View Full Version : Bad Rolls Opportunist [PrC]

2012-05-09, 05:54 AM
The Underdog

There are those who have really, REALLY bad luck. And among them, there are those few who look past their defeats and towards a brighter future, and the much larger majority who simply don't care enough anymore to picture anything else than disappointment. I'm not talking about either here.

Underdogs are individuals who fully embrace defeat as a conquest, a game, and a lesson in itself. They strive not only to learn and become stronger from their shortcomings, but actually turn them into advantages given enough time. They view every bad luck as an opportunity to follow the path they've been aiming for with more ardor, and to perfect themselves. All in all, it would be fair to say the Underdogs love to lose because to them, NOTHING is a real loss.


Skill: Survival 8+ ranks, Autohypnosis/Bluff 6+ ranks
Feature: Must have either Evasion or Mettle.
Special: Must have scored two threats and failed to crit on both on the same opponent.
Race: Must be Human or half-human.

Ex-underdogs: If an underdog stops meeting the class requirements, by not being human anymore or becoming true neutral, he loses all his Active class features until he returns within acceptable parameters.


1st|+1|+2|+2|+0|Adaptive - Harm

2nd|+2|+3|+3|+0|Active - Proficiency, Near Miss 1d6

3rd|+3|+3|+3|+1|Adaptive - Trapfinding

4th|+4|+4|+4|+1|Active - Aggression, Near Miss 2d6

5th|+5|+4|+4|+1|Adaptive - Evasion/Mettle

6th|+6|+5|+5|+2|Active - Retreat, Near Miss 3d6

7th|+7|+5|+5|+2|Adaptive - False Fumble

8th|+8|+6|+6|+2|Active - Skill, Near Miss 4d6

9th|+9|+6|+6|+3|Adaptive - Salvation

10th|+10|+7|+7|+3|Share Misfortune, Near Miss 5d6


Alignment: Any, except True Neutral.
Hit Die: d8

Class Skills: Autohypnosis, Appraise, Bluff, Craft, Diplomacy, Hide, Knowledge (Local), Open Lock, Profession, Search, Spot, Survival

Skill points per level: 2 + Int mod

Weapon and Armor Proficiency: An Underdog gains no new weapon or armor proficiencies.

Adaptive - Harm (Ex): Adaptives are passive features that are always on.

Whenever you would roll hit dice for gaining a new level in Underdog, including the first one, if your roll result is below 5, you also gain DR 2/--. Stacks with itself.

Near Miss (Ex): Whenever you would make a melee attack against an opponent, and you miss (natural 1s, incorporeality, and missing due to concealment do not count), he is dealt 1d6 damage per 2 class levels (rounded down) plus your Str mod.

An opponent may prepare himself beforehand against this feature, by making a Ref save right when he is attacked against a DC of 10+class level+Str mod. If he succeeds, he will not receive damage when missed. Regardless if the save is successful or not, he receives a -4 penalty to AC against the attack.

Active - Proficiency (Ex): Actives are features that require the underdog to use up an action and low points. You gain 1 low point when you roll a 1 on a skill check, ability check, attack roll, save, or damage dice (but if damage dice, it only counts if the very first dice rolls as 1), or under 10% on a percentage role. You may not have more than class level*2 low points at a time.

At level 2, you may expend 1 low point to become proficient with a weapon until the end of the day (not the weapon type, that particular weapon), but only if you missed at least twice with that weapon in melee combat already (not hitting a target due to concealment, incorporeality, or a natural 1, does not constitute a miss).

Adaptive -Trapfinding (Ex): A level 3 Underdog is treated as having the Trapfinding class features and can detect and disable traps as a rogue for 1 hour after he triggers a trap he is not aware of.

Active - Aggression (Ex): At level 4, you may, when attacking an opponent in melee as part of the attack action, expend up to 6 low points to increase the damage of either your actual strike or your Near Miss damage by double the number of points spent, capped at +12 damage. You must choose to which goes this bonus before the opponent is given the choice of making a reflex save.

Adaptive - Evasion/Mettle (Ex): A level 5 may choose between different options which allow him to better resist effects. If he has Evasion, he may choose to gain either Improved Evasion or Partial Mettle. If he has Mettle, he may choose to gain either Improved Mettle or Partial Evasion.

Partial Evasion: If you are affected by a spell that offers a reflex save for half damage, you receive half damage regardless if you succeed or fail the save.

Partial Mettle: If you are affected by an effect that offers a will or fort save for a partial effect, you incur the partial effect regardless if you succeed or fail the save.

Active - Retreat (Ex): A level 6 underdog may expend any number of low points at the beginning of the round. His base speed is treated as 10 feet higher per point until the end of the round. During this round, the underdog may not take standard actions.

Adaptive - False Fumble (Ex): At level 7 or higher, whenever you roll 1 on an attack roll, instead of missing you threaten a critical.

Active - Skill (Ex): When performing a skill check at level 8 or higher, you may choose to increase your result by any number of expended low points before rolling.

Adaptive - Salvation (Ex): If a level 9 underdog saves against an effect and the save fails, he permanently gains a +2 bonus to future saves against that effect. Doesn't stack.

Share Misfortune (Ex): As a full round action, an underdog may link an opponent to him. The opponent is given a will save against a DC of 18+class level to resist this effect. If he fails, the next time the underdog gains a low point, place a Misfortune counter on the opponent. Counters do not stack. Whenever the opponent is rolling dice for any purpose, you may remove a misfortune counter on him to replace any of the dice he is using with a d4. The link can be broken as a free action, and an underdog can't link himself with multiple opponents at a time.