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m (moved Knave of Tarots (3.5e Class) to Use:Epsilon Rose/sandbox: So it doesn't get deleted.)

Revision as of 16:48, 2 September 2010


Created By
Epsilon Rose (talk)
Date Created: 8/27/10
Status: WIP
Editing: Please feel free to edit constructively!
Balance: Rogue

{{#set:Summary= |Length=20 |Minimum Level= Starting |Base Attack Bonus Progression= Moderate |Fortitude Save Progression= Poor |Reflex Save Progression= Good |Will Save Progression=< Poor |Class Ability= Alternate Magic |Class Ability Progression= Other }} {{#set:Allowed Alignments=Lawful Good}} {{#set:Allowed Alignments=Lawful Neutral}} {{#set:Allowed Alignments=Lawful Evil}} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Neutral Evil}} {{#set:Allowed Alignments=Chaotic Good}} {{#set:Allowed Alignments=Chaotic Neutral}} {{#set:Allowed Alignments=Chaotic Evil}}


Knave of Tarots

The Knave of Tarots is a wily and versatile fighter who supports himself and his allies with symbolic magic based on tarot cards. Unlike normal mages who are content to treat magic as little more than the channeling of great energies no different than psionics and chi a Knave of Tarots is keenly aware of the fact that magic is merely weaponized symbolism. It is this along with the fact that all things in this world are merely a reflection of their perfect form (e.g. all chairs are a reflection of the perfect chair) that underpins there art. Theoretically they could use any symbology for their magic, how ever they choose tarot to the exclusion of all others for the simple, extensive, and easily extensible system it offers.

Making a Knave of Tarots

<-Strong points and weak points, and effectiveness with party members.->.

Abilities: <-description of most important attributes for this class->.

Races: <-description of relative likelihood of various races to join this class->.

Alignment: Any.

Starting Gold: <-starting gold; YdZ->×10 gp (<-average starting gold. This calculated by multiplying the number of die rolls by the die size plus one and mulitplying the result by 5 [Y × (Z + 1) × 5].-> gp).

Starting Age:"As rogue"

Table: The Knave of Tarots

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Cards/Hand Plays/Day Major Arcana
In Deck
Fort Ref Will
1st +0 +0 +2 +0 Symbolic Magic (tarot), 3 1 0
2nd +1 +0 +3 +0 First Attunement, Major Arcana 4 1 1
3rd +2 +1 +3 +1 Shuffle 1/round 4 2 2
4th +3 +1 +4 +1 Adept Attunement, Fate Card. 4 2 3
5th +3 +1 +4 +1 5 2 4
6th +4 +2 +5 +2 5 2 5
7th +5 +2 +5 +2 5 2 6
8th +6/+1 +2 +6 +2 Practical Attunement, Force 1/round 5 3 7
9th +6/+1 +3 +6 +3 Shuffle 2/round 5 3 8
10th +7/+2 +3 +7 +3 6 3 9
11th +8/+3 +3 +7 +3 6 3 10
12th +9/+4 +4 +8 +4 High Attunement 6 3 11
13th +9/+4 +4 +8 +4 6 3 12
14th +10/+5 +4 +9 +4 6 4 13
15th +11/+6+1 +5 +9 +5 Shuffle 3/round 7 4 14
16th +12/+7/+2 +5 +10 +5 Master Attunement, Force 2/round 7 4 15
17th +12/+7/+2 +5 +10 +5 7 4 16
18th +13/8/+3 +6 +11 +6 7 4 17
19th +14/+9/+4 +6 +11 +6 7 4 18
20th +15/+10/+5 +6 +12 +6 Arc-Attunement 7 5 19

Class Skills (Skill Points::6 + Int modifier per level, ×4 at 1st level)
<-class skills (and key abilities), simply delete those skills which your class does not have as class skills from the complete list below. -> Appraise (Int), Balance (Dex), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Int), Listen (Wis) Move Silently (Dex), Open Lock (Dex), Perform (Reading) (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand ([[SRD:|Dex]]), Speak Language (None), Spot (Wis), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Class Features

All of the following are class features of the <-class name->.

Weapon and Armor Proficiency: The Knave of Tarots is proficient with all simple and martial weapons. The Knave of Tarots is proficient with light armor and medium armor but not with shields.


Symbolic Magic(Tarot): A Knave of Tarots may bring the idea that a tarot card symbolizes into reality. He may do this by either focusing on one or several cards in his hand and activating them as their description states; he may also apply them to already existing ideas (e.g. a battle ax or a crowd of people; since all things in this world are merely a reflection of there perfect form all things are valid as ideas) in which case the effect is left up to the DM's discretion but should be based on the stated effect (i.e. Death applied to a short sword should not make it a flaming keen short sword); regardless of activation method the knave may choose whether the card is in the upright or inverted position at the time of activation. The knave must have a free hand in order to use a card.

A knave may draw up to his max hand size as a standard action that is equivalent to drawing a weapon for feats and abilities. He may draw as many hands as he has plays but he must either use a number of cards equivalent to his max hand size or forfeit the remainder of his current hand before moving onto the next play. He may use his deck for readings and games without effecting his hand or play status, but he must use the cards he had already drawn or forfeit his current hand.

The Knave of Tarots may add suits and major arcana to his deck by sacrificing the use of his deck for 24 waking hours (in the case of major arcana he may opt to merely sacrifice the use of the major arcana but it takes twice as long). He may have up to his class lvl/5 rounded down suites in his deck at any time but may have no fewer than 4 and all suites must observe the proper format of 4 face cards and 10 numbered cards, there is no minimum to the number of major arcana he may have in his deck but he may not exceed his maximum. At no time may he add duplicate suites or cards. The same rules may be used for swapping major arcana or suites, but all suites must remain intact and a specialized knave may never remove his chosen suite.

Attunement: At 2nd level the Knave of Tarots must choose to attune himself to either one of the suits or the major arcana (effectively no specialization) from then on every 4th level he gains benefits based on his atunement. Swords

      First-Climb (Str), Jump (Str), and Swim (Str) are added as class skills, the knave also gains a bonus feat.
      Adept-The knave gains a bonus feat
      Practical-The knave gains a bonus feat
      Master- The knave gains a bonus feat
      Arc- The knave may add either his dexterity to his damage or his strength to his ac.

Wands

      First-Spellcraft(if multi classed with spell caster) (Int), Knowledge (magic) (Int), and an additional Speak Language (None). The knave also gains the
        ability to steal a spell, that he could cast if of the appropriate class, on a successful touch attack. The victim must make a will save 
        DC(10+character lv/2+int) if they fail the knave steals the spell and the spell slot is expended, if a spontaneous caster is targeted the knave may choose
        any appropriate spell that the victim know and 1 spell slot of that level spell is expended (if there are know spell slots of an equivalent or higher level
        available the spell may not be stolen). The spell is stolen with any attached meta magics but new meta magics may not be added. The Knave must cast the
        spell in (int)hours or it goes of randomly.
      Adept- The knave gains the ability to use a ranged touch attack instead of a normal touch attack but takes a -2 penalty to hit
      Practical- The knave gains the ability to store his stolen spells in one of three blank cards which is then added to his deck. These cards do not count
        towards his suite or major arcana limits but each card may only hold one spell at a time, in the event that all three cards are full when the knave
        attempts to store a knew spell he must choose to overwrite one of the old ones. Once drawn the spell may be cast as it normally would but without the need
        for material components; if cast from the inverted position the opposite effect occurs and both positions may be used for counter spelling.
      Master- The knave may remove one spell card from his deck and keep it ready for immediate (it does not count against his hand) use however spells cast
        from this card have their DCs lowered by 5.
      Arc- The knave may turn a spell card into a major arcana at which point normal rules for use and deck count apply. Xp components must still be paid 
        normally.

Cups

      First- Any three Knowledge (Int), or Speak Language (None) and Autohypnosis (Wis), may be added as class skills. The knave also gains access to one murmur
        at 2nd level (and another at each level of atonement) and the Unnatural Will feat.
      Adept- At the end of each day, for each murmur whose level was increased by breaches that day, a Knave of Tarots may make a Will save (DC 15 + Murmur
        Level) to reduce the level of that murmur by one. The DC is increased by +1 for each of that murmur’s breaches that was used that day (multiple uses of
        the same breach don’t count). The Knave may now, up to once per day and after 10 hours of rest and/or sleep, exchange a single first level active murmur
        for an inactive one.
      Practical- The Knave of Tarots gains the Heightened Empowerment Feat. The knave also gains the Subverted Insanity Class feature: A number of times per
        week equal to his class level/2, he may gain a +5 bonus to the will save he makes for using a breach. Furthermore, once per day plus once for every
        attunement After practical you may use a single breach without risk of increasing your murmur level.
      Master- The Knave of Tarots may now exchange active murmurs above 1st level. When doing so, switch the levels of the newly active murmur and the newly
        inactive murmur.
      Arc- The Knave of Tarots may now end an incursion by making a will save equal to 10 + remaining time + murmur level. If he should fail he may not make
        another attempt that day. If a breach is ended prematurely it still counts if  The knave has used a breach that day for the purpose of end of day will
        saves

Pentacles

      First
      Adept-
      Practical-"
      Master-
      Arc-

Major Arcana

      First- The knave gains an additional two skill points per level and may add any two skills as class skills. He also gains one bonus feat.
      Adept-The knave gains a bonus feat.
      Practical-The knave gains a bonus feat.
      Master- The knave gains a bonus feat.
      Arc- The knave gains a bonus feat and may have up to two of any card in his deck.

Shuffle: At level three a Knave of Tarots may choose to shuffle the remainder of his hand and draw an equal number of cards without moving to his next play once per play. At levels 9 and 15 this becomes two and then three times per play.


Force: At level 8 a Knave of Tarots may attempt a slight-of-hand check dc 25 in order to pick one card of his choosing, this ability can only be used once per play. At level 18 this increases to twice per play.


 Xenotheurgy (the thing used by the cups attunement) was created by Realms of Chaos and used with his permission.

Epic <-class name->

<span id="Table: The Epic <-class name->">Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

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 <-number of feats per level-> levels after 20th.

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

<-Sample race of your choice-> <-class name-> Starting Package

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-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable 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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