I know the last thing that the world needs is a new PrC. But please look at this one and let me know what you think.
Divine Fool
Some people are born with luck that just cannot be explained. Some are “born under a lucky star” or “with a silver spoon in their mouths” or other such quips. Sometimes it is just station, but there are those that cultivate the luck and recognize where it comes from. For these people, they can almost see the hand of fate in everything that happens. Divine Fools never question why, or who. They always know, and they know that if they have pleased fate (in whatever form it may take) that they will always wind up on top.
Rogues and Bards are the most common of these luck bearers. For they tend to provoke fate as much as profit from it. But other classes can certainly be found amongst their ranks. Barbarians and Fighters often trust their fate to luck in battle, and clerics of gods of chance are often found amongst them. Druids, Sorcerers, Paladins and Wizards are less likely to join these ranks, but it is not unheard of.
Hit Die: d6
Requirements:
Alignment: Any non-lawful.
Skills: Bluff 8 ranks; Knowledge (Religion) 3 ranks;
Feats: Alertness, Dodge
Other: The Divine Fool must have a patron deity. The Divine Fool must actively adhere to the tenets of the religion and tithe (as a normal lay member would be required) to the priesthood.
Class Skills: The Divine Fool’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (local) (Int) Knowledge (Religion) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot(Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
The Divine Fool gains 6 +Int skill points at each level.
Class Features:
Weapon and Armor Proficiencies: The Divine Fool gains no weapon or armor proficiencies.
Lucky Blow (Sp): Once per day the Divine Fool is granted insight into where his target is going next. The Divine Fool is treated as if she is under the effect of a True Strike spell.
Lucky Roll (Ex): The Divine Fool can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the Divine Fool can attempt to roll with the damage. To use this ability, the Divine Fool must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue’s evasion ability does not apply to the defensive roll.
Uncanny Dodge (Ex): A Divine Fool of 1st level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does. The levels from any classes (including Divine Fool) that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Improved Uncanny Dodge (Ex): A Divine Fool of 3rd level or higher can no longer be flanked.
This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Everyone’s Friend (Su): The Divine Fool radiates good will. All Initial encounter reactions are treated as one category higher. A merchant who would normally be neutral to new folk in town will automatically treat the Divine Fool as friendly.
Trap Sense (Ex): At 4rd level, a Divine Fool gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the Divine Fool reaches 6th level, to +3 when she reaches 9th level. Trap sense bonuses gained from multiple classes stack.
Luck of the Fool (Su): At 4th level the Divine Fool may add his Cha bonus (if positive) to all saves. This is a sacred bonus.
Unfettered (Su): By 6th level a Divine Fool may slip any bonds that may hold him. Guards will accidentally leave keys in the locks; chains will have broken welds or the like. This is treated as a +20 circumstance bonus to escape artist checks. Additionally, once per day the Divine Fool may be affected as if under a Freedom of Movement spell.
Fade Away (Sp): At 8th level the Divine Fool gets the spell like ability to affect himself with Dimension Door once a day.
Slippery Mind (Ex): This ability represents the Divine Fool’s ability to wriggle free from magical effects that would otherwise control or compel her. If a Divine Fool with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
Moment of Prescience (Sp): At 10th level, the Divine Fool has a special blessing granted to him. Once per day he may call upon his deity to grant him the benefits of a Moment of Prescience spell. This is treated as if the spell is always on, but it may be accessed only once a day. This may not be combined with the Lucky Blow ability.
Level BAB Fort Ref Will Special
1st 0 0 2 0 Uncanny Dodge, Lucky Blow
2nd 1 0 3 0 +1d6 Sneak Attack, Lucky Roll
3rd 2 1 3 1 Improved Uncanny Dodge, Everyone’s Friend
4th 3 1 4 1 Trap Sense +1, Luck of the Fool
5th 3 1 4 1 +2d6 Sneak Attack
6th 4 2 5 2 Trap Sense+2, Unfettered
7th 5 2 5 2 Unfettered
8th 6 2 6 2 +3d6 Sneak Attack, Fade Away
9th 6 3 6 3 Trap Sense+3, Slippery Mind
10th 7 3 7 3 Moment of Prescience
Divine Fool
Some people are born with luck that just cannot be explained. Some are “born under a lucky star” or “with a silver spoon in their mouths” or other such quips. Sometimes it is just station, but there are those that cultivate the luck and recognize where it comes from. For these people, they can almost see the hand of fate in everything that happens. Divine Fools never question why, or who. They always know, and they know that if they have pleased fate (in whatever form it may take) that they will always wind up on top.
Rogues and Bards are the most common of these luck bearers. For they tend to provoke fate as much as profit from it. But other classes can certainly be found amongst their ranks. Barbarians and Fighters often trust their fate to luck in battle, and clerics of gods of chance are often found amongst them. Druids, Sorcerers, Paladins and Wizards are less likely to join these ranks, but it is not unheard of.
Hit Die: d6
Requirements:
Alignment: Any non-lawful.
Skills: Bluff 8 ranks; Knowledge (Religion) 3 ranks;
Feats: Alertness, Dodge
Other: The Divine Fool must have a patron deity. The Divine Fool must actively adhere to the tenets of the religion and tithe (as a normal lay member would be required) to the priesthood.
Class Skills: The Divine Fool’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (local) (Int) Knowledge (Religion) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot(Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
The Divine Fool gains 6 +Int skill points at each level.
Class Features:
Weapon and Armor Proficiencies: The Divine Fool gains no weapon or armor proficiencies.
Lucky Blow (Sp): Once per day the Divine Fool is granted insight into where his target is going next. The Divine Fool is treated as if she is under the effect of a True Strike spell.
Lucky Roll (Ex): The Divine Fool can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the Divine Fool can attempt to roll with the damage. To use this ability, the Divine Fool must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue’s evasion ability does not apply to the defensive roll.
Uncanny Dodge (Ex): A Divine Fool of 1st level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does. The levels from any classes (including Divine Fool) that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Improved Uncanny Dodge (Ex): A Divine Fool of 3rd level or higher can no longer be flanked.
This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Everyone’s Friend (Su): The Divine Fool radiates good will. All Initial encounter reactions are treated as one category higher. A merchant who would normally be neutral to new folk in town will automatically treat the Divine Fool as friendly.
Trap Sense (Ex): At 4rd level, a Divine Fool gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the Divine Fool reaches 6th level, to +3 when she reaches 9th level. Trap sense bonuses gained from multiple classes stack.
Luck of the Fool (Su): At 4th level the Divine Fool may add his Cha bonus (if positive) to all saves. This is a sacred bonus.
Unfettered (Su): By 6th level a Divine Fool may slip any bonds that may hold him. Guards will accidentally leave keys in the locks; chains will have broken welds or the like. This is treated as a +20 circumstance bonus to escape artist checks. Additionally, once per day the Divine Fool may be affected as if under a Freedom of Movement spell.
Fade Away (Sp): At 8th level the Divine Fool gets the spell like ability to affect himself with Dimension Door once a day.
Slippery Mind (Ex): This ability represents the Divine Fool’s ability to wriggle free from magical effects that would otherwise control or compel her. If a Divine Fool with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
Moment of Prescience (Sp): At 10th level, the Divine Fool has a special blessing granted to him. Once per day he may call upon his deity to grant him the benefits of a Moment of Prescience spell. This is treated as if the spell is always on, but it may be accessed only once a day. This may not be combined with the Lucky Blow ability.
Level BAB Fort Ref Will Special
1st 0 0 2 0 Uncanny Dodge, Lucky Blow
2nd 1 0 3 0 +1d6 Sneak Attack, Lucky Roll
3rd 2 1 3 1 Improved Uncanny Dodge, Everyone’s Friend
4th 3 1 4 1 Trap Sense +1, Luck of the Fool
5th 3 1 4 1 +2d6 Sneak Attack
6th 4 2 5 2 Trap Sense+2, Unfettered
7th 5 2 5 2 Unfettered
8th 6 2 6 2 +3d6 Sneak Attack, Fade Away
9th 6 3 6 3 Trap Sense+3, Slippery Mind
10th 7 3 7 3 Moment of Prescience