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    Titan in the Playground
     
    Lix Lorn's Avatar

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    Default 3.5 Class/System: The Cardcaller (Based on Lost Kingdoms)

    Disclaimer: I, the person known here as Lix Lorn, claim no ownership of any character, background, or any other part of the game Lost Kingdoms, which I heartily recommend anyone with a Gamecube or Wii get hold of. Neither do I own d&d. I do however own this combination of the two.

    Cardcaller

    "This is not a game, and I do not gamble."

    A Cardcaller is an adherent to an ancient form of magic from the kingdom of Argwyll. Rather than learning and using spells, their powers are represented in physical form as cards. By invoking these cards, they summon a monster to aid them, or take on its form to strike their foe.

    Abilities: A Cardcaller primarily relies upon Wisdom, as it determines save DCs, as well as some damaging effects. Intelligence helps shore up their short skill list, and constitution improves their survivability.
    Races: Most Cardcallers are human, as it originates from an area where few other races live.
    Alignment: Cardcallers can be of any alignment, but the rules and structure of their magics make them lean to law. However, their reliance on the luck of the draw can mean that Chaotic beings find them equally as interesting.
    Starting Gold: Same as a Wizard.
    Starting Age: Same as a Wizard.

    Class Skills
    The Cardcaller's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Cardlore (Int), Concentration (Con, Craft (Int), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Knowledge (Arcana, Dungeoneering, Nature, the Planes, Religion) (Int), Listen (Wis), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex) and Use Magic Device (Cha).
    Skills Per Day at 1st Level : (4 + Int modifier) x4
    Skills Per Day at Each Additional Level : 4 + Int modifier

    Hit Dice: d6

    THE CARDCALLER
    Level Base Attack Bonus Fort Save Ref Save Will Save Special Highest Level Card Chosen
    1st
    +0
    +0
    +2
    +2
    Cardcalling 1
    2nd
    +1
    +0
    +3
    +3
    - 1
    3rd
    +1
    +1
    +3
    +3
    Utility Card 1
    4th
    +2
    +1
    +4
    +4
    - 2
    5th
    +2
    +1
    +4
    +4
    Enhanced Variety (+2) 2
    6th
    +3
    +2
    +5
    +5
    - 3
    7th
    +3
    +2
    +5
    +5
    Utility Card 3
    8th
    +4
    +2
    +6
    +6
    - 4
    9th
    +4
    +3
    +6
    +6
    Enhanced Variety (+3) 4
    10th
    +5
    +3
    +7
    +7
    - 5
    11th
    +5
    +3
    +7
    +7
    Utility Card 5
    12th
    +6/+1
    +4
    +8
    +8
    - 6
    13th
    +6/+1
    +4
    +8
    +8
    Enhanced Variety (+4) 6
    14th
    +7/+2
    +4
    +9
    +9
    - 7
    15th
    +7/+2
    +5
    +9
    +9
    Utility Card 7
    16th
    +8/+3
    +5
    +10
    +10
    - 8
    17th
    +8/+3
    +5
    +10
    +10
    Enhanced Variety (+5) 8
    18th
    +9/+4
    +6
    +11
    +11
    - 9
    19th
    +9/+4
    +6
    +11
    +11
    Utility Card 9
    20th
    +10/+5
    +6
    +12
    +12
    Calling the Blue Dragon 10

    Weapon Proficiencies: A Cardcaller is proficient in light armour, no shields, and all simple weapons. They are also treated as proficient with any weapon that they call upon using a card.

    Cardcalling (Su):
    Background
    Spoiler
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    A Cardcaller's primary ability is to utilise powerful magical relics known as Cards. These items are intangible to those without a Runestone, or some other method of manipulating them, and many scholars theorise that the runestone, cards, and mana crystals are simply the Cardcaller's innate abilities manifesting to them.

    Each Card depicts a strange monster, some similar to the beasts known to all, others unique to the lands of this peculiar brand of magic. All of them behave differently to those more commonly found. When activated, these cards can allow the user to take on the creatures form, whether for a moment, to make a quick attack, or for slightly longer, making a powerful strike. Others summon a monster like that on the card, to aid the Caller in battle.


    Choosing Cards
    A 1st level Cardcaller has four level 0 cards, plus a number of additional cards equal to her wisdom modifier (minimum one). These bonus cards can be additional Level 0 cards, including duplicates of those she already has, or may be 1st level cards.

    At each level after 1st, the Cardcaller gains additional cards-they may have formed out of energy in their path, waiting to be found, or simply have materialised in their bag. Either way, at each level, a Cardcaller gains new cards equal to 1+their Wisdom modifier (minimum two). This number is increased as you level up. (See Enhanced Variety) These cards may be chosen from any level up to the maximum level, as seen in the table above. However, on the level you gain access to a new level of card, you may only choose up to one card of that level, and on the level AFTER you gain access to a new level of card, you may choose only up to three cards of that level.

    The Hand and the Deck
    A Cardcaller can only use a certain number of cards in any given time period. In the morning, a Cardcaller must spend at least half an hour choosing thirty cards from her collection to use that day. This collection, known as a 'deck' may contain any number of copies of a single card.

    At any point, a Cardcaller may only use the first four cards in her deck. These top four cards are considered her 'Hand'. When you Call a card, it is discarded after its effect ends, unless it has additional uses remaining (for a weapon card) or remaining hit points (for an independent). If a card has more than one use, mark that one use is gone and leave it where it is, until it has no uses remaining. Then discard it as normal. If an independent has remaining hp after use, it's next use returns it with only that much hp.
    When a card is discarded, remove it from the deck and randomly determine which card you draw next.
    Some cards can add discarded cards back into your deck, in which case they are added back in and can be obtained as normal.

    Sometimes, a Cardcaller may find herself with a hand that she cannot use. A Cardcaller may 'drop' a card she doesn't want. This is done at the beginning of your round. Dropping any number of cards is considered a free action. Any cards dropped are removed from your deck-but only until the end of the encounter. They retain the same position in the deck, but are considered used for this encounter, and so you may use the next cards on the list. At the END of any round in which you dropped cards, you may add the next cards in your deck to your hand.

    At the beginning of a day, all Cards in a Cardcaller's possession, whether discarded, dropped, unused, or not even put in the deck, are available to choose from for the new day.

    Calling Cards
    The strength of a Card is determined by two factors: Some Cards rely on the level of the Caller. This is determined by adding up their levels in all Calling classes. This is referred to as their Calling Level.
    The other factor is their Wisdom modifier. Which determines any saving throws.

    A saving throw caused by a Card uses the following formula, unless stated otherwise:
    DC: 10+the Card's level+Caller's Wisdom Modifier

    Spell Resistance applies only to Summon and Weapon cards without the Martial descriptor. The Caller substitutes Caster level with Caller Level, and may apply the Spell Penetration feat, if she has it.

    Utility Card: Although the simple cards of destructive summons are all a Cardcaller ever needs to cause harm, other tasks are equally as important. At 3rd Level, and each fourth level thereafter, they may choose a single spell of a level no higher than the highest level card they can choose. This may be a spell affected by a metamagic feat, using it's modified level. It may only apply metamagic feats that do not affect spell level if the Cardcaller knows them. They may cast this spell once per day, with a caster level equal to their caller level, using the same ability score. If the spell has a gold, material or experience cost, it must be paid. In addition, whenever they gain a new utility card from any method, they gain an additional copy of a Utility card they already possess. As with anything as open ended as this feature, the DM has final say on choices.

    Finally, whenever a Cardcaller of at least third level would gain new normal cards, she may replace one of those cards with a utility card of one level lower than her maximum.

    As a final note, a Cardcaller is considered neither Arcane or Divine. Converting their cards into spells is worthy of an epic quest in it's own right.

    Enhanced Variety: At 5th level, and each 4th level thereafter, the number of cards gained at each level is increased by one.

    Calling the Blue Dragon (Su): At 20th level, the Cardcaller is blessed by a being of immense power-the Blue Dragon. A pacifist, he has little power in combat, but is capable of repairing, healing, and returning cards. Once per day, the Cardcaller may Call a special card representing the Blue Dragon's power. Doing so has the following effects:
    The user and all of his allies are effected by an effect similar to a Heal spell. It's healing is not capped at CL 15, and it uses Caller Level instead of Caster Level. It is a purely benevolent force rather than one utilising positive energy, and thus restores health equally to undead and constructs.
    In addition, the Caller returns all of her cards to her deck, even those with the (Return) keyword.

    PLAYING A CARDCALLER

    Religion: A powerful Cardcaller can use cards generally referred to as gods. This often makes it difficult for them to accept the superiority of true deities, or anyone for that matter. They tend towards deities of magic.
    Other Classes: A Cardcaller could be curious about more standard forms of magic, or could consider them to be crass. A martial character may hold their interest, although often because they're trying to understand how they can do something so dull.
    Combat: A Cardcaller can serve several roles. A melee or long range damage dealer using weapons and summon cards, or as more of a leader by focussing instead on independent cards.
    Advancement: Most Cardcallers are single classed, but some attempt to increase their physical skill with martial or initiating levels, while others combine their skills with those of more normal magic.

    CARDCALLERS IN THE WORLD
    “My power is all that stands between my kingdom and the end of all that is good. Try walking a mile in my shoes.”

    Daily Life: Cardcallers are often very self-reliant, and tend to be slightly superior. Traditionally, they were the element of nobility in their kingdoms.
    Notables: The current leader of Argwyll, Princess Katia, is an adherent of the old ways, having saved the land from mighty foes.
    Organizations: Small schools exist in Argwyll to teach this path, although few other places do so.

    NPC Reaction
    Without being seen in action, a Cardcaller is discernable only by their glowing runestone. Most people see them and assume them as some kind of magic-user. On seeing them in action, other magic users tend to be interested in their techniques, while normal people often just steer clear, as they do with anyone capable of slaying them with but a gesture.

    CARDCALLERS IN THE GAME

    Adaptation: The cards and runestone are primarily fluff-replacing them with crystals, or any other similar object could change the class from a reference to just another casting class.
    Encounters: A Cardcaller can specialise in several ways-with martial cards and weapons, they can be a powerful combat character. Alternatively, using independent cards can make the character a good leader, summoning hordes of minions. Traps, on the other hand, can build on a sneakier character.
    Last edited by Lix Lorn; 2014-05-24 at 02:24 PM.
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  2. - Top - End - #2
    Titan in the Playground
     
    Lix Lorn's Avatar

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    Default Re: 3.5 Class/System: The Cardcaller (Based on Lost Kingdoms)

    CARDS
    Most cards fall into one of three types: Summons cards, Weapon Cards, and Independent cards. In addition, many Summons and Weapon Cards have the Martial Descriptor.

    Independent Cards: Independent Cards summon a monster to aid you. Examples range from the weak Skeleton card, to the powerful Black Dragon card. They will obey any instruction they can understand given by their Caller, and understand one language of the Caller's choice, plus one more for each point of positive Intelligence modifier the creature has. If they can speak, they can read these languages too.
    Creatures with a duration of 'until slain or dismissed' decay over time. At the end of each minute, they take damage equal to the size of their hit dice - so, eight damage for a creature with d8 hit dice. Half of this damage is permanent, and cannot be healed from the card until it has run out and been renewed.

    Summons Cards: Summons Cards transform the wielder into a powerful creature, for long enough to perform a powerful attack, or a vital action. Some Summons cards have the Return descriptor.

    Weapon Cards: Weapon Cards change the wielder's form for a split second, giving them the skill, strength and power to wield a weapon that appears with the monster. Almost all Weapon Cards have the Martial descriptor. Often, a short lived bonus is gained from a weapon card, generally defensive in nature.
    Any Weapon Card that takes an attack action to use, but does not require an attack roll, suffers a DC penalty when used while the user has a penalty to attack rolls, such as that on a second and subsequent attack. This is equal to the penalty on attacks divided by two.

    Martial
    Any card with the Martial descriptor is made as if your BAB equalled your Caller level, including additional iterative attacks. They suffer the normal penalties if other attacks have been made before them that turn; a -5 penalty per previous attack.
    In addition, if they would deal additional damage based on the Cardcaller's strength, they do additional damage based on the Cardcaller's Wisdom instead. Most Martial cards are made as an Attack Action.

    Return
    A card with the Return descriptor returns used or discarded cards to your deck, allowing them to be reused, but cannot return other cards with this descriptor.

    Card List

    Card Name: The name of the card.
    Uses: How many times a card can be used before it is expended. This number is almost always once, except for Weapon type cards.
    Type: Three factors come into this. First, most cards have an element; either Fire, Wood, Earth or Water. Second, they have a type from the above list, Summons, Independent or Weapon, sometimes with the Martial descriptor. Finally, they have a spell school as with normal magic, such as transmutation or evocation. Almost all Cards are either Transmutations, Evocations or Conjurations.
    Range: Most Weapon cards are Melee attacks. Otherwise, they tend to fit the Close, Medium or Long ranges, as with spells.
    Duration: This lists the casting time for the card, or the duration of its effects. If it lists the latter, the card takes a standard action to use. It should be noted that Independent cards return to card form when not active, such as at the end of an encounter, and buffs and HP totals persist until their next use.
    Effect: This section describes exactly what activating the card does. Whenever a card, or a called creature, calls for a saving throw, the DC is equal to 10+1/2 Caller Level+Wisdom modifier. Called creatures with Ability Focus, or other effects, change the DC as normal.

    List of Cards
    Spoiler
    Show
    Level 0
    Crystal Rose: A two use weapon card that provides a frost/light based line attack.
    Golden Goose: An independent card that doesn't do anything.
    Hobgoblin: An independent card that summons a hobgoblin to aid the caller.
    Lizardman: A three use martial weapon card that provides a vicious attack with a massive blade.
    Venus Mantrap: An independent card that summons a vicious, carnivorous plant creature to aid the caller.

    Level 1
    Berserker: An independent card that summons a wild berserker in enemy lines.
    Birdman: A summon card that creates a mighty part bird, part man in the caller's place to strike with a mighty spear.
    Dark Raven: A two use weapon card that summons a vicious bird to swoop down on distant foes.
    Griffin: An independent card that launches small cyclones at foes.
    Larval Fly: An independent card that reduces the need for chance by making attacks closer to the average.
    Mandragora: An independent card that attacks anyone who approaches with a powerful sonic attack.
    Mummy: A basic two use martial weapon card that lashes out at foes.
    Nightmare: An independent card that runs about, leaving poison in its wake.
    Orc: A simple weapon card that does impressive damage to foes who fail to dodge.
    Red Lizard: A two use martial weapon card that lashes out with two fiery blades.
    Skeleton: An independent card that strikes with a powerful blade.

    Level 2
    Banshee: A two use Weapon that provides a strong line attack.
    Caterpoker: An Independent centauroid insect that attacks foes with venomous spikes.
    Fairy: A summon type card that heals the user, or one of his allies.
    Fire Golem: A summon card that provides the user with a fiery aura that hurts any who attack her.
    Flying Ray: A two use weapon card that penetrates defenses.
    Goblin Lord: An independent card that either attacks foes, or finds additional magic stones.
    Gold Butterfly: An independent card that slows all foes.
    Jack-O-Lantern: A summon card that deals fire damage in a decent area.
    Lycanthrope: A summon card that lashes out with a mighty claw.
    Running Bird: An independent card that speeds up your allies.
    Treant: An independent card that raises the defences of your allies.
    Vampire Bush: An Independent card that drains health away from all foes.
    Venus Spider: A summon card that throws a glob of web forwards.
    Will-O-Wisp: An independent card that floats in the air, detonating when a foe approaches.
    Wizard: An independent card that enhances the attacks of your allies.

    Level 3
    Archer Tree: A Summons card that attacks random foes, powerfully.
    Carbuncle: An Independent card that circles around the caller, striking foes that near you.
    Catoblepas: An Independent card that blasts a petrifying light at foes.
    Decoy Pillar: An independent card that forces foes to make will saves before they can attack anyone else.
    Demon Skeleton: An independent card that strikes foes with a might blade.
    Dragon Knight: A two use martial weapon card that strikes from above.
    Flayer Spawn: A summon card that blasts lightning.
    Ghost Armor: A powerful one use martial weapon card that attacks with a lance.
    Maelstrom: An independent card that curses any foe who approaches.
    Scythe Beast: A two use martial weapon card that strikes at a distance.
    Trickster: An independent creature that is highly unreliable.
    Venom Lizard: A two use martial weapon card that poisons foes it strikes.

    Level 4
    Blood Bush: An independent card that drains health from all foes and uses it to heal itself and its caller.
    Demon Hound: An independent card that chases foes, pouncing on them in a flurry of strikes.
    Dragonoid: A powerful two use martial weapon card that strikes with a whip that forms a torrent of flame.
    Elephant: A summon card that slams down its front legs, shattering the earth.
    Ghoul: A two use martial weapon card that attacks with a chance to paralyse foes.
    Hand of Fire: An independent card that grapples foes and deals fire damage.
    Hydra: An independent card that deals poison damage to all foes as long as it sticks around.
    Kitty Trap: An independent card that waits for a foe to approach, and explodes when they do.
    Land Shark: An independent card that lurks in the ground, leaping up at foes.
    Rheebus: A summon card that heals the user, while returning one or two cards that do not return cards to the deck.
    Water Hopper: A two use weapon card that attacks with a blast of steam.
    Wraith: A summon card that throws a hail of ice at a foe.

    Level 5
    Basilisk: A one use Martial Weapon card which is an upgraded Lizardman that carries a Flesh to Stone effect on its strike.
    Behemoth (Channeled): A Summon card that does terrific damage to water and cold creatures, and very little to any other.
    Behemoth (Summoning)*: An independent card of tremendous size and power.
    Chaos Knight: A two use Martial Weapon card that attacks with a mighty lance.
    Demon Fox (Channeled): A Summon card that does excellent damage to plant creatures, and very little to any other.
    Demon Fox (Summoning)*: An independent card that attacks with nine balls of flame.
    Fenril (Channeled): A summon card that does great damage to earth creatures, and very little to any other.
    Fenril (Summoning)*: An independent card with vicious sonic howl attacks.
    Hand of Pain: An independent card that grapples and crushes foes.
    Ice Golem (Channeled): A summon card that does excellent damage to fire creatures, and very little to any other.
    Ice Golem (Summoning)*: An independent card that attacks with deadly clouds of icicles.
    Mole Monster: An independent card that draws foes to attack it.
    Plague Rat: An independent card that makes venom far more deadly.
    Sea Monk: A summon card that returns several cards that do not return cards to the deck.
    Siren: An independent card that harms all its foes with a rending song.
    Sphinx: A weapon card with a long range, doing decent sonic damage.
    Whip Worm: An independent card that circles around its caller, lashing out at foes that approach her.

    Level 6
    Cockatrice: A two use Weapon card that breathes a small cloud of petrifying venom.
    Chimera: A summon card that damages anything in a very long line.
    Efreet: A two use weapon card that launches two powerful fireballs.
    Elephant King: A summon card that shatters the earth in a significant area in front of the user.
    Giant Bee: A viciously powerful independent card that stabs foes with agonising venom.
    Giant Crab: A summon card that lashes out with vicious pincers.
    Great Demon: A two use martial weapon card that attacks twice in a single action.
    Mega Mandragora: An independent card that forms a massive sonic screech when a foe approaches.
    Sand Beetle: An independent card that bites any foe it can find.
    Zombie Dragon: A summon card that launches a blast of venomous smoke.

    Level 7
    Beelzebub: An Independant creature that attacks with acid rain and vicious stings, while boosting your attack power.
    Cyclops: An independent creature that blasts foes with beams from its eyes, while providing a chance for any of your attacks to cause a random status effect.
    Evil Eye: An independent creature that shoots energy from its centre, while weakening or negating the influence of special conditions on the caller and her allies.
    Fire Gargoyle: A summon creature that blasts petrifying energy in a circle around it.
    Juggernaut: A powerful independent creature that circles around the caller, striking all those who come near.
    Kraken: A one use weapon card that forms a blast of ice in front of the caller.
    Sand Golem: An independent creature that draws attention from foes, almost without fail.
    Sasquatch: A summon card that strikes nearby foes.
    Stone Head: An independent creature that lurks in the sky, slamming down on a foe with great force.
    Unicorn: A summon card that provides excellent healing, and restores several cards that do not return cards to the deck.

    Level 8
    Black Dragon: An Independent creature that attacks with tremendous charges and blasts of venomous breath, but shares any damage it suffers with its caller.
    Lich: A very powerful two use weapon card that strikes with pillars of flame.
    Mind Flayer: A summon card that returns many of your cards that do not grant cards to your deck.
    Necromancer: A summon card that does impressive damage to nearby foes, or, if an undead creature is present, attacks with powerful homing skulls.
    Puppet Master: A summon card that lashes out with dominating puppet strings.
    Red Dragon: A summon card that launches a blast of flame.
    Sand Worm: A summon card that flails wildly at those nearby.
    Steel Skeleton: An independent creature that strikes with a massive blade, healing from the damage it deals.
    Tiger Mage: An independent creature that boosts the power of your magic, while launching fireballs at foes.
    Vampire: A summon card that forces every other creature to make a save or die instantly.
    Water Bird: A summon card that heals you and all allies to full health immediately.

    Level 9
    Eternus Squid: New representative of water, the mechanical Eternus Squid, which can be used in three ways.
    (Channeled)*: A summon card that reaches out to nearby foes with great tentacles and tears them apart.
    (Summoning)*: An independent card with masses of tentacles.
    (Strike)*: A weapon that becomes more powerful the more it hits a specific foe.
    Golden Phoenix: Representative of fire, the Golden Phoenix is kind, and two of her three uses provide healing.
    Channeled)*: A summon card that buffs your allies and harms your enemies with a burst of enchanted flame.
    (Summoning): An independent card that takes all damage for you and your allies, while occasionally attacking with a wave of heat.
    (Strike)*: Unleash a wave of flame and healing.
    Great Turtle: The personification of Earth, whose three variants launch stone.
    (Channeled)*: A summon card that launches rocks high into space, and then brings them down on your foes.
    (Summoning): An independent card that attacks with avalanches of volcanic rock.
    (Strike)*: Launch a boulder in a line, crushing those in its path.
    White Tiger: The wood-aligned beast who relies upon immense speed, as his three forms show.
    (Channeled): A summon card that does more damage than any other non-SoD card.
    (Summoning)*: An independent card that attacks with vicious charges.
    (Strike)*: Move at phenomenal speed, slashing your foes as you do.

    Level 10
    Doppelganger: An independent card that takes your form and wanders about, mimicking and slaying any foe it meets.
    God of Creation*: An independent card that heals you and your allies, or incapacitates your foes.
    God of Destruction: An independent card with crushingly powerful attacks.

    Coming Soon
    Spoiler
    Show
    Skill boosting monsters, inc
    1st-Infiltrator (Disguise, Escape Artist, Forgery, Sleight of Hand, Search),
    Athlete (Balance, Climb, Jump, Swim, Ride, Tumble, Use Rope)
    Veteran (Intimidate, Listen, Spot, Sense Motive, Survival, Handle Animal)
    2nd-Thief (Disable Device, Open Lock, Move Silently, Balance, Disguise, Escape Artist, Forgery, Hide)
    Socialite (Bluff, Diplomacy, Gather Information, Intimidate, Perform, Disguise, Sense Motive)
    Merchant (Diplomacy, Craft, Profession, Sense Motive, Intimidate, Gather Information, Appraise)
    3rd-Sage (Knowledge, Craft, Decipher Script, Sleight of Hand), Meditant (Concentration, Autohypnosis, Balance, Sense Motive, Perform, Tumble, Martial Lore)
    4th-Savant (Use Magic Device, Psicraft, Spellcraft, Decipher Script, Knowledge (Arcane, Psionic, The Planes))


    Cards marked with a * are non-canonical to the first Lost Kingdoms game.


    Level 0 Cards
    Spoiler
    Show
    Card Name: Crystal Rose
    Uses: 2
    Type: Water, Weapon, Evocation (Light)
    Range: 30ft line
    Duration: One standard action, or a full round action to use it twice.
    Effect: Upon activating this card, you take on the form of a strange, blue-white and beautiful female bonded with a rose for a moment, and then unleashes a blast of frosty light. This deals 1d6 damage, plus another 1d6 per two caller levels (Maximum 3d6). Half of this damage is cold damage, half is light based. A successful reflex save halves this damage.

    Until the end of the Caller's next turn, they gain Cold Resistance 3.

    Card Name: Golden Goose
    Uses: 1
    Type: Conjuration (Summoning), Independent
    Range: Close (25ft+5ft per level)
    Duration: Until slain or dismissed.
    Effect: One Golden Goose is summoned. A Golden Goose is a medium animal looking similar to an ostrich, but made of gold and jewels. It has no way to attack, and is essentially useless. It has two hit dice, plus one more for each calling level the Caller possesses.

    Called Golden Goose
    Spoiler
    Show
    Size/Type: Medium Animal
    Hit Dice: 2d10 (11hp)
    Initiative: +1
    Speed: 50ft
    Armor Class: 12 (10+1 Dexterity+2 natural armor)
    Base Attack/Grapple: +0/+0
    Attack: None
    Full Attack: None
    Space/Reach: None
    Special Attacks: None
    Special Qualities: None
    Saves: Fort +3, Ref +4, Will -2
    Abilities: Str 10, Dex 13, Con 11, Int 2, Wis 6, Cha 12
    Skills: None
    Feats: None
    Alignment: (True Neutral)

    A Golden Goose has no equipment and is not capable of speech. It's valuable body cannot be taken apart without killing it, which dissipates it.

    A Golden Goose has a natural armor bonus equal to its Hit Dice.
    For each calling level the user possesses, the Golden Goose has an additional hit die, to a maximum of eight hit die at level 6. It gains benefits for these hit die as standard, and other benefits as shown below:
    4HD: +1 Constitution
    8HD: +1 Dexterity


    Card Name: Hobgoblin
    Uses: 1
    Type: Fire, Independent, Conjuration (Summoning)
    Range: Close (25ft+5ft/level)
    Duration: Until slain or dismissed
    Effect: One Hobgoblin is summoned. A Hobgoblin is a Medium red skinned Monstrous Humanoid of about five feet in height, armed with a greatclub. It has one HD, plus another one for each two Calling Levels the Caller possesses.

    Called Hobgoblin
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    Size/Type: Medium Monstrous Humanoid
    Hit Dice: 1d10+4 (10hp)
    Initiative: + 0
    Speed: 20 ft. (4 squares)
    Armor Class: 13 (+1 natural, +2 armour), touch 10, flat-footed 13
    Base Attack/Grapple: +2/+2
    Attack: Club +2 melee (1d10+1)
    Full Attack: Claw +2 melee (1d10+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: None
    Special Qualities: None
    Saves: Fort +1, Ref +2, Will +1
    Abilities: Str 13, Dex 10, Con 13, Int 8, Wis 8, Cha 6
    Skills: Intimidate +4
    Feats: Toughness
    Alignment: (Neutral Evil)

    The Hobgoblin is equipped with a greatclub and leather armour, and is capable of speech.

    A Hobgoblin has a natural armor bonus equal to its constitution score.
    For each two calling levels the user possesses, the Hobgoblin has an additional hit die, to a maximum of four hit die at level 6. It gains benefits for these hit die as standard, and other benefits as shown below:
    3HD: One feat, often Power Attack
    4HD: +1 Strength.


    Card Name: Lizardman
    Uses: 3
    Type: Earth, Weapon (Martial), Transmutation
    Range: Melee
    Duration: One attack action
    Effect: The Cardcaller attacks once as if armed with a Masterwork Longsword sized for a creature one size category larger than them. (For a medium sized Cardcaller, this will do damage equal to 2d6 + their Wisdom modifier.)

    Until the end of the Caller's next turn, they gain a +1 bonus to natural armor.

    Card Name: Venus Mantrap
    Uses: 1
    Type: Wood, Independent, Conjuration (Summoning)
    Range: Close (25ft+5ft/level)
    Duration: Until slain or dismissed.
    Effect: One Venus Mantrap is summoned. A Venus Mantrap is a large green and red plant creature, with lashing tentacles and a vicious bite. It has one HD, plus another one for each two Calling Levels the Caller possesses.

    Called Venus Mantrap
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    Size/Type: Large Plant
    Hit Dice: 1d8+1 (5hp)
    Initiative: + 0
    Speed: 15 ft. (3 squares)
    Armor Class: 13 (+2 natural, +2 dex, -1 size), touch 11, flat-footed 11
    Base Attack/Grapple: +0/+4
    Attack: Bite +1 melee (2d4+1)
    Full Attack: Bite +1 melee (2d4+1), Tentacle -4 melee (1d6+1), Tentacle -5 melee (1d6+1)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: None
    Special Qualities: None
    Saves: Fort +3, Ref +1, Will +0
    Abilities: Str 12, Dex 15, Con 12, Int 4, Wis 10, Cha 6
    Skills: None
    Feats:Improved Natural Attack (Bite), Weapon Finesse (B)
    Alignment: (True Neutral)

    A Venus Mantrap has a primary bite attack and two secondary tentacle attacks. It is not capable of speech.

    A Venus Mantrap has a natural armor bonus equal to its HD.
    For each two calling levels the user possesses, the Venus Mantrap has an additional hit die, to a maximum of four hit die at level 6. It gains benefits for these hit die as standard, and other benefits as shown below:
    3HD: One feat, often Multiattack
    4HD: +1 Dexterity.


    Level 1 Cards
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    Card Name: Berserker
    Uses: 1
    Type: Fire, Independent, Conjuration (Summoning)
    Range: Medium (100ft+10ft per level)
    Duration: Until slain or end of encounter
    Effect: One Berserker is called. A Berserker is a humanoid barbarian with a red beard, and two large axes. It has two levels of the barbarian class, and an additional one for each two caller levels the caller possesses.

    Called Berserker
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    Size/Type: Medium Humanoid
    Hit Dice: 2d12+8 (21hp)
    Initiative: +0
    Speed: 40ft
    Armor Class: 14 (10+4 armor-2 rage+2 Natural)
    Base Attack/Grapple:
    Attack: +5 Greataxe (3d6+7) (x3)
    Full Attack: +3/+3 Greataxe (3d6+7) (x3)
    Space/Reach: 5ft/5ft
    Special Attacks: Rage (Always)
    Special Qualities: Uncanny Dodge, Titan's Grip (Wield two handed weapons in a single hand), Eternal Fury
    Saves: Fort +7, Ref +0, Will +4
    Abilities: Str 17 (21), Dex 10, Con 14 (18), Int 8, Wis 14, Cha 10
    Skills: -4 ACP, five ranks in intimidate.
    Feats: Two Weapon Fighting, Oversized Two Weapon Fighting
    Alignment: (Chaotic Neutral)

    A Berserker possesses two large greataxes and scale mail. It speaks only Ignan.

    The Berserker has a natural armor bonus equal to its hit dice.
    For each two calling levels the user possesses, the Berserker has an additional hit die, to a maximum of six hit dice at level 8. It gains benefits for these hit die as standard, and other benefits as shown below:
    3HD: +1 Strength, one feat, often Improved Toughness, Trap Sense +1
    4HD: +1 Strength
    5HD: +1 Strength, Improved Uncanny Dodge
    6HD: Trap Sense +2, one feat, often Improved Critical (Axes) (If another feat is chosen, they must meet all prerequisites)

    Eternal Fury: A Berserker always attacks the nearest living thing-defining living loosely. Plants, undead, and constructs are equally valid targets for their fury.
    This includes their caller and allies. Only their death, or the defeat of all the caller's foes, will end their calling.


    Card Name: Birdman
    Uses: 1
    Type: Wood, Summon, Transmutation
    Range: Melee
    Duration: Full Round Action
    Effect: The Caller transforms into a large bird-human, with a massive spear, before striking with a Large Spear.
    The spear does 2d6+Wis modifier damage, and is negated by a successful reflex save. A corona of power surrounds it, doing 1d6 additional damage per two calling levels, to a maximum of 4d6. This damage is halved on a successful reflex save.

    The same effects are applies to a single foe directly behind the target, if any.

    Card Name: Dark Raven
    Uses: 2
    Type: Fire, Weapon, Conjuration
    Range: 20ft-100ft+10ft per level
    Duration: One attack action
    Effect: A half-dead bird of flame and bone swoops down from the sky above you. It needs a little range to fall, and thus cannot strike a foe closer than 20ft. Any one foe in range is dealt 1d4+2d4 damage per three class levels, maximum +6d4, and minimum 1d4. A reflex save halves this damage.

    Until the end of the Caller's next turn, they gain Fire Resistance equal to a half their Caller Level, maximum 4.

    Card Name: Griffin
    Uses: 1
    Type: Earth, Independent, Conjuration (Summoning)
    Range: Short (25ft+5ft per calling level)
    Duration: Until slain or dismissed.
    Effect: One Griffin is called. A Griffin is a part lion, part bird creature, with large wings. It is a medium magical beast that floats in the sky and assaults foes with small tornadoes.

    Called Griffin
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    Size/Type: Medium Magical Beast
    Hit Dice: 2d10+2 (13)
    Initiative: +2
    Speed: 30ft, 40ft flight (Good)
    Armor Class: 16 (10+2 natural+3 dexterity)
    Base Attack/Grapple: +2/+2
    Attack: Bite +5 (1d8+1), Claw +0 (1d6+1) or Tornado Blast +5 (2d3+4)
    Full Attack: Bite +5 (1d8+1) and Claw +0/+0 (1d6+1) or Tornado Blast +5/+5 (2d3+4)
    Space/Reach: 5ft/5ft
    Special Attacks: Tornado Blast
    Special Qualities: None
    Saves: Fort +4, Ref +6, Will +1
    Abilities: Str 12, Dex 17, Con 12, Int 5, Wis 12, Cha 15
    Skills: None
    Feats: Point Blank Shot
    Alignment: (Neutral Good)

    A griffin is a medium magical creature with a large beak, which serves as a primary natural weapon, and two secondary claws.

    A Griffon has a natural armor bonus equal to its hit dice, and a dodge bonus of half that amount.
    For each two calling levels the user possesses, the Griffin has an additional hit die, to a maximum of six hit dice at level 8. It gains benefits for these hit die as standard, and other benefits as shown below:
    3HD: One feat, often Rapid Shot.
    4HD: +1 Dexterity
    6HD: One feat, often Weapon Focus (Tornado Blast)

    Tornado Blast (Su): This is a ranged natural attack, aimed using Dexterity, and with a range of 25ft+5ft/two HD. It does damage equal to 1d4/HD+Cha mod. It requires wings to use, and each wing provides a single attack. Feats and abilities that enhance natural and/or ranged weapons effect them, such as Magic Fang or Point Blank Shot.


    Card Name: Larval Fly
    Uses: 1
    Type: Water, Independent, Conjuration (Summoning)
    Range: Short (25ft+5ft per calling level)
    Duration: Until slain or dismissed.
    Effect: One Larval Fly is called. It is a medium vermin with large, insectoid wings. It weakens the effects of elemental stengths and weaknesses, and can attack with its wings.

    Called Larval Fly
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    Size/Type: Medium Vermin
    Hit Dice: 2d8 (9hp)
    Initiative: +3
    Speed: 30ft flight (average)
    Armor Class: 18 (10+4 dexterity+4 natural)
    Base Attack/Grapple: +1/+1
    Attack: +5 Wing buffet (1d6)
    Full Attack: +5/+5 Wing Buffet (1d6)
    Space/Reach: 5ft/5ft
    Special Attacks: -
    Special Qualities: Energy Negation
    Saves: Fort +3, Reflex +3, Will +1
    Abilities: Str 11, Dex 19, Con 10, Int -, Wisdom 13, Cha 12
    Skills: None
    Feats: None, Weapon Finesse (B)
    Alignment: (True Neutral)

    A Larval Fly is a medium vermin with two large wings, which are stronger than they appear.

    It has a natural armor bonus equal to its hit dice.
    For each two calling levels the user possesses, the Larval Fly has an additional hit die, to a maximum of six hit dice at level 8. It gains benefits for these hit die as standard, and other benefits as shown below:
    4HD: +1 Dexterity

    Energy Negation (Su): The Larval Fly negates all energy vulnerabilities and resistances, and reduces energy immunity to resistance 10. This effect applies to all creatures and objects within 50ft+5ft per HD.


    Card Name: Mandragora
    Uses: 1
    Type: Wood, Independent, Conjuration (Summoning)
    Range: Medium (100ft+10ft per level)
    Duration: Until slain or dismissed, even between encounters.
    Effect: One Mandragora is called. A Mandragora is an immobile small plant. It hides very effectively, and does excellent damage to anyone who triggers it.

    Called Mandragora
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    Size/Type: Small Plant
    Hit Dice: 2d8+2 (11hp)
    Initiative: +0
    Speed: 0ft
    Armor Class: 12 (10+1 size+1 natural armor)
    Base Attack/Grapple: +0/+0
    Attack: -
    Full Attack: -
    Space/Reach: -
    Special Attacks: Sonic Screech
    Special Qualities: Camofluage
    Saves: Fort +4, Reflex +0, Will +0
    Abilities: Str 4, Dex 10, Con 12, Int -, Wis 10, Cha 15
    Skills: Hide +10
    Feats: -
    Alignment: (True Neutral)

    A Mandragora is a plant with only one form of attack-a vicious suicidal screech.

    For each two calling levels the user possesses, the Mandragora has an additional hit die, to a maximum of six hit dice at level 8. It gains benefits for these hit die as standard, and other benefits as shown below:
    4HD: +1 Charisma

    Sonic Screech (Ex): The Mandragora releases a screech that effects anyone within 10ft/HD. It deals 2d4 sonic damage/HD, and allows a will save for half damage. This attack reduces the Mandragora to -10 hit points immediately.

    Camouflage (Ex): Trap Monsters are hard to find, and trick the mind into forgetting where they landed. They gain a bonus on hide checks equal to their ranks in Hide. In addition, anyone who sees them land must pass a will save, or forget where it fell, needing a successful spot check to see it.


    Card Name: Mummy
    Uses: 2
    Type: Earth, Weapon (Martial), Transmutation/Necromancy
    Range: Melee
    Duration: One attack action
    Effect: The caller lashes out with diseased bandages. They do damage equivalent to Spiked Chain sized for the wielder. (2d4 for a medium caller). A victim struck must make a fortitude save, or suffer a point of constitution damage.

    Until the end of the Caller's next turn, they gain a bonus on saving throws against disease and poison equal to half their Caller level, maximum 4.

    Card Name: Nightmare
    Uses: 1
    Type: Independent, Conjuration/Necromancy (Summoning)
    Range: Close (25ft+5ft/level)
    Duration: Until slain or dismissed
    Effect: One Nightmare is called. It is a medium undead with a similar appearance to a horse. It trails venomous gas behind it.

    Called Nightmare
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    Size/Type: Medium Undead
    Hit Dice: 2d12 (13hp)
    Initiative: +1
    Speed: 50ft
    Armor Class: 20 (10+1 Dex, +5 Natural, +4 armor)
    Base Attack/Grapple: +1/+1
    Attack: +3 Hoof (1d4+3)
    Full Attack: +3/+3 Hooves (1d4+3) and bite -2 (1d6+3)
    Space/Reach: 5ft/5ft
    Special Attacks: None
    Special Qualities: Venom Trail
    Saves: Fort +0, Ref +1, Will +4
    Abilities: Str 15, Dex 13, Con -, Int 2, Wis 12, Cha 15
    Skills: None
    Feats: Ability Focus (Venom Trail)
    Alignment: (Neutral Evil)

    A Nightmare is a Medium Undead with two hoof attacks and a bite, equipped with barding equivalent to +1 scale mail.

    A Nightmare has a natural bonus equal to 3 plus its hit dice.
    For each two calling levels the user possesses, the Nightmare has an additional hit die, to a maximum of six hit dice at level 8. It gains benefits for these hit die as standard, and other benefits as shown below:
    3HD: One feat, often Improved Toughness.
    4HD: +1 Charisma
    6HD: One feat, often Dodge

    Venom Trail (Su): A Nightmare leaves a trail of venomous gas behind it. Any square it travels through is filled with the gas, which does 1d3 constitution damage, but allows a fortitude save to negate. This save is charisma based. The gas dissipates (cha mod) rounds after the Nightmare left the square.


    Card Name: Orc
    Uses: 2
    Type: Fire, Weapon, Transmutation
    Range: Melee
    Duration: One attack action
    Effect: The caller takes on the form of an Orc, slamming forward with its impressive bulk. This does 1d6 damage per calling level, minimum 1d6, maximum 8d6. A reflex save negates this damage.

    Until the end of the Caller's next turn, they gain temporary hit points equal to their Caller Level, maximum 8.

    Card Name: Red Lizard
    Uses: 2
    Type: Fire, Weapon (Martial), Transmutation
    Range: Melee
    Duration: One attack action
    Effect: The caller takes on the form of a red lizardman, and lashes out with two short blades. He makes two attacks with a single action, each doing damage equal to a dagger sized for the character (1d4 for a medium character.) If both hit, he does an additional 2d10 fire damage.

    Until the end of the Caller's next turn, they gain a Natural Armor bonus equal to half their Caller Level, maximum 4.

    Card Name: Skeleton
    Uses: 1
    Type: Earth, Independent, Conjuration/Necromancy (Summoning)
    Range: Short (25ft+5ft/level)
    Duration: Until slain or dismissed
    Effect: One Skeleton is called. It is a medium undead with a large scimitar.

    Called Skeleton
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    Size/Type: Medium Undead
    Hit Dice: 2d12 (13hp)
    Initiative: +2
    Speed: 40ft
    Armor Class: 17 (10+2 Dex, +4 Natural)
    Base Attack/Grapple: +1/+1
    Attack: +5 Scimitar (1d6+4, 18-20x2)
    Full Attack: +5 Scimitar (1d6+4, 18-20x2)
    Space/Reach: 5ft/5ft
    Special Attacks: None
    Special Qualities: DR 3/bludgeoning
    Saves: Fort +0, Ref +2, Will +3
    Abilities: Str 19, Dex 14, Con -, Int -, Wis 10, Cha 10
    Skills: None
    Feats: None
    Alignment: (True Neutral)

    A Skeleton is a medium undead with a scimitar.

    A Skeleton has a natural armor bonus equal to two plus its hit dice.
    For each two calling levels the user possesses, the Skeleton has an additional hit die, to a maximum of six hit dice at level 8. It gains benefits for these hit die as standard, as well as an increase to its DR of three per HD, and other benefits as shown below:
    3HD: +1 Natural Armor
    4HD: +1 Strength
    5HD: +1 Natural Armor


    Level 2 Cards
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    Card Name: Banshee
    Uses: 2
    Type: Wood, Weapon (Martial), Conjuration/Evocation
    Range: Short (25ft+5ft/level)
    Duration: One attack action
    Effect: The user takes on the form of a hooded banshee, and launches a howl of energy towards her foe. This requires a ranged attack roll to hit, and deals 1d8 damage per two calling levels, minimum 1d8, maximum 5d8. Half this damage is sonic damage, and the other half is light based.

    Until the end of the Caller's next turn, they gain a Deflection bonus to AC equal to half their caller level, maximum 5.

    Card Name: Caterpoker
    Uses: 1
    Type: Wood, Independent, Conjuration (Summoning)
    Range: Short (25ft+5ft/level)
    Duration: Until slain or dismissed.
    Effect: One Caterpoker is called. A Caterpoker is a large monstrous humanoid with the body of a massive caterpillar, and the torso of a human, albeit one with large, claw like horns that it flexes to strike its foes.

    Called Caterpoker
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    Size/Type: Large Monstrous Humanoid
    Hit Dice: 3d8+9 (18hp)
    Initiative: +3
    Speed: 30ft
    Armor Class: 17 (10 +3 Dex -1 size +5 natural)
    Base Attack/Grapple: +2/+6
    Attack: Feelers +7 (1d6+3+Poison)
    Full Attack: Feelers +7/+7 (1d6+3+Poison)
    Space/Reach: 5ft/5ft
    Special Attacks: Venomous Feelers
    Special Qualities: None
    Saves: Fort +3, Ref +6, Will +4
    Abilities: Str 17, Dex 16, Con 17, Int 10, Wis 12, Cha 12
    Skills: Spot+2, Survival+2
    Feats: Toughness, Ability Focus (Venomous Feelers)
    Alignment: (Neutral Evil)

    A Caterpoker is a large monstrous humanoid, which is a tauric caterpillar with two large, venomous feelers, which are primary natural weapons.

    A Caterpoker has a +2 competence bonus on attacks with its dextrous feelers, and has a natural armor bonus equal to two plus its hit dice.
    It has three hit dice as standard. For each two calling levels the user possesses, it has an additional hit die, to a maximum of eight hit die at level 10. It gains benefits for these hit die as standard, and other benefits as shown below:
    4HD: +1 Str
    6HD: One feat, often Improved Initiative
    8HD: +1 Con

    Venomous Feelers (Ex): Whenever a Caterpoker strikes an opponent with its feelers, they must make a fortitude save or take 1d3 Constitution damage. The saving throw is Constitution based.


    Card Name: Fairy
    Uses: 1
    Type: Water, Summon, Conjuration (Healing)
    Range: 5ft
    Duration: Full Round Action
    Effect: The target, which may be the Caller themself or any ally within range, is healed of 1d6 hit points per two caller levels plus the Caller's wisdom modifier, minimum 1d6+0 hit points, maximum 5d6+X. This healing effect is not considered positive or negative energy aligned, and so affects undead, constructs, and living beings equally.

    Card Name: Fire Golem
    Uses: 1
    Type: Fire, Summon, Transmutation
    Range: Self
    Duration: 1 round/level
    Effect: The user takes on the form of a massive stone golem, and begins to generate an aura of flame. The aura remains even as the form fades away.
    Any foe within five feet of the caller at the start of her turn takes 1d3 fire damage/two caller levels, maximum 5d3. A reflex save halves this damage.
    Any foe within five feet of the caller at the start of their turn suffers the same effect.

    Card Name: Flying Ray
    Uses: 2
    Type: Water, Weapon (Martial),
    Range: Melee
    Duration: One attack action
    Effect: The user takes on the form of a flying manta ray, and lashes out with a prehensile tongue. This is a natural weapon that deals 1d6+wis mod damage. The tongue lashes through armor and protection; and strikes at the foes weakest point. It does an additional 1d6/two caller levels precision damage, maximum 5d6.

    Until the end of the Caller's next turn, they gain Cold Resistance equal to half their Caller Level, maximum 5.

    Card Name: Goblin Lord
    Uses: 1
    Type: Independent, Conjuration (Summoning)
    Range: Short (25ft+5ft/level)
    Duration: Until slain or dismissed
    Effect: One Goblin Lord is summoned. A Goblin Lord is a gold skinned Medium Monstrous Humanoid. It carries a large club.

    Called Goblin Lord
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    Size/Type: Medium Monstrous Humanoid
    Hit Dice: 3d8+6 (19hp)
    Initiative: +0
    Speed: 30ft
    Armor Class: 18 (10+3 armour+5 natural armour)
    Base Attack/Grapple: +2/+2
    Attack: +6 Greatclub (1d10+6)
    Full Attack: +6 Greatclub (1d10+6)
    Space/Reach: 5ft/5ft
    Special Attacks: None
    Special Qualities: Fortunes of the Deep
    Saves: Fort +4, Ref +1, Will +3
    Abilities: Str 19, Dex 10, Con 13, Int 4, Wis 10, Cha 6
    Skills: Appraise +3
    Feats: Improved Toughness, Power Attack
    Alignment: (Neutral Evil)

    The Goblin Lord is equipped with a greatclub and studded leather armour, and is capable of speech.

    The Goblin Lord has a natural armor bonus equal to two plus its hit dice.
    For each two calling levels the user possesses, the Goblin Lord has an additional hit die, to a maximum of eight hit die at level 10. It gains benefits for these hit die as standard, and other benefits as shown below:
    4HD: +1 Strength.
    6HD: One feat, often Cleave.
    8HD: +1 Constitution.

    Fortunes of the Deep (Ex): At the beginning of a Goblin Lord's round, its Caller rolls a d6. On a five, he may restore one use to a partially used card in his hand, if any. On a six, he may restore one used card at random to his deck. On any other result, nothing happens.


    Card Name: Golden Butterfly
    Uses: 1
    Type: Earth, Independent, Conjuration (Summoning)
    Range: Short (25ft+5ft/level)
    Duration: Until slain or dismissed
    Effect: One Golden Butterfly is called. A Golden Butterfly is a medium vermin resembling a large butterfly.

    Called Golden Butterfly
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    Size/Type: Medium Vermin
    Hit Dice: 3d8+3 (15hp)
    Initiative: +4
    Speed: 30ft flight (Good)
    Armor Class: 21 (10+4 dex+4 dodge+3 natural)
    Base Attack/Grapple: N/A
    Attack: None
    Full Attack: None
    Space/Reach: 5ft/5ft
    Special Attacks: None
    Special Qualities: Flit, Golden Dust
    Saves: Fort +3, Ref +5, Will, +2
    Abilities: Str 10, Dex 19, Con 11, Int 4, Wis 12, Cha 12
    Skills: None
    Feats: Dodge, Mobility
    Alignment: (True Neutral)

    A Golden Butterfly is a medium vermin.

    A Golden Butterfly has a dodge bonus equal to its Dexterity bonus, and a natural armor bonus equal to its hit dice.
    It has three hit dice as standard. For each two calling levels the user possesses, it has an additional hit die, to a maximum of eight hit die at level 10. It gains benefits for these hit die as standard, and other benefits as shown below:
    4HD: +1 Con
    6HD: One feat, often Agile
    8HD: +1 Dex

    Flit (Ex): A Golden Butterfly easily avoid attacks. It has a dodge bonus to AC equal to a third of its HD.

    Golden Dust (Su): A Golden Butterfly constantly releases dust that slows and dulls its foes. Enemies within 20ft/HD halve their speed.


    Card Name: Jack-O-Lantern
    Uses: 1
    Type: Fire, Summon, Conjuration (Evocation)
    Range: Close (25ft +5ft/2 levels)
    Duration: Standard Action
    Effect: The Caller takes on the form of a pumpkin-headed scarecrow, and tosses their head in the air. They fade away before it lands-and detonates in a cloud of flame, dealing 1d8 fire damage per two calling levels to all beings in range, except the Caller, maximum 5d8. A reflex saves halves this damage. The Caller fades back into being among the flames.

    Card Name: Lycanthrope
    Uses: 1
    Type: Wood, Summon (Martial), Transmutation
    Range: 10ft
    Duration: Standard Action
    Effect: The Caller takes on the form of a mighty werewolf, at least ten foot tall. She lashes out at all foes within ten foot. Make a single attack roll and apply it to each foe's AC. All foes hit take 1d6 damage per two calling Levels, maximum 5d6, plus the Caller's Wisdom modifier in damage. This is piercing and bludgeoning damage.

    Card Name: Running Bird
    Uses: 1
    Type: Earth, Independent, Conjuration (Summoning)
    Range: Short (25ft+5ft/level)
    Duration: Until slain or dismissed.
    Effect: One Running Bird is summoned. A Running Bird is a Large Animal that resembles an ostrich.

    Called Running Bird
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    Size/Type: Large Animal
    Hit Dice: 3d8+6 (19hp)
    Initiative: +3
    Speed: 40ft
    Armor Class: 17 (10+3 Dex+5 natural-1 size)
    Base Attack/Grapple: +1/+6
    Attack: +5 Beak (1d8+3)
    Full Attack: +5 Beak (1d8+3)
    Space/Reach: 5ft/5ft
    Special Attacks: None
    Special Qualities: Speed of Body, Speed of Mind
    Saves: Fort +4, Ref +6, Will +1
    Abilities: Str 14, Dex 17, Con 13, Int 3, Wis 10, Cha 10
    Skills: None
    Feats: Weapon Finesse, Toughness, Weapon Focus (Beak) B
    Alignment: (True Neutral)

    A Running Bird is a large animal, similar in appearence to an ostrich.

    A Running Bird has a natural armor bonus equal to two plus its hit dice.
    It has three hit dice as standard. For each two calling levels the user possesses, it has an additional hit die, to a maximum of eight hit die at level 10. It gains benefits for these hit die as standard, and other benefits as shown below:
    4HD: +1 Con
    6HD: One feat, often Improved Initiative
    8HD: +1 Dex

    Speed of Body, Speed of Mind (Su): A Running Bird enhances the speed of its allies and itself. It provides an enhancement bonus to Dexterity and Intelligence equal to half its HD, rounding up, to all allies within 20ft/HD. In addition, allies affected by this ability add the same enhancement bonus to reflex saves, and add it multiplied by 5ft to their move speed.
    These bonuses are not included in the Running Bird's statblock, but at 3HD they grant +2 Dex and Int, improve it's movement speed to 50ft, and give a total of +3 to reflex saves, as well as +1 to AC and attack rolls.


    Card Name: Treant
    Uses: 1
    Type: Wood, Independent, Conjuration (Summoning)
    Range: Short (25ft+5ft/level)
    Duration: Until slain or dismissed.
    Effect: One Treant is called. A called Treant is an odd, wooden creature resembling some sort of plant.

    Called Treant
    Spoiler
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    Size/Type: Large Plant
    Hit Dice: 3d8+12 (25hp)
    Initiative: +0
    Speed: 20ft
    Armor Class: 17 (10-1 size+8 natural armour)
    Base Attack/Grapple: +1/+6
    Attack: None
    Full Attack: None
    Space/Reach: 5ft/5ft
    Special Attacks: Mental Thrust
    Special Qualities: Iron Skin, Iron Will
    Saves: Fort +6, Ref +1, Will +4
    Abilities: Str 10, Dex 10, Con 17, Int 3, Wis 13, Cha 10
    Skills: None
    Feats: Iron Will, Improved Toughness
    Alignment: (True Neutral)

    A Treant is a large, wide plant, similar in appearance to some kind of tree.

    A Treant has a natural armor bonus equal to five plus its HD.
    It has three hit dice as standard. For each two calling levels the user possesses, it has an additional hit die, to a maximum of eight hit die at level 10. It gains benefits for these hit die as standard, and other benefits as shown below:
    4HD: +1 Wisdom
    6HD: One feat, often Ability Focus (Mental Thrust)
    8HD: +1 Con

    Iron Skin, Iron Will (Su): A Treant enhances the defences of its allies and itself. It provides an enhancement bonus to Constitution and Wisdom equal to half its HD, rounding up, to all allies within 20ft/HD. In addition, allies affected by this ability add the same enhancement bonus to their natural armour, and gain DR/Adamantine equal to the number. (Or add it to their DR if they have existing DR)
    These bonuses are not included in the Treant's statblock, but at 3HD they grant +2 Con and Wis, improve it's AC to 19, give an additional 3hp and grant DR 2/Adamantine.

    Mental Thrust (Ps): A Treant has Mind Thrust as a psi-like ability, allowing it to deal (HD) lots of d10 damage to a foe within 25ft+5ft/2 HD. A successful will save negates this damage entirely.


    Card Name: Vampire Bush
    Uses: 1
    Type: Water, Independent, Conjuration (Summoning)
    Range: Short (25ft+5ft/level)
    Duration: Until slain or dismissed
    Effect: One Vampire Bush is summoned. A Vampire Bush is a large, almost immobile plant with floating tendrils, and the ability to drain the health from nearby foes.

    Called Vampire Bush
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    Size/Type: Large Plant
    Hit Dice: 3d8+12 (25hp)
    Initiative: -1
    Speed: 5ft
    Armor Class: 11 (10-1 size-1 Dex+9 natural armour)
    Base Attack/Grapple: +1/+6
    Attack: +3 Tentacle (1d6+1)
    Full Attack: +3/+3 Tentacles (1d6+1)
    Space/Reach: 5t/5ft
    Special Attacks: None
    Special Qualities: Draining Field
    Saves: Fort +6, Ref +0, Will +1
    Abilities: Str 13, Dex 8, Con 17, Int 3, Wis 10, Cha 10
    Skills: None
    Feats: Improved Toughness, Weapon Focus (Tentacles)
    Alignment: True Neutral

    A Vampire Bush is a large, tall plant, similar in appearence to a bush, but with several tentacles waving gently in the air.

    A Vampire Bush has a natural armor bonus equal to six plus its HD.
    It has three hit dice as standard. For each two calling levels the user possesses, it has an additional hit die, to a maximum of eight hit die at level 10. It gains benefits for these hit die as standard, and other benefits as shown below:
    4HD: +1 Strength
    6HD: One feat, often Ability Focus (Draining Field)
    8HD: +1 Constitution

    Draining Field (Su): A Vampire Bush is constantly draining life from its foes. Any foe who starts within 10ft/HD of a Vampire Bush on their turn must make a will save. If they fail, they take 1d4 damage for each HD they possess, and the Bush regains half that life. This saving throw is constitution based.


    Card Name: Venus Spider
    Uses: 1
    Type: Earth, Summon, Transmutation
    Range: Medium (100ft+5ft/level)
    Duration: Standard Action
    Effect: The Caller takes on the form of a spider-like creature, with an abdomen that opens up to split a glob of envenomed web at foes. Anyone within 15ft of the target location takes 1d6 damage/2 caller levels, maximum 5d6 damage, and is entangled. A reflex save halves the damage, and negates the entanglement.
    Last edited by Lix Lorn; 2014-05-24 at 10:18 PM.
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    Default Re: 3.5 Class/System: The Cardcaller (Based on Lost Kingdoms)

    Level 2 Cards Continued
    Spoiler
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    Card Name: Will-O-Wisp
    Uses: 1
    Type: Fire, Independent, Conjuration (Summoning)
    Range: Medium (100ft+10ft per level)
    Duration: Until slain or dismissed, even between encounters.
    Effect: One Will-O Wisp is called. A Will-O-Wisp is an immobile small construct. It floats in the air, and does excellent damage to anyone who triggers it.

    Called Will-O-Wisp
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    Size/Type: Small Construct (Incorporeal)
    Hit Dice: 3d10+10 (26hp)
    Initiative: +0
    Speed: 0ft
    Armor Class: 15 (10+4 Deflection+1 Size)
    Base Attack/Grapple: +0/+0
    Attack: -
    Full Attack: -
    Space/Reach: -
    Special Attacks: Lightning Blast
    Special Qualities: Incorporeal
    Saves: Fort +1, Ref +1, Will +1
    Abilities: Str 4, Dex 10, Con -, Int -, Wis -, Cha 18
    Skills: -
    Feats: -
    Alignment: (True Neutral)

    A Will-O-Wisp is a floating aura of energy, that persists in an area until a foe of its Caller comes near, when it detonates with a cloud of energy.

    For each two calling levels the user possesses, the Will-O-Wisp has an additional hit die, to a maximum of six hit dice at level 8. It gains benefits for these hit die as standard, and other benefits as shown below:
    4HD: +1 Charisma
    8HD: +1 Charisma

    Lightning Blast (Su): The Will-O-Wisp releases its energy in a burst that effects anyone within 10ft/HD. It deals 3d4 electric damage/HD, and allows a reflex save for half damage. The save DC is charisma based. This attack reduces the Will-O-Wisp to -10 hit points immediately.


    Card Name: Wizard
    Uses: 1
    Type: Fire, Independent, Conjuration (Summoning)
    Range: Short (25ft+5ft/level)
    Duration: Until slain or dismissed.
    Effect: One Wizard is called. A called Wizard is a small, lizardlike humanoid floating on a red ball.

    Called Wizard
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    Size/Type: Small Humanoid (Reptilian)
    Hit Dice: 3d8+3 (20hp)
    Initiative: +0
    Speed: 20ft flight (Average)
    Armor Class: 16 (10+1 size+5 Deflection)
    Base Attack/Grapple: +2/-2
    Attack: +4 Firebolt (1d8+4)
    Full Attack: +4 Firebolt (1d8+4)
    Space/Reach: 5ft/5ft
    Special Attacks: Firebolt
    Special Qualities: Force of Body, Force of Mind
    Saves: Fort +2, Ref +1, Will +5
    Abilities: Str 14, Dex 11, Con 12, Int 10, Wis 10, Cha 15
    Skills: Spellcraft +6
    Feats: Weapon Focus (Firebolt), Force of Personality
    Alignment: (Neutral Good)

    A Wizard is a small Reptilian Humanoid, riding upon a small sphere.

    It has three hit dice as standard and a Deflection bonus to AC equal to its Charisma modifier plus its hit dice. For each two calling levels the user possesses, it has an additional hit die, to a maximum of eight hit die at level 10. It gains benefits for these hit die as standard, and other benefits as shown below:
    4HD: +1 Charisma
    6HD: One feat, often Weapon Specialisation (Firebolt)
    8HD: +1 Dexterity

    Force of Body, Force of Mind (Su): A Wizard enhances the attacks of its allies and itself. It provides an enhancement bonus to Strength and Charisma equal to half its HD, rounding up, to all allies within 20ft/HD. In addition, allies affected by this ability add the same enhancement bonus to all damage rolls they make, whether weapons or spells.
    These bonuses are not included in the Wizard's statblock, but at 3HD they grant +2 Str and Cha, improve it's AC to 14, and deal an additional two damage with its Firebolts.

    Firebolt (Su): As a ranged natural touch attack aimed with charisma, a Wizard launches a bolt of fire dealing 1d8+cha mod+str mod fire damage. Using this ability does not provoke an attack of opportunity.


    Level 3 Cards
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    Card Name: Archer Tree
    Uses: 1
    Type: Wood, Summon (Martial), Transmutation
    Range: 50ft
    Duration: Full Round Action
    Effect: The user takes on the form of a mighty tree, and launches a cloud of arrows with a powerful bow.
    Make four ranged attacks against up to three targets within range, each taking a -4 penalty. Each target must be within 10ft of at least one other target. Each attack does 1d8+Wis mod piercing damage, plus an additional 1d8/3 Calling levels bludgeoning damage from the sheer force of impact. A successful fortitude save halves this bludgeoning damage.

    Card Name: Carbuncle
    Uses: 1
    Type: Earth, Independent, Conjuration (Summoning)
    Range: Short (25ft+5ft/level)
    Duration: Until slain or dismissed.
    Effect: One Carbuncle is summoned. A Carbuncle is a medium animal with a long, powerful tail.

    Called Carbuncle
    Spoiler
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    Size/Type: Medium Animal
    Hit Dice: 4d8+12 (33hp)
    Initiative: +1
    Speed: 50ft
    Armor Class: 20 (10+1 Dex+9 Natural)
    Base Attack/Grapple: +3/+3
    Attack: +6 Tail Slap (1d8+4)
    Full Attack: +6 Tail Slap (1d8+4)
    Space/Reach: 5ft/5ft
    Special Attacks: None
    Special Qualities: Guardian
    Saves: Fort +5, Ref +5, Will +2
    Abilities: Str 17, Dex 12, Con 15, Int 4, Wis 12, Cha 10
    Skills: -
    Feats: Combat Reflexes, Improved Toughness
    Alignment: (True Neutral)

    A Carbuncle is a medium Animal, resembling an oversized armadillo, with a massive and powerful tail.

    It has four hit dice as standard, a tail slap attack dealing 1d8+1.5 Str mod damage, and a natural armor bonus equal to it's HD+five. For each two calling levels the user possesses, it has an additional hit die, to a maximum of ten hit die at level 12. It gains benefits for these hit die as standard, and other benefits as shown below:
    6HD: One feat, often Weapon Focus (Tail Slap)
    8HD: +1 Str
    9HD: One feat, often Weapon Specialisation (Tail Slap)
    12HD: +1 Con

    Guardian (Ex): A Guardian spins around it's caller. As long as one of them is empty, it is considered to occupy all spaces around it's caller, but does not restrict movement. Attacking its Caller provokes an attack of opportunity from it, if it is within melee range of them.


    Card Name: Catoblepas
    Uses: 1
    Type: Earth, Independent, Conjuration (Summoning)
    Range: Short (25ft+5ft/level)
    Duration: Until slain or dismissed.
    Effect: One Catoblepas is summoned. A Catoblepas is a Large Magical Beast with a long neck and petrifying gaze.

    Called Catoblepas
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    Size/Type: Large Magical Beast
    Hit Dice: 4d10+20 (42hp)
    Initiative: +0
    Speed: 20ft
    Armor Class: 16 (10-1 size+7 Natural)
    Base Attack/Grapple: +4/+8
    Attack: +7 Petrifying Ray (2d6+2)
    Full Attack: +7 Petrifying Ray (2d6+2)
    Space/Reach: 5ft/5ft
    Special Attacks: Petrifying Ray
    Special Qualities: None
    Saves: Fort +9, Ref +4, Will +3
    Abilities: Str 14, Dex 11, Con 21, Int 5, Wis 10, Cha 15
    Skills: -
    Feats: Ability Focus (Petrifying Ray), Iron Will
    Alignment: (True Neutral)

    A Catoblepas is a large, quadrupedal Magical Beast, with short, thick legs and a long neck. It's main distinguishing ability is the ability to launch rays of petrifying energy.

    A Catoblepas has a +3 competence bonus on attack rolls with its petrifying ray, and a natural armor bonus equal to three plus its hit dice.
    It has four hit dice as standard, and a natural armor bonus equal to its Con modifier. For each two calling levels the user possesses, it has an additional hit die, to a maximum of ten hit die at level 12. It gains benefits for these hit die as standard, and other benefits as shown below:
    6HD: One feat, often Weapon Focus (Petrifying Ray)
    8HD: +1 Dex
    9HD: One feat, often Manyshot
    12HD: +1 Con

    Petrifying Ray (Su): As an attack action, the Catoblepas launches a ray with range 20ft/HD. This is a ranged touch attack that deals 2d6+cha mod damage. In addition, a foe struck takes 1d2 Dexterity damage. (Increasing in dice size each fourth HD after 4). If reduced to Dex 0, they are turned to stone. A fortitude save halves the damage, and negates the Dexterity damage.


    Card Name: Decoy Pillar
    Uses: 1
    Type: Fire, Independent, Conjuration (Creation)
    Range: Short (25ft+5ft/level)
    Duration: Until slain or dismissed.
    Effect: One Decoy Pillar is summoned. A Decoy Pillar is a large construct of disturbing allure.

    Called Decoy Pillar
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    Size/Type: Large Construct
    Hit Dice: 8d10+38 (86hp)
    Initiative: +0
    Speed: 0ft
    Armor Class: 13 (10-1 size+4 natural)
    Base Attack/Grapple: -
    Attack: -
    Full Attack: -
    Space/Reach: -
    Special Attacks: None
    Special Qualities: Great Allure, Resist 4/Cold
    Saves: Fort +2, Ref +2, Will +2
    Abilities: Str 0, Dex 0, Con -, Int -, Wis 10, Cha 17
    Skills: -
    Feats: Improved Toughness (B)
    Alignment: (None)

    A Decoy Pillar is a large construct that appears as a glittering, valuable rod.

    It has eight hit dice as standard, and a natural armor bonus equal to half it's HD. For each calling level the user possesses, it has an additional hit die, to a maximum of twenty hit die at level 12. It gains benefits for these hit die as standard, and other benefits as shown below:
    12HD: +1hp per HD
    16HD: +1hp per HD
    20HD: +1hp per HD

    Resist 4/Cold (Ex): The Decoy Pillar ignores the first (HD/2) damage from any source other than cold damage or water based effects. Effects that reduce or ignore DR or energy resistance treat this the same way.

    Great Allure (Ex): The Decoy Pillar is very, very tempting. Any foe who can see it must make a will save or attack it instead. Passing this save renders the foe immune for a number of rounds equal to three plus their charisma modifier, if positive.


    Card Name: Demon Skeleton
    Uses: 1
    Type: Water, Independent, Conjuration/Necromancy (Summoning)
    Range: Short (25ft+5ft/level)
    Duration: Until slain or dismissed.
    Effect: One Demon Skeleton is called. A Demon Skeleton is a large, blue skeleton with a large scimitar.

    Called Demon Skeleton
    Spoiler
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    Size/Type: Large Undead (Cold)
    Hit Dice: 4d12 (31hp)
    Initiative: +3
    Speed: 45ft
    Armor Class: 19 (10-1 size+10 Natural)
    Base Attack/Grapple: +2/+6
    Attack: +9 Scimitar (1d8+7+1d6)
    Full Attack: +9 Scimitar (1d8+7+1d6)
    Space/Reach: 5ft/5ft
    Special Attacks: None
    Special Qualities: Demon Frost, DR/Bludgeoning
    Saves: Fort +1, Ref +4, Will +5
    Abilities: Str 23, Dex 17, Con -, Int 5, Wis 12, Cha 11
    Skills: -
    Feats: Spring Attack (Bonus)
    Alignment: (True Neutral)

    A Demon Skeleton is a large undead with a +1 large scimitar. It has a natural armor bonus equal to six plus its HD, and DR/bludgeoning equal to twice its HD.

    For each two calling levels the user possesses, the Demon Skeleton has an additional hit die, to a maximum of ten hit dice at level 12. It gains benefits for these hit die as standard, as well as an increase to its DR of three per HD, and other benefits as shown below:
    8HD: +1 Strength
    10HD: The Skeleton's Scimitar increases to a +2 value (Generally gaining the Frost enhancement.)
    12HD: +1 Dexterity

    Demon Frost (Su): The Demon Skeleton does an additional 1d6 cold damage on any melee attack.


    Card Name: Dragon Knight
    Uses: 2
    Type: Water, Weapon (Martial), Transmutation
    Range: 10ft
    Duration: One attack action
    Effect: The user takes on the form of an armored, draconic humanoid, and chops down with a massive blade.
    The user makes an attack with a Greatsword sized for a creature one size larger than them. (doing 3d6+Wisdom modifier damage for a medium caller.) They may attack an enemy up to 10ft away, due to the massive size of their weapon.

    Until the end of the Caller's next turn, they gain a bonus to Armor and to Natural armor each equal to a third of their Caller Level. (Maximum 4 each)

    Card Name: Flayer Spawn
    Uses: 1
    Type: Fire, Summons, Transmutation/Evocation
    Range: 100ft line
    Duration: Standard Action
    Effect: The user takes on the form of an odd, floating brain, and then forms a blast of bioelectricity. All within the target area take 1d6 electricity damage per Caller Level (maximum 12d6). A successful Reflex save halves this damage.

    Card Name: Ghost Armor
    Uses: 1
    Type: Wood, Weapon (Martial), Transmutation
    Range:10ft
    Duration: One attack action
    Effect: The user takes on the form of a large, headless suit of armor, and lashes out with a mighty spear.
    The user attacks one foe within range with a +1 large Lance, dealing 2d6+Wis mod damage for a medium Caller. Their attack penetrates defences; ignoring a number of points of DR and other resistances equal to the Caller's Caller Level, maximum 12.

    Until the end of the Caller's next turn, they gain a Deflection bonus to AC equal to half their Caller Level. (Maximum 6)

    Card Name: Maelstrom
    Uses: 1
    Type: Water, Independent, Conjuration (Summoning)
    Range: Short (25ft+5ft/level)
    Duration: Until slain or dismissed, even between encounters.
    Effect: One Maelstrom is summoned. A Maelstrom is a medium energy construct that lurks in the ground.

    Called Maelstrom
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    Size/Type: Medium Construct (Incorporeal)
    Hit Dice: 4d10+20 (46hp)
    Initiative: +0
    Speed: 0ft
    Armor Class: 14 (10+4 Deflection)
    Base Attack/Grapple: +0/+0
    Attack: -
    Full Attack: -
    Space/Reach: -
    Special Attacks: Cursed Wind
    Special Qualities: Incorporeal, Camofluage
    Saves: Fort +1, Ref +1, Will +1
    Abilities: Str 4, Dex 10, Con -, Int -, Wis -, Cha 19
    Skills: Hide +10
    Feats: -
    Alignment: (True Neutral)

    A Maelstrom is a ghostly wisp that hides within the ground, leaping up to slash its foes with dark winds if they come too close.

    For each two calling levels the user possesses, the Maelstrom has an additional hit die, to a maximum of six hit dice at level 8. It gains benefits for these hit die as standard, and other benefits as shown below:
    8HD: +1 Charisma

    Cursed Wind (Su): The Maelstrom lashes out with slashing winds that affect anyone within 10ft/HD. It deals 3d4 slashing damage/HD, and allows a reflex save for half damage. Anyone who takes damage is cursed, taking two ability damage to each ability score. A will save negates this damage. This attack reduces the Maelstrom to -10 hit points immediately.

    Camofluage (Ex): Trap Monsters are hard to find, and trick the mind into forgetting where they landed. They gain a bonus on hide checks equal to their ranks in Hide. In addition, anyone who sees them land must pass a will save, or forget where it fell, needing a successful spot check to see it.


    Card Name: Scythe Beast
    Uses: 2
    Type: Wood, Weapon (Martial), Transmutation/Evocation
    Range: Close (25ft+5ft/2 Caller levels)
    Duration: One attack action
    Effect: You take on the form of a lizardlike Scythe Beast, equipped with a massively oversized and bladed tail, which you can swing to perform a vicious wind slash.
    Make a ranged attack roll against any one target in range, dealing 2d6+Wis mod slashing damage on a hit (For a medium Caller). From the force of the wind, you may automatically make a bull rush attempt without provoking attacks of opportunity, using your Wisdom score as your strength score.
    You may instead attack a foe in melee range, in which you do 3d6+Wis mod slashing damage instead (For a medium Caller).

    Until the end of the Caller's next turn, they gain a bonus to all attack and damage rolls dealing slashing damage equal to half their Caller Level. (Maximum 6)

    Card Name: Trickster
    Uses: 1
    Type: Wood, Independent, Conjuration (Summoning)
    Range: Short (25ft+5ft/level)
    Duration: Until slain or dismissed.
    Effect: One Trickster is summoned. A Trickster is a medium humanoid that walks on its hands.

    Called Trickster
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    Size/Type: Medium Humanoid
    Hit Dice: 4d8+8 (29hp)
    Initiative: +3
    Speed: 30ft
    Armor Class: 17 (10+3 dex+4 nat)
    Base Attack/Grapple: +3/+3
    Attack: +11 Sonic Wave (2d3+5)
    Full Attack: +6 Sonic Wave (2d3+5)
    Space/Reach: 5ft/5ft
    Special Attacks: Sonic Wave
    Special Qualities: None
    Saves: Fort+3, Ref+6, Will+2
    Abilities: Str 10, Dex 16, Con 15, Int 6, Wis 12, Cha 21
    Skills: Tumble +6
    Feats: Acrobatic, Improved Toughness
    Alignment: (Chaotic Neutral)

    A Trickster is a medium humanoid. It has a natural armor bonus equal to its HD.

    For each two calling levels the user possesses, the Trickster has an additional hit die, to a maximum of ten hit dice at level 12. It gains benefits for these hit die as standard, as well as an increase to its DR of three per HD, and other benefits as shown below:
    6HD: One feat, usually Ability Focus (Sonic Wave)
    8HD: +1 Charisma
    9HD: One feat, usually Mobility. (If an alternate feat is chosen, all prerequisites must be met.)
    12HD: +1 Con

    Sonic Wave (Su): A Sonic Wave is a ranged natural attack dealing 2d3+cha mod sonic damage. It has a range of 25ft+5ft/2 HD, and is aimed with Charisma.


    Card Name: Venom Lizard
    Uses: 3
    Type: Wood, Weapon (Martial), Transmutation
    Range: Melee
    Duration: One attack action
    Effect: The user takes on a form similar to a lizardman, but green skinned, their weapon dripping with venom.
    The Cardcaller attacks once as if armed with a Masterwork Longsword sized for a creature one size category larger than them. (For a medium sized Cardcaller, this will do damage equal to 2d6 + their Wisdom modifier.)
    If it hits, the enemy takes constitution damage according to the following table.
    {table=head]CallingLevel|ConDamage
    1-3|1
    4-6|1d2
    7-9|2d3
    10-12|3d3[/table]

    Until the end of the Caller's next turn, they gain a bonus to Natural armor equal to half their caller level, maximum 6. In addition, whenever they deal HP damage to an opponent in that time, the opponent makes a fortitude save or takes a point of constitution damage.


    Level 4 Cards
    Spoiler
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    Card Name: Blood Bush
    Uses: 1
    Type: Fire, Independent, Conjuration (Summoning)
    Range: Short (25ft+5ft/level)
    Duration: Until slain or dismissed.
    Effect: One Blood Bush is summoned. A Blood Bush is related to the Vampire Bush, but is capable of channeling the drained health towards its caller.

    Called Blood Bush
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    Size/Type: Large Plant
    Hit Dice: 5d8+25 (51hp)
    Initiative: -1
    Speed: 5ft
    Armor Class: 11 (10-1 size-1 Dex+5 natural armour)
    Base Attack/Grapple: +3/+8
    Attack: +7 Tentacle (1d6+3)
    Full Attack: +7/+7 Tentacles (1d6+3)
    Space/Reach: 5ft/5ft
    Special Attacks: None
    Special Qualities: Blood Drain
    Saves: Fort +9, Ref +1, Will +1
    Abilities: Str 17, Dex 10, Con 19, Int 3, Wis 10, Cha 10
    Skills: None
    Feats: Improved Toughness, Weapon Focus (Tentacles)
    Alignment: (True Neutral)

    A Blood Bush is a large, tall plant, similar in appearence to it's lesser relative, but coloured in red and pink.

    It has five hit dice as standard, and a natural armour bonus equal to its HD. For each two calling levels the user possesses, it has an additional hit die, to a maximum of twelve hit die at level 14. It gains benefits for these hit die as standard, and other benefits as shown below:
    6HD: One feat, often Ability Focus (Draining Field)
    8HD: +1 Constitution
    9HD: One feat, often Improved Natural Attack (Tentacle)
    12HD: +1 Strength, one feat, often Weapon Specialisation (Tentacle). If another feat is chosen, all prerequisites must be met.

    Draining Field (Su): A Blood Bush is constantly draining life from its foes. Any foe who starts within 10ft/HD of a Blood Bush on their turn must make a will save. If they fail, they take 1d4/HD damage, and the Bush regains half that life. Their caller regains the same amount of life.


    Card Name: Demon Hound
    Uses: 1
    Type: Wood, Independent, Conjuration (Summoning)
    Range: Short (25ft+5ft/level)
    Duration: Until slain or dismissed
    Effect: One Demon Hound is summoned. A Demon Hound is an animalistic medium outsider resembling a green, horned hound.

    Called Demon Hound
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    Size/Type: Medium Outsider
    Hit Dice: 5d8+15 (41hp)
    Initiative: +3
    Speed: 40ft
    Armor Class: 19 (10+6 natural+3 Dex)
    Base Attack/Grapple: +5/+5
    Attack: Bite +12 (2d4+6) or Claw +10 (1d8+4 19-20x2) or Gore +10 (1d6+6)
    Full Attack: Bite +12 (2d4+6), Claw +10/+10 (1d8+4 19-20x2), Gore +10 (1d6+6)
    Space/Reach: 5ft/5ft
    Special Attacks: Pounce
    Special Qualities: None
    Saves: Fort+7, Ref+7, Will+5
    Abilities: Str 19, Dex 16, Con 17, Int 4, Wis 12, Cha 10
    Skills: None
    Feats: Dodge, Multiattack
    Alignment: (True Neutral)

    A Demon Hound is a large, green hound, with horns and vicious fangs.

    A Demon Hound has a +3 competence bonus to natural attack rolls.
    It has five hit dice as standard, and a natural armour bonus equal to one plus its HD. For each two calling levels the user possesses, it has an additional hit die, to a maximum of twelve hit die at level 14. It gains benefits for these hit die as standard, and other benefits as shown below:
    6HD: One feat, often Mobility
    8HD: +1 Constitution
    9HD: One feat, often Spring Attack
    12HD: +1 Strength, the Special Ability Improved Pounce. (This replaces the feat they would normally gain at this level)

    Improved Pounce: Improved Pounce allows the user to make a full attack as a free action once in a turn, as long as all standard, move, or full round actions in that round are used to move.


    Card Name: Dragonoid
    Uses: 2
    Type: Earth, Weapon (Martial), Transmutation
    Range: Melee
    Duration: Attack Action
    Effect: The user transforms briefly into the form of an odd, mutated draconic figure, and lashes out with a fiery whip that causes an eruption of flame in the target area.
    The whip is a +1 Flaming whip of one extra size category, and so does 1d4+1+1d6+wis mod damage for a medium caller. In addition, everyone in the target square takes 1d6/2 Caller levels fire damage, to a maximum of 7d6 at Caller level 14. The original target of the whip's attack does not get a save if he was missed by the whip, but if he was hit, he may make a reflex save to negate the damage, as may anyone else in the square.
    (The pillar of flames reaches to a height of 30ft)

    Until the end of the Caller's next turn, they gain Resistance equal to half their Caller Level, maximum 7 against all energy damage.

    Card Name: Elephant
    Uses: 1
    Type: Earth, Summon, Transmutation/Conjuration
    Range: 20ft cone
    Duration: Standard Action
    Effect: Taking on the form of a mighty armored elephant, you slam your front legs down onto the ground, forcing a small area of earth to tremble and throw fragments of stone and rock onto your foes. This card only works on solid ground. All enemies within the cone take 1d8/two caller levels bludgeoning damage, to a maximum of 7d8 at caller level 14. A reflex save halves this damage.

    Card Name: Ghoul
    Uses: 2
    Type: Wood, Weapon (Martial), Transmutation/Necromancy
    Range: Melee
    Duration: Attack action
    Effect: Taking on the form of a dank ghoul, the user attacks with vicious claws, holding a venomous paralytic effect within them. Their claw attacks are a natural weapon dealing 1d6+wis mod damage, with a 19-20 critical threat range. They also deal constitution damage equal to their caster level divided by two, but no higher than 7 or their wisdom modifier. A successful fortitude save negates this effect.

    For a number of rounds equal to half their Caller Level, maximum 7, they deal a single point of constitution damage whenever they deal HP damage to an enemy through any means, although a successful fortitude save negates this con damage.

    Card Name: Hand of Fire
    Uses: 1
    Type: Fire, Independent, Conjuration/Evocation
    Range: Short (25ft+5ft/level)
    Duration: Until slain or dismissed
    Effect: One Hand of Fire is summoned. A Hand of Fire is a large construct resembling a really big hand.
    Made of fire.

    Called Hand of Fire
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    Size/Type: Large Construct (Fire)
    Hit Dice: 5d10+30 (62hp)
    Initiative: +2
    Speed: 30ft
    Armor Class: 21 (10-1 size+2 Dex+5 natural+5 deflection)
    Base Attack/Grapple: +3/+7
    Attack: +12 Fist (2d6+7) and Grapple (+16)
    Full Attack: +12 Fist (2d6+7) and Grapple (+16)
    Space/Reach: 5ft/5ft
    Special Attacks: Flaming Embrace, Improved Grab, Constrict (2d4)
    Special Qualities: Float
    Saves: Fort +1, Ref +3, Will +2
    Abilities: Str 21, Dex 15, Con -, Int -, Wis 12, Cha 10
    Skills: None
    Feats: Improved Unarmed Strike, Improved Grapple
    Alignment: (Chaotic Neutral)

    A Hand of Fire is a large, fiery hand. It is a large construct which attacks by punching with its entire body, and then holding its foe within its fiery grip.

    It has five hit dice as standard, and a natural armour and deflection bonus to AC each equal to two plus 3/4 of its HD. It has a +5 competence bonus to attack rolls made with its fist. For each two calling levels the user possesses, it has an additional hit die, to a maximum of twelve hit die at level 14. It gains benefits for these hit die as standard, and other benefits as shown below:
    6HD: One feat, often Improved Toughness
    8HD: +1 Dexterity
    9HD: One feat, often Improved Natural Attack (Fist)
    12HD: +1 Strength, one feat, often Great Fortitude

    Flaming Embrace (Ex): A foe grappled by or grappling a Hand of Fire takes 1d6 fire damage at the end of each turn.

    Float (Ex): A Hand of Fire does not touch the ground, instead floating. It does not trigger traps based on ground pressure, or stand on caltrops. This functions identically to the Scorn Earth ability. (As seen on the Elocator Psionic PrC)

    Improved Grab (Ex): On successfully striking with its Fist attack, a Hand of Fire may immediately begin a grapple without provoking attacks of opportunity.

    Constrict: While grappling, the Hand of Fire deals 2d4 damage.


    Card Name: Hydra
    Uses: 1
    Type: Water, Independent, Conjuration (Summoning)
    Range: Short (25ft+5ft/level)
    Duration: Until slain or dismissed
    Effect: One Hydra is summoned. You should know what a hydra is.

    Called Hydra
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    Size/Type: Large Dragon
    Hit Dice: 5d12+20 (52hp)
    Initiative: +1
    Speed: 20ft
    Armor Class: 18 (10-1 size+1 dex+8 natural)
    Base Attack/Grapple: +5/+9
    Attack: +10 Bite (1d8+5)
    Full Attack: +10/+10/+10/+10 Bite (1d8+5)
    Space/Reach: 5ft/5ft
    Special Attacks: None
    Special Qualities: Venomous Aura
    Saves: Fort +8, Ref +5, Will+6
    Abilities: Str 21, Dex 12, Con 19, Int 4, Wis 14, Cha 12
    Skills: None
    Feats: Weapon Focus (Bite), Improved Critical (Bite)
    Alignment: (True Neutral)

    A Called Hydra is a four headed blue draconic creature, surrounded by a toxic miasma.

    It has five hit dice as standard, and a natural armour bonus equal to three plus its HD. For each two calling levels the user possesses, it has an additional hit die, to a maximum of twelve hit die at level 14. It gains benefits for these hit die as standard, and other benefits as shown below:
    6HD: One feat, often Ability Focus (Venomous Aura)
    8HD: +1 Strength
    9HD: One feat, often Improved Toughness
    12HD: +1 Constitution, one feat, often Weapon Specialisation. (If an alternate feat is chosen, all prerequisites must be met.)

    Venomous Aura (Ex): Any foe within 10ft/HD of a hydra at the beginning of their turn must make a fortitude save, or take a point of constitution damage.


    Card Name: Kitty Trap
    Uses: 1
    Type: Fire, Independent (Trap), Conjuration (Summoning)
    Range: Short (25ft+5ft/level)
    Duration: Until slain or dismissed, even between encounters.
    Effect: One Kitty Trap is summoned. A Kitty trap is a medium construct that floats in the air.

    Called
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    Size/Type: Medium Construct
    Hit Dice: 5d10+20 (52hp)
    Initiative: +0
    Speed: 10ft flight (poor)
    Armor Class: 20 (10+5 nat+5 armor)
    Base Attack/Grapple: +0/+0
    Attack: -
    Full Attack: -
    Space/Reach: -
    Special Attacks: Cat-astrophic Detonation
    Special Qualities: Foeseeker
    Saves: Fort+1, Ref+1, Will+1
    Abilities: Str 4, Dex 10, Con -, Int -, Wis -, Cha 20
    Skills: -
    Feats: -
    Alignment: (-)

    A Kitty Trap is a small, almost immobile pillar of rotating triangles marked with the image of a cat.

    It has five hit dice as standard, and a natural armour and an armour bonus equal to its HD. For each two calling levels the user possesses, it has an additional hit die, to a maximum of twelve hit die at level 14. It gains benefits for these hit die as standard, and other benefits as shown below:
    8HD: +1 Charisma
    12HD: +1 Charisma

    Cat-astrophic Detonation (Su): The Kitty Trap lashes out with a fiery explosion that affect anyone within 10ft/HD. It deals 3d6 fire damage/HD, and allows a reflex save for half damage. This attack reduces the Kitty Trap to -10 hit points immediately.

    Foeseeker (Ex): If there is a foe of the Caller within 150ft, it will drift towards them at it's full movement speed. If they are actively hiding or using stealth, it does not do so.


    Card Name: Land Shark
    Uses: 1
    Type: Water, Independent, Conjuration (Summoning)
    Range: Short (25ft+5ft/level)
    Duration: Until slain or dismissed
    Effect: One Land Shark is summoned. A Land Shark looks mostly like a normal shark, but is generally lither and longer, with larger fins. It is a Large Animal.

    Called Land Shark
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    Size/Type: Large Animal
    Hit Dice: 5d8+15 (41hp)
    Initiative: +7
    Speed: 40ft swim
    Armor Class: 18 (10-1 size, +3 Dex, +6 natural)
    Base Attack/Grapple: +3/+7
    Attack: +10 Bite (2d4+4)
    Full Attack: +10 Bite (2d4+4)
    Space/Reach: 5ft/5ft
    Special Attacks: None
    Special Qualities: Earth as Ocean, Keen Sense
    Saves: Fort+7, Ref+7, Will+2
    Abilities: Str 21, Dex 16, Con 17, Int 3, Wis 12, Cha 10
    Skills: None
    Feats: Dodge, Improved Initiative
    Alignment: (True Neutral)

    A Land Shark is a large shark that swims in land.

    It has five hit dice as standard, a +2 competence bonus to bite attack rolls, and a natural armour bonus equal to one plus its HD. For each two calling levels the user possesses, it has an additional hit die, to a maximum of twelve hit die at level 14. It gains benefits for these hit die as standard, and other benefits as shown below:
    6HD: One feat, often Mobility
    8HD: +1 Constitution
    9HD: One feat, often Spring Attack
    12HD: +1 Strength, one feat, often Iron Will

    Earth as Ocean (Ex): A Land Shark may swim through earth or stone as if it were water, and are in fact uncomfortable in water.

    Keen Sense (Ex): A Land shark can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.

    A land shark has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.


    Card Name: Rheebus
    Uses: 1
    Type: Wood, Summon (Return), Transmutation
    Range: Self
    Duration: Full Round Action
    Effect: The Caller is healed of hit points equal to 1d6 per two Caller levels, plus their wisdom modifier, minimum 1d6+0, maximum 7d6+X. In addition two random used cards without the Return type are returned to the Caller's deck, as are any number of discarded cards.

    Card Name: Water Hopper
    Uses: 2
    Type: Water, Weapon, Transmutation/Evocation
    Range: 10ft line+5ft/3 caller levels
    Duration: Standard action, or twice as a full round action.
    Effect: The user takes on the form of an odd, floating creature that sprays a blast of white hot steam forwards. All foes within the area take 1d6 damage/two caller levels, with a maximum of 7d6 and a minimum of 1d6. Half of this damage is fire damage.

    Until the end of the Caller's next turn, their floating dexterity grants them a dodge bonus to AC equal to a third of their caller level, maximum 5.

    Card Name: Wraith
    Uses: 1
    Type: Water, Summon, Transmutation/Necromancy/Evocation
    Range: 10ft radius within 25ft+5ft/two caller levels
    Duration: Standard Action
    Effect: The user takes on the form of a frosty spirit, and summons a vicious cloud of frost to fall on their foes. The target area is struck by falling ice, and all within it suffer 1d10 damage/two caller levels, maximum 7d10 and minimum 1d10. Half this damage is cold, and the other half is bludgeoning and piercing damage.


    Level 5 Cards
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    Card Name: Basilisk
    Uses: 2
    Type: Water, Weapon (Martial), Transmutation
    Range: Melee
    Duration: One attack action and one day per caller level.
    Effect: The user takes on a form similar to a lizardman, but blue skinned, their weapon shimmering a stony silver.
    The Cardcaller attacks once as if armed with a Masterwork Longsword sized for a creature one size category larger than them. (For a medium sized Cardcaller, this will do damage equal to 2d6 + their Wisdom modifier.)
    If it hits, the enemy must make a fortitude save or be turned to stone for one day per Caller level.

    Until the end of the Caller's next turn, they gain a bonus to Natural armor equal to three quarters their caller level, maximum 12.

    Card Name: Behemoth (Channeled)
    Uses: 1
    Type: Earth, Summon, Transmutation/Evocation
    Range: 5ft/caller level burst
    Duration: Full round action
    Effect: The user channels the pure, earthen energy of the Behemoth. This deals damage to all foes in the radius.
    Creatures with the water or cold subtype, or those Called by Water Independent cards, take 1d12 untyped damage per Caller level. Other creatures take only 1 damage per caller level. In both cases, the vicious vibrations are halved by a fortitude save.

    Card Name: Behemoth (Summoning*)
    Uses: 1
    Type: Earth, Summon, Conjuration (Summoning)
    Range: Short (25ft+5ft/level)
    Duration: Until slain or dismissed.
    Effect: One Behemoth is summoned. A Behemoth is a Huge Magical Beast with colossal strength.

    Called Behemoth
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    Size/Type: Huge Magical Beast
    Hit Dice: 6d10+48 (107hp)
    Initiative: +0
    Speed: 20ft
    Armor Class: 20 (10-2 size+12 natural)
    Base Attack/Grapple: +6/+14
    Attack: +13 Crush (2d6+12)
    Full Attack: +13/+13 Crush (2d6+12)
    Space/Reach: 10ft/15ft
    Special Attacks: Crushing Blows
    Special Qualities: None
    Saves: Fort +12, Ref +5, Will+5
    Abilities: Str 27, Dex 10, Con 25, Int 4, Wis 16, Cha 12
    Skills: None
    Feats: Improved Toughness, Power Attack, Weapon Focus (Crush)
    Alignment: (Lawful Neutral)

    The Behemoth is a massive creature which seems to blend most living things as one. It has two massive paws, which it uses to fight its foes.

    It has six hit dice as standard, and a natural armour bonus equal to twice its HD. For each two calling levels the user possesses, it has an additional hit die, to a maximum of fourteen hit die at level 16. It gains benefits for these hit die as standard, and other benefits as shown below:
    8HD: +1 Constitution
    9HD: One feat, often Weapon Specialisation (Crush) (If another feat is chosen, all prerequisites must be met)
    12HD: +1 Strength, one feat, often Shock Trooperl

    Crushing Blows (Ex): The Behemoth's Crush attacks are considered two handed weapons.


    Card Name: Chaos Knight
    Uses: 2
    Type: Neutral, Weapon (Martial), Transmutation
    Range: 10ft
    Duration: One Attack Action
    Effect: The user takes on the form of a chaos knight, a larger, more ornate, blood red spirit similar to the Ghost Armor, and then lashes out with a spear raging with power.
    The user attacks one foe within range with a +2 Wounding large Lance, dealing 2d6+Wis mod damage for a medium Caller. Their attack penetrates defences; ignoring a DR and other resistances. In addition, the vicious power surrounding it deals bonus damage equal to 1d3 per two Caller levels, maximum 8d3 and minimum 1d3.

    Card Name: Demon Fox (Channeled)
    Uses: 1
    Type: Fire, Summon, Transmutation/Evocation
    Range: 5ft/caller level burst
    Duration: Full round action
    Effect: The user channels the pure, fiery energy of the Demon Fox. This deals damage to all foes in the radius.
    Creatures with the plant type, or those Called by Wood Independent cards, take 1d12 untyped damage per Caller level. Other creatures take only 1 damage per caller level. In both cases, the flaming aura is halved by a reflex save.

    Card Name: Demon Fox (Summoning*)
    Uses: 1
    Type: Fire, Independent, Conjuration (Summoning)
    Range: Short (25ft+5ft/level)
    Duration: Until slain or dismissed
    Effect: One Demon Fox is summoned. A Demon Fox is a large magical beast resembling a fox with nine tails.

    Called Demon Fox
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    Size/Type: Large Magical Beast
    Hit Dice: 6d10+18 (52hp)
    Initiative: +6
    Speed: 40ft
    Armor Class: 21 (10-1 size+6 dexterity+6 deflection)
    Base Attack/Grapple: +6/+10
    Attack: +9 Fireball (3d3+7)
    Full Attack: +7/+7/+7/+7/+7/+7/+7/+7/+7 Fireball (3d3+7)
    Space/Reach: 5ft/5ft
    Special Attacks: Demonfires
    Special Qualities: None
    Saves: Fort+8, Ref+11, Will+6
    Abilities: Str 10, Dex 19, Con 16, Int 6, Wis 18, Cha 25
    Skills: None
    Feats: Dodge, Mobility, Spring Attack
    Alignment: (Chaotic Neutral)

    A Demon Fox is a red fox of massive size, with nine tails glimmering with flame.

    It has six hit dice as standard, and a deflection bonus equal to twice its HD. For each two calling levels the user possesses, it has an additional hit die, to a maximum of fourteen hit die at level 16. It gains benefits for these hit die as standard, and other benefits as shown below:
    8HD: +1 Dexterity
    9HD: One feat, often Point Blank Shot
    12HD: +1 Charisma, one feat, often Rapid Shot

    Demonfires (Ex): The Demon Fox may launch balls of flame at a distance of 30ft+5ft/HD. They are a ranged natural attack that deals 1d3 damage for each two HD the Fox possesses, plus his charisma modifier. As a full attack, the Demon Fox may launch one per tail, although he suffers a -2 penalty as if multiweapon fighting.


    Card Name: Fenril (Channeled)
    Uses: 1
    Type: Wood, Summon, Transmutation/Evocation
    Range: 5ft/caller level burst
    Duration: Full round action
    Effect: The user channels the purest energy of the paragon of wood; the fenril. This deals damage to all foes in the radius.
    Creatures with the earth subtype, or those Called by Earth Independent cards, take 1d12 untyped damage per Caller level. Other creatures take only 1 damage per caller level. In both cases, the deafening howl is halved by a will save.

    Card Name: Fenril (Summoning*)
    Uses: 1
    Type: Wood, Independent, Conjuration (Summoning)
    Range: Short 25+5ft/level
    Duration: Until slain or dismissed
    Effect: One Fenril is summoned. A Fenril is a medium magical beast resembling a large, blue and green horned wolf.

    Called Fenril
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    Size/Type: Medium Magical Beast
    Hit Dice: 6d10+12 (49hp)
    Initiative: +7
    Speed: 50ft
    Armor Class: 23 (10+7 dex+6 armour)
    Base Attack/Grapple: +6/+6
    Attack: +8 Gore (1d8+3) or +6 Claw (1d6+2) or +6 Bite (2d4+3)
    Full Attack: +8/+8 Gore (1d8+3), +6/+6 Claw (1d6+2), +6 Bite (2d4+3)
    Space/Reach: 5ft/5ft
    Special Attacks: Howl of the Forest
    Special Qualities: None
    Saves: Fort+8, Ref+12, Will+10
    Abilities: Str 14, Dex 24, Con 16, Int 5, Wis 26, Cha 12
    Skills: None
    Feats: Multiattack, Dodge, Mobility
    Alignment: (Neutral Good)

    It has six hit dice as standard, and a natural armour bonus equal to its HD. For each two calling levels the user possesses, it has an additional hit die, to a maximum of fourteen hit die at level 16. It gains benefits for these hit die as standard, and other benefits as shown below:
    8HD: +1 Dexterity
    9HD: One feat, often Ability Focus (Howl of the Forest)
    12HD: +1 Wisdom, one feat, often Iron Will
    15HD: One feat, often Lightning Reflexes
    16HD: +1 Wisdom

    Howl of the Forest (Su): As a full round action, a Fenril can produce a spectacular howl. This is a cone, with length 15ft+5ft per two HD, dealing 1d6 sonic damage/HD, +Wis mod.


    Card Name: Hand of Pain
    Uses: 1
    Type: Water, Independent, Conjuration/Evocation
    Range: Short (25ft+5ft/level)
    Duration: Until slain or dismissed
    Effect: One Hand of Pain is summoned. A Hand of Pain is a large hand composed of mist and force.

    Called Hand of Pain
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    Size/Type: Large Construct
    Hit Dice: 6d10+30 (73hp)
    Initiative: +3
    Speed: 40ft
    Armor Class: 20 (10-1 size+3 dex+4 nat+4 deflection)
    Base Attack/Grapple: +4/+8
    Attack: +10 Fist (2d8+10) and Grapple (+19)
    Full Attack: +10 Fist (2d8+10) and Grapple (+19)
    Space/Reach: 5ft/5ft
    Special Attacks: Improved Grab, Constrict (3d6)
    Special Qualities: Unrelenting Power, Float
    Saves: Fort +2, Ref +5, Will +4
    Abilities: Str 27, Dex 17, Con -, Int -, Wis 14, Cha 10
    Skills: None
    Feats: Improved Unarmed Strike, Improved Grapple, Improved Toughness
    Alignment: (Lawful Neutral)

    A Hand of Pain is a large, glowing hand. It is a large construct which attacks by punching with its entire body, and then crushing it's foe within it's grip.

    It has six hit dice as standard, and a natural armour and deflection bonus to AC each equal to 3/4 of its HD. For each two calling levels the user possesses, it has an additional hit die, to a maximum of fourteen hit die at level 16. It gains benefits for these hit die as standard, and other benefits as shown below:
    8HD: +1 Dexterity
    9HD: One feat, often Power Attack
    12HD: +1 Strength, one feat, often Shock Trooper

    Float (Ex): A Hand of Pain does not touch the ground, instead floating. It does not trigger traps based on ground pressure, or stand on caltrops. This functions identically to the Scorn Earth ability. (As seen on the Elocator Psionic PrC)

    Improved Grab (Ex): On successfully striking with its Fist attack, a Hand of Pain may immediately begin a grapple without provoking attacks of opportunity.

    Constrict: While grappling, the Hand of Pain deals 3d6 damage.

    Unrelenting Power: All damage caused directly by a Hand of Pain is considered force damage.


    Card Name: Ice Golem (Channeled)
    Uses: 1
    Type: Wood, Summon, Transmutation/Evocation
    Range: 5ft/caller level burst
    Duration: Full round action
    Effect: The user channels the power of the mightiest Water, the Ice Golem. This deals damage to all foes in the radius.
    Creatures with the fire subtype, or those Called by Earth Independent cards, take 1d12 untyped damage per Caller level. Other creatures take only 1 damage per caller level. In both cases, the frosty blizzard is halved by a fortitude save.

    Card Name: Ice Golem (Summoning*)
    Uses: 1
    Type: Water, Independent, Conjuration (Summoning)
    Range: 25ft+5ft/level
    Duration: Until slain or dismissed
    Effect: One Ice Golem is summoned. An Ice Golem is a large construct of frost that hops around on a massive icicle.

    Called Ice Golem
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    Size/Type: Large Construct
    Hit Dice: 6d10+30 (69hp)
    Initiative: +2
    Speed: 30ft
    Armor Class: 24 (10+2 dex+6 nat+6 armor)
    Base Attack/Grapple: +4/+8
    Attack: +12 Icicle Thrust (2d8+12, 19-20x3)
    Full Attack: +12 Icicle Thrust (2d8+12, 19-20x3)
    Space/Reach: 5ft/5ft
    Special Attacks: Icicle Barrage
    Special Qualities: None
    Saves: Fort+2, Ref+4, Will+9
    Abilities: Str 26, Dex 14, Con -, Int 6, Wis 25, Cha 10
    Skills: None
    Feats: Power Attack, Improved Toughness, Weapon Focus (Icicle Thrust)
    Alignment: (Neutral Evil)

    An Ice Golem is a large construct of frost, armed with dozens of icy spears, the largest of which it supports itself upon.

    It has six hit dice as standard, and a natural armour and armor bonus each equal to its HD. For each two calling levels the user possesses, it has an additional hit die, to a maximum of fourteen hit die at level 16. It gains benefits for these hit die as standard, and other benefits as shown below:
    8HD: +1 Wisdom
    9HD: One feat, often Weapon Specialisation (Icicle Thrust) (If another feat is chosen, all prerequisites must be met)
    12HD: +1 Strength, one feat, often Ability Focus (Icicle Barrage)

    Icicle Barrage (Su): The Ice Golem forms spears of frost from the moisture around itself, and launches them at a foe. This attack has a range of 40ft+5ft/2HD, and does 1d4 cold/piercing damage per HD. A successful reflex save negates this attack, which can be used once every 1d4 rounds.


    Card Name: Mole Monster
    Uses: 1
    Type: Neutral, Independent, Conjuration (Creation)
    Range: 25ft+5ft/level
    Duration: Until slain or dismissed
    Effect: One Mole Monster is summoned. A Mole Monster is a synthetic subterranean creature that attracts foes with a claw shaped lure above ground.

    Called Mole Monster
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    Size/Type: Medium Magical Beast
    Hit Dice: 12d10+24 (94hp)
    Initiative: +2
    Speed: 30ft burrow
    Armor Class: 18 (10+2 dex+6 natural)
    Base Attack/Grapple: +12/+12
    Attack: +10 claw (1d8-2)
    Full Attack: +10 claw (1d8-2)
    Space/Reach: 5ft/5ft
    Special Attacks: None
    Special Qualities: Great Allure, Resist 6/-, Earth as Air
    Saves: Fort+12, Ref+10, Will+6
    Abilities: Str 6, Dex 14, Con 14, Int -, Wis 14, Cha 22
    Skills: None
    Feats: None
    Alignment: (None)

    A Mole Monster is a subterrenean, distracting creature, usually keeping only one hand above the surface.

    It has twelve hit dice as standard, and a natural armor bonus equal to half its HD. For each calling level the user possesses, it has an additional hit die, to a maximum of twenty-eight hit die at level 16. It gains benefits for these hit die as standard, and other benefits as shown below:
    16HD: +1 Con
    20HD: +1 Con
    24HD: +1 Con
    28HD: +1 Con

    Resist 6/- (Ex): The Mole Monster ignores the first (HD/2) damage from any source. Effects that reduce or ignore DR or energy resistance treat this the same way.

    Great Allure (Ex): The Mole Monster is very, very tempting. Any foe who can see it must make a will save or attack it instead. Passing this save renders the foe immune for a number of rounds equal to three plus their charisma modifier, if positive.

    Earth as Air (Ex): A Mole Monster moves through earth as easily as a normal creature walks.


    Continued Below
    Last edited by Lix Lorn; 2013-10-21 at 10:41 AM.
    Recent Homebrew: The Socialite | The Crystalline: Memory Altering Construct Race | Sanguine Hand, a ToB Discipline of blood and cruelty
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    Thanks to all my avatar artists, especially to Paisley for my avatar of Vivian, cowardly cryophoenix.
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    It's like the feng shui version of an orbital death laser.

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    Titan in the Playground
     
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    Default Re: 3.5 Class/System: The Cardcaller (Based on Lost Kingdoms)

    Level 5 Cards (Continued)
    Spoiler
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    Card Name: Plague Rat
    Uses: 1
    Type: Earth, Independent, Conjuration (Summoning)
    Range: Short (25ft+5ft/level)
    Duration: Until slain or dismissed
    Effect: One Plague Rat is summoned. A Plague Rat is a large rodent that increases the virility of nearby poisons.

    Called Plague Rat
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    Size/Type: Large Magical Beast
    Hit Dice: 6d10+42 (75hp)
    Initiative: +1
    Speed: 20ft
    Armor Class: 16 (10-1 size+1 dex+11 natural)
    Base Attack/Grapple: +6/+10
    Attack: +8 slam (1d4+2)
    Full Attack: +8 slam (1d4+2)
    Space/Reach: 5ft/5ft
    Special Attacks: Toxic Aura
    Special Qualities: Stench of Plague
    Saves: Fort+11, Ref+6, Will+5
    Abilities: Str 14, Dex 13, Con 22, Int 2, Wis 12, Cha 10
    Skills: None
    Feats: Improved Toughness, Weapon Focus (Slam), Iron Will
    Alignment: (True Neutral)

    The Plague Rat is a slow rodent that spreads plague and suffering.

    It has six hit dice as standard, and a natural armour bonus equal to five plus its HD. For each two calling levels the user possesses, it has an additional hit die, to a maximum of fourteen hit die at level 16. It gains benefits for these hit die as standard, and other benefits as shown below:
    8HD: +1 Dexterity
    9HD: One feat, often Improved Natural Attack (Slam)
    12HD: +1 Constitution, one feat, often Ability Focus (Toxic Aura)

    Toxic Aura (Ex): The Plague Rat is surrounded by venom and pain. Any foe who begins their turn within 25ft+5ft/2 HD of a Plague Rat must make a fortitude save or suffer 1d4 constitution damage.

    Stench of Plague (Su): The Plague Rat's cocktail of suffering and plague enhances the power of venoms and wounds applied nearby. Whenever a foe fails a save against an effect causing constitution damage within 25ft+5ft/2 HD of the Plague Rat, they suffer additional Constitution damage. This is equal to one extra point, plus an additional point for each fifth HD above 6. (So two points at 11HD, and three at 16.)


    Card Name: Sea Monk
    Uses: 1
    Type: Water, Summon (Return), Conjuration/Transmutation
    Range: Self
    Duration: Full round action.
    Effect: This card returns 2d4 random used cards without the Return type to the Caller's deck, as well as any number of discarded cards.

    Card Name: Siren
    Uses: 1
    Type: Water, Independent, Conjuration (Summoning)
    Range: 25ft+5ft/level
    Duration: Until slain or dismissed
    Effect: One Siren is summoned. A siren is a winged medium humanoid that sings powerful songs.

    Called Siren
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    Size/Type: Medium Humanoid
    Hit Dice: 6d8+12
    Initiative: +3
    Speed: 30ft, 40ft flight (good)
    Armor Class: 23 (10+3 dex+6 deflection+4 armor)
    Base Attack/Grapple: +4/+4
    Attack: None
    Full Attack: None
    Space/Reach: 5ft/5ft
    Special Attacks: Song of Suffering, Inspire Courage
    Special Qualities: None
    Saves: Fort+4, Ref+8, Will+4
    Abilities: Str 10, Dex 17, Con 14, Int 12, Wis 14, Cha 20
    Skills: Perform (Sing)+9
    Feats: Extra Song, Dodge, Mobility
    Alignment: (Chaotic Good)

    A Siren is a female, beautiful winged humanoid, clad in +1 mithral scale armour.

    It has six hit dice as standard, and a deflection bonus equal to its HD. For each two calling levels the user possesses, it has an additional hit die, to a maximum of fourteen hit die at level 16. It gains benefits for these hit die as standard, and other benefits as shown below:
    8HD: +1 Dexterity
    9HD: One feat, often Ability Focus (Song of Suffering)
    12HD: +1 Charisma, one feat, often Song of Frost (This functions as per Dragonfire Inspiration, dealing cold damage. If another feat is chosen, all prerequisites must be met.)

    Inspire Courage: This functions identically to the Bard ability of the same name, as if the Siren was a Bard of level equal to its hit dice.

    Song of Suffering (Su): By expending a bardic music use, the Siren begins to sing a song that harms the ears and rends the spirit. Any foe within 25ft+5ft/2 HD takes 1d4/2HD+cha mod damage per turn. Half of this damage is sonic, and the other half is negative energy damage. A successful will save halves this damage.


    Card Name: Sphinx
    Uses: 2
    Type: Earth, Weapon, Evocation/Transmutation
    Range: 25ft+5ft/2 levels line, three squares wide.
    Duration: Standard action, or twice as a full round action.
    Effect: Taking on the form of a sphinx, the Caller unleashes a terrific wave of sound. This attack deals 1d8 sonic damage per caller level to all those within its area, maximum 16d8. A successful reflex save halves this damage.

    For a number of rounds equal to half your caller level, you gain a +2 untyped bonus to will saves.

    Card Name: Whip Worm
    Uses: 1
    Type: Wood, Independent, Conjuration (Summoning)
    Range: Short (25ft+5ft/level)
    Duration: Until slain or dismissed
    Effect: One Whip Worm is summoned. A Whip worm is a large, armoured, wormlike magical beast that whirls around the caller.

    Called Whip Worm
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    Size/Type: Large Magical Beast
    Hit Dice: 6d10+24 (61hp)
    Initiative: +4
    Speed: 40ft
    Armor Class: 22 (10-1 sixe+4 dex+9 natural)
    Base Attack/Grapple: +6/+10
    Attack: +12 Tail slap (2d4+9)
    Full Attack: +12 Tail slap (2d4+9)
    Space/Reach: 5ft/5ft
    Special Attacks: None
    Special Qualities: Guardian
    Saves: Fort+9, Ref+9, Will+4
    Abilities: Str 20, Dex 19, Con 18, Int 3, Wis 14, Cha 10
    Skills: None
    Feats: Combat Reflexes, Weapon Focus (Tail Slap), Weapon Specialisation (Tail Slap)
    Alignment: (True Neutral)

    A Whip Worm is an armoured, oversized worm that whips around its caller, striking any who threaten her.

    It has six hit dice as standard, and a natural armour bonus equal to three plus its HD. For each two calling levels the user possesses, it has an additional hit die, to a maximum of fourteen hit die at level 16. It gains benefits for these hit die as standard, and other benefits as shown below:
    8HD: +1 Dexterity
    9HD: One feat, often Improved Natural Attack (Tail Slap)
    12HD: +1 Strength, one feat, often Power Attack

    Guardian (Ex): A Guardian spins around it's caller. As long as one of them is empty, it is considered to occupy all spaces around it's caller, but does not restrict movement. Attacking its Caller provokes an attack of opportunity from it, if it is within melee range of them.


    Level 6 Cards
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    Card Name: Cockatrice
    Uses: 2
    Type: Wood, Weapon, Transmutation/Evocation
    Range: 5ft/three levels cone
    Duration: Standard action, or twice as a full round action.
    Effect: The user takes the form of a vicious cockatrice, and breathes out a cloud of petrifying venom.
    Everyone caught in the cloud takes 1d4 con damage, increased as if by increased size for each three Calling levels the user has beyond six, to a maximum of 3d6 con damage at caller level 18. A successful save halves this con damage.
    A being killed by this con damage, or who takes more con damage than their ECL, is immediately petrified.

    Card Name: Chimera
    Uses: 1
    Type: Fire, Summon, Evocation/Transmutation
    Range: 50ft+5ft/Caller level line, three squares wide.
    Duration: Full Round Action
    Effect: The user conjures a vicious chimera, a fiery, three headed monster that charges forwards with terrifying power. This deals 1d12 damage per caller level, to a maximum of 18d12 at level 18. A successful reflex save halves this damage, which is half fire and half bludgeoning.

    Card Name: Efreet
    Uses: 2
    Type: Fire. Weapon (Martial), Evocation/Transmutation
    Range: 100ft+10ft/level
    Duration: One attack action
    Effect: As a single attack action, the Caller may make two attacks split as he chooses between up to two targets. These are ranged attacks dealing 1d4 fire damage per two caller levels, to a maximum of 9d4 damage each at caller level 18.

    For a number of rounds equal to half their Caller Level, they have fire immunity, and deal extra damage equal to their caller level (maximum 19) on any attack that deals at least partly fire damage.

    Card Name: Elephant King
    Uses: 1
    Type: Earth, Summon, Transmutation/Conjuration
    Range: 50ft cone
    Duration: Full round action
    Effect: Taking on the form of a regal, heavily armoured and massive elephant, you slam your front legs down onto the ground, forcing a small area of earth to tremble and launch shattered stone and earth at your foes. All enemies within the cone take 1d12/two caller levels bludgeoning damage, to a maximum of 9d12 damage at level 18. A successful reflex save halves this damage.

    Card Name: Giant Bee
    Uses: 1
    Type: Wood, Independent, Conjuration (Summoning)
    Range: Short (25ft+5ft per calling level)
    Duration: Until slain or dismissed.
    Effect:

    Called Giant Bee
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    Size/Type: Large Vermin
    Hit Dice: 7d8+14 (45hp)
    Initiative: +11
    Speed: 10ft, 45ft (Perfect)
    Armor Class: 23 (10 +7 natural +7 Dex -1 size)
    Base Attack/Grapple: +5/+9
    Attack: +11 Sting (1d8+1) or +11 Stinger (1d8+7)
    Full Attack: +11 Sting (1d8+1) or +11 Stinger (1d8+7)
    Space/Reach: 10ft/5ft
    Special Attacks: Stinger, Poison
    Special Qualities: Darting Flight
    Saves: Fort +7, Ref +9, Will +1
    Abilities: Str 13, Dex 25, Con 15, Int 3, Wis 8, Cha 6
    Skills: Survival +10
    Feats: Weapon Finesse, Improved Initiative, Dodge
    Alignment: True Neutral

    The Giant Bee is an oversized insect that can launch venomous stingers at foes.

    It has seven hit dice as standard, and a natural armour bonus equal to its HD. For each two calling levels the user possesses, it has an additional hit die, to a maximum of sixteen hit die at level 18. It gains benefits for these hit die as standard, and other benefits as shown below:
    8HD: +1 Strength
    9HD: One feat, often Ability Focus (Poison)
    12HD: +1 Constitution, one feat, often Improved Natural Attack (Sting)
    15HD: One feat, often Mobility
    16HD: +1 Dexterity

    Stinger (Ex): Once per round, a Giant Bee may project it's vicious stinger as a ranged attack. This has a range of 25ft+5ft per HD, and deals 1d8+Dex mod damage, plus applies her poison. It is considered a thrown natural weapon.

    Poison (Ex): A Giant Bee's natural attacks, including her Stinger, apply poison. This poison deals 1d4 constitution damage.

    Darting Flight (Ex): A Giant Bee's movement is erratic and unpredictable. It does not provoke attacks of opportunity for moving.


    Card Name: Giant Crab
    Uses: 1
    Type: Earth, Summon (Martial), Transmutation
    Range: 15ft
    Duration: Full Round Action
    Effect: You take on the form of a massive crab, with an equally oversized pincer, and lash out at the foe. Make a single melee attack. If you hit, you deal 2d8+1.5Wis mod bludgeoning damage, plus another 1d6 bludgeoning damage per caller level from crushing force. (Maximum 18d6)

    Card Name: Great Demon
    Uses: 2
    Type: Fire, Weapon (Martial), Transmutation
    Range: Melee/10ft
    Duration: One attack action
    Effect: You lash out up to twice - once with a vicious, fiery whip that deals 2d6+wis mod fire damage, for a medium caller, to a foe up to 10ft away, and once with a sword that deals 3d6+wis mod fire damage, for a medium caller, to a foe within melee range. Attacks you make for a number of rounds equal to your caller level deal (wis mod) bonus fire damage.

    Card Name: Mega Mandragora
    Uses: 1
    Type: Wood, Independent, Conjuration (Summoning)
    Range: Medium (100ft+10ft per level)
    Duration: Until slain or dismissed, even between encounters.
    Effect: One Mega Mandragora is called. A Mega Mandragora is an immobile plant. It hides very effectively, and does terrifying damage to anyone who triggers it.

    Called Mega Mandragora
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    Size/Type: Medium Plant
    Hit Dice: 7d8+21 (52hp)
    Initiative: +0
    Speed: 0ft
    Armor Class: 17 (10+7 natural)
    Base Attack/Grapple: +0/+0
    Attack: -
    Full Attack: -
    Space/Reach: -
    Special Attacks: Sonic Scream
    Special Qualities: Camouflage
    Saves: Fort +8, Ref +2, Will +2
    Abilities: Str 4, Dex 10, Con 16, Int -, Wis 10, Cha 18
    Skills: Hide +10
    Feats: -
    Alignment: True Neutral

    A Mega Mandragora is a large plant with only one form of attack-a vicious suicidal screech.

    It has a natural armor bonus equal to its HD.
    For each two calling levels the user possesses, the Mandragora has an additional hit die, to a maximum of sixteen hit dice at level 18. It gains benefits for these hit die as standard, and other benefits as shown below:
    8HD: +1 Constitution
    12HD: +1 Constitution
    16HD: +1 Constitution

    Sonic Scream (Ex): The Mega Mandragora releases a screech that effects anyone within 10ft/HD. It deals 2d8 sonic damage/HD, and allows a will save for half damage. This attack reduces the Mega Mandragora to -10 hit points immediately.

    Camofluage (Ex): Trap Monsters are hard to find, and trick the mind into forgetting where they landed. They gain a bonus on hide checks equal to their ranks in Hide. In addition, anyone who sees them land must pass a will save, or forget where it fell, needing a successful spot check to see it.


    Card Name: Sand Beetle
    Uses: 1
    Type: Earth, Independent, Conjuration (Summoning)
    Range: Short (25ft+5ft per calling level)
    Duration: Until slain or dismissed.
    Effect: One Sand Beetle is called. It is a beetle with vicious pincers that hides beneath the earth.

    Called Sand Beetle
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    Size/Type: Medium Vermin
    Hit Dice: 7d8+14 (45hp)
    Initiative: +2
    Speed: 30ft
    Armor Class: 19 (10 +7 Natural +2 Dex)
    Base Attack/Grapple: +5/+5
    Attack: +11 Bite (2d6+9 19-20x3)
    Full Attack: +11 Bite (2d6+9 19-20x3)
    Space/Reach: 5ft/5ft
    Special Attacks: None
    Special Qualities: Effortless Tunnel
    Saves: Fort +7, Ref +4, Will +1
    Abilities: Str 23, Dex 15, Con 15, Int 2, Wis 8, Cha 8
    Skills: Survival +10
    Feats: Dodge, Mobility, Improved Critical (Bite)
    Alignment: (True Neutral)

    A Sand Beetle is a massively oversized beetle that lives in the sand.

    It has seven hit dice as standard, and a natural armour bonus equal to its HD. For each two calling levels the user possesses, it has an additional hit die, to a maximum of sixteen hit die at level 18. It gains benefits for these hit die as standard, and other benefits as shown below:
    8HD: +1 Strength
    9HD: One feat, often Iron Will
    12HD: +1 Constitution, one feat, often Improved Natural Attack (Bite)
    15HD: One feat, often Spring Attack
    16HD: +1 Dexterity

    Effortless Tunnel: A Sand Beetle moves through solid earth and even stone as if it were air, at full speed.


    Card Name: Zombie Dragon
    Uses: 1
    Type: Summon, Conjuration, Acid
    Range: 15ft+5ft/2 caller levels
    Duration: Standard Action
    Effect: You take on the form of an immense, undead dragon, and breathe out a noxious cloud of venomous smoke. This is a conical breath weapon, with a range of 15ft+5ft/2 caller levels. It deals 1d6 acid damage per caller level, maximum 18d6, and 1d4 constitution damage per four caller levels. A successful reflex save (which is based on Wisdom, rather than Constitution) halves the acid damage and negates the constitution damage.


    Level 7 Cards
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    Card Name: Beelzebub
    Uses: 1
    Type: Independent, Conjuration (Summoning)
    Range: Short (25ft+5ft per calling level)
    Duration: Until slain or dismissed.
    Effect: One Beelzebub is called. It is a massively oversized fly with a plethora of unpleasant attacks.

    Called Beelzebub
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    Size/Type: Large Outsider
    Hit Dice: 8d8+16 (52hp)
    Initiative: +5
    Speed: 50ft flight (Perfect)
    Armor Class: 23 (10 +5 Dexterity +8 natural)
    Base Attack/Grapple: +8/+12
    Attack: +13 Ring (1d8+3)
    Full Attack: +13 Ring (1d8+3)
    Space/Reach: 10ft/5ft
    Special Attacks: Acid Rain, Chaos Ring
    Special Qualities: Thrill of Violence
    Saves: Fort +7, Ref +11, Will +7
    Abilities: Str 10, Dex 21, Con 13, Int 6, Wis 12, Cha 16
    Skills: Knowledge (The Planes) +11, Survival +11, Knowledge (Religion) +11, Tumble +11, Balance +11, Spot +11
    Feats: Improved Toughness, Dodge, Mobility
    Alignment: (Neutral Evil)

    A Beelzebub is a demonic fly that glees in pain.

    It has eight hit dice as standard, and a natural armour bonus equal to its HD. For each two calling levels the user possesses, it has an additional hit die, to a maximum of eighteen hit die at level 20. It gains benefits for these hit die as standard, and other benefits as shown below:
    9HD: One feat, often Iron Will
    12HD: +1 Constitution, one feat, often Ability Focus (Acid Rain)
    15HD: One feat, often Spring Attack
    16HD: +1 Dexterity

    Acid Rain: As a full round action, a Beelzebub may designate a 5ft/2HD radius area within 5ft/HD. Starting at the beginning of his next round, any creature standing in that area at the beginning of their own round suffers 1d4 acid damage/HD. A reflex save halves this damage. The area remains tainted for 1d4 rounds.

    Chaos Rings: Chaos Rings are a ranged natural attack aimed with dexterity. They deal 1d4+cha mod damage to the target, and anyone within 5ft. Anyone who suffers damage must pass a will save or be confused for 1d4 rounds.

    Thrill of Violence: All damage dealt by you or your allies, including other cards, but not Beelzebub, is empowered, dealing 50% more damage.


    Card Name: Cyclops
    Uses: 1
    Type: Independent, Conjuration (Summoning)
    Range: Short (25ft+5ft per calling level)
    Duration: Until slain or dismissed.
    Effect: One Cyclops is called. It is a hovering eye which grants all allies the ability to afflict foes.

    Called Cyclops
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    Size/Type: Small Aberration
    Hit Dice: 8d8+8 (44hp)
    Initiative: +4
    Speed: 30ft flight (Perfect)
    Armor Class: 22 (10+8 natural +4 Dexterity)
    Base Attack/Grapple: +6/+2
    Attack: +10 Eye Beam (1d8+5)
    Full Attack: +10 Eye Beam (1d8+5)
    Space/Reach: 5ft/5ft
    Special Attacks: Eyebeam
    Special Qualities: Affliction
    Saves: Fort +3, Ref +6, Will +7
    Abilities: Str 6, Dex 19, Con 13, Int 6, Wis 13, Cha 21
    Skills: Spot +11
    Feats: Point Blank Shot, Awareness, Far Shot
    Alignment: (Neutral Evil)

    A Cyclops is a cursed eye that spreads suffering.

    It has eight hit dice as standard, and a natural armour bonus equal to its HD. For each two calling levels the user possesses, it has an additional hit die, to a maximum of eighteen hit die at level 20. It gains benefits for these hit die as standard, and other benefits as shown below:
    9HD: One feat, often Weapon Focus (Eye Beams)
    12HD: +1 Dexterity, one feat, often Dodge
    15HD: One feat, often Rapid Shot
    16HD: +1 Charisma

    Eyebeam (Ex): An eyebeam is a ranged natural attack. It deals 1d8+cha mod damage.

    Affliction (Su): Whenever you or an ally, including the Cyclops, deals damage to an opponent, they must pass a will save. If they fail, roll a d20 to see what happens to them. All effects last for 1d4 rounds.
    {table]d20|Effect[/table]
    1-10|No Effect
    11|Dazzled
    12|Fascinated
    13|Fatigued
    14|Sickened
    15|Confused
    16|Stunned
    17|Dazed
    18|Paralyzed
    19|Panicked
    20|Petrified[/table]


    Card Name: Evil Eye
    Uses: 1
    Type: Independent, Conjuration (Summoning)
    Range: Short (25ft+5ft per calling level)
    Duration: Until slain or dismissed.
    Effect: One Evil Eye is called. It is a floating eye which helps to protect you and your allies from unpleasant conditions.

    Called Evil Eye
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    Size/Type: Small Aberration
    Hit Dice: 8d8+8 (44hp)
    Initiative: +4
    Speed: 30ft flight (Perfect)
    Armor Class: 22 (10+8 natural +5 Dexterity)
    Base Attack/Grapple: +6/+2
    Attack: +11 Eye Beam (1d6+3)
    Full Attack: +11 Eye Beam (1d6+3)
    Space/Reach: 5ft/5ft
    Special Attacks: Eyebeam
    Special Qualities: Protection
    Saves: Fort +3, Ref +7, Will +8
    Abilities: Str 6, Dex 21, Con 13, Int 6, Wis 15, Cha 17
    Skills: Spot +11
    Feats: Point Blank Shot, Awareness, Far Shot
    Alignment: (Neutral Good)

    An Evil Eye is a protective eye that counteracts the Cyclops.

    It has eight hit dice as standard, and a natural armour bonus equal to its HD. For each two calling levels the user possesses, it has an additional hit die, to a maximum of eighteen hit die at level 20. It gains benefits for these hit die as standard, and other benefits as shown below:
    9HD: One feat, often Dodge
    12HD: +1 Dexterity, one feat, often Mobility
    15HD: One feat, often Shot on the Run
    16HD: +1 Charisma

    Eyebeam (Ex): An eyebeam is a ranged natural attack. It deals 1d6+cha mod damage.

    Protection (Su): At the beginning of each round that you or an ally, including the Evil Eye, is affected by a negative condition such as Confused, Paralyzed, Petrified, Stunned, or the like, you are entitled to a new saving throw against the effect. If it had no saving throw, the save is 10+1/2 level of source+source's highest mental ability modifier.


    Card Name: Fire Gargoyle
    Uses: 1
    Type: Fire, Summon, Evocation/Transmutation
    Range: Full round action
    Duration: 1 minute/caller level
    Effect:Transforming into a fire gargoyle, you emit a wave of cursed flames. Enemies struck by this wave take 1d10 fire damage per two caller levels (maximum 10d6), plus your wisdom modifier, and are petrified for one minute per caller level. A successful reflex save halves the damage, and negates the petrification.

    Card Name: Juggernaut
    Uses: 1
    Type: Fire, Independent, Conjuration (Summoning)
    Range: Short (25ft+5ft per calling level)
    Duration: Until slain or dismissed.
    Effect: One Juggernaut is called. It is a mechanised bulldozer that destroys those that approach you.

    Called Juggernaut
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    Size/Type: Large Construct
    Hit Dice: 8d10+38 (82hp)
    Initiative: +6
    Speed: 60ft
    Armor Class: 22
    Base Attack/Grapple: +6/+10
    Attack: +11 Slam (3d6+7)
    Full Attack: +11 Slam (3d6+7)
    Space/Reach: 10ft/5ft
    Special Attacks: None
    Special Qualities: Guardian
    Saves: Fort +2, Ref +8, Will +2
    Abilities: Str 21, Dex 23, Con -, Int -, Wis 10, Cha 12
    Skills: -
    Feats: Improved Toughness (B), Combat Reflexes (B)
    Alignment: (True Neutral)

    A Juggernaut is a wheeled monstrosity that circles the summoner.

    It has eight hit dice as standard, and a natural armour bonus equal to its HD. For each two calling levels the user possesses, it has an additional hit die, to a maximum of eighteen hit die at level 20. It gains benefits for these hit die as standard, and other benefits as shown below:
    12HD: +1 Strength
    16HD: +1 Dexterity

    Guardian (Ex): A Guardian spins around its caller. As long as one of them is empty, it is considered to occupy all spaces around it's caller, but does not restrict movement. Attacking its Caller provokes an attack of opportunity from it, if it is within melee range of them.

    Can't Stop the Pain Train (Ex): Anyone standing in one of the squares around the Juggernaut's caller suffers an automatic attack from the Juggernaut at the beginning of its turn. This does not effect its actions.


    Card Name: Kraken
    Uses: 1
    Type: Water, Weapon, Conjuration/Evocation
    Range: 15ft/caller level line, and all squares touching it
    Duration: Standard action
    Effect: Taking on the form of the kraken, you create a massive wave of frost, dealing 1d8 cold damage per caller level (maximum 20d8) plus your wisdom modifier. For a number of rounds equal to a quarter of your caller level, you gain immunity to cold.

    Card Name: Sand Golem
    Uses: 1
    Type: Earth, Independent, Conjuration (Summoning)
    Range: Short (25ft+5ft per calling level)
    Duration: Until slain or dismissed.
    Effect: One Sand Golem is called. It is a massive decoy.

    Called Sand Golem
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    Size/Type: Huge Construct
    Hit Dice: 16d10+56
    Initiative: +0
    Speed: 30ft
    Armor Class: 24 (10-2 size+16 natural)
    Base Attack/Grapple: +12/+20
    Attack: None
    Full Attack: None
    Space/Reach: 15ft/15ft
    Special Attacks: None
    Special Qualities: Resist 8, Great Allure
    Saves: Fort +5, Ref +5, Wis +5
    Abilities: Str 20, Dex 11, Con -, Int -, Wis 10, Cha 10
    Skills: -
    Feats: Improved Toughness (B), Ability Focus (Great Allure)
    Alignment: (True Neutral)

    A Sand Golem is a construct with no offensive power, created as the greatest of distractions.

    It has sixteen hit dice as standard, and a natural armor bonus equal to its HD. For each calling level the user possesses, it has an additional hit die, to a maximum of thirty-six hit die at level 20. It gains benefits for these hit die as standard, and other benefits as shown below:
    20HD: +1 Dex
    24HD: +1 Dex
    28HD: +1 Dex
    32HD: +1 Dex
    36HD: +1 Dex

    Rapidity: The Sand Golem gains a +10 movement speed bonus for each point of its dexterity modifier.

    Resist 8/- (Ex): The Sand Golem ignores the first (HD/2) damage from any source. Effects that reduce or ignore DR or energy resistance treat this the same way.

    Great Allure (Ex): The Sand Golem is very, very tempting. Any foe who can see it must make a will save or attack it instead. Passing this save renders the foe immune for a number of rounds equal to three plus their charisma modifier, if positive.


    Card Name: Sasquatch
    Uses: 1
    Type: Water, Summon (Martial), Transmutation
    Range: 10ft
    Duration: Full Round Action
    Effect: Taking on the form of a mighty sasquatch, you spin, flailing furiously. Make a melee attack at each foe within 10ft, dealing 3d8+1.5 wis mod damage to each.

    Card Name: Stone Head
    Uses: 1
    Type: Fire, Independent, Conjuration (Summoning)
    Range: Medium (100ft+10ft per level)
    Duration: Until slain or dismissed.
    Effect: One Stone Head is called. It is a viciously powerful trap.

    Called Stone Head
    Spoiler
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    Size/Type: Large Construct
    Hit Dice: 8d10+30 (74hp)
    Initiative: +0
    Speed: 0ft
    Armor Class: 17 (10-1 Size +8 natural)
    Base Attack/Grapple: +0/+0
    Attack: -
    Full Attack: -
    Space/Reach: -
    Special Attacks: Sudden Drop
    Special Qualities: Camouflage
    Saves: Fort +2, Reflex +2, Will +2
    Abilities: Str 30, Dex 10, Con -, Int -, Wis 10, Cha 10
    Skills: Hide +11
    Feats: -
    Alignment: (True Neutral)

    A Stone Head is a trap that lurks in the sky, falling upon the first foe to step in its shadow.

    It has eight hit dice as standard, and a natural armour bonus equal to its HD. For each two calling levels the user possesses, it has an additional hit die, to a maximum of eighteen hit die at level 20. It gains benefits for these hit die as standard, and other benefits as shown below:
    12HD: +1 Strength
    16HD: +1 Strength

    Sudden Drop: The Stone Head drops, smashing the creatures in the 10ft radius below him. They must make a reflex save. On a failed save, they are crushed. On a success, they suffer only 1d4/HD +Str mod damage. This attack reduces the Stone Head to -10 hit points immediately.

    Camofluage (Ex): Trap Monsters are hard to find, and trick the mind into forgetting where they went. They gain a bonus on hide checks equal to their ranks in Hide. In addition, anyone who sees them must pass a will save, or forget where it hid, needing a successful spot check to see it. Flying creatures gain a +2 bonus on a check to see a Stone Head.


    Card Name: Unicorn
    Uses: 1
    Type: Wood, Summon (Return), Transmutation
    Range: Self
    Duration: Full Round Action
    Effect: The Caller is healed of hit points equal to 1d6 per Caller level, plus their wisdom modifier, maximum 20d6+X. In addition, 2d3 random used cards without the Return type are returned to the Caller's deck, as are any number of discarded cards.


    Level 8 Cards
    Spoiler
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    Card Name: Black Dragon
    Uses: 1
    Type: Independent, Conjuration (Summoning)
    Range: Short (25ft+5ft per calling level)
    Duration: Until slain or dismissed.
    Effect: One Black Dragon is called. It is an avatar of overwhelming destruction.

    Called
    Spoiler
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    Size/Type: Large Dragon
    Hit Dice: 9d12+45 (103hp)
    Initiative: +4
    Speed: 40ft/60ft Perfect
    Armor Class: 22 (10-1 Size +9 Natural +4 Dexterity)
    Base Attack/Grapple: +9/+13
    Attack: +13 Bite (2d6+7) OR +11 Claw (2d4+5)
    Full Attack: +13 Bite (2d6+7), +11/+11 Claw (2d4+5)
    Space/Reach: 10ft/10ft
    Special Attacks: Furious Charge, Black Breath
    Special Qualities: Bond
    Saves: Fort +10, Ref +10, Will +8
    Abilities: Str 21, Dexterity 19, Con 19, Int 14, Wis 14, Cha 14
    Skills: Appraise +12, Intimidate +12, Knowledge (Arcana) +12, Spellcraft +12, Survival +12, Spot +12, Listen +12, Search +12
    Feats: Ability Focus (Black Breath), Improved Toughness, Power Attack, Multiattack
    Alignment: (Neutral Evil)

    A Black Dragon is a mighty, bipedal dragon, and an avatar of devastation.

    It has nine hit dice as standard, and a natural armour bonus equal to its HD. For each two calling levels the user possesses, it has an additional hit die.
    At each third hit dice, it receives a feat, such as Cleave, Great Cleave, or Martial Study. At each fourth hit die, it adds one to one ability score, generally favoring Str, Dex, and Con.

    Furious Charge (Ex): A Black Dragon can make a special charge attack. When it does, it may move through or over occupied squares to get to its target. It may make a full attack against that target, and it deals 1d6/3 HD fire damage to all creatures in squares it moved through or over. A successful reflex save negates this damage.

    Black Breath (Su): Once every 1d4 rounds, a Black Dragon may take a standard action to project a breath weapon. This breath weapon is a cone, with a range of 5ft per two HD. It deals 1d6 damage acid damage per HD.

    Bond (Su): Whenever a Black Dragon would take damage, half of the damage is instead dealt to you.


    Card Name: Lich
    Uses: 2
    Type: Earth, Weapon, Necromancy/Evocation
    Range: 25ft+5ft/caller level
    Duration: One standard action, or a full round action to use it twice.
    Effect: You take on the form of a mighty lich, and lash out. Choose three squares within range, and make a ranged touch attack using wisdom against all creatures in those squares. Those hit suffer 1d6 damage per two caller levels, maximum 10d6, plus your wisdom modifier. Half of this damage is fire, and half is negative energy.

    In addition, you become immune to negative energy, negative levels, energy drain, ability drain and death effects for a number of rounds equal to a quarter of your caller level.

    Card Name: Mind Flayer
    Uses: 1
    Type: Water, Summon (Return), Conjuration
    Range: Self
    Duration: Full Round Action
    Effect: This card returns 1d4/four caller levels (maximum 5d4) random used cards without the Return type to the Caller's deck, as well as any number of discarded cards.

    Card Name: Necromancer
    Uses: 1
    Type: Summon, Evocation/Necromancy
    Range: 5ft
    Duration: Full round action
    Effect: You take on the form of a legendary Argwyllian necromancer, forming a corona of vicious energy. This deals 1d4 untyped damage per caller level, maximum 20d4, plus your wisdom modifier to any adjacent foe.

    If an undead creature is present on the battlefield, you may forego this benefit to launch a single skull at one foe within 100ft?5ft/caller level. This skull makes a ranged touch attack using your wisdom modifier each round. If it hits, it deals 1d12 untyped damage per caller level plus your wisdom modifier, maximum 20d12, to that target. If it misses, it rolls again next round. It continues rolling until CL/4 rolls have been made, or it hits.

    Card Name: Puppet Master
    Uses: 1
    Type: Summon (Martial), Evocation/Enchantment
    Range: 10ft
    Duration: Full round action
    Effect: Make an attack roll against a single target. If you hit, they must pass a will save or be affected as if by Dominate Monster, with a duration of 1 hour/caller level. If you fail, you manage to lacerate them with the thought-strands regardless, and deal 3d6+wis modifier untyped damage.

    Card Name: Red Dragon
    Uses: 1
    Type: Fire, Summon, Evocation
    Conjuration, Acid
    Range: 25ft+5ft/2 caller levels
    Duration: Standard Action
    Effect: You take on the form of an immense, undead dragon, and breathe out a noxious cloud of venomous smoke. This is a conical breath weapon, with a range of 15ft+5ft/2 caller levels. It deals 1d6 acid damage per caller level, maximum 18d6, and 1d4 constitution damage per four caller levels. A successful reflex save (which is based on Wisdom, rather than Constitution) halves the acid damage and negates the constitution damage.

    Card Name: Sand Worm
    Uses: 1
    Type: Earth, Summon, Conjuration/Transmutation
    Range: 10ft
    Duration: Full round action
    Effect: You transform into a massive desert worm, which erupts from the ground, writhing and crushing those nearby. This deals 2d8 bludgeoning damage per caller level, plus your wisdom modifier. (Maximum 40d8). A successful reflex save negates this damage.

    Card Name: Steel Skeleton
    Uses: 1
    Type: Independent, Necromancy/Conjuration (Summoning)
    Range: Short (25ft+5ft per calling level)
    Duration: Until slain or dismissed.
    Effect: One Steel Skeleton is summoned. A Steel Skeleton is a massively oversized creature made of solid steel.

    Called Steel Skeleton
    Spoiler
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    Size/Type: Huge Undead
    Hit Dice: 9d12+9 (67hp)
    Initiative: +5
    Speed: 45ft
    Armor Class: 24 (10+5 Dex-2 Size+11 Natural
    Base Attack/Grapple: +4/+12
    Attack: +15 Scimitar (2d6+7, 18-20x2)
    Full Attack: +15 Scimitar (2d6+7, 18-20x2)
    Space/Reach: 10ft/10ft
    Special Attacks: None
    Special Qualities: Draining Blow, Resist 9
    Saves: Fort +3, Ref +8, Will +7
    Abilities: Str 35, Dex 21, Con -, Int -, Wis 12, Cha 10
    Skills: Tumble +12
    Feats: Spring Attack (B)
    Alignment: (True Neutral)

    A Steel Skeleton is a massive, oversized, but humanoid skeleton seemingly made of steel, and wielding a massive, +1 Scimitar..

    It has nine hit dice as standard, and a natural armour bonus equal to its HD. For each two calling levels the user possesses, it has an additional hit die. It has the maximum number of ranks in tumble permitted by its HD.
    At each third hit dice, it receives a feat, such as Cleave, Great Cleave, or Martial Study. At each fourth hit die, it adds one to one ability score, generally favoring Str and Dex.

    Resist 9: The Steel Skeleton ignores the first (HD) damage from any source. Effects that reduce or ignore DR or energy resistance treat this the same way.

    Draining Blow: The Steel Skeleton is fuelled by the damage it deals. Whenever it deals damage, it heals half that amount, gaining temporary HP if already at full health. It may not have more temporary HP than its normal full HP.


    Card Name: Tiger Mage
    Uses: 1
    Type: Fire, Independent, Conjuration (Summoning)
    Range: Short (25ft+5ft per calling level)
    Duration: Until slain or dismissed.
    Effect: One Tiger Mage is summoned. A Tiger Mage is a tauric tiger which throws fireballs.

    Called Tiger Mage
    Spoiler
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    Size/Type: Medium Magical Beast
    Hit Dice: 9d10+
    Initiative: +4
    Speed: 40ft
    Armor Class: 22 (10+3 Dex +9 Natural)
    Base Attack/Grapple: +9/+9
    Attack: +12 Fireball (2d8+3)
    Full Attack: +12/+12 Fireball (2d8+3)
    Space/Reach: 5ft/5ft
    Special Attacks: Fireball
    Special Qualities: Rune Filters
    Saves: Fort +7, Ref +9, Will +4
    Abilities: Str 12, Dex 17, Con 13, Int 14, Wis 12, Cha 17
    Skills: Spellcraft +12, Knowledge (Arcana) +12, Knowledge (Nature) +12, Cardlore +12
    Feats: Improved Toughness, Dodge, Mobility, Rapid Shot
    Alignment: (Neutral Good)

    A Tiger Mage is a strange tauric creature, with the lower body of a vicious, powerful tiger, a feline head, and a humanoid torso projecting upwards from the rear end of the creature.

    It has nine hit dice as standard, and a natural armour bonus equal to its HD. For each two calling levels the user possesses, it has an additional hit die.
    At each third hit dice, it receives a feat, such as Point Blank Shot or Shot on the Run. At each fourth hit die, it adds one to one ability score, generally favoring Cha, Dex, and Con.

    Fireball (Su): Fireballs are a ranged natural attack, with a range of 5ft/two HD. They deal 2d8+cha mod fire damage on a hit.

    Rune Filters (Su): A Tiger Mage is one of the few creatures that can be Called which itself knows anything about Calling. While a Tiger Mage is active, you may use any card one additional time after it would otherwise run out. However, if the Tiger Mage is killed, any cards only functioning because of this additional use instantly cease to function.


    Card Name: Vampire
    Uses: 1
    Type: Summon, Necromancy
    Range: 5ft/2 caller levels
    Duration: Full Round Action
    Effect: Taking on the form of an Argwyllian vampire, you release a vicious cry that can slay those that hear it.

    This is sound based, but not language dependent. A will save negates this effect, which is a death effect.

    Card Name: Water Bird
    Uses: 1
    Type: Water, Summon, Conjuration
    Range: 5ft/2 caller levels
    Duration: Full Round Action
    Effect: With the form of the life-giving Water Bird of myth, you restore the health of all your allies.

    Every ally in range is subjected to a Heal effect, except that it is capped at 200hp (caller level 20).
    Last edited by Lix Lorn; 2013-10-20 at 01:10 AM.
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    Default Re: 3.5 Class/System: The Cardcaller (Based on Lost Kingdoms)

    Level 9 Cards
    Spoiler
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    Card Name: Eternus Squid
    When placed into a deck, a Cardcaller chooses to designate each Eternus Squid card as either Channeled, Summoning, or Strike. She may choose differently for each copy.

    (Channeled)
    Uses: 1
    Type: Water, Summon (Martial), Conjuration
    Range: 30ft
    Duration: Full Round Action
    Effect: Taking on the form of the Eternus Squid, you make a number of tentacle attacks, up to one per two calling levels, divided as you choose between foes in range. Each one does 1d8+wisdom modifier bludgeoning damage. However, any foe struck by more than one tentacle is grabbed, and torn apart. They must make a reflex save or be torn in two (fatally.) This saving throw's DC is increased by one for each second tentacle after the first that strikes the same target.

    (Summoning)
    Uses: 1
    Type: Water, Independent, Summoning (Conjuration)
    Range: Short (25ft+5ft per calling level)
    Duration: Until slain or dismissed.
    Effect: One Eternus Squid is summoned. The Eternus Squid is a massive squid that attacks at horrifying speed.

    Called Eternus Squid
    Spoiler
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    Size/Type: Gargantuan Magical Beast
    Hit Dice: 10d10
    Initiative: +2
    Speed: 20ft
    Armor Class: 18 (10-4 size +2 Dexterity +15 natural)
    Base Attack/Grapple: +10/+22
    Attack: +11 Tentacle (1d8+5)
    Full Attack: Ten +11 Tentacles (1d8+5)
    Space/Reach: 20ft/15ft
    Special Attacks: Eternal Flurry, Tentacle Swarm
    Special Qualities: Improved Grab, Constrict
    Saves: Fort +9, Ref +9, Will +5
    Abilities: Str 21, Dex 15, Con 15, Int 10, Wis 14, Cha 10
    Skills: Survival +13, Knowledge (Nature) +13
    Feats: Improved Grapple, Improved Natural Attack (Tentacle), Improved Toughness, Alertness
    Alignment: (True Neutral)

    The Eternus Squid is a massive, silver and gold squid, seeming partly mechanical. It moves with terrifying speed.

    It has ten hit dice as standard, and a natural armour bonus equal to its HD. For each two calling levels the user possesses, it has an additional hit die.
    At each third hit dice, it receives a feat, such as Weapon Focus or Martial Study. At each fourth hit die, it adds one to one ability score, generally favoring Str, Dex, and Con.

    Eternal Flurry: Once each time it is summoned, the Eternus Squid can use the Time Stands Still maneuver, allowing it to take two full attacks as a single full round action.

    Improved Grab: To use this ability, an Eternus Squid must hit an opponent of any size with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. An Eternus Squid does not suffer penalties for multiple grapples until it grapples more foes than it has tentacles.

    Tentacle Swarm (Ex): An Eternus Squid may grapple one foe per tentacle without taking penalties, and may continue taking actions. Each foe they grapple reduces their tentacle attacks by one.

    Constrict: An Eternus Squid deals 1d8+5 points of damage with a successful grapple check. They may sacrifice additional tentacle attacks in a full attack, dealing an additional 1d8+5 damage on one constrict they do that round for each.


    (Strike)
    Uses: 3
    Type: Water, Weapon (Martial), Transmutation
    Range: 15ft
    Duration: Attack action
    Effect: You attack twice, each with a +3 tentacle that deals 1d10+wis mod damage for a medium Caller. These attacks have a reach of 15ft, and can strike any foe in range. In addition, any tentacle attack you make this round deals bonus damage equal to 1d10 times the number of times you have already struck that foe with a tentacle.

    For a number of rounds equal to a quarter of your caller level, you gain DR/adamantine equal to half your caller level, and ignore all DR against your attacks.

    Card Name: Golden Phoenix
    When placed into a deck, a Cardcaller chooses to designate each Golden Phoenix card as either Channeled, Summoning, or Strike. She may choose differently for each copy.

    (Channeled)
    Uses: 1
    Type: Fire, Summon, Conjuration
    Range: 5ft/caller level
    Duration: Full Round Action
    Effect: Calling on the Golden Phoenix's form, you unleash radiant flames. They deal 1d4/two caller levels plus your wisdom modifier in fire damage to all foes within range, and heal allies of the same amount. In addition, they give foes a sacred penalty to ability scores equal to a third of your caller level, and to saving throws equal to a quarter of your caller level, and give a sacred bonus of equal size to allies. A successful reflex saves halves the damage and negates the penalties. (Or the healing and the bonuses, if someone so desires.)

    (Summoning)
    Uses: 1
    Type: Fire, Independent, Conjuration (Summoning)
    Range: Short (25ft+5ft per calling level)
    Duration: Until slain or dismissed.
    Effect: One Golden Phoenix is summoned. The Golden Phoenix protects you from damage, and occasionally attacks with a wave of flame.

    Called Golden Phoenix
    Spoiler
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    Size/Type: Large Outsider
    Hit Dice: 10d12+120 (185hp)
    Initiative: +3
    Speed: 20ft, 60ft flight (Perfect)
    Armor Class: 22 (10-1 Size +3 Dexterity +10 Natural)
    Base Attack/Grapple: +10/+14
    Attack: +9 Claw (1d6)
    Full Attack: +9 Claw (1d6)
    Space/Reach: 10ft/10ft
    Special Attacks: Flamebreak
    Special Qualities: Martyr
    Saves: Fort +18, Ref +10, Will +10
    Abilities: Str 10, Dex 16, Con 32, Int 16, Wis 16, Cha 16
    Skills: Survival +13, Spot +13, Listen +13, Autohypnosis +13, Heal +13, Knowledge (Arcana, Nature) +13, Diplomacy +13, Spellcraft +13, Balance +13, Tumble +13
    Feats: Improved Toughness, Ability Focus (Flame Break), Alertness, Dodge
    Alignment: (Neutral Good)

    The Golden Phoenix is an incredibly powerful avatar of fire, which protects those under its aegis.

    It has ten hit dice as standard, and a natural armour bonus equal to its HD. For each two calling levels the user possesses, it has an additional hit die.
    At each third hit dice, it receives a feat, generally of the defensive kind. At each fourth hit die, it adds one to one ability score, generally favoring Con.

    Flamebreak (Su): As full round action, you unleash a wave of flames dealing 1d8 fire damage per HD to all foes within 5ft/HD. A successful reflex save halves this damage.

    Martyr (Ex): Whenever damage would be dealt to your allies, including the caller and his other summoned creatures, it is instead dealt to the Golden Phoenix.


    (Strike)
    Uses: 3
    Type: Fire, Weapon, Transmutation/Evocation
    Range: 5ft/2 caller levels
    Duration: One standard action, or a full round action to use it twice.
    Effect: You release a wave of flames, dealing 1d12 fire damage per two caller levels, plus your wisdom modifier, to all foes within range. Allies in range are instead healed by the same amount.

    For a number of rounds equal to a quarter of your caller level, your attacks deal bonus fire damage equal to your wisdom modifier, and you regain HP equal to half of the amount of fire damage you do each round.

    Card Name: Great Turtle
    When placed into a deck, a Cardcaller chooses to designate each Great Turtle card as either Channeled, Summoning, or Strike. She may choose differently for each copy.

    (Channeled)
    Uses: 1
    Type: Earth, Summon, Conjuration
    Range: 20ft/Caller level
    Duration: Full Round action
    Effect: Taking on the form of the Great Turtle of Earth, you unleash a hail of rocks high into the sky.

    Choose an area with radius of up to 5ft/two caller levels within range. All foes within that range must make a reflex save, or suffer 2d10 bludgeoning damage per caller level, plus your wisdom modifier.

    (Summoning)
    Uses: 1
    Type: Earth, Independent, Conjuration (Summoning)
    Range: Short (25ft+5ft per calling level)
    Duration: Until slain or dismissed.
    Effect: One Great Turtle is summoned. The Great Turtle is a massive, heavily armored creature, which attacks foes by bombarding them with stones.

    Called Great Turtle
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    Size/Type: Large Magical Beast
    Hit Dice: 10d10+77
    Initiative: -2
    Speed: 15ft
    Armor Class: 27 (10-1 Size -2 Dex +20 natural)
    Base Attack/Grapple: +10/+14
    Attack: +13 Stone Shot (2d8+4)
    Full Attack: +13 Stone Shot (2d8+4)
    Space/Reach: 10ft/5ft
    Special Attacks: Bombardment
    Special Qualities: Resist 10
    Saves: Fort +14, Ref +5, Will +4
    Abilities: Str 19, Dex 6, Con 25, Int 12, Wis 12, Cha 10
    Skills: Sense Motive +13, Listen +13, Spot +13
    Feats: Point Blank Shot, Far Shot, Improved Toughness, Inquisitor
    Alignment: (Lawful Good)

    The Great Turtle is an iconic champion of Earth, bombarding foes with a rain of stone.

    It has ten hit dice as standard, and a natural armour bonus equal to ten plus its HD. For each two calling levels the user possesses, it has an additional hit die.
    At each third hit dice, it receives a feat, generally of the defensive kind, or to improve its stone shot and bombardment. At each fourth hit die, it adds one to one ability score, generally favoring Str and Con.

    Resist 10: A Great Turtle ignores the first (HD) damage from any source. Effects that reduce or ignore DR or energy resistance treat this the same way.

    Stone Shot: A Great Turtle has a strength based ranged attack dealing 2d8+Str mod damage. It has a range of 15ft/HD.

    Bombardment: By spending a full round action, the Great Turtle may designate a 10ft radius anywhere within his stone shot range. All foes within that area must make a reflex save, or suffer 6d8+Str mod damage. This damage ignores hardness.


    (Strike)
    Uses: 3
    Type: Earth, Weapon, Conjuration
    Range: 5ft/2 caller levels
    Duration: Attack action
    Effect: Taking the form of the turtle for a brief instant, you launch a boulder forth at your foes. Draw a line with length 5ft/2 caller levels. All foes in its path suffer 1d10 damage per caller level. A successful reflex save negates this damage, as they get out of the way.

    In addition, for a number of rounds equal to a quarter of your caller level, you receive a natural armor bonus equal to half your caller level.

    Card Name: White Tiger
    When placed into a deck, a Cardcaller chooses to designate each White Tiger card as either Channeled, Summoning, or Strike. She may choose differently for each copy.

    (Channeled)
    Uses: 1
    Type: Wood, Summon, Conjuration/Evocation
    Range: Up to 50ft/calling level
    Duration: Full Round Action
    Effect: You summon the White Tiger, who charges forth and destroys all in his path.

    Choose a point in range. Draw a line between yourself and that point. Anyone within 5ft of the line must make a reflex save, or suffer 2d6 damage per caller level, plus your wisdom modifier. Anyone slain by this attack is disintegrated, leaving no remains.

    (Summoning)
    Uses: 1
    Type: Wood, Independent, Conjuration (Summoning)
    Range: Short (25ft+5ft per calling level)
    Duration: Until slain or dismissed.
    Effect: One White Tiger is summoned. The White Tiger is the mythical forest guardian, and wielder of magnificent speed and power.

    Called White Tiger
    Spoiler
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    Size/Type: Large Magical Beast
    Hit Dice: 10d10+50 (105hp)
    Initiative: +9
    Speed: 50ft
    Armor Class: 24 (10-1 size +5 Dexterity +10 natural)
    Base Attack/Grapple: +10/+14
    Attack: +14 Slam (2d6+6)
    Full Attack: +14 Slam (2d6+6)
    Space/Reach: 10ft/5ft
    Special Attacks: White Charge
    Special Qualities: None
    Saves: Fort +11, Ref +11, Will +5
    Abilities: Str 21, Dex 21, Con 18, Int 12, Wis 10, Cha 16
    Skills: Survival +13, Bluff +13, Diplomacy +13
    Feats: Improved Initiative, Iron Will, Improved Toughness, Dodge
    Alignment: (Chaotic Good)

    The White Tiger is the champion of Wood, a massive tiger with great antlers, clad in gold.

    It has ten hit dice as standard, and a natural armour bonus equal to its HD. For each two calling levels the user possesses, it has an additional hit die.
    At each third hit dice, it receives a feat, generally improving maneuverability and offense. At each fourth hit die, it adds one to one ability score, generally favoring Str and Dex.

    White Charge (Ex): As a full round action, designate a point you could reach by spending your action moving at full speed. All foes between your current position and there suffer one slam attack, with 3d6 bonus damage from your speed, and the corona of vicious power that surrounds you. You move to that location, without provoking any attacks of opportunity. A successful reflex save removes this bonus damage.


    (Strike)
    Uses: 3
    Type: Wood, Weapon, Conjuration
    Range: Base land speedx2
    Duration: Attack action
    Effect: Channeling the aspect of the White Tiger, you move with phenomenal speed, striking an unfortunate foe. Designate a point within range. You move to it, without provoking any attacks of opportunity. Choose one foe you could have attacked from at least one point on that path, and make an attack. This may be with a weapon you wield, or may be with a slam attack, dealing 1d6+Wisdom modifier damage for a medium caller. You may even use another Weapon card, as long as it is a martial weapon card with duration: attack action that grants you an attack with a weapon.
    Whatever you attack with, it deals 2d6 bonus damage.

    For a number of rounds equal to a quarter of your caller level, you may move up to twice your base land speed as part of a full attack action, making your attacks from any point or points along that path. Abilities that function with Spring Attack treat this ability as that ability.


    Level 10 Cards
    Spoiler
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    Card Name: Doppelganger
    Uses: 1
    Type: Independent, Conjuration/Necromancy (Summoning)
    Range: Short (25ft+5ft per calling level)
    Duration: Until slain or dismissed.
    Effect: One Doppelganger, who looks exactly like you.

    Called Doppelganger
    Spoiler
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    Size/Type: (As yours)
    Hit Dice: 11d6 (38hp)
    Initiative: +4
    Speed: (As Yours)
    Armor Class: -
    Base Attack/Grapple: -
    Attack: -
    Full Attack: -
    Space/Reach: -
    Special Attacks: Last Touch
    Special Qualities: Perfect Mimicry
    Saves: Fort +9, Ref +9, Will +9
    Abilities: (As yours)
    Skills: Disguise +14
    Feats: Improved Initiative, Iron Will, Lightning Reflexes, Great Fortitude
    Alignment: (True Neutral)

    A Doppelganger appears entirely identical to the creature that calls it. True Seeing reveals only an inconstant, evershifting form, wrapped in negative energy.

    It has eleven hit dice as standard. For each two calling levels the user possesses, it has an additional hit die.
    At each third hit dice, it receives a feat, generally improving defences.

    Perfect Mimicry (Ex): A Doppelganger uses most of the stats of its caller, as shown in the table. No mundane spot check is sufficient to tell them apart.

    Last Touch (Su): As a touch attack at will, the Doppelganger causes a struck target to make a will save, or die instantly as a death effect.


    Card Name: God of Creation
    Uses: 1
    Type: Independent, Conjuration (Summoning)
    Range: Short (25ft+5ft per calling level)
    Duration: Until slain or dismissed.
    Effect: One God of Creation is summoned. This is a mighty outsider with powers of binding and healing.

    Called God of Creation
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    Size/Type: Large Outsider
    Hit Dice: 11d10+77 (1375hp)
    Initiative: +1
    Speed: 20ft flight (Perfect)
    Armor Class: 0
    Base Attack/Grapple: +0/+0
    Attack: -
    Full Attack: -
    Space/Reach: 10ft/10ft
    Special Attacks: Life's Touch, Nymphs of Binding
    Special Qualities: Deific Resilience
    Saves: Fort +13, Ref +8, Will +12
    Abilities: Str 12, Dex 12, Con 23, Int 33, Wis 20, Cha 24
    Skills: All Knowledge Skills +14, Cardlore +14, Diplomacy +14, Sense Motive +14
    Feats: Improved Toughness (B)
    Alignment: (Lawful Good)

    The God of Creation is a pacifistic outsider with powerful healing and binding abilities. It is treated by (Return) cards as if it were a (Return) card.

    It has eleven hit dice as standard. For each two calling levels the user possesses, it has an additional hit die.
    At each fourth hit die, it adds one to one ability score, generally favoring Con and Int.

    Deific Resilience: The God of Creation has AC 0, but multiplies her HP by five after all additions.

    Life's Touch: By throwing a healing card as a standard action, the God of Creation may create a 5ft radius area, healing those within of 1d4/HD plus Int modifier HP.

    Nymphs of Binding: As a move action, the God of Creation may summon a Nymph of Binding. She may not have more than four Nymphs at once.

    Nymph of Binding
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    Size/Type: Medium Outsider
    Hit Dice: 4d10+20 (210hp)
    Initiative: +2
    Speed: 0ft
    Armor Class: 0
    Base Attack/Grapple: -
    Attack: -
    Full Attack: -
    Space/Reach: 5ft/5ft
    Special Attacks: Life's Touch, Binding Circle
    Special Qualities: Deific Resilience
    Saves: Fort +8, Ref +8, Will +8
    Abilities: Str 14, Dex 14, Con 14, Int 14, Wis 14, Cha 14
    Skills: Diplomacy +7, Heal +7, Sense Motive +7, Survival +7
    Feats: -
    Alignment: (Neutral Good)

    The Nymphs of Binding summoned by the God of Creation can heal with a touch, or work together to hold foes in place.

    Deific Resilience: The Nymphs of Binding have AC 0, but multiply their HP by five after all additions.

    Life's Touch (Ex): With a touch, a Nymph of Binding may heal a target of 4d4+2 hit points. This is a standard action.

    Binding Circle (Su): When four nymphs and the God of Creation each spend a full round action, all foes within an area bounded by nymphs must pass a will save. Those that fail are dazed until one of the nymphs is slain.


    Card Name: God of Destruction
    Uses: 1
    Type: Independent, Conjuration (Creation)
    Range: Short (25ft+5ft per calling level)
    Duration: Until slain or dismissed.
    Effect: One God of Destruction is called. This is a mighty outsider with powers over elemental destruction.

    Called God of Destruction
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    Size/Type: Large Outsider
    Hit Dice: 11d10+77 (687hp)
    Initiative: +1
    Speed: 20ft flight (Perfect)
    Armor Class: 0
    Base Attack/Grapple: +0/+0
    Attack: -
    Full Attack: -
    Space/Reach: 10ft/10ft
    Special Attacks: Destructive Touch, Spirits of Ending
    Special Qualities: Deific Resilience
    Saves: Fort +13, Ref +8, Will +12
    Abilities: Str 12, Dex 12, Con 23, Int 24, Wis 20, Cha 33
    Skills: All Knowledge Skills +14, Cardlore +14, Bluff +14, Intimidate +14
    Feats: Improved Toughness (B)
    Alignment: (Chaotic Evil)

    The God of Destruction is a sadistic outsider with vicious destructive abilities. It is treated by effects that distinguish (Return) cards as if it were a (Return) card.

    It has eleven hit dice as standard. For each two calling levels the user possesses, it has an additional hit die.
    At each fourth hit die, it adds one to one ability score, generally favoring Con and Cha.

    Deific Resilience: The God of Destruction has AC 0, but multiplies his HP by five after all additions.

    Destructive Touch: By throwing a cursed card as a standard action, the God of Destruction may create a 5ft radius area, dealing 1d4/HD plus Cha modifier damage to those within. A successful reflex save halves this damage.

    Spirits of Ending: As a move action, the God of Destruction may summon a Spirit of Ending. She may not have more than four Spirits at once.

    Spirit of Ending
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    Size/Type: Medium Outsider
    Hit Dice: 4d10+20 (210hp)
    Initiative: +2
    Speed: 0ft
    Armor Class: 0
    Base Attack/Grapple: -
    Attack: -
    Full Attack: -
    Space/Reach: 5ft/5ft
    Special Attacks: Elemental Gout, Apocalypse Circle
    Special Qualities: Deific Resilience
    Saves: Fort +8, Ref +8, Will +8
    Abilities: Str 14, Dex 14, Con 14, Int 14, Wis 14, Cha 14
    Skills: Bluff +7, Survival +7, Intimidate +7, Sleight of Hand +7
    Feats: -
    Alignment: (Neutral Evil)

    The Spirits of Ending summoned by the God of Destruction can harm with gouts of elemental energy, or create a vicious circle of energy.

    Deific Resilience: The Spirits of Ending have AC 0, but multiply their HP by five after all additions.

    Elemental Gout (Ex): The first Spirit summoned is that of fire. The second is of air. The third is of earth. The fourth is of wood. Each one can, as a standard action, breathe a 20ft cone of destructive energy, dealing 4d6 damage to those within. This is fire/electricity/bludgeoning/piercing respectively. A successful reflex save halves this damage.

    Apocalypse Circle (Su): When four Spirits and the God of Destruction each spend a full round action, all foes within an area bounded by nymphs must pass a will save. Those that fail take 2d6 damage for each HD the God of Destruction possesses.


    Feats
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    Willful Caller
    Prerequisites: At least one level of Cardcaller.
    Benefit: You use your charisma modifier instead of your wisdom modifier for all class abilities.

    Caller's Study
    Prerequisites: At least one level of Cardcaller.
    Benefit: You use your intelligence modifier instead of your wisdom modifier for all class abilities.

    Practiced Caller
    Prerequisites: At least one level of Cardcaller. Cardlore 4 ranks.
    Benefit: You gain a +4 bonus to your calling level. This may not raise your calling level higher than your ECL. However, even if you can't benefit from the full bonus immediately, if you later gain noncaller-level HD you may be able to apply the rest of the bonus.

    Caller's Signature
    Prerequisites: Ability to call at least one card, Cardlore 6 ranks.
    Benefit: You may, at any point, choose a single card you possess, with a card level of no more than half your Class level. Whenever you begin an encounter, if that card is not in your hand, you may discard one of the other cards in your hand, and add it to your hand.
    Special: You may take this feat more than once. Each time applies to a single copy of a specific card.

    Taking Beyond
    Prerequisites: Caller's Signature.
    Benefit: Choose a card you have selected for this feat's prerequisite. If its effects are capped by level, they no longer are.
    Special: You may take this feat more than once. Each time applies to a single copy of a specific card.

    Caller's Companion
    Prerequisites: Caller's Signature
    Benefit: Choose an Independent card you have selected for this feat's prerequisite. You may call that card without adding it to your hand, allowing you to have a fifth card active simultaneously, as long as it is the chosen independent creature. In addition, it gains the benefits of the Caller's Guard feat.
    Special: You may only take this feat once.

    Persistent Callings
    Prerequisites: Ability to call at least one Independent card, Cardlore 4 ranks.
    Benefit: The damage your called creatures take per minute is reduced by half, and can be healed normally.
    Special: You may not take this feat if you possess the Martial Caller or Grand Shifter feats.

    Caller's Guard
    Prerequisites: Persistent Callings, Cardlore 9 ranks.
    Benefit: Called creatures do not suffer damage merely by being present on the battlefield. They do not vanish from inactivity unless you will them to.
    Special: They still use up one of your four card slots.

    Martial Caller
    Prerequisites: Ability to call at least one Weapon card, Cardlore 4 ranks.
    Benefit: You add two to your Caller Level when using Weapon cards.
    Special: You may not take this feat if you possess the Persistent Callings or Grand Shifter feats.

    Caller's Blade
    Prerequisites: Martial Caller, Cardlore 9 ranks.
    Benefit: Your experience with martial calling and weapons cards expands to the rest of your talents. Your BAB from Cardcaller levels is now equal to 3/4 of your level, rather than 1/2. In addition, you may use your Wisdom modifier instead of your Strength modifier on attack rolls when using Martial cards.

    Grand Shifter
    Prerequisites: Ability to call at least one summons card, Cardlore 4 ranks.
    Benefit: You add two to your Caller Level when using Summons cards.
    Special: You may not take this feat if you possess the Persistent Callings or Martial Caller feats.

    Master of Summons
    Prerequisites: Grand Shifter, Cardlore 9 ranks.
    Benefit: All Summons cards you use have an additional use. (This normally makes two.)


    ACFs
    Martial Power
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    Prerequisites: At least one Martial Weapon card.
    Loss: You do not gain the normal benefit of increased BAB when using Martial cards.
    Benefit: When using Martial Cards, you gain an enhancement bonus to attack rolls and damage equal to a fifth of your Caller level with that Calling. If the card specifically already has an enhancement bonus, they stack, but cannot be higher than five unless the Caller is of at least 21st level.
    Notes: This Alternate Class Feature is primarily intended for use in a gestalt game. It means that a gestalt with a full BAB character does not render weapon cards utterly useless.
    Last edited by Lix Lorn; 2014-05-24 at 09:47 PM.
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: 3.5 Class/System: The Cardcaller (Based on Lost Kingdoms)

    Finally, I have done four cards. Whoop.
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: 3.5 Class/System: The Cardcaller (Based on Lost Kingdoms)

    I have to say, the fact that you have to choose the order you get your spells in seems more than a little annoying. Also I cant see any use for the runestone if no one can see it, no one can damage it, and even if they do nothing happens and to top it all off it doesn't seem to actually do anything.

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    Default Re: 3.5 Class/System: The Cardcaller (Based on Lost Kingdoms)

    Well, they represent the cards you draw from the deck. And the Runestone is entirely flavour, from the game this is based on.

    Also, the randomized cards is a balancing factor.
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: 3.5 Class/System: The Cardcaller (Based on Lost Kingdoms)

    Quote Originally Posted by Lix Lorn View Post
    Well, they represent the cards you draw from the deck. And the Runestone is entirely flavour, from the game this is based on.

    Also, the randomized cards is a balancing factor.
    I can understand randomization as a balance factor (I used it for my knave of Tarots) but if thats what you're going for why not have them actually draw the cards from a shuffled deck or use dice to simulate drawing cards if that's not an option? For one thing it'll be less stress full for the player, for another the way you have it now encourages the creation of groups of viable hands or front-loading the deck with all your trump cards, which will keep this from actually being random.

    As for the runestone, if it's fluff I think it should be added to the class description and not kept as an actual ability. As it is, it seems some what rude to the other players. Sort of like going "Nah Nah you can't touch this." of course that could just be me being weird and most might just gloss over it.

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    Default Re: 3.5 Class/System: The Cardcaller (Based on Lost Kingdoms)

    Because it's easier to cheat.
    Also, I don't want it to be COMPLETELY random. You want them to have some control.

    Hmm, I guess... I dunno, it's just that some people will ignore the fluff entirely.
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: 3.5 Class/System: The Cardcaller (Based on Lost Kingdoms)

    I agree with Epsilon, players should either be able to just choose or randomly draw, picking an order is way too much.

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    Default Re: 3.5 Class/System: The Cardcaller (Based on Lost Kingdoms)

    There is, ironically, less bookkeeping than if you randomly draw. If you draw randomly, you have to roll a d(sillynumber) every time you use a card.
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: 3.5 Class/System: The Cardcaller (Based on Lost Kingdoms)

    What are you talking about? If you roll, you just have to roll a die and then draw your card. If you order, every morning you have to pick an order for your cards, which is even worse than preparing spells. Also, cool games have you using an actual deck, which would be awesome.

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    Default Re: 3.5 Class/System: The Cardcaller (Based on Lost Kingdoms)

    Bearing in mind that the order is important, so you'd have to write it down as it happens.

    It seems easier to me... but if everyone thinks so, I'll change it to random. :/
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: 3.5 Class/System: The Cardcaller (Based on Lost Kingdoms)

    Quote Originally Posted by Lix Lorn View Post
    Bearing in mind that the order is important, so you'd have to write it down as it happens.
    Why is the order important? If you do it this way you just need to mark down if you used a card already (if you're using an actual deck it's even easier: you just don't put the card back in).

    That said you probably will want to come up with some abilities to mitigate the randomness to some extent.

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    Default Re: 3.5 Class/System: The Cardcaller (Based on Lost Kingdoms)

    Because, if you get the card back, it goes back where it was. I guess you could just add it in randomly...
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: 3.5 Class/System: The Cardcaller (Based on Lost Kingdoms)

    *cough*

    {table=head]{colsp=21}Ability Bonus Mana Crystals (By Calling Level)
    Level:|1|2|3|4|5|6|7|8|9|10|11|12|13|14|15|16|17|18|19|20[/table]
    Avatar some unholy combination of Winthur and Gato Muerto's ideas.

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    Default Re: 3.5 Class/System: The Cardcaller (Based on Lost Kingdoms)

    Quote Originally Posted by Lix Lorn View Post
    Because, if you get the card back, it goes back where it was. I guess you could just add it in randomly...
    Also keep in mind that that mechanic was designed for a non-random system where your deck was essentially made of a series of hands so keeping them in order was important to the player; this is no longer the case.

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    Default Re: 3.5 Class/System: The Cardcaller (Based on Lost Kingdoms)

    Quote Originally Posted by Siosilvar View Post
    *cough*

    {table=head]{colsp=21}Ability Bonus Mana Crystals (By Calling Level)
    Level:|1|2|3|4|5|6|7|8|9|10|11|12|13|14|15|16|17|18|19|20[/table]
    ...Thankyou.

    Also, I guess you're right. I'll change it then. :/
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: 3.5 Class/System: The Cardcaller (Based on Lost Kingdoms)

    Okay, I'm working on this again!

    Cards have been sorted by level, and all level 1 cards are now added.

    I'm actually considering removing Mana Crystals entirely. Not sure. Thoughts?
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: 3.5 Class/System: The Cardcaller (Based on Lost Kingdoms)

    This class....It makes me feel like saying.........


    YU-GI-OOOOOOOOOOH!


    Now that that's over, I have to say good job. I like this.
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    Default Re: 3.5 Class/System: The Cardcaller (Based on Lost Kingdoms)


    Yes, I SUPPOSE you could use it to model that game.



    And thanks.
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: 3.5 Class/System: The Cardcaller (Based on Lost Kingdoms)

    Quote Originally Posted by Lix Lorn View Post
    I'm actually considering removing Mana Crystals entirely. Not sure. Thoughts?
    Seems like a very good idea. The randomness of spell-casting should be more than enough of a balancing factor. Adding in economic micromanaging feels like just insult to injury to me.

    The class seems like a powerful summoner//backup melee warrior. Interesting. I have no idea how the balance on something like this would go. It's melee presence seems to be roughly as powerful as a martial adept, but it also has powerful summons. It has limited utility (which is good for balance IMO), few hit points, and poor AC. I want to say that this feels balanced, however it also feels like using the martial side of things is just always a bad idea. It would be nice for a powerful summoner to have a nice melee smash or trick to fall back on, but given the random nature of the spellcasting, the Cardcaller can't rely on just one or two cards to be available when she needs them, so she'd need several martial cards, which, given her squishyness, will sit unused in her hand hoping for the perfect moment (which doesn't feel fun to me).

    The best way I can think of to remedy this situation, using the mechanics you've already presented (and without adding new stuff), would be to add 1 round buff effects onto many of the melee range weapon cards that way, when the Cardcaller is in the danger zone, she is better able to stand up to her foes.
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    Default Re: 3.5 Class/System: The Cardcaller (Based on Lost Kingdoms)

    (nods)
    That makes sense. I can work with that.

    Also, to clarify, I'm aiming for tier 2 or 3 as a balance point.
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: 3.5 Class/System: The Cardcaller (Based on Lost Kingdoms)

    (nods)
    That makes sense. I can work with that.

    Also, to clarify, I'm aiming for tier 2 or 3 as a balance point.
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: 3.5 Class/System: The Cardcaller (Based on Lost Kingdoms)

    I guess asking you to delete the spoilers is right out? Honestly, for pictures or movie and book spoilers it makes sense, but most of what is spoiled is actual game information. I'd rather see text separated by paragraphs and formatting than to have to open so many spoilers.

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    Default Re: 3.5 Class/System: The Cardcaller (Based on Lost Kingdoms)

    The spoilers in the first post I could remove, cause it's important. But the spoilers for lists of cards and things I'd like to leave in. Scrolling through that much stuff is very annoying.
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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    Default Re: 3.5 Class/System: The Cardcaller (Based on Lost Kingdoms)

    (Funny that this would come up just a few days after I was re-playing Lost Kingdoms 2 )

    Wow, the cards so far are incredibly detailed and awesome. Good work. Regarding randomization and mana crystals, I agree with the others that having both restrictions is extremely limiting. I don't know if you've played the second game, but it does a couple things differently that actually make it easier to translate into DnD. They got rid of the arena for random battles and changed it to just fighting as you walked around. In order to accommodate both this and the fact that they also introduced Transform cards for navigating levels, they made discarding just go straight to the bottom of your deck. Since you can just stand somewhere out of range and cycle through your cards until you've got what you want (even stack the deck in order if you've got some time on your hands), I'd say to just let people cast out of whatever they've readied for the day. Mana crystals should do a fine enough job limiting them if you're modeling off psionic power points, and between the limit on top level cards and number of uses per card that should be enough that randomization isn't needed at all.

    The only problem I'd see is the inevitable pile of Crystal Roses and Lizardman cards which would basically function as at-will until they're not. It's an effect you don't run into in the games since you don't have enough copies to try and pull it, but since you have unlimited copies with this, it's a bit of a flavor problem. Considering that you can't use more than one copy of your top tier and three of your second, I'd put a limit on how many copies you have of each card. Say you start out with two each of the cantrips and one each of the 1st rank, and you double your copies each time you get access to a new level of cards. It'll take 10 character levels to reach 32 copies of a card, long enough that if you really want it that bad, it's not gonna seem weird that you can do the same effect all day. More importantly, it means that while you've got 3 of your second rank cards, you won't have more than two copies of the same card within those three, then four copies of your third rank, and so on. It's an extra phantom restriction (when I've just said I don't like those, feh), but I think it does a more serviceable job of keeping the card flavor. Or it could just be more bookkeeping.

    I'd make weapon cards default to using wisdom on the attack roll myself. Requiring feats to use your bread and butter cards well annoys me. The Red Lizard is currently weaksauce compared to the Lizardman, I'd recommend making them at least a d8 on each attack. Loving the Lizardman, though it might be a little much damage for a 1st level "at-will," maybe drop it to 2d6 (one oversized longsword, note that the lizardmen all use single handed swords). I like how you've done the independents, just writing short individual stat blocks and providing level up benefits for them, very effective. Skeleton could use some DR for it's trademark toughness (every time I take them out I wish I had them back in!).

    Naturally when I was playing I was thinking about how I'd stat it up myself, probably a sort of "Mystic Crusader," with Crusader style recovery mechanics and a palette of spells and melee effects. I'm sure I would have built everything out of existing material, so I'm really impressed that you decided to take the hard road and build it all from scratch. I hope you manage to fill out the card list, good luck and I'll be watching!
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    Quote Originally Posted by Fizban View Post
    sheer awesomeness

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    Default Re: 3.5 Class/System: The Cardcaller (Based on Lost Kingdoms)

    Quote Originally Posted by Fizban View Post
    (Funny that this would come up just a few days after I was re-playing Lost Kingdoms 2 )

    Wow, the cards so far are incredibly detailed and awesome. Good work.
    Thanks!

    Regarding randomization and mana crystals, I agree with the others that having both restrictions is extremely limiting. I don't know if you've played the second game, but it does a couple things differently that actually make it easier to translate into DnD. They got rid of the arena for random battles and changed it to just fighting as you walked around. In order to accommodate both this and the fact that they also introduced Transform cards for navigating levels, they made discarding just go straight to the bottom of your deck. Since you can just stand somewhere out of range and cycle through your cards until you've got what you want (even stack the deck in order if you've got some time on your hands), I'd say to just let people cast out of whatever they've readied for the day. Mana crystals should do a fine enough job limiting them if you're modeling off psionic power points, and between the limit on top level cards and number of uses per card that should be enough that randomization isn't needed at all.
    Well... actually, I dunno if I ninjad you or you wrote up this post thinking of an older direction, but I went with the other direction and removed the mana crystals. The random nature is something that particularly seemed to fit, while the mana crystals are more a fluff thing.

    The only problem I'd see is the inevitable pile of Crystal Roses and Lizardman cards which would basically function as at-will until they're not. It's an effect you don't run into in the games since you don't have enough copies to try and pull it, but since you have unlimited copies with this, it's a bit of a flavor problem. Considering that you can't use more than one copy of your top tier and three of your second, I'd put a limit on how many copies you have of each card. Say you start out with two each of the cantrips and one each of the 1st rank, and you double your copies each time you get access to a new level of cards. It'll take 10 character levels to reach 32 copies of a card, long enough that if you really want it that bad, it's not gonna seem weird that you can do the same effect all day. More importantly, it means that while you've got 3 of your second rank cards, you won't have more than two copies of the same card within those three, then four copies of your third rank, and so on. It's an extra phantom restriction (when I've just said I don't like those, feh), but I think it does a more serviceable job of keeping the card flavor. Or it could just be more bookkeeping.
    Hmm. Honestly, I'm not sure. DO we want people to be able to use the same attack all day? Is it a bad thing? Nothing stops a Sorcerer filling every slot with Magic Missile.
    I could consider saying you can't take more than a couple of copies of a single card per level. Just not yet sure if I want to...

    I'd make weapon cards default to using wisdom on the attack roll myself. Requiring feats to use your bread and butter cards well annoys me.
    Not sure I agree. Even a wizard puts points in Dex if he wants to hit with attack roll spells. And they do get full BAB for them.

    I could, if you think it's a BIG concern, swap the feat and standard, and have them use Wisdom on attack rolls, and have the feat allows them to use Wisdom on damage.

    The Red Lizard is currently weaksauce compared to the Lizardman, I'd recommend making them at least a d8 on each attack. Loving the Lizardman, though it might be a little much damage for a 1st level "at-will," maybe drop it to 2d6 (one oversized longsword, note that the lizardmen all use single handed swords).
    Okay. What do you think of the suggestion someone made of having weapons provide minor buffs, to help improve them a little?

    I like how you've done the independents, just writing short individual stat blocks and providing level up benefits for them, very effective. Skeleton could use some DR for it's trademark toughness (every time I take them out I wish I had them back in!).
    Thank you and good idea!

    Naturally when I was playing I was thinking about how I'd stat it up myself, probably a sort of "Mystic Crusader," with Crusader style recovery mechanics and a palette of spells and melee effects. I'm sure I would have built everything out of existing material, so I'm really impressed that you decided to take the hard road and build it all from scratch. I hope you manage to fill out the card list, good luck and I'll be watching!
    Thanks!

    One question. I had to remove the Blue Dragon from the card list, cause having it more than once is too good. I'm calling it a patron saint of Callers or something, so I need a new water based god card. Any suggestions?
    So far, I've had
    Giant Squid
    and
    Souped Up Polar Bear.

    Any ideas? xD
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    Default Re: 3.5 Class/System: The Cardcaller (Based on Lost Kingdoms)

    This is the mother of all necromancy.

    Rise, my creation, and breathe the air of criticism and life, such as you never truly got to learn before!

    This is theoretically finished. The formatting and such is incredibly inconsistent, since it's taken me two years.
    Recent Homebrew: The Socialite | The Crystalline: Memory Altering Construct Race | Sanguine Hand, a ToB Discipline of blood and cruelty
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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