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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 Cardlore (Int), Concentration (Con, Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge (Arcana, Dungeoneering, Nature, the Planes, Religion) (Int), Sense Motive (Wis) and Use Magic Device (Cha). Skills Per Day at 1st Level : (2 + Int modifier) x4 Skills Per Day at Each Additional Level : 2 + 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
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, unless the highest level of card you can choose is level 1, you may only choose a maximum of one card from the highest level you can choose at any given level. In addition, unless the second highest level card you can choose is 1 or 0, you may only choose a maximum of three cards from the second highest level you can choose, at any given 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. 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, 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.
I ship you/Anyone./Infernal Gardevoir from outside the playground, by Recaiden//ExtendedSig
Spoiler
Quote:
Originally Posted by Thanqol
It's not normal, of course, and what's actually happening in Comet Kicker's brain is that she's using regular murder as therapy for worse murder. There's a breakdown in the works and all it needs is one good, hard kick.
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 speak these languages too.
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 speaks for itself. Effect: This section describes exactly what activating the card does.
List of Cards
Spoiler
Level 0
Spoiler
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
Spoiler
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
Spoiler
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
Spoiler
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
Spoiler
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
Spoiler
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
Spoiler
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
Spoiler
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
Spoiler
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 several 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
Spoiler
Eternus Squid (Channeled)*:
Eternus Squid (Summoning)*:
Golden Phoenix (Channeled)*: A summon card that buffs your allies and harms your enemies with a burst of enchanted flame.
Golden Phoenix (Summoning): An independent card that takes all damage for you and your allies, while occasionally attacking with a wave of heat.
Great Turtle (Channeled)*: A summon card that launches rocks high into space, and then brings them down on your foes.
Great Turtle (Summoning): An independent card that attacks with avalanches of volcanic rock.
White Tiger (Channeled): A summon card that does more damage than any other non-SoD card.
White Tiger (Summoning)*: An independent card that attacks with vicious charges.
Level 10
Spoiler
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 foess.
God of Destruction: An independent card with crushingly powerful attacks.
Cards marked with a * are non-canonical to the first Lost Kingdoms game.
Level 0 Cards
Spoiler
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
Size/Type: Medium Animal Hit Dice: 2d10 (11hp) Initiative: +1 Speed: 50ft Armor Class: 12 (10+1 Dexterity+1 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.
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
Spoiler
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 12, 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.
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, +1 bonus to natural armour.
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
Spoiler
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 +0 melee (2d4+1) Full Attack: Bite +0 melee (2d4+1), Tentacle -5 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.
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, +1 increase to natural armour.
Level 1 Cards
Spoiler
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
Spoiler
Size/Type: Medium Humanoid Hit Dice: 2d12+8 (21hp) Initiative: +0 Speed: 40ft Armor Class: 12 (10+4 armor-2 rage) 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 16 (20), 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.
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 competence bonus to AC, one feat, often Improved Toughness, Trap Sense +1
4HD: +1 Strength
5HD: +1 competence bonus to AC, 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
Spoiler
Size/Type: Medium Magical Beast Hit Dice: 2d10+2 (13) Initiative: +2 Speed: 30ft, 40ft flight (Good) Armor Class: 15 (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 16, 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.
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: +1 dodge bonus to AC, one feat, often Rapid Shot.
4HD: +1 Charisma
5HD: +1 dodge bonus to AC
6HD: One feat, often Weapon Focus (Tornado Blast)
Tornado Blast (Su): This is a ranged attack, aimed using Dexterity. 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
Spoiler
Size/Type: Medium Vermin Hit Dice: 2d8 (9hp) Initiative: +3 Speed: 30ft flight (average) Armor Class: 14 (10+3 dexterity+1 natural) Base Attack/Grapple: +1/+1 Attack: +4 Wing buffet (1d6) Full Attack: +4/+4 Wing Buffet (1d6) Space/Reach: 5ft/5ft Special Attacks: - Special Qualities: Energy Negation Saves: Fort +3, Reflex +3, Will +1 Abilities: Str 11, Dex 17, 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.
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:
3HD: +1 dodge bonus to AC.
4HD: +1 Dexterity
5HD: +1 dodge bonus to AC
Energy Negation (Su): The Larval Fly negates all energy vulnerabilities and resistances, and reduces energy immunity to resistance 10.
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
Spoiler
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. The save DC is charisma based. This attack reduces the 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, with DC based on the Mandragora's charisma, 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: 16 (10+1 Dex, +2 Natural, +3 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 scale mail.
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
Spoiler
Size/Type: Medium Undead Hit Dice: 2d12 Initiative: +2 Speed: 40ft Armor Class: 15 (10+2 Dex, +3 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.
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 halff 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
Spoiler
Size/Type: Large Monstrous Humanoid Hit Dice: 3d8+9 (18hp) Initiative: +3 Speed: 30ft Armor Class: (10+3 Dex+ -1 size Base Attack/Grapple: +2/+6 Attack: Feelers +5 (1d6+3+Poison) Full Attack: Feelers +5/+5 (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.
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
Spoiler
Size/Type: Medium Monstrous Humanoid Hit Dice: 3d8+6 Initiative: +0 Speed: 30ft Armor Class: 16 (10+3 armour+3 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.
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, +1 bonus to natural armour.
6HD: One feat, often Cleave, +1 bonus to natural armour.
8HD: +1 Constitution, +1 bonus to natural armour.
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
Spoiler
Size/Type: Medium Vermin Hit Dice: 3d8+3 (15hp) Initiative: +4 Speed: 30ft flight (Good) Armor Class: (10+4 dex+1 dodge) 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.
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
Spoiler
Size/Type: Large Animal Hit Dice: 3d8+6 (19hp) Initiative: +3 Speed: 30ft Armor Class: 13 (10+3 Dex+1 natural-1 size) Base Attack/Grapple: +1/+6 Attack: +4 Beak (1d8+3) Full Attack: +4 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 Alignment: (True Neutral)
A Running Bird is a large animal, similar in appearence to an ostrich.
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 40ft, 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
Size/Type: Large Plant Hit Dice: 3d8+12 (25hp) Initiative: +0 Speed: 20ft Armor Class: 12 (10-1 size+3 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 appearence to some kind of tree.
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 14, give an additional 3hp and grant DR 2/Adamantine.
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
Spoiler
Size/Type: Large Plant Hit Dice: 3d8+12 (25hp) Initiative: -1 Speed: 5ft Armor Class: 11 (10-1 size-1 Dex+3 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.
It has three 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 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.
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 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.
I ship you/Anyone./Infernal Gardevoir from outside the playground, by Recaiden//ExtendedSig
Spoiler
Quote:
Originally Posted by Thanqol
It's not normal, of course, and what's actually happening in Comet Kicker's brain is that she's using regular murder as therapy for worse murder. There's a breakdown in the works and all it needs is one good, hard kick.
Re: 3.5 Class/System: The Cardcaller (Based on Lost Kingdoms)
Level 2 Cards Continued
Spoiler
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: 13 (10+1 size+2 Deflection) Base Attack/Grapple: +2/-2 Attack: +4 Firebolt (1d8+2) Full Attack: +4 Firebolt (1d8+2) 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. 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.
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
Size/Type: Medium Animal Hit Dice: 4d8+12 (33hp) Initiative: +1 Speed: 50ft Armor Class: 17 (10+1 Dex+6 Natural) Base Attack/Grapple: +6/+6 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 14, 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+Con mod. 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)
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
Spoiler
Size/Type: Large Magical Beast Hit Dice: 4d10+20 Initiative: +0 Speed: 20ft Armor Class: 14 (10-1 size+5 Natural) Base Attack/Grapple: +4/+8 Attack: +4 Petrifying Ray (2d6+2) Full Attack: +4 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 10, Con 20, 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.
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 Cha
9HD: One feat, often Manyshot
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
Spoiler
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: +1 Cha
16HD: +1 Cha
20HD: +1 Cha
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 (DC equal to 10+1/4 HD+Cha mod) 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
Size/Type: Large Undead (Cold) Hit Dice: 4d12 (31hp) Initiative: +3 Speed: 45ft Armor Class: 15 (10-1 size+6 Natural) Base Attack/Grapple: +2/+6 Attack: +8 Scimitar (1d8+6+1d6) Full Attack: +8 Scimitar (1d8+6+1d6) Space/Reach: 5ft/5ft Special Attacks: None Special Qualities: Demon Frost, DR/Bludgeoning Saves: Fort +1, Ref +4, Will +5 Abilities: Str 21, Dex 16, 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 1.5 times 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.)
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
Spoiler
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. Both of these save DCs are charisma based. 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, with DC based on the Malestrom's charisma, 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
Spoiler
Size/Type: Medium Humanoid Hit Dice: 4d8+8 (29hp) Initiative: +3 Speed: 30ft Armor Class: 19 (10+3 dex+4 nat+2 dodge) Base Attack/Grapple: +3/+3 Attack: +6 Sonic Wave (2d3+3) Full Attack: +6 Sonic Wave (2d3+3) Space/Reach: 5ft/5ft Special Attacks: Sonic Wave Special Qualities: None Saves: Fort+3, Ref+6, Will+2 Abilities: Str 10, Dex 16, Con 14, Int 6, Wis 12, Cha 17 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, and a dodge bonus to AC equal to half 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.)
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.
CallingLevel
ConDamage
1-3
1
4-6
1d2
7-9
2d3
10-12
3d3
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
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
Spoiler
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
Spoiler
Size/Type: Medium Outsider Hit Dice: 5d8+15 (41hp) Initiative: +3 Speed: 40ft Armor Class: Base Attack/Grapple: +5/+5 Attack: Bite +9 (2d4+6) or Claw +7 (1d8+4 19-20x2) or Gore +7 (1d6+6) Full Attack: Bite +9 (2d4+6), Claw +7/+7 (1d8+4 19-20x2), Gore +7 (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.
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 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
Spoiler
Size/Type: Large Construct (Fire) Hit Dice: 5d10+30 (62hp) Initiative: +2 Speed: 30ft Armor Class: 17 (10-1 size+2 Dex+3 natural+3 deflection Base Attack/Grapple: +3/+7 Attack: +7 Fist (2d6+7) and Grapple (+16) Full Attack: +7 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 3/4 of 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 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
Spoiler
Size/Type: Large Dragon Hit Dice: 5d12 Initiative: +1 Speed: 20ft Armor Class: 16 (10-1 size+1 dex+7 natural) Base Attack/Grapple: +5/+9 Attack: +7 Bite (1d8+3) Full Attack: +7/+7/+7/+7 Bite (1d8+3) Space/Reach: 5ft/5ft Special Attacks: None Special Qualities: Venomous Aura Saves: Fort +8, Ref +5, Will+6 Abilities: Str 15, 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 1.5 times 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
Spoiler
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 save DC is charisma based. 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
Spoiler
Size/Type: Large Animal Hit Dice: 5d8+15 (41hp) Initiative: +7 Speed: 40ft swim Armor Class: 17 (10-1 size, +3 Dex, +5 natural) Base Attack/Grapple: +3/+7 Attack: +5 Bite (2d4+4) Full Attack: +5 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 17, 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, 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 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
Spoiler
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
Spoiler
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: +15 Crush (2d6+15) Full Attack: +15/+15 Crush (2d6+15) Space/Reach: 10ft/15ft Special Attacks: Crushing Blows Special Qualities: None Saves: Fort +12, Ref +5, Will+5 Abilities: Str 30, 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 Iron Will
15HD: One feat, often Shock Trooper
16HD: +1 Strength
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: +11 Fireball (3d3+7) Full Attack: +9/+9/+9/+9/+9/+9/+9/+9/+9 Fireball (3d3+7) Space/Reach: 5ft/5ft Special Attacks: Demonfires Special Qualities: None Saves: Fort+8, Ref+11, Will+6 Abilities: Str 10, Dex 23, Con 16, Int 6, Wis 18, Cha 24 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 Iron Will
15HD: One feat, often Rapid Shot
16HD: +1 Charisma
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: +13 Gore (1d8+3) or +13 Claw (1d6+2) or +13 Bite (2d4+3) Full Attack: +13/+13 Gore (1d8+3), +8/+8 Claw (1d6+2), +8 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: Weapon Finesse, 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
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 26, 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 Improved Natural Attack (Fist)
12HD: +1 Strength, one feat, often Power Attack
15HD: One feat, often Shock Trooper
16HD: +1 Strength
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 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)
15HD: One feat, often Shock Trooper
16HD: +1 Strength
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
Spoiler
Size/Type: Medium Magical Beast Hit Dice: 12d10+24 (94hp) Initiative: +2 Speed: 30ft burrow Armor Class: 24 (10+2 dex+12 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/- 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 Decoy Pillar is a large construct that appears as a glittering, valuable rod.
It has twelve 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 twenty-eight hit die at level 16. It gains benefits for these hit die as standard, and other benefits as shown below:
16HD: +1 Cha
20HD: +1 Cha
24HD: +1 Cha
28HD: +1 Cha
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 (DC equal to 10+1/4 HD+Cha mod) 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.
Re: 3.5 Class/System: The Cardcaller (Based on Lost Kingdoms)
Quote:
Originally Posted by Lix Lorn
...wow, 8th level really sucks right now. ._.
Um, EdroGrimshell. Could I ask an awkward question, and get you to delete that post? You didn't say anything wrong, and thanks for the offer yes please, but I should have put a post in to put Cards in.
Done.
I'm over my friends now so he can hopefully help out. He's not a D&D fan but he knows quite a bit about this game, along with me who's the reverse we can help.
__________________
Quotes
Spoiler
Quote:
Originally Posted by GFawkes
You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
Quote:
Originally Posted by blackwind1kaze
good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:
Re: 3.5 Class/System: The Cardcaller (Based on Lost Kingdoms)
Level 5 Cards (Continued)
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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 virulity of nearby poisons.
Called Plague Rat
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Size/Type: Large Magical Beast Hit Dice: 6d10+30 (73hp) Initiative: +1 Speed: 20ft Armor Class: 16 (10-1 size+1 dex+6 natural) Base Attack/Grapple: +6/+10 Attack: +8 slam (1d4+2) Full Attack: +8 slam (1d4+2) Space/Reach: 5ft/5ft Special Attacks: Venomous 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 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 Weapon Specialisation (Slam) (If another feat is chosen, all prerequisites must be met)
12HD: +1 Constitution, one feat, often Improved Natural Attack (Slam)
15HD: One feat, often Ability Focus (Venomous Aura)
16HD: +1 Constitution
Venomous 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 (The DC is constitution based) 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
Spoiler
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 Iron Will
15HD: 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.)
16HD: +1 Charisma
Inspire Courage: This functions identically to the Bard ability of the same name.
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.
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.
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 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 Improved Natural Attack (Tail Slap)
12HD: +1 Strength, one feat, often Iron Will
15HD: One feat, often Power Attack
16HD: +1 Strength
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 reflex 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 19.
For a number of rounds equal to half their Caller Level, maximum 9, 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 reflex save halves this damage.
Card Name: Giant Bee Uses: 1 Type: Wood, Independent, Conjuration (Summoning) Range: 25ft+5ft/level Duration: Until slain or dismissed. Effect:
Called Giant Bee
Spoiler
Size/Type: Hit Dice: Initiative: Speed: Armor Class: Base Attack/Grapple: Attack: Full Attack: Space/Reach: Special Attacks: Special Qualities: Saves: Abilities: Skills: Feats: Alignment:
Card Name: Uses: Type: Range: Duration: Effect:
Card Name: Uses: Type: Range: Duration: Effect:
Card Name: Uses: Type: Range: Duration: Effect:
Called
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Size/Type: Hit Dice: Initiative: Speed: Armor Class: Base Attack/Grapple: Attack: Full Attack: Space/Reach: Special Attacks: Special Qualities: Saves: Abilities: Skills: Feats: Alignment:
Card Name: Uses: Type: Range: Duration: Effect:
Called
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Size/Type: Hit Dice: Initiative: Speed: Armor Class: Base Attack/Grapple: Attack: Full Attack: Space/Reach: Special Attacks: Special Qualities: Saves: Abilities: Skills: Feats: Alignment:
Card Name: Uses: Type: Range: Duration: Effect:
Level 7 Cards
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Card Name: Uses: Type: Range: Duration: Effect:
Level 8 Cards
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Card Name: Uses: Type: Range: Duration: Effect:
Level 9 Cards
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Card Name: Uses: Type: Range: Duration: Effect:
Level 10 Cards
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Card Name: Uses: Type: Range: Duration: Effect:
Called
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Size/Type: Hit Dice: Initiative: Speed: Armor Class: Base Attack/Grapple: Attack: Full Attack: Space/Reach: Special Attacks: Special Qualities: Saves: Abilities: Skills: Feats: Alignment:
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 Companion Prerequisites: Ability to call at least one Independent card, Cardlore 4 ranks. Benefit: You may, at any point, choose a single Independent monster you can call, with a card level of no more than half your Class level. After being summoned, it does not fade at the end of an encounter. It only fades if slain, and cannot then be resummoned for a day. The card remains in play, using one of your four slots, until the end of the encounter only. Special: You may not take this feat if you possess the Martial Caller or Grand Shifter feats.
True Companion Prerequisites: Caller's Companion, Cardlore 10 ranks. Benefit: The monster chosen for your previous feat, if it had a cap on its maximum HD, no longer does. You may freely define its feats and skill points, if it has them. Once it gains a hit die past it's normal maximum, it may grow one size category. At double this number, it may grow a second.
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 Caller's Companion or Grand Shifter feats.
Caller's Blade Prerequisites: Martial Caller, Cardlore 10 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 Caller's Companion or Martial Caller feats.
Master of Summons Prerequisites: Grand Shifter, Cardlore 10 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.
I ship you/Anyone./Infernal Gardevoir from outside the playground, by Recaiden//ExtendedSig
Spoiler
Quote:
Originally Posted by Thanqol
It's not normal, of course, and what's actually happening in Comet Kicker's brain is that she's using regular murder as therapy for worse murder. There's a breakdown in the works and all it needs is one good, hard kick.
I ship you/Anyone./Infernal Gardevoir from outside the playground, by Recaiden//ExtendedSig
Spoiler
Quote:
Originally Posted by Thanqol
It's not normal, of course, and what's actually happening in Comet Kicker's brain is that she's using regular murder as therapy for worse murder. There's a breakdown in the works and all it needs is one good, hard kick.
I ship you/Anyone./Infernal Gardevoir from outside the playground, by Recaiden//ExtendedSig
Spoiler
Quote:
Originally Posted by Thanqol
It's not normal, of course, and what's actually happening in Comet Kicker's brain is that she's using regular murder as therapy for worse murder. There's a breakdown in the works and all it needs is one good, hard kick.
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.
I ship you/Anyone./Infernal Gardevoir from outside the playground, by Recaiden//ExtendedSig
Spoiler
Quote:
Originally Posted by Thanqol
It's not normal, of course, and what's actually happening in Comet Kicker's brain is that she's using regular murder as therapy for worse murder. There's a breakdown in the works and all it needs is one good, hard kick.
Re: 3.5 Class/System: The Cardcaller (Based on Lost Kingdoms)
Quote:
Originally Posted by Lix Lorn
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.
I ship you/Anyone./Infernal Gardevoir from outside the playground, by Recaiden//ExtendedSig
Spoiler
Quote:
Originally Posted by Thanqol
It's not normal, of course, and what's actually happening in Comet Kicker's brain is that she's using regular murder as therapy for worse murder. There's a breakdown in the works and all it needs is one good, hard kick.
I ship you/Anyone./Infernal Gardevoir from outside the playground, by Recaiden//ExtendedSig
Spoiler
Quote:
Originally Posted by Thanqol
It's not normal, of course, and what's actually happening in Comet Kicker's brain is that she's using regular murder as therapy for worse murder. There's a breakdown in the works and all it needs is one good, hard kick.
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.
I ship you/Anyone./Infernal Gardevoir from outside the playground, by Recaiden//ExtendedSig
Spoiler
Quote:
Originally Posted by Thanqol
It's not normal, of course, and what's actually happening in Comet Kicker's brain is that she's using regular murder as therapy for worse murder. There's a breakdown in the works and all it needs is one good, hard kick.
Re: 3.5 Class/System: The Cardcaller (Based on Lost Kingdoms)
Quote:
Originally Posted by Lix Lorn
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.
I ship you/Anyone./Infernal Gardevoir from outside the playground, by Recaiden//ExtendedSig
Spoiler
Quote:
Originally Posted by Thanqol
It's not normal, of course, and what's actually happening in Comet Kicker's brain is that she's using regular murder as therapy for worse murder. There's a breakdown in the works and all it needs is one good, hard kick.
Re: 3.5 Class/System: The Cardcaller (Based on Lost Kingdoms)
Quote:
Originally Posted by Lix Lorn
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.
I ship you/Anyone./Infernal Gardevoir from outside the playground, by Recaiden//ExtendedSig
Spoiler
Quote:
Originally Posted by Thanqol
It's not normal, of course, and what's actually happening in Comet Kicker's brain is that she's using regular murder as therapy for worse murder. There's a breakdown in the works and all it needs is one good, hard kick.
I ship you/Anyone./Infernal Gardevoir from outside the playground, by Recaiden//ExtendedSig
Spoiler
Quote:
Originally Posted by Thanqol
It's not normal, of course, and what's actually happening in Comet Kicker's brain is that she's using regular murder as therapy for worse murder. There's a breakdown in the works and all it needs is one good, hard kick.
I ship you/Anyone./Infernal Gardevoir from outside the playground, by Recaiden//ExtendedSig
Spoiler
Quote:
Originally Posted by Thanqol
It's not normal, of course, and what's actually happening in Comet Kicker's brain is that she's using regular murder as therapy for worse murder. There's a breakdown in the works and all it needs is one good, hard kick.
Re: 3.5 Class/System: The Cardcaller (Based on Lost Kingdoms)
Quote:
Originally Posted by Lix Lorn
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.
I ship you/Anyone./Infernal Gardevoir from outside the playground, by Recaiden//ExtendedSig
Spoiler
Quote:
Originally Posted by Thanqol
It's not normal, of course, and what's actually happening in Comet Kicker's brain is that she's using regular murder as therapy for worse murder. There's a breakdown in the works and all it needs is one good, hard kick.
I ship you/Anyone./Infernal Gardevoir from outside the playground, by Recaiden//ExtendedSig
Spoiler
Quote:
Originally Posted by Thanqol
It's not normal, of course, and what's actually happening in Comet Kicker's brain is that she's using regular murder as therapy for worse murder. There's a breakdown in the works and all it needs is one good, hard kick.
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.
Debby
__________________
P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either.
Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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.
I ship you/Anyone./Infernal Gardevoir from outside the playground, by Recaiden//ExtendedSig
Spoiler
Quote:
Originally Posted by Thanqol
It's not normal, of course, and what's actually happening in Comet Kicker's brain is that she's using regular murder as therapy for worse murder. There's a breakdown in the works and all it needs is one good, hard kick.