Requirements:
BAB: +3
Feats: Deadly Dealer, Rapid Shot
Skills: Knowledge Arcana 4 ranks, Acrobatics 3 ranks, Sleight of Hand 5 ranks.
Spellcasting: Must be able to cast 2nd level arcane spells.
Special: Must have dealt the killing blow on a creature with a card from Deadly Dealer.
Hit Die: d8.
The Deckmaster's class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (Local) (Int), Perception (Wis), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex)
Skill Ranks per Level: 4 + Int modifier.
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spellcasting |
1st | +0 | +0 | +2 | +2 | Gamble, Blasting Card, Reshuffle | +1 of existing class |
2nd | +1 | +0 | +3 | +3 | Flick of the Wrist, Sharp Deck +1 | +1 of existing class |
3rd | +2 | +1 | +3 | +3 | Hot Streak, Ace in the Hole | +1 of existing class |
4th | +3 | +1 | +4 | +4 | Elemental Suit, Finger Throw | +1 of existing class |
5th | +3 | +1 | +4 | +4 | Stacked Deck, Sharp Deck +2 | +1 of existing class |
6th | +4 | +2 | +5 | +5 | Dispelling Card | +1 of existing class |
7th | +5 | +2 | +5 | +5 | Aces High | +1 of existing class |
8th | +6/+1 | +2 | +6 | +6 | Sealing Card, Sharp Deck +3 | +1 of existing class |
9th | +6/+1 | +2 | +6 | +6 | Improved Finger Throw | +1 of existing class |
10th | +7/+2 | +3 | +7 | +7 | 54 Pick Up | +1 of existing class |
Weapon and Armor proficiencies: A Harrow Master gains no new proficiencies.
Gamble(Su): At 1st level a Deckmaster’s magical talents merge with their skill with the cards, forming a supernatural connection to the arts of chance. While all Deckmasters possess a deck of Harrow cards they use for their abilities the Deckmaster is no fortune teller. They may play at the role and be skilled in readings but at heart their skills are about testing fate and often cheating it, with their deck representing this nature.
As a swift action during combat Deckmaster can declare they’re making a gamble, declares a suit and an Alignment, then draws three cards from their deck. If any of the cards match the named suit and alignment (using the normal method to determine a harrow card drawn) then the Deckmaster gains 1 luck point that goes into a reserve called a Luck Pool, which they use to fuel their abilities. If a card matches both criteria, that card provides 2 luck points. Making a gamble of course isn’t without it’s risks, as each time they make one and draw no matching cards, they lose 2 points from their luck pool. A Deckmaster can have a maximum number of Luck Points equal to 5 + class level.
Finally, they can use an immediate action and 5 luck points to reroll a single die roll they make before knowing the result.
Blasting Card(Su): At 1st level a Deckmaster no longer need to use a swift action to power Arcane Strike when using the Deadly Dealer feat. Furthermore she can spend points from her luck pool when making an attack with your throwing card to deal an additional 1d6 of damage per point expended. As a special use of this ability if you possess the Harrowed Spellstrike class feature, you can increase the DC a spell used in the spellstrike by 1 for each point expended instead.
Reshuffle(Su): All cards removed from Deckmaster’s deck (through attacking or anything else) return to the deck in pristine condition at the end her turn. If the deck possesses the returning quality, the cards return to the deck immediately after being thrown.
Flick of the Wrist(Ex): When making attacks with her harrow cards a 2nd level Deckmaster may apply her Dexterity to damage rolls instead of strength.
Sharp Deck(Su): At 2nd, 5th, and 8th levels any harrow deck a Deckmaster uses has its enhancement bonus (if any) increased by +1.
Hot Streak(Su): At 3rd level whenever they make a gamble and gain at least 1 point of luck, a Deckmaster may choose to begin a Hot Streak, getting a +1 to attack rolls, Spell DCs, and Saves. Each time that they make a gamble and succeed, Hot Streak continues and this bonus increases by another +1 to a maximum of their Deckmaster Level. This doesn’t come without a price however as if their streak ends the bonuses end immediately, and they’re dazed for a round from the idea that the luck ran out.
Ace in the Hole(Su): Reaching 3rd level a Deckmaster can name their ‘Ace’ card. If drawn as a gamble this card always grants a luck point even if it’s suit and alignment weren’t named, and once per round she can spend 2 points of luck to draw and make an attack with their Ace card against an enemy within 30ft at anytime as an attack of opportunity.
Finger Throw(Ex): Reaching 4th level a Deckmaster may use the Rapid Shot feat as an attack action while throwing Harrow cards, and If using manyshot their first attack throws 3 cards instead of 2.
Elemental Suit(Su): At 4th level a Deckmaster gains additional elemental properties based on the cards she draws. After making a successful gamble she can choose to spend a luck point and select one of the cards that gained her at least one luck point on that gamble and gain an elemental effect based on that cards Suit from the table below to your next attack. As a special use of this ability if you possess the Harrowed Spellstrike class feature, you may choose to Empower a spellstrike for no increase in spell level if the spell is of the chosen element instead of the normal effect.
Hammer (Strength) | 2d6 Force damage and you can make a ranged Trip attempt against the target if your attack deals damage. |
Key (Dexterity) | 2d6 Electricity damage and 1d6 damage to any creatures within 10ft of the target. |
Shield (Constitution) | 2d6 Acid damage, target takes half the damage of the attack next round. |
Book (Intelligence) | 2d6 Cold damage and the target is affected by a Slow spell. |
Star (wisdom) | 2d6 Sonic and the attack ignores hardness. |
Crown (Charisma) | 2d6 Fire and you may add your Charisma modifier to the damage roll as well as any normal modifier. |
Stacked Deck(Ex): At 5th level when making a gamble and she draws no cards matching her named Suit or Alignment, the Deckmaster can ignore that draw and redraw another three cards once per round.
Dispelling Card(Su): At 6th level by spending 3 points from her luck pool a Deckmaster can make a single card they throw carry a Dispel Magic effect. If the attack is successful the target is affected as a Targeted Dispel Magic spell.
Aces High(Su): At 7th level whenever a Deckmaster draws her Ace card as part of a gamble, she may make an immediate attack of opportunity at her highest attack bonus with it, applying the effects of whatever it’s Suit may be for Elemental Suit as well.
Sealing Card(Su): An 8th level Deckmaster can spend 5 points from her luck pool once per day to infuse a powerful sealing ability into a card. She makes a single attack with a card as a standard action, and if this attack deals damage the creature must make a will save (DC 10 + Deckmaster level + charisma) or be trapped within the card and effected by a Maze spell. The card remains where the creature was and doesn’t return to the deck with Reshuffle.
Improved Finger Throw(Ex): From 9th level on whenever a Deckmaster uses the Manyshot feat, her first attack throws 4 cards instead of 3.
54 Pick Up(Su): At 10th level a Deckmasters ability to infuse their deck with magic reaches it’s peak, able to unleash a storm of infused cards at the enemy. Once per day by spending 8 points from her luck pool as a standard action she can mimic the effect of a Prismatic Spray spell.