Fallenibilis
First Post
Im creating a 3.5 base class losely based on the hexblade thats abilitys revolve around luck. I need some help with flavor ideas and mechanical ideas anything i get will be aprreciated.
Fortune’s Son
Hit Die: D8
Fort: Poor
Ref: Good
Will: Poor
Weapon Prof: Simple & Martial
Armor Prof: Light, Medium Armor, and Light Shield
Skill Points at First Level: (4 + Int Modifier) x4
Skill Points at each additional level: 4 + Int Modifier
Class Skills: Balance, Bluff, Diplomacy, Escape Artist, Gather Information, Hide, Heal, Listen, Move Silently, Perform, Profession (Gambling), Search, Sense Motive, Sleight of Hand, Spot, Tumble, and Use Rope
Level Abilities:
Curse/Bless: Share a number of uses per day equal to 1+ Cha modifier.
Curse: As a free action, a fortune’s son can curse and enemy. The target must be visible to the Fortune’s Son and within 60 ft. The target of the curse take a -2 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for one minute x Cha modifier minimum 1 minute. A successful Will save (DC 10 + ½ Fortune’s Son Class level + Cha modifier) negates the effect.
Bless: As a free action, a fortune’s son can Bless and friend. The target must be visible to the Fortune’s Son and within 60 ft. The target of the Blessing Gain a +2 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for one minute x Cha modifier minimum 1 minute. A successful Will save (DC 10 + ½ Fortune’s Son Class level + Cha modifier) negates the effect.
Fortune’s Favor: Gain a bonus equal to your Cha modifier on all saving throws
Lucky Strike: At level 3 you do an additional 1d6 points of damage to enemy suffering from your curse. At level 7, 12, 15, and 19 this extra damage increases by an additional 1d6.
Evasion: As the Rogue Class Ability
Spirit of Chance:At forth level, you may call upon a dark companion. By spending 24 hours in meditation and expending 100gp worth of incense,upon completion of the ritual your luck manifests as illusory companion in the form of either a black cat if evil or a white rabbit if good a neutral one may choose which. The companion takes up a 5-foot square but cannot attack or be attacked. While it is made of shadow and occupies a 5' square, anyone can freely move into and out of the square it occupies. It can be dispelled as a spell (CL equal to your class level, spell level equal to 1/3 your class level). If dispelled, the Spirit of Chance reforms 24 hours later. At any point if a Spirit of Chance is more than 120' from the you, it dissipates and reforms adjacent to the Spirit of Chance at the beginning of its next turn. All foes within 5' of the black cat take a -2 to saves, attacks, and armor class. All friends (including your self) within 5' of the white rabbit gain a +2 to saves, attacks, and armor class.
Bonus Feats: At fourth level and every 4 levels after you gain a bonus feat from the following as long as you meet the requirements: Empower Curse (curse penalty goes up by 1), Empower Bless (bless boon goes up by 1), Slow Reaction (foe counts as flat footed; require one other curse/bless feat), Extra curse/bless (gain 2 additional uses of the ability), Lingering curse (curse lasts twice as long), Lingering Bless (bless lasts twice as long), Potent Curse (curse DC goes up by one), Sloth (Curse causes foe to have 50% chance of doing nothing; requires two other curse/bless feats), Clarity of mind (bless gives ally a reroll on his fail concentration checks), Clouded mind (foe must succeed a concentration check DC 10 + half class level + cha modifier + spell level on every spell cast or lose the spell; requires two curse/bless feats, Fortified Bless (the blessed gains Temporary Hit points per class level), Luck feats, and improved critical.
Fast healing: gains Fast healing 1, increases by 1 every 5 levels
or
Damage Reduction: gains damage reduction 1/-, increases by 1 every 5 levels
Greater Curse/Bless: Increases the Penalty/Boon from a 2 to 4
Greater Spirit: Increases the Penalty/Boon from a 2 to 4
Mettle: As hexblade ability
Dire Curse/Bless: Increases the Penalty/Boon from a 4 to 6
Dire Spirit: Increases the Penalty/Boon from a 4 to 6
Sorry for the long read. Thanks for any help in advance
Fallenibilis
Fortune’s Son
Hit Die: D8
Fort: Poor
Ref: Good
Will: Poor
Weapon Prof: Simple & Martial
Armor Prof: Light, Medium Armor, and Light Shield
Skill Points at First Level: (4 + Int Modifier) x4
Skill Points at each additional level: 4 + Int Modifier
Class Skills: Balance, Bluff, Diplomacy, Escape Artist, Gather Information, Hide, Heal, Listen, Move Silently, Perform, Profession (Gambling), Search, Sense Motive, Sleight of Hand, Spot, Tumble, and Use Rope
Code:
Level BAB Special
1 0 Curse/Bless
2 1 Fortune's Favor
3 2 Evasion, Lucky Strike +1d6
4 3 Spirit of chance, Bonus Feat
5 3 Fast healing 1 or DR 1/-
6 4
7 5 Greater Curse/Bless, Lucky Strike +2d6
8 6./1 Bonus Feat
9 6/1 Greater Spirit
10 7/2 Mettle, Fast healing 2 or DR 2/-
11 8/3 Lucky Strike +3d6
12 9/4 Bonus Feat
13 9/4
14 10/5
15 11/6/1 Lucky Strike +4d6, Fast healing 3 or DR 3/-
16 12/7/2 Dire Curse/Bless, Bonus Feat
17 12/7/2
18 13/8/3
19 14/9/4 Dire Spirit, Lucky Strike +5d6
20 15/10/5 Bonus Feat, Fast healing 4 or DR 4/-
Level Abilities:
Curse/Bless: Share a number of uses per day equal to 1+ Cha modifier.
Curse: As a free action, a fortune’s son can curse and enemy. The target must be visible to the Fortune’s Son and within 60 ft. The target of the curse take a -2 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for one minute x Cha modifier minimum 1 minute. A successful Will save (DC 10 + ½ Fortune’s Son Class level + Cha modifier) negates the effect.
Bless: As a free action, a fortune’s son can Bless and friend. The target must be visible to the Fortune’s Son and within 60 ft. The target of the Blessing Gain a +2 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for one minute x Cha modifier minimum 1 minute. A successful Will save (DC 10 + ½ Fortune’s Son Class level + Cha modifier) negates the effect.
Fortune’s Favor: Gain a bonus equal to your Cha modifier on all saving throws
Lucky Strike: At level 3 you do an additional 1d6 points of damage to enemy suffering from your curse. At level 7, 12, 15, and 19 this extra damage increases by an additional 1d6.
Evasion: As the Rogue Class Ability
Spirit of Chance:At forth level, you may call upon a dark companion. By spending 24 hours in meditation and expending 100gp worth of incense,upon completion of the ritual your luck manifests as illusory companion in the form of either a black cat if evil or a white rabbit if good a neutral one may choose which. The companion takes up a 5-foot square but cannot attack or be attacked. While it is made of shadow and occupies a 5' square, anyone can freely move into and out of the square it occupies. It can be dispelled as a spell (CL equal to your class level, spell level equal to 1/3 your class level). If dispelled, the Spirit of Chance reforms 24 hours later. At any point if a Spirit of Chance is more than 120' from the you, it dissipates and reforms adjacent to the Spirit of Chance at the beginning of its next turn. All foes within 5' of the black cat take a -2 to saves, attacks, and armor class. All friends (including your self) within 5' of the white rabbit gain a +2 to saves, attacks, and armor class.
Bonus Feats: At fourth level and every 4 levels after you gain a bonus feat from the following as long as you meet the requirements: Empower Curse (curse penalty goes up by 1), Empower Bless (bless boon goes up by 1), Slow Reaction (foe counts as flat footed; require one other curse/bless feat), Extra curse/bless (gain 2 additional uses of the ability), Lingering curse (curse lasts twice as long), Lingering Bless (bless lasts twice as long), Potent Curse (curse DC goes up by one), Sloth (Curse causes foe to have 50% chance of doing nothing; requires two other curse/bless feats), Clarity of mind (bless gives ally a reroll on his fail concentration checks), Clouded mind (foe must succeed a concentration check DC 10 + half class level + cha modifier + spell level on every spell cast or lose the spell; requires two curse/bless feats, Fortified Bless (the blessed gains Temporary Hit points per class level), Luck feats, and improved critical.
Fast healing: gains Fast healing 1, increases by 1 every 5 levels
or
Damage Reduction: gains damage reduction 1/-, increases by 1 every 5 levels
Greater Curse/Bless: Increases the Penalty/Boon from a 2 to 4
Greater Spirit: Increases the Penalty/Boon from a 2 to 4
Mettle: As hexblade ability
Dire Curse/Bless: Increases the Penalty/Boon from a 4 to 6
Dire Spirit: Increases the Penalty/Boon from a 4 to 6
Sorry for the long read. Thanks for any help in advance

Fallenibilis
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