[QUOTE=Lord_Gareth;5536797]
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 1/encounter, Card Toss, Suit Mastery (Clubs) [Hand of 1]
2nd|
+1
|
+0
|
+3
|
+3
|Lady Luck's Kiss +1
3rd|
+2
|
+1
|
+3
|
+3
| Suit Mastery (Hearts) [Hand of 1]
4th|
+3
|
+1
|
+4
|
+4
| Fortune's Cornucopia
5th|
+3
|
+1
|
+4
|
+4
| Suit Mastery (Diamonds) [Hand of 2], All Aces 2/encounter
6th|
+4
|
+2
|
+5
|
+5
|Trust in the Cards, Lady Luck's Kiss +2
7th|
+5
|
+2
|
+5
|
+5
| Suit Mastery (Spades) [Hand of 2]
8th|
+6/+1
|
+2
|
+6
|
+6
|Royal Flush
9th|
+7/+2
|
+3
|
+6
|
+6
|Suit Mastery (Jokers) [Hand of 3], All Aces 3/encounter
10th|
+7/+2
|
+3
|
+7
|
+7
|One Final Ace, Lady Luck's Kiss +3[/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.
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: 4 + 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. Additionally, a Tarot Trickster can perform minor magic tricks with a deck of ordinary cards, causing them to disappear, change color, turn into a shower of coins, or any other effect that could be duplicated by a Prestidigitation spell. Such effects wear off after 1 hour, often upsetting those left with a few scraps of shredded card instead of a nice pile of cash.
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. Additionally, once per encounter, as an immediate action, the Tarot Trickster may re-roll a single d20 roll. He may use this ability 2/encounter at 5th level, and 3/encounter at 9th level.
Card Toss (Su): As a standard action a Tarot Trickster may draw a card from the top of any deck and throw it at a target within 30ft. The attack is a ranged touch attack that deals 1d6 points of slashing damage per class level, overcomes damage reduction as if it were a magic weapon, and threatens a critical on a roll of 20. This counts as drawing the card for the purposes
decks of illusion,
decks of many things, and other card-based items.
Suit Mastery (Su): Starting at first level, and every two levels thereafter (3rd, 5th, 7th, and 9th), the Tarot Trickster gains mastery of a certain suit of cards. He gains a special deck of cards containing only those suites he has mastered. Once per round, as a swift action (or as a free action if using Card Toss), he may draw a number of cards from the deck equal to of less than his hand size and select one of them, triggering the effect related to the card drawn. When using this ability, he
must select a card. After choosing, he shuffles the cards back into the deck. The table of effects is detailed below. Save DCs are equal to 10 + the Tarot Trickster’s class level + the Tarot Trickster’s Charisma modifier.
Suit Mastery Effects
Spoiler
Show
ClubsSpoiler
Show
2-10 of Clubs: All allies within 30ft gain a Luck bonus on their next damage roll this round equal to the number drawn and a Luck bonus on their next attack roll this round equal to half the number drawn (rounded down).
Jack of Clubs: A single target within 30ft is panicked for 1 round/class level (Will negates)
Queen of Clubs: A single target within 30ft deals an additional 10 damage with all attacks for 1 round/level.
King of Clubs: A single target within 30ft takes 2d6 bludgeoning damage/class level and is stunned for 1d4 rounds (Fort reduces to 1)
Ace of Clubs: All enemies within 30ft take 2d6 bludgeoning damage/class level (Reflex half) and are dazed for 1 round.
HeartsSpoiler
Show
2-10 of Hearts: All allies within 30ft gain Fortune Points equal to the number drawn and a Luck bonus on their next saving throw this round equal to half the number drawn (rounded down). The Fortune Points function as temporary hit points, but do not stack with themselves; the higher value overwrites the lower.
Jack of Hearts: A single target within 30ft is dominated for 1 round/class level (Will negates)
Queen of Hearts: A single target within 30ft may, once per round, treat a single saving throw it rolled as a success. It may declare the use of this ability after it learns whether the save was a success. It gains this ability for 1 round/level.
King of Hearts: A single target within 30ft regains 15 hp/class level. Undead take this much damage (Fort half).
Ace of Hearts: All allies within 30ft are healed 10 hp/class level and may make an immediate saving throw against any effect upon them.
DiamondsSpoiler
Show
2-10 of Diamonds: All allies within 30ft gain damage reduction against the next attack to hit them equal to the number drawn, and a Luck bonus to their armor class against the next attack against them this round equal to half the number drawn (rounded down).
Jack of Diamonds: A single target within 30ft can take no actions for 1 round/class level, but is immune to all effects, both beneficial and harmful, for the duration of the effect (Will negates).
Queen of Diamonds: A single target within 30ft gains immunity to weapon damage for 1 round/level.
King of Diamonds: A single target within 30ft is immune to all harmful effects for 1 round. Any ability or attack that would deal damage or bestow an effect upon the target rebounds upon its initiator (the attacker is allowed a saving throw, if applicable, to ignore or reduce the effect).
Ace of Diamonds: All allies within 30ft are immune to the all unwanted effects (including damage) for 1 round.
SpadesSpoiler
Show
2-10 of Spades: All enemies within 30ft take negative energy damage equal to the number drawn and take a Misfortune penalty to Constitution equal to half the number drawn (rounded down). The Misfortune penalty functions as Constitution damage, but does not stack with itself; the higher value overwrites the lower.
Jack of Spades: A single corpse within 30ft animates with half its original Hp and fights for you as if dominated. After 1 round/class level, it dies again.
Queen of Spades: A single target within 30ft cannot be reduced to 0 hit points or below for 1 round/level. After this duration has expired, they fall to -1 if they would have reached 0 during the duration.
King of Spades: A single target within 30ft gains 1d6 negative levels (Fort reduces to 1)
Ace of Spades: A single target within 30ft must make a Fortitude save or die instantly. A successful save results in 2d6 negative energy damage/class level damage and stuns them for 1 round.
JokersSpoiler
Show
Joker: A single target within 30ft must make a Will save or be subject to the Insanity spell.
Joker (watermark): All enemies within 30ft must make a Will save or be affected as if by the Insanity spell for 1d4 rounds.
Lady Luck's Kiss (Su): Starting at second level, the Tarot Trickster benefits from Lady Luck's favor, gaining a +1 luck bonus to armor class and Reflex saves. This bonus increases to +2 at 6th level and +3 at 10th level.
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 from his deck and receives the highest value among the two as a floating bonus pool of Luck Points that can be applied in bits and pieces to any d20 roll as a free action (even if it is not the Tarot Trickster’s turn). The Tarot Trickster may apply this bonus after determining the outcome of the result. Numerical cards are worth the value on them, Jacks are worth 11, Queens 12, Kings 13, Aces 14, and Jokers 20. The bonus applied to any one roll cannot exceed half the Tarot Trickster’s class level. If unused, the points vanish after 24 hours, or if the ritual is performed again.
Example - "Lukcy" Valerie Valentine, a 7th level Tarot Trickster, does her reading and flips up a Jack and a 7. She gains a floating pool of 11 Luck Points from which, over the next 24 hours, she may subtract up to 3 points at any time to increase a d20 roll by an equal amount. Once she has used up those 11 points, she must perform the ritual another time to accrue additional points.
Trust in the Cards (Su) - Whenever the Tarot Trickster opts to draw only one card with his Suit Mastery ability, he gains a +2 un-typed bonus to AC and all saving throws until the end of his next turn.
Royal Flush (Su) – If the Tarot Trickster uses his Suite Mastery ability and draws no card lower than a Jack, than he may select two cards rather than one, and have both take effect immediately.
One Final Ace (Su): A Gambler always has another trick up his sleeve. If a Tarot Trickster is affected by an attack, spell, or ability that would reduce him to 0 or fewer hp, he instead draws a single card from his deck. If the card is a Diamond or a Heart, he ignores all effects of the attack. If the card is a Spade or a Club, he suffers the full effect of the attack. If the card is a Joker, the Tarot Trickster ignores all effects of the attack, and the attacker suffers the effects instead (the attacker is allowed a saving throw, if applicable, to ignore or reduce the effect).