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View Full Version : Tarot Feats (The City) (28 New Feats)



Jibar
2007-06-22, 06:31 AM
Here ya go. 28 feats, based on the Tarot cards. 6 of these feats are in fact necessary for your character to take Advanced classes.
Now, I am absolutely begging for criticism for this one. 28 feats means a lot of new rules, and in particular I would like some help with The World.
Anyway, here we go! (Eugh, Formatting)

Strange Births
Prequisites: 1st level only.
Benefit: Choose a Tarot Feat. You automatically gain this feat without meeting the prerequisites.
Special: You cannot choose Judgement or The World with this feat.

Tarot Feats

Major Arcana

The Fool
Your precise stupidity makes people believe you incapable of lying.
Prerequisites: Int below 13.
Benefit: You gain a +2 on Bluff and Gamble checks.

The Magician
You've taken your first steps towards true power.
Prerequisites: Spellcraft 6 ranks
Benefit: You can now cast Prestidigitation at will on a successful Spellcraft check (DC 10).
Special: The Sword-Mage, Loremaster, Oracle and Warlock Advanced Classes recieve this feat for free at 1st level.

The High Priestess
Your faith grants you abilities to heal.
Prequisites: Treat Injury 6 ranks
Benefit: You can heal a target of 1d6 damage each minute. This is a full round action that does not provoke attacks of oppurtunity.

The Empress
You are famous amongst the supernatural community.
Prerequisites: Must have a level in a supernatural class (Mage, Vampire, Werewolf)
Benefit: When dealing with a non-human or non-alien creature, you add +3 to your repuation checks. This includes vampires, werewolves and mages.

The Emporer
Your royal heritage makes you strong with the For-magic.
Prerequisite: 1st level only.
Benefit: You gain +4 on any Spellcraft check.

The Hierophant
Your zealous attitude makes you a dangerous opponent.
Prequisites: Must have an Alliegence to a cause or faith.
Benefit: Once per round, when fighting an opponent who does not share your Alliegences, you can add 1d4 damage to an attack.

The Lovers
For you the act of love is something beyond the flesh.
Prerequisites: Cha 15
Benefit: When having intimate contact with someone (kissing or acts of a sexual nature) you are healed an amount of hit points equal to your Charisma score. The other individual must be a part of the act willingly, forcing yourself upon someone will deal damage to you equal to your charisma score.

The Chariot
When you run nothing can stand in your way.
Prerequisites: Str 13.
Benefit: When moving, you can now move through the spaces of enemies without penalty. Moving into their threatened spaces still provokes actions of oppurtunity though.

Justice
You are the law.
Prerequisites: Allegience (Law), base Attack Bonus +2
Benefit: When fighting criminals (repuation check DC 20 to discover their identity) you add an additional die of damage. This die is the same as the original damage.
Special: Those with the profession Law Enforcement deal an addtional die of damage on top of the first damage, rendering a +2 die of damage overall.

Death
You can hold onto life for that little bit longer.
Prerequisites: Con 15
Benefit: You now die at -15 HP, giving you tyime to stabliise.

Temperance
You are adept at controlling your emotions and your body.
Prerequisites: Con 13
Benefit: You can now go a full week without food, and three days with water. The bonus hours from constitution still apply.

The Devil
Those who serve in Heaven are your natural enemies.
Prerequisites: Allegience (Hell), Base Attack Bonus +2
Benefit: When fighting an opponent with an Allegience (Heaven) or of the Heaven subtype, you deal +1d6 damage on a successful attack.

The Tower
You stand firm and strong where others would fall.
Prerequisites: Con 13.
Benefit: You may reroll saves when an opponent attempts to knock you down, such as trip and bullrush attacks.

The Star
The Star of Cain grants you dark powers of sexiness.
Prerequisites: Cha 15, Must have been bitten by a vampire and survived
Benefit: Opponents of the opposite gender (or same depending on orientation) must make a Will save (DC 10 + 1/2 Character level + Charisma modifier) upon sight or become enamored, leaving them unable to act for 1 round. If they are succesful on their first save, then they do not have to make saves against the same character in the future. If they fail their initial save, they must make a save each round until their succeed.
Special: You can now take the Vampire Advanced Class.

The Moon
Finger nails once had other uses ya know.
Prerequisites: Brawl, Animal Affinity,
Benefit: Taking some of the aspects of a wolf, you now gain a claw attack. This attack deals 1d6 lethal damage. On a succesful strike, you deal an open wound, and the opponent bleeds for an additional 1d6 damage 1 round later.
Special: You can now take the Werewolf Advanced Class.

The Sun
Creatures of the Night are deadly foes that you know how to fight.
Prerequisites: Base Attack Bonus +3
Benefit: On a successful strike, you automatically deal +1d6 damage against undead (this includes vampires and wereolves).

Judgement
"You really thought a little thing like the End of the World would do me in?"
Prerquisites: Character Level 5th
Benefit: When dealing with opponents of the Major Theological planes, you gain a +2 to Defense, Damage and to hit. Your opponents additionally deal 1 die less damage to you.

The World
No matter what damage you take, you can always get back up.
Prerequisites: Character level 10th
Benefit: Whenever you die, you will automatically come back to life as if affected by Raise Dead two weeks later. Unlike Raise Dead, you do not suffer any penalties for this rising, but you do still have only 1 hp per hit die when risen, and must make a DC 20 Strength check to crawl out of your grave if buried. If buried at sea, you must make a DC 30 Swim Check to swim to surface.
Special: If cremated upon death you cannot use this feat.

Minor Arcana

Staves Card
Benefits: You can a +4 bonus to Knowledge (Arcane Lore) checks.
Special: You can take the Loremaster advanced Class.

Pentacles Card
Benefit: You gain Damage Reduction 5/Heaven. Major Theological Planes deal full damage.
Special: You can take the Warlock Advanced Class

Cups Card
Benefit: You gain a +1 bonus to Defense. This bonus works even when flat-footed.
Special: You can take the Oracle Advanced Class

Swords Card
Benefit: You can now use Longswords without penalty and at a +1 bonus as if you had Weapon Focus with the weapon.
Special: You can take the Sword-Mage Advanced Class

Matthew
2007-06-22, 09:44 PM
The Fool is that joins a long list of ways to boost Bluff. I like the idea, though.

The Empress seems way too powerful for my liking.

The Lovers strikes me as a hell of an odd Feat. Sexual Healing is often suggested, but I have to say I don't like the idea. There are surely better uses for this card.

Some of these Feats, such as Judgement seem comparatively powerful when measured against others. For the most part, I think they are otherwise okay and pretty interesting.

Deepblue706
2007-06-23, 12:36 AM
I like the Sabin quote. Sabin was badass. Though, I wish he was still called "Mash".

This is pretty interesting, but I dislike a few of the "cards".

I thought The Fool was supposed to express a creative and imaginative, if naive, spirit. I don't think it should actually require a low INT, nor is it thematically appropriate to give Bluff benefits. But, I guess it keeps with the spirit of someone stupid, which may be good enough.

I thought The Magician was supposed to have mastery of everything. But, again, the name and benefits outside of the tarot could fit okay.

Where's The Hermit?

The Devil seems a bit silly. Wasn't this supposed to signify surrendering to passions and greed? It means you need to make changes, not that you're a bad person. Fixing it to be involved with Hell is not something I like. Make it less directly involved.

I also don't like the vampire ones, or anything that talks about monsters explicitly. I don't think they should be as thoroughly implemented.

Pentacles are also often seen as Coins - cards with Pentacles are generally show of pragmatism or concern for wealth. I don't understand the benefit.

Cups were generosity, and friendliness. Again, don't understand the benefit.

Swords were all about courage, conflict, science and intellect. Again, don't understand the benefit.

Staves/Wands were wisdom, experience, and trials.

It's a decent effort, but I would have thought these to be more interesting if their benefits were based on the deeper meanings of the cards.

Jibar
2007-06-23, 02:02 AM
I like the Sabin quote. Sabin was badass. Though, I wish he was still called "Mash".

I was thinking, end of the world, who'd live through it? Sabin of course!


This is pretty interesting, but I dislike a few of the "cards".

I thought The Fool was supposed to express a creative and imaginative, if naive, spirit. I don't think it should actually require a low INT, nor is it thematically appropriate to give Bluff benefits. But, I guess it keeps with the spirit of someone stupid, which may be good enough.


The Fool is that joins a long list of ways to boost Bluff. I like the idea, though.

I'll admit I'm not happy about the Fool either. Of all of them it seems to be the less special.
Any suggestions?


I thought The Magician was supposed to have mastery of everything. But, again, the name and benefits outside of the tarot could fit okay.

Well... Prestidigitation is one of those things which has really annoyed me. The spell is quite frankly pointless, and yet you have to waste a 0th level spell slot for it? I thought putting it into a feat would be better, and the Magician seemed appropriate.


The Empress seems way too powerful for my liking.

From what I've gathered you are not too familiar with the Modern setting, so I'll explain a bit here.
Making a reputation check can provide you with +4 bonuses on Bluff, Diplomacy, Gather Information, Intimidate and Perform. However, it can also grant you a -4 penalty if the target would not be impressed by your repuation.
The feat Renown adds +3 to your reputation bonus without prerequisite. The Empress gives you a bonus only when dealing with a specific kind, and carries a prerequisite.
Reputation itself is a double bladed sword, and in this campaign setting the main supernaturals, Werewolves, Vampires and Mages do not get along. Repuation could possibly do you more ill than good when dealing with a kind other than your own.


Where's The Hermit?

Oh God damn it.


The Devil seems a bit silly. Wasn't this supposed to signify surrendering to passions and greed? It means you need to make changes, not that you're a bad person. Fixing it to be involved with Hell is not something I like. Make it less directly involved.

Heaven and Hell are both major players in the Campaign setting, and they do get involved. Thus I wanted to tie some of th feats in with this, and the Devil seemed appropriate.
I'm not working with their deeper meanings, but what they represent to the common man. Not everyone who comes to Modern is going to know what each tarot card represents.
However, I'll have a look at making a set based on the meanings later.


I also don't like the vampire ones, or anything that talks about monsters explicitly. I don't think they should be as thoroughly implemented.

Six of these feats are meant to prerequisites for Advanced Classes, to represent the precise training you'd have to undergo, The Star is one of them. Changing templates into Advanced Classes is difficult at best, so I'm trying to change some of the abilities into feats instead.
Should I take out the prerequisites involving the vampire bite then, to make it more player friendly?


The Lovers strikes me as a hell of an odd Feat. Sexual Healing is often suggested, but I have to say I don't like the idea. There are surely better uses for this card.

I am aware of just how wierd it is. I felt for a player trying to play a suave, charmer sort of character it would be useful. I am however open to better suggestions.


Pentacles are also often seen as Coins - cards with Pentacles are generally show of pragmatism or concern for wealth. I don't understand the benefit.

Cups were generosity, and friendliness. Again, don't understand the benefit.

Swords were all about courage, conflict, science and intellect. Again, don't understand the benefit.

Staves/Wands were wisdom, experience, and trials.

It's a decent effort, but I would have thought these to be more interesting if their benefits were based on the deeper meanings of the cards.

These four are prerequisites for four other Advanced Classes, and as so they more represent these classes than they do the original class.
As I said though, I may give it a go at making feats for the meanings.


Some of these Feats, such as Judgement seem comparatively powerful when measured against others. For the most part, I think they are otherwise okay and pretty interesting.

I need to do some more background on the setting really. The Major Theological planes, Good, Evil, Order and Chaos, have representatives who are basically the powers in some kind of form.
Meeting an opponent of one of these types should be extremely rare, making this character rather specialised towards these kinds of opponents.
I was thinking about bumping up the prerequisite, but I wasn't sure.

Really, no complaints about The World? That was my biggest concern.

Matthew
2007-06-23, 02:08 AM
Whoops, sorry Jibar, I wrote The Empress, but I meant The High Priestess. I'm not very familiar with Modern, no, just what I have understood from reading the MSRD and an article here and there.

The World seems okay to me. It is a tenth level deal, after all.

Jibar
2007-06-23, 02:12 AM
Whoops, sorry Jibar, I wrote The Empress, but I meant The High Priestess. I'm not very familiar with Modern, no, just what I have understood from reading the MSRD and an article here and there.

The World seems okay to me. It is a tenth level deal, after all.

Ahhhh.
Oooo.
You might not be liking the Witch Advanced Class then. They were going to get healing based on Spellcraft checks...

Matthew
2007-06-28, 06:06 PM
Heh, well, I will keep an eye out for it anyway.

WillWolf
2007-06-28, 06:50 PM
Hmm interesting.

I actually don't mind these cards (as in I am not personally insulted), buuuuut almost none of these cards have anything to do with the modern representations sooo as such you may have people get rather confused if they transfer what they see here to what is in the real life. I do realize that this is a fantasy setting, but it may get confusing and as such I suggest a warning at the top of the set. I would personally prefer if the meanings were in the modern sense instead of the rather, well, literal translation of the card, but as it just requires tweaking you may not. Your decision.

Either way being foolish would be required as a low wisdom score, not to mention, it doesn't make sense to have it be 13 which is above average being considered foolish (unless your rather cynical =P).

Shouldn't it be heal and not Treat Injury for the high priestess?

Hierophant maaay require a prerequisite.

The Empress may need a pre-requisite of dealing with a creature that understands you are famous, thus a creature with an Int score of ___ or a d20 reconization check against you.

Why would being royal make you a better spell-caster?

The Lover's actually sounds good, but I would suggest a 'once a day' addition to it.

Death may require a higher pre-requisite. May I suggest BAB of +2 or +3?

Temperance's description is emotions and body, but the body is the only thing mentioned in the benefits.

Other than that it sounds well decent.