Jormengand
2015-07-12, 06:54 PM
This is based on me reading someone talking about putting their spells on cards and something in my mind going *Snap*. Basically, I want to see if I can limit spellcasters' power by limiting them to having a set number of them at once.
Before you ask why high reflex, I just figure it makes more sense for a kinda performer.
The Fortune-teller
LevelBABFortRefWillSpecial
Hand Size0lvl1st2nd3rd4th5th6th7th8th9th
1st+0+0+2+0Fortunes
542————————
2nd+1+0+3+0Mulligan (1 cards)
553————————
3rd+1+1+3+1Grant Card (1st)
5532———————
4th+2+1+4+1Topdeck Metamagic (1)
6643———————
5th+2+1+4+1Mulligan (2 cards)
66432——————
6th+3+2+5+2Grant Card (2nd)
66443——————
7th+3+2+5+2Topdeck Metamagic (2)
665432—————
8th+4+2+6+2Mulligan (3 cards)
765443—————
9th+4+3+6+3Grant Card (3rd)
7655432————
10th+5+3+7+3Topdeck Metamagic (3)
7655443————
11th+5+3+7+3Mulligan (4 cards)
76655432———
12th+6/+1+4+8+4Grant Card (4th)
86655443———
13th+6/+1+4+8+4Topdeck Metamagic (4)
866655432——
14th+7/+2+4+9+4Mulligan (5 cards)
866655443——
15th+7/+2+5+9+5Grant Card (5th)
8666655432—
16th+8/+3+5+10+5Topdeck Metamagic (5)
9666655443—
17th+8/+3+5+10+5Mulligan (6 cards)
96666655432
18th+9/+4+6+11+6Grant Card (6th)
96666655443
19th+9/+4+6+11+6Topdeck Metamagic (6)
96666665544
20th+10/+5+6+12+6Mulligan (7 cards)
106666665555
Alignment: Any
Hit Die: 1d4
Class Skills:
The Fortune-teller’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Perform (Cha), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Weapon and Armour Proficiency
A fortune-teller is proficient with all simple weapons, and the rapier. They aren't proficient with any kind of armour or shields if they use arcane spells, and are proficient only with light armour if they use divine spells.
Fortunes (Ex)
A fortune-teller prepares spells in a similar manner to how a cleric or wizard does. She uses arcane spells drawn from the wizard/sorcerer spell list, or divine spells drawn from the cleric list (decided at first level, this decision can't be changed). Either way, she requires no spellbook and simply prepares all of her spells each morning. She must prepare all at once. When she prepares spells, she writes each one onto a card made of raw magical energy. These cards are then shuffled into a deck, and she draws a hand of her maximum hand size from them. For example, a fortune teller capable of casting 3 first-level and four zero-level spells per day could prepare three copies of Cure Minor Wounds, and one copy each of Light, Divine Favour, Doom and Summon Monster I. She would then draw five of these cards into her hand.
The fortune-teller can cast any spell whose card is in her hand. Doing so destroys the card, and she can draw a new one automatically as part of the casting of the spell, assuming there exists one in her deck. She can also destroy a card in her hand and draw a new one as a free action, potentially destroying her whole hand and much of her deck in search of a single card.
For example, if the fortune-teller given above drew three copies of Cure Minor Wounds, one of Light and one of Summon Monster I, then apart from being incredibly unlucky, she would only be able to cast those three spells - she couldn't cast the Divine Favour or Doom still in her deck. If she chooses to cast Cure Minor Wounds, she draws a new card. Alternatively, if she needs a new spell immediately, she can destroy Cure Minor Wounds without casting it as a free action, and draw a new card. Either way, she still has two Cure Minor Wounds in her hand.
A fortune-teller uses her charisma modifier to cast spells, exactly as a sorcerer or bard does. She's treated as a sorcerer if a spell asks whether she's a sorcerer or a wizard. Telekinesis is a good example of such a spell.
Mulligan
At the levels indicated on Table: The Fortune-Teller, a fortune-teller can mulligan a certain number of cards. What this means is that upon drawing her first hand of cards in a day, she can immediately shuffle that number of cards back into her deck, and draw new cards until she reaches her maximum hand size again.
She can Mulligan again at the beginning of each encounter.
Grant Card
At the levels indicated on Table: The Fortune-Teller, a fortune-teller can give cards of a certain level or below to other people to cast. These cards still contribute to her maximum hand size, and she can't give away more than one card to a specific person at once, nor give away more than half her hand. She can still destroy these cards as a free action to draw new ones, or prevent their use against her.
When another creature casts the spell, they do so as the normal action to cast it, and they do so at your own caster level, charisma modifier, and save DC. The spell originates from their location.
Even personal spells can be transferred this way, but their duration is halved.
Example: Maya the Fortune-teller has a caster level of 10, and a charisma modifier of +4. Her Fireball spells deal 10d6 damage (reflex DC 17 half). She gives the Fireball card to James the wizard, who has a caster level of 8 and a charisma modifier of +1. James casts the Fireball from the card. It deals 10d6 damage to James' target or targets (Reflex 17 half). James gets to target the spell within 600 feet of himself.
Kara the fortune-teller has a caster level of 15, and grants James a Divine Power spell. James gets a +6 enhancement to his strength and a base attack bonus equal to his level, as well as 15 temporary hit points, for 7 rounds, upon casting it.
Topdeck metamagic
At the levels indicated on Table: The Fortune-Teller, a fortune-teller can apply free metamagic of up to a certain level to a card, so long as she drew it in the last round as a result of casting (not just destroying) a spell. She must also know the relevant metamagic feats.
Before you ask why high reflex, I just figure it makes more sense for a kinda performer.
The Fortune-teller
LevelBABFortRefWillSpecial
Hand Size0lvl1st2nd3rd4th5th6th7th8th9th
1st+0+0+2+0Fortunes
542————————
2nd+1+0+3+0Mulligan (1 cards)
553————————
3rd+1+1+3+1Grant Card (1st)
5532———————
4th+2+1+4+1Topdeck Metamagic (1)
6643———————
5th+2+1+4+1Mulligan (2 cards)
66432——————
6th+3+2+5+2Grant Card (2nd)
66443——————
7th+3+2+5+2Topdeck Metamagic (2)
665432—————
8th+4+2+6+2Mulligan (3 cards)
765443—————
9th+4+3+6+3Grant Card (3rd)
7655432————
10th+5+3+7+3Topdeck Metamagic (3)
7655443————
11th+5+3+7+3Mulligan (4 cards)
76655432———
12th+6/+1+4+8+4Grant Card (4th)
86655443———
13th+6/+1+4+8+4Topdeck Metamagic (4)
866655432——
14th+7/+2+4+9+4Mulligan (5 cards)
866655443——
15th+7/+2+5+9+5Grant Card (5th)
8666655432—
16th+8/+3+5+10+5Topdeck Metamagic (5)
9666655443—
17th+8/+3+5+10+5Mulligan (6 cards)
96666655432
18th+9/+4+6+11+6Grant Card (6th)
96666655443
19th+9/+4+6+11+6Topdeck Metamagic (6)
96666665544
20th+10/+5+6+12+6Mulligan (7 cards)
106666665555
Alignment: Any
Hit Die: 1d4
Class Skills:
The Fortune-teller’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Perform (Cha), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Weapon and Armour Proficiency
A fortune-teller is proficient with all simple weapons, and the rapier. They aren't proficient with any kind of armour or shields if they use arcane spells, and are proficient only with light armour if they use divine spells.
Fortunes (Ex)
A fortune-teller prepares spells in a similar manner to how a cleric or wizard does. She uses arcane spells drawn from the wizard/sorcerer spell list, or divine spells drawn from the cleric list (decided at first level, this decision can't be changed). Either way, she requires no spellbook and simply prepares all of her spells each morning. She must prepare all at once. When she prepares spells, she writes each one onto a card made of raw magical energy. These cards are then shuffled into a deck, and she draws a hand of her maximum hand size from them. For example, a fortune teller capable of casting 3 first-level and four zero-level spells per day could prepare three copies of Cure Minor Wounds, and one copy each of Light, Divine Favour, Doom and Summon Monster I. She would then draw five of these cards into her hand.
The fortune-teller can cast any spell whose card is in her hand. Doing so destroys the card, and she can draw a new one automatically as part of the casting of the spell, assuming there exists one in her deck. She can also destroy a card in her hand and draw a new one as a free action, potentially destroying her whole hand and much of her deck in search of a single card.
For example, if the fortune-teller given above drew three copies of Cure Minor Wounds, one of Light and one of Summon Monster I, then apart from being incredibly unlucky, she would only be able to cast those three spells - she couldn't cast the Divine Favour or Doom still in her deck. If she chooses to cast Cure Minor Wounds, she draws a new card. Alternatively, if she needs a new spell immediately, she can destroy Cure Minor Wounds without casting it as a free action, and draw a new card. Either way, she still has two Cure Minor Wounds in her hand.
A fortune-teller uses her charisma modifier to cast spells, exactly as a sorcerer or bard does. She's treated as a sorcerer if a spell asks whether she's a sorcerer or a wizard. Telekinesis is a good example of such a spell.
Mulligan
At the levels indicated on Table: The Fortune-Teller, a fortune-teller can mulligan a certain number of cards. What this means is that upon drawing her first hand of cards in a day, she can immediately shuffle that number of cards back into her deck, and draw new cards until she reaches her maximum hand size again.
She can Mulligan again at the beginning of each encounter.
Grant Card
At the levels indicated on Table: The Fortune-Teller, a fortune-teller can give cards of a certain level or below to other people to cast. These cards still contribute to her maximum hand size, and she can't give away more than one card to a specific person at once, nor give away more than half her hand. She can still destroy these cards as a free action to draw new ones, or prevent their use against her.
When another creature casts the spell, they do so as the normal action to cast it, and they do so at your own caster level, charisma modifier, and save DC. The spell originates from their location.
Even personal spells can be transferred this way, but their duration is halved.
Example: Maya the Fortune-teller has a caster level of 10, and a charisma modifier of +4. Her Fireball spells deal 10d6 damage (reflex DC 17 half). She gives the Fireball card to James the wizard, who has a caster level of 8 and a charisma modifier of +1. James casts the Fireball from the card. It deals 10d6 damage to James' target or targets (Reflex 17 half). James gets to target the spell within 600 feet of himself.
Kara the fortune-teller has a caster level of 15, and grants James a Divine Power spell. James gets a +6 enhancement to his strength and a base attack bonus equal to his level, as well as 15 temporary hit points, for 7 rounds, upon casting it.
Topdeck metamagic
At the levels indicated on Table: The Fortune-Teller, a fortune-teller can apply free metamagic of up to a certain level to a card, so long as she drew it in the last round as a result of casting (not just destroying) a spell. She must also know the relevant metamagic feats.