Deckmaster- Children's card games
Oct 26, 2018 20:06:38 GMT -6
Post by ScrapyardDragon on Oct 26, 2018 20:06:38 GMT -6
Homebrew Class - Deckmaster
Characteristics: Fellowship, Intelligence, Willpower
Skills: Academic Lore, Arcana, Charm, Common Lore, Deceive, Drive, Larceny, Perception, Persuasion, Scrutiny
Level Completion: Gain the Booster Pack feat.
Level: 1
Title: Filthy Casual
Prerequisites: Scrutiny 2, Perception 2
Feats:
CCG Player
Monster Card
Spell Card
Trap Card
Field Spell
Level: 2
Title: Magic Gatherer
Prerequisites: Scrutiny 3, Perception 3, CCG Player
Feats:
Eidetic Memory
Foresight
Luck
Spot on
*Skill Focus (Any)
Level: 3
Title: Card Vanguard
Prerequisites: Scrutiny 4, Perception 3, Spot On, 5 cards
Feats:
Counter Trap
Extra Deck
*Skill Focus (Any)
Spell Penetration
Strong Minded
Level: 4
Title: Duel Master
Prerequisites: Scrutiny 4, Perception 4, Extra Deck, 10 cards
Feats:
Combat Insight
Daggerspell Stance
Just as Planned
Nerves of Steel
*Archetypal
Level: 5
Title: King of Games
Prerequisites: Scrutiny 5, Perception 5, Just as Planned, 15 cards
Feats
Defensive Mobility
Expanded Knowledge
Greater Spell Penetration
*Skill Focus (Any)
Super Ultra Mega Rare Card
New Feats:
CCG Player
You've unlocked the power of children's card games. At the start of combat, select up to 5 cards from your deck and put them in your hand. You must Ready a card on your turn before playing it, and can have up to 5 cards readied or in play at any time. Playing a card costs resource points equal to the card's level and a half action. This counts as spellcasting, and provokes as usual. You can Reload your card hand as a full action, forming a new hand of up to 5 cards from your deck that are not currently readied or in play. When a spell or trap card is played using your resource points, the spell counts as having the same amount of resource points spent for it's effects (you may also spend more resource points if the effect allows, as usual), and if it references caster or school level it uses the lower of your level or willpower.
Monster Card
You gain a level 1 monster card, and can spend 100 XP multiplied by a monster's level to buy more. Monster cards summon controlled allies (made using the Monster Creation rules) that act immediately after your turn. Instead of tracking Hit Points, these allies are destroyed when they take more wounds than their Resistance in a round. A monster card is in play until the ally is dismissed or destroyed. Monsters summoned this way cannot have this feat.
Spell Card
You gain a level 1 spell card, and can spend 100 XP multiplied by a spell’s level to buy more. Spell cards copy the effects of a chosen spell that can be cast as a half action, automatically passing the magic roll with the exact TN and no raises. A spell card is in play until the spell is dispelled or its Duration expires.
Trap Card
You gain a level 1 trap card, and can spend 100 XP multiplied by a spell’s level to buy more. Trap cards copy the effects of chosen spell that can be cast as a reaction, automatically passing the magic roll with the exact TN and no raises. Unlike other card types, trap cards can only be played as a reaction. A trap card is in play until the spell is dispelled or its Duration expires.
Field Spell
You can power your cards with the magic of the land. You gain a Field Spell Card, and may spend 100 exp each to buy more. Playing a field spell is a half action, and you may have a number in play at a time up to your willpower. When you would spend resource points to play a card, you may instead 'tap' the same amount of in-play, untapped field spells you control. This still counts towards the amount of resource points you may spend per round, but does not increment your tell. All Field Spells you control un-tap at the start of your turn. If you would be hit by a spell that deals damage, the caster may instead choose to destroy one of your in-play Field spells (if the spell hit you with a blast, it does both).
Booster Pack
You gain a free trading card with a level equal to half your level (rounded up) or lower. Add it to your card deck.
Counter-Trap
Your trap cards count as having 2 raises when played, and you may spend resource points to grant them additional raises at a 1:1 ratio.
Extra Deck
At the start of every session you may declare a number of monster cards you own up to your willpower as being in your extra deck. Monster cards in your extra deck count as always being in your hand without taking up space, and may also be summoned as a Full Action by automatically destroying summoned monsters you control with a total level equal to or greater than the level of the monster being summoned. Summoning a monster this way does not cost resource points.
Archetypal
Pick a monster type (Animal, Construct, Daemonic, Race, Undead). Monsters of that type cost 1 less resource point to summon (to a minimum of 1), but monsters not of that type cost 1 more resource point to summon. This also affects the total levels needed to summon a monster in your extra deck.
Super Ultra Mega Rare Card
You gain a free trading card with a level of 5. Add it to your card deck.
Spot on
You can use scrutiny in place of your Ballistics skill when making Ranged Touch attacks with spells.
Characteristics: Fellowship, Intelligence, Willpower
Skills: Academic Lore, Arcana, Charm, Common Lore, Deceive, Drive, Larceny, Perception, Persuasion, Scrutiny
Level Completion: Gain the Booster Pack feat.
Level: 1
Title: Filthy Casual
Prerequisites: Scrutiny 2, Perception 2
Feats:
CCG Player
Monster Card
Spell Card
Trap Card
Field Spell
Level: 2
Title: Magic Gatherer
Prerequisites: Scrutiny 3, Perception 3, CCG Player
Feats:
Eidetic Memory
Foresight
Luck
Spot on
*Skill Focus (Any)
Level: 3
Title: Card Vanguard
Prerequisites: Scrutiny 4, Perception 3, Spot On, 5 cards
Feats:
Counter Trap
Extra Deck
*Skill Focus (Any)
Spell Penetration
Strong Minded
Level: 4
Title: Duel Master
Prerequisites: Scrutiny 4, Perception 4, Extra Deck, 10 cards
Feats:
Combat Insight
Daggerspell Stance
Just as Planned
Nerves of Steel
*Archetypal
Level: 5
Title: King of Games
Prerequisites: Scrutiny 5, Perception 5, Just as Planned, 15 cards
Feats
Defensive Mobility
Expanded Knowledge
Greater Spell Penetration
*Skill Focus (Any)
Super Ultra Mega Rare Card
New Feats:
CCG Player
You've unlocked the power of children's card games. At the start of combat, select up to 5 cards from your deck and put them in your hand. You must Ready a card on your turn before playing it, and can have up to 5 cards readied or in play at any time. Playing a card costs resource points equal to the card's level and a half action. This counts as spellcasting, and provokes as usual. You can Reload your card hand as a full action, forming a new hand of up to 5 cards from your deck that are not currently readied or in play. When a spell or trap card is played using your resource points, the spell counts as having the same amount of resource points spent for it's effects (you may also spend more resource points if the effect allows, as usual), and if it references caster or school level it uses the lower of your level or willpower.
Monster Card
You gain a level 1 monster card, and can spend 100 XP multiplied by a monster's level to buy more. Monster cards summon controlled allies (made using the Monster Creation rules) that act immediately after your turn. Instead of tracking Hit Points, these allies are destroyed when they take more wounds than their Resistance in a round. A monster card is in play until the ally is dismissed or destroyed. Monsters summoned this way cannot have this feat.
Spell Card
You gain a level 1 spell card, and can spend 100 XP multiplied by a spell’s level to buy more. Spell cards copy the effects of a chosen spell that can be cast as a half action, automatically passing the magic roll with the exact TN and no raises. A spell card is in play until the spell is dispelled or its Duration expires.
Trap Card
You gain a level 1 trap card, and can spend 100 XP multiplied by a spell’s level to buy more. Trap cards copy the effects of chosen spell that can be cast as a reaction, automatically passing the magic roll with the exact TN and no raises. Unlike other card types, trap cards can only be played as a reaction. A trap card is in play until the spell is dispelled or its Duration expires.
Field Spell
You can power your cards with the magic of the land. You gain a Field Spell Card, and may spend 100 exp each to buy more. Playing a field spell is a half action, and you may have a number in play at a time up to your willpower. When you would spend resource points to play a card, you may instead 'tap' the same amount of in-play, untapped field spells you control. This still counts towards the amount of resource points you may spend per round, but does not increment your tell. All Field Spells you control un-tap at the start of your turn. If you would be hit by a spell that deals damage, the caster may instead choose to destroy one of your in-play Field spells (if the spell hit you with a blast, it does both).
Booster Pack
You gain a free trading card with a level equal to half your level (rounded up) or lower. Add it to your card deck.
Counter-Trap
Your trap cards count as having 2 raises when played, and you may spend resource points to grant them additional raises at a 1:1 ratio.
Extra Deck
At the start of every session you may declare a number of monster cards you own up to your willpower as being in your extra deck. Monster cards in your extra deck count as always being in your hand without taking up space, and may also be summoned as a Full Action by automatically destroying summoned monsters you control with a total level equal to or greater than the level of the monster being summoned. Summoning a monster this way does not cost resource points.
Archetypal
Pick a monster type (Animal, Construct, Daemonic, Race, Undead). Monsters of that type cost 1 less resource point to summon (to a minimum of 1), but monsters not of that type cost 1 more resource point to summon. This also affects the total levels needed to summon a monster in your extra deck.
Super Ultra Mega Rare Card
You gain a free trading card with a level of 5. Add it to your card deck.
Spot on
You can use scrutiny in place of your Ballistics skill when making Ranged Touch attacks with spells.