Fortune (3.5e Class)

Summary::Some rely entirely on luck over skill. Fortunes can manage absurd luck, but if they get overwhelmed their luck might run out. Minimum Level::0 Class Ability::Other Class Ability Progression::Other

Fortune
Most perform their great acts and deeds through skill and power, but not everyone has that kind of talent. For every rogue or wizard there are 100 commoners. But even among fairly mundane folk, some manage acts of luck and skill. Some even rely on luck beyond all others. They are the Fortune, blessed by fate.

Making a Fortune
Abilities: Fortunes can work with very low ability scores, though a strong Intelligence helps with skills and Constitution helps with not dying. For the most part, however, they can do without strong abilities.

Races: Any.

Alignment: Any.

Starting Gold: 5d4 (125 gp).

Starting Age: Simple.

Class Features
All of the following are class features of the Fortune.

Weapon and Armor Proficiency: The expert is proficient in the use of all simple weapons, a single martial weapon of their choice, and with light armor and shields (but not tower shields).

The fortune must still qualify for the feat as normal.

He gains a pool of luckiness equal to four times his class level. Whenever the fortune makes a die roll, they can spend up to their character level in luck points, which is added as a luck bonus to the roll. For example, a 5th level fortune could roll a saving throw and add anywhere from +1 to +5 luck to the roll. The luck pool is refreshed after 8 hours of rest, and luck points must be used before the results of the roll are known. The luck pool cannot be used on rolls which have benefited from luck dice, or any Luck feats.

 : The fortune is so lucky, you'd think he'd me the main character to some kind of story. The fortune adds 1/2 his class level as a luck bonus to AC (minimum +1). Luck applies on touch and flatfooted AC as well.

 : At 2nd level, the fortune can apply extra dice to any d20 rolls he makes once per round. For example he could make an attack roll, and rolls BAB + 1d20 + his ability modifier + an additional 1d4. At 4th level, the die size rises to 1d6, then 1d8 at 6th, 1d10 at 8th, and 2d6 at 10th. At 12th level, the process repeats adding the previous 2d6 and an additional 1d4, then 1d6, 1d8, and so forth.

At 7th level the fortune can use his luck dice 2 times in a round, such as on two attacks or an attack and a saving throw, and an additional use per round is granted every five levels (12th, 17th, etc).

 : At 3rd level, the fortune just cannot fail. All natural 1s are treated as a natural 2.

 : At 4th level, the fortune seems to have a great deal of luck with items. Any magic items can use his class level as its caster level, and have a minimum DC of 10 + 1/2 HD + the fortune's highest mental ability score. Given enough cash, the fortune can have quite a few magical items.

 : At 5th level, the fortune can take 5 on any d20 roll. It can be used once per round.

 : At 7th level, the fortune can deal extra damage if he is lucky. Whenever he rolls maximum on a damage die roll, he can roll an additional die of that type. For example if he rolls an 8 on a 1d8, he rolls another d8. He can only use this on d6 and larger dice.

 : At 9th level, the fortune can cheat when it comes to luck. Whenever there is a random chance from an effect (such as the effects of confusion or pulling from a Deck of Many Things) you can roll twice and take the better result. It doesn't apply to attack rolls, saves, skills, or anything else which doesn't have at least three different results possible.

 : At 10th level, the fortune can take 10 on any d20 roll. It can be used once per minute.

 : At 11th level, the fortune can turn some of his fortune for himself into misfortune for others. He can make a opponent in 5 ft roll twice on a d20 roll, and take the worse result. The misfortune effect has no save, but only applies to one roll each round.

 : At 13th level, the fortune who failed a saving throw against an effect with a duration can attempt another saving throw at the beginning of the next round against the effect. If successful he treats himself as having made the saving throw, though any damage or instantaneous effects endure. A fortune can de-petrify themselves like this or come back from the dead after failing a save vs death. He may do this once per encounter (or once per minute outside of combat).

 : At 15th level, the fortune can take 15 on any d20 roll. It can be used once per hour.

 : At 17th level, the fortune is really good at cheating the system. On any random roll which Cheating the Game applies to, he can choose the die result.

 : At 19th level, the fortune can pull off the impossible, and can survive one event without taking any damage or effects for 1 round. They could even be thrown into the sun and survive, at least for 1 round. He may use this as an immediate action 1/day.

 : At 20th level, the fortune can take 20 on any d20 roll. It can be used once per day.

Epic Fortune
Luck Dice: The fortune continues to gain luck dice every 2 levels as the chart above, and continues to get additional uses of the luck dice per round.



Epic Fortune Bonus Feat List: All previous bonus feats, as well as PENDING.

Human Fortune Starting Package
Weapons: Greataxe.

Skill Selection: Pick a number of skills equal to 7 + Int modifier.

Feat: Weapon Focus (greataxe).

Bonus Feats: Lucky StartCS, Unbelievable LuckCS.

Gear: Chain Shirt.

Gold: 5 gp.

Playing a Fortune
Religion: Lady Luck, Olidammara, and other gods and goddesses of luck and fortune are favorites of the fortune.

Other Classes: Other classes might see the fortune as lazy, useless, or listless, or may be envious that this weakling is somehow able to survive and fight along with them. On the other hand, they might also be glad fortune is smiling on him, and hoping some of their luck rubs off on them.

Combat: A fortune can act the part of melee, ranged, or spellcaster, but must do so by supplementing his own non-abilities with items. Whatever he chooses, he usually much specialize his ability scores to benefit them the most.

Advancement: Several Complete Scoundrel prestige classes are thematically appropriate to the fortune.

Fortunes in the World
"Lady luck's smilin' on us tonight. Alright, another on Red 12."

Daily Life: Life is smiling on you, so the fortune likes to take risks, take chances, and live every day like it was their last. Given the nature of luck, it may be.

Notables: Everyone knows a hero seems to have uncanny luck. Chances are, they may be a fortune.

Organizations: Fortunes are rare blessed individuals, and as such there's really not enough to them to know each other and gather.

NPC Reactions:

Fortune Lore
Characters with ranks in Knowledge Local can research fortunes to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Fortune in the Game
Sample Encounter: A stranger is in town, and he's swindling everyone out of their cash through gambling and bets. He's done so much an angry mob is starting to form. Can you deal with the crowd, or figure out how, or if, the stranger is cheating so that he can be taken in by the law?

EL 10: PENDING.