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Milo v3
2015-09-24, 11:11 AM
Cartomancer - Occultist Archetype
Possessing a specially designed deck that is attuned to the occult, cartomancers can perform magic with a simple card draw.

Professional: At 2nd level, a cartomancer gains a bonus on all Profession (Gambler) checks equal to his cartomancer level, and can make Profession (Gambler) checks as if Intelligence was it's key skill. This ability replaces magic item skill

Spellcasting: The cartomancer's selection of spells is limited. For each arcana card he has currently in his "hand", he can add that arcana card's spell list of each level he can cast to his list of spells known. At 5th level and every 3 cartomancer levels thereafter (8th, 11th, and so on), a cartomancer can choose to learn a new spell in place of one already associated with one of his major arcana. In effect, a major arcana of the cartomancer loses the old spell in exchange for the new one. The new spellís level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level cartomancer spell the cartomancer can cast. The spell learned must come from the same list of spells provided by the implement school of the spell lost, but can otherwise be from the occultist or sorcerer/wizard spell lists. A cartomancer can swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for that level. This alters and modifies the spellcasting ability.

Focus Powers: The base focus powers of a cartomancer's available schools apply to the cartomancer as if they were wearing or wielding the schools implement, as long as they have an major arcana card in their hand that is associated with that school. This alters and modifies the focus powers ability.

Major Arcana (Su): At 1st level, a cartomancer learns to use two implement schools. At 2nd level and every 4 levels thereafter, the cartomancer learns to use one additional implement school, to a maximum of seven schools at 18th level. Each implement school allows the cartomancer to access the power within the major arcana associated with that school. He canít use spell trigger or spell completion magic items from unknown schools without succeeding at the appropriate Use Magic Device check. A cartomancer cannot select an implement school more than once in order to learn additional spells from the associated school.

Each implement school is represented by a small number of major arcana cards. Once per round as a free action the cartomancer draws one card from a tarot deck consisting of the major arcana suit and add it to his "hand". This hand takes up one-hand, can hold a number of major arcana at any one time equal to the number of spell levels you can cast, and grants focus powers and determines the cartomancer's current spells known. If your hand is full, you cannot draw a card. At the end of your turn, any major arcana card in your hand that is from a school you cannot access is lost from your hand and placed at the bottom of your deck. When you cast a spell from one of your major arcana card's spell lists, that card is lost from your hand, placed at the bottom of your deck and your deck must be shuffled. Whenever you use a focus power from a major arcana card in your hand, you can choose to remove that card from your hand and place it at the bottom of your deck.

As part of the free action to draw the cartomancer can try to draw a specific card through pure willpower. When attempting this they select a spell on that major arcana card's spell list, and the cartomancer must attempt a concentration check (DC = 20 + the spellís level). If this check succeeds, they successfully draw the major arcana card that was desired, but the cartomancer cannot cast any spells from that card's spell list aside from the one selected to determine the concentration check.

The suit of major arcana cards used in this ability can be purchased as if it was an implement. Finally, as a free action, the cartomancer can shuffle their deck. This ability replaces implements.

The Fool: When the fool card is drawn the cartomancer does not gain any spells known or focus powers, instead the card simply remains in the hand until the cartomancer expends a swift action to swap it for any other card from his deck. Once the cartomancer has swapped out his fool major arcana card, shuffle the deck.

Major Arcana
1 - The Magus - Special
Note: When this card is drawn, you must choose whether it counts as an Illusion or Transmutation arcana card.

Illusion
0 Ghost Sound
1 Vanish
2 Invisibility
3 Major Image
4 Shadow Conjuration
5 Shadow Evocation
6 Mislead

Transmutation
0 Mage Hand
1 Animate Rope
2 Levitate
3 Water Breathing
4 Stone Shape
5 Telekinesis
6 Animate Objects

2 - The Priestess - Divination

0 Guidance
1 Comprehend Languages
2 Augury
3 Blood Biography
4 Divination
5 Commune
6 Find the Path

3 - The Empress - Conjuration

0 Stabilize
1 Cure Light Wounds
2 Lesser Restoration
3 Cure Serious Wounds
4 Restoration
5 Breath of Life
6 Heal

4 - The Emperor - Enchantment

0 Daze
1 Lock Gaze
2 Oppressive Boredom
3 Hold Person
4 Lesser Geas
5 Dominate Person
6 Geas

5 - The Heirophant - Abjuration

0
1
2
3
4
5
6

6 - The Lovers - Illusion/Necromancy
Note: When this card is drawn, you must choose whether it counts as an Illusion or Necromancy arcana card. The choice made can be changed as a move-action.

0
1
2
3
4
5
6

7 - The Chariot - Evocation

0
1
2
3
4
5
6

8 - Lust - Enchantment

0
1
2
3
4
5
6

9 - The Hermit - Divination

0
1
2
3
4
5
6

10 - Fortune - Evocation
Special: When this card is drawn, roll 1d4 to determine the energy type of the damage dealt by this major arcana's spells. 1 results in acid being the damage type, 2 results in cold, 3 results in electricity, and 4 results in fire. The spells cast also lose their normal descriptor from their damage type and gains the descriptor associated with the new damage type.

0
1
2
3
4
5
6

11 - Adjustment - Abjuration

0
1
2
3
4
5
6

12 - The Hanged Man - Necromancy

0
1
2
3
4
5
6

13 - Death - Necromancy & Transmutation
Note: When this card is drawn, you must choose whether it counts as a Necromancer or Transmutation arcana card. Whenever you use a focus power via this major arcana but decide to keep this card in your hand, the major arcana this card counts as changes to it's alternate major arcana.

0
1
2
3
4
5
6

14 - Art - Abjuration

0
1
2
3
4
5
6

15 - The Devil - Enchantment

0
1
2
3
4
5
6

16 - The Tower - Evocation

0
1
2
3
4
5
6

17 - The Star - Conjuration

0
1
2
3
4
5
6

18 - The Moon - Illusion

0
1
2
3
4
5
6

19 - The Sun - Transmutation

0
1
2
3
4
5
6

20 - The ∆on - Conjuration

0
1
2
3
4
5
6

21 - The Universe - Divination

0
1
2
3
4
5
6