Caelistis (3.5e Campaign Setting)/Classes/ValefarPrestige
|“||The boy's got no skill. None what-so-ever. What I don't get is how a whelp like himself keeps all his bones in his body!||”|
|—A farmer commenting on a Valefaran Knight|
- There are those who follow Valefar in a special way. Considered blessed by many, they seem to simply glide through life on the heels of chance. Though called "Knights" by the church, they are far from the noble-scion lines of disciplined warriors that make up most knightly orders. Instead they are lazy and sanguine, filled with wander-lust and kissed by fortune. There is no formal training to become a Valefaran Knight. The title is simply given out by the common folk to those who seem so lucky.
- Mostly Valefaran Knights are rogues or more martial bards-- Classes with a relaxed fit who care little for discipline. It's quite possible, however, for almost any character to become a Valefaran Knight. Luck does not lend itself to certain people in particular, and it only takes a few battles won by the skin of your teeth for the townsfolk to starting believing you might have friends in high places.
Hit Die: d6.
To qualify to become a Valefaran Knight, a character must fulfill all the following criteria.
- Religion: Must worship Valefar.
- Base Attack Bonus: +4.
- Feats: Any two Luck feats.
- Alignment: Any non-lawful.
- Special: Having access to the Luck domain's granted ability counts as two Luck feats.
The Valefaran Knight’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Religion) (Int), Move Silently (Dex), Open Lock (Dex), Sleight of Hand (Dex), and Use Magic Device (Cha).
Skill Points at Each Level: 4 + Int modifier.
|1st||+0||+2||+2||+2||Extra Lucky +1||+1 Divine|
|3rd||+2||+3||+3||+3||Luck Swing 1/day, Evasion||+1 Divine|
|4th||+3||+4||+4||+4||Survivor, Extra Lucky +2||-|
|6th||+4||+5||+5||+5||Bonus Luck Feat, Extra Lucky +3||-|
|7th||+5||+5||+5||+5||Lucky Swing 2/day||+1 Divine|
|8th||+6||+6||+6||+6||Bonus Luck Feat||-|
|9th||+6||+6||+6||+6||Extra Lucky +4||+1 Divine|
All of the following are Class Features for the Valefaran Knight.
Weapon and Armor Proficiency: You gain proficiency with the handaxe. You do not gain proficiency with any armor.
Spellcasting: At every odd level, a Valefaran Knight gains an increase in caster level (and spells known, if applicable), as if they had gained a level in a divine spellcasting class to which they belonged before adding the prestige class level. They do not, however, gain any other benefit a character of that class would have gained. If they had more than one spellcasting class before becoming a Valefaran Knight, they must decide which spellcasting class to effect.
Extra Lucky (Su): Luck is the basis of the Valefaran Knights. But their luck goes beyond mere chance. At first level, a Valefaran Knight gains and extra luck roll, usable for any luck feat or for an additional use of the Luck Domain's granted ability. This increases to two additional rolls at 4th level, three at 6th, and four at 9th. In addition, at first level a Valefaran Knight gains a +1 luck bonus to any check when it is rerolled using a luck feat. This applies only to the granted reroll, and increases to +2 at 4th level, +3 at 6th, and +4 at 9th.
Valefaran Grace (Su): There is something that protects Valefaran Knights from harm, it seems. Sword arms suddenly twitch, a trap fires late, or an arrow gets caught in a gust of wind. For a number of rounds equal to their class level, a Valefaran Knight may add their Charisma modifier as a luck bonus to AC and saves against traps. Activating this is a free action, but it may also be activated as an immediate action by expending two rounds from the total allowed. If used this way, it applies only until the start of the Valefaran Knight's next turn.
Lucky Swing (Su): Once per day at third level, when a Valefaran Knight makes a critical threat with a melee or ranged weapon (but not spells), they may automatically confirm the critical hit and increase they critical multiplier of the weapon by 1 for that hit. At 7th level, this ability can be used twice per day.
Evasion (Su): At third level, a Valefaran Knight gains an uncanny ability to avoid damage. Whenever they make a successful reflex save for partial damage, they instead take no damage. Unlike the rogue class feature, this functions even in heavy armor.
Survivor (Su): Such a powerful blessing to live is truly a sign of being touched by Valefar, is it not? But yet, it always seems to be able to be explained away by chance... Whenever a Valefaran Knight of fourth level or higher is brought below 0, they automatically stabilize. If the swing would have brought them to -10 or below from positive hitpoints, then they are stable at -9. Note that this means any damage done to them while in negatives is not stopped by this ability, nor do the automatically stabilize if more damage is done.
Mettle (Su): Upon reaching fifth level, a Valefaran Knight can mysteriously avoid even the effect of many crippling spells. Should they succeed on a fortitude or will save for a partial effect, they are instead not at all effected by the ability.
Fortunate Fortitude (Su): It comes across as uncanny to many that those deemed Valefaran Knights seem to take blows that would cripple a normal man. Yet for them, it is always a flesh wound, a mere scratch, where others would come back with broken ribs. A number of times per day equal to their Wisdom modifier (minimum 1), a Valefaran Knight can force an attacker to reroll all their damage dice from one attack. This does not take an action, and the attacker uses the lower of the two rolls. This ability cannot be used on the same attack roll more than once.