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
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