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Cartomancers draw the energy of fate itself when casting their magics, bringing pure destiny into being with sweeps of their hands. However, Fate is a fickle mistress, and even the most skilled cartomancers occasionally err. Still, a trained cartomancer is capable of amazing magical feats, some that others are entirely incapable of.



Class Features

HD: d6

Class Skills (4 + Int, x4 at 1st level): Bluff, Cartomancy*, Concentration, Decipher Script, Diplomacy, Gather Information, Knowledge (Arcana), Knowledge (History), Knowledge (Religion), Knowledge (The Planes), Listen, Perform, Profession, Sense Motive, Sleight of Hand, Spellcraft, Use Magic Device

Proficiencies: A cartomancer is proficient with all simple weapons and light armor, but not shields.

Cartomancy: A cartomancer may perform divinations using the Cartomancy skill. See the skill description. Further, a cartomancer may use his deck to cast spells. These are arcane spells, not spell-like or supernatural abilities (though see the Cartomancy skill for further information on this topic).

To cast a spell using a card from his deck, a cartomancer must make a Cartomancy check. Each card possesses a number of spells available from it, from both the face up and reversed positions. The save DC for a cartomancer's spells is equal to 10 + 1/2 his Cartomancer level (round down) + his Charisma modifier. See the cards for description of individual spells.

When a cartomancer casts a spell, he makes a special Cartomancy check, and augments the spell as he casts it according to the result of his check, ranging from additional damage to increased effects. After the spell is cast, the card that the spell was cast from may be unusable for a short time while the card recharges its magical power. See the individual spell descriptions for details.

A cartomancer is affected by arcane spell failure chance (unless he casts a spell as a spell-like, supernatural, or extraordinary ability; see the Cartomancy skill for details). A cartomancer cannot use spells while in an antimagic field or a similar effect (unless he casts a spell as an extraordinary ability; see the Cartomancy skill for details). Casting a spell is a standard action unless otherwise noted in the description of the spell.

For the purposes of feats, prestige classes, and similar that require a caster level for prerequisites, a cartomancer substitutes his ranks in the Cartomancy skill. Prestige classes that progress arcane spellcasting progress a cartomancer's hand size, but not other features of the cartomancer class.

Personal Tarot: A character who's first character level (not including racial class progressions) is that of the cartomancer class receives a personal deck of cards to use with his class abilities. Any and all class features are fueled by these cards, and without them, a cartomancer cannot use them. A character who takes a level of cartomancer after taking levels in other classes (besides racial classes) does not receive a deck and must purchase one. A cartomancer who loses his deck must purchase or find a new one. Decks generally cost around 100 gp and require 24 hours to "attune" themselves to the user. Most cartomancers use the Levantine Set, though other sets are known to exist.

Hand: A cartomancer prepares specific cards at the beginning of the day to cast his spells from. This starts out as two cards, but as the cartomancer's prowess increases, so does his hand size. The number of cards a cartomancer can have in his hand--that is, have prepared--increases by one at third level and again each three levels thereafter (sixth, ninth, twelfth, fifteenth, and eighteenth). A cartomancer can cast spells from the face up and reversed versions of each card he has in his hand.

Adept Shuffling (Ex): Due to many hours spent practicing with their cards, cartomancers tend to have very lithe and fluid hand movements. They receive a competence bonus on Sleight of Hand checks equal to one-half their class level.

Manipulate Personal Fate (Su): A cartomancer understands how to manipulate their own fate through their cartomancy to a minor degree. A fourth level cartomancer receives a +1 insight bonus to saving throws.

Deck Alteration (Ex): A cartomancer who finds unique tarot cards can augment his existing deck. He may mix and match new cards he finds from alternate decks or that he acquires alone into one cohesive deck. The only requirements are that the final deck be at least forty cards, and that there are no duplicate cards.

Manipulate The Cards (Su): A cartomancer of 7th level understands how his cards intertwine with the powers of fate. He may change the range of any spell cast through his cards by one step (touch to close, close to medium, medium to long, and vice versa) by increasing the DC of the spell by 10.

Scrying (Sp): A cartomancer can use the scrying spell as a spell-like ability once per day. This functions exactly the same as a regular scrying spell, except that it has no material component and uses the cartomancer's cards as a focus.

Pull From The Deck (Ex): A cartomancer of 10th level can randomly pull a card he did not prepare at the beginning of the day from his deck and cast a spell from it as a standard action. He receives a +5 inherent bonus on the check to cast this spell, but must designate his intended target and roll his check before pulling the card. The spell cast is the maximum unmodified spell possible within the range of the check. Roll 6d20 and use the table below for determining cards randomly. If a card is selected randomly that the cartomancer prepared at the beginning of the day, roll again.

Stacking The Deck (Su): A cartomancer of 14th level can trade any card he did not prepare at the beginning of the day for one he did prepare as a swift action. This ability is usable once per day at fourteenth level, and increases by one use each three levels after.

Expanded Cartomancy (Su): A cartomancer of 11th level can use the Cartomancy skill to cast any spell of the Divination school as long as it is also of the Scrying subschool. This requires ten minutes and has a check equal to 15 plus three times the highest spell level it is available at.

Cartomancer Progression

Level BAB Fort Ref Will Special Hand Size
1st +0 +0 +2 +2 Cartomancy, Personal Tarot 2
2nd +1 +0 +3 +3 Adept Shuffling 2
3rd +1 +1 +3 +3 - 3
4th +2 +1 +4 +4 Manipulate Personal Fate 3
5th +2 +1 +4 +4 Deck Alteration 3
6th +3 +2 +5 +5 - 4
7th +3 +2 +5 +5 Manipulate The Cards 4
8th +4 +2 +6 +6 Scrying 4
9th +4 +3 +6 +6 - 5
10th +5 +3 +7 +7 Pull From The Deck (1/day) 5
11th +5 +3 +7 +7 Expanded Cartomancy 5
12th +6/+1 +4 +8 +8 - 6
13th +6/+1 +4 +8 +8 Pull From The Deck (2/day) 6
14th +7/+2 +4 +9 +9 Stacking The Deck (1/day) 6
15th +7/+2 +5 +9 +9 - 7
16th +8/+3 +5 +10 +10 Pull From The Deck (3/day) 7
17th +8/+3 +5 +10 +10 Stacking The Deck (2/day) 7
18th +9/+4 +6 +11 +11 - 8
19th +9/+4 +6 +11 +11 Pull From The Deck (4/day) 8
20th +10/+5 +6 +12 +12 Stacking The Deck (3/day) 8

Cartomancers and the Cartomancy Skill

Cartomancers receive a unique use of the Cartomancy skill which allows them to cast spells from a tarot card they have prepared in their hand. See the card descriptions to learn more about spells available. Situational modifiers may be applied at the cartomancer's discretion, which are as follows:

Modification DC Change
Cast spell as a spell-like ability +4
Cast spell as a supernatural ability +14
Cast spell as an extraordinary ability +21
Change casting time to a swift action +10
Change casting time to a full-round action -3
Lengthen range of spell 1 step* +10
Shorten range of spell 1 step** -3

*personal to touch, touch to close, close to medium, medium to long; requires the Manipulate the Cards ability

**long to medium, medium to close, close to touch, touch to personal; requires the Manipulate the Cards ability

Cartomancy Feats

Augmented Cartomancy

Prerequisites: Hand Size of four cards

Benefit: You may modify your spell DCs using the following methods while casting spells from a tarot card:

Effect DC Change
Multiply all variable, numeric effects by 1.5 +6
Maximize all variable, numeric effects +12
Increase save DC by 3 +9

Cartomantic Shaping

Prerequisites: Hand Size of four cards

Benefit: You may modify your spell DCs using the following methods when casting spells from a tarot card:

Effect DC Change
Change shape to 10' sphere +5
Change shape to 15' burst centered on you +5
Increase radius by 5' +5
Spell affects an additional target within 10' radius of target +10 per target

Extra Card

Prerequisites: Deck Alteration class feature

Benefit: Your Hand Size increases by one.

Normal: Your hand size is determined by your cartomancer level.

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