Avimar Sorrinash

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RPG Superstar 6 Season Star Voter. Organized Play Member. 46 posts. No reviews. No lists. 1 wishlist.


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Hello Everyone I need some advice. 6 months ago my group finished up skull and shackles after 2 1/2 years of play. For most of them it was their longest reoccurring game and the first campaign ever seen to completion. A month after it ended we picked up with new characters in wrath of the righteous, run by one of my players who wanted to step up and let me have a turn at playing. We played for about 3 months, finishing book 1, before needing to take a break as life got in the way for all of us.

During that break we have run one shots in a number of systems and nearly everyone has DMed. Now at the present we are starting to talk about returning to Wrath of the Righteous. However there seems to be a disinterest from some players as they mention fondly their exploits in skull and shackles and compare my running of that game with the way in which the current DM does things. Conversation is always "remember x time or x thing in Shackles? Good times, wish we could go back."

The problem I'm having is this nostalgia is lessening the experience of our current game and undermines what our current dm is doing, he is being overshadowed by the memory of the game I ran. What can I do to encourage him as the DM and somewhat lessen the nostalgia for our old game and embolden the new one? Thanks in advance everyone. Sorry if my explanation was confusing.

Dark Archive Star Voter Season 6

Sigh. I finally have the guts to enter this year with, in my opinion, a pretty solid wondrous item and then you go and change things on me Paizo. Well time to see if I can come up with a cool magic item in 6 days; if not there is always next year I guess. Good luck everyone.

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WHAT!!! One line on the cover is wrong?! That's it I'm disowning you Paizo! How can I live if that cover line says Adventure Path rather than Roleplaying game!?!?! :c I demand a reprint!!! lol.

All in jest of course. I couldn't care less that the line says adventure path rather than roleplaying game. So long as the content in the book isn't effected than that is what matters to me.

Still can't wait for this release, buying it straight away. Fear not Paizo, we still love you!! Keep up the good work.

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thanks Petty Alchemy and Air0r for taking a look at the post. I never thought to try vampires as a feat chain or archetype. I agree with Petty that the undead type is really overpowered for a race. I tried cutting it down a little but it still doesn't feel right. I'll keep trying. Thanks guys.

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*bump*

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Hello everyone. What follows is my attempt to make vampires a playable race for my home setting using Pathfinder. The goal is to create a class that is playable, not overpowered compared to other races, meets the CORE themes of "what a vampire is", and is fun to play.

The current version was made without the framework of the race builder from ARG but does pull some abilities from it. Additionally the race functions off a modified version of the undead subtype. Please let me know what you think, whether or not you would play this race and why. Thanks.

VAMPIRE RACIAL TRAITS
+2 Dexterity, +2 Charisma, No Constitution: Vampires are fast and seductive, but their bond to the undead impedes their mortal vigor. A vampire has no Constitution and uses its Charisma score in place of Constitution when calculating hp, Fortitude saves, and any special ability that relies on Constitution. (When generating a vampire character using a point buy system, you must still spend sufficient points for a Constitution score of 10.)

Vampire: Vampires are humanoids with the vampire subtype.

Medium: Vampires are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Vampires have a base speed of 30 feet.

Senses: Darkvision 60 feet.

Weaknesses: Reducing a vampire's hit points to 0 or lower incapacitates it but doesn't destroy it. However, certain attacks can slay vampires. Exposing any vampire to direct sunlight, or while within the radius of a daylight spell, staggers it and it is dazed during the first round in which it escapes the light. Driving a wooden stake through a helpless vampire's heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water.

Vampiric Undead: Vampires are a race of undead and as such gain a modified version of the undead subtype with the following traits. (Being undead provides a complex new experience with many immunities and weaknesses. You gain immunity to death effects, disease, energy drain, exhaustion/fatigue, poison, sleep effects, and stunning; your connection to negative and positive energy is reversed, that is you are healed by negative energy and damaged by positive energy; you are susceptible to effects that target undead; you are not at risk of death from massive damage, you cannot be returned to life/undeath by raise dead, reincarnate, resurrection or true resurrection; you do not breathe, eat, or sleep.)

Defensive Abilities: A vampire gains channel resistance +4 in addition to all of the defensive abilities granted by the vampiric undead subtype. If reduced to 0 hit points in combat a vampire is disabled (as per the condition) and attempts to escape. It must reach a subterranean refuge (such as a crypt, graveyard, etc.) within 2 hours or be utterly destroyed. Additional damage dealt to a disabled vampire has no effect. Once at rest, the vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing as normal.

Nimble Faller: Vampires land on their feet even when they take lethal damage from a fall. Furthermore, they gain a +1 bonus to their CMD against trip attempts.

Stalker: Perception and Stealth are always class skills for Vampires.

Sprinter: Vampires gain a +10 foot Racial bonus to their speed when using the charge, run, or withdraw actions.

Melee:[/b} A vampire gains a slam attack, dealing 1d6 damage on a successful hit. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

[b]Special Abilities: A vampire gains the following special abilities.
Blood Drain (Su): A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 2d4 +Charisma modifier damage each round the pin is maintained. Drained hit points are applied to the vampire as permanent hit points, though hit points gained in this manner never allow the vampire to exceed its normal hit point maximum.
Blood Gift (Ex): A vampire can feed its own blood to another vampire or vampiric null to heal it. It costs 1 hp to start the process, and the vampire can transfer up to 1 hp per round per level of the lowest-level vampire in the exchange, to a maximum of 10 hp/round.
Create Null (Su): If a vampire reduces a humanoid or monstrous humanoid to -10 hit points with its blood drain attack, the victim arises 1d4 days later as a vampiric null. If that vampire instead gives a blood gift to restore the victim to 0 hit points, it rises 1d4+1 days later as a full vampire. In either case, the draining vampire has no special control over null it creates.
Shadowless (Ex): A vampire casts no shadows and shows no reflection in a mirror.

Languages: Vampires begin play speaking Old Tongue. Those with high Intelligence scores can choose any language it wants (except secret languages, such as Druidic).

Vampire Null
A vampire can elect to create a vampiric null instead of a full-fledged vampire when it uses its create null ability on a humanoid creature only. This decision must be made as a free action whenever a vampire slays an appropriate creature by using blood drain. A vampiric null's statistics are identical to those of a wight, save for the following changes.

• It gains the blood drain vampire special attack.
• It gains channel resistance +2, DR 5/silver, fast healing 2, and the shadowless vampire qualities.
• A vampiric null gains all of the standard vampire weaknesses.
• A vampiric null is CR 3.

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Coridan wrote:
theHunterD13 wrote:
I would have to find a way to play a character like Gaara of the Desert from Naruto. I mean come on a massive desert full of sand and a character who can control sand? What could be better? :D
Sandshaper from the 3.5 Sandstorm is perfect for this and requires very little work to convert to PF (just skills really).

Just looked into the sandshaper Coridan and it is amazing. Much less work to modify than the other class I found. Would want to work with my GM and add one or two powers to expand the prestige class a little and it would be perfect! Thanks for the heads up. Now to decide on an Arcane casting class.

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Seth Parsons wrote:
theHunterD13 wrote:


You become the sandstorm!

Seth, I see you understand the potential of this build lol. I think it would be a lot of fun. I even found a 3.5 homebrew class called the sandbender that I think my GM would let me play if we ever ran Mummy's Mask.

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I would have to find a way to play a character like Gaara of the Desert from Naruto. I mean come on a massive desert full of sand and a character who can control sand? What could be better? :D

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Thanks Beck looking forward to seeing your comments.

Wolf when this class is finished I expect a nice little addition to this thread or a message leading me to your thread of archetypes so I can steal them and add them to my campaign world for this class lol.

Done Cardmaster is now 100% 3/4 BAB (+15/+10/+5) and is a striker role. Still working on deck/drawing cards optional mechanic and revamped spell list will be done this weekend.

Final note, card throw splash damage is out. Cards do way too much damge at mid/high levels with splash. Volatile Infusion Gambler's Gift staying as an option for those people who want to throw out a crazy powerful attack but can't do it every time.

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Question for everyone do you think the BAB of the cardmaster is too low? At 20th level he currently only gets +10/+5, should we bump this up to +15/+10/+5? Also thinking about doing away with the splash damage on Thrown Cards, given the feedback from the messageboards.

Thoughts?

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Wow thanks for all the posts guys it really is inspiring. Was going to take a couple weeks off from this class but coming back and seeing so many posts means I must work on it more!! Please keep the posts coming.

Wolf your archetypes sound amazing I want them all, if you don't mind, when the base class is done.

Beck do you mind if I take ideas from your Occult class that I like and add them in to my own class? Also since we have similar ideas I would love to hear your opinion on the class and suggestions for its improvement.

Goth what can I say sir you are brilliant when it comes to coming up with ways to include an actual deck of cards to this class.

Nem-z I can understand your concerns for the class and wanting to turn it into an archetype but this is something I've always wanted to see in an RPG. I don't have any plans on publishing this class or anything just making it the best it can be (with everyone's help) and then using it in my campaigns and setting. Still appreciate your comments and suggestions.

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Okki wrote:
Another tidbit.. it should be "Imbue"

Thanks Okki, yeah I noticed that mistake is still in there a few times.

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Goth Guru wrote:

Wild cards. 3rd level. The card thrown has a wild magic effect based on the card the player draws.

Ace of Spades. Goes off like a fireball made of negative energy.

Goth that is brilliant. If I can get some more tidbits like that thrown my way to implement a "deck drawing" mechanic for the player I should be able to come up with some good stuff. Appreciate your help.

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jocundthejolly wrote:

Think you should rewrite this:

"Though not as strong with magic as a wizard or sorcerer...."

As soon as I see that I think,"Why would I want to play a third-rate arcane caster?" Actually, rewrite that whole second paragpraph. Something's wrong if a class writeup says that the class is wimpy or simply inferior.

Thanks Jolly, I can see where that would be a problem. Will come up with something better.

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Oceanshieldwolf wrote:
Looking better, still have a few questions though:

Wolf thanks for the feedback it is always appreciated, and I'm glad you still like the class. It is turning out to be very difficult to get the feel for the class right. Now to answer some of your questions:

Splash Damage: The splash damage is there because the magic being forced into the card is unstable and explodes out of the card upon impact.

Spells: For now the variety in spells is to create uniqueness among cardmaster characters. Say you have two cardmasters each one can throw cards, is lucky, etc. but the spells they know makes them different. Its meant to represent the limited magic each cardmaster knows is different.

Harrow Stuff: This was removed to allow a cardmaster to prestige into the Harrower class if they wanted to.

Abilities: (I like the folded joke) I'm not ashamed to admit I took some ideas from the Luckbringer class and attempted to change them to allow the cardmaster some "generic" flexability. Do you think this flexability hurts the class overall?

Volatile Infusion: added based on another comment.

Shingle Runner: As you mentioned, helps get away from bad guys. Personally I like the image of a cardmaster taking everyone's money in a rigged game, getting caught, blowing up the tavern wall with Imbued cards, and escaping by running across the rooftops throwing cards at pursuers below him.

Alternate Mechanics: I agree with you and the previous poster adding a deck mechanic to the class would be fun but to be honest I'm not sure how to apply it. I like the ideas you proposed but I think this may be something I revisit when I have all the basic abilities and roles fleshed out. That way it is easier to add on.

Grit Mechanic: I could retool the class to work like grit, I still have that version saved. Again I like tying it back to a deck of cards, ex. regain a point of luck for drawing a face card or an ace.

Thanks for the support will keep updating this class. I think it has alot of promise and fulfills my desire to play a gambit style character in a tabletop rpg.

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Bump...

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Hello again everyone, it has been awhile. I have taken all comments into consideration and am ready to release my latest version of the cardmaster. In my opinion this is the best version of the class, so far, though it could probably do with some final tweaks and playtesting. Let me know what you think.

Those gifted with the power to wield magic are often viewed with great respect and brandish massive amounts of power; yet sometimes only a trickle of magic blossoms within a person. This curse, or gift, to control even a small amount of magic can often aid someone if they know how to apply the magic. Cardmasters are a rare breed of scoundrel who are born with a slight knack for magic. Though not as strong with magic as a wizard or sorcerer a cardmaster puts what knowledge of magic he has to aid his underhanded tricks and games of chance. By enduing items, and weapons, with magic energy the cardmaster can turn even a deck of gambling cards into deadly projectile weapons.
Role: The cardmaster’s reputation often precedes him (often in a negative fashion). His ability to dabble in magic, coupled with his charismatic nature often gets the cardmaster in trouble with the locals of any village. No slouch in a fight the cardmaster embues his weapons, and most often his favorite gambling cards, with magical energy allowing them to deal a fair degree of damage to his opponents. Add to this the cardmaster’s agile nature, and other talents, make the cardmaster a begrudgingly welcome addition to any group of adventurers.
Alignment: Any.
Hit dice: d8

Class Skills
The cardmaster’s class skills are Acrobatics (Dex), Appraise (Int) Bluff (Cha), Climb (Str), Craft (Cards) (Int), Diplomacy (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Use Magic Device (Cha).
Skill Ranks per Level: 6 + Int modifier.

Class Features
The following are class features of the cardmaster.
Weapon and Armor Proficiency: Cardmasters are proficient with all simple weapons in addition to the falchion, rapier, sword cane, and the swordbreaker dagger. They are proficient with light armor, but not with shields. A cardmaster can cast cardmaster spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a cardmaster wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass cardmaster still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells: A cardmaster casts arcane spells drawn from the carmaster spell list presented at the end of this section. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a cardmaster must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cardmaster’s spell is 10 + the spell level + the cardmaster’s Charisma modifier.
Like other spellcasters, a cardmaster can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the accompanying table. In addition, he receives bonus spells per day if he has a high charisma score (see Table 1–3 from the Pathfinder Core Rulebook).
The cardmaster’s selection of spells is extremely limited. A cardmaster begins play knowing three 0-level spells and one 1st level spell of the cardmaster’s choice. At each new cardmaster level, he gains one or more new spells. (Unlike spells per day, the number of spells a cardmaster knows is not affected by his Intelligence score. The numbers on the table are fixed.)
Upon reaching 5th level, and at every third cardmaster level after that (8th, 11th, and so on), a cardmaster can choose to learn a new spell in place of one he already knows. In effect, the cardmaster “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level cardmaster spell the cardmaster can cast. A cardmaster may swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A cardmaster need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
Cantrips: Cardmasters learn a number of cantrips, or 0-level spells, as noted on the accompanying table under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Imbue Energy (Su): Though the cardmaster is nowhere near as strong with magic as some other classes he has learned to apply what magic he can control to a variety of fields many casters cannot. One such area is the ability to imbue magical energy into his weapons. The cardmaster gains the Arcane Strike feat as a bonus feat at first level
Card Throw (Ex): In addition to regular weapons, a cardmaster is adept at pushing the magical energy of his imbue energy ability into gambling cards that he can then hurl at his enemies. This ability functions like the Deadly Dealer feat with the following additions:
Cards thrown by a cardmaster gain the Throw Splash Weapon special attack (see page 202 of the Pathfinder RPG Core Rulebook), and can be selected using feats such as Point-Blank Shot and Weapon Focus. The damage of a cardmaster’s card increases by 1d4 points at every odd-numbered cardmaster level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from a cardmaster’s card is always equal to the cards minimum damage (so if the card would deal 2d4+4 points of damage on a direct hit, its splash damage would be 6 points of damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the cardmaster’s level + the cardmaster’s charisma modifier.
Gambler’s Gifts: As a cardmaster gains experience, he gains a number of gifts that aid him and confound his foes. Starting at 2nd level, a cardmaster gains one gambler’s gift. He gains an additional gambler’s gift for every 2 levels of cardmaster attained after 2nd level. A cardmaster cannot select an individual gift more than once. Some gifts also require the cardmaster to spend luck points.
A Face in the Crowd (Ex): While in any rural location larger than a hamlet, a cardmaster can use the Stealth skill even while being observed. A cardmaster must be 16th level or higher before selecting this ability.
Ace in the Hole (Ex): The cardmaster always hold something in reserve for a “rainy day”. A cardmaster with this ability can easily conceal weapons on his body. The cardmaster adds his level on opposed Sleight of Hand checks made to conceal a small item, weapon, or deck of cards on his person. In addition, she can draw hidden weapons as a move action, instead of as a standard action.
Better Lucky than Good (Su): The cardmaster becomes incredibly lucky for the purpose of landing one attack. Once per day when a cardmaster rolls a natural 1 when making an attack role may use this ability as a swift action immediately reroll his attack. A cardmaster must be 6th level or higher before selecting this ability.
Deadly Range (Ex): A cardmaster with this gambler’s gift increases the range at which he can throw cards by 10 feet. A cardmaster can take this gift more than once. Its effects stack.
Dumb Luck (Su): Luck favors the cardmaster when he enters a situation that should kill him. Once per day when a cardmaster rolls a natural 1 when making a saving throw he may, as an immediate action may reroll the saving throw.
Knowledge of the Cards (Ex): Great knowledge can be found buried in gambling cards, and in the cards of the harrow deck, if one knows where to look. The cardmaster knows the secrets that the cards can teach, about oneself and the world around them. Using 1 point of luck the cardmaster thinks back upon the knowledge the cards possess, and can add 1d4 points to any knowledge check, that he is capable of making.
Luck of the Draw (Su): When the cardmaster uses his card throw ability he can choose to tap further into what magical knowledge he has to apply a magical effect to the card he throws. However in the heat of the moment the cardmaster can never be sure what kind of magical effect will choose to manifest itself. When using this ability roll 1d6 to determine what ability is added to the card throw ability. Using this ability spends 1 point of luck.
o (1-2)Card of Force: When the cardmaster throws a card, it inflicts sonic damage. Creatures that take a direct hit from a card of force are knocked prone unless they succeed on a Reflex save.
o (3-4)Frost Card: When the cardmaster throws a card, it becomes covered in ice and inflicts cold damage. Creatures that take a direct hit from frost card are staggered on their next turn unless they succeed on a Fortitude save.
o (5-6)Inferno Card: When the cardmaster throws a card it erupts in arcane fire and inflicts fire damage. Creatures that take a direct hit from a card of the inferno take an additional 1d6 points of fire damage.
Lucky Start (Ex): The hands of fate guide the cardmaster’s actions allowing him to reroll his initiative check by expending a point of luck from his luck pool.
Make My Own Luck (Su): By spending a point of luck from his luck pool the cardmaster may, as an immediate action, reroll a skill check, as long as he has at least 1 rank in that skill.
Read the Cards (Ex): The cardmaster begins to understand more about the magic that he has control of. He is therefore able to influence, if only slightly, the kind of magic he unleashes. By spending 1 point of luck this ability can add a +1/-1 to the roll used to determine the effects of the Luck of the Draw ability, and is an immediate action and is determined by the cardmaster.
Shingle Runner (Ex): The cardmaster gains a +2 bonus on all Climb and Acrobatics checks, and may take 10 on Climb checks even when distracted. If he should fall, he automatically reduces the damage taken by the fall by one die, as if he had fallen 10 less feet. This reduction in damage stacks with the Acrobatics check to further reduce falling damage.
Smooth talker (Ex): A cardmaster can use his charismatic nature and quick wit to make a suggestion (as per the spell) to a creature that is not hostile to him. Using this ability requires a standard action to activate. A cardmaster can use this ability equal to 4 +cha modifier per day. A Will saving throw (DC 10 +1/2 the cardmaster’s level + the cardmaster’s Cha modifier) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, and language dependent ability and relies on audible components. A cardmaster must 12th level or higher before selecting this ability.
Throw Anything (Ex): The cardmaster gains Throw Anything as a bonus feat, even if he does not meet the prerequisites. A cardmaster adds his charisma modifier to damage done with splash weapons, including the splash damage if any.
Volatile Infusion (Su): 3 + his charisma modifier times per day, the Cardmaster may imbue a number of throwing weapons equal to his level with explosive energy, turning them into a splash weapons.
Wild Card (Ex): As a full-attack action the cardmaster can throw three cards at his highest base attack bonus. This ability acts like the manyshot feat, replacing arrows for cards. These three cards deal damage equal to the damage done by the cardmaster’s card throw ability. To use this ability the cardmaster must spend 1 point of luck.
Luck (Ex): A cardmaster makes his mark upon the world with underhanded exploits. Some cardmasters claim that the hand of Lady Luck guides them, but it’s more likely that their dangerous lifestyle simply prunes the unlucky and careless from their ranks. Whatever the reason, all cardmasters have luck. At 2nd level the cardmaster gains a number of Luck equal to ½ his level + his charisma Modifier. The pool refreshes once per day when the cardmaster prepares his spells.
A cardmaster can spend a point of luck when making a ranged attack, including his card throw ability, to treat his base attack bonus equal to his cardmaster level, or to activate some of his gambler’s gifts abilities. Additionally at 4th level the cardmaster can spend a point of luck to gain a +4 Dodge Bonus to his AC for 1 round. At level 10 the cardmaster can spend a point of luck to gain an additional use of his cardwalk ability.
Fortune’s Favor: At 10th level, and every two levels thereafter, a cardmaster can choose one of the following fortune’s favor abilities in place of a gambler’s gift ability.
All In (Su): the cardmaster risks damage to himself to cause maximum damage to an opponent. Before an attack roll is made flip a coin (this coin flip or 1d2 roll cannot be modified by any other abilities, though the attack roll can be). If he calls it correctly and then successfully hits his opponent with an attack roll, his attack deals maximum damage. If he misses, he provokes an attack of opportunity from any creature that threatens him and takes maximum damage from the next attack made by the targeted opponent (if that attack is made within one round). Using this ability costs one point of luck.
Card Clone (Su): The cardmaster can create 1d4 duplicates of himself that conceal his true location. These duplicates are made up of cards and when struck return to the form of cards. This ability functions as the spell mirror image, using the cardmaster’s level as his caster level. This ability uses 1 point of luck.
Cunning Dealer (Ex): The cardmaster has become well versed in the magics he is able to wield and can exercise a fair amount of control over the outcome of his magic. This ability functions like Read the Cards except that it applies a +2/-2 bonus to any Luck of the Draw roll. This ability is an immediate action.
Evasion (Ex): A cardmaster can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the cardmaster is wearing light armor or no armor. A helpless cardmaster does not gain the benefit of evasion.
Raise the Stakes (Ex): The cardmaster can choose to focus on the precision of his attacks, at the expense of hiding the chinks in his own armor. Until the end of his next turn the threat range of the cardmaster’s attacks are increased by 2, but he takes a -2 penalty to his armor class. Using this ability doesn't stack with other critical threat improvements such as Improved Critical or Keen abilities. Using this ability uses 1 point of luck.
Stacked Deck (Su): In order to fuel what small amount of magic a cardmaster has learned, that in times of great need, he can cast a spell by sacrificing some of his physical vitality. A cardmaster can cast a spell, using this ability by sacrificing a number of Constitution points equal to the level of the spell rather than using a spell slot. These lost points of Constitution are considered temporary ability score damage for all purposes, but they cannot be healed by magical means and must be regained by rest. If the ability damage is prevented, the spell will fail.
Tempting Fate (Su): Lady Luck smiles on the cardmaster as she saves him from death’s door. Once per day whenever a cardmaster has at least 1 hit point remaining and would be dealt enough damage to kill him, he can use this ability as an immediate action to take only enough damage to reduce him to one point above his negative Constitution score, and automatically stabilizes.
Lucky Victor (Su): The cardmaster can expend one point of luck as a swift action to reroll a critical threat confirmation roll.
Cardwalk (Su): In an explosion of gambling cards that encircle the cardmaster he vanishes from his current location and teleports 25 feet in any direction, reappearing in another explosion of cards. Using this ability costs one point of luck.
52 Pickup (Ex): Once per day at 20th level the cardmaster can throw a full deck of gambling cards into the air pushing his magic into all of the cards at once, causing them to fly around his body acting as both a sword and shield to his enemies. These cards swirl around the cardmaster in a 10 foot radius burst, this area is treated as difficult terrain for anyone entering the burst, aside from the cardmaster. This shield of cards moves with the cardamaster and lasts until the end of the encounter in which it was activated. Opponents beginning their turns, or moving into, the storm of cards must take 5d6 points of damage; additionally any attack made against the cardmaster has a 50% miss chance due to the defensive nature of the magically effused cards. However this miss chance has no effect on environmental effects or supernatural abilities. Lastly after activating this ability any card throw, luck of the draw, or wild card attack receive a +2 bonus on attack rolls, in addition to their normal bonuses.

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Ciaran Barnes wrote:
Did you think about implementing a mechanic that requires the player to use an actual deck of cards? There would need to be shuffling and/or discarding required at certain points, but it could be fun.

I didn't think of that. Maybe once I work out all the basics for the class I'll create a side bar or something that deals with a deck of cards, but we will see. Like you said it could be alot of fun. Thanks for the input.

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Hey everyone its been awhile since my last update so I thought I'd give you a glimpse at what I've been working on. Below are two options that I've been building for the luck pool one based off the gunslingers grit feature which encourages the cardmaster to get into combat and use his abilities to do some damage. The other is based on the monk's kai pool which encourages clever use of the luck pool to make some interesting things happen, for now two buffs are added to this pool but a couple more are planned. For now both versions of the ability are received at lv. 4. Let me know what you guys think.

Luck (Ex): A cardmaster makes his mark upon the world with underhanded exploits. Some cardmasters claim that the hand of Lady Luck guides them, but it’s more likely that their dangerous lifestyle simply prunes the unlucky and careless from their ranks. Whatever the reason, all cardmasters have luck. In game terms, luck is a fluctuating measure of a cardmaster’s ability to perform amazing, and often times underhanded, actions. At the start of each day, a cardmaster gains a number of luck points equal to his Charisma modifier (minimum 1). His luck goes up or down throughout the day, but usually cannot go higher than his Charisma modifier (minimum 1), though some feats and magic items may affect this maximum.
Critical Hit with an Imbued Weapon: Each time the cardmaster confirms a critical hit with an imbued attack while in the heat of combat, he regains 1 luck point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the cardmaster’s character level does not restore luck.
Killing Blow with an Imbued Weapon: When the cardmaster reduces a creature to 0 or fewer hit points with an imbued attack while in the heat of combat, he regains 1 luck point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the cardmaster’s character level to 0 or fewer hit points does not restore any luck.

Luck (Ex): A cardmaster makes his mark upon the world with underhanded exploits. Some cardmasters claim that the hand of Lady Luck guides them, but it’s more likely that their dangerous lifestyle simply prunes the unlucky and careless from their ranks. Whatever the reason, all cardmasters have luck. At 4th level the cardmaster gains a number of Luck equal to ½ his level + his charisma Modifier.
A cardmaster can spend a point of luck when making a ranged attack, including his card throw ability to treat his base attack bonus equal to his cardmaster level. Additionally at 4th level the cardmaster can spend a point of luck to gain a +4 Dodge Bonus to his AC for 1 round. At level 10 the cardmaster can spend a point of luck to gain an additional use of his cardwalk ability.

Dark Archive

After alot of disagreements the players decided to name the ship the Long Night.

They plan on building her for night raids and attacks with black sails and a dark red hull. Her starting figurehead is now a dragon at the group's request.

They also came up with a wonderful idea that as their infamy spreads to send word ahead of the ship, either with messenger ravens or with magic, to the places they plan to attack with the message "the Long Night approaches. Pay fealty or you will never see the Dawn."

Really love that idea and how dark my campaign is becoming. Cheers mates.

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Also for those who think the cardmaster should be built around a Luck pool should the luck pool be a static number that replaces each day like the Magus' Arcane Pool or should the pool fluctuate throughout the day based on factors like critical hits, etc. like a Gunslinger's Grit feature?

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IejirIsk wrote:

How many spells known are there? you have listed at first level, both 4/2 and 3/1 ... also: looks at the sorc progression of spells to get a more balanced view, he probably should get a spell of some tier every level.

and a d8 hit die for a ranged pseudo-caster? isnt the fighter a d8...

The Fighter is a d10, so teh cardmaster is comparable (in terms of HD to a rogue). Will take a closer look at sorcerer like you suggest. If you have any other tips or suggestions let me know. Much obliged.

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+5 Toaster, that is hilarious comment that I can see being said at many tables.

Kitsune Knight, that would be a change I missed when initially changing it from an intelligence class to a charisma based class. Thank you for pointing that out. I will fix that in my next edit of the class. Also do you think they should have a good reflex and will save or JUST a good will save?

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Want to thank everyone on their feedback. The class is still undergoing changes and is improving each time I repost it. You all have really amazing ideas on how to make this class something special. I hope to have another version up soon.

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Just found this thread and love the ideas everyone has come up with thought I would add my own.

The first is Captain Boomer and his ship called Firemaker. Captain Boomer is of course a goblin and the entire crew of the Firemaker are goblins who have learned to sail (barely). Captain Boomer wears an oversized tricorne hat and has somehow managed to get ahold of a flintlock pistol (taken from a dead pirate) which he now calls his "boomstick". He has become obsessed with guns and explosions and now collects alchemist's fire, gunpowder, and anything else he can make explode where ever he can find it.

The unfortunate goblin sailors aboard the Firemaker carry small barrells of alchemist's fire and explosives on their backs (at the command of Captain Boomer) making them running land mines.

The players can attempt to take the Firemaker or if they are crazy enough can attempt to ally with Captain Boomer and supply him with more guns and explosives.

Goblins somehow always wind up as minions of the party without my meaning them to be, so I know with out a doubt they will take Captain Boomer under their wing. Creating hours of endless enjoyment and explosions for me.

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CARDMASTER DRAFT 2

Those gifted with the power to wield magic are often viewed with great respect and brandish massive amounts of power; yet sometimes only a trickle of magic blossoms within a person. This curse, or gift, to control even a small amount of magic can often aid someone if they know how to apply the magic. Cardmasters are a rare breed of scoundrel who are born with a slight knack for magic. Though not as strong with magic as a wizard or sorcerer a cardmaster puts what knowledge of magic he has to aid his underhanded tricks and games of chance. By enduing items, and weapons, with magic energy the cardmaster can turn even a deck of gambling cards into deadly projectile weapons.

Role: The cardmaster’s reputation often precedes him (often in a negative fashion). His ability to dabble in magic, coupled with his charismatic nature often gets the cardmaster in trouble with the locals of any village. No slouch in a fight the cardmaster embues his weapons, and most often his favorite gambling cards, with magical energy allowing them to deal a fair degree of damage to his opponents. Add to this the cardmaster’s agile nature, and other talents, make the cardmaster a begrudgingly welcome addition to any group of adventurers.

Alignment: Any.
Hit dice: d8
Base Attack Bonus: 3/4
Good Saves: Reflex

Class Skills
The cardmaster’s class skills are Acrobatics (Dex), Appraise (Int) Bluff (Cha), Climb (Str), Craft (Cards) (Int), Diplomacy (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Use Magic Device (Cha).

Skill Ranks per Level: 6 + Int modifier.

Class Features
The following are class features of the cardmaster.

Weapon and Armor Proficiency: Cardmasters are proficient with all simple weapons in addition to the falchion, rapier, sword cane, and the swordbreaker dagger. They are proficient with light armor, but not with shields. A cardmaster can cast cardmaster spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a cardmaster wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass cardmaster still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells: A cardmaster casts arcane spells drawn from the carmaster spell list presented at the end of this section. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a cardmaster must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cardmaster’s spell is 10 + the spell level + the cardmaster’s Charisma modifier.
Like other spellcasters, a cardmaster can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the accompanying table. In addition, he receives bonus spells per day if he has a high charisma score (see Table 1–3 from the Pathfinder Core Rulebook).
The cardmaster’s selection of spells is extremely limited. A cardmaster begins play knowing four 0-level spells and two 1stlevel spells of the cardmaster’s choice. At each new cardmaster level, he gains one or more new spells. (Unlike spells per day, the number of spells a cardmaster knows is not affected by his Intelligence score. The numbers on the table are fixed.)
Upon reaching 5th level, and at every third cardmaster level after that (8th, 11th, and so on), a cardmaster can choose to learn a new spell in place of one he already knows. In effect, the cardmaster “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level cardmaster spell the cardmaster can cast. A cardmaster may swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A cardmaster need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Embue Energy (Su):though the cardmaster is nowhere near as strong with magic as some other classes he is able to apply what magic he can control to a variety of fields many casters cannot; one such area is the ability to embue magical energy into his weapons. Focusing his magic into his weapon it becomes coated in magical energy allowing it deal additional damage. This ability can only be used upon weapons the cardmaster is proficient with. Attacks from weapons endued with energy deal an additional 1d4 points of magic damage on a successful hit. Enemies with magic resistance and immunity to magic are not affected by the additional damage done from this ability.

Cantrips: Cardmasters learn a number of cantrips, or 0-level spells, as noted on the accompanying table under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Card Throw (Ex): In addition to regular weapons, a cardmaster is adept at pushing the magical energy of his embue energy ability into gambling cards that he can then hurl at his enemies. A cardmaster can use this ability a number of times per day equal to double his level + his charisma modifier, or until he runs out of cards to throw, whichever comes first. Once the card is embued with energy it becomes unstable, and if not thrown in the round in which they are created expels the pent up energy in the form of an explosion centered on the cardmaster, or where ever the card is left.
Drawing a card and throwing it requires a standard action that provokes an attack of opportunity. Thrown cards have a range of 20 feet and use the Throw Splash Weapon special attack (see page 202 of the Pathfinder RPG Core Rulebook). For the cardmaster thrown cards are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, a cardmaster’s card inflicts 1d4 points of energy and piercing damage + additional damage equal to the cardmaster’s charisma modifier. The damage of a cardmaster’s card increases by 1d4 points at every odd-numbered cardmaster level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from a cardmaster’s card is always equal to the cards minimum damage (so if the card would deal 2d4+4 points of energy damage on a direct hit, its splash damage would be 6 points of energy damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the cardmaster’s level + the cardmaster’s charisma modifier.

Throw Anything (Ex): All cardmasters gain the Throw Anything feat as a bonus feat at 2nd level, even if they do not meet the prerequisites. A cardmaster adds his charisma modifier to damage done with splash weapons, including the splash damage if any.

Knowledge of the Cards (Ex): Great knowledge can be found buried in gambling cards, and in the cards of the harrow deck, if one knows where to look. The cardmaster knows the secrets that the cards can teach, about oneself and the world around them. By thinking back upon the knowledge the cards possess the cardmaster can 1d4 points to any knowledge check, that he is capable of making.

Luck of the Draw (Su): When the cardmaster uses his card throw ability he can choose to tap further into what magical knowledge he has to apply a magical effect to the card he throws. However in the heat of the moment the cardmaster can never be sure what kind of magical effect will choose to manifest itself. When using this ability roll 1d6 to determine what ability is added to the card throw ability.
(1-2)Card of Force: When the cardmaster throws a card, it inflicts force damage. Creatures that take a direct hit from a card of force are knocked prone unless they succeed on a Reflex save.
(3-4)Frost Card: When the cardmaster throws a card, it becomes covered in ice and inflicts cold damage. Creatures that take a direct hit from frost card are staggered on their next turn unless they succeed on a Fortitude save.
(5-6)Card of the Inferno: When the cardmaster throws a card it erupts in arcane fire and inflicts fire damage. Creatures that take a direct hit from a card of the inferno take an additional 1d6 points of fire damage.

Read the Cards (Ex): The cardmaster begins to understand more about the magic that he has control of. He is therefore able to influence, if only slightly, the kind of magic he unleashes. This ability can add a +1/-1 to the roll used to determine the effects of the Luck of the Draw ability, and is an immediate action and is determined by the cardmaster.

Wild Card (Ex): As a standard action the cardmaster can throw three cards at his highest base attack bonus. These three cards deal damage equal to the damage done by the cardmaster’s card throw ability. These three cards can be thrown at a single opponent or divided amongst a maximum of three opponents. The cardmaster can use this ability 4 +cha modifier per day.

(Improved) Read the Cards (Ex): The cardmaster has become well versed in the magics he is able to wield and can exercise a fair amount of control over the outcome of his magic. This ability functions like Read the cards except that it applies a +2/-2 bonus to any Luck of the Draw roll. This ability is an immediate action.

Cardwalk (Su): In an explosion of gambling cards that encircle the cardmaster he vanishes from his current location and teleports 25 feet in any direction, reappearing in another explosion of cards. The cardmaster can use this ability three times per day beginning at 10th level.

Stacked Deck (Su): In order to fuel what small amount of magic a cardmaster has he has learned, that in times of great need, he can cast a spell by sacrificing some of his physical vitality. A cardmaster can cast a spell, using this ability by sacrificing a number of Constitution points equal to the level of the spell rather than using a spell slot. These lost points of Constitution are considered temporary ability score damage for all purposes, but they cannot be healed by magical means and must be regained by rest. If the ability damage is prevented, the spell will fail.

Better Lucky than Good (Su): The cardmaster becomes incredibly lucky for the purpose of landing one attack. Once per day when a cardmaster rolls a natural 1 when making an attack role may use this ability as a swift action immediately reroll his attack.

Smooth talker (Ex): A cardmaster of 13th level or higher can use his charismatic nature and quick wit to make a suggestion (as per the spell) to a creature that is not hostile to him. Using this ability requires a standard action to activate. A cardmaster can use this ability equal to 4 +cha modifier per day. A Will saving throw (DC 10 +1/2 the cardmaster’s level + the cardmaster’s Cha modifier) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, and language dependent ability and relies on audible components.

Spells Known
Level 0 1st 2nd 3rd 4th 5th 6th
1st 3 1 - - - - -
2nd 3 1 - - - - -
3rd 3 2 - - - - -
4th 4 2 1 - - - -
5th 4 2 1 - - - -
6th 4 3 2 - - - -
7th 5 3 2 1 - - -
8th 5 3 2 2 - - -
9th 5 3 3 2 - - -
10th 5 4 3 2 1 - -
11th 6 4 3 2 2 - -
12th 6 4 4 3 2 - -
13th 6 5 4 3 3 1 -
14th 6 5 4 3 3 2 -
15th 6 5 5 4 4 2 -
16th 6 5 5 4 4 3 1
17th 6 6 5 5 4 4 2
18th 6 6 6 5 5 4 3
19th 6 6 6 5 5 4 4
20th 6 6 6 6 6 5 5

Spells Per Day
Level 1st 2nd 3rd 4th 5th 6th
1 1 - - - - -
2 2 - - - - -
3 3 - - - - -
4 3 1 - - - -
5 4 1 - - - -
6 4 2 - - - -
7 4 2 1 - - -
8 4 3 1 - - -
9 5 3 2 - - -
10 5 4 2 1 - -
11 5 4 2 1 - -
12 5 4 3 2 - -
13 5 4 3 2 1 -
14 5 5 3 3 2 -
15 5 5 4 3 2 -
16 5 5 4 4 3 1
17 5 5 4 4 3 2
18 5 5 5 4 3 3
19 5 5 5 5 4 3
20 5 5 5 5 4 4

(Improved) Embue Energy (Su): As a cardmster grows in power so too does his ability to embue weapons with energy. (Improved) Embue Energy functions exactly like the Embue Energy ability except that attacks from this improved ability deal an additional 1d6 points of magic damage on a successful hit. Enemies with magic resistance and immunity to magic are not affected by the additional damage done from this ability.

Raise the Stakes (Ex): At 14th level the cardmaster can choose, at any time during combat, to focus on the precision of his attacks, at the expense of hiding the chinks in his own armor. Until the end of his next turn, any of the cardmaster’s attacks can score a critical hit on a roll of 17–20, and any attack against him can score a critical hit on a roll of 19–20. A cardmaster can use this ability once per encounter; additionally this ability does not stack with feats that improve critical hit chance.

Card Clone (Su): The cardmaster can create 1d4 duplicates of himself that conceal his true location. These duplicates are made up of cards and when struck return to the form of cards. This ability functions as the spell mirror image, using the cardmaster’s level as his caster level.

Dumb Luck(Su): Luck favors the cardmaster when he enters a situation that should kill him. Once per day when a cardmaster rolls a natural 1 when making a saving throw he may, as an immediate action treat the roll as a natural 20.

A Face in the Crowd (Ex): While in any rural location larger than a hamlet, a cardmaster of 17th level or higher can use the Stealth skill even while being observed.

Knave’s Gambit (Ex): Beginning at 18th level once every other encounter a cardmaster may attempt to make a decisive attack using this ability. Should his attack miss the ferocity of cardmaster’s attack causes his startled enemy to strike out at another nearby foe. The cardmaster makes his attack at his highest base attack bonus but should his attack miss the target must makes a basic melee attack as a free action against an adjacent target other than the cardmaster. Additionally the attack caused with a miss from this ability gains a bonus to the attack roll and damage roll equal to the cardmaster’s Charisma modifier.

Tempting Fate (Su): Lady Luck smiles on the cardmaster as she saves him from death’s door. Once per day whenever a cardmaster has at least 1 hit point remaining and would be dealt enough damage to kill him, he can use this ability as an immediate action to take only enough damage to reduce him to one point above his negative Constitution score, and automatically stabilizes.

52 Pickup (Ex): Once per day at 20th level the cardmaster can throw a full deck of gambling cards into the air pushing his magic into all of the cards at once, causing them to fly around his body acting as both a sword and shield to his enemies. These cards swirl around the cardmaster in a 10 foot radius burst, this area is treated as difficult terrain for anyone entering the burst, aside from the cardmaster. This shield of cards moves with the cardamaster and lasts until the end of the encounter in which it was activated. Opponents beginning their turns, or moving into, the storm of cards must take 5d6 points of damage; additionally any attack made against the cardmaster has a 50% miss chance due to the defensive nature of the magically effused cards. However this miss chance has no effect on environmental effects or supernatural abilities. Lastly after activating this ability any card throw, luck of the draw, or wild card attack receive a +2 bonus on attack rolls, in addition to their normal bonuses.

Cardmaster Spell List
Cardmasters gain access to the following spells. While the majority of these spells can be found in the Core Rulebook, those marked with an asterisk (*) appear in the Advanced Player’s Guide, and those marked with two asterisks (**) appear in Ultimate Magic.
0-Level Cardmaster Spells--- dancing lights, daze, detect magic, flare, ghost sound, know direction, light, mage hand, message*, open/close, prestidigitation, read magic, resistance, spark
1st -Level Cardmaster Spells--- acute sense, anticipate peril**, beguiling gift*, break*, bungle**, charm person, comprehend languages, confusion, lesser, dancing lantern*, delusional pride**, feather fall, feather step, flare burst*, grease, innocence*, jump, keen senses, longstrider, shield, silent image, unprepared combatant**, vanish, ventriloquism, vocal alteration**
2nd -Level Cardmaster Spells--- alter self, badger’s ferocity**, bear’s endurance, blur, boiling blood**, calm emotions, cat’s grace, cure light wounds, daze monster, delay pain**, delay poison, disguise other**, dust of twilight*, eagle’s splendor, frigid touch**, glide, heroism, hidden speech, hold person, honeyed tongue*, hypnotize, invisibility, minor image, misdirection, oppressive boredom, owl’s wisdom, resist energy, silence, snapdragon fireworks**, steal voice**, tongues, unnatural lust**
3rd -Level Cardmaster Spells--- ant haul, arcane concordance*, arcane sight, ash storm**, campfire wall, charm monster, clairaudience/clairvoyance, confusion, coordinated effort*, countless eyes**, cure moderate wounds, displacement, fear, flame arrow, force punch**, glibness, good hope, jester’s taunt*, keen edge, malicious spite**, pain strike, scrying, seek thoughts, shifting sand, sleet storm, slow, smug narcissism**, wind wall
4th -Level Cardmaster Spells--- arcane eye, break enchantment, denounce*, detect scrying, detonate*, echolocation**, envious urge**, fire trap, freedom of moment, geas, lesser, hallucinatory terrain, hold monster, illusionary wall, modify memory, moonstruck, neutralize poison, remove curse, shout, zone of silence
5th -Level Cardmaster Spells--- Aspect of the wolf*, Cure serious wounds, Dispel magic, Dominate person, False vision, Foe to friend, Joyful rapture**, Mirage arcana, Phantasmal killer, Prying eyes, Secret chest, Seeming, Sending, Threefold aspect*
6th -Level Cardmaster Spells--- acidic spray, analyze dweomer, bear’s endurance, mass, brilliant inspiration*, cold ice strike**, cure light wounds, mass, daze, mass, dominate monster, eagle’s splendor, mass, fool’s forbiddance*, fox’s cunning, mass, freezing sphere, geas, permanent image, teleport, true seeing, veil, vengeful outrage**

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First I want to say thank you to everyone for posting comments and suggestions it is very appreciated and every comment has helped me improve the class for this second draft. Second you all have amazing suggestions on what to do for class building so I ask that you all stick with me as I continue to update and expand upon this class.

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Goth Guru wrote:

First, enduing. Don't you mean embuing?

Second, I was hoping this would be a full write up of the card summoner.
This is more like Gambit. If the cards are reusable, will there be +1 or silver edged decks?

Yes Guru, enduing should be embuing I'm not the world's best speller, thank you for pointing that out. My focus is to make this more like Gambit as stated in the intro paragraph on this topic, and do you think the cards should be reusable or would that make it too strong? I do have plans for +1 decks and silver edged decks. Thank you for your suggestions, and please keep them coming.

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Harark wrote:

That's... a lot of powers... Especially since half of them don't have level requirments...

And a full BAB, two good saves, spontaneous casting, and 7 skill ranks per level.

I think they need to be toned down a little, unless you're used to characters this powerful in your campaigns.

Thanks for your imput Harark, what do you suggest should be toned down specifically? Would taking down skill ranks and having only one good save start to make it more balanced?

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Hello everyone this is my first attempt to create a new base class for my home setting so please bear with me. The calss is called the Cardmaster and is centered around the idea of roguish spellslinger who funnels his magic through a deck of cards (yes like Gambit from the Marvel universe). Any feedback you have please let me know in the comments, this is only the first draft and I expect alot of errors and changes will need to be made.

Cardmaster

Those gifted with the power to wield magic are often viewed with great respect and brandish massive amounts of power; yet sometimes only a trickle of magic blossoms within a person. This curse, or gift, to control even a small amount of magic can often aid someone if they know how to apply the magic. Cardmasters are a rare breed of scoundrel who are born with a slight knack for magic. Though not as strong with magic as a wizard or sorcerer a cardmaster puts what knowledge of magic he has to aid his underhanded tricks and games of chance. By enduing items, and weapons, with magic energy the cardmaster can turn even a deck of gambling cards into deadly projectile weapons.

Role: The cardmaster’s reputation often precedes him (often in a negative fashion). His ability to dabble in magic, coupled with his charismatic nature often gets the cardmaster in trouble with the locals of any village. No slouch in a fight the cardmaster endues his weapons, and most often his favorite gambling cards, with magical energy allowing them to deal a fair degree of damage to his opponents. Add to this the cardmaster’s agile nature, among other talents, make the cardmaster a begrudgingly welcome addition to any group of adventurers.

Alignment: Any.
Base Attack Bonus: Full
Good Saves: Reflex, Will
Hit dice: d8

Class Skills
The cardmaster’s class skills are Acrobatics (Dex), Appraise (Int) Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Use Magic Device (Cha).

Skill Ranks per Level: 7 + Int modifier.

Class Features
The following are class features of the cardmaster.

Weapon and Armor Proficiency: Cardmasters are proficient with all simple weapons in addition to the falchion, rapier, sword cane, and the swordbreaker dagger. They are proficient with light armor, but not with shields.

Spells: A cardmaster casts arcane spells drawn from the carmaster spell list presented at the end of this section. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a cardmaster must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cardmaster’s spell is 10 + the spell level + the cardmaster’s Intelligence modifier.
Like other spellcasters, a cardmaster can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the accompanying table. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table 1–3 from the Pathfinder Core Rulebook).
Spells Known
Level 0 1st 2nd 3rd 4th 5th 6th
1st 3 1 - - - - -
2nd 3 1 - - - - -
3rd 3 2 - - - - -
4th 4 2 1 - - - -
5th 4 2 1 - - - -
6th 4 3 2 - - - -
7th 5 3 2 1 - - -
8th 5 3 2 2 - - -
9th 5 3 3 2 - - -
10th 5 4 3 2 1 - -
11th 6 4 3 2 2 - -
12th 6 4 4 3 2 - -
13th 6 5 4 3 3 1 -
14th 6 5 4 3 3 2 -
15th 6 5 5 4 4 2 -
16th 6 5 5 4 4 3 1
17th 6 6 5 5 4 4 2
18th 6 6 6 5 5 4 3
19th 6 6 6 5 5 4 4
20th 6 6 6 6 6 5 5

Spells Per Day
Level 1st 2nd 3rd 4th 5th 6th
1 1 - - - - -
2 2 - - - - -
3 3 - - - - -
4 3 1 - - - -
5 4 1 - - - -
6 4 2 - - - -
7 4 2 1 - - -
8 4 3 1 - - -
9 5 3 2 - - -
10 5 4 2 1 - -
11 5 4 2 1 - -
12 5 4 3 2 - -
13 5 4 3 2 1 -
14 5 5 3 3 2 -
15 5 5 4 3 2 -
16 5 5 4 4 3 1
17 5 5 4 4 3 2
18 5 5 5 4 3 3
19 5 5 5 5 4 3
20 5 5 5 5 4 4

The cardmaster’s selection of spells is extremely limited. A cardmaster begins play knowing four 0-level spells and two 1stlevel spells of the cardmaster’s choice. At each new cardmaster level, he gains one or more new spells. (Unlike spells per day, the number of spells a cardmaster knows is not affected by his Intelligence score. The numbers on the table are fixed.)
Upon reaching 5th level, and at every third cardmaster level after that (8th, 11th, and so on), a cardmaster can choose to learn a new spell in place of one he already knows. In effect, the cardmaster “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level cardmaster spell the cardmaster can cast. A cardmaster may swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A cardmaster need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Endue Energy (Su): Though the cardmaster is nowhere near as strong with magic as some other classes he is able to apply what magic he can control to a variety of fields many casters cannot; one such area is the ability to endue magical energy into his weapons. Focusing his magic into his weapon it becomes coated in magical energy allowing it deal additional damage. This ability can only be used upon weapons the cardmaster is proficient with. Attacks from weapons endued with energy deal an additional 1d4 points of magic damage on a successful hit. Enemies with magic resistance and immunity to magic are not affected by the additional damage done from this ability.

Cantrips: Cardmasters learn a number of cantrips, or 0-level spells, as noted on the accompanying table under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Card Throw (Ex): In addition to regular weapons, a cardmaster is adept at pushing the magical energy of his endue energy ability into gambling cards that he can then hurl at his enemies. A cardmaster can use this ability a number of times per day equal to double his level + his Intelligence modifier, or until he runs out of cards to throw, whichever comes first. Once the card is endued with energy it becomes unstable, and if not thrown in the round in which they are created expels the pent up energy in the form of an explosion centered on the cardmaster, or where ever the card is left.
Drawing a card and throwing it requires a standard action that provokes an attack of opportunity. Thrown cards have a range of 20 feet and use the Throw Splash Weapon special attack (see page 202 of the Pathfinder RPG Core Rulebook). For the cardmaster thrown cards are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, a cardmaster’s card inflicts 1d4 points of energy and piercing damage + additional damage equal to the cardmaster’s Intelligence modifier. The damage of a cardmaster’s card increases by 1d4 points at every odd-numbered cardmaster level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from a cardmaster’s card is always equal to the cards minimum damage (so if the card would deal 2d4+4 points of energy damage on a direct hit, its splash damage would be 4 points of energy damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the cardmaster’s level + the cardmaster’s Intelligence modifier.

Throw Anything (Ex): All cardmasters gain the Throw Anything feat as a bonus feat at 2nd level. A cardmaster adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any.

Knowledge of the Cards (Ex): Great knowledge can be found buried in gambling cards, and in the cards of the harrow deck, if one knows where to look. The cardmaster knows the secrets that the cards can teach, about oneself and the world around them. By thinking back upon the knowledge the cards possess the cardmaster can 1d4 points to any knowledge check, that he is capable of making.

Luck of the Draw (Su): When the cardmaster uses his card throw ability he can choose to tap further into what magical knowledge he has to apply a magical effect to the card he throws. However in the heat of the moment the cardmaster can never be sure what kind of magical effect will choose to manifest itself. When using this ability roll 1d6 to determine what ability is added to the card throw ability.
(1-2)Card of Force: When the cardmaster throws a card, it inflicts force damage. Creatures that take a direct hit from a card of force are knocked prone unless they succeed on a Reflex save.
(3-4)Frost Card: When the cardmaster throws a card, it becomes covered in ice and inflicts cold damage. Creatures that take a direct hit from frost card are staggered on their next turn unless they succeed on a Fortitude save.
(5-6)Card of the Inferno: When the cardmaster throws a card it erupts in arcane fire and inflicts fire damage. Creatures that take a direct hit from a card of the inferno take an additional 1d6 points of fire damage.

Harrowed (Su): Due to his affinity for fate and his knowledge of the Harrow deck once per day, a cardmaster may draw a card from a Harrow deck he owns. At any one time for the rest of that day, he may apply a +2 bonus on any d20 roll modified by the card’s suit. For example, if he drew a card from the suit of Wisdom, he may apply a +2 bonus on a Will save or a Wisdom-based skill check. If he drew a card from the suit of Dexterity, he could apply this +2 bonus on an Initiative check, a Reflex save, a Dexterity-based skill check, or a ranged attack roll. He may assign this +2 bonus after he makes the roll, but he must do so before he knows if the roll was a success or not. If the cardmaster doesn’t have an actual Harrow deck handy to draw from to determine his bonus, he can randomly determine the ability score by simply rolling 1d6 (1 = Strength, 2 = Constitution, 3 = Dexterity, 4 = Intelligence, 5 = Wisdom, 6 = Charisma).

Read the Cards (Ex): The cardmaster begins to understand more about the magic that he has control of. He is therefore able to influence, if only slightly, the kind of magic he unleashes. This ability adds +1 to the roll used to determine the effects of the Luck of the Draw ability, and is an immediate action.

Shingle Runner (Ex): A cardmaster learns quickly that climbing and jumping off roofs provides a quick escape from town guards, or sore losers in card games. Cardmasters gain a +2 bonus on Climb and Acrobatics checks, and may take 10 on Climb checks even when distracted. If he falls, he automatically reduce the damage taken by the fall by one die, as if you had fallen 10 less feet. This reduction in damage stacks with the Acrobatics check to further reduce falling damage.

Blessing of the Harrow (Su): The cardmaster may, once per day, perform a harrowing for himself and all allies within 20 feet of him. This harrowing takes 10 minutes, and allies to be affected by it must remain within 20 feet for the entire time. The harrower interprets the harrowing as normal.
At the conclusion of the harrowing, count up suits of cards used in the reading. This harrowing provides a bonus based upon the suit with the most cards showing. In case of a tie, choose one suit. The bonus lasts for 24 hours. The suits grant morale bonuses as follows. Strength: +1 on attack rolls; Dexterity: +1 to AC; Constitution: +1 on weapon damage rolls; Intelligence: +1 on all skills; Wisdom: +1 on all saving throws; Charisma: +1 on caster level checks. All of these bonuses are insight bonuses.

Wild Card (Ex): As a standard action the cardmaster can throw three cards at his highest base attack bonus. These three cards deal damage equal to the damage done by the cardmaster’s card throw ability. These three cards can be thrown at a single opponent or divided amongst a maximum of three opponents. The cardmaster can use this ability 4 +Int modifier per day.

(Improved) Read the Cards (Ex): The cardmaster has become well versed in the magics he is able to wield and can exercise a fair amount of control over the outcome of his magic. This ability functions like Read the cards except that it applies a +2 bonus to any Luck of the Draw roll. This ability is an immediate action.

Cardwalk (Su): In an explosion of gambling cards that encircle the cardmaster he vanishes from his current spot and teleports 25 feet in any direction, reappearing in another explosion of cards. The cardmaster can use this ability three times per day beginning at 10th level.

Stacked Deck (Su): In order to fuel what small amount of magic a cardmaster has he has learned, that in times of great need, he can cast a spell by sacrificing some of his physical vitality. A cardmaster can cast a spell, using this ability by sacrificing a number of Constitution points equal to the level of the spell rather than using a spell slot. These lost points of Constitution are considered temporary ability score damage for all purposes, but they cannot be
healed by magical means and must be regained by rest. If the ability damage is prevented, the spell will fail.

Better Lucky than Good (Su): The cardmaster becomes incredibly lucky for the purpose of landing one attack. Once per day when a cardmaster rolls a natural 1 when making an attack role may use this ability as a swift action to instead treat it as a natural 20.

Smooth talker (Ex): A cardmaster of 13th level or higher can use his charismatic nature and quick wit to make a suggestion (as per the spell) to a creature that is not hostile to him. Using this ability requires a standard action to activate. A cardmaster can use this ability equal to 4 +Int modifier per day. A Will saving throw (DC 10 +1/2 the cardmaster’s level + the cardmaster’s Int modifier) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language dependent ability and relies on audible components.

(Improved) Endue Energy (Su): As a cardmster’s grows in power so too does his ability to endue weapons with energy. (Improved) Endue Energy functions exactly like the Endue Energy ability except that attacks from this improved ability deal an additional 2d4 points of magic damage on a successful hit. Enemies with magic resistance and immunity to magic are not affected by the additional damage done from this ability.

Raise the Stakes (Ex): At 14th level the cardmaster can choose, at any time during combat, to focus on the precision of his attacks, at the expense of hiding the chinks in his own armor. Until the end of his next turn, any of the cardmaster’s attacks can score a critical hit on a roll of 17–20, and any attack against him can score a critical hit on a roll of 19–20. A cardmaster can use this ability once per encounter, additionally this ability does not stack with feats that improve critical hit chance.

Card Clone (Su): The cardmaster can create 1d4 duplicates of himself that conceal his true location. These duplicates are made up of cards and when struck return to the form of cards. This ability functions as the spell mirror image, using the cardmaster’s level as his caster level.

Dumb Luck(Su): Luck favors the cardmaster when he enters a situation that should kill him. Once per day when a cardmaster rolls a natural 1 when making a saving throw he may, as an immediate action treat the roll as a natural 20.

A Face in the Crowd (Ex): While in any rural location larger than a hamlet, a cardmaster of 17th level or higher can use the Stealth skill even while being observed.

Knave’s Gambit (Ex): Beginning at 18th level once every other encounter a cardmaster may attempt to make a decisive attack using this ability. Should his attack miss the ferocity of cardmaster’s attack causes his startled enemy to strike out at another nearby foe. The cardmaster makes his attack at his highest base attack bonus but should his attack miss the target must makes a basic melee attack as a free action against an adjacent target other than the cardmaster. Additionally the attack caused with a miss from this ability gains a bonus to the attack roll and damage roll equal to the cardmaster’s Intelligence modifier.

Tempting Fate (Su): Lady Luck smiles on the cardmaster as she saves him from death’s door. Once per day whenever a cardmaster has at least 1 hit point remaining and would be dealt enough damage to kill him, he can use this ability as an immediate action to take only enough damage to reduce him to one point above his negative Constitution score, and automatically stabilizes.

52 Pickup (Ex): Once per day at 20th level the cardmaster can throw two full decks of gambling cards into the air pushing his magic into all of the cards at once, causing them to fly around his body acting as both a sword and shield to his enemies. These cards swirl around the cardmaster in a 10 foot radius burst, this area is treated as difficult terrain for anyone entering the burst, aside from the cardmaster. This shield of cards moves with the cardamaster and lasts until the end of the encounter in which it was activated. Opponents beginning their turns, or moving into, the storm of cards must take 5d6 points of damage; additionally any attack made against the cardmaster has a 50% miss chance due to the defensive nature of the magically effused cards. However this miss chance has no effect on environmental effects or supernatural abilities. Lastly after activating this ability any card throw, luck of the draw, or wild card attack receive a +2 bonus on attack rolls, in addition to their normal bonuses.

Cardmaster Spell List
Cardmasters gain access to the following spells. While the majority of these spells can be found in the Core Rulebook, those marked with an asterisk (*) appear in the Advanced Player’s Guide, and those marked with two asterisks (**) appear in Ultimate Magic.
0-Level Cardmaster Spells--- dancing lights, daze, detect magic, flare, ghost sound, know direction, light, mage hand, message*, open/close, prestidigitation, read magic, resistance, spark
1st -Level Cardmaster Spells--- acute sense, anticipate peril**, beguiling gift*, break*, bungle**, charm person, comprehend languages, confusion, lesser, dancing lantern*, delusional pride**, feather fall, feather step, flare burst*, grease, innocence*, jump, keen senses, longstrider, shield, silent image, unprepared combatant**, vanish, ventriloquism, vocal alteration**
2nd -Level Cardmaster Spells--- alter self, badger’s ferocity**, bear’s endurance, blur, boiling blood**, calm emotions, cat’s grace, cure light wounds, daze monster, delay pain**, delay poison, disguise other**, dust of twilight*, eagle’s splendor, frigid touch**, glide, heroism, hidden speech, hold person, honeyed tongue*, hypnotize, invisibility, minor image, misdirection, oppressive boredom, owl’s wisdom, resist energy, silence, snapdragon fireworks**, steal voice**, tongues, unnatural lust**
3rd -Level Cardmaster Spells--- ant haul, arcane concordance*, arcane sight, ash storm**, campfire wall, charm monster, clairaudience/clairvoyance, confusion, coordinated effort*, countless eyes**, cure moderate wounds, displacement, fear, flame arrow, force punch**, glibness, good hope, jester’s taunt*, keen edge, malicious spite**, pain strike, scrying, seek thoughts, shifting sand, sleet storm, slow, smug narcissism**, wind wall
4th -Level Cardmaster Spells--- arcane eye, break enchantment, denounce*, detect scrying, detonate*, echolocation**, envious urge**, fire trap, freedom of moment, geas, lesser, hallucinatory terrain, hold monster, illusionary wall, modify memory, moonstruck, neutralize poison, remove curse, shout, zone of silence
5th -Level Cardmaster Spells--- Aspect of the wolf*, Cure serious wounds, Dispel magic, Dominate person, False vision, Foe to friend, Joyful rapture**, Mirage arcana, Phantasmal killer, Prying eyes, Secret chest, Seeming, Sending, Threefold aspect*
6th -Level Cardmaster Spells--- acidic spray, analyze dweomer, bear’s endurance, mass, brilliant inspiration*, cold ice strike**, cure light wounds, mass, daze, mass, dominate monster, eagle’s splendor, mass, fool’s forbiddance*, fox’s cunning, mass, freezing sphere, geas, permanent image, teleport, true seeing, veil, vengeful outrage**

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Masrer Arminas my hat goes off to you for all your amazing conversion work. I love this witchblade and will be working it into my home setting at some point. You have also inspired me to upload one of my own classes that I've been working on for awhile but just can't seem to get right. Maybe the community will be able to help me out. Be on the look out for it I would love to hear your feedback on it, it's called the Cardmaster.

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Wanted to throw in my two cents on the Island of Empty Eyes. I know it's a little bit ahead of what everyone is discussing but there is one thing that really bugs me.

On the Island of Empty Eyes why does nearly everything have its morale listed as "fight to the death". What is the fun of taking over an island if you wipe out all the native inhabitants. Here is one of my changes.

The cyclops clan in the fortress will have an old Ghol-Gan seerer who, if the PCs can find and talk to before killing the whole tribe may be able to convince the cyclops to aid the PCs and co-exist on the island together in exchange for food. Imagine when the Pirate Lords arrive at the player's party to judge them and there is a cyclops waiting on the dock to welcome them with the players.

I have other ideas in mind but wanted to share that one, having an entire island of cyclops (especially a tribe linked to a lost empire) is awesome but then killing them all off just kind of takes away alot of possibilities.

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Went hunting through my issues of Kobold Quarterly upon reading your post. In issue 11 they have an article about torture and fear the only difference is that their methods may also effect your player, in addition to his character.

They have three charts, ranked mild(d10) moderate(d12) and severe(d20) torture, each with a variety of effects from ability damage, to ability drain, nonlethal damage blinding/deafness, and perminant maimings. What makes this torture truley cruel is during the RP if the player refuses to talk behind the screen you as the DM decide how extreme the torture will be, based on the above charts, and place said chart before the player and have them roll the appropriate dice.

The player's/character's response should be a moment of hesitation as they and the other players realize what is about to happen and that they are choosing to take on some horrible fate if they don't talk.

[Insert evil DM smile here}

Hope that helped, if you want the charts or anything just let me know.

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Ice Titan, that worked out perfectly and provided exactly what I was hoping to achieve. Thanks again.

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Ice Titan wrote:
Use the Some PDF Image Extractor. Pop open that program, load in the Wormwood Mutiny

Thank's alot will look into this and see what I can do with it. I love free software.

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Gondolin wrote:
theHunterD13 wrote:

Does anyone know where I can find a blank map of the Shackles? I am going to be running S&S in my homebrew campaign setting and have the perfect location to slot the Shackles in, the only problem is that it is on the eastern coastline not the west.

A blank map picture would allow me to flip the region of the Shackles to fit my setting and then go in and add my own labels. Additionally I can allow players to add in their own labels as they go.

Any help anyone can offer would be greatly appreciated.

Doesn't photo shop allow you to mirror-image? Think I read that somwhere..... If that is tha case you simply use the pdf from the map folio and erase the reversed writing.

Thanks Gondolin, I have never used Photoshop before so I'm not sure what all it can do but I will look into it since you mentioned it.

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Does anyone know where I can find a blank map of the Shackles? I am going to be running S&S in my homebrew campaign setting and have the perfect location to slot the Shackles in, the only problem is that it is on the eastern coastline not the west.

A blank map picture would allow me to flip the region of the Shackles to fit my setting and then go in and add my own labels. Additionally I can allow players to add in their own labels as they go.

Any help anyone can offer would be greatly appreciated.

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wraithstrike wrote:
outsiders68 wrote:

Hi crysknife ,

Only using core book.

You can use anything from that.

You also have 32 point buy to build your character and 10,500 gp to purchase equipment.

It's will be like gladiator battle I will be doing the battles as a series of video's on my YouTube site theoutsiders68.

My hope is to get at least sixteen people but it could be 32 the ay it's going which is great.

You can't have any animal companions or spells up before a fight but once it starts anything goes.

Basically any questions just ask

Post character to Sean.connors68@ me.com

And good luck

What level?

Level 5 wraith

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GrenMeera wrote:

I'm considering this, but I have a few questions.

What ends the match? Is it only going below 0 HP? Can you "concede" the match? Is falling asleep or other forms of helplessness another way to lose, or would a coup de grace need to happen? I'm mostly wondering if an Enchantment Wizard is viable.

I can answer this. Sean has mentioned that this fight will be to the death!! below zero hitpoints is the name of the game. I don't think you can concede the match. Good question about helplessness. That would suck to get in to a match "fall asleep" and then be helpless for the kill. I would say that build is definitly viable

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Tierce wrote:
theHunterD13 wrote:
Tierce, how did the rogue manage to survive 9 lashes in a single day? Don't lashes do 1d3+2 nonlethal damage, I could be wrong I don't have my copy yet but is something I read on another messageboard. Did you roll really low or change the damage? Just curious, your campaign sounds pretty awesome.
Oh he was knocked out from the lashes, and Scourge stopped at that point as they didn't want to beat a new recruit to death on the first day.

Ok that makes sense, thanks for the clarification.

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I will be using the early firearms stats from Ultimate Combat in my S&S campaign. I agree that pirates without cannons and firearms doesn't have the same pirate vibe. However they will still be hard to come by and the Hurricane King and his ship will still be the ship that have the most advanced guns/cannons on his ship.

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Looking forward to watching/listening to your videos guys. I'm a faithful viewer of Pahfinder Chronicles Podcast and look forward to seeing your S&S adventures. Cheers.

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Tierce, how did the rogue manage to survive 9 lashes in a single day? Don't lashes do 1d3+2 nonlethal damage, I could be wrong I don't have my copy yet but is something I read on another messageboard. Did you roll really low or change the damage? Just curious, your campaign sounds pretty awesome.

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Another idea you could use would be to look through the 5th book in the Rise of the Runelords AP, titled Sins of the Saviors. There is a whole section of the AP devoted to the sins if I remember correctly.

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While this might not answer your question directly some good starting points to further your creative processes would be to look into the game Dante's Inferno and to read the Divine Comedy. Both provide a basis for you to jump off from in terms of the Seven Deadly Sins and what kind of monsters/themes you can use.

I will think more about magical items and tests and get back to you. Best of luck in the campaign.