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Realms of Chaos
2008-06-07, 01:16 PM
The Fortune Seeker

“Trust me, skill had nothing to do with it,”-Ter Korrain, Fortune Seeker

In the world, there are many who gain incredible skill in their chosen crafts, garnering notoriety for their expertise. As a counterpoint to these skilled individuals, there are a few self-styled treasure hunters who can get by on their luck alone. Favored by lady luck, these fortune seekers can accomplish feats of daunting improbability.
Adventures: Of the many possible reasons for Fortune Seekers to adventure, one element is always present. Namely, they all adventure by choice. A good majority, as the name implies, journey to expand their coin pouches. After all, the life or luxury (or, as the case may be, a few kegs of ale) don’t pay for themselves. Other Fortune Seekers set out to put their names in a few history books, seeing no more convenient way to do so. Others still act as daredevils, always seeking out new ways to push their luck to the breaking point and beyond.
Alignment: Although not all fortune seekers are chaotic, almost none of them are lawful. The few lawful ones see probability where others do not, realizing how likely they are to succeed or fail at most tasks. The Chaotic ones, by contrast, simply note that they are lucky to have the luck that they have and intend to use it while they’ve got it. As far as good and evil, luck seems to favor the hero and villain equally, leading to an approximately equal supply of good an evil luck seekers and a larger group of neutral ones.
Religion: Religion is a tricky subject when Fortune Seekers are involved. Although some of them take their luck for granted and turn their backs upon the idea of religion, most of them are surprisingly religious. After all, in many cultures, anyone to possess as much luck as them is said to be blessed by the gods. Even in cultures where this does not hold true, many a Fortune Seeker is willing to toast to Oladimmara.
Background: It’s impossible to simply practice luck. Either you have it or you don’t. For this reason, Fortune Seekers are born, rather than made. Although it seems reasonable to suspect enchanted childhoods (as some of them have indeed had), most of them spend their childhoods testing the extent of their luck by angering dogs, jumping off of houses, or stealing small objects.
There is very little sense of camaraderie between Fortune Seekers. Two or more who happen to meet in a bar are more likely to become rivals or enemies than friends.
Race: Luck truly transcends racial borders. Any and every race can (and does) produce about equal amounts of Fortune Seekers. How each race deals with these lucky individuals differs, however. Halflings are viewed Fortune Seekers as credits to their race, each one a living testament to Dallah Thaun (making them more attractive targets for luckstealers in the caravan). Elves and Half-Elves view Fortune Seekers with varying degrees of interest but rarely consider them to be anything more than statistical abnormalities. Dwarves actively discriminate against Fortune Seekers, hating to see anyone who thinks they can get by with anything other than skill. As a result, most dwarven Fortune Seekers try to fool others (if not themselves) that their shows of luck are truly hallmarks of skill. Half-Orc Fortune Seekers are generally credited with exceptional guile or wisdom that they simply do not possess, leading to positions of prominence that they may not be suited for. Humans, although they may appear about as uncaring as elves or unfriendly as dwarves towards Fortune Seekers, carry a deep-rooted envy for those who can get by with minimal effort.
Other Classes: Most classes are, at least initially, a bit weary about relying on an individual who needs to rely on luck. After the Fortune Seeker completes a few stunts impossible without such luck, however, there are few classes who would find themselves opposed to having one as an ally.


The Fortune Seeker Hit Dice: d8 -Spells Per Day-
Level BAB Fort Ref Will Special 1 2 3 4 5 6
1 +0 +0 +2 +0 Fortunate Strike +2, Luck Pool 0 - - - - -
2 +1 +0 +3 +0 Against All Odds +5, Press Your Luck 0 - - - - -
3 +2 +1 +3 +1 Bonus Luck Feat, Just a Scratch 1 - - - - -
4 +3 +1 +4 +1 Fortunate Strike +3 1 0 - - - -
5 +3 +1 +4 +1 Evasion, Fortunate Find 1 0 - - - -
6 +4 +2 +5 +2 Share the Fortune 1 1 - - - -
7 +5 +2 +5 +2 Bonus Luck Feat, 2 1 0 - - -
Fortunate Strike +4
8 +6/+1 +2 +6 +2 Against all odds +10 2 1 0 - - -
9 +6/+1 +3 +6 +3 Fortuitous Dodge 2 1 1 - - -
10 +7/+2 +3 +7 +3 Fortunate Strike +5 2 2 1 0 - -
11 +8/+3 +3 +7 +3 Beginner’s Luck, 3 2 1 0 - -
Bonus Luck Feat
12 +9/+4 +4 +8 +4 Cheat Fate 3 2 1 1 - -
13 +9/+4 +4 +8 +4 Fortunate Strike +6 3 2 2 1 0 -
14 +10/+5 +4 +9 +4 Against All Odds +15 3 3 2 1 0 -
15 +11/+6/+1 +5 +9 +5 Bonus Luck Feat, 4 3 2 1 1 -
Improved Evasion
16 +12/+7/+2 +5 +10 +5 Fortunate Strike +7 4 3 2 2 1 0
Improved Fortuitous Dodge
17 +12/+7/+2 +5 +10 +5 Eyes Toward the Future 4 3 3 2 1 0
18 +13/+8/+3 +6 +11 +6 Endless Possibilities 4 4 3 2 1 1
19 +14/+9/+4 +6 +11 +6 Bonus Luck Feat, 5 4 3 2 2 1
Fortunate Strike +8
20 +15/+10/+5 +6 +12 +6 Against All Odds +20, 5 4 3 3 2 1
The Perfect Week
Class Skills (6 + Int modifier per level, x4 at 1st level): Appraise, Balance, Bluff, Climb, Diplomacy, Disable Device, Disguise, Escape Artist, Gather Information, Hide, Intimidate, Jump, Knowledge (any 2 skills, chosen at 1st level and taken individually), Listen, Move Silently, Open Lock,, Perform, Profession, Search, Sense Motive, Spot, Survival, Swim, Tumble, Use Magic Device.

Class Features:
Fortune Seekers gain the following class features.

Weapon and Armor Proficiencies: A Fortune Seeker is proficient with All simple weapons and all light armor, but with no shields.

Luck Incarnate: A 1st level Fortune Seeker is granted a 7th ability score, a luck score. This ability score is determined by rolling 5d6 and dropping the lowest result. Although all characters have some degree of luck, only a Fortune Seeker possesses this commodity in a way that can be quantified. A Fortune Seeker uses Luck ability checks to determine how fate influences their life. Such ability checks are rolled like normal ability checks with one exception. If a natural 20 is rolled, roll again and add the result to the original roll (do not roll a third time in the case of a second natural 20). A Fortune Seeker may not take 10 or 20 on luck checks. Whenever the DM needs to see how luck favors a Fortune Seeker, they may make a luck check, hidden from the Fortune Seeker, the DC of which depends on how likely an event is to occur if simply left to fate:

Luck Check DCs
DC –5: An outcome normally guaranteed to occur- burning in a fire, starving without food, getting wet in a filled pool, etc.*
DC 0: Outcomes virtually guaranteed- angering a peasant by punching him in the nose, finding a forge in a blacksmith’s shop, guards in a mansion eventually trade shifts, etc.*
DC 5: Outcomes that are highly likely- finding a room in an inn on a normal day, finding a restaurant in a small city that serves a particular type of food, getting sick after eating uncooked meat, etc.
DC 10: Outcomes about as likely to occur as not- stumbling upon crime in the slums, meeting a low-level city official in the streets, an alchemist’s lab containing a few completed products, etc.
DC 15: Outcomes roughly half as likely to occur as not- choosing the correct path out of three passageways, finding an NPC by hanging around favorite haunts, etc.
DC 20: Downright improbable outcomes- a heatwave in the arctic, happening to sit down in a bar next to an NPC that they have been looking for, etc.
DC 25: An outcome that defies prediction- getting lost in a desert only to find its only oasis, jumping out of a window and landing in the back of a passing hay wain, etc.
DC 30: An unlikely and completely fortuitous outcome- finding a bag of gold in the middle of the street, finding an NPC you were hired to kill drunk and passed out on the side of the road, etc.
DC 35: A fortuitous outcome that arises as the result of a whole chain of unlikely events- discovering that a coin you’ve been carrying around is a key that fits a door you encounter in the middle of a dungeon, being saved from execution by a poor orphan you donated money too in your first adventure, who has since then risen up to the rank of mayor, etc.
DC 40: An outcome so improbable that it defies belief- kicking a doomsday machine coated in adamantine and walls of force to discover that you had dislodged a vital component, winning in a game of cards against Oladimmara, etc.
*Luck checks with a DC of less than 5 are generally not worth rolling for, except to laugh at the results of a possible failure.
Furthermore, a Fortune Seeker’s Luck bonus or penalty is added as a bonus to all Profession (gambler) checks.
Note: Luck checks, although able to accomplish the incredibly unlikely, are neither magical nor replacements for other skill checks. No amount of luck is going to make a bolt of lightning strike a foe from out of nowhere or cause an enemy to spontaneously combust into a fireball, for example, and a Fortune Seeker who fails on a gather information check to learn about an NPC is not automatically entitled to an additional Luck check to see if they bump into each other. However, if that Fortune Seeker were to spend enough time looking around for the NPC in the proper places, a Luck check may see if their efforts bear fruits. Likewise, if a Fortune Seeker ends up in a dangerous encounter in a forest during a lightning storm, the Fortune Seeker may be permitted a Luck check to see if a lucky lightning bolt lights a certain tree or particularly large foe on fire, perhaps giving them the chance that they need to escape (although the DC in such a case would be enormously high).

Fortunate Strike (Ex): Whenever a Fortune Seeker makes an attack, they make two attack rolls instead of one, using the lowest result. The Fortune Seeker adds the indicated bonus to their attack roll, damage roll, and any critical confirmation roll. If the low roll is equal to or lower than your luck bonus (minimum 1) or the high roll threatens a critical hit, use the high roll instead. Whenever the Luck pool is used to reroll an attack, the Fortune Seeker may choose which roll to reroll.

Luck Pool: In addition to hit points, a Fortune Seeker gains a pool of luck points that increases as they gain levels. At first level and each class level afterwards, the Fortune Seeker gains a number of luck points equal to 1d12 + their Luck modifier (minimum 1).
A Fortune Seeker may spend a single luck point to reroll a single initiative roll, skill check, or critical confirmation roll; spend two luck points to reroll an attack roll, saving throw, or damage roll; spend three luck points to substitute your Luck modifier for any other ability modifier needed by an attack roll, saving throw, or skill check; or spend four luck points to add your Luck modifier as a luck bonus to your AC for the remainder of the encounter.
A Fortune Seeker is only permitted one expenditure of luck points of any size and for any reason/four class levels/round (minimum 1/round). Using luck points takes no action and may be performed when it is not your turn. Rerolls granted by this ability may be made after learning success or failure of the roll but must be made before the consequences of success or failure are determined. The Fortune Seeker must stick with the results of a reroll, even if they are worse than the original.
Each week, the Fortune Seeker gains one luck point + one luck point/luck feat possessed. As a full-round action, a Fortune seeker may surrender a luck reroll gained from a luck feat in order to gain two temporary luck points, which last up to 24 hours, stack with each other, and are spent before any other luck points.
The number of luck points a Fortune Seeker possesses may at no point exceed ([12 + Luck modifier] x Fortune Seeker Level). Any excess they would gained beyond that point is simply lost.

Spellcasting: Although the luck of many is extreme, very few people possess luck that actually presses into the domain of the supernatural. The Fortune Seeker gains the ability to press their luck beyond the mundanely possible, gaining access to a small collection of arcane spells. As a manifestation of the Fortune Seeker’s Luck, these spells are cast as spell-like abilities. The Fortune Seeker can cast any spell they know without preparing it ahead of time, just like a sorcerer can.
To cast a spell, a Fortune Seeker must have a Luck score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Fortune Seeker’s spell is 10 + the spell level + the Fortune Seeker’s Luck modifier.
Like other spellcasters, a Fortune Seeker can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on the table above. In addition, they receive bonus spells per day if they have a high Luck score.
The Fortune Seeker’s selection of spells is limited to that of their spell list. Whenever the fortune seeker gains access to spells of a new spell level, they automatically learn all spells of that spell level from their spell list.
A Fortune Seeker’s caster level is equal to their class level.

Press your Luck (Ex): Starting at 2nd level, a Fortune Seeker has a say in how luck affects their lives. A number of times per week equal to their Luck modifier (minimum 1/week), a Fortune Seeker may state that are counting on their luck to make something occur as a free action. When this happens, the DM makes a luck check on the Fortune Seeker’s behalf. The base DC, as stated above, is determined by how probable the desired effect is to happen on its own. If a desired manifestation for the luck is requested (I want a fairy to distract the guards), the Base DC is modified as appropriate (unless in a suitable location, the DC for having a fairy randomly show up would be at least a DC 30). If the desired effect is general in nature (I’m counting on my luck to get use out of this prison), the DC of the Luck check is increased by +5. If the desired effect is specific (I’m counting on my luck to lead us to Count Victor Evilton), the DC of the Luck check increases by +10.
Each use of this ability costs four luck points.

Against All Odds (Ex): Starting at 2nd level, a Fortune Seeker’s good fortune allows them to accomplish feats that appear impossible. Whenever a Fortune Seeker rolls a natural 20 without the use of a reroll or luck feat, the Fortune Seeker gains an impossibility point. The next time that a Fortune Seeker attempts an attack roll or saving throw that they can only succeed on a natural 20 or make a skill check that they are otherwise incapable of succeeding on, the impossibility point is expended and the Fortune Seeker gains a +5 luck bonus to that roll.
Alternately, the next time that the Fortune Seeker rolls a natural 1, it is not an automatic failure if it is an attack roll or saving throw and the same +5 bonus is applied to it. In addition, while using an impossibility point, the Fortune Seeker may attempt to make use of an epic usage of a skill check.
At 8th level, the bonus increases to +10. At 14th level, the bonus increases to +15. At 20th level, the bonus increases to +20.
The impossibility point lasts for 24 hours or until used. A Fortune Seeker may never possess more than one Impossibility point at any given time.

Bonus Luck Feat: At 3rd, 7th, 11th, 15th, and 19th levels, the Fortune Seeker gains any luck feat (complete scoundrel) that they qualify for as a bonus feat.
So long as their luck pool is at least half full, it takes no action to activate luck feats (although they may utilize any given luck feat only once per round).

Just a Scratch (Ex): Starting at 3rd level, a Fortune Seeker’s wounds are never as bad as they may first appear. Whenever a Fortune Seeker would take damage that would lower them to 0 or less hit points, they may choose to have some or all of that damage subtract luck points from their luck pool instead of subtracting from their hit point total.
Furthermore, a Fortune Seeker may always heal a number of hit points equal to their class level at the end of an encounter in which they lost more than that number of hit points.

Lucky Find (Ex): Starting at 5th level, the Fortune Seeker has a knack for stumbling across greater fortunes. Whenever a d% is rolled for Table 3-5: Treasure of the Dungeon Master’s Guide, the Fortune Seeker’s Luck modifier is added to that roll. If that table is not used, the value of the treasure provided by any slain foe is increased by 1% per point of Luck bonus that the Fortune Seeker possesses, usually in the form of extra coins.

Evasion (Ex): Starting at 5th level, a Fortune Seeker can avoid even magical and unexpected attacks with great agility. If they make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead take no damage. Evasion can only be used if the Fortune Seeker is wearing light or no armor. A helpless Fortune Seeker does not gain the benefits of evasion.

Share the Fortune (Ex): Starting at 6th level, a Fortune Seeker may share their unnatural luck with those around them. When a Fortune Seeker uses any of their luck pool’s abilities, they may choose to pass the benefits onto another ally within sight rather than gaining the benefits for themselves. Even if it is provided to them, however, an ally is under no compulsion to use a granted reroll.

Fortuitous Dodge (Ex): Starting at 9th level, a Fortune Seeker can escape any unfortunate situation. By spending a luck point as an immediate action, the Fortune Seeker gains a 5% miss chance per point of luck modifier (positive or negative) against the next attack made against them. The miss chance is at least 5% and may not exceed 50%. For each luck point spent beyond the first, this miss chance applies against a single additional attack, to a maximum of 7 attacks, so long as all attacks are made within the next 7 rounds.

Beginner’s Luck (Ex): Starting at 11th level, a Fortune Seeker seems to have somewhat of a knack for whatever they do. A fortune Seeker may make any skill check untrained. Furthermore, while making an untrained skill check, a Fortune Seeker adds their Luck bonus (if any) as a bonus to the skill check in addition to the normal ability score modifier.

Cheat Fate (Ex): Starting at 12th level, a Fortune Seeker can escape death through sheer luck. Whenever any source of damage would reduce the Fortune Seeker from positive hit points to –10 or less hit points, the Fortune Seeker may pay five luck points as an immediate action to only take half of that damage as nonlethal damage.
Furthermore, a Fortune Seeker may spend two luck points to automatically succeed on a saving throw made to resist death through massive damage or a coup de grace.

Improved Evasion (Ex): Starting at 15th level, the Fortune Seeker’s reflexes increase by an incredible degree. This ability works like evasion, except that while the Fortune Seeker still takes no damage on a successful Reflex saving throw, henceforth they only take half damage on a failed save. A helpless Fortune Seeker gains no benefit from Improved Evasion.

Improved Fortuitous Dodge (Ex):[/B] Starting at 16th level, a Fortune Seeker’s ability to dodge harm is unparalleled. Their fortuitous dodge ability applies against the next 1d6 attacks instead of against the single next attack. For each additional luck point spent, the ability applies against another 1d6 attacks, to a maxiumum of 7d6 attacks, so long as all attacks are made within the next 7 minutes.

Eye Towards the Future (Ex): Starting at 17th level, a Fortune Seeker can avoid a predetermined future. Before a Fortune Seeker decides whether to use a reroll or not, they are entitled to knowing the immediate results of a failed skill check (such as learning that they have falled off of a wall instead of merely failing to make progress with a failed climb check, both of which are technically failures) or saving throw (such as learning that they will take 48 cold damage from failing their save against a cone of cold).
Furthermore, whenever a Fortune Seeker fails on an attack roll, saving throw, or skill check, they also learn by how much they missed the DC (again before they declare the use of rerolls).

Endless Possibilities (Ex): Starting at 18th level, a Fortune Seeker’s luck is immeasurable. They may choose to spend luck points beyond their normal limitation of expenditures per round. Furthermore, a Fortune Seeker need not accept the results of a reroll, gaining the ability to reroll a single attack roll, saving throw, or skill check as many times as they have the luck points to afford (although each reroll counts as a separate expenditure of luck points).At the end of any round in which a Fortune Seeker makes more expenditures of luck points than they are normally allowed, however, they take one point of Luck damage per expenditure beyond their limit.

The Perfect Week (Ex): Starting at 20th level, at the sunrise of any day, a Fortune Seeker may declare that day to be a perfect day. During a perfect day, a number of times equal to the Fortune Seeker’s luck modifier (minimum once), the Fortune Seeker may treat the result of any attack roll, saving throw, skill check, initiative roll, or ability check as a natural 20. In addition, once per perfect day, the Fortune Seeker may use Wish as a spell-like ability. However, the Fortune Seeker only possesses a limited quantity of such unbelievable luck. Over the remainder of the Fortune Seeker’s career, they may only gain a total of seven perfect days. These days cannot be restored by any means.

Fortune Seeker Spell List
1st-level Fortune Seeker Spells
Backbiter: Weapon strikes wielder.
Catsfeet: Reroll a Balance, Climb, Jump, or Move Silently check with +5 bonus
Charm Person: Makes one person your friend
Cheat: Caster rerolls when determining the success of a game of chance.
Deep Breath: Your lungs are filled with air.
Deflect, Lesser: Gain a deflection bonus of +1/3 levels (max +5) against one attack..
Detect Secret Doors: Reveals hidden doors within 60 feet.
Entropic Shield: Ranged Attacks against you gain 20% miss chance
Expeditious Retreat, Swift: Your speed increases by 30 feet for 1 round.
Feather Fall: Objects or creatures fall slowly
Immediate Assistance: Allow subject to reroll a skill check.
Improvisation: You gain a pool of luck bonus points equal to twice your caster level and can expend them to improve attack rolls, skill checks, and ability checks.
Karmic Aura: Any creature damaging you becomes fatigued for 3 rounds.
Know Greatest Enemy: Determines relative power level of creatures within the area.
Lucky Streak: Target gains +2 luck bonus on rerolls made with luck feats.
Pass Without Trace: One subject/level leaves no tracks.
Resurgance: You grant the subject an additional chance at a saving throw.
Undetectable Alignment: Conceals alignment for 24 hours.
2nd-level Fortune Seeker Spells
Augury: Learn whether an action will be good or bad
Benediction: Subject gains a +2 luck bonus on saves, can reroll one attack roll, save, skill check, or ability check.
Black Karma Curse: Subject damages self with melee attack.
Celerity, Lesser: Take a move action immediately, but be dazed for a round.
Curse of Ill Fortune: Subject takes –3 penalty on attacks, checks, and saves.
Curse of Impending Blades: Subject takes –2 penalty to AC.
Delusions of Grandeur: Subjet thinks it is better than it is.
Deflect: Gain bonus to AC for one attack
Execration: Target takes a –2 penlaty on saves and must take the lower of two rolls on one attack.
False Life: Gain 1d10 temporary hp +1/level (max +10)
Fell the Greatest Foe: Deal extra damage to creatures larger than you.
Heroism: Gives +2 on attack rolls, saves, skill checks
Insight of Good Fortune: Subject rolls twice, takes best result
Knock: Opens locked or magically sealed door.
Know Vulnerabilities: Determines subject’s vulnerabilities and resistances
Master’s Touch: Subject gains immediate +4 bonus on a skill check.
Opportune Dodge: Subject can avoid a single attack of opportunity.
Suggestion: Compels subject to follow stated course of action.
3rd-level Fortune Seeker Spells
Alter Fortune: Cause one creature to reroll any die roll.
Bestow Curse: –6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Charm Monster: Makes monster believe it is your ally
Confusion: Subjects behave oddly for 1 round/level.
Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks
Curse of Arrow Attraction: Subject takes –5 penalty to AC against ranged attacks.
Curse of Impending Blades, Mass: Enemies take –2 penalty to AC.
Delay Death: Losing hit points doesn’t kill subject.
Disobediance: Subject is shielded from mind control.
Dispel Magic: Cancels magical spells and effects
Glibness: You gain +30 bonus on Bluff checks, and your lies can escape magical discernment.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves
Hesitate: Force subject to lose actions
Karmic Backlash: Any creature damaging you becomes exhausted for 2 rounds.
Know Opponent: Learn strengthys and weaknesses of foe.
Slow: One subject/level takes only one action/round, -2 to AC and attack rolls.
Treasure Scent: You detect valuable metals and gems.
Wraithstrike: Your melee attacks strike as touch attacks for 1 round.
4th-level Fortune Seeker Spells
Assay Spell Resistance: +10 bonus on caster level checks to defeat one creature’s spell resistance
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification
Celerity: Take standard action immediately, but be dazed for a round.
Charm Person, Mass: As charm person, but all within 30 feet.
Confound: Gain +2 circumstance bonus on attack rolls against subject and impose a –2 penalty on its attack rolls against you; subject cannot make attacks of opportunity against you; repeated use extends benefits to allies.
Divination: Provides useful advice for specific proposed actions
Freedom of Movement: Subject moves normally despite impediments
Ruin Delver’s Fortune: Cast on another creature’s turn and choose one of several effects
Stifle Spell: Subject must concentrate or botch spell.
5th-level Fortune Seeker Spells
Bewildering Mischance:Target must take the lower of two rolls for each save, attack roll, and skill check.
Curse of Ill Fortune, Mass: Enemies take –2 penalty on attack rolls and saves.
Dispel Magic, Greater: As dispel magic, but +20 on check
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Indomitability: Subject can’t be reduced below 1 hp.
Incite Riot: Subjects attack nearest creature.
Karmic Retribution: Any creature damaging you becomes stunned for 1 round.
Suggestion, Mass: As suggestion, plus one subject/level.
Surge of Fortune: Gain a +2 luck bonus on all attack rolls and damage rolls, saving throws, skill checks, ability checks, AC, and spell penetration checks; take an automatic natural 20 on one of these rolls.
6th-level Fortune Seeker Spells
Bestow Curse, Greater: As bestow curse, but more severe penalties.
Charm Monster, Mass: As charm monster, but all within 30 ft.
Contingency: Sets trigger condition for another spell.
Find the Path: Shows most direct way to a location.
Legend Lore: Lets you learn tales about a person, place, or thing.
Repulsion: Creatures can’t approach you.
Revivify: Restore recently dead to life with no level loss.
Ruby Ray of Reversal: Ray negates magical or mundane hazards.
Warp Destiny: Reverse failed save or hit in combat.


Fortune Seekers and multiclassing: a character cannot take a level in Fortune Seeker after first level. Furthermore, if a character with levels in fortune seeker gains levels in any other class, they instantly lose all class features and may not take further levels in Fortune Seeker as well as their luck score as their reliance in powers other than luck causes them to lose their control over chance

Admittedly, this PrC was originally inspired by mechanics brought forth from Swords and Sorcery and Green Ronin. Thinking that neither system truly encompassed luck, I tried to make a class on my own, the first draft of this class. After being directed to Fax’s Luckthief, I decided to rework a couple of abilities, strengthen the spellcasting considerably, and put in some form of combat power. This is the end result, luck pressed the to uttermost limits. With 4e already abounding, this is probably my final 3.5 class, so let’s give it a good sendoff.

Now, with nothing more to add, let’s poke more holes into this class than swiss cheese. :smallbiggrin:

weishan
2008-06-07, 01:53 PM
Concept-wise, it's interesting, and I'd use it. It seems balanced from what I can see (I'd have to playtest it).

I have a few issues, however:

The spells (or to pick nits, SLAs). Not balance-wise as much as fluff-wise. I'd give more luck abilities usable at will and also give all good saves (why don't they have all good saves as is? They're meant to be lucky after all.)

I also think that the multiclassing restriction is unwise. It was a bad idea with the monk, and it was bad idea with the palladin. I understand the rationale behind it, but why can't there be an unbelieveably lucky rouge, wizard or fighter? Alignment and multiclassing restrictions don't add to the class.

Perfect week: This is a brilliant idea for a capstone, but instead of putting a finite number of uses on it over an adventurer's carreer, find some other way. It doesn't work in many campaigns a PC may feel it was a waste of a use.

Realms of Chaos
2008-06-07, 04:45 PM
I think I see where you are coming from on some of your issues. However, following your advice would make new problems.

First of all, let's look at the multiclass issue. For the record, the restriction isn't there for the sake of fluff. If I took your suggestion and gave this thing all good saves (which, if you'll notice, the Fortune's Friend from complete scoundrel does not get) and took away the multiclass restriction, let's see what the player would get.
All good saves. check.
Decent hit points. check.
Good skill points. check.
Doubled odds of a critical hit and loss of the critical miss. check.
A refilling pool of points that can be used to gain rerolls. check.
This thing would be the ultimate dip for every single other class.
As it is, this class is balanced in part due to a certain level of risk. You don't know how good you are going to be at this class until you take your first level and roll up your luck score (which can range from 4 to 24). The lack of multiclassing both stops dipping and prevents the player from totally "cutting their losses" by dumping the class if they get a bad luck score (which really doesn't hurt them all too much, really).

I also don't know if all good saving throws is really necessary as that seems to represent competence more than luck. The rerolling of saving throws is more luck in my opinion.

As for your suggested luck abilities, I'm a bit confused at what you mean. From your wording, I believe that you are either suggesting the addition of more options through which you can spend luck points or the creation of what is essentially luck-themed invocations.

If I choose to believe that you are indicating the former, allow me to point out that in order to keep the Fortune Seeker's luck points from running out too soon, we would either have to increase the number of luck points gained per level or increase the rate of regeneration: both of which would unbalance the class.

If I choose to believe that you are indicating the latter, let me point out that granting an invocation at first level is more powerful than the one 1st level spell slot that the Fortune Seeker currently gets, especially if we intend to allow multiclassing.

What I'd consider doing, if you think it is best, is allowing others to multiclass into Fortune Seeker (but not back out). I can see a fighter or wizard giving up on skill and resigning themselves to luck. Also, I think that I am going to borrow a technique that I have seen in the past, giving the spells on the Fortune Seeker's spell list a second set of names that they call their spells.

As for the Perfect Week, I intend to keep a finite limit (like with the nine lives ability of the Death Delver) but for your sake, consider the following.

The Neverending Week [Epic]
Your mastery over the forces of luck is legendary
Prerequisites: The Perfect Week class feature.
Benefits: Each year, you gain an additional use of The Perfect Week, up to a maximum of 7 uses.

Edit: Tried putting up a second set of names. It murdered my brain. I will need to do some serious brainstorming.

Realms of Chaos
2008-06-11, 11:57 AM
I know that post edges on thread necromancy (something that I dislike) but I didn't want my final 3.5 class to go out without getting noticed. If it slips back into the previous pages once more, I'll leave it there. I promise.

In the meantime, BUMP :smallredface: