| Twisteminds |
So being a large fan of all things Clamp, I decided to make a class that relies on some of the strongest magic in their universe. I made a cardcaptor class. It works best if you have a clow deck. But a deck of cards works as well.
https://docs.google.com/document/d/1jzNDUbnHixOSupvWXz2ITn0-eds0DDUj81kmsGp hwkM/edit
| Goth Guru |
1st: Craft cards, Create power card
The The card Catcher, or whatever, starts with 3 cards, utility, combat, and monster. They can find more cards in an adventure, or capture a monster, magical effect, or natural event.
Craft cards can make mundane cards, but the empty power cards need to be worth 100GP per level each. 50GP min for cantrips. The character starts with 3 empty power cards worth up to 1st, second, and 3rd level. They can use gem dust or monstrous squid ink to up the value of a card.
Create Power Card allows the card catcher to capture a monster, magical effect, or natural event. The target whatever must be below or equal to the level of the card. If the target is already defeated or somehow held, the capture is automatic. Otherwise, it's a mental contest, with the catcher rolling their mental strength, Int., Wis., Cha, 1/2 levels, +1D20 vs the targets power. The targets power is Int., Wis., Cha.,(If mindless use Str., Con., Dex., or challenge rating) +any dice of damage it can do, + 1D20.
The Card Catcher has spell slots equal to a sorcerer's spell slots. They may have power cards too high for them to use, but they have use magic device as a class skill for such situations. Failure to use results in the thing in the card running amok for 10 minutes.