PrC - Fortune's Favored

SteelDraco

First Post
I wrote up the following prestige class for a luck-based rogue character in my Eberron game. I was wondering if anybody had any thoughts about power level. I'm mildly concerned about the By the Skin of Your Teeth and Deadly Misfortune abilities, in particular.

Two things of note for the mechanics of the class. A lot of abilities of this class relate to the action point mechanics in Eberron, so if you're not familiar with those, the class isn't going to make much sense. Basically, you can spend an action point before a roll to add +1d6 to it. As you gain levels, you can roll more d6s and choose the best. You have a very finite number of action points at each level, typically 3 + half your character level. They don't renew until you gain another level, and you can't store them up as you gain levels.

Second, the Born Lucky ability is tied to a house rule I use. A luck roll is normally a simple 3d6 roll, with 1s indicating bad luck, and 6s indicating good luck. I call for these rolls when simple luck is the only thing in question, rather than some other skill or ability check.

Fortune's Favored
There have always been those who are luckier than others. Whether it's the favor of the gods, a greater understanding of the world, or simple fortune, this good luck can have very important, and very tangible, effects. Some take the time to study the nature of luck, whether by gaining favor with an appropriate diety, or studying the arcane underpinnings of what causes luck. Those who come to a deeper understanding, and gain some control over their own fortune, are known as fortune's favored.

Requirements:
Feats: Heroic Spirit, Luck of Heroes
Skills: Knowledge (Arcana) 4 ranks OR Knowledge (Religion) 4 ranks, Profession (Gambler) 8 ranks

Class Abilities:
Base Attack Bonus: Average
Fortitude Save: Poor
Reflex Save: Good
Will Save: Poor

1st - Better Lucky than Good, Born Lucky, Fortunate Defense
2nd - Lucky Shot, Share Fortune
3rd - Spread Misfortune
4th - By the Skin of Your Teeth, Evasion
5th - Cheat Death, Deadly Misfortune

Hit Die: d6

Skills:
Skill Points: 6 + Int Modifier per level
The class skills for a fortune’s favored (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), and Use Magic Device (Cha).

Class Features:

Weapon and Armor Proficiency: A fortune’s favored gains no proficiency in weapons or armor.
Better Lucky Than Good (EX): The fortune’s favored has a pool of luck he can call upon, allowing him to use his understanding of probability to assist his own actions. Each day, he has a number of luck points equal to his class level. Primarily, luck points are used to activate various class abilities of the fortune’s favored class. These luck points can also be spent as action points, granting a bonus to a die roll (see the Eberron Campaign Setting). Other uses of action points – such as technique feats, automatic stabilization, activating other class abilities, or modifying spells with metamagic feats – are not possible with luck points granted by this ability. Action points earned through character level can be used as luck points on a one-for-one basis.

Born Lucky (EX): Fortune’s favored are, by their very nature, luckier than most of the people around them, and they have studied this natural talent, honing it to a fine art. Whenever rolling luck, a fortune’s favored rolls four dice, rather than the normal three, and chooses which to use for the roll.

Fortunate Defense (SU): The fortune’s favored amazing luck allows him to avoid danger that would prove lethal to others. He gains a luck bonus to AC, active at all times. This bonus is equal to his class level or Charisma modifier, whichever is lower.

Lucky Shot (SU): At 2nd level, the fortune’s favored learns to use luck to manipulate his attacks more effectively. Before making an attack roll, as a free action, he can spend a luck point and declare a Lucky Shot. If the attack hits, he may roll damage twice, and choose the more favorable damage total. If the attack misses, the ability is wasted. This ability can be used only with non-spell attacks.

Share Fortune (SU): At 2nd level and above, the fortune’s favored can share some of his luck with others, allowing him to favorably influence their actions. As an immediate action, before an ally makes a d20 roll that can be influenced by an action point, the fortune’s favored may spend two luck points to grant the benefits of an action point at his character level to the roll. This ability cannot be activated if the target also uses an action point – only one action point can be used on any roll. The fortune’s favored must be able to draw line of effect to the ally to use this ability.

Spread Misfortune (SU): At 3rd level, the fortune’s favored learns to use his luck to negatively influence the actions of his enemies. As a standard action, he may attempt to inflict bad luck on a target within Close range (25 ft + 5 ft/2 character levels). The target makes a Will save (DC 10 + fortune’s favored class level + Charisma modifier). If successful, the effect is negated. If the target fails, then they suffer a penalty to their next attack roll, skill or ability check, or level check. To determine the penalty, the fortune’s favored rolls the dice he would roll to determine his bonus from the expenditure of an action point. Activating this ability costs one luck point.

By the Skin of Your Teeth (SU): The fortune’s favored can use his understanding of luck to grab success from the jaws of failure. After a d20 roll on which he could have spent an action point, but didn’t, he may attempt to use By the Skin of Your Teeth. Roll a Knowledge (Arcana) or Knowledge (Religion) check (DC 15). If successful, the fortune’s favored may immediately roll extra dice, as though he used an action point on the initial roll. The fortune’s favored must announce the use of this ability before the success or failure of the initial roll is announced. Activating this ability costs one luck point.

Evasion (EX): The fortune’s favored gains the evasion ability, as a rogue. If he already has Evasion from another class, he instead gains Improved Evasion.

Cheat Death (SU): The fortune’s favored can roll with a potentially lethal blow to take less damage than he otherwise would. When he 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 fortune’s favored can attempt to cheat death. To use this ability, he must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, he takes only half damage from the blow; if it fails, he takes full damage. He must be aware of the attack and able to react to it in order to cheat death – if he is denied her Dexterity bonus to AC, he can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the evasion ability does not apply to this roll. Activating this ability costs two luck points.

Deadly Misfortune (SU): At 5th level, the fortune’s favored learns to manipulate the fortune of others to deadly effect. When using the Spread Misfortune ability, he can opt to spend another luck point to increase the effect. If he does so, the penalty can also apply to a saving throw, if that is the next d20 roll that the target makes.
 

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Fortunate Defense (SU): The fortune’s favored amazing luck allows him to avoid danger that would prove lethal to others. He gains a luck bonus to AC, active at all times. This bonus is equal to his class level or Charisma modifier, whichever is lower.

This is the primary thing I would change, to:

Fortunate Defense (Ex): The fortune's favored amazing luck allows him to avoid danger that would prove lethal to others. The fortune's favored adds 1 point of Charisma bonus (if any) per fortune's favored class level as a Luck bonus to her Armor Class. This bonus is active all the time.
 
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