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View Full Version : Dancing amidst the darkness... [3.5 PrC, PEACH]



strawberryman
2010-12-31, 02:53 AM
...This one just kinda came out of nowhere.

Disclaimer: Physically spinning is not necessary for any of these class features, but it is encouraged.


Fortune Spinner
http://img689.imageshack.us/img689/4554/fortunespinner.jpg (http://www.youtube.com/watch?v=nYk7nE2e0MQ)
Hina Kagiyama, a Fortune Spinner

Skill and Power is an important thing in a world where a insufficient amount of it will guarantee your future as some hungry beast's dinner. But sometimes luck plays a much larger part, and being on the wrong side of it can be just as fatal.

Fortune Spinners are mysterious mages that stretch the very fabric of reality to change their allies (or their own) misfortunes into luck. As such, they can be welcome additions to any party.

Hit Die: d6

Requirements
Alignment: Any Good
Skills: Knowledge (arcana) 5 ranks, Profession (gambler) 5 ranks
Feats: Action Boost
Spells: Able to cast 3rd level spells, including one divination spell of 1st level or higher.

Fortune Spinner
Class Skills: Balance, Concentration, Craft, Diplomacy, Heal, Knowledge (arcana), Knowledge (the planes), Knowledge (religion), Perform, Profession, Sense Motive, Speak Language, Spellcraft, Tumble, Use Magic Device
Skill-points per level: 4+Int modifier
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells

1st|
+0|
+0|
+0|
+2|Miracle Aura, Miracle's Friend, Vow of Fortune|-

2nd|
+1|
+0|
+0|
+3|Miracle Shift|+1 level of existing spellcasting class

3rd|
+1|
+1|
+1|
+3|Hostile Fortune Transfer|+1 level of existing spellcasting class

4th|
+2|
+1|
+1|
+4|Probability of Miracles|+1 level of existing spellcasting class

5th|
+2|
+1|
+1|
+4|Spin the Curses Away!|+1 level of existing spellcasting class

6th|
+3|
+2|
+2|
+5|Miracle Boost|-

7th|
+3|
+2|
+2|
+5|Miracle Certainty|+1 level of existing spellcasting class

8th|
+4|
+2|
+2|
+6|Miracle Dodge|+1 level of existing spellcasting class

9th|
+4|
+3|
+3|
+6|Miracle Surge|+1 level of existing spellcasting class

10th|
+5|
+3|
+3|
+7|Spin the Misfortunes Away!|+1 level of existing spellcasting class[/table]

Weapon and Armor Proficiency: Fortune Spinners gain no proficiency with any weapon or armor.

Spells Per Day/Spells Known: At each level except 1st and 6th, a fortune spinner gains new spells per day (and new spells known, if applicable) as if they had also gained a level of a 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 (improved chance of turning or destroying undead, a bonus feat, and so on). If they had more than one spellcasting class before becoming a fortune spinner, they must decide to which class to add each level for the purposes of determining spells per day and spells known.

Vow of Fortune: Fortune Spinners make a vow to turn misfortune into fortune at any time they can. While many acknowledge that they cannot change the fortunes of every person's lives, they must, under any circumstances, help those affected by curses, as they embody the darkest misfortunes of magic. The fortune spinner must work to their greatest ability to help those affected by curses, first removing it themselves, or, if that's not possible, having an ally remove it, giving them money to have it removed, or escorting them until it is possible to have it removed.
Because curses embody such great misfortune, fortune spinners are also forbidden from casting curses themselves. While they need not follow any divine power themselves, breaking this vow causes the misfortunes they've reversed to backlash upon themselves. They immediately lose any class features of the fortune spinner class, may not advance further in the class, and if it is a gross enough violation of the vow (such as casting bestow greater curse, at DM's discreation), they are cursed themselves (random). If they atone for the digression (see the atonement spell), they regain their class levels and advancement potential. Such atonement usually takes the place of helping the creature recover from misfortune, if possible, for a short period of time (a week, or longer).
Allowing allies to curse other creatures does not break your vow directly, however you must immediately help the creature recover (see above), and the breach of fortune causes your aura to penalize the same rolls that it normally benefits for 24 hours (minimum -1, even at 0 miracle points). This duration is reduced by 1 hour for every curse removed after the first, and renewed for every additional time an ally curses a foe.

Miracle Aura (Su)
Every time an ally within 60 feet of a fortune spinner rolls a natural 1, fails a check by more than 10, or fails a roll even with the assistance of an action point of their own, the Fortune Spinner gains a miracle point. A fortune spinner can have a maximum number of miracle points equal to their levels in this class. A fortune spinner grants a +1 luck bonus to attack rolls, saves, ability checks and skill checks for every 2 miracle points they possess (minimum +1 for 1 or more points) to any ally within 30 feet.

Miracle's Friend (Ex)
A fortune spinner is a friend of fortune, and as such, gains extra action points equal to their charisma modifier every time they take a level in this class. This effect does not stack with the Heroic Spirit feat.

Miracle Shift (Su)
A fortune spinner's most basic ability is to use the stored misfortunes of their party to shift one of their allies actions in their favor. At 2nd level, a fortune spinner can expend a miracle point to apply the effects of an action point on the roll of any ally within 30 feet (they use d8 dice, and roll as many times as the fortune spinner's level entitles them to (http://www.d20srd.org/srd/variant/adventuring/actionPoints.htm#usingActionPoints)). This is a free action that can be used once per round.

Hostile Fortune Transfer (Su)
Misfortune doesn't only manifest in failure of the fortune spinner's allies or themselves, it can also manifest in the overwhelming success of an enemy. At 3rd level, when an enemy within 30 feet of the fortune spinner rolls a natural 20, the fortune spinner gains a miracle point.

Probability of Miracles (Su)
Fortune manifests itself in many ways, so a fortune spinner must be familiar with all of them. At 4th level, a fortune spinner may expend a miracle point to allow an ally within 30 feet the ability to reroll a d%. By using an additional miracle point (or more), the roll is adjusted to reduce the chance of failure by 15% (minimum failure chance 5%). Example: The party fighter misses an allip (http://www.d20srd.org/srd/monsters/allip.htm) because of its incorporeal quality. The fortune spinner spends 3 miracle points. The fighter can reroll miss chance, except now there is only a 20% chance of missing.

Spin the Curses Away! (Su)
While fortune spinners are able to reverse misfortune simply through using the combined misfortune they've gathered, they have a special affinity with Curses. At 5th level, a number of times per day equal to half their level in fortune spinner, a fortune spinner may use remove curse as a supernatural ability. However, they also turn the misfortune of the curse into Miracle Points; the number of points gained is 1 for every 4 caster levels of the curse.

Miracle Boost (Su)
Fortune Spinners learn not only to turn misfortune into good fortune, but boost good fortune when it happens. At 6th level, a fortune spinner can use a miracle point as a free action to boost the dice size of an action point use for an ally within 30 feet (d6 becomes d8, d8 becomes d10, etc). They may use this in conjunction with Miracle Shift, however they may use it no more than once per round.

Miracle Certainty (Su)
Nothing makes fortune less of a worry like certainty; eventually, fortune spinners can set aside fortune to let an event play out exactly as they want it. At 7th level, a fortune spinner can expend a miracle point as an immediate action to allow an ally within 30 feet to make their next d20 roll an automatic result of 5 plus the fortune spinner's charisma modifier (maximum 15). The fortune spinner can expend additional miracle points to add a +3 luck bonus to the bonus to the roll for every point expended, on top of any other bonuses the ally already possesses; this is part of the immediate action.

Miracle Dodge (Su)
Fortune Spinners not only deal in making certain the success of their allies actions, but to also keep them safe from harm by their enemies. At 8th level, as an immediate action, a fortune spinner can grant an ally within 30 feet a +2 luck bonus to Armor Class and Reflex saves for 1 round by expending a miracle point. They may spend additional miracle points as part of this action to increase the luck bonus by +1 per additional miracle point.

Miracle Surge (Su)
Fortune Spinners know that sometimes, there isn't time to rely on luck coming around to your side, so allowing their allies great luck to finish the tasks at hand is sometimes necessary. Once per day at 9th level a fortune spinner can use an immediate action to make the next d20 roll of an ally within 30 feet a natural 20. This requires no use of miracle points.

Spin the Misfortunes Away! (Su)
In a flourish of flowers, you spin wildly, reversing all the misfortunes of your allies, singing joyous words of encouragement.

The ultimate ability of all fortune spinners, this removes all the misfortunes of their allies proportionate to the amount of misfortune they have gathered. Once per day, the fortune spinner can expend all their miracle points to loose a wave of curative fortune that grants effects based on the number of miracle points the fortune spinner had. This affects all allies within 60' feet. Finally, as long as 1 point is spent, any allies within the area are affected as remove curse, however it does not grant the fortune spinner any miracle points. Unless otherwise noted, each tier stacks with the last.

{table=head]Miracle Points|Effect
0|None
1|10d8+(Fortune Spinner's Cha) points of healing
2|2d4+(Fortune Spinner's Cha) ability damage/drain recovered
3|1d6+(Fortune Spinner's Cha) energy drain recovered
4|Revives dead allies at half HP (as raise dead, include healing)
5|Fully heals all allies hit points
6|Remove blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned.
7|All ability damage/drain recovered
8|All energy drain recovered
9|All abnormal statuses recovered (except death)
10|Revives all allies within 20', as true resurrection[/table]


The Curse Spinners
Evil counterparts to the Fortune Spinners, these mages spin and twist fortune into misfortune. Treat the Curse Spinner as the Fortune Spinner, except:

Requirements
Alignment: Any Evil
Spells: Ability to cast Bestow Curse

Vow of Misfortune: Curse Spinners must use every resource they possess to inflict misfortune upon their enemies. However, they do realize the importance of allies (or at least minions), so they will not curse those that assist them, for as long as they are of assistance.
However, if they ever remove a curse intentionally, they lose their class features, and cannot advance in the Curse Spinner class. Atoning for the digression restores their class features and advancement potential (see the atonement spell). This usually involves cursing creatures to gather their misfortunes.
While allowing allies to remove curses will not break the vow directly, the penalty of the Curse Spinner's misfortune aura instead gives enemy creatures within 30 feet a bonus to the same rolls. This lasts for 24 hours, minus 1 hour for every curse the Curse Spinner inflicts upon a creature, and renewed every time an ally removes a curse.

Misfortune Aura:
Replaces: Miracle Aura
Benefit: Every time an enemy creature rolls a natural 20, succeeds at a check by more than 10, or succeed at a roll with the assistance of an action point of their own gives one Curse Point. The Curse Spinner inflicts a -1 penalty on the same rolls as Miracle Aura to any enemy creatures within 30 feet.

Misfortune Shift:
Replaces: Miracle Shift
Benefit: A curse spinner can spend a curse point to reduce the roll of an enemy creature within 30 feet by 1d8. This is a free action that can be used once per round.

Misfortune Transfer
Replaces: Hostile Fortune Transfer
Benefit: Every time an ally of the Curse Spinner rolls a natural 1, the curse spinner gains a curse point.

Cursed Probability
Replaces: Probability of Miracles
Benefit: The Curse Spinner can use a curse point as an immediate action to force an enemy creature to roll miss chance on a melee attack, with a base failure rate of 10%, and may use additional curse points to increase the chance of missing by 15% (maximum 90%).

Cursed Spin
Replaces: Spin the Curses Away!
Benefit: The Curse Spinner gains bestow curse as a supernatural ability a number of times per day equal to half their class level, with a DC of (10 + Curse Spinner level + Charisma modifier). Creatures who save successfully do not incur a use of this ability, but still waste an action. Cursing a creature in this manner gives them 1 curse point per 3 HD of the creature.

Misfortune Boost
Replaces: Miracle Boost
Benefit: The Curse Spinner may use a curse point as a free action to reduce the die size of the action point of a creature using one within 30 feet (d6 to d4, d8 to d6, etc). They may also use this in conjunction with Misfortune Shift to increase the potential penalty to the affected roll. They may only use this once per turn.

Certainty of Misfortune
Replaces: Miracle Certainty
Benefit: The Curse Spinner may expend a curse point as an immediate action to make the next d20 roll of an enemy creature within 30 feet an automatic roll of 15 minus the Curse Spinner's Charisma modifier (minimum 5). The Curse Spinner can expend additional curse points to inflict a -2 penalty per point to the roll as a part of this immediate action.

Misfortune's Push
Replace: Miracle Dodge
Benefit: The Curse Spinner may expend a curse point as an immediate action to inflict a -2 penalty to a creature's AC and reflex saves for 1 round. For every additional curse point they spend, the penalty increases by 1.

Misfortune Surge
Replace: Miracle Surge
Benefit: Once per day, the Curse Spinner may cause the next d20 roll of an enemy within 30 feet to be an automatic natural 1.

Fortune-Destroying Spin
Replace: Spin the Misfortunes Away!
Benefit: Once per day, by spending all curse points, the Curse Spinner may cast Bestow Greater Curse on all creatures within 30 feet. The Will DC to resist is (20 + the Curse Spinner's Charisma mod + the amount of Curse Points expended).

Sucrose
2010-12-31, 12:22 PM
I rather like this class's balancing abilities; abilities are probably strong enough to justify another lost caster level at 6, though. I don't think Vow of Fortune is a very strong balancing factor, since there are more than enough good spells without worrying about curses. So, unless the DM goes out of his way to cause issues via the code....

strawberryman
2011-01-01, 01:59 PM
I rather like this class's balancing abilities; abilities are probably strong enough to justify another lost caster level at 6, though. I don't think Vow of Fortune is a very strong balancing factor, since there are more than enough good spells without worrying about curses. So, unless the DM goes out of his way to cause issues via the code....

*bump*

That had actually been my first instinct, oddly enough.

strawberryman
2011-01-03, 04:25 AM
Shameless bump! Nothing, people? :smalltongue: