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Inevitability
2015-07-20, 02:01 AM
The Arcanist (WIP)

http://i.imgur.com/emytFJX.jpg

"Life is not a matter of holding good cards, but of playing a poor hand well."

Faded wall paintings in the tomb of a long-dead pharaoh. A leather-bound tome, its thick pages covered in images of man, beast, and monster. Poorly-done tattoos on a murdered adventurer's muscled chest. Colorful mosaics decorating the mansion of a Rakshasa lord. All the same. All telling the same story. But how? And why?

You may be a scholar driven to research those things. Alternatively, you might have been given the power to manipulate the cards by someone else, whether you wanted it or not. You may even have slain an Arcanist, only to discover that by some fickle chance, you inherited its power.

All who possess the power of the Arcana sense that no matter what they gain their abilities from, it is more than a source of power; it is a being more old and vast than one can ever imagine. This 'being' is nothing less than the universe itself, with the twenty-two cards representing the stages it grows through.

Arcanists are not sure what will happen once the final stage has been reached. Some say the cycle will start over again, as it must have done many times before, while others insist the world will end. Others again state the final stage will never end, but what exactly it will bring is not agreed upon. Depending on those beliefs, Arcanists either seek to further the cycle, slow it down, or even destroy it. As a result, they almost always become adventurers.

Abilities:

Role: An Arcanist can assume many roles, dependent on which card he is manifesting at the time. Most Arcanists tend towards the ranged control and damage roles, though.

Background: An Arcanist has, though chance or deliberate action, gained mastery of the unpredictable and powerful forces of the Arcana. At the same time, they have gained awareness of something far bigger than any individual Arcanist. Some call it an endless cycle, others view it as a countdown to destruction, but regardless of their viewpoints, all Arcanists seek to influence it.

Organization: Arcanists who have similar goals and interests often group together, but their relations with those who interpret the Arcana differently can't be called anything but hostile.

Alignment: Arcanists are not drawn to any particular alignments.

Races: Interestingly, humans seem to be those favored most by the Arcana, and they make up most of the Arcanists. Halflings and gnomes, with their love of games of chance, are not too uncommon Arcanists either.

Religion: Arcanists often eschew religion, not believing gods to have any power where the cards reveal all. Those who do worship gods prefer deities of luck, chance, and fate.


Hit Die: d6
Starting Age: As sorcerer
Starting Gold: As sorcerer




Level
BAB
Fort
Ref
Will
Features
Cards
Arcanum Points
Arcanum Threshold


1
+0
+0
+2
+2
Arcana Knowledge (Fool and Physical) Personal Deck, Reader of the Cards
3
5
1


2
+1
+0
+3
+3
Arcana Divination (Augury)
3
8
2


3
+2
+1
+3
+3
Blue Redraw of Vigor
3
12
2


4
+3
+1
+4
+4
Moment of Destiny (1/day)
4
16
3


5
+3
+1
+4
+4
Arcana Divination (Divination)
4
21
3


6
+4
+2
+5
+5
Favored Card (2 cards)
4
26
4


7
+5
+2
+5
+5
Arcana Knowledge (Mental)
5
32
4


8
+6/+1
+2
+6
+6
Additional Favored Card
5
40
5


9
+6/+1
+3
+6
+6
Renew Deck
5
48
5


10
+7/+2
+3
+7
+7
Arcana Divination (Commune)
6
57
6


11
+8/+3
+3
+7
+7
Moment of Destiny (2/day)
6
67
6


12
+9/+4
+4
+8
+8
Additional Favored Card
7
78
7


13
+9/+4
+4
+8
+8
Arcana Knowledge (Spiritual)
8
89
7


14
+10/+5
+4
+9
+9
Renew Deck (2/day)
8
101
8


15
+11/+6/+1
+5
+9
+9
White Redraw of Restoration
9
113
8


16
+12/+7/+2
+5
+10
+10
Favored Card (3 cards)
9
125
9


17
+12/+7/+2
+5
+10
+10
Additional Favored Card
10
137
9


18
+13/+8/+3
+6
+11
+11
Moment of Destiny (3/day)
10
150
10


19
+14/+9/+4
+6
+11
+11
Black Redraw of Utter Devastation
11
164
10


20
+15/+10/+5
+6
+12
+12
Arcana Knowledge (World)
12
180
10



Skills: The Arcanist's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Decipher Script (Int), Forgery (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (history) (Int), Profession (Wis), Sense Motive (Wis), Speak Language, and Spellcraft (Int).

Skill points at first level: (4 + Int modifier) x 4
Skill points at each additional level: 4 + Int modifier

Class Features:
All the following are class features of the Arcanist.

Weapon and Armor Proficiencies: The Arcanist is proficient in the use of all simple weapons and light armor. Arcanists are not proficient with shields.

Arcana Knowledge. Initially, you are only able to manifest Physical cards and the Fool card. As you grow in power, you gain the ability to manifest other types of cards.

Starting at 7th level, you can also manifest Mental cards.

Starting at 13th level, you can also manifest Spiritual cards.

At 20th level, you gain the ability to manifest the World card.

Personal Deck (Su). An Arcanist starts play with his own personal deck of cards. These cards initially look like plain white cards with a single symbol on them, but as the Arcanist grows in power they shift their appearance to show their bearer's deeds.

The deck is a magic item, and it becomes a nonmagical deck of cards in an antimagic field. The item is attuned to its Arcanist, and he only can draw cards from it unless he allows others to do so.

If the Arcanist ever loses his deck, he can replace it through a simple ceremony. This ceremony costs 25 GP per card to be recovered (most often in the form of some sacrifice to the Arcana), and it takes exactly one hour to perform. At the end of the ceremony, the deck appears in front of its Arcanist, and all other decks attuned to said Arcanist disappear into nothingness.

Reader of the Cards (Su). At first level, you become able to tap into the true potential of the cards. At the start of each day, select a number of cards from levels you have mastered up to the number given in the above table to place in your deck for that day. The Fool card is then automatically added to your deck.

After selecting your cards for a day, they shuffle themselves, and you draw a random card. This is the card you initially manifest. By spending one arcanum point as a swift action, you can shuffle your current card back in the deck, draw a new card (this may be the same as the one you shuffled back), and immediately swap to manifesting that one. In an Antimagic Field or similar area, you can not manifest any cards, although cards you were manifesting when the effect started are remanifested at no cost when it ends.

While manifesting a card, you gain access to certain supernatural abilities. Some of these abilities may require expending arcanum points, though you can never activate an ability with a higher cost than your arcanum threshold. The cost for such an ability is given in parentheses (A cost of '?' indicates the amount varies). You regain all expended arcanum points when you select your deck at the start of a day. Note that your arcanum threshold does not apply to anything that costs arcanum points but isn't directly granted by cards, such as the various effects from Blue Redraw of Vigor.

Save DC's for abilities granted by manifested cards, as well as your various Arcanist abilities are equal to 10 + half your Arcanist level + your Charisma modifier.

Arcana Divination (Sp). Starting at 2nd level, you gain limited insight in fate through use of your deck of cards. Once per day, you can cast Augury as a spell-like ability with a caster level equal to your Arcanist level. However, you must still provide the material component.

From 5th level on, you can instead cast Divination, but you still have to provide the material component.

From 10th level on, you can instead cast Commune, contacting beings that directly serve the World. The answers you receive are generally true, but remember that even the World has its own agenda. You must still provide the material component, as well as pay the XP cost.

Blue Redraw of Vigor (Su). Starting at 3rd level, you can pay four arcanum points as a standard action to shuffle your currently manifested card back in the deck, randomly draw a new card, manifest that card, and gain an additional bonus depending on the card drawn for as long as you remain manifesting it.

Fool: You take a -2 penalty to AC.

Magician: You gain resist acid, cold, electricity, fire, and sonic 5.

Priestess: You gain a +3 bonus to Will saving throws.

Empress: Allies within 5 ft. of you gain +1 to Armor Class and saving throws.

Emperor: Allies within 5 ft. of you gain +1 to attack and damage rolls.

Hierophant: Your type changes to Outsider (native). This does not let you fulfill any prerequisites for feats, prestige classes, or other things.

Lovers: You gain a +5 bonus to Will saving throws against Mind-Affecting effects.

Chariot: You gain a +2 bonus on attack rolls.

Strength: You gain a +3 bonus on melee damage rolls.

Hermit: You gain a +4 bonus to Will saving throws if no creatures are within 20 ft. of you.

Wheel of Fortune: You gain a +1 luck bonus to all d20 rolls.

Justice: You are immune to fear.

Hanged Man: You gain DR 2/—

Death: You gain immunity to Death effects.

Temperance: You gain the [Good] subtype, and you don't have to sleep, eat or drink.

Fiend: You gain the [Evil] subtype, and you gain telepathy over a range of 30 ft.

Tower: Your height doubles and your weight is multiplied by 8. Your size (and your equipment's) increases by one category.

Star: You gain darkvision over a range of 60 ft. If you already have darkvision, its range increases by 60 ft.

Moon: A subtle illusion conceals your shape, giving attacks against you a 5% miss chance.

Sun: You shed bright light to a radius of 60 ft., and shadowy illumination to 120 ft. Allies within the bright light gain a +1 bonus to attack rolls.

Judgement: You gain a +2 bonus to all saving throws.

World: You gain 40 temporary hit points. Shuffle the World card back in your deck, then draw a card of your choice, which takes effect as if you had drawn it normally.

Moment of Destiny (Su). Starting at 4th level, you can, once per day, pay three arcanum points to draw a card of your choice from your deck and immediately manifest it. At level 11, you can use this ability twice per day. At level 18, you can use it three times per day.

Favored Card (Su). From 6th level on, you gain a measure of control over the chaos that dictates the cards you draw. Certain cards suddenly become more likely to show up, indicating your connection to them. Select a single card you can manifest, which is referred to as your favored card from now on. You gain additional favored cards at level 8, level 12, and level 17, all of which you must be able to manifest at the time.

When you create your deck, you may decide to add two copies of any favored cards you have, rather than one. You can do so even if the extra cards would cause your deck to exceed its maximum capacity.

From 16th level on, you can choose to add up to three cards instead of one.

Renew Deck (Su). Starting at 9th level, once per day you can completely alter your deck, as if you were preparing it again at the start of a day. You stop manifesting your currently manifested card, and randomly draw a new card to manifest from your altered deck. Using this ability takes a standard action and costs ten arcanum points.

From 14th level on, you can use this ability twice per day.

White Redraw of Restoration (Su). From 15th level on, once per day when you are reduced to 0 HP or fewer (even if you are killed outright) you can spend fifteen arcanum points as an immediate action. You shuffle your currently manifested card back in your deck, draw a new one, and immediately manifest it. Your HP is set to 10, and an additional effect based on the card you drew then takes place.

Fool: Your HP is set to -1.

Magician: A burst of flame erupts around you. All creatures within a 30 ft. burst centered on you (except yourself) must make a Reflex saving throw or take 8d6 fire damage.

Priestess: Healing energy erupts from you. You regain 30 HP, and all allies within 30 ft. of you regain 10 HP.

Empress: You gain a +10 insight bonus to AC and saving throws until the end of your next turn.

Emperor: You regain 10 HP for each ally within 30 ft. of you.

Hierophant: For the next minute, you have fast healing 5.

Lovers: If you are within 5 ft. of an ally, immediately regain an additional 40 HP.

Chariot: You can immediately stand up, move up to your speed and make a weapon attack.

Strength: You unleash a fearsome roar. All enemies within 60 ft. of you who can hear and see you must make a Will saving throw or be shaken for 1 round.

The Hermit: If you have no allies within 5 ft. of you, regain an additional 40 HP.

Wheel of Fortune: Regain an additional 1d20x1d6 HP.

Justice: If you were brought to 0 HP by direct damage from a creature, that creature takes 6d6 damage, which can't be avoided.

The Hanged Man: You gain DR 20/— until the end of your next turn.

Death: All creatures within 30 ft. of you must make a Fortitude saving throw or take 3d6 damage as their life force is drained away. You regain hit points equal to the damage dealt.

Temperance: A cloak of light envelops you as you open your eyes. You regain 20 HP, and until the end of your next turn, you gain the benefit of a Sanctuary spell.

Fiend: Batlike shadows flutter out of nowhere, then cease to exist. For the next minute, you have Regeneration 2, which is overcome by Good-aligned weapons or spells with the Good descriptor. This regeneration does not let you regrow body parts or regrow lost parts of your body.

Tower: A 2-inch thick stone wall surrounds the edges of your space, then falls down at the start of your next turn. Each 5 ft. section of the wall has 30 hit points and hardness 8. A section that drops to 0 hit points is breached and crumbles away.

Star: You gain 40 temporary hit points.

Moon: You become invisible until the end of your next turn.

Sun: All creatures within 60 ft. of you must make a Reflex saving throw or be blinded for 1 round.

Judgement: If you were brought to 0 HP by direct damage from a creature, that creature takes 12d6 damage. A Fortitude saving throw halves this damage.

World: You disappear within the world itself, reappearing after 1 minute. When you reappear, you are restored to full hit points and all conditions curable with a Heal spell have been removed from you. When you draw this card, you can choose not to disappear, in which case you heal 20 HP and remove the Fatigued, Exhausted, Shaken or Sickened conditions.



Black Redraw of Utter Devastation (Su). Starting at 19th level, you have the ability to gravely hurt a single creature within 120 ft. of you, using some of the most powerful magic the arcana can give. Using this ability is a standard action that costs twenty arcanum points, and you can only use it once per day. You shuffle your currently manifested card back in your deck, randomly draw a new card, and manifest that card. The card you drew determines the effect that takes place.

Some of the given effects only last as long as you keep manifesting the card. If this is the case, it is noted in its description.

Fool: You take 3d6 wisdom damage. You then shuffle the fool back in the deck, draw another card, and manifest it. The effect linked to that card then takes effect as normal.

Magician: A colossal inferno, blizzard, thunderclap, acid blast, or lightning bolt strikes the target and all creatures within a 30 ft. burst centered on it. Such creatures must make a Reflex saving throw or take 20d6 damage, which can be Cold, Fire, Sonic, Acid, or Lightning. All creatures take the same type of damage. Creatures still take half damage if they make their save.

Priestess: Divine energy, drawn from the World itself, overwhelms the target, who must make a Fortitude save or take 30d6 damage. This damage is pure divine power, rather than a certain type of energy. If the target saves, it takes half damage.

Empress: The target is imprisoned in a cube of force (as Forcecage, except the cube is always a windowless cell with sides of 30 ft.). If other creatures are within the cube the moment it is created, you may choose to move them to the closest point in space outside the cube. In addition, the area within the cube is heavily warded, preventing planar shifting, teleportation, astral and ethereal travel, and summoning spells. The cube disappears after 24 hours, but you can end it early as a standard action.

Emperor: The target must make a Will saving throw or be dominated by you (as the Dominate Monster spell with a caster level equal to your Arcanist level). This is a mind-affecting effect. This effect ends if you cease manifesting the Emperor arcana.

Hierophant: A vision of incredible divine glory presents itself to the target, showing the majesty of the World and the nothingness of each human being in comparison. The target must make a Will saving throw or be blinded, deafened, and panicked for 1 hour. In addition, it has a 50% chance each turn to take no actions. If the target succeeds on its saving throw, it is blinded, deafened, and frightened for 1 minute.

Lovers: The target immediately becomes friendly to you (as Charm Monster with no saving throw and a caster level equal to your Arcanist level). A creature immune to mind-affecting effects is not affected by this. If you appear to be of a race and gender the target is normally attracted to, it views you as its one true love.

Chariot: The forces of fate and time themselves turn against your target, declaring it is to be defeated. You and up to four allies within 60 ft. of you can immediately cast a spell with a casting time of 1 standard action or less, make an attack, or activate a magic item, as long as this action has a direct and negative influence on the target. (Attacking his allies, for example, would not count, but sundering his weapon would)

Strength: A giant transculent hand made of pure force appears next to the target. The hand attacks once per round, right after you take your turn. Treat it as a Crushing Hand (as the spell) except it only disappears when you stop manifesting this card and you use your charisma modifier to calculate its grapple bonus. Your caster level for the hand is equal to your Arcanist level.

Hermit: The target is whisked away to a remote demiplane unless it succeeds on a Will saving throw. The demiplane is a barren plain with no other life than the creature itself, apparently of infinite size. While on the demiplane, the creature doesn't need to eat or drink, and it doesn't age. Whenever the target attempts to leave it by whatever means, it must make another Will saving throw. On a success, the target leaves as normal. On a failure, the target remains on the demiplane and can't leave for the next 24 hours, after which it will have to try again.

Wheel of Fortune: Draw two more cards, but do not manifest them. Choose either card, which takes effect just as if you drew it normally. The two cards are then shuffled back in your deck, and you manifest the Wheel of Fortune card.

Justice: The target must succeed on a Will saving throw or become cursed by this card's magic. Whenever the target deals damage to another creature, it takes an equal amount of damage. If the target deals damage to multiple creatures with a single action (such as casting a Fireball) it takes the damage only once. Damage dealt to the target by this effect can't be reduced or prevented, although it can be healed normally. If the target deals direct harm to creatures without dealing damage (such as ability damage, ability drain, harmful spells, or bullrushing them into dangerous areas) it instead takes 3d6 damage. The curse lasts until removed by a Remove Curse or similar magic.

Hanged Man: The target must make a Will saving throw or be forced into a state of suspended animation as its body floats upwards until it is hanging upside-down 20 ft. above the ground. It is unconscious and helpless. The creature remains suspended as long as you keep manifesting the Hanged Man card. However, if the target takes any damage, it wakes up immediately and falls down. However, it is dazed for 1d4 rounds after waking up, still baffled by the great things it saw while comatose. If the target succeeds on another Will saving throw, it is only dazed for 1 round.

Death: This powerful card can completely annihilate its victim's soul, leaving nothing but an atrophied body. The target must succeed on a Fortitude saving throw or be slain instantly (a Death effect). In addition, there is a 50% chance of the victim's soul being devoured, leaving it unable to be brought back to life by mortal magic.

Temperance: An Antimagic Field becomes centered on the target, moving with it, and remains there for as long as you remain manifesting the Temperance card. In addition, the target must make a Will saving throw or be affected by a Calm Emotions effect (this effect ignores the antimagic field) for as long as you remain manifesting this card.

Fiend: Target unit must make a Will saving throw or have its soul ripped from its body and imprisoned by a powerful fiend. This fiend's strength can range from a Balor or Pit Fiend to an archduke or demon prince. This being will not voluntarily release the soul, although it may be tempted to trade it for something it desires. If a non-evil Arcanist uses this power, he must make a Will saving throw or immediately change his alignment to that of the fiend. If an evil Arcanist uses it, he must make a Will saving throw or take 1d6 points of damage to all ability scores. A non-evil Arcanist can, upon drawing this card, decide not to use it. He still manifests it as normal.

Tower: A terrible storm (Storm of Vengeance) appears, centered on a point 2000 ft. above the target. You do not have to maintain concentration on the storm, and you are immune to its harmful or deliberating effects. If you stop manifesting the Tower card, the storm disappears.

Star: Four small stars appear next to you, then soar towards the target. Each star explodes as if it were a meteor created by the Meteor Swarm spell. If all four meteors hit, you gain 50 temporary hit points.

Moon: A strange madness grips the target's mind. It must succeed on a Will saving throw or become permanently confused (as the Insanity spell). In addition, while it is insane this way, its Intelligence, Wisdom, and Charisma scores are reduced by 3d6, to a minimum of 1. This is a mind-affecting effect.

Sun: A ray of unnaturally bright sunlight, infused with positive energy, hits the target. A 100 ft. radius centered on the target is brightly illuminated, with shadowy illumination for another 100 ft. If the target is undead, it is immediately destroyed, leaving nothing behind but a bit of dust. If the target is a living creature, it must make a Fortitude saving throw or be obliterated by the positive energy, its body exploding in a flash of light. On a successful save, it instead takes 8d6 damage and is blinded for 1 minute.

Judgement: Deafening trumpets audible only to you and your victim sound as the World's judgement strikes its target. The target must make a Fortitude saving throw or be struck dead, leaving an otherwise intact corpse. Even on a successful saving throw, it takes 10d6 damage from pure divine energy. Using this ability is not without risk to you, however, and being a conduit for the World's fury is highly dangerous. You must make a Fortitude saving throw or take 15d6 points of damage from pure divine energy. On a successful saving throw, you instead take half damage.

World: For a moment, the World awakens fully from its eternal slumber, focusing its full power on your unfortunate victim. The target is slain instantly and utterly, with no body or soul remaining. However, you must make a Will saving throw or suffer the same fate. Even if you succeed, you take 20d6 damage from pure divine energy and are unconscious for 24 hours. Nothing can prevent this damage or end the unconsciousness early.

Inevitability
2015-07-20, 02:02 AM
Cards

Fool card

The fool, symbol of the wanderer, the lunatic, the uneducated, yet at the same time that of freedom, ambition, potential and innocence. No Arcanist can avoid drawing this card from time to time, as if it were a silent reminder that in the end, no person is anything but foolish. The Fool card grants powers related to madness, movement and freedom, yet often at a cost.

Fool
Fool's Curse. While manifesting this card, your Wisdom score decreases by 2 to a minimum of 1. These lost points of wisdom can not be recovered as long as you remain manifesting the card.

Journey of the Fool. (0) It is the Fool's destiny to learn and travel, in the hope that one day he may become something more than a fool. As a swift action with no arcanum point cost, you may shuffle this card back in the deck and draw a new one, which you immediately manifest.

Insult To Injury. (?) You can use your taunting to distract your opponents at critical moments. When an ally hits an enemy within 60 ft. of you, as an immediate action you can spend a number of arcanum points up to your arcanum threshold and cause that ally's attack to deal another 1d6 damage for each arcanum point you spent.

Jester's Dash. (1) As a move action, you can scurry away from your foes, avoiding their attacks as you go. You can move up to your speed without provoking opportunity attacks, but you fall prone at the end of the movement.

Breaker of Wills. (1) As a standard action, you can attempt to lower a creature's mental defenses. Choose a creature within 60 ft. of you that can hear you. The creature must make a Will saving throw or take a -3 penalty on Will saving throws until the end of your next turn.

Barbed Tongue. (2) Once per turn as a free action you can taunt and insult an enemy within 60 ft. who can see and hear you. It must make a Will saving throw or be compelled to either attack you or move as close to you as it is able to on its next turn. In addition, all attacks against you the enemy makes next turn gain a +2 bonus on the attack and damage rolls. This is a mind-affecting effect.

Insight of the Insane. (3) By opening your mind and seeking inspiration, you can gain the exact knowledge you need at the moment. However, this also makes you more vulnerable to mental attacks. Once per round, when you make a skill check, you can choose to gain a +5 competence bonus on that check. However, if you do so, you take a cumulative -2 penalty to Will saving throws until you prepare your deck again.

Free Mind, Free Body. (4) As a standard action, you can choose to gain the benefit of a Freedom of Movement spell for 1 hour. If you cease manifesting the Fool card, this effect ends early.

Befuddle the Masses. (6) As a standard action, you can choose up to three creatures within 60 ft. of you that can see and hear you. Each of them must make a Will saving throw or become dazed for 1d4 rounds. However, if all creatures you target make their saving throw, you must make a Will save or become dazed for 1 round.

Madman's Mind. (8) As a full-round action, you can close off your mind to all other creatures, as well as to the world around you. This gives you the effect of a Mind Blank spell. However, doing so is not without harm to your psyche, and as such using this ability causes you to take 1d4 temporary wisdom damage. If you cease manifesting the Fool card, this effect ends early.

Welcome to My World. (10) As a standard action, you can thrust a creature within 120 ft. of you into a nightmarish realm of your design. The creature immediately disappears and reappears in the nightmarish world. While in this world, it is stunned, and when it starts its turn there, it must make a Will saving throw. On a success, the creature reappears in the space it occupied before it disappeared, or if it is occupied in the nearest unoccupied space. If the saving throw fails, it takes 8d6 damage and 1d6 Wisdom damage.

However, every time the target ends its turn in this realm, you take 1d4 Wisdom damage from the strain necessary to keep it there.


Physical cards

The eight physical cards represent the greatness of man in all its forms; whether it be the mighty emperor or the devout hierophant. However, the fact that they are but the simplest and easiest to master cards reminds all Arcanists of the fact that no matter how great a man may become, he will always be a mere speck of dust when compared to the world itself.

Magician

The magician symbolizes self-confidence, determination, knowledge, and arcane power. Various arcanists bind this card, ranging from destructive pyromancers to studious scholars. Those who bind it gain devastating magical abilities, as well as knowledge of the arcane.

Magician's Blessing. While manifesting this card, your Intelligence and Charisma scores are increased by 2.

Wizard's Knowledge. While manifesting this card, you gain a +5 bonus on Spellcraft checks and are treated as being trained in this skill even if you don't.

Elemental Ray. (?) As a standard action, you can send a ray of flame at one creature you can see within 120 ft. of you. Spend a number of arcanum points up to your arcanum threshold and make a ranged touch attack roll. On a hit, the creature takes 2d4 points of fire damage per spent arcanum point.

Energy Burst. (?) As a standard action, you can cause a 10 ft. radius of fire to originate from a square within 120 ft. of you. Spend a number of arcanum points up to your arcanum threshold. All creatures in the burst must make a Reflex saving throw or take 1d6 points of fire damage per spent arcanum point. On a successful saving throw, they instead take 1 point of fire damage per spent arcanum point.

Alter Element. (1) As a move-equivalent action, you can change the type of damage the abilities granted by the Magician card deal. Choose either Fire, Acid, Cold, Sonic, or Lightning. Until you use this ability again or stop manifesting the Magician card, the abilities granted by it deal that type of damage.

Arcane Sage. (2) Once per round, when you make a Knowledge check, you can as a free action gain a +3 competence bonus on that check.

Magician's Talent. (3) As a standard action, you can duplicate the effect of any wizard cantrip.

Mantle of Protection. (6) As a standard action, you can give yourself complete immunity to the the type of energy your Magician powers use. This immunity lasts for 1 hour or until you stop manifesting the Magician card. If you use Alter Element, the immunity changes to reflect the new energy type you use.

For example, Brox the Arcanist is manifesting the Magician card. He uses Alter Element to change the type of damage his attacks deal to acid. He then uses Mantle of Protection, which gives him immunity to acid damage for 1 hour. Fifty minutes later, Brox faces a red dragon, and uses Alter Elements again to change the damage dealt by his attacks to cold. He is no longer immune to cold rather than acid. After another 10 minutes, the immunity disappears.

Ragnarok Blade. (10) As a standard action, you touch a melee weapon and enchant it with mystical energy. The next time the weapon deals damage to a creature, it explodes in a blast of fire. All creatures in a 30 ft. burst (save for the creature wielding the weapon), centered on the creature that took damage, must make a Reflex saving throw or take 10d6 points of fire damage and be knocked prone. On a successful Reflex saving throw, affected creatures only take half damage and are not knocked prone. You can only have one Ragnarok Blade at the time (using the power again removes it from the original weapon), and the effect is removed from the weapon if you stop manifesting the Magician card.


Priestess

The Priestess symbolizes devotion, wisdom, hidden knowledge, and mysteries. Arcanists who favor this card tend to be quiet, loyal, and knowledgable, preferring to listen rather than speak. The Priestess card grants healing abilities to those who manifest it, as well as wisdom and knowledge.

Priestess' Blessing. While manifesting this card, your Wisdom score is increased by 4.

Healing Hands. (?) As a standard action, you can touch a living creature and remove its injuries. Spend a number of arcanum points up to your arcanum threshold, the creature regains 1d8+1 HP for each arcanum point you spend. Undead creatures are damaged instead of healed, and an undead creature can attempt a Will save for half damage.

Ease the Frightened. (1) As a standard action, you can touch a creature and remove all fear effects it is suffering from.

Bane of Diseases. (2) As a standard action, you can touch a creature and remove all diseases from it. This also kills all parasites, such as green slime, it is suffering from.

Bolster Ally. (3) As a standard action, you can touch a creature and give it a +4 enhancement bonus on an ability score of your choice.

Remove Curse (3). As a standard action, you can touch a creature and remove all curses from it.

Touch of Health (3). As a standard action, you can touch a creature and neutralize all sorts of poison in its system. This does not reverse effects that have already taken place, such as hit point damage, ability damage, ability drain, and status effects.

Restore Vigor (5). As a standard action, you can touch a creature and give it the benefit of a Restoration spell. You must still pay the material component cost.

Shepherd of Souls (6). As a standard action, you can cast Raise Dead. You still need to provide the material component cost.

Renew Body (7). As a full-round action, you can touch a living creature and completely mend its body. Its broken bones, severed body members, ruined organs, and torn muscles all regrow completely in 2d6 rounds. This spell also cures 5d8+5 points of damage.

Wave of Health (8). As a standard action, you can restore 2d8+10 HP to all creatures within 30 ft. of you. Undead creatures are damaged instead by this ability, and are allowed a Will saving throw for half damage.

Seed of Life (10). As a standard action, you can implant a seed of positive energy within a willing creature. If that creature loses enough HP to bring it below 0 hit points (even if this would bring it to -10 hit points) it is immediately cured 8d8+10 hit points, potentially avoiding its death. The seed disappears after healing a creature, if you use this power a second time, and if you stop manifesting the Priestess card.


Empress

Motherly. Shielding. Those two words are often used to describe them who manifest the Empress card. These people, often caring sensitive souls, show great interest in all that lives and are very protective of their allies. Where the Priestess heals what has been damaged, the Empress seeks to avoid it being damaged in the first place. The card grants its manifesters the ability to shield others and create impassible walls of force, as well as a leader's spirit.

Empress' Blessing. While manifesting this card, your Wisdom and Charisma are increased by 2.

Protect, Preserve, Prevail. (?) As a standard action, you can choose a creature within 60 ft. of you. Spend a number of arcanum points up to your arcanum threshold. A faintly glowing shield of energy forms around the creature, providing it with a deflection bonus to AC equal to the number of points you spent. As a move action, you can move the bonus to another creature within 60 ft. of you. The shield disappears early if you stop manifesting this card, use this ability a second time or after 1 hour.

Courage of the Knight. (1) As a standard action, choose a creature within 60 ft. of you. The creature is immune to fear effects for 1 minute.

Recall the Fallen. (2) As an immediate action when an ally of yours within 60 ft. falls unconscious, you can teleport it to within 5 ft. of you. In addition, the ally immediately becomes stable if it was not.

Shelter Life. (3) As an immediate action when a creature within 60 ft. of you takes damage, you can make that damage nonlethal.

Devoted Guardian. (4) As a standard action, you can call a medium-sized, armored, ghost-like being into existence. Choose a creature within 60 ft. of you. The guardian appears as close to that creature as possible and moves with it. Every time the creature is attacked, the guardian becomes the target of the attack instead. Area attacks, such as a fireball, are not affected by the guardian, but it must still make saving throws if applicable. It has an AC of 24 (+8 armor, +2 shield, +4 deflection) and saving throw bonuses of +5. If it takes more than 15 points of damage in a single attack, it is destroyed. The guardian disappears if you cease manifesting the Empress card.

Imprison the Wicked, Protect the Weak. (5) As a standard action, you can choose a creature no larger than Large within 60 ft. of you. A transculent sphere of force envelops the target, though it may attempt a Reflex saving throw to escape imprisonment (in such a case, the sphere appears, then winks out within a second). Nothing can pass through the sphere, although the imprisoned creature can breathe normally. The sphere cannot be moved, but it can be destroyed through a Disintegrate spell, a targeted Dispel Magic spell (Dispel DC 15), a rod of cancellation or a rod of negation. The sphere remains in existence for 1 minute, but you can end it early by spending a standard action. It also ends early if you stop manifesting the Empress card.

Walls of the Eternal Castle. (6) As a standard action, you can create a Wall of Force (as the spell). The wall disappears after 5 minutes, when you use this power again, or if you stop manifesting the Empress card.

Spellbane Ward. (7) As a standard action, you can protect a creature within 60 ft. of you from magic. The creature gains Spell Resistance equal to 12 + Your Arcanist level for 10 minutes, until you use this power again, or until you stop manifesting the Empress card.

True Sentinel. (10) As a standard action, you can touch a creature and make it your personal guardian. This provides it with several bonuses. First of all, it gains a +10 deflection bonus to AC and a +5 resistance bonus on all saving throws. Secondly, it gains damage reduction 15/magic. Finally, whenever you take hit point damage, you only take half damage and the creature takes the remaining damage (damage taken in this way can't be reduced). These benefits lasts until you stop manifesting the Empress card or use this ability again.

If you are reduced to -1 HP or less, or if you die, your guardian immediately drops to -1 HP because of the intense mental trauma it experiences, and this power ends.



Emperor

If the Empress is the caring, motherly queen, then the Emperor is the stern, unforgiving king. Instead of employing protective magic, the Emperor either directly empowers his allies or impedes his enemies. The card provides its manifesters with the spirit of a leader, and the abilities to deal with many situations, both tactical and social.

Emperor's Blessing. While manifesting this card, you gain a +4 bonus to charisma.

Leave None Standing. (?) As a standard action, you can spend a number of arcanum points up to your arcanum threshold to inspire and coordinate a creature within 60 ft. of you. Until the start of your next turn, the creature gains a bonus to damage rolls equal to the number of arcanum points you spent.

Empire Without Borders. (1) As a swift action, you can double the range of all powers with a range other than touch granted by the Emperor card until the end of your turn.

Kneel Before Your King. (2) As a standard action, you can choose a creature within 60 ft. of you that can hear and understand you. The creature must make a Will saving throw or fall prone. This is a mind-affecting effect.

Voice of the Emperor. (2) As a standard action, you can choose a humanoid creature within 60 ft. of you that can hear you. It must make a Will saving throw (If you or those allies are threatening or fighting it when you cast this power it has a +5 bonus on the saving throw) or become Friendly in attitude towards you or your allies for 1 hour, until you or your allies harm it, or until you stop manifesting the Emperor card. If it succeeds on the saving throw, it is immune to this power for 1 hour. If you attempt to use this power on a creature that is already friendly, helpful, or fanatic, it has no effect. This is a mind-affecting effect.

Commander's Strike. (3) As a standard action, choose a creature within 60 ft. of you. It can make an attack as an immediate action.

Get Over There. (3) As a move-equivalent action, you can choose a creature within 60 ft. of you. The creature can immediately move up to its speed.

Furious Response. (5) When a creature hits you with an attack, you can as an immediate action allow an ally adjacent to the creature to make a melee weapon attack against it as an immediate action.

Devastating Blow. (8) As a standard action, choose a creature within 60 ft. of you. It can make an attack as an immediate action with a +20 bonus to the damage roll.

Imperial Champion. (10) As a standard action, you can touch a creature and strengthen its offensive abilities. The creature gains a +8 bonus to strength and dexterity, it can make one extra attack with any weapon he is holding when it takes the full attack action. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. In addition, its land speed increases by 30 ft. These benefits last until you stop manifesting the Emperor card or until you use this power again.

However, if the creature is reduced to -1 HP or less, or if it dies, you immediately fall unconscious because of the mental trauma you experience and this power ends.


Hierophant

Where the Priestess represents faith used to heal and renew, the Hierophant represents the same faith used to inspire awe and gain information. It grants its manifesters knowledge of history and religion, as well as the ability to impress and frighten his foes.

Hierophant's Blessing. While manifesting this card, your Wisdom and Intelligence scores increase by 2.

Knowledge of the Tome Keeper. While manifesting this card, you have a +4 bonus on Knowledge (history) and Knowledge (religion) checks and are treated as trained in those checks.

Divine Spear. (?) As a standard action, you can launch a spear of divine energy towards a creature within 120 ft. of you. Expend a number of arcanum points up to your arcanum threshold, then make a ranged touch attack. On a hit, the creature takes 1d8 points of damage per spent arcanum point. This damage is pure divine energy and does not have a type.

Induce Awe. (1) As a standard action, you can choose a creature within 60 ft. of you. It must make a Will saving throw or be shaken for 1 round. This is a mind-affecting effect.

Inspire the Masses. (2) As a standard action, you can inspire and empower all allies within 30 ft. of you. Such creatures gain a +2 bonus to attack rolls and saving throws against fear effects for 1 minute.

Induce Fear. (3) As a standard action, you can choose a creature within 60 ft. of you. It must make a Will saving throw or become Frightened for 1 round. This is a mind-affecting effect.

Thou Shalt Fear. (3) As a swift action, choose a creature within 60 ft. of you. It must make a Will saving throw or lose any immunity to fear or saving throw bonuses against fear it might possess for 1d4 rounds. This is a mind-affecting effect.

Reward Excellence. (3) As an immediate action when a creature you can see scores a critical hit, you can release healing energy in its direction, restoring 4d10 hit points to it.

Induce Panic. (5) As a standard action, you can choose a creature within 60 ft. of you. It must make a Will saving throw or become Panicked for 1 round. This is a mind-affecting effect.

You Dare Strike Me? (7) As an immediate action when a creature hits you with an attack, you can launch a blast of pure divine energy at it. The creature must make a Reflex saving throw or take 8d6 points of damage. On a successful saving throw, it still takes half damage. In addition, it must make a Will saving throw. If it fails, it is shaken for 1d4 rounds (a mind-affecting effect).

Avatar of the Divine. (10) As a standard action, you can turn yourself into a majestic being, a true avatar of the World itself. Your type changes to Outsider (native) and you gain damage reduction 20/Epic, Resistance 30 to acid, cold, electricity, fire, and sonic, and immunity to ability damage, disease, poison, and death effects. In addition, when you use this power, you can choose any number of creatures within 120 ft. of you able to see you. These creatures must make a Will saving throw or take 6d6 damage and become Frightened for as long as you remain in this form.

However, the World's power is not meant for humans to handle. Every round you spend in this form, you take 5d6 damage that can't be reduced by any means and lose 1d6 arcanum points. If you reach 0 HP or below because of this damage, run out of arcanum points, or stop manifesting the Hierophant card, this effect ends.


Lovers

Emotions, love, friendship... These are the concepts represented by the Lovers card. Those who manifest this card are often emotional individuals, and many have strong personal connections to other people. Despite the name, these connections do not have to be romantic or sexual in nature.

Lovers' Blessing. While manifesting this card, your charisma and constitution scores increase by 2.

Bond of Love. The moment you start manifesting this card, choose a creature within 60 ft. of you. This creature becomes your Bond. While you can see this creature, you gain a +1 morale bonus on attack rolls, saving throws, and skill checks, but if it falls unconscious or is killed, you must make a Will saving throw. On a success, you are shaken for 1 round and choose a new Bond if the old one was killed. On a failure, you are shaken for 1 minute and immediately shuffle this card back in your deck, then manifest a random new card.

Avenge Loved One. (?) As a standard action when your Bond is hit by an attack and you are within 30 ft. of both your Bond and the creature that caused the damage, you can channel your anger into an attack at this creature. Spend a number of arcanum points up to your arcanum threshold. The creature takes 1d4 points of damage per spent arcanum point, which can't be avoided, and it must make a Will saving throw or be overwhelmed by the powerful emotions, rendering it Shaken for 1 round.

Let Us Fight Together. (?) As a standard action, you can enhance both you and your bond's fighting ability, but only if you stay close. You must be within 5 ft. of your bond to use this ability. Spend a number of arcanum points up to your arcanum threshold. For 1 minute, or until one of you ends their turn more than 5 ft. away from the other, you both gain a bonus on attack rolls, damage rolls and AC equal to half the number of points you spent (rounded up).

Two Bodies, One Mind. (1) As a standard action, you can link the minds of you and your bond for 1 hour. You can communicate telepathically as long as you are within 120 feet of each other. You are not considered flanked or surprised if you can see each other, unless both of you are.

Always By Your Side. (2) As a move-equivalent action, you can teleport up to 120 ft. to an unoccupied space able to support you within 5 ft. of your Bond.

Sense Status. (2) As a standard action, you can concentrate on your Bond and sense its general condition. You immediately know whether it is unharmed, wounded, disabled, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, confused, or under the effect of other such conditions. In addition, you can see through its eyes for a few seconds, long enough to give you an impression of your Bond's surroundings and situation. If your Bond is located in an antimagic field or other such area, or if it is on another plane, this feature does not work.

Shield Of Devotion. (3) As an immediate action whenever your Bond is attacked and is within 5 ft. of you, you can swap places with it and become the target of the attack instead. If the attack covered an area (such as a Fireball spell) you can still swap places, but both of you will still take the full effects, unless swapping positions moved your Bond outside the effect's area.

Intertwined Fates.. (4)[/B] As a standard action, you can fuse your own life force with your Bond's. You gain a shared pool of hit points with a maximum value equal to the sum of your hit point maximums, and a current value equal to the sum of your current hit points. When either of you takes damage, the damage is removed from your shared current hit point value. If either of you heals HP, the healed HP is added to the pool.

If the current hit point value of the pool drops to exactly 0, you are both staggered. If it drops to any value between -1 and -9, this effect ends and both of your hit points are set to that value. If it drops to -10 or lower, you both die immediately.

This effect ends if you stop manifesting the Lovers card, or if you choose to end it as a standard action, in which case you both gain a number of hit points equal to half the remaining current hit points in the pool.

None Can Separate Us. (5) As a move-equivalent action, you can teleport to an unoccupied space able to support you within 5 ft. of your Bond. This ability can be used over any distance, but you and your Bond still need to be on the same plane.

Combination Attack. (6) As a full-round action, you and your Bond can both make a single attack against a single creature within 30 ft. of both of you. If both attacks hit, the creature takes an additional 30 points of damage.

Two Become One. (10) As a standard action, you can touch your Bond and fuse your form with theirs. The resulting being looks like a combination of both of you. This hybrid being takes two turns in combat (both players take one of these turns) and it can take all actions available to any of the two creatures on either turn. Its saving throw bonuses and AC are individually chosen from you or your Bond, whichever is higher. It has the skill ranks of both of you, and its ability scores are the highest either of you has, chosen individually. It has all movement modes either of you has, picking the highest speed amongst you for each movement mode. It has hit points equal to both of your current hit point totals added up. If killed, the being splits in you and your Bond again, with both of you at 10 hit points. You count as a single creature for all purposes except calculating XP.

While under the effect of this Power, you are considered to be near your Bond for all effects and purposes. If you stop manifesting the Lovers card, the being splits in two again, with both of you having half the HP the being had at the moment you stopped manifesting the card (a creature can't gain more HP than its hit point maximum this way).


Chariot

The Emperor commands. The Empress protects. The Priestess heals. But to who do they direct their powers? Who fights their battles, defeats their enemies, and guards their lives? The Chariot does all those things, and more.

A symbol of victory, courage, and martial power, the Chariot can be a calculating warrior or a brash fighter, a sneaky archer or a deft knife thrower. No matter what he is, all who manifest this card revel in battle, and always look forward to their next fight.

Chariot's Blessing. While manifesting this card, your strength and dexterity scores increase by 2.

Chariot's Equipment. (?) As a standard action, you can cause a suit of armor made to fit you to appear around you. Spend a number of arcanum points up to your arcanum threshold. The suit has a basic armor bonus to AC equal to the number of points you spent, and an enchantment bonus to half the number of points you spent (rounded down). It has no armor check penalty or arcane spell failure chance. The suit disappears when it is taken off or when you stop manifesting the Chariot card.

In addition, when you use this ability you create a martial weapon of your choice out of thin air. The weapon can be of any size you desire, and it has an enchantment bonus equal to half the number of points you spent (rounded down). If it requires ammunition, it magically creates the type it needs, which is destroyed after striking its target. If it is a thrown weapon, it returns to your hand after being thrown. If the weapon leaves your possession for longer than a minute, or when you stop manifesting the Chariot card, it disappears.

Focus On The Target. (?) As a swift action, you can choose a creature within 30 ft. of you and spend a number of arcanum points up to your arcanum threshold. The next time before the start of your next turn you hit that creature, you deal 1d6 extra points of damage per arcanum point spent.

Whirlwind Charge. (1) When you charge a creature, you can, as a free action, choose to move up to three times your speed, instead up to two times.

You're Next. (2) When you reduce a creature to 0 HP or below, choose another creature within 30 ft. of you as a free action. It must make a Will saving throw or be shaken until the end of your next turn. If you hit it with an attack before the end of your next turn, it is shaken for 1d4 rounds. This is a mind-affecting Fear effect.

Lead the Attack. (3) When you hit a creature with an attack, you can as a free action give the next ally to attack that creature a +5 morale bonus to the attack roll and damage roll of his first attack.

Chosen Foe. (4) As a swift action, you can challenge a creature within 60 ft. of you. It must make a Will saving throw or be compelled to fight you. On its turns, it must either try to defeat you to the best of its ability or move towards you. If you attack a creature other than the target (area-of-effect spells that hit both the target and other creatures do not break this requirement), move away from it on your turn, or stop manifesting the Chariot card, this effect ends. This is a mind-affecting, language-dependent effect.

Swift Progress. (4) Once per round as a free action on your turn, you can move up to your speed.

Strike of Excellence. (5) As a full-round action, you can make an attack with a weapon you are holding against a creature within 60 ft. of you. The attack automatically hits.

Knockout. (7) As a full-round action, you can make an attack with a weapon you are holding against a creature within 60 ft. of you. If the attack hits, the creature must make a Fortitude saving throw or be knocked unconscious for 1 minute or until it takes damage.

Traveler's Chariot. (8) As a standard action, you can create a ghostly chariot out of nothing. The chariot can hold up to nine medium creatures, three large creatures, or one huge creature. The chariot will only move if you are inside. It can travel to any place on the same plane in five rounds, moving so fast those inside see only a blur and those outside see the chariot instantly disappear. The chariot can also travel to other planes, although you appear in a random spot on the intended plane. If you attempt to travel to a place which does not exist, or if you do not give specific enough information regarding your destination (such as by saying you want to travel to 'a city'), you simply return to your original location.

Master of War. (10) As a standard action, you can become a true master of war, an unstoppable opponent. You gain a +8 bonus to strength, dexterity, and constitution, and you can make two additional attacks at your highest attack bonus when you take the full attack action. The first time you would die while under the effect of this power, its effects end and your HP is set to 30. This effect ends when you stop manifesting the Chariot card.

Strength

Some, like the Chariot, are disciplined soldiers, continually aiding their allies in battle. They revel in battle, but don't lose themselves in it. They enjoy defeating their foes, but don't live for it.

Others just don't care about all that. For them, the best thing in life is to crush their enemies, to prove their strength, to win against impossible odds. Those are the ones who manifest the Strength card, relying on the supernatural strength it gives to fight their battles.


Blessing of Strength. While manifesting this card, your Strength score increases by 4.

Weapon of the Destroyer. (?) As a standard action, you can create a melee weapon out of thin air. Spend a number of arcanum points up to your arcanum threshold. The weapon is considered magical for the purpose of overcoming DR. When you make an attack with the weapon, you gain an enhancement bonus to the attack and damage roll equal to the number of arcanum points you spent.

The weapon disappears if you stop manifesting the Strength card or if it leaves your possession for over 1 minute.

Feat of Strength. (?) As a free action on your turn, you can spent a number of arcanum points up to your arcanum threshold. You then gain an enhancement bonus to Strength until the end of your turn equal to twice the number of points you spent.

Knockback. (1) Once per round when you hit a creature with a melee attack, you can as a free action force it to make a strength check with a DC equal to your attack roll. On a failure, it is pushed back 10 ft. in a straight line away from you. If this causes it to strike a wall or other hard object, it takes 1d6 bludgeoning damage. If this causes it to hit another creature, both take 1d4 bludgeoning damage.

Ironbreaker. (2) As a standard action, you can make a sunder attempt. If your attempt succeeds, you deal triple damage.

Lion's Pounce. (3) When you charge, you can, as a free action, make a full attack instead of a single attack.

Nauseating Blow. (3) You have learned to aim for your enemies' weak spots, temporarily wracking them with pain and preventing them from doing anything. Once per round when you hit a creature with a melee attack, you can, as a free action, force it to make a Fortitude saving throw. On a success, it is sickened for 1 round. On a failure, it is nauseated for 1 round.

Make Them Bleed. (4) When you hit a creature with an attack, you can deal 1 point of constitution damage to it.

Blood Frenzy. (5) Once per turn when you reduce a creature to 0 hit points or below, you can move up to your speed and make a melee attack as a free action.

Titan's Strike. (8) As a full-round action, you can deliver a blow of truly epic proportions to a creature within your weapon's reach. Make a single attack. If it hits, the target takes an extra 100 damage.

Rampage. (10) As a standard action, you can enter a rampaging fury. You gain a +25 bonus to damage rolls, 100 temporary hit points, fast healing 5, and immunity to Mind-affecting effects. However, on your turn you must either attack the nearest creature to the best of your ability or move closer to it. A rampage lasts for 1 hour, until an effect that ends violent emotion, such as a Calm Emotions spell, compels you to stop (you have Spell Resistance 30 against those effects, though), or until you stop manifesting the Strength card. However, you can't voluntarily stop manifesting the card while in a rampage.


Mental cards

The six mental cards show concepts like justice, death, and strength. Being immortal ideas rather than transient people, they are harder to grasp and grant greater powers than the physical cards. Arcanists often see these cards as the cords that connect the universe with all that lives in it.

Hermit

Sometimes, an individual retreats from society, humanity, and even his own needs and embarks on a quest to get closer to the World. They might travel to high mountains or barren deserts, or they might refuse to speak to anyone for decades at a time. Those people are all hermits, and the Hermit card symbolizes their trials, their strength, and their connection to the World.

Those who manifest this card gain the ability to call forth lesser creatures and empower them, while also growing closer to all other creatures.

Hermit's Blessing. While you are manifesting this card, your wisdom and constitution scores increase by 2.

Call The World's Hordes. (?) As a standard action, you can cause creatures to appear out of nothing. Spend a number of arcanum points up to your arcanum threshold (you can't spend more than nine points on this spell). You duplicate the effect of a Summon Nature's Ally spell with a caster level equal to your Arcanist level. The spell's level is equal to the number of points you spent. For example, spending four points would let you duplicate the effect of Summon Nature's Ally IV. The summoned creatures disappear when you stop manifesting this card or after 5 rounds.

Grasp of Nature. (2) As a standard action, choose a 30 ft. radius spread within 400 ft. of you. Spectral vines grow from the earth and grab all creatures in the area, causing them to become entangled. Creatures can break free and move half their normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. Creatures that succeeds on a Reflex save are not entangled but can still move at only half speed through the area. Each round on your turn, the plants once again attempt to entangle all creatures in the area.

Empower Summons. (4) As a swift action when you use Call the World's Hordes, you can choose to give all creatures you summoned with that ability a +4 enhancement bonus to Strength, Constitution, and Dexterity.

One World, One Tongue. (6) As a standard action, you can strengthen your connection to those near you, giving you the ability to speak and understand the language of any intelligent creature (as the Tongues spell). In addition, you can speak with animals and plants (as the Speak With Animals and Speak With Plants spells). However, you can speak only one language or equivalent at the time. This effect lasts for 8 hours or until you stop manifesting the Hermit card.

Bestow the Gift of Health. (7) As a standard action, you can touch a creature you summoned using Call the World's Hordes and give it the benefit of a Heal spell at a caster level equal to your Arcanist level.

Earthbound Traveller. (8) As a standard action, you can cause yourself and up to five willing creatures you touch to sink into the earth and emerge at any point you choose, as long as it is connected to your previous location. If it is impossible for you to reach that location (for example, if you try to travel to a floating island) you instead emerge at the point closest to your destination you can reach. If you attempt to use this ability on any plane but the material plane, it fails.

Foundations of Nature. (10)[B]As an action, you can call the very fundamental parts that make up the World to your side to aid you in combat. A Greater Fire Elemental, Greater Earth Elemental, Greater Air Elemental and Greater Water Elemental appear in spaces within 120 ft. of you able to support them. You have a telepatic connection to the elementals allowing you to command them no matter the distance between you, even across planar borders. However, the link does not allow for receiving the elemental's messages or sensory input.


Spiritual cards

The six spiritual cards represent something mortals will never be able to truly grasp. They are no longer beings, or even ideas, but abstract shapes that disguise a far deeper meaning. The spiritual cards are almost on the same level of complexity as the universe itself, and all Arcanists hold those who can use them in high esteem.

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World card

The World, most perfect card of all, represents the universe itself. All is the World, and the World is all. It is the lifelong goal of every Arcanist to reach the level of mastery required for manifesting this card, but only a handful succeed.

Inevitability
2015-07-20, 02:04 AM
Reserved too.

Inevitability
2015-07-20, 02:05 AM
Reserved for reasons.

Inevitability
2015-07-20, 02:06 AM
I'm pretty sure I'll never end up putting anything here, but hey, why not reserve it.

Elandris Kajar
2015-07-24, 11:26 AM
Am I allowed to post now? I hope so!

Anyways, this class seems really cool. The concept is awesome.
I realize it isn't done, but what is the Arcanum Threshold? I don't believe it is explained.

Inevitability
2015-07-24, 03:13 PM
Anyways, this class seems really cool. The concept is awesome.
I realize it isn't done, but what is the Arcanum Threshold? I don't believe it is explained.

To put it simply, it is a hard limit for the number of arcanum points you can spend on a single ability.

For example, a 1st-level Arcanist who is manifesting the Fool card can use the Journey of the Fool, Jester's Dash, and Insult to Injury powers. However, when using Insult to Injury he can only spend a single arcanum point.

Once this Arcanist has slain some monsters (probably goblins, kobolds, bandits, and some other cliched low-level enemies) and reached level 4, he can use Journey of the Fool, Jester's Dash, Barbed Tongue, Insight of the Insane, and Insult to Injury. However, he can now spend up to four arcanum points when using Insult to Injury.


I hope this explains it.

Elandris Kajar
2015-07-24, 06:09 PM
You should probably describe it above, because it currently seems as if he can't use powers such as black redraw, as it costs 20 points.

If you need ideas for card powers, I might be able to scrounge up a couple.

roko10
2015-07-24, 08:10 PM
If the World card doesn't grant Time Stop or an variant of it, I would be sorely dissapointed.

Inevitability
2015-07-25, 02:11 AM
You should probably describe it above, because it currently seems as if he can't use powers such as black redraw, as it costs 20 points.

If you need ideas for card powers, I might be able to scrounge up a couple.


While manifesting a card, you gain access to certain supernatural abilities. Some of these abilities may require expending arcanum points, though you can never activate an ability with a higher cost than your arcanum threshold. The cost for such an ability is given in parentheses (A cost of '?' indicates the amount varies). You regain all expended arcanum points when you select your deck at the start of a day.

Arcanum Threshold specifically refers to abilities gained directly from cards, as opposed to the various 'redraw' powers. I should clarify it, though, so thanks for your help! :smallsmile:


And I'd be happy to see your suggestions.

Elandris Kajar
2015-07-25, 09:19 PM
I will present card ideas below, but first a minor quibble. Arcanum sounds a lot like Incarnum, which could be confusing, especially with similar mechanics between the systems.

Also, maybe you should add a feature that lets them manifest an extra card, but with half the effective threshold. (Feat?)
Anyway:

Chariot:

1) Speed of a Zephyr: (?) you get a bonus to your land speed equal to 10ft./point of Arcanum for 5 rounds.

2) Summon Mount: (1) summons a heavy horse, replete with all necessary gear. The mount lasts as long as the card is manifested. You can pay 1 Arcanum point as a free action after manifesting this ability to make it a warhorse instead of a horse. This point does not count towards the limit imposed by the Arcanum threshold.

3) Summon Chariot: (2) Summons a plush, comfortable chariot for as long as it is manifested, contains basic refreshments.

4) War Chariot: (4) Summons a Chariot with warhorse attached. Room for 4, anyone inside gets 1/2 cover and a +2 bonus on attack rolls. The chariot lasts for the time the card is manifested.

5) Flight Chariot: (6) Functions like War Chariot, but horses fly at 70ft. (Poor).

6) Desperate Speed: A team of horses with basic chariot (room for 4) appears. They can travel so fast, it takes them exactly 5 rounds to traverse the distance between any two points on the same plane. All the occupants see are blurs.

7) Run them through: Lance Proficiency

8) Horsemanship: +5 on ride checks, and +1 on attack rolls while mounted.



Lovers:

1) Dedication: whenever an adjacent ally would be hit, you can take the hit instead. if both you and an adjacent ally would have to make a saving throw against the same effect, you may take a penalty up to -5, to give your ally an equivalent bonus on the save.

2) Trust: while adjacent to an ally, neither one of you can be flanked, as you cover each other.

3) Harmonious Strike: (1) as a swift action, gain a +2 bonus on attack and damadge this turn, as long as you have an adjacent ally, and that ally gets +1 on attack and damage until your next turn.

4) Don't die on me!: (?) you can heal an adjacent ally of 5 points of damage per 2 Arcanum points you pay.

5) Unstoppable Affection: (2) You may pay 2 extra Arcanum points when changing cards, if you do roll a d20. On an 11 or higher, the card you would draw becomes this card instead.

6) Furious Retribution: (3) For the next 5 rounds, whenever an opponent hits an ally that is adjacent to you, they take 1d6/ 2 levels of untuped damage.

7) Nothing will stand between us!: (5) Any adjacent ally is immune to any form of mind control or possession for as long as you manifest this card, as are you, if you have an adjacent ally.

8) True Connection: (10) One adjacent ally is affected by a status (as spell) effect for as long as you manifest this card. In addition, if they gain any harmful condition or take more than half their HP worth of damage in one hit, you can teleport to their side as an immediate action, as long as both of you are on the same plane.

If you want, I will post more later. I hope these are helpful!

Korugengetsu
2015-07-27, 05:37 PM
First off I want to say I love this class so far. Great theme and ideas here.

I wonder if the Arcanum point pool you get is to small. since almost all of your abilities are drawn from it and you could easily be spending up to your threshold or more each turn with cards like the magician or the priestess. :smallconfused:

For instance if at 3rd level you wanted to use your "Blue Redraw of Vigor" it will cost half of your Arcanum points for the day. :smallfrown:

Inevitability
2015-07-28, 02:45 AM
First off I want to say I love this class so far. Great theme and ideas here.

I wonder if the Arcanum point pool you get is to small. since almost all of your abilities are drawn from it and you could easily be spending up to your threshold or more each turn with cards like the magician or the priestess. :smallconfused:

For instance if at 3rd level you wanted to use your "Blue Redraw of Vigor" it will cost half of your Arcanum points for the day. :smallfrown:

Increased the number of arcanum points per level.

Elandris Kajar
2015-07-30, 08:27 AM
You could add bonus points for high scores a la psionics.