuit by a red button on the front of the bodysuit.
On the bodysuit and cape, there is a hood which has a point ending to the hat with a red ball attached to it. The rims of the hood are light blue with a red ball on either side of the hood.
The socks are thigh high and with a red ball at the top, which is cut in half and attached to the sock. The shoes are orange and have a red ball attached to them at the top.
Cards Empowered:
Benefits:
Prerequisites:

Pink Dress Costume:
http://images1.wikia.nocookie.net/__cb20091110004419/ccs/images/thumb/d/d3/Costume29.gif/180px-Costume29.gif
Appearance: There are about 3 main colors to this outfit, which are pink, cream and yellow. This costume has a bodysuit and a dress on top. The body suit is sleeveless and is cream colored. It has yellow rims and on the shorts, it is folded up and clasped together with 2 buttons. The dress is light pink and the skirt has very big frills. At the front, a portion of the skirt is cut away so you can see the shorts. The top part of the dress is also sleeveless and has 2 straps to hold the dress in place. The dress is clasped together with a piece of fabric with 6 buttons on. The dress has yellow rims.
The boots are cream colored and have pink fabric clasped on the top of them like the front of the dress. They are attached onto the shoe by six buttons and goes around the whole boot. The hat is again cream colored but with a large piece of pink fabric on the front. It is clasped together on the side with 3 buttons and lastly, the gloves are yellow.
Cards Empowered:
Benefits:
Prerequisites:

Grey Star Costume:
http://images2.wikia.nocookie.net/__cb20091122212106/ccs/images/thumb/5/5d/34903893.jpg/180px-34903893.jpg
Appearance: This costume is very simple and mainly consists of grey, black and white fabric. The top part of the costume goes over the main dress and skirt. The top part of the costume has a very formal look and it is white with a black rim. 4 buttons line the front part of the costume and on the right hand side of the costume, there is a yellow star stamp with black ribbon coming from the bottom of it. At the back of the costume, the top part of the costume divides into 2 tails, which are very long and extend to the Cardcaptor’s knees. The bottom part of the outfit is just a plain white shirt with a long skirt. The skirt is serrated although the front part of the skirt is flat and grey. The grey gloves are split on the side and have black rims.
The boots are thigh high and match well with the rest of the costume. They are grey with black rims on the top of the boots. The sides of the boots have 4 black buttons and the top part of the boot is split. The hat is cylindrical and is grey. On one side of the hat, there is a ribbon with a yellow star stamp on it.
Cards Empowered:
Benefits:
Prerequisites:

Blue Sheep Costume:
http://images2.wikia.nocookie.net/__cb20091110005161/ccs/images/thumb/6/6d/Costume33.gif/180px-Costume33.gif
Appearance: This costume has a cream/yellow bodysuit with a large blue dress. The blue dress overlaps on the bodysuit and the front part of the dress only extends to the bottom of the Cardcaptor’s chest. The skirt is very wide and frilly and falls just below the Cardcaptor’s knees. Since the front part of the dress is very short, the skirt only really covers the back. On the front of the dress, there are 2 pom-poms that serve as buttons and a rather curly collar. The dress has sleeves and also there are yellow gloves over the sleeves. The body suit is very short although at the end of the bodysuit, the fabric is turned upwards.
This costume uses long cream tights and the shoes are light blue with a cream pom-pom on the front of each shoe. The shoes are based on a jester as the tip of the shoe is folded upwards into a circle. Lastly, the hat is light blue with a yellow rim and it is also based on a jester as on both sides of the hat, the hat is curled up.
Cards Empowered:
Benefits:
Prerequisites:

Cool Costume:
http://images1.wikia.nocookie.net/__cb20091110005426/ccs/images/thumb/2/26/Costume36.gif/180px-Costume36.gif
Appearance: This costume consists of 2 main colors, which are blue and yellow. The top part of the costume is a large collar that covers part of the main dress. It is blue with yellow rims and has large shoulders but it is sleeveless. The collar is split at the front of the costume although at the back, it is not split and is straight. The main part of the dress is frilly and is very cylindrical. It is split at the front of the skirt so that you can see the light blue shorts of the bodysuit. The bodysuit of this costume is mainly black and it covers almost all of the Cardcaptor’s body as you can see from the sleeves. Over the bodysuit is a pair of light blue shorts. The gloves also overlap on the bodysuit and the gloves are very long. The gloves almost reach the Cardcaptor’s elbows and is light blue with yellow rims.
The boots are more than ankle high and are light blue with a yellow line going all around the boots. And lastly, 2 blue pom-poms are attached to the Cardcaptor’s head and have 2 yellow ribbons coming from the pom-poms.
Cards Empowered:
Benefits:
Prerequisites:

Pink and Blue Costume:
http://images3.wikia.nocookie.net/__cb20091110005714/ccs/images/thumb/4/47/Costume30.gif/180px-Costume30.gif
Appearance: This costume features a dress with a small cape. The dress is light pink and has lines running up and down it. The skirt part is very plain, cylindrical and has dark blue rims. The dress also has long sleeves and a pair of light blue gloves with dark blue rims, which extends over the sleeves. The cape is joined together by a pink star on the front of the costume. The cape is blue with dark blue edges and the cape is split into two tails in the middle of the chest. The tails are very pointing.
The shoes are a pair of long thigh high boots, which are blue with dark blue rims. Lastly, the hat is like a semi-circle and has dark blue rims and a large pink star on the front of the hat.
Cards Empowered:
Benefits:
Prerequisites:

Return Costume:
http://images1.wikia.nocookie.net/__cb20091110005941/ccs/images/thumb/f/f2/Costume32.gif/180px-Costume32.gif
Appearance: This outfit has 3 main colors, which are yellow, white and red. The costume consists of a body suit, dress and cape. The dress is white and the skirt is split at the waist to show the bodysuit but there is also a gap along the center of the dress where you can see the rest of the bodysuit. The tip of the skirt is yellow and has 2 yellow buttons on the front of the skirt. The bodysuit is red and it widens at the waist. The cape and the rest of the outfit is held together by a large yellow collar with 2 yellow buttons on the front and a red star. The edge of the collar is serrated and the collar has a white and yellow rimmed fabric overlapping the cape, bodysuit and dress. The cape is very long and extends to the just above the Cardcaptor’s ankles. The inside of the cape is red, the outside of the cape is white and the bottom of the cape is yellow rimmed with 2 large red stars on either side of the cape.
The boots of this outfit are knee high and on the top of the boot, there is a pad of yellow and on the rims of the boots, the rim goes outwards and is yellow rimmed with 2 buttons on either side. Lastly, the hat is cylindrical and it is white and yellow rimmed. On both sides of the hat, there are 2 buttons.
Cards Empowered: The Return, The Time
Benefits:
Prerequisites:




Character Stats:

Cerberus:
http://images3.wikia.nocookie.net/__cb20100319232052/ccs/images/2/21/Kero_keroberos.png
Stat Block: Working on it...


Yue:
http://images4.wikia.nocookie.net/__cb20100319233412/ccs/images/5/55/Yukito_yue.png
Stat Block: Working on that too...


Sakura Kinomoto:
http://images4.wikia.nocookie.net/__cb20111111214409/ccs/images/thumb/1/15/Sakura_Kinomoto_1.jpg/376px-Sakura_Kinomoto_1.jpg
Stat Block: Need help with this. She's a Cardcaptor 20, of this I'm sure...


Tomoyo Daidōji:
http://images2.wikia.nocookie.net/__cb20100810144935/ccs/images/thumb/5/57/%E7%9F%A5%E4%B8%961.jpg/640px-%E7%9F%A5%E4%B8%961.jpg
Stat Block: Man I have a lot to work to do... At least I've decided on the main factor of the build. She's a Divination Specialist.



Feats: New feats for the Cardcaptor

Rapid Release:
Prerequisites: Cardcaptor level 3rd, Charisma 14+?, ?
Benefit: You can release your Sealing Wand as a quicker action. Releasing your Sealing Wand uses an action one step quicker (full round to standard, standard to move, move to swift).
Normal: Releasing your Sealing Wand takes a full round action at 1st level, standard action at 11th level, and move action at 19th level.




The Power of Friendship


Magical girls will fight, and indeed, even kill when driven to it. They are, first and foremost, protectors of the light - children of radiance who protect the world from rising tides of dark. But for most, killing is a last resort, to be taken only when negotiation and capture have failed. On some level, even the most bullheaded magical girl realizes that darkness driven back through bloodshed will one day return with a vengeance. To truly defeat the darkness, not merely stay its advance a short time longer... those who walk in shadow must be brought into the light.

To begin the process of redemption, a magical girl must spend time talking one-on-one with the creature she wishes to redeem. Few evil creatures are terribly interested in this prospect, and this is usually done while they are in captivity. Any creature without an Intelligence score is immune to this process by virtue of being mindless, and the target must be being taken care of reasonably well – not even the most personable individual can get a prisoner to open up if they are being abused or neglected by their captors. This can prove a difficult process, demanding time, effort, and perhaps most painfully, forgiveness - but there are few rewards so sweet as seeing the light of goodness blossom from the smallest and most forlorn of embers.

At the end of a session (which must last at least three hours, but can be more), the evoker attempting the redemption must make a Charisma check against a DC of [15 + the captive's Cha modifier]. If she succeeds, she accumulates one success in the process. For every five points by which the magical girl exceeds the DC, she accumulates an additional success. Once ten successes have been accumulated, the target's alignment shifts one step towards that of the magical girl on the Good/Evil scale. If the magical girl fails this check by five or more, she loses two successes from her accumulated total. If she fails the check by ten or more, she has alienated her captive to the point where it is entirely immune to this process until the magical girl gains another level.

A number of different circumstances can aid or interfere with the process of redemption. Each of the following modifiers can influence the DC of the magical girl's Charisma check. Unless noted, all applicable modifiers stack. This is not an exhaustive list, and the DM in encouraged to introduce specific and situational goals that might help lower the save DC of a prisoner if pursued (or penalties to be avoided).

Modifiers:
Freedom (DC -5): The captive is free to leave at any time, and is detained neither by threats nor physical force. The magical girl may attempt to convince her captive to stay of its own volition, but to qualify for this modifier it cannot be coerced into doing so.

Exceptional Treatment (DC -3): The captive is being treated more as an honored guest than as a prisoner. The prisoner is given a reasonably large space to roam with little to no interference from guards (usually at least the size of a modest home), and has recreational options, comfortable sleeping arrangements, quality meals, and (to a reasonable extent) privacy when they wish it.

Gift (DC -3): The captive is presented with a gift of some significant personal value to them. A magical girl does not receive this modifier for simply throwing wealth at a captive - the gift must be something with genuine meaning, such as returning a keepsake or arranging for a visit from a friend or loved one.

Lingering Bond (DC -3): The captive knew the magical girl before being captured, and at one point in the past had an attitude of at least Friendly towards her. If the bond was exceptionally strong, such as that of lovers or lifelong friends and companions, this modifier may be increased at the DM's discretion.

Following Footsteps (DC -3): The magical girl has called upon the testimony of one of the captive's former allies whom she has already brought to her own alignment through use of the Power of Friendship.

Rescue (DC -3): The magical girl saved the captive from some terrible fate. Some villainous employers of great brutality and little intellect make this quite easy through the implementation of extraordinarily and unnecessarily harsh punishments for failure.

Persuasion (DC -2): While most of a magical girl's techniques involve much more subtle befriending and empathizing, there is a place in the process for forthright discussion of the captive's future options - and why turning away from darkness serves them far better than escaping back to it. This requires a successful Diplomacy check with a DC equal to [15 + the captive's HD], though the magical girl need not be the one to make the check. Whether it succeeds or fails, such a check can only be made once - on a success it applies its DC modifier to all future redemption checks made against the captive.

Jaded (DC +1): In time, even the most heartfelt arguments grow stale, and correcting a misstep can interfere with a magical girl's primary goal. This is a cumulative penalty applied once for each failure on the redemption check, regardless of the failure's magnitude. Accumulated DC boosts from Jaded are wiped away if the magical girl fails a redemption check by 10 or more, as she must essentially begin the process anew when she returns after such a dismal failure.

Fear (DC +3): The captive is aware of allies slain or abused by the magical girl. Fear is a powerful driver towards obedience, but it stands in the way of genuine redemption

Harsh Captivity (DC +3): Highly intrusive measures have been taken to ensure that the captive remains secure. Continual bindings, confinement to an extremely small living space, or a refusal to even limited quantities of time free of surveillance can all apply this modifier.

Ulterior Motives (DC +3): The magical girl or her allies have attempted (successfully or not) to extract some manner of service from the captive. While interrogations or favors asked of a captive can prove quite useful, particularly if the magical girl has reached moderately good terms with them, such requests can cause a captive to question the veracity of the proffered 'friendship'.

Lingering Ire (DC +3): The captive knew the magical girl before being captured, and has reason to dislike or mistrust her personally for reasons beyond simply being an enemy combatant.

Aligned Essence (DC +5): The creature has an alignment subtype. Such beings are innately tied to their moral code, and swaying them requires truly extraordinary efforts.