This is what I have so far. Its very rough, but theoretically playable.
DEUS EX MACHINA
"Do not underestimate Jarlaxle. Many have; they all are dead.
- Artemis Entreri, referring to a Deus Ex Machina
"Luck? Perhaps. But more often, I dare to say, luck is simply the advantage a true warrior gains in excuting the correct course of action."
- Drizzt, missing the point
Some people have the seemingly magical ability to solve problems. When all seems grim, their eyes light up and they pull a seemingly magical solution out of their belt. They are more than just lucky. They are cunning, resourceful, prepared, quick-witted, and nimble. They are the Deus Ex Machina.
Role: Deus Ex Machina are skill monkeys. They have lots of skill points, a phenomenal skill set, and powers that temporarily boost skills. Their great improvisation skills and hard-to-kill-ness makes them decent combatants, and they have the potential to be great spellcasters.
Alignment: Deus Ex Machina tend towards Chaotic alignments.
Hit Die: d8
REQUIREMENTS
To become a Deus Ex Machina, a character must fulfill the following criteria:
- Base Attack Bonus: +3.
- Skill Points The character must have a total of at least 70 skill points.
CLASS SKILLS
The Deus Ex Machina's class skills include eight skills of their choice.
Skill Points Per Level: 8 + Int Modifier
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spellcasting
1st|+1
|+2
|+2
|+0
|Summon Mundane Item|+1 level of existing spellcasting class
2nd|+2
|+3
|+3
|+0
|Saved By the -|
3rd|+3
|+3
|+3
|+1
|Cunning Trick|+1 level of existing spellcasting class
4th|+4
|+4
|+4
|+1
|Exploit Weakness|
5th|+5
|+4
|+4
|+1
|Flame Blast 6d6, Crippling Flame Blade, Fire Resistance 15|+1 level of existing spellcasting class[/table]
CLASS FEATURES:
The following are the class features of the Deus Ex Machina prestige class.
Summon Mundane Item (EX): A number of times per day equal to your Charisma modifier, you can summon a mundane item of a value of 50gp or less as a free action. When you do this, it appears about your person. This is not a magical ability, because you have always been carrying it.
Saved By the - (EX): A number of times per day equal to your Charisma modifier, after being hit by an attack, you can choose to reduce the damage by an ammount equal to your Charisma score. It is assumed that some strange item under your clothing took the brunt of your attack, you happened to know of a way of avoiding that particular attack for some obscure reason, or something similar. Essentially, you are saved by infuriating luck.
Cunning Trick (EX): You always seem to have just the right tool for the job in every situation. A number of times per day equal to your Charisma modifier, you pull out a funky little tool and gain a +5 circumstance bonus on your next skill check. The tool breaks after use, but you usually have something equally useful up your sleeve.
Spontaneous Logic (EX): A number of times per day equal to your Charisma modifier, you suddenly have a brilliant idea when all seems lost. For 1d4 rounds, you and all allies that can hear you gain a +1 bonus to all dice rolls.
Exploit Weakness (EX): A number of times per day equal to your Charisma modifier, after hitting with an attack, you can choose to make the target suffer 1d4 negative levels. You somehow know the Achilles Heel of this particular foe, and use it to your advantage.