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View Full Version : D&D 3.x Class The Omen (WoO to 3.5 conversion) [WIP]



Jormengand
2015-01-07, 09:50 PM
Yes, I'm insane. I accept this.

I have made all the Vespitole cards, and the basic mechanics. So, yeah, I know this is silly, but if you have any obvious improvements (that don't involve scrapping everything), fire away!


The Omen
LevelBABHighMedLowSpecial
Common
Uncommon
Scarce
Rare
Epic
1st+0+2+1+0Cards, Faction Hero
8
2
0
0
0
2nd+1+3+1+0
9
3
1
0
1
3rd+2+3+2+1
10
4
2
1
1
4th+3+4+2+1
11
5
3
1
2
5th+3+4+3+1Hero Card
12
6
4
2
2
6th+4+5+3+2
13
7
5
3
3
7th+5+5+3+2
14
8
6
3
3
8th+6/+1+6+4+2
15
9
7
4
4
9th+6/+1+6+4+3
16
10
8
5
4
10th+7/+2+7+5+3
17
11
9
5
5
11th+8/+3+7+5+3Hero Card
18
12
9
6
5
12th+9/+4+8+6+4
19
13
10
7
6
13th+9/+4+8+6+4
20
14
11
7
6
14th+10/+5+9+6+4
21
15
12
8
7
15th+11/+6/+1+9+7+5
22
16
13
9
7
16th+12/+7/+2+10+7+5
23
17
14
9
8
17th+12/+7/+2+10+8+5Hero Card
24
18
15
10
8
18th+13/+8/+3+11+8+6
25
19
16
11
9
19th+14/+9/+4+11+8+6
26
20
17
11
9
20th+15/+10/+5+12+9+6
27
21
18
12
10

Alignment: Vespitole: Any lawful, Metris: Any chaotic, Daramek: Any nonlawful, Endazu: Any nonchaotic
Hit Die: 1d8

Class Skills:
The class skills of the Omen (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (alchemy) (Int), Decipher Script (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (all skills taken individually) (Int), Perform (Cha), Profession (Wis), Speak Language (None), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier

Weapon and Armour proficiency
The Omen is proficient with all simple and martial weapons, and light armour.

Cards (Su)
Omens are capable of using cards, which are physical manifestations of their will and alliances. An Omen starts play with six common cards and four uncommon cards, which are chosen from one of the four factions. You also start with ten normal coins.

At the beginning of each combat, you make a deck with ten non-coin cards in, and an inventory with ten coins in. You then draw four coins from the inventory at random, and put them in your hand. Finally, you draw four cards from the deck, and put them into your bank in order - the first drawn goes at the bottom.

You may take your card-game turn as a standard action, allowing you to play cards in your hand, buy cards from the bank, and spend resources. At the end of each turn, you draw three cards from random locations in your inventory (shuffling before each draw). Then, you put a random card from your deck into the top of the bank, and remove the lowest card if there are now five, putting said card back in the deck. Cards often have effects such as summoning creatures or attacking an opponent, but many cards give you resources. These resources are gold, food, skulls and magic.

Gold can be used to buy cards from the bank - if you have enough to pay the card's cost, you can buy it. Put the card back in the deck, but then put a card into your hand that's a copy of that card. You can then play it as normal. Food is used to heal any creature in the same combat for 1d6 damage (Regardless of whether or not it's undead), and also often has special effects when you feed a creature summoned with a card. Skulls can be used to deal 1d6 damage to a creature in the same combat, and magic can be used for any of these purposes.

When you play a card, it might stay on the field, such as if it summons an ally, or it might go back in your deck. Metris cards are destroyed when you play them, but are very cheap; Vespitole cards draw a new card from the inventory whenever you play them but are very expensive.

Example: Jaira is a first-level Omen, who has chosen a Vespitole hero, Cardinal Pocchi, and the following cards: Courtly Intrigue, Embargo, Collect Taxes, Vintner, Serf, Spice Route, Trade Company, Prayer, Militia, Wealthy Patron. She also has 10 basic coins in her inventory, which give her +1 gold when she plays them. Cardinal Pocchi gives her +1 gold each turn.

She randomly selects courtly intrigue, collect taxes, serf and prayer and puts them into her bank. She then draws four coins. On her first turn, she draws the four coins, and then plays three of them, giving her a total of 4 gold - 3 for the coins, and 1 for Cardinal Pocchi - which she could use to buy Serf, but chooses not to. At the end of her turn, she draws three cards, and chooses a random card from her deck - Militia - to go on the top of her bank, pushing the courtly intrigue from the bottom back into the deck.

She then completes her other action, a move action to back away from the creatures she's fighting, and waits for her turn to come up again.

When it does, Pocchi gives her another gold, and she plays two coins. She then uses her 6 gold to buy Collect Taxes from her bank. She loses 6 gold, puts Collect Taxes in the deck, and puts a copy of it into her hand. Collect Taxes can then be played to give her 1 gold, and draw another card from her inventory, in this case a coin. This means she now has three coins left, so she plays them all, and uses her 4 gold to buy Serf. Serf summons an ally, so the card stays with the ally until it dies. However, it draws an extra card when played, so it draws a card from her inventory - luckily for Jaira, it turns out to be Collect Taxes again, so she plays it and draws another coin. She doesn't play the coin, because it makes it more likely that she'll draw Collect Taxes next turn. At the end of the turn, she draws three coins, and re-stocks her bank with Embargo.

At the end of each combat, the Omen puts her cards away. She can spend any resources she has left, and she can finish her turn if the combat ended on her turn, but otherwise she loses all her resources and summoned allies.

As the Omen gains levels, she gains extra cards as shown on the table. She may either choose new cards for her faction, or upgrade old ones. Each card can be upgraded twice, and each upgrade reduces the cost by 1. The exception is epic coins, which simply replace one of the ten normal coins each when obtained. When making a deck, she can choose to include upgraded and unupgraded versions of the same card in the same deck, to make it more likely that she draws the correct card. Each time she goes into combat, she can make a new deck with any cards she owns.

Faction Hero
Each faction has four heroes whose fighting style the Omen can attempt to emulate. They give minor bonuses and determine your saving throw bonuses, as follows:

Vespitole Faction Heroes
Captain Listrata: Each turn, you get 1 food. High fortitude, medium reflex, low will.
Sofocatro: Each turn, you get 1 skull. High reflex, medium will, low fortitude.
Cardinal Pocchi: Each turn, you get 1 gold. High will, medium fortitude, low reflex.
Sister Ysadora: When you deal damage with cards, skulls or magic, you get 75% of that damage as hit points. Medium all saves.

Daramek Faction Heroes
Liet: Roll 1d6 for each card you play: on a 6, you get a random resource. High fortitude, medium will, low reflex.
Esra: If you would draw your hand, randomly draw an ally and then randomly draw the other cards. Medium all saves.
Mogesh: When you heal yourself using magic, sacrifice the ally with the highest health and deal damage equal to its hit points to a creature. High fortitude, medium will, low reflex.
Babarus: When you get food or skulls, roll a d4. If you roll a 4, you get magic instead. High will, medium reflex, low fortitude.

Metris Faction Heroes
Theodox: When you would destroy a card, there's a 10% chance you don't and it goes back to your inventory. High fortitude, medium will, low reflex.
Valdorian: Each turn, roll 1d4. On a 1, nothing happens, on a 2 or 3, you draw an extra basic coin and destroy it when used, on a 4 you draw a random card from table: random cards and destroy it when used. High will, medium reflex, low fortitude.
Birondelle: When you buy a card, you have a 20% chance to restock your bank. Medium all saves.
Gretta: You can take up to a quarter of the damage dealt to your allies. When you take damage, you deal a quarter of that damage back to your attacker. Medium all saves.

Endazu Faction Heroes
Raktaba'an: When you play an incantation, get 1 magic. Medium all saves.
Calipeth: When you play an inscription, it gets 1 charge. High reflex, medium fortitude, low will.
Jesmai: When you heal an anima with magic, it gets 1 charge even if it didn't need healing. High will, medium reflex, low fortitude.
Zalasair: You get +3 hit points per hit die. High fortitude, medium will, low reflex.

Hero Card
Each hero has a hero card. This card can't be levelled up normally, but is obtained at fifth level and levels up all on its own at 11th and 17th level. The hero cards are as follows:

Vespitole Faction Heroes
Captain Listrata: Merchant Guild
Sofocatro: Corruption
Cardinal Pocchi: Tithe
Sister Ysadora: Lead the Charge

Daramek Faction Heroes
Liet: Festival
Esra: Stampede
Mogesh: Sacrificial Lamb
Babarus: Shrine of Rebirth

Metris Faction Heroes
Theodox: Mayhem
Valdorian: Stratagem
Birondelle: Stolen Plans
Gretta: Tavern Wench.

Endazu Faction Heroes
Raktaba'an: Banishing Gust
Calipeth: Paper Vipers
Jesmai: Hedge Guardian
Zalasair: Ibshuk

Card List

Cards are placed into lists depending on their rarity and faction. Within this list, they will be written in the following format:

Name (Cost/Upgraded cost/Double Upgraded Cost)
Type - Subtypes.

Effect.

The types are Spell, Ally, Continuous, Permanent and Coin. The subtypes are only used to let other cards and heroes know what their effect works on, and they are Conspiracy, Underling, Poison, Bomb, Incantation, Inscription, Anima and Goetia.

A Spell takes its effect and then goes straight into your inventory again. Ally cards summon creatures, and return to your inventory when the creature dies. Continuous cards stay in play until they spend all their charges. Permanent cards stay in play until the end of the combat. Coins are essentially spells, except that they start in your inventory rather than your deck and you don't have to buy them.

Allies usually summon something based on the Generic Creature, which is a level 1 commoner with no equipment and all ability scores of 10. Summoned creatures don't have feats.

The exact effect of a card is written in its effect line.

Vespitole Commons

Collect Taxes 6/5/4
Spell

Draw a card. +1 gold.

Courtesan 6/5/4
Ally

Draw a card. Summon the Generic Creature. When you feed it, get +1 skull. At the start of your turn, if it's alive, get +2 skulls.

Courtly Intrigue 6/5/4
Spell

Draw a card. +1 skull.

Embargo 6/5/4
Spell

Draw a card. A creature you can see loses a random spell from its lowest-level non-zero level spell slot (usually first level).

Militia 5/4/3
Ally

Draw a card. Summon the Generic Creature, but it's a warrior and is equipped with a glaive.

Serf 4/3/2
Ally

Draw a card. Summon the Generic Creature.

Spice Route 6/5/4
Spell

Draw a card. +1 food.

Vintner 6/5/4
Ally

Draw a card. Summon the Generic Creature. While it's alive you can pay 2 gold to get +1 food. At the start of your turn, if it's alive, get +2 food.

Wealthy Patron 6/5/4
Ally

Draw a card. Summon the Generic Creature. When you feed it, get +1 gold. At the start of your turn, if it's alive, get +2 gold.

Vespitole Uncommons

Ballista 6/5/4
Ally

Draw a card. Summon the Generic Creature, but it's level 2, and can, as a standard action, deal 2d6 damage to a creature it can see.

Bounty 9/8/7
Spell

Draw a card. Immediately spend all your gold to deal damage as though they were skulls.

Bureaucrat 7/6/5
Ally

Draw a card. Summon the Generic Creature. Each turn, or when you feed it, a creature you can see loses a random spell from its lowest-level non-zero level spell slot (usually first level).
Fief 9/8/7
Spell

Draw a card. +2 gold.

Loan 5/4/3
Continuous

Draw a card. Get +8 gold. Each turn for 4 turns pay 2 gold (can make your gold negative). Then return Loan to the inventory.

Marshal 8/7/6
Ally

Summon the Generic Creature. Each turn, it copies the effects of all non-marshal creatures.

Masquerade Ball 9/8/7
Spell

Draw a card. +2 skulls.

Mercenary 8/7/6
Ally

Draw a card. Summon a second-level warrior with STR/DEX/CON 12 and INT/WIS/CHA 10 and armed with a greatsword and wearing leather armour.

Palisade 6/5/4
Continuous.

Draw a card. Palisade negates up to 7 damage before being returned to the inventory; you choose when to defend against damage and how much.

Prayer 7/6/5
Spell

Draw a card. +1 magic.

Supplicant 7/6/5
Ally

Draw a card. Summon the Generic Creature only it's second level. On your turn, or when you feed it, get +1 magic.

Trade Company 9/8/7
Spell

Draw a card. +2 food.

Vespitole Scarces

Benediction 11/10/9
Spell

Draw a card. Activate your hero's ability (unless your hero is Sister Ysadora) and the abilities of your allies, including marshals.

Catapult 8/7/6
Ally

Draw a card. Summon the Generic Creature only it's level 2 and can deal 3d6 damage as a standard action and the damage can't be prevented.

Corruption 13/12/11
Spell

Draw a card. +1 skull. For each skull, +1 gold.

Devotion 10/9/8
Spell

Draw a card. +2 magic.
Harvest 10/9/8
Spell

Draw a card. +1 food. For each ally, +1 food.

Malediction 11/10/9
Spell

Deal 1d6 damage to each enemy in combat with you.

Rampart 9/8/7
Continuous

Draw a card. Rampart negates up to 14 damage before being returned to the inventory; you choose when to defend against damage and how much.

Soldier 10/9/8
Ally

Draw a card. Summon a level 3 warrior with STR/DEX/CON 14 and INT/CHA/WIS 12 and armed with a glaive and wearing chainmail.

Sybilline Scrolls 6/5/4
Spell

Draw three cards. You must play one; when you do, discard the others.

Synod 7/6/5
Continuous

Draw a card. For the next three turns, you restock your bank with two cards instead of one.

Usury 5/4/3
Continuous

Lose 4 gold (this can make your gold negative). For 4 turns, get 2 gold. Then put Usury back in your inventory.

Vespitole Rares

Banker 7/6/5
Ally

Draw a card. Each turn, +1 gold for each coin card in your hand.

Bishop 10/9/8
Ally

Draw a card. Summon the Generic Creature but it's third level. Each turn +1 each resource.

Holy Wrath 14/13/12
Spell

Draw a card. +1 magic. For each magic, deal 1d6 damage to a creature in combat with you.

Inquisitor 14/13/12
Ally

Draw a card. Summon the Generic Creature but it's second level. Each turn, or when you feed it, it does 1d6 damage to a creature in combat with you and +1 skull.

Knight 12/11/10
Ally

Draw a card. Summon a 4th-level knight with a warhorse and heavy flail, both knight and horse wearing plate armour. The knight has STR/DEX/CON 16, INT/WIS/CHA 14.

Liturgy 11/10/9
Spell

Draw a card. +1 magic. For each ally, +1 magic.

Miracle 13/12/11
Spell

God gives you a card.

Roll on the random card table 1d6 times, and choose any of the resulting cards. Put a copy of that card in your hand and miracle in your inventory.

Tribute 12/11/10
Spell

Draw a card. +1 each resource.

Warship
Ally

Draw a card. You summon the generic ally only it's fifth level and can deal 5d6 damage to a creature in the same combat as a standard action.

Vespitole Hero Cards

Lead the Charge 8/7/6
Spell

Draw a card. Deal 2d6 damage to a creature in the same combat and the damage can't be prevented.

Merchant Guild 13/12/11
Spell

Draw a card. +1 food. For each food, +1 gold.

Spy Network 10/9/8
Spell

Draw a card. +1 skull. For each ally, +1 skull.

Tithe 10/9/8
Spell

Draw a card. +1 gold. For each ally, +1 gold.

Epic Neutral

All coins have the following:

Coin
Coin

+1 gold.

The following epic coins have additional effects; you may take more than one copy of the same epic coin. To see whether the additional effect activates, roll a d20 and consult the target number of the coin.

Bantling Crown: 16+ deal 1d6 damage.
Champion's Paiza: 19+ Restock your bank with card from the random card table.
Cross and Pile: 16+ +1 random resource.
Diviner's Charm: 19+ draw a card
Fecund Charm: 19+ summon a minion which is a copy of argoreth flower and destroy it when killed. Unlike other allies, the coin itself returns immediately to your inventory.
Ferryman's Toll: 17+ +1 skull
Obol Cornucopia: 17+ +1 food.
Serpent's Seal: 16+ Feed your hero magic
Vicar Doubloon: 17+ +1 gold
Wishing Coin: 18+ +1 magic.