Difference between revisions of "User:Zhenra-Khal/Vanzator de Destin"

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==Vânzător==
+
=Vânzător=
  
 
The Vânzător, or ''Vânzător de Destin'' (Literally "Dealer/Seller Of Destiny"), is a mystic who focuses their power through Tarot cards. While many of them keep a set of cards on them at all times - Often hand-made - The "Cards" through which they focus their magic are made of energy, and created in much the same way as a Sorcerer's spells. When they draw a card, the card is random, pulled from their subconscious, and may have one of two powers when drawn, depending on whether it is Upright or Reversed. The Vânzător can also use these cards to divine the future.  
 
The Vânzător, or ''Vânzător de Destin'' (Literally "Dealer/Seller Of Destiny"), is a mystic who focuses their power through Tarot cards. While many of them keep a set of cards on them at all times - Often hand-made - The "Cards" through which they focus their magic are made of energy, and created in much the same way as a Sorcerer's spells. When they draw a card, the card is random, pulled from their subconscious, and may have one of two powers when drawn, depending on whether it is Upright or Reversed. The Vânzător can also use these cards to divine the future.  
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===Making a Vânzător===
 
===Making a Vânzător===
  
<-Strong points and weak points, and effectiveness with party members.->.
+
Jacks of all trades and kings of what fate would have them be, the Vânzător is good at attacking from medium range, helping allies, and hindering foes. They can usually handle themselves in combat, but can get overrun but large numbers of enemies, or outright smashed by bigger foes.
  
 
'''Abilities:''' Charisma, both guile and force of personality, are important to the Vânzător, governing social skills AND the power of their cards. Dexterity is important to these wearers-of-little-armor, and Constitution is helpful for anyone. Intelligence helps with skills, and Wisdom aids their senses; Strength is normally the least important ability score, but some find the cards enhance their strength nicely and choose to focus on that.  
 
'''Abilities:''' Charisma, both guile and force of personality, are important to the Vânzător, governing social skills AND the power of their cards. Dexterity is important to these wearers-of-little-armor, and Constitution is helpful for anyone. Intelligence helps with skills, and Wisdom aids their senses; Strength is normally the least important ability score, but some find the cards enhance their strength nicely and choose to focus on that.  
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'''Alignment:''' Any. Most are Chaotic, flinging their fate to the luck of the draw, but not all are so haphazard.
 
'''Alignment:''' Any. Most are Chaotic, flinging their fate to the luck of the draw, but not all are so haphazard.
  
'''Starting Gold:''' <-starting gold; YdZ->&times;10 gp (<-average starting gold.  This is calculated by multiplying the number of die rolls by the die size plus one and multiplying the result by 5 [Y × (Z + 1) × 5].-> gp).
+
'''Starting Gold:''' 2d10&times;10 gp (210 gp).
  
 
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate.
 
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate.
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|-
 
|-
 
|1st||class="left" | +0 || +0 || +2 || +2
 
|1st||class="left" | +0 || +0 || +2 || +2
| class="left" | Card Magic, Trapfinding, Soothsayer's Grace, Watchful Spirit, Oracle Reading (Guidance)
+
| class="left" | Card Magic, Trapfinding, Soothsayer's Grace, Spirit Card, Oracle Reading: Single Card (Guidance)
 
|-
 
|-
 
|2nd||class="left" | +1 || +0 || +3 || +3
 
|2nd||class="left" | +1 || +0 || +3 || +3
| class="left" | Luck Of The Draw
+
| class="left" | Luck Of The Draw, Watchful Spirit
 
|-
 
|-
 
|3rd||class="left" | +2 || +1 || +3 || +3
 
|3rd||class="left" | +2 || +1 || +3 || +3
| class="left" | Card Secret, Uncanny Dodge, Oracle Reading (Augury)
+
| class="left" | Card Secret, Uncanny Dodge, Oracle Reading: Past/Present/Future (Augury)
 
|-
 
|-
 
|4th||class="left" | +3 || +1 || +4 || +4
 
|4th||class="left" | +3 || +1 || +4 || +4
| class="left" | Bonus Feat
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| class="left" | Bonus Feat, Blasting Card
 
|-
 
|-
 
|5th||class="left" | +3 || +1 || +4 || +4
 
|5th||class="left" | +3 || +1 || +4 || +4
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|-
 
|-
 
|7th||class="left" | +5 || +2 || +5 || +5
 
|7th||class="left" | +5 || +2 || +5 || +5
| class="left" | Oracle Reading (Divination)
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| class="left" | Hurl Fate, Oracle Reading: Star (Divination)
 
|-
 
|-
 
|8th||class="left" | +6/+1 || +2 || +6 || +6
 
|8th||class="left" | +6/+1 || +2 || +6 || +6
| class="left" | Bonus Feat
+
| class="left" | Bonus Feat, Begotten Of Many Fates
 
|-
 
|-
 
|9th||class="left" | +6/+1 || +3 || +6 || +6
 
|9th||class="left" | +6/+1 || +3 || +6 || +6
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|-
 
|-
 
|13th||class="left" | +9/+4 || +4 || +8 || +8
 
|13th||class="left" | +9/+4 || +4 || +8 || +8
| class="left" | Oracle Reading (Commune)
+
| class="left" | Oracle Reading: Cross Of Fate (Commune)
 
|-
 
|-
 
|14th||class="left" | +10/+5 || +4 || +9 || +9
 
|14th||class="left" | +10/+5 || +4 || +9 || +9
| class="left" |  
+
| class="left" | Dealer Of Many Things
 
|-
 
|-
 
|15th||class="left" | +11/+6/+1 || +5 || +9 || +9
 
|15th||class="left" | +11/+6/+1 || +5 || +9 || +9
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====Class Features====
 
====Class Features====
  
All of the following are class features of the Vânzător.
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All of the following are class features of the Vânzător de Destin.
 +
 
 +
'''Weapon and Armor Proficiency:''' Vânzătorii de Destin are proficient with light armor, but not with shields. They're proficient with simple weapons, plus the rapier, shortsword, shortbow, sap, handaxe, scimitar and [[Throwing Cards (3.5e Equipment) | Throwing Cards]].
  
'''Weapon and Armor Proficiency:''' Vânzătorii de Destin are proficient with light armor, but not with shields. They're proficient with simple weapons, plus the rapier, shortsword, shortbow, sap, handaxe, and scimitar.
+
'''{{Anchor|Spirit Card}} {{Su}}:''' The Vânzător can create and hurl cards made of pure energy. As an attack action, you can throw a card; This functions exactly like a [[Throwing Cards (3.5e Equipment) | Throwing Card]], except that they count as magical weapons, and can be blocked by antimagic (Though the Vânzător can make a DC 20 Will save in order to throw a card into or while inside of an antimagic zone). Additionally, when using this ability or normal Throwing Cards, the Vânzător can use his Caster Level in place of his BAB, and may make iterative attacks at every +4, rather than every +5 - Meaning a Vânzător with a BAB of +9 would have an attack sequence of +9/+5/+1 instead of +9/+4.
  
 +
At 4th level, your thrown cards, mundane or created by this ability, function like splash weapons at your option, dealing their minimum damage to all targets within 5ft of the primary target.
  
'''{{Anchor|Card Magic}} {{Su}}:''' The Vânzător's main ability is the ability to create effects by "drawing" cards. These cards are made from the Vânzător's own personal energy reserve, just like a Sorcerer's spells or a Bard's music. Cards can be Drawn (Pulling one from the deck) and Played (Effectively like casting a spell). Cards are spell-like abilities, with the exception that they ''do'' suffer arcane spell failure from armor heavier than light armor, and from large and tower shields. When the Vânzător draws a card, the player has the option of simply drawing the card from their deck if they have their own deck of Tarot cards. Those that don't have a deck of their own, or those with decks that don't correspond to the traditional Tarot deck, use the table below. First you roll on the table to see what card you draw; Then you roll any dice with an even number of sides - An even result means the card was upright, an odd result means the card was reversed. Regardless of whether you use your own deck or the table method, you then consult the Card Descriptions section below to determine what effect(s) the card creates when played. However, some abilities don't function properly with a physical deck, so the table is still needed for a few things.
+
At 7th level, when making a full attack using Spirit Cards or Throwing Cards, you can Play a card in place of a normal attack.
  
The Vânzător can draw a single card as a Move or Standard action. They can also spend a full-round action to draw a full hand (A number of cards equal to their Charisma modifier). The Vânzător can have a number of cards drawn at a time equal to their Charisma modifier (Minimum 1). Once a card is drawn, it remains in their Hand until used, dismissed or the character rests for 8 hours. The Vânzător can draw and use a number of cards per encounter equal to their Charisma modifier, plus their class level. Cards can be drawn and used before an encounter, but these count against the limit imposed by the next encounter; The "per encounter" limit refreshes at the end of an encounter. Thus if a 3rd-level Vânzător with Cha 15 (+2 Mod) used three cards for utility or otherwise before an encounter happens, they would only have two cards available to draw and use for that encounter. At the end of that encounter, that Vânzător would once more have a total of 5 cards available to draw and play.
+
At 9th level, targets hit by your cards must make a Fortitude save (DC 10 + 1/2 CL + Charisma Modifier) or be pushed 5ft. Primary targets are pushed 5ft away from you, while secondary enemies hit by the splash are pushed away from the primary target.
  
Once drawn, a card can be dispelled like a spell, but not attacked. A Vânzător's cards count as spells of a spell level equal to one-half their class level (Min 1st, max 9th). The Saving Throw DC for any of a Vânzător's cards is equal to 10 + 1/2 their class level + their Charisma modifier. Caster level is equal to their class level.
 
  
Playing a card is just like using a spell-like ability, and requires a standard action unless noted otherwise in the card's description.
+
'''{{Anchor|Card Magic}} {{Sp}}:''' The Vânzător's main ability is the ability to create effects by "drawing" cards. These cards are made from the Vânzător's own personal energy reserve, just like a Sorcerer's spells or a Bard's music. Cards can be Drawn (Pulling one from the deck) and Played (Effectively like casting a spell). Cards are spell-like abilities, with the exception that they ''do'' suffer arcane spell failure from armor heavier than light armor, and from large and tower shields. When the Vânzător draws a card, the player has the option of simply drawing the card from their deck if they have their own deck of Tarot cards. Those that don't have a deck of their own, or those with decks that don't correspond to the traditional Tarot deck, use the table below. First you roll on the table to see what card you draw; Then you roll any dice with an even number of sides - An even result means the card was upright, an odd result means the card was reversed. Regardless of whether you use your own deck or the table method, you then consult the Card Descriptions section below to determine what effect(s) the card creates when played. However, some abilities don't function properly with a physical deck, so the table is still needed for a few things.
  
A Vânzător's abilities can be advanced by prestige classes in much the same way as a Warlock's; Vânzătorii count as spontaneous arcane casters for this purpose. Each time a prestige class would increase arcane spellcasting for the Vânzător class, it increases caster level (And subsequently spell level equivalents and save DCs), as well as stacking with actual Vânzător level for the purposes of determining their Card Secret, Cardsharp's Gambit, Oracle Reading and Signature Card abilities.  However, as normal, this does not advance any of the other class features, such as Evasion or bonus feats.
+
The Vânzător can draw a single card as a Move or Standard action. They can also spend a full-round action to draw a full hand (A number of cards equal to their Charisma modifier). The Vânzător can have a number of cards drawn at a time equal to their Charisma modifier (Minimum 1). Once a card is drawn, it remains in their Hand until used, dismissed or the character rests for 8 hours. The Vânzător can draw and use a number of cards per encounter equal to their Charisma modifier, plus their class level; Outside of combat and other stressful situations, they can draw and use this number per hour.
 +
 
 +
Once drawn, a card can be dispelled like a spell, but not attacked. A Vânzător's cards count as spells of a spell level equal to one-half their class level (Min 1st, max 9th). The Saving Throw DC for any of a Vânzător's cards is equal to 10 + 1/2 their class level + their Charisma modifier. Caster level is equal to their class level. Playing a card is just like using a spell-like ability, and requires a standard action unless noted otherwise in the card's description.
 +
 
 +
A Vânzător's abilities can be advanced by prestige classes in much the same way as a Warlock's; Vânzătorii count as spontaneous arcane casters for this purpose. Each time a prestige class would increase arcane spellcasting for the Vânzător class, it increases caster level (And subsequently, spell level equivalents and save DCs), as well as stacking with actual Vânzător level for the purposes of determining their Card Secret, Cardsharp's Gambit, Oracle Reading and Signature Card abilities.  However, as normal, this does not advance any of the other class features, such as Evasion or bonus feats.
  
 
Metamagic can be applied to cards as if they were spells; However, this increases the casting time as normal for a spontaneous caster, and rather than incurring a spell level increase, the Vânzător must expend one additional drawn card per spell level increase. This is of course limited by how many cards he has drawn, and how many cards he has remaining for the encounter.  
 
Metamagic can be applied to cards as if they were spells; However, this increases the casting time as normal for a spontaneous caster, and rather than incurring a spell level increase, the Vânzător must expend one additional drawn card per spell level increase. This is of course limited by how many cards he has drawn, and how many cards he has remaining for the encounter.  
  
The Vânzător can also spend an entire round drawing a single specific card. When they do this, after they roll to see what card they draw, they can add or subtract a number up to their class level from their roll (Whichever direction would move them closer to the desired card). This doesn't guarantee they'll get the card they want, but in does increase their chances.
+
The Vânzător can also spend an entire round focusing on a single, specific card. When they do this, after they roll to see what card they draw, they can add or subtract a number up to their class level plus their Charisma modifier from their roll (Whichever direction would move them closer to the desired card). This doesn't guarantee they'll get the card they want, but it does increase their chances.
  
 
{| class="zebra d20"
 
{| class="zebra d20"
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|- class="noalt"
 
|- class="noalt"
 
|}
 
|}
 
  
 
'''{{Anchor|Trapfinding}} {{Ex}}:''' Living on the edge of society much like the Rogue, a Vânzător picks up a few things about dealing with traps. This is exactly as the Rogue class feature of the same name.
 
'''{{Anchor|Trapfinding}} {{Ex}}:''' Living on the edge of society much like the Rogue, a Vânzător picks up a few things about dealing with traps. This is exactly as the Rogue class feature of the same name.
 
  
 
'''{{Anchor|Soothsayer's Grace}} {{Ex}}:''' The Vânzător's uncanny luck shines in combat, but making extra efforts to protect themselves seams to cause that luck to fade, leaving them just as vulnerable in heavier armor as they were in light armor; Heavy loads seem to burden their luck as well. While the Vânzător is wearing light or no armor, using a buckler, small shield or no shield, and carrying no heavier than a light load, they add one point of Charisma bonus per class level as a Dodge bonus to armor class, and one point per class level of their Wisdom modifier to their armor class as an Insight bonus. Both bonuses are lost when the Vânzător is flat-footed or otherwise denied their Dexterity bonus.
 
'''{{Anchor|Soothsayer's Grace}} {{Ex}}:''' The Vânzător's uncanny luck shines in combat, but making extra efforts to protect themselves seams to cause that luck to fade, leaving them just as vulnerable in heavier armor as they were in light armor; Heavy loads seem to burden their luck as well. While the Vânzător is wearing light or no armor, using a buckler, small shield or no shield, and carrying no heavier than a light load, they add one point of Charisma bonus per class level as a Dodge bonus to armor class, and one point per class level of their Wisdom modifier to their armor class as an Insight bonus. Both bonuses are lost when the Vânzător is flat-footed or otherwise denied their Dexterity bonus.
 
  
 
'''{{Anchor|Watchful Spirit}} {{Su}}:''' Much like the Wu Jen, spirits watch over you. Once per day, after you have rolled your Initiative but before you know your place in the initiative order, you can reroll your initiative and take the better of the two results; Additionally, you qualify for feats that improve upon this class ability.  
 
'''{{Anchor|Watchful Spirit}} {{Su}}:''' Much like the Wu Jen, spirits watch over you. Once per day, after you have rolled your Initiative but before you know your place in the initiative order, you can reroll your initiative and take the better of the two results; Additionally, you qualify for feats that improve upon this class ability.  
  
  
'''''{{Anchor|Oracle Reading}}'' {{Sp}}:''' The Vânzător can use their card to predict the future and foretell of actions that might help. At first level, the Vânzător can replicate the [[SRD:Guidance | Guidance]] spell as a spell-like ability by playing one of their drawn cards. Beginning at 3rd level, they can also replicate the effects of the [[SRD:Augury | Augury]] spell; And at 7th level, they can replicate the [[SRD:Divination | Divination]] spell. Finally, at 13th level, they learn to replicate the [[SRD:Commune | Commune]] spell, but without an XP cost. Asll of these take the same amount of time that it would normally take to cast them; And as they are spell-like abilities, no material, focus or XP components are needed.  
+
'''''{{Anchor|Oracle Reading}}'' {{Sp}}:''' The Vânzător can use their card to predict the future and foretell of actions that might help. At first level, the Vânzător can replicate the [[SRD:Guidance | Guidance]] spell as a spell-like ability by playing one of their drawn cards. Beginning at 3rd level, they can also replicate the effects of the [[SRD:Augury | Augury]] spell by expending 3 cards; And at 7th level, they can replicate the [[SRD:Divination | Divination]] spell by expending 5 cards. Finally, at 13th level, they learn to replicate the [[SRD:Commune | Commune]] spell, but without an XP cost, by expending 10 cards. All of these take the same amount of time that it would normally take to cast them; And as they are spell-like abilities, no material, focus or XP components are needed.  
 
 
  
 
'''{{Anchor|Luck Of The Draw}} {{Ex}}:''' Beginning at 2nd level, the Vânzător's luck begins to affect them more thoroughly. At the beginning of each encounter, before initiative is rolled, the Vânzător chooses one of: Attack rolls, damage rolls, skill checks made with one skill, initiative rolls, AC, one type of saving throw, or ability checks (but not skill checks) associated with one ability score. They take a -3 penalty on this number or type of roll for the entire encounter. However, when they make the kind of roll (Or they're attacked, in the case of AC), they roll 1d6 and add the result to the result of the roll of the appropriate type (Or as a dodge bonus to their AC, if AC was chosen).  
 
'''{{Anchor|Luck Of The Draw}} {{Ex}}:''' Beginning at 2nd level, the Vânzător's luck begins to affect them more thoroughly. At the beginning of each encounter, before initiative is rolled, the Vânzător chooses one of: Attack rolls, damage rolls, skill checks made with one skill, initiative rolls, AC, one type of saving throw, or ability checks (but not skill checks) associated with one ability score. They take a -3 penalty on this number or type of roll for the entire encounter. However, when they make the kind of roll (Or they're attacked, in the case of AC), they roll 1d6 and add the result to the result of the roll of the appropriate type (Or as a dodge bonus to their AC, if AC was chosen).  
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'''{{Anchor|Uncanny Dodge}} {{Ex}}:''' At 4th level, the Vânzător gains the Uncanny Dodge ability, as the Barbarian class feature of the same name. This improves to Improved Uncanny Dodge at 6th level.
 
'''{{Anchor|Uncanny Dodge}} {{Ex}}:''' At 4th level, the Vânzător gains the Uncanny Dodge ability, as the Barbarian class feature of the same name. This improves to Improved Uncanny Dodge at 6th level.
 
  
 
'''{{Anchor|Bonus Feats}} {{Ex}}:''' At every level divisible by 4, the Vânzător gains a bonus feat. This feat must either be a Luck feat or a Metamagic feat, and they must meet the prerequisites as normal.
 
'''{{Anchor|Bonus Feats}} {{Ex}}:''' At every level divisible by 4, the Vânzător gains a bonus feat. This feat must either be a Luck feat or a Metamagic feat, and they must meet the prerequisites as normal.
 
  
 
'''{{Anchor|Evasion}} {{Ex}}:''' At 5th level, the Vânzător gains Evasion, as the Rogue class feature of the same name. At 11th level, it improves to Improved Evasion.  
 
'''{{Anchor|Evasion}} {{Ex}}:''' At 5th level, the Vânzător gains Evasion, as the Rogue class feature of the same name. At 11th level, it improves to Improved Evasion.  
 
  
 
'''{{Anchor|Cardsharp's Gambit}} {{Ex}}:''' Beginning at 5th level, the Vânzător learns how to draw from their own life force to empower a card, risking their own fate. As a swift action, they can pour some of their life energy into a card; Doing so deals damage to them that bypasses all forms of resistance, reduction and even regeneration, equal to 1d8 + their Cha modifier. This grants them the effect Raise The Stakes, which lasts until it is expended, the damage heals, or 8 hours have passed, whichever comes first. While Raise The Stakes is active, the time the Vânzător plays a card, their Caster Level for the card is increased by 2, the save DC of that card is increased by 1, and reduces the cost of metamagic applied to that card by one effective level adjustment (To a minimum of +0). Raise The Stakes can be stacked up to a number of times equal to one point of the Vânzător's Charisma bonus per 3 class levels, and stacks with itself. When the card is played, Raise The Stakes ends, but the damage caused by it is not healed.  
 
'''{{Anchor|Cardsharp's Gambit}} {{Ex}}:''' Beginning at 5th level, the Vânzător learns how to draw from their own life force to empower a card, risking their own fate. As a swift action, they can pour some of their life energy into a card; Doing so deals damage to them that bypasses all forms of resistance, reduction and even regeneration, equal to 1d8 + their Cha modifier. This grants them the effect Raise The Stakes, which lasts until it is expended, the damage heals, or 8 hours have passed, whichever comes first. While Raise The Stakes is active, the time the Vânzător plays a card, their Caster Level for the card is increased by 2, the save DC of that card is increased by 1, and reduces the cost of metamagic applied to that card by one effective level adjustment (To a minimum of +0). Raise The Stakes can be stacked up to a number of times equal to one point of the Vânzător's Charisma bonus per 3 class levels, and stacks with itself. When the card is played, Raise The Stakes ends, but the damage caused by it is not healed.  
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====The Cards, The Cards====
+
==The Cards, The Cards==
 +
 
 +
Here are the descriptions of each card and their powers. They are divided into the Major Arcana, and the Minor Arcana. Major Arcana are more powerful, and some are augmentable with the Minor Arcana; Minor Arcana are more versatile and can be combined to create a variety of effects. Unless otherwise noted, a card's Played duration is 1 round per caster level, and Auras extend out to Close range (25ft, +5ft per 2 Caster Levels).
 +
 
 +
<!--
 +
====X====
 +
 
 +
 
 +
'''Upright Effect:'''
 +
 
 +
'''Reversed Effect:'''
 +
 
 +
=====Played Upright=====
 +
 +
 
 +
'''Augment:'''
 +
 
 +
=====Played Reversed=====
 +
 
 +
 
 +
'''Augment:'''
 +
 
 +
-->
 +
----
 +
===Major Arcana===
 +
 
 +
====The Fool====
 +
A card of wanderers, pilgrims, freedom and the infinite chaos of possibility.
 +
 
 +
'''Upright Effect:''' While the Fool is Upright in your hand, you project an Aura that grants a bonus equal to your Charisma modifier on saves against effects that control or hinder, such as Charm Person or Slow.
 +
 
 +
'''Reversed Effect:''' While the Reversed Fool is in your hand, you project an Aura that imposes a penalty equal to your Charisma modifier on saves against effects that control or hinder, such as Charm Person or Slow.
 +
 
 +
=====Played Upright=====
 +
Upright, the Fool allows you to teleport to anywhere within close range once per round as a Standard action. However, you can spend two rounds worth of duration to teleport as a Move action, three rounds of duration to teleport as a Swift action, or four rounds to teleport as an Immediate action. For the duration of the card, you have the equivalent of Spell Resistance equal to 10 + your class level against any effect that [[SRD:Freedom of Movement | Freedom of Movement]] you render you immune to, even if the original effect isn't affected by SR.
 +
 
 +
'''Augment:''' If you have a card of the Swords suit in your hand when you Play this card, you can expend it, as if you had played it, when you play this card. Doing so grants you an Insight bonus to all your movement speeds equal to 1/2 your class level, multiplied by 5 (Min +5ft).
 +
 
 +
=====Played Reversed=====
 +
This card, when Reversed, can paralyze one foe (As per ''[[SRD:Hold Monster | Hold Monster]]'') a single creature and prevent it from extra-dimensional travel (As per ''[[SRD:Dimensional Anchor | Dimensional Anchor]]''), or you can ''[[SRD:Slow | Slow]]'' all creatures in your Aura. Creatures ''Slowed'' in this manner must make a Will save against this card in order to use any ability that Dimensional Anchor would prevent. A successful Will save negates these effects, as appropriate.
 +
 
 +
'''Augment:''' If you have a card of the Pentacles suit in your hand when you play this card, you can expend it at the time of playing this card. Doing so causes the very earth to hinder foes affected by this card; Any foe that fails its save against this combination is also ''[[SRD:Entangled | Entangled]]'' for the duration.
 +
 
 +
====The Alchemist====
 +
A card of transformation, improvement, and making something out of seemingly nothing.
 +
 
 +
'''Upright Effect:''' While The Alchemist is Upright in your hand, you can transmute any Minor Arcana card into the corresponding card of another suit as a swift action once per round. Thus, you could turn the 2 of Wands into the 2 of Swords if you desired. You also project an Aura that imposes a penalty equal to your Charisma modifier on saves against Transmutation effects.
 +
 
 +
'''Reversed Effect:''' While the Reversed Alchemist is in your hand, you project an Aura the grants a bonus equal to your Charisma modifier on saves against Transmutation effects.
 +
 
 +
=====Played Upright=====
 +
The Alchemist lets you do two things; Transform a person, or create an object. When you induce transformation, you do so by touch, and this grants that person a Luck bonus to one ability score of your choice equal to one-half your caster level. You can instead choose to grant a bonus to two different ability scores equal to one-third your caster level, a bonus equal to one-quarter your class level to three different ability scores, or a bonus equal to one-fifth your class level to four ability scores. Instead of choosing different scores, you can choose to divide this ability between people. For example, if a 12th-level Vânzător used this card, he could grant one ally a +6 bonus to Strength, two allies a +4 bonus to strength (Or one ally a +4 bonus to Strength and to Dexterity), or three allies a +3 bonus to Strength (Or any combination of up to 4).
 +
 
 +
Creating an item makes an item creates an items as per ''[[SRD:Minor Creation | Minor Creation]]'' if your caster level is 8th or lower, ''[[SRD:Major Creation | Major Creation]]'' if your caster level is between 9th and 16th, and ''[[SRD:True Creation | True Creation]]''; Unlike most cards, the ''True Creation'' ability of The Alchemist requires XP, and is thus usually used sparingly.
 +
 
 +
'''Augment:''' If you have a card of any of the four suits in your hand when you use this card to Transform one or more persons, you can expend one or more of them at the time of playing The Alchemist in order to augment it as follows:
 +
*''Wands:'' Grants the target(s) immunity to fear and resistance to Fire equal to 5 times the Vânzător's Charisma bonus.
 +
*''Swords:'' Grants the target(s) a bonus to Attack rolls, damage rolls (with melee weapons) and as a Dodge bonus to AC equal to the Vânzător's Charisma bonus.
 +
*''Cups:'' Grants the target(s) Regeneration equal to the Vânzător's Charisma bonus; Only Fire damage is lethal.
 +
*''Pentacles:'' Grants the target(s) a number of temporary HP equal to twice the Vânzător's Charisma modifier, and DR X/-, where X is equal to the Vânzător's Charisma modifier.
 +
 
 +
=====Played Reversed=====
 +
The Alchemist, when reversed, lets you transform enemies and unmake objects and magic. When used to unmake magic, it acts as Dispel magic, except that it adds your full caster level to the dispel check. When used to unmake an object, it functions as ''[[SRD:Disintegrate | Disintegrate]]''.
 +
 
 +
When used to transform enemies, you can apply penalties to ability scores in exactly the same way as the Upright Alchemist grants bonuses; Though a melee touch attack is normally required and a Fortitude save is allowed to resist the effect.
 +
 
 +
'''Augment:''' If you have a card of any of the four suits in your hand when you use this card to Transform one or more foes, you can expend one or more of them at the time of playing The Alchemist in order to augment it as follows. Any target that succeeds it's save against the transformation is not subject to the effects of an augment.
 +
*''Wands:'' The target takes 50% additional Fire damage and suffers a penalty on Will saves equal to the Vânzător's Charisma bonus.
 +
*''Swords:'' The target(s) suffer a penalty to Attack rolls, damage rolls (with melee weapons) and AC equal to the Vânzător's Charisma bonus.
 +
*''Cups:'' The target takes damage equal to the Vânzător's Charisma bonus each round, Fort save for half; Creatures immune to poison, acid or cold are immune to this damage.
 +
*''Pentacles:'' Each instance of physical damage the target(s) take(s) is increased by a number equal to the Vânzător's Charisma modifier.
 +
 
 +
 
 +
 
 +
====The High Priestess====
 +
A card of wisdom, stillness, memory and clarity.
 +
 
 +
'''Upright Effect:''' While the High Priestess is Upright in your hand, you project an Aura of stillness and calm. Creatures within the Aura who have not taken an action that would break the ''[[SRD:Sanctuary | Sanctuary]]'' spell in the last round, gain the effects of the Sanctuary spell, except that the save DC is the same as for your cards.
 +
 
 +
'''Reversed Effect:'''
 +
 
 +
=====Played Upright=====
 +
 +
 
 +
'''Augment:'''
 +
 
 +
=====Played Reversed=====
 +
 
 +
 
 +
'''Augment:'''
 +
 
 +
 
 +
====The Empress====
 +
A card of beauty, fertility, creativity and love.
 +
 
 +
'''Upright Effect:''' While the Empress is Upright in your hand, you project an Aura of inspiration and guile. Creatures within the Aura gain a bonus on all Charisma-based skill checks and all Craft checks equal to your Vânzător caster level.
 +
 
 +
'''Reversed Effect:'''
 +
 
 +
=====Played Upright=====
 +
 +
 
 +
'''Augment:'''
 +
 
 +
=====Played Reversed=====
 +
 
 +
 
 +
'''Augment:'''
 +
 
 +
 
 +
 
 +
====The Emperor====
 +
A card of power, leadership, order and ambition.
 +
 
 +
'''Upright Effect:''' While the Emperor is Upright in your hand, you project an Aura of lordly might. Creatures within the Aura add your Charisma bonus as a Morale bonus to their Strength score, and can use the ''[[SRD:Command | Command]]'' spell as a spell-like ability as a free action on an opponent they just successfully demoralized them with the [[SRD:Intimidate | Intimidate]] skill.
 +
 
 +
'''Reversed Effect:'''
 +
 
 +
=====Played Upright=====
 +
 +
 
 +
'''Augment:'''
 +
 
 +
=====Played Reversed=====
 +
 
 +
 
 +
'''Augment:'''
 +
 
 +
 
 +
 
 +
====The Hierophant====
 +
A car of teachers, knowledge, history and revelation of the sacred.
 +
 
 +
'''Upright Effect:''' While the Heirophant is Upright in your hand, you project an Aura of knowledge. Those within the Aura can make all [[ SRD:Knowledge Skill | Knowledge]] checks untrained, and gain a bonus on all Knowledge checks equal to your caster level.
 +
 
 +
'''Reversed Effect:'''
 +
 
 +
=====Played Upright=====
 +
 +
 
 +
'''Augment:'''
 +
 
 +
=====Played Reversed=====
 +
 
 +
 
 +
'''Augment:'''
 +
 
 +
 
 +
 
 +
 
 +
====The Lovers====
 +
A card of duality, connection between too people, opposites attracting, and love.
 +
 
 +
'''Upright Effect:''' While The Lovers is in your hand, you project an Aura of connection. Each target within the Aura can select another entity who is also in the Aura; Once chosen, they are continually treated as if having cast the ''[[SRD:Shield Other | Shield Other]]'' spell on the entity they chose.
 +
 
 +
'''Reversed Effect:'''
 +
 
 +
=====Played Upright=====
 +
 +
 
 +
'''Augment:'''
 +
 
 +
=====Played Reversed=====
 +
 
 +
 
 +
'''Augment:'''
 +
 
 +
 
 +
 
 +
 
 +
<!--
 +
*'''''The Chariot''''' is a card of speed, moving towards a goal, overcoming an obstacle and facing a situation head-on. While The Chariot is in your hand, you deal an additional 1d6 points of damage per point of Charisma bonus per class level on an attack made as part of a charge. As a secondary benefit, you and all allies within Close range of you gain an +10ft morale bonus to all movement speeds you possess.
 +
 
 +
'''Upright:'''
 +
 
 +
'''Reversed:'''
 +
 
 +
 
 +
*'''''Strength''''' is a card of the animal self, libido, strength and the beast within. While Strength is in your hand, you can use Animal Empathy as a Druid of your Vânzător level, and you gain a +2 bonus to Strength, Dexterity, Constitution and Natural Armor. These bonuses also apply to your familiar or animal companion if you have one.
 +
 
 +
'''Upright:'''
 +
 
 +
'''Reversed:'''
 +
 
 +
 
 +
*'''''The Hermit''''' is a card of solitude, wisdom in loneliness, guidance from within and light in the darkness. While the Hermit is in your hand and no allies are within Close range of you, you add your Charisma bonus to your Wisdom score, as well as to your caster level and AC (A Sacred bonus if Good, a Profane bonus if evil, you choose if neutral). Furthermore, you can choose to shine light as a torch at will while this card is drawn.
 +
 
 +
'''Upright:'''
 +
 
 +
'''Reversed:'''
 +
 
 +
 
 +
*'''''The Wheel''''' is a card of chance, change, riddles, gambling and cycles. While The Wheel is in your hand, your Luck Of The Draw affects every possible statistic it could affect (Which may change your place in the initiative count), not just the one you chose for the encounter.
 +
 
 +
'''Upright:'''
 +
 
 +
'''Reversed:'''
 +
 
 +
 
 +
*'''''Justice''''' is a card of balance, cause and effect, equilibrium and maintaining the center. You and all allies within Close range gain a morale bonus on AC, attack rolls and damage rolls equal to one-half your class level against foes who have harmed them in the past round.
 +
 
 +
'''Upright:'''
 +
 
 +
'''Reversed:'''
 +
 
 +
 
 +
*'''''The Hanged Man''''' is a card of surrender, sacrifice, seeing the bigger picture and viewing from a different angle. While you have The Hanged Man in your hand, you and all allies within Close range gain the affects of ''[[SRD:Detect Magic | Detect Magic]]'', ''[[SRD:See Invisibility | See Invisibility]]'' and the [[SRD:Blind-Fight | Blind-Fight]] feat.
 +
 
 +
'''Upright:'''
 +
 
 +
'''Reversed:'''
 +
 
 +
 
 +
*'''''Death''''' is a card of tranisition and transformation, ending becoming beginnings, and death in its many forms. While Death is in your hand, you and all allies within Close range can choose, each time an effect affects them, to be treated as Undead for the purposes of that effect, including being harmed by positive energy and healed by negative energy.
 +
 
 +
'''Upright:'''
 +
 
 +
'''Reversed:'''
 +
 
 +
 
 +
*'''''Temperance''''' is a card of moderation, flux, unity of opposing forces and creating something greater than the sum of its parts. While Temperance is in your hand, you and all allies within Close range treat the roll your ''Luck Of The Draw'' ability is currently affecting as if they had rolled whatever the average is (10 for a d20 roll, and so forth). However, this cannot apply to AC (As there is no AC roll), and your ''Luck Of The Draw'' ability stops functioning as long as this ability is active.
 +
 
 +
'''Upright:'''
 +
 
 +
'''Reversed:'''
 +
 
 +
 
 +
*'''''The Devil''''' is a card of excess, temptation, contracts, addiction and slavery. While The Devil is in your hand, you can ''[[SRD:Dominate Monster | Dominate]]'' a single creature within Close range that you have just successfully demoralized using the [[SRD:Intimidate | Intimidate]] skill. The target gets a Will save to avoid the domination, as well as a new save every round to break free.
 +
 
 +
'''Upright:'''
 +
 
 +
'''Reversed:'''
 +
 
 +
 
 +
*'''''The Tower''''' is a card of sudden destruction, painful realization, hubris and "the bigger they are, the harder they fall". When The Tower is in your hand, enemies within Close range suffer a -4 penalty on Strength for every size category larger than Medium they are. 
 +
 
 +
'''Upright:'''
 +
 
 +
'''Reversed:'''
 +
 
 +
 
 +
*'''''The Star''''' is a card of hope, rejuvenation, fortune and finding the way. While The Star is in your hand, you and all allies within Close range of you are immune to all effects that harmfully affect the emotions, such as fear effects, the Rage spell, despair and charm. They can also heal themselves for 1d3 points of damage as a swift action once per round.
 +
 
 +
'''Upright:'''
 +
 
 +
'''Reversed:'''
 +
 
 +
 
 +
*'''''The Moon''''' is a card of illusion, the subconscious, madness and mysteries. While The Moon is in your hand, anyone attempting to detect your and any allies within Close range via any means other than mundane senses must make a Will save each round or be unable to detect you that round.
 +
 
 +
'''Upright:'''
 +
 
 +
'''Reversed:'''
 +
 
 +
 
 +
*'''''The Sun''''' is a card of truth, illumination, joy and celebration. While The Sun is in your hand, you and all allies within Medium range have Darkvision out to 30ft (Or their existing darkvision extends by 30ft) and foes within Close range of you or one of your allies must succeed a Will save against this card each time they attempt to tell a lie or use the Bluff skill in any way; Failure results in automatic failure of the action they were attempting.
 +
 
 +
'''Upright:'''
 +
 
 +
'''Reversed:'''
 +
 
 +
 
 +
*'''''Judgement ''''' is a card of rebirth, leaving behind the past, hearing a call to action and rising from the ashes. While Judgement is in your hand, you and all allies that can hear you heal 1 point of ability damage or equivalent each round, and have a bonus on saving throws against effects that would control or hinder them equal to your Charisma modifier. This is lost in any round in which you cannot speak to your team to rally them.
 +
 
 +
'''Upright:'''
 +
 
 +
'''Reversed:'''
 +
 
 +
 
 +
*'''''The World''''' is a card of synthesis, opportunity, completion and learning the rhythms of life. While The World is in your hand, you and all allies within Close range gain a bonus equal to your Charisma bonus on all saving throws and Knowledge checks. 
 +
 
 +
'''Upright:'''
 +
 
 +
'''Reversed:'''
 +
 
 +
 
 +
----
 +
 
 +
=====Minor Arcana=====
 +
 
 +
The Minor Arcana are the lesser secrets, and are divided into four suits - Wands (Fire), Swords (Air), Cups (Water) and Pentacles (Earth). While they are normally a bit less powerful than the Major Arcana, they make up for this in versatility. Each card has its own unique power, just like the Major Arcana; However, each card in a suit has a common secondary power that can be used instead.
 +
 
 +
----
 +
======Wands======
 +
 
 +
Wands is the suit of passion, creativity, the "spark" of the mind and heart. It is drive, morale and courage.
 +
*'''Battle Cry:''' Any Wands card can be played to create a Battle Cry effect; It grants you and all allies within Medium range a Morale bonus on attack rolls, damage rolls, Will saves and AC equal to your Charisma modifier for 1 round per caster level. This effect can be augmented with cards of any suit, as follows; Augments stack.
 +
 
 +
''Wands:'' Adding a second Wands card to the Battle Cry double the Morale bonuses and adds Fire damage equal to 1d6 + your Charisma modifier to all attacks they make.
 +
 
 +
''Swords:'' Adding a Swords card to the Battle Cry grants those allies a bonus to Strength and Dexterity equal to your Charisma bonus, as well as additional Slashing damage to all of their attacks equal to 1d6 + your Charisma bonus.
 +
 
 +
''Cups:'' Adding a Cups card to the Battle Cry grants you and your allies Fast Healing equal to your Charisma bonus and adds additional Cold damage to all their attacks equal to 1d6 + your Charisma bonus.
 +
 
 +
''Pentacles:'' Adding a Pentacles card to the Battle Cry grants you and your allies DR X/-, where X is equal to your Charisma bonus, as well as additional Bludgeoning damage to all their attacks equal to 1d6 + your Charisma modifier.
 +
 
 +
 
 +
----
 +
======Swords======
 +
 
 +
Swords is a suit of action, communication, thought, decision and the movement those thoughts and decisions create. It is
  
Here are the descriptions of each card and their powers. They are divided into the Major Arcana, and the Minor Arcana. Major Arcana are more powerful, and some are augmentable with the Minor Arcana; Minor Arcana are more versatile and can be combined to create a variety of effects. A card's duration is 1 round per caster level unless otherwise noted.
 
  
=====Major Arcana=====
 
  
  
'''''The Fool''''' is a card of wanderers, pilgrims, freedom and the infinite chaos of possibility.
+
----
 +
======Cups======
  
'''Upright:''' Upright, the Fool allows you to teleport to anywhere within close range once per round as a standard action. However, you can spend two rounds worth of duration to teleport as a Move action, three rounds of duration to teleport as a Swift action, or four rounds to teleport as an Immediate action. For the duration of the card, you have the equivalent of Spell Resistance equal to 10 + your class level against any effect that [[SRD:Freedom of Movement | Freedom of Movement]] you render you immune to, even if the original effect isn't affected by SR. ''Augment:'' If you have a card of the Swords suit in your hand when you use this card, you can expend it, as if you had played it, when you play this card. Doing so grants you an Insight bonus to all your movement speeds equal to 1/2 your class level, multiplied by 5 (Min +5ft).
 
  
'''Reversed:''' This card, when Reversed, can paralyze one foe (As per ''[[SRD:Hold Monster | Hold Monster]]'') a single creature and prevent it from extra-dimensional travel (As per ''[[SRD:Dimensional Anchor | Dimensional Anchor]]''), or you can ''[[SRD:Slow | Slow]]'' a number of creatures equal to your caster level plus your Charisma modifier. Creatures ''Slowed'' in this manner must all be within 30 feet of at least one other target of this ability, and for the duration, they must make a Will save against this card in order to use any ability that Dimensional Anchor would prevent. A successful Will save negates these effects, as appropriate. ''Augment:'' If you have a card of the Pentacles suit in your hand when you play this card, you can expend it at the time of playing this card. Doing so causes the very earth to hinder foes affected by this card; Any foe that fails its save against this combination is also ''[[SRD:Entangled | Entangled]]'' for the duration.
 
  
  
 +
----
 +
======Pentacles======
  
  
  
 +
-->
 
====Epic Vânzător====
 
====Epic Vânzător====
  

Latest revision as of 06:37, 16 November 2018

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Author: Zhenra-Khal (talk)
Date Created: 1/13/2016
Status: Incomplete
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A mystic whose power revolves around innate magic shaped into tarot cards. 20 1 Moderate Poor Good Good Alternate Magic, Other


Vânzător[edit]

The Vânzător, or Vânzător de Destin (Literally "Dealer/Seller Of Destiny"), is a mystic who focuses their power through Tarot cards. While many of them keep a set of cards on them at all times - Often hand-made - The "Cards" through which they focus their magic are made of energy, and created in much the same way as a Sorcerer's spells. When they draw a card, the card is random, pulled from their subconscious, and may have one of two powers when drawn, depending on whether it is Upright or Reversed. The Vânzător can also use these cards to divine the future.

The life of a Vânzător is never easy; Misunderstood and feared by most, these soothsayers are often untrusted in much the same way as a Warlock, and tend to share much in common with the Rogue. Many end up as nomads, traveling here and there to make a living reading fortunes, but after a few readings show dark futures for those they were done for, the Vânzător usually packs their bags and moves to the next town, as telling someone thier future isn't very bright tends to make a lot of people angry, especially nobles and the wealthy.

Other Vânzătorii make their living as wanderers of old ruins, plunderers of tombs and seekers of knowledge and secrets; They rely on their cards to guide them along in the same way a Cleric relies on his deity.

Making a Vânzător[edit]

Jacks of all trades and kings of what fate would have them be, the Vânzător is good at attacking from medium range, helping allies, and hindering foes. They can usually handle themselves in combat, but can get overrun but large numbers of enemies, or outright smashed by bigger foes.

Abilities: Charisma, both guile and force of personality, are important to the Vânzător, governing social skills AND the power of their cards. Dexterity is important to these wearers-of-little-armor, and Constitution is helpful for anyone. Intelligence helps with skills, and Wisdom aids their senses; Strength is normally the least important ability score, but some find the cards enhance their strength nicely and choose to focus on that.

Races: Humans are, interestingly, most likely to become a Vânzător; For some reason, sheer luck seems to favor them. Any race can develop talent with the cards; Elves, Halflings and Gnomes being among to more likely races to do so.

Alignment: Any. Most are Chaotic, flinging their fate to the luck of the draw, but not all are so haphazard.

Starting Gold: 2d10×10 gp (210 gp).

Starting Age: Moderate.

Table: The Vânzător

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +2 +2 Card Magic, Trapfinding, Soothsayer's Grace, Spirit Card, Oracle Reading: Single Card (Guidance)
2nd +1 +0 +3 +3 Luck Of The Draw, Watchful Spirit
3rd +2 +1 +3 +3 Card Secret, Uncanny Dodge, Oracle Reading: Past/Present/Future (Augury)
4th +3 +1 +4 +4 Bonus Feat, Blasting Card
5th +3 +1 +4 +4 Evasion, Cardsharp's Gambit
6th +4 +2 +5 +5 Card Secret, Improved Uncanny Dodge
7th +5 +2 +5 +5 Hurl Fate, Oracle Reading: Star (Divination)
8th +6/+1 +2 +6 +6 Bonus Feat, Begotten Of Many Fates
9th +6/+1 +3 +6 +6 Card Secret
10th +7/+2 +3 +7 +7 Signature Card
11th +8/+3 +3 +7 +7 Improved Evasion
12th +9/+4 +4 +8 +8 Card Secret, Bonus Feat
13th +9/+4 +4 +8 +8 Oracle Reading: Cross Of Fate (Commune)
14th +10/+5 +4 +9 +9 Dealer Of Many Things
15th +11/+6/+1 +5 +9 +9 Card Secret
16th +12/+7/+2 +5 +10 +10 Bonus Feat
17th +12/+7/+2 +5 +10 +10
18th +13/+8/+3 +6 +11 +11 Card Secret
19th +14/+9/+4 +6 +11 +11
20th +15/+10/+5 +6 +12 +12 Bonus Feat

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local) (Nature) (Arcana) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Vânzător de Destin.

Weapon and Armor Proficiency: Vânzătorii de Destin are proficient with light armor, but not with shields. They're proficient with simple weapons, plus the rapier, shortsword, shortbow, sap, handaxe, scimitar and Throwing Cards.

Spirit Card (Su): The Vânzător can create and hurl cards made of pure energy. As an attack action, you can throw a card; This functions exactly like a Throwing Card, except that they count as magical weapons, and can be blocked by antimagic (Though the Vânzător can make a DC 20 Will save in order to throw a card into or while inside of an antimagic zone). Additionally, when using this ability or normal Throwing Cards, the Vânzător can use his Caster Level in place of his BAB, and may make iterative attacks at every +4, rather than every +5 - Meaning a Vânzător with a BAB of +9 would have an attack sequence of +9/+5/+1 instead of +9/+4.

At 4th level, your thrown cards, mundane or created by this ability, function like splash weapons at your option, dealing their minimum damage to all targets within 5ft of the primary target.

At 7th level, when making a full attack using Spirit Cards or Throwing Cards, you can Play a card in place of a normal attack.

At 9th level, targets hit by your cards must make a Fortitude save (DC 10 + 1/2 CL + Charisma Modifier) or be pushed 5ft. Primary targets are pushed 5ft away from you, while secondary enemies hit by the splash are pushed away from the primary target.


Card Magic (Sp): The Vânzător's main ability is the ability to create effects by "drawing" cards. These cards are made from the Vânzător's own personal energy reserve, just like a Sorcerer's spells or a Bard's music. Cards can be Drawn (Pulling one from the deck) and Played (Effectively like casting a spell). Cards are spell-like abilities, with the exception that they do suffer arcane spell failure from armor heavier than light armor, and from large and tower shields. When the Vânzător draws a card, the player has the option of simply drawing the card from their deck if they have their own deck of Tarot cards. Those that don't have a deck of their own, or those with decks that don't correspond to the traditional Tarot deck, use the table below. First you roll on the table to see what card you draw; Then you roll any dice with an even number of sides - An even result means the card was upright, an odd result means the card was reversed. Regardless of whether you use your own deck or the table method, you then consult the Card Descriptions section below to determine what effect(s) the card creates when played. However, some abilities don't function properly with a physical deck, so the table is still needed for a few things.

The Vânzător can draw a single card as a Move or Standard action. They can also spend a full-round action to draw a full hand (A number of cards equal to their Charisma modifier). The Vânzător can have a number of cards drawn at a time equal to their Charisma modifier (Minimum 1). Once a card is drawn, it remains in their Hand until used, dismissed or the character rests for 8 hours. The Vânzător can draw and use a number of cards per encounter equal to their Charisma modifier, plus their class level; Outside of combat and other stressful situations, they can draw and use this number per hour.

Once drawn, a card can be dispelled like a spell, but not attacked. A Vânzător's cards count as spells of a spell level equal to one-half their class level (Min 1st, max 9th). The Saving Throw DC for any of a Vânzător's cards is equal to 10 + 1/2 their class level + their Charisma modifier. Caster level is equal to their class level. Playing a card is just like using a spell-like ability, and requires a standard action unless noted otherwise in the card's description.

A Vânzător's abilities can be advanced by prestige classes in much the same way as a Warlock's; Vânzătorii count as spontaneous arcane casters for this purpose. Each time a prestige class would increase arcane spellcasting for the Vânzător class, it increases caster level (And subsequently, spell level equivalents and save DCs), as well as stacking with actual Vânzător level for the purposes of determining their Card Secret, Cardsharp's Gambit, Oracle Reading and Signature Card abilities. However, as normal, this does not advance any of the other class features, such as Evasion or bonus feats.

Metamagic can be applied to cards as if they were spells; However, this increases the casting time as normal for a spontaneous caster, and rather than incurring a spell level increase, the Vânzător must expend one additional drawn card per spell level increase. This is of course limited by how many cards he has drawn, and how many cards he has remaining for the encounter.

The Vânzător can also spend an entire round focusing on a single, specific card. When they do this, after they roll to see what card they draw, they can add or subtract a number up to their class level plus their Charisma modifier from their roll (Whichever direction would move them closer to the desired card). This doesn't guarantee they'll get the card they want, but it does increase their chances.

Table: Card Drawing Results

D% Result Card
1 The Fool
2 The Alchemist
3 The High Priestess
4 The Empress
5 The Emperor
6 The Heirophant
7 The Lovers
8 The Chariot
9 Strength
10 The Hermit
11 The Wheel
12 Justice
13 The Hanged Man
14 Death
15 Temperance
16 The Devil
17 The Tower
18 The Star
19 The Moon
20 The Sun
21 Judgement
22 The World
23 Ace Of Wands
24 2 Of Wands
25 3 Of Wands
26 4 Of Wands
27 5 Of Wands
28 6 Of Wands
29 7 Of Wands
30 8 Of Wands
31 9 Of Wands
32 10 Of Wands
33 Page/Princess Of Wands
34 Knight/Prince Of Wands
35 Queen Of Wands
36 King Of Wands
37 Ace Of Swords
38 2 Of Swords
39 3 Of Swords
40 4 Of Swords
41 5 Of Swords
42 6 Of Swords
43 7 Of Swords
44 8 Of Swords
45 9 Of Swords
46 10 Of Swords
47 Page/Princess Of Swords
48 Knight/Prince Of Swords
49 Queen Of Swords
50 King Of Swords
51 Ace Of Cups
52 2 Of Cups
53 3 Of Cups
54 4 Of Cups
55 5 Of Cups
56 6 Of Cups
57 7 Of Cups
58 8 Of Cups
59 9 Of Cups
60 10 Of Cups
61 Page/Princess Of Cups
62 Knight/Prince Of Cups
63 Queen Of Cups
64 King Of Cups
65 Ace Of Pentacles
66 2 Of Pentacles
67 3 Of Pentacles
68 4 Of Pentacles
69 5 Of Pentacles
70 6 Of Pentacles
71 7 Of Pentacles
72 8 Of Pentacles
73 9 Of Pentacles
74 10 Of Pentacles
75 Page/Princess Of Pentacles
76 Knight/Prince Of Pentacles
77 Queen Of Pentacles
78 King Of Pentacles
79-100 A second card falls from the deck as you draw; Roll twice, ignoring any further results of 79-100.

Trapfinding (Ex): Living on the edge of society much like the Rogue, a Vânzător picks up a few things about dealing with traps. This is exactly as the Rogue class feature of the same name.

Soothsayer's Grace (Ex): The Vânzător's uncanny luck shines in combat, but making extra efforts to protect themselves seams to cause that luck to fade, leaving them just as vulnerable in heavier armor as they were in light armor; Heavy loads seem to burden their luck as well. While the Vânzător is wearing light or no armor, using a buckler, small shield or no shield, and carrying no heavier than a light load, they add one point of Charisma bonus per class level as a Dodge bonus to armor class, and one point per class level of their Wisdom modifier to their armor class as an Insight bonus. Both bonuses are lost when the Vânzător is flat-footed or otherwise denied their Dexterity bonus.

Watchful Spirit (Su): Much like the Wu Jen, spirits watch over you. Once per day, after you have rolled your Initiative but before you know your place in the initiative order, you can reroll your initiative and take the better of the two results; Additionally, you qualify for feats that improve upon this class ability.


Oracle Reading (Sp): The Vânzător can use their card to predict the future and foretell of actions that might help. At first level, the Vânzător can replicate the Guidance spell as a spell-like ability by playing one of their drawn cards. Beginning at 3rd level, they can also replicate the effects of the Augury spell by expending 3 cards; And at 7th level, they can replicate the Divination spell by expending 5 cards. Finally, at 13th level, they learn to replicate the Commune spell, but without an XP cost, by expending 10 cards. All of these take the same amount of time that it would normally take to cast them; And as they are spell-like abilities, no material, focus or XP components are needed.

Luck Of The Draw (Ex): Beginning at 2nd level, the Vânzător's luck begins to affect them more thoroughly. At the beginning of each encounter, before initiative is rolled, the Vânzător chooses one of: Attack rolls, damage rolls, skill checks made with one skill, initiative rolls, AC, one type of saving throw, or ability checks (but not skill checks) associated with one ability score. They take a -3 penalty on this number or type of roll for the entire encounter. However, when they make the kind of roll (Or they're attacked, in the case of AC), they roll 1d6 and add the result to the result of the roll of the appropriate type (Or as a dodge bonus to their AC, if AC was chosen).

For example, if a specific Vânzător chose AC, he would take a -3 penalty to his AC; However, every time he is attacked until the end of that encounter, he rolls 1d6 and adds it as a Dodge bonus to his AC against that attack.


Card Secret (Ex): At 3rd level, the secrets of the esoteric become a bit more clear to you. Choose one card. That card is permanently affected by either the Enlarge or Extend metamagics, with no need to expend additional cards and no increase in casting time. At 6th level and again every 3rd level after that (9th, 12th, etc.), you can either modify another card, or modify the same card, but each metamagic effect can only be applied to a single card once. However, each time you gain a Card Secret, you must also choose a taboo; If you break any taboo, then you cannot play any more cards that encounter. Possible taboos include:

  • Cannot eat meat.
  • Cannot own more than you can carry.
  • Must make daily offerings (Of flowers, incense, food, etc.) to one or more spirit powers.
  • Cannot bathe.
  • Cannot cut your hair.
  • Cannot touch a dead body.
  • Cannot wear a certain color.
  • Cannot sit facing a certain direction.
  • Cannot light a fire.
  • Must use a certain mundane object (A type of flower, a pinch of dirt, a piece of bark, a vial of water, a rock) as a material component with every card you play.
  • Must go a random direction at a crossroads unless someone gives you directions. (You can use your Oracle Reading class feature to divine directions, however)
  • Cannot enter a building without invitation.
  • Cannot set foot on sacred ground.
  • Cannot look a person with a certain color of eyes (Usually blue) in the face.
  • Cannot take credit for any deed you have done, good or bad.

This class feature counts as the Spell Secrets class feature of the Wu Jen, and allows you to qualify for feats such as Improved Spell Secrets and Greater Spell Secrets.


Uncanny Dodge (Ex): At 4th level, the Vânzător gains the Uncanny Dodge ability, as the Barbarian class feature of the same name. This improves to Improved Uncanny Dodge at 6th level.

Bonus Feats (Ex): At every level divisible by 4, the Vânzător gains a bonus feat. This feat must either be a Luck feat or a Metamagic feat, and they must meet the prerequisites as normal.

Evasion (Ex): At 5th level, the Vânzător gains Evasion, as the Rogue class feature of the same name. At 11th level, it improves to Improved Evasion.

Cardsharp's Gambit (Ex): Beginning at 5th level, the Vânzător learns how to draw from their own life force to empower a card, risking their own fate. As a swift action, they can pour some of their life energy into a card; Doing so deals damage to them that bypasses all forms of resistance, reduction and even regeneration, equal to 1d8 + their Cha modifier. This grants them the effect Raise The Stakes, which lasts until it is expended, the damage heals, or 8 hours have passed, whichever comes first. While Raise The Stakes is active, the time the Vânzător plays a card, their Caster Level for the card is increased by 2, the save DC of that card is increased by 1, and reduces the cost of metamagic applied to that card by one effective level adjustment (To a minimum of +0). Raise The Stakes can be stacked up to a number of times equal to one point of the Vânzător's Charisma bonus per 3 class levels, and stacks with itself. When the card is played, Raise The Stakes ends, but the damage caused by it is not healed.

For example, if a Vânzător played the Reversed 8 of Wands card, forcing creatures within Close range of himself and his allies to the ground, preventing flight and reducing movement by 10ft for 1 round per caster level. If the same Vânzător used Cardsharp's Gambit twice before using that card, and decided to apply the Extend and Enlarge metamagic feats to the card, he could double both the range and the duration without increasing the caster time or having to expend additional cards.


Signature Card (Ex): At 10th level, the Vânzător learns a secret about themselves and with that knowledge comes power. This secret can be anything you desire, but the power granted by it allows you more control over the self. Upon attaining 10th level, the Vânzător chooses one card to be their signature card. Once per encounter, they may draw this card specifically instead of rolling for a card. Furthermore, the saving throw DC of this card is permanently increased by 1, and its caster level is increased by 2.


The Cards, The Cards[edit]

Here are the descriptions of each card and their powers. They are divided into the Major Arcana, and the Minor Arcana. Major Arcana are more powerful, and some are augmentable with the Minor Arcana; Minor Arcana are more versatile and can be combined to create a variety of effects. Unless otherwise noted, a card's Played duration is 1 round per caster level, and Auras extend out to Close range (25ft, +5ft per 2 Caster Levels).


Major Arcana[edit]

The Fool[edit]

A card of wanderers, pilgrims, freedom and the infinite chaos of possibility.

Upright Effect: While the Fool is Upright in your hand, you project an Aura that grants a bonus equal to your Charisma modifier on saves against effects that control or hinder, such as Charm Person or Slow.

Reversed Effect: While the Reversed Fool is in your hand, you project an Aura that imposes a penalty equal to your Charisma modifier on saves against effects that control or hinder, such as Charm Person or Slow.

Played Upright[edit]

Upright, the Fool allows you to teleport to anywhere within close range once per round as a Standard action. However, you can spend two rounds worth of duration to teleport as a Move action, three rounds of duration to teleport as a Swift action, or four rounds to teleport as an Immediate action. For the duration of the card, you have the equivalent of Spell Resistance equal to 10 + your class level against any effect that Freedom of Movement you render you immune to, even if the original effect isn't affected by SR.

Augment: If you have a card of the Swords suit in your hand when you Play this card, you can expend it, as if you had played it, when you play this card. Doing so grants you an Insight bonus to all your movement speeds equal to 1/2 your class level, multiplied by 5 (Min +5ft).

Played Reversed[edit]

This card, when Reversed, can paralyze one foe (As per Hold Monster) a single creature and prevent it from extra-dimensional travel (As per Dimensional Anchor), or you can Slow all creatures in your Aura. Creatures Slowed in this manner must make a Will save against this card in order to use any ability that Dimensional Anchor would prevent. A successful Will save negates these effects, as appropriate.

Augment: If you have a card of the Pentacles suit in your hand when you play this card, you can expend it at the time of playing this card. Doing so causes the very earth to hinder foes affected by this card; Any foe that fails its save against this combination is also Entangled for the duration.

The Alchemist[edit]

A card of transformation, improvement, and making something out of seemingly nothing.

Upright Effect: While The Alchemist is Upright in your hand, you can transmute any Minor Arcana card into the corresponding card of another suit as a swift action once per round. Thus, you could turn the 2 of Wands into the 2 of Swords if you desired. You also project an Aura that imposes a penalty equal to your Charisma modifier on saves against Transmutation effects.

Reversed Effect: While the Reversed Alchemist is in your hand, you project an Aura the grants a bonus equal to your Charisma modifier on saves against Transmutation effects.

Played Upright[edit]

The Alchemist lets you do two things; Transform a person, or create an object. When you induce transformation, you do so by touch, and this grants that person a Luck bonus to one ability score of your choice equal to one-half your caster level. You can instead choose to grant a bonus to two different ability scores equal to one-third your caster level, a bonus equal to one-quarter your class level to three different ability scores, or a bonus equal to one-fifth your class level to four ability scores. Instead of choosing different scores, you can choose to divide this ability between people. For example, if a 12th-level Vânzător used this card, he could grant one ally a +6 bonus to Strength, two allies a +4 bonus to strength (Or one ally a +4 bonus to Strength and to Dexterity), or three allies a +3 bonus to Strength (Or any combination of up to 4).

Creating an item makes an item creates an items as per Minor Creation if your caster level is 8th or lower, Major Creation if your caster level is between 9th and 16th, and True Creation; Unlike most cards, the True Creation ability of The Alchemist requires XP, and is thus usually used sparingly.

Augment: If you have a card of any of the four suits in your hand when you use this card to Transform one or more persons, you can expend one or more of them at the time of playing The Alchemist in order to augment it as follows:

  • Wands: Grants the target(s) immunity to fear and resistance to Fire equal to 5 times the Vânzător's Charisma bonus.
  • Swords: Grants the target(s) a bonus to Attack rolls, damage rolls (with melee weapons) and as a Dodge bonus to AC equal to the Vânzător's Charisma bonus.
  • Cups: Grants the target(s) Regeneration equal to the Vânzător's Charisma bonus; Only Fire damage is lethal.
  • Pentacles: Grants the target(s) a number of temporary HP equal to twice the Vânzător's Charisma modifier, and DR X/-, where X is equal to the Vânzător's Charisma modifier.
Played Reversed[edit]

The Alchemist, when reversed, lets you transform enemies and unmake objects and magic. When used to unmake magic, it acts as Dispel magic, except that it adds your full caster level to the dispel check. When used to unmake an object, it functions as Disintegrate.

When used to transform enemies, you can apply penalties to ability scores in exactly the same way as the Upright Alchemist grants bonuses; Though a melee touch attack is normally required and a Fortitude save is allowed to resist the effect.

Augment: If you have a card of any of the four suits in your hand when you use this card to Transform one or more foes, you can expend one or more of them at the time of playing The Alchemist in order to augment it as follows. Any target that succeeds it's save against the transformation is not subject to the effects of an augment.

  • Wands: The target takes 50% additional Fire damage and suffers a penalty on Will saves equal to the Vânzător's Charisma bonus.
  • Swords: The target(s) suffer a penalty to Attack rolls, damage rolls (with melee weapons) and AC equal to the Vânzător's Charisma bonus.
  • Cups: The target takes damage equal to the Vânzător's Charisma bonus each round, Fort save for half; Creatures immune to poison, acid or cold are immune to this damage.
  • Pentacles: Each instance of physical damage the target(s) take(s) is increased by a number equal to the Vânzător's Charisma modifier.


The High Priestess[edit]

A card of wisdom, stillness, memory and clarity.

Upright Effect: While the High Priestess is Upright in your hand, you project an Aura of stillness and calm. Creatures within the Aura who have not taken an action that would break the Sanctuary spell in the last round, gain the effects of the Sanctuary spell, except that the save DC is the same as for your cards.

Reversed Effect:

Played Upright[edit]

Augment:

Played Reversed[edit]

Augment:


The Empress[edit]

A card of beauty, fertility, creativity and love.

Upright Effect: While the Empress is Upright in your hand, you project an Aura of inspiration and guile. Creatures within the Aura gain a bonus on all Charisma-based skill checks and all Craft checks equal to your Vânzător caster level.

Reversed Effect:

Played Upright[edit]

Augment:

Played Reversed[edit]

Augment:


The Emperor[edit]

A card of power, leadership, order and ambition.

Upright Effect: While the Emperor is Upright in your hand, you project an Aura of lordly might. Creatures within the Aura add your Charisma bonus as a Morale bonus to their Strength score, and can use the Command spell as a spell-like ability as a free action on an opponent they just successfully demoralized them with the Intimidate skill.

Reversed Effect:

Played Upright[edit]

Augment:

Played Reversed[edit]

Augment:


The Hierophant[edit]

A car of teachers, knowledge, history and revelation of the sacred.

Upright Effect: While the Heirophant is Upright in your hand, you project an Aura of knowledge. Those within the Aura can make all Knowledge checks untrained, and gain a bonus on all Knowledge checks equal to your caster level.

Reversed Effect:

Played Upright[edit]

Augment:

Played Reversed[edit]

Augment:



The Lovers[edit]

A card of duality, connection between too people, opposites attracting, and love.

Upright Effect: While The Lovers is in your hand, you project an Aura of connection. Each target within the Aura can select another entity who is also in the Aura; Once chosen, they are continually treated as if having cast the Shield Other spell on the entity they chose.

Reversed Effect:

Played Upright[edit]

Augment:

Played Reversed[edit]

Augment:



Epic Vânzător[edit]

Table: The Epic Vânzător

Hit Die: d6

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-# of levels-> levels after 20th.

Epic Vânzător Bonus Feat List: <-list of bonus epic feats->.

Human Vânzător Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 6 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable, put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable, put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. Remove this section if this sample doesn't get any bonus feats at 1st level.->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.





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