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SPADES:

Ace of Spades: Phoenix


An amulet appears around the drawer's neck. It breaks after one use, and has a 5
0/50 chance to cast resurrection or a death effect on the caster when used.
OR
On death (-10hp, or whichever you use), explode as a 10HD widened fireball and
be affected by true ressurection, all gear, including magical, is destroyed. Onl
y works once.
OR
If you ever get to the point where you are completely DEAD! then you can revive
yourself with full hit points, and for the next 5 rounds, any creature within 1
foot of you, or that touches you takes 3 points of damage
2 of Spades: Sphinx
You gain a +4 bonus on diplomacy, bluff, and sense motive checks if you've used
a riddle in a conversation involving the person you're attempting to converse wi
th.
3 of Spades - Dolphin
Your charisma is given a +2 modifier whenever speaking with humans or aquatic cr
eatures.
4 of Spades - Minotaur
Your race is suddenly morphed into a Minotaur! if you where already a Minotaur,
you draw one new card.
5 of Spades - Dog
You swear allegiance to whichever party member has treated you best in the past,
and gain +1 to all action and checks that are beneficial to that character. Los
e 100xp per character level on death of the one you've sworn yourself to, this l
oss cannot make you lose a level. Lose 50 per level instead if you succeed a DC
15+Character level will save.
6 of Spades - Anteater
Gain +2 to hit, damage and caster level against Diminutive and Fine creatures.
7 of Spades - Fish
You reek of fish, and can speak with fish for one hour per day, this does not ne
ed to be a consecutive hour.
8 of Spades - Dragonfly
Shrink one size category and gain +2 to dex. Gear does not scale with character.
9 of Spades - Centaur
If you used a bow last time you were in combat as of the time you draw this car
d, you gain a +1 to all actions. Otherwise, you get a -1 to all actions. Permane
nt.
10 of Spades - Owl
+4 to spot checks in temperate zones. And +2 to Wisdom.
Jack of Spades - Seal/Walrus
Your body undergoes permanent changes. You gain a thick layer of blubber that gi
ves you +3 natural armor and tusks as natural weapons. You lose 2 Dex and gain t
he language: Walrus.
Queen of Spades - Crow
Automatically succeed on spot or search checks if the object is shiny.
King of Spades - Skunk
Once per day When you encounter an enemy you gain a -10 charisma modifier (lasts
12 hour), and you gain an effect that lasts 3 rounds; if an enemy attacks or to
uches you, they gain a poison effect.
CLUBS:
Ace of Clubs - Horse
You gain +10 to your base movement speed, and can replace rations with grass in
a grassy region, so long as you spend at least 2 hours per day grazing.
2 of Clubs - Wild Dog
Gain +2 to tracking checks, track is always considered trained and a class skill
for you.
3 of Clubs - Snake
Your legs merge into a 10ft long tail. You gain +10 to climb checks on cylindric
al objects such as columns and trees. But you require specially made armour and
clothing for your lower half, or you suffer -5 to saves vs cold weather, AC gain
ed from armour is also halved until you acquire this. Humanoids consider you mon
strous unless they know you well, and may flee.
4 of Clubs - Werewolf
The next person you converse with contracts lycanthropy. This effect is kept sec
ret until it resolves.
5 of Clubs - Cockroach
On death (-10hp) you have a 75% chance to stabilise at 0hp instead of dying. Unl
ess subject to a disintegration effect or coup de grace. This effect can work mu
ltiple times.
6 of Clubs - Parrot
+8 to bluff checks to imitate a language.
7 of Clubs - Shark
You can Locate Creature as CL5 at will, so long as you're fully submerged in wat
er. You also gain gills and can not breathe out of water. Your swim speed become
s equal to your fastest type of movement.
8 of Clubs - Vulture
If anything dies within 60 feet of you, you are instantly aware of it. You can
detect carrion and recently deceased creatures of size Diminutive or larger in a
60ft radius centered on your character at will.
9 of Clubs - Eagle
Freedom of Movement for 10 minutes per week, this does not need to be consecutiv
e.
10 of Clubs - Hummingbird
You gain fly 10.ft perfect while humming. Breaks in humming cause you to immedia
tely drop until you resume humming.
Jack of Clubs - Lynx
You can choose one prestige class, and ignore its usual prerequisites.
Queen of Clubs - Fox
You gain the ability to cancel the effects of 1 of the cards from this deck. if
this is the second card you drew, you must draw 1 more card and choose out of th
e two, if this is the first, draw 2 cards and choose one.
King of Clubs - Alligator
Gain Quick Draw and automatic surprise against creatures you weren't in combat w
ith prior to drawing your weapons.
HEARTS:
Ace of Hearts - Frog
Gain a +2 bonus on jump checks if you jump from crouching.
OR
Your skin secretes a mild paralytic ingested poison with a DC of 10+character le
vel. Inflicts 1 con/dex/str damage initially, and 1d4 as secondary with an onset
of 1 minute.
2 of Hearts - Cat
If I fits, I sits. You can fit comfortably into passages and cracks that are onl
y half of what your character would normally require for passage. Metallic armou
r may obstruct this at the DM's discretion. You also gain +1d2 to your dexterity
.
3 of Hearts - Lemur
You gain low-light vision, but also become nocturnal.
4 of Hearts - Unicorn
If you are a spell-caster, you can pick one new spell to add to your spell list,
otherwise draw one new card.
5 of Hearts - Butterfly
You gain extremely frail wings, a single attack will completely destroy them, bu
t you can fly untill that time that they are destroyed, you gain +3 charisma whi
le having these wings.
6 of Hearts - Duck
You fight from a crouched position at no penalty to you, and no benefit to your
enemies. This is a compulsion and can be resisted for an encounter with a DC15 w
ill save.
7 of Hearts - Swan
Gain 1d4 charisma from your true beauty finally showing.
I'll think of more at a later point
8 of Hearts - Hyena
+5 to demoralize your enemies with an intimidate check.
9 of Hearts - Kitsune
Remake your character as a kitsune[1] from pathfinder. You gain either the dex
or the cha bonus from this race, but not both.
10 of Hearts - Puffin
You shrink a size category as per the dragonfly card, you don't gain the dex bon
us, but you gain a +10 to establish a platonic friendly relationship from being
adorable.
OR
You no longer need to eat.
Jack of Hearts - Dragon
Grow one size category and gain +2 to strength. Gear does not scale with charact
er and can inflict 1d6 points of damage per AC gained from metallic armour.
Queen of Hearts - Gryphon
Two magic items in your inventory swap effects.
King of Hearts - Kangaroo
You are always considered running when making a jump, but you require specially
made footwear for your enlarged feet.
OR
You can hold one item without it weighing you down.
DIAMONDS:
Ace of Diamonds - Bat
You go permanently blind, but gain the ability to echo-locate. Your character is
unaffected by darkness (concealment, miss chances, etc.) but you take extra dam
age from sonic attacks.
2 of Diamonds - Ant
You permanently lose 2 str points.
3 of Diamonds - Giraffe
You can extend your neck above the treelines (or 100 feet when in the open) to g
ive you +5 to survival checks to avoid wandering off course. You are considered
flatfooted when doing this. This is a full-round action that provokes attacks of
opportunity.
4 of Diamonds - Zebra
Your alignment shifts permanently to the opposite end of the spectrum (Good < >
Evil as well as Lawful < > Chaotic). If you're true neutral, draw again.
5 of Diamonds - Porcupine
Gain DR1/piercing&magic per 4 levels, and reflect reduced damage from melee towa
rds melee opponents.
6 of Diamonds - Panda
Gain +6 to wisdom, but lose 2 dex and halve your speed and round down to nearest
10, you can not ingest meat without becoming nauseated for 1d4 hours, you requi
re twice the normal sustenance per day, only half of this can be covered by a ri
ng of sustenance.
7 of Diamonds - Rhino
Ignore penalties to AC from charging and gain a further +2 to hit and +2 to dama
ge when charging.
8 of Diamonds - Satyr
This card explodes for 2d4 damage when drawn. failing a DC 15 fortitude save res
ults in a compulsion to dance during combat (ie: boots of dancing) when fighting
against an animal that resides in a forest or a swamp.
9 of Diamonds - Scarab
Your skin becomes a soft chitin of the same colour, grants you +2 natural AC.
OR
A piece of scarab shaped jewellery is locked to one (chosen) armour/clothing slo
t, any armour/clothing you where wearing in that slot is put back in your invent
ory. The only way to take off the scarab is to lay in desert sand for one entire
day, reducing all skills by 1 for 2 days.
10 of Diamonds - Thylacine
You gain access to the attack granted by the feat Whirlwind Attack once per day.
Jack of Diamonds - Spider
You can poison any weapon with which you are proficient as a standard action wit
h no risk of poisoning yourself. (see: Poison use ability).
OR
You can use Spider Climb with a CL equal to your character level once per day.
Queen of Diamonds - Raccoon
Whenever you see an object worth over 1000g, you must make a DC15 will save. If
you fail, you feel compelled to steal the object at the next covert opportunity.
King of Diamonds - Elephant
You gain photographic memory and +2 inherent bonus on constitution checks. All c
riminals, bounty hunters, and mercenaries feel a compulsion to capture/kill you
because of a perceived monetary value you have.
Black Joker. Okapi Card
You become a non-sapient Okapi. Congratulations.
Red Joker. Sabertooth Cat Card
Your teeth grow to the point where speech is almost impossible, from this point
you must roll to speak, and getting below 5 means you take -2 points of damage (
note, preform skill helps on this role).

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