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Lord_Gareth
2008-09-27, 02:15 PM
Tarot Trickster

"There's nothing like pulling the wool over someone's eyes - especially when, every now and then, it's Fate Itself as your mark."
- "Lucky" Valerie Valentine

Tarot Trickster
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+2|
+2|Nothing Up My Sleeve, All Aces, Card Toss

2nd|
+1|
+0|
+3|
+3|Lady Luck's Kiss

3rd|
+2|
+1|
+3|
+3|Suit Mastery (Clubs)

4th|
+3|
+1|
+4|
+4|Deck Storm, Fortune's Cornucopia

5th|
+3|
+1|
+4|
+4|Suit Mastery (Hearts)

6th|
+4|
+2|
+5|
+5|Fate in the Cards

7th|
+5|
+2|
+5|
+5|Suit Mastery (Diamonds)

8th|
+6/+1|
+2|
+6|
+6|Cheater's Luck

9th|
+7/+2|
+3|
+6|
+6|Suit Mastery (Spades)

10th|
+7/+2|
+3|
+7|
+7|Gamble with Fate[/table]


A flamboyantly dressed man in a bright cloak and intriguing hat stands on a street corner. For a crowd of astonished onlookers, he sets a deck of ordinary playing cards on the ground. With a flick of his wrist, a card leaps up from the top of the deck. He grins and reveals a ten of diamonds.

"Someone here," he says dramatically, "is about to be very wealthy."

He flicks the card at a peasant man, and it explodes into a shower of golden coins. The crowd claps, amazed.

He gives away money for the whole show, but at the end of it, he's the wealthiest man there.

Tarot Tricksters are a strange bunch of former spellcasters who take an intense interest in fate and luck as translated through the humblest of tools - playing cards and tarot decks. They give up their spellcasting ability in order to delve further into the strange magic of the cards, using them to bend fate, time, luck, and even the very world around them. Many come across as flamboyant braggarts, but most are actually fairly secretive individuals, not wanting to be bothered by the unwashes masses.

Requirements
In order to qualify as a Tarot Trickster, a character must meet the following criteria.
Skills: Sleight of Hand 9 ranks, Profession (Gambler) 9 ranks.
Feats: Quick Draw
Spellcasting: Must be able to cast 2nd level arcane or divine spells.
Special: A prospective Tarot Trickster must have his fortune told by an unbiased, truthful party before Lady Luck will bestow her blessings upon him.
Special: A prospective Tarot Trickster must not be immune to ability damage or drain.


Class Features

Hit Dice: D6

Class Skills: Appraise (Int), Bluff (Cha), Craft (Int), Disguise (Cha), Forgery (Int), Knowledge (Local) (Int), Profession (Gambler) (Wis), Sense Motive (Wis), Sleight of Hand (Dex).

Skill Points Per Level: 2 + Intelligence modifier

Weapon and Armor Proficiency: Tarot Tricksters are proficient with their own cards. They gain no new armor proficiencies.

Nothing Up My Sleeve (Su): Tarot Tricksters can conceal small objects on their body, even if they have nothing to conceal them with, and draw them forth as a free action (as though drawing a weapon with the Quick Draw feat). Even if he does not possess one, a Tarot Trickster may draw a deck of playing cards in this fashion as a standard action that provokes attacks of opportunity. The deck vanishes in one hour.

All Aces (Su): The Tarot Trickster is favored by Lady Luck, and gains a +4 luck bonus on all Perform, Profession (Gambler), and Sleight of Hand checks. Once per day, he can declare that he is using this ability and gain a +2 luck bonus on all rolls for a number of rounds equal to their class level.

Card Toss (Su): A Tarot Trickster may draw a card from the top of any deck and throw it as a ranged weapon, dealing 1d6 points of slashing damage and a range increment of 5 feet and threatening a critical on a 20. This counts as drawing the card for the purposes of class abilities, decks of illusion, decks of many things, and other card-based items.

Lady Luck's Kiss (Su): Starting at second level, the Tarot Trickster benefits from Lady Luck's favor, gaining a +2 luck bonus to armor class and Reflex saves.

Suit Mastery (Su): Starting at third level, and every two levels thereafter (5th, 7th, and 9th), the Tarot Trickster gains mastery of a cetain suit of cards. Whenever he draws a card from a suit he has mastery over, a certain effect takes place depending on the card, as explained below.

Suit Mastery Effects
Clubs
The Clubs are the suit of war and warfare, and the Tarot Trickster masters their arts first, at third level.

Numbered: If the Tarot Trickster draws a numbered card from the Clubs suit, add that number to his attack and damage rolls for the next round (including throwing that card with his Card Toss ability). He takes one point of untyped damage, ignoring damage reduction.

Jack: The Jack of Clubs is a potent warrior, and it calls one for the Tarot Trickster. Whenever he draws a Jack of Clubs, he may choose to summon a Large Earth Elemental that serves him for one round per class level before returning to the Elemental Plane of Earth. If the Tarot Trickster chooses to summon the elemental, he takes 1d8 points of untyped damage, ignoring damage reduction.

Queen: The Queen of Clubs is a vicious tyrant, getting her way through sheer brute force. Drawing her deals one creature of the Tarot Trickster's choice 1d6 points of force damage per class level, so long as that creature is within 30 feet of the Tarot Trickster. The Tarot Trickster takes 2d8 points of untyped damage, ignoring damage reduction, and develops a splitting headache, inflicting a -2 penalty to all attack rolls, ability checks, saving throws and skills checks for a number of rounds equal to their class level.

King: The King of Clubs is a lot like his son the Jack, but his servants are rather more powerful. Drawing the King of Clubs allows the Tarot Trickster to summon a Force Golem (Monster Manual 5) that will serve him faithfully for one round per class level before returning from whence it came. The Tarot Trickster takes 3d8 points of untyped damage, ignoring damage reduction, and develops a splitting headache, inflicting a -2 penalty to all attack rolls, ability checks, saving throws and skills checks for a number of rounds equal to their class level.

Ace: The Ace of Clubs hits foes where it hurts the most - their mind. A single being within 40 feet of the Tarot Trickster must succeed at a DC 25 Will save or be affected as though by feeblemind. The Tarot Trickster recieves 1d6 points of damage to their intelligence and wisdom scores.

Hearts
The Hearts are a suit of love and comfort. The Tarot Trickster masters their arts at 5th level.

Numbered: Whenever the Tarot Trickster draws a numbered Hearts card, they lend him some of their soothing touch. The Trickster may heal a single being within 30 feet of 1d6 points of damage per class level. In doing so, the Tarot Trickster takes a -2 penalty to attack and damage rolls for a number of rounds equal to his class level.

Jack: The Jack of Hearts is a notorious rake, leaving behind a string of broken hearts and false promises. When the Tarot Trickster draws the Jack of Hearts, one creature within 30 feet is affected as though by charm monster (DC = 10 + Tarot Trickster's class level + intelligence modifier) as the victim falls madly in love with him for a number of rounds equal to his class level. The Tarot Trickster takes a -4 penalty to attack and damage rolls for a number of rounds equal to his class level.

Queen: The Queen of Hearts is a lady of kind words and soothing touches. When she is drawn, a mass cure serious wounds effect affects all allies within thirty feet of the Tarot Trickster, including the Trickster himself. The Trickster is unable to make physical attacks for a number of rounds equal to his half his class level, rounded up.

King: The King of Hearts is like his son the Jack, but he was an old hat at breaking hearts long before Jack was ever born. Drawing the King of Hearts affects one being within 30 feet of the Tarot Trickster as though by dominate monster (DC = 10 + Tarot Trickster's class level + intelligence modifier) for a number of rounds equal to his class level. The Tarot Trickster is completely unable to make physical or magical attacks (with the exception of those from his Suit Mastery ability) for a number of rounds equal to his class level.

Ace: The Ace of Hearts is ultimate healing and self-sacrifice. When it is drawn, every ally within 30 feet of the Tarot Trickster is affected as though by a heal spell (caster level equal to the Tarot Trickster's character level), and the Tarot Trickster then takes 1d6 points of strength and constitution damage.

Diamonds
The house of Wealth and Protection, the suit of Diamonds is the third a Tarot Trickster masters, at level 7.

Numbered: The lowliest of Diamond cards, the numerical cards of this suit create fool's gold. When drawn and tossed gently, they explode into a shower of gold coins (1d30 coins). These coins dissapear after one hour per class level. The Tarot Trickster takes a -4 penalty to all charisma-based checks for one hour.

Jack: The Jack of Diamonds is a noble knight that protects those he cares for. When drawn, he confers a deflection bonus equal to the Tarot Trickster's intelligence modifier on all allies within 30 feet, including the Trickster himself. This protection lasts for a number of rounds equal to the Tarot Trickster's class level. The Tarot Trickster recieves a -2 penalty to damage rolls and saving throws for a number of rounds equal to their class level.

Queen: The Queen of Diamonds is a lady of great wealth and much luxury. Drawing the Queen of Diamonds produces a single flawless diamond worth approximately 500 G.P., which vanishes after one hour per class level. The Tarot Trickster takes a -6 penalty to all charmisma-based checks while the diamond exists.

King: The King of Diamonds is much like his son, but has greater power to call to his command. When the Tarot Trickster draws a King of Diamonds, all allies within 30 feet of him are affected as though by mage armor, shield and stoneskin, each lasting for a number of rounds equal to his class level. The Tarot Trickster recieves a -6 penalty to all damage rolls and saving throws for a number of rounds equal to their class level.

Ace: The Ace of Diamonds calls forth the greatest wealth of all - a helping hand. Drawing the Ace of Diamonds deals the Tarot Trickster 1d6 points of Wisdom and Charisma damage and calls forth a Huge Earth Elemental to serve them faithfully for one round per class level.

Spades
Spades are the House of Death, and the last a Tarot Trickster learns, at level 9.

Numerical: Drawing the least of the Reaper's Cards, the Tarot Trickster bestows 1d4 negative levels upon a single living creature within 30 feet. The Tarot Trickster recieves 2d8 negative energy damage.

Jack: The Jack of Spades is a ruthless assasin and murderer, and his cadre is known to leave more dead witnesses than live ones. When he is drawn, the Tarot Trickster summons 2d4 wraiths, which serve him faithfully for one round per caster level, returning from whence they came afterwards. Drawing the Jack of Spades deals the Tarot Trickster 4d8 points of negative energy damage.

Queen: The Queen of Spades is a lady of shrouds and grief, and the Angel of Mercy. When drawn, she creates a circle of death effect (caster level is equal to the Tarot Trickster's character level) centered on the Tarot Trickster. Drawing this card deals the Tarot Trickster 1d4 points of constitution damage.

King: The King of Spades is a lord of dripping blood and sharpened blades, a backstabber without equal. When the Tarot Trickster draws the King of Spades, it summons either 3d4 wraiths, 2d4 specters, or 1d4 dread wraiths, which serve her faithfully for one round per class level. Drawing the King of Spades deals the Tarot Trickster 5d8 points of negative energy damage.

Ace: The Card of Death itself, the Ace of Spades slays a single living creature within 30 feet of the Tarot Trickster when drawn (no save). The Tarot Trickster recieves 1d6 points of damage to his strength, dexterity, and constitution scores when he draws this card.

Deck Storm (Su) - Once per encounter, the Tarot Trickster may take a full-round action and throw one card at every enemy within range, rolling seperate attack rolls for each. This ability does not count as drawing the cards.

Fortune's Cornucopia (Su) - Once per day, the Tarot Trickster may divine his own future through a tarot reading that takes one hour. At the end of this ritual, he draws two cards and recieves the highest value among the two as a floating bonus pool that can be applied in bits and pieces to any attack rolls, damage rolls, skill checks, ability checks, and saving throws as a free action that becomes part of the action. Numerical cards are worth the value on them, jacks are worth 11, queens 12, kings 13, and aces 14. This ability cannot be used in conjunction with Cheater's Luck.

Example - "Lukcy" Valerie Valentine does her reading and flips up a Jack and a 7. She gains a floating pool of 11 points which she may apply in part or in whole to her rolls for 24 hours.

Fate in the Cards (Su) - Whenever the Tarot Trickster benefits from his Suit Mastery ability, he gains a +2 luck bonus to all rolls until end of turn.

Cheater's Luck (Su) - Once per day per point of intelligence modifier, the Tarot Trickster may, instead of drawing a card at random, draw any card he wishes out of his deck.

Gamble with Fate (Su) - Once per day, when the Tarot Trickster would otherwise die or be destroyed, they can gamble with Fate Itself to avert their doom. The Tarot Trickster rolls a Profession (Gambler) check (DC 30) whenever he would be killed or destroyed. Success means that he may draw a single card from the top of his deck. If the card is anything but a spade, he takes no damage and the effect passes harmlessly by, doing absolutely nothing to him.

A Note on Drawing Cards - A Suit Mastery ability without the word "may" in its description must be used. Simply drawing a card and doing nothing with it is a move action that provokes attacks of opportunity. What the Trickster does with the card is up to him after that - throw it, burn it, discard it. However, he cannot add it to his deck again unless he adds all other missing cards as well - Lady Luck doesn't like cheaters.

SilentNight
2008-09-27, 02:41 PM
This is very nice, I love it. I am concerned as to how balanced they are though. I'm a little confused though as to how their different card abilities work. Do they have to draw every card from a deck before they can reset or no? It could use some clarification. Nice job though.

BRC
2008-09-27, 02:44 PM
Can I just say that this was very lucky. I recently introduced my PC's to a nemesis named "The Gambler" who this class is perfect for in many ways (Although the Ace of Spades seems a little overpowered, especially when combined with Cheaters Luck.), and I don't have the MM V for the King of Clubs. The only other problem is that all the Suit Mastery abilities have a chance of making an encounter against him highly anticlimactic.

Also, the Necropolitan template would cause this class to be fairly unbalanced (alright, they would have trouble if they drew a hearts card, but few of the other side effects would touch them.)

Lord_Gareth
2008-09-27, 02:50 PM
This is very nice, I love it. I am concerned as to how balanced they are though. I'm a little confused though as to how their different card abilities work. Do they have to draw every card from a deck before they can reset or no? It could use some clarification. Nice job though.

They can put the cards back in if they can retrive them all, or simply make a new deck.

Proven_Paradox
2008-09-27, 02:57 PM
I'd have to really, really analyze things to judge balance under normal circumstances--any class that grants benefits at the cost of penalties can be tricky to balance. However, put this into the hands of, say, any undead, and this class--especially the spade cards--becomes utterly, terrifyingly broken. Negative energy would actually HEAL such a character, and the ability score damage that theoretically balances the stronger abilities does nothing to those immune to that kind of damage. I would recommend you perhaps put a clause in the prereqs that state that a character must be of a type damaged by the drawbacks--off the top of my head, that limits you to humanoids, goblinoids, giants, animals, magical beasts, and outsiders.

Lord_Gareth
2008-09-27, 02:57 PM
Also, the Necropolitan template would cause this class to be fairly unbalanced (alright, they would have trouble if they drew a hearts card, but few of the other side effects would touch them.)


"The homebrewer shall not be responsible for what munchkin bastards do to his/her class, so long as said class is reasonably balanced for the average player/

And that's what I say to that.

Proven_Paradox
2008-09-27, 02:58 PM
I think something so obviously exploitable as this should be addressed, myself.

Lord_Gareth
2008-09-27, 03:02 PM
Yeah, I just closed that loophole ^_^ The negative energy/positive energy thing can stay as-is, though.