EdroGrimshell
2012-10-28, 03:30 PM
Author's Note:I've never been all that satisfied with Luck Classes (though Realms of Chaos came close with his Fortune-Blessed (http://www.giantitp.com/forums/showthread.php?t=194346)) so I came up with one of my own, hopefully it's a good one.
Before anyone says it, I know the ability boost effect is odd and quite powerful in Gestalt or as a Dip. But I personally like the ability and would like to keep it.
Fortune Child
Every now and again, a child is born that is blessed by Lady Luck, usually under a sign of luck and good fortune. These children will always be gifted physically and mentally, with exceptional talents in many fields, though never mastering them. Any profession or craft the child takes up will more than likely be a hobby more than anything else, and that's okay for the children blessed by fortune itself, why would they want anything else?
Adventures: A Fortune Child adventures for the sake of excitement and the adventure itself, they want to see the world, see new places, meet new people, and have a fun and exciting trip all the while.
Characteristics: The primary characteristic of the Fortune Children is their abundance of luck. Everything just seems to go their way, from winning every game of chance at a casino to stumbling onto a bag of gold to getting the affections of a goddess, they're just that lucky bastard everyone wishes they could be.
Alignment: A great many Fortune Children are true neutral, though they run the gamut from chaotic to lawful and from good to evil.
Religion: Most, if not all, Fortune Children pay homage to Lady Luck, as well as patronage to deities of luck or trickery.
Background: A Fortune Child is blessed by Lady Luck on a whim, they rarely ever have to develop their abilities, simply dabbling in whatever interests they may have.
Races: Any race can be blessed by Lady Luck, however, humans and halflings make up the vast majority of them. Elven Fortune Children tend to be more relaxed and less aloof than most elves, finding their goals easier to obtain and their knacks and talents making their lives eventful. Dwarven Fortune Children are usually still greedy and stubborn, but have a much more relaxed sense of humor and devotion. Gnomish Luck Children are virtually indistinguishable from most gnomes, except maybe a lack of burn marks.
Other Classes: Most classes tend to like the Fortune Child, with their ability to aid others with their own talents and use their luck for the benefits of the party. Some find their happy-go-lucky attitudes a little annoying and a few may be jealous of their ability to pick up talents, but generally, they are well liked.
Role: A Fortune Child has no one defined role, their gifts and their bonuses from Lucky tend to define them. Beyond that, a Fortune Child is a skilled generalist, a jack-of-all-trades master of none. And with the Fortune Child's inborn luck and abilities, they can pull it off fairly well.
Hit Die: d8
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Inspiration
Fortunes
1st
+0
+2
+2
+2
Lucky, Knack, Font of Luck
1
2
2nd
+1
+3
+3
+3
Fortune's Gift
1
2
3rd
+2
+3
+3
+3
Born of Fortune (+2)
2
2
4th
+3
+4
+4
+4
Bonus Luck Feat
2
3
5th
+3
+4
+4
+4
Fortune's Gift
2
3
6th
+4
+5
+5
+5
Font of Luck
2
4
7th
+5
+5
+5
+5
Bonus Luck Feat
3
4
8th
+6
+6
+6
+6
Fortune's Gift
3
4
9th
+6
+6
+6
+6
Born of Fortune (+4/+2)
3
5
10th
+7
+7
+7
+7
Bonus Luck Feat
3
5
11th
+8
+7
+7
+7
Fortune's Gift
4
6
12th
+9
+8
+8
+8
Font of Luck
4
6
13th
+9
+8
+8
+8
Bonus Luck Feat
4
6
14th
+10
+9
+9
+9
Fortune's Gift
4
7
15th
+11
+9
+9
+9
Born of Fortune (+6/+4/+2)
5
7
16th
+12
+10
+10
+10
Bonus Luck Feat
5
8
17th
+12
+10
+10
+10
Fortune's Gift
5
8
18th
+13
+11
+11
+11
Font of Luck
5
8
19th
+14
+11
+11
+11
Bonus Luck Feat
6
9
20th
+15
+12
+12
+12
Fortune's Gift, Lady Luck/Lord Fortuna
6
9
Class Skills (2 + Int Mod, x4 at first level). Select 7 skills, those skills are class skill for the Fortune Child.
Wpn/Arm Prof: A Fortune Child is proficient with simple weapons but not with armor or shields.
Inspiration: Not everything a Fortune Child can do is based on luck, sometimes, they just need a little flash of insight or spark of inspiration to get by. To represent these moments of insight, a Fortune Child gains inspiration points that he can spend to activate his Fortunes. At the beginning of each encounter, he gains a number of inspiration points determined by his level as shown on the table above
Fortunes (Su): Most people who are lucky never learn to wield their luck, the Fortune Child, however, can shape their luck into supernatural effects known as Fortunes. The Fortune Child must spend a point of Inspiration to use a Fortune but can otherwise use Fortunes at will. Using a Fortune is a Swift Action unless stated otherwise in its description.
Lucky Strike: The fortune child rolls their next attack roll twice. If either roll hits, the attack hits. If either of the rolls threatens a critical hit the Fortune Child can roll to confirm. If both rolls threaten a critical hit, the critical is automatically confirmed. If both rolls hit the Fortune Child makes a Lucky Strike, dealing 1d6 points of extra damage for every four class levels the Fortune Child has passed 2nd level.
Fortunate Skill: The fortune child adds their Cha Mod as a luck bonus to the next skill check they make. The fortune child must use a skill within one round of using this fortune or its effects are wasted.
Surge of Fortune: The fortune child gains a number of temporary luck rerolls equal to their Cha mod. These temporary luck rerolls last until the end of the encounter and can only be used to make rerolls with Luck Feats.
Lucky Health: The fortune child gains temporary hit points equal to their character level plus the number of luck rerolls they currently possess (not including temporary luck rerolls).
Fortunate Trip: The fortune child causes an accident that hinders an opponent. The fortune child makes a Cha check, adding his class level to the result, and his target makes a Sense Motive check. If the Cha check exceeds the Sense Motive check, the target is flat-footed until the start of the fortune child's next turn.
Luck's Favor: The fortune child projects a palpable aura of luck, all allies within 60ft of the fortune child gain a Luck Bonus to AC, Attack Rolls, Damage Rolls, Skill Checks, and Saving Throws for one round. The bonus granted by this fortune is equal to 1/4 the fortune child's class level (rounded down, minimum 1) or their Cha modifier, whichever is lower. This Fortune cannot be used at the same time as Luck's Bane.
Luck's Bane: The fortune child drains luck from the area, all enemies within 60ft of the fortune child take a Luck Penalty to AC, Attack Rolls, Damage Rolls, Skill Checks, and Saving Throws. The penalty inflicted by this fortune is equal to 1/4 the fortune child's class level (rounded down, minimum 1) or their Cha modifier, whichever is lower. This Fortune cannot be used at the same time as Luck's Favor.
Shifting Fortune: The fortune child may move up to his unmodified base land speed. This fortune may be used as an Immediate Action.
Copper Medicine: The fortune child uses his luck to manipulate magical energies into a small burst of living energy. The target of this fortune immediately heals damage equal to the fortune child's Cha Mod and gains temporary hit points equal to half the fortune child's class level. Temporary hit points from this fortune lasts for 1 hour. The fortune child cannot use this fortune on himself.
Silver Medicine: The fortune child improves on his ability to manipulate magical energy towards healing. The target of this fortune heals hit points and ability damage (and/or ability burn) as if they had rested for eight hours. The fortune child may use this fortune as part of the same action to use Copper Medicine, the fortune child must still spend a point of inspiration on this fortune separate from Copper Medicine.
Gold Medicine: Improving further on their healing abilities, the fortune child can mend the mind and body in more meaningful ways. The target of this fortune has all ability drain converted to ability burn. The fortune child may use this fortune as part of the same action to use Copper Medicine or Silver Medicine, the fortune child must still spend a point of inspiration on this fortune separate from Copper Medicine and/or Silver Medicine. Additionally, the effects of Copper Medicine are improved, now healing twice the fortune child's Cha mod and granting temporary hit points equal to the fortune child's class level. Requires Silver Medicine.
Platinum Medicine: Reaching the final stepping stone of their ability to use luck for healing, the fortune child allows the target of this fortune a save against any and all poisons, diseases, and/or negative levels they possess. If they meet the required DC, the effects are removed completely. If not, they are suppressed for 24 hours. This ability can only be used on a target once per 24 hours. The fortune child may use this fortune as part of the same action to use Copper Medicine, Silver Medicine, or Gold Medicine, the fortune child must still spend a point of inspiration on this fortune separate from Copper Medicine, Silver Medicine, and/or Gold Medicine. Requires Gold Medicine.
Copper Initiate: The fortune child can use this fortune when initiating a Coin's Edge maneuver with Coin's Edge Initiate. Reduce the level of the maneuver by one. This fortune is used as part of the same action used to initiate the maneuver. Requires Coin's Edge Initiate.
Silver Initiate: The fortune child can use this fortune when initiating a Coin's Edge Counter or Boost. The fortune child does not use up the action required for the maneuver. This fortune is used as part of the same action used to initiate the maneuver. The fortune child may use Copper Initiate as part of the same action as this fortune but must still pay the inspiration point for it. Requires Copper Initiate.
Gold Initiate: The fortune child can use this fortune when initiating a Coin's Edge Strike. Reduce the level of the Strike by one. This fortune is used as part of the same action used to initiate the maneuver. The fortune child may use Copper Initiate as part of the same action as this fortune but must still pay the inspiration point for it. Requires Silver Initiate.
Platinum Initiate: The fortune child can use this fortune when entering a Coin's Edge stance. The fortune child selects another Coin's Edge stance and gains the benefits of that stance in addition to the Coin's Edge stance they used this fortune with. Requires Gold Initiate and Fortune Child level 16.
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Need Ideas for Fortunes
Notes on specific Fortunes
Lucky Strike gives them some more damage potential.
Fortune Trip allows for some ally support by weakening opponents and making them succeptible to sneak attacks and sudden strike
The Medicine line of fortunes are meant to allow the fortune child to act as a quasi medic, and by that I mean the one that can apply first aid until they can see a real healer. This will also let a fortune child get someone back in the game if they're downed with some of their minor healing effects.
The Initiate line allows some focus on combat if you want that sort of thing, allowing you to get some flexibility with your limited supply of maneuvers.
Lucky (Ex): By their very nature a Fortune Child is a font of luck and fortune, the Fortune Child gains a number of floating +1 luck bonuses equal to his Cha Mod + the Fortune Child's class level that can be applied to his attack rolls, damage rolls, a saving throw, a skill check, or AC. These luck bonuses can stack up to +2 at 5th level, +3 at 9th level, +4 at 13th level, and +5 at 17th level. These luck bonuses stack with other luck bonuses.
In addition, games of chance tend to go in the Fortune Child's favor. This extends to magic items based on chance, the Fortune Child can add or subtract one from the result of a magic item that requires a roll such as a Deck of Many things or a Wondrous Rod. This can be done after seeing the results. At 5th level and every five levels thereafter the number that the Fortune Child can add or subtract increases by one.
Lastly, the Fortune Child doesn't use up the action required for rerolling a roll with a Luck Feat.
Knack (Ex): A Fortune Child is not inherently skilled, instead, they rely on a knack for picking up the basics for skills as they go along. The Fortune Child gains the Bardic Knack alternate class feature from the PHB2 and Jack of All Trades as a bonus feat.
Font of Luck (Ex): At 1st, 6th, 12th, and 18th level, a Fortune Child gains two bonus luck rerolls. The fortune child may choose to trade one of these bonus luck rerolls for an additional inspiration point per encounter (only a single luck reroll may be traded each time this ability is gained) or trade both to gain an additional Fortune.
Fortune's Gift (Su): At 2nd level and every three levels thereafter a Fortune Child gains a gift from Lady Luck, a benefit that comes simply by the luck of the draw in his life.
Unique Heritage: The Fortune Child gains the benefits of a Major Bloodline without needing to take any bloodline levels for the selected bloodline. The Fortune Child must be at least 5th level to select this Gift. This gift can be selected an additional time at 14th level.
Truly Lucky: The Fortune Child gains a bonus luck feat and an extra luck reroll. This Gift can be taken multiple times.
Warrior's Luck: The Fortune Child has an instictive talent for battle and dabbles in the path of the warrior. The Fortune Child gains proficiency with all martial weapons, light and medium armor, and shields (except tower shields).
Lucky Knack: The Fortune Child's ability to pick up skills is quite impressive. The Fortune Child picks three skills. Those skills have their virtual ranks from Knack increased to equal his class level. Once per day, the Fortune Child can spend one or more luck rerolls to change an equal number of the selected skills.
Lady's Grace: The Fortune Child is blessed by Lady Luck herself, granting him an uncanny ability to avoid harm. The Fortune ChildS gains his Cha bonus as a Luck bonus to his saving throws.
Luck's Edge: The Fortune Child can designate one weapon as a Luck's Edge, imbuing it with his fortune. The Fortune Child places one Luck Reroll into the weapon as long as it is a Luck's Edge. While the Luck Reroll is in a Luck's Edge it cannot be used. Instead, the Luck Reroll increases the Critical Threat and Critical Multiplier of the weapon it is in by one each as long as the Fortune Child wields it. Additionally, the Fortune Child gains a +4 luck bonus to rolls made to confirm critical hits with his Luck's Edge. The Fortune Child must be at least 5th level to select this Gift.
Luck Blade: The Fortune Child can infuse his Luck's Edge with even more of his luck. He can now invest up to five Luck Rerolls in the Luck's Edge. He gains a stacking Luck bonus to attack and damage rolls equal to the number of Luck Rerolls in the Luck's Edge. Requires Luck's Edge.
Steal Fortune: Whenever the Fortune Child confirms a critical hit he gains a luck reroll. The Fortune Child cannot possess more luck rerolls than his maximum. Additionally, if the Fortune Child has Lucky Strike, he can trade the extra damage die to gain additional Luck Rerolls, gaining an additional Luck Reroll for every 1d6 traded from the Lucky Strike.
Replenishing Luck: Every hour, the Fortune Child regains a Luck Reroll. The Fortune Child must be at least 14th level to select this Gift.
Lady's Guard: As long as the Fortune Child has at least one Luck Reroll, he gains the benefits of Evasion, Mettle, and Uncanny Dodge. Requires Lady's Grace or Guardian Angel.
Luck of Heroes: The Fortune Child does not automatically fail a Saving Throw or Attack Roll on a result of 1. The Fortune Child must be at least 11th level to select this Gift.
Guardian Luck: The Fortune Child has someone, or something, looking out for him. He gains his Cha bonus as a Luck bonus to his Armor Class.
Building Luck: The Fortune Child is a paragon of luck, any luck bonuses he recieves stack with other luck bonuses as long as they are from different sources.
Black Luck: The Fortune Child can drain the luck of his enemies and make it his own. When making a Lucky Strike, the Fortune Child can forgo gaining Luck Rerolls to instead inflict a penalty to skill checks, saves, attack rolls, damage rolls, AC, and ability checks equal to the number of Luck Rerolls forgone. Requires Lucky Strike and Steal Fortune.
Luck Token: When gaining Luck Rerolls with Steal Fortune, the Fortune Child may instead shape the stolen luck into a small golden token. This token is a one time use item that can grant a +1 luck bonus to all d20 rolls the user makes for one minute. The Fortune Child can make a total number of tokens each day equal to his class level and only one token can be produced with any one attack. The tokens lose their power after 24-hours. Requires Steal Fortune.
Improved Lady's Guard: The Fortune Child gains the benefits of Improved Evasion, Improved Mettle, and Improved Uncanny Dodge. Requires Lady's Guard and that the Fortune Child be at least 14th level to select this Gift.
Coin's Edge Initiate: The fortune child gains an initiator level equal to their class level + half their non-initiator class levels and gain all Coin's Edge (http://www.giantitp.com/forums/showthread.php?t=75548) maneuvers and stances of a level equal to half their class level and all lower maneuvers and stances. The fortune child may use a total number of maneuvers in an encounter with a total level equal to their class level + their Cha mod or less. Additionally, the fortune child gains Profession (Gambler) as a class skill with a number of ranks in in it equal to 3 + his class level.
Born to Fortune (Ex): A Fortune Child has had luck all his life, even when coming into the world his luck blessed him. The Fortune Child gains a +2 Luck Bonus to one of his ability scores at 3rd level. At 9th and 15th level, the fortune child selects another ability score to get a +2 Luck Bonus to and adds an additional +2 to its previously chosen abilities.
Bonus Luck Feat: At 4th level and every 3 levels thereafter a Fortune Child gains a bonus luck feat. They must still meet the prerequisites for the feat.
Lady Luck/Lord Fortuna (Ex): At 20th level, the Fortune Child is no longer simply a child in the eyes of luck, he is a proud lord of luck. The Fortune Child becomes an Outsider with the Native subtype. Additionally, any time the Fortune Child makes a reroll, he may forgo actually rolling to instead treat the roll as a natural 10.
Before anyone says it, I know the ability boost effect is odd and quite powerful in Gestalt or as a Dip. But I personally like the ability and would like to keep it.
Fortune Child
Every now and again, a child is born that is blessed by Lady Luck, usually under a sign of luck and good fortune. These children will always be gifted physically and mentally, with exceptional talents in many fields, though never mastering them. Any profession or craft the child takes up will more than likely be a hobby more than anything else, and that's okay for the children blessed by fortune itself, why would they want anything else?
Adventures: A Fortune Child adventures for the sake of excitement and the adventure itself, they want to see the world, see new places, meet new people, and have a fun and exciting trip all the while.
Characteristics: The primary characteristic of the Fortune Children is their abundance of luck. Everything just seems to go their way, from winning every game of chance at a casino to stumbling onto a bag of gold to getting the affections of a goddess, they're just that lucky bastard everyone wishes they could be.
Alignment: A great many Fortune Children are true neutral, though they run the gamut from chaotic to lawful and from good to evil.
Religion: Most, if not all, Fortune Children pay homage to Lady Luck, as well as patronage to deities of luck or trickery.
Background: A Fortune Child is blessed by Lady Luck on a whim, they rarely ever have to develop their abilities, simply dabbling in whatever interests they may have.
Races: Any race can be blessed by Lady Luck, however, humans and halflings make up the vast majority of them. Elven Fortune Children tend to be more relaxed and less aloof than most elves, finding their goals easier to obtain and their knacks and talents making their lives eventful. Dwarven Fortune Children are usually still greedy and stubborn, but have a much more relaxed sense of humor and devotion. Gnomish Luck Children are virtually indistinguishable from most gnomes, except maybe a lack of burn marks.
Other Classes: Most classes tend to like the Fortune Child, with their ability to aid others with their own talents and use their luck for the benefits of the party. Some find their happy-go-lucky attitudes a little annoying and a few may be jealous of their ability to pick up talents, but generally, they are well liked.
Role: A Fortune Child has no one defined role, their gifts and their bonuses from Lucky tend to define them. Beyond that, a Fortune Child is a skilled generalist, a jack-of-all-trades master of none. And with the Fortune Child's inborn luck and abilities, they can pull it off fairly well.
Hit Die: d8
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Inspiration
Fortunes
1st
+0
+2
+2
+2
Lucky, Knack, Font of Luck
1
2
2nd
+1
+3
+3
+3
Fortune's Gift
1
2
3rd
+2
+3
+3
+3
Born of Fortune (+2)
2
2
4th
+3
+4
+4
+4
Bonus Luck Feat
2
3
5th
+3
+4
+4
+4
Fortune's Gift
2
3
6th
+4
+5
+5
+5
Font of Luck
2
4
7th
+5
+5
+5
+5
Bonus Luck Feat
3
4
8th
+6
+6
+6
+6
Fortune's Gift
3
4
9th
+6
+6
+6
+6
Born of Fortune (+4/+2)
3
5
10th
+7
+7
+7
+7
Bonus Luck Feat
3
5
11th
+8
+7
+7
+7
Fortune's Gift
4
6
12th
+9
+8
+8
+8
Font of Luck
4
6
13th
+9
+8
+8
+8
Bonus Luck Feat
4
6
14th
+10
+9
+9
+9
Fortune's Gift
4
7
15th
+11
+9
+9
+9
Born of Fortune (+6/+4/+2)
5
7
16th
+12
+10
+10
+10
Bonus Luck Feat
5
8
17th
+12
+10
+10
+10
Fortune's Gift
5
8
18th
+13
+11
+11
+11
Font of Luck
5
8
19th
+14
+11
+11
+11
Bonus Luck Feat
6
9
20th
+15
+12
+12
+12
Fortune's Gift, Lady Luck/Lord Fortuna
6
9
Class Skills (2 + Int Mod, x4 at first level). Select 7 skills, those skills are class skill for the Fortune Child.
Wpn/Arm Prof: A Fortune Child is proficient with simple weapons but not with armor or shields.
Inspiration: Not everything a Fortune Child can do is based on luck, sometimes, they just need a little flash of insight or spark of inspiration to get by. To represent these moments of insight, a Fortune Child gains inspiration points that he can spend to activate his Fortunes. At the beginning of each encounter, he gains a number of inspiration points determined by his level as shown on the table above
Fortunes (Su): Most people who are lucky never learn to wield their luck, the Fortune Child, however, can shape their luck into supernatural effects known as Fortunes. The Fortune Child must spend a point of Inspiration to use a Fortune but can otherwise use Fortunes at will. Using a Fortune is a Swift Action unless stated otherwise in its description.
Lucky Strike: The fortune child rolls their next attack roll twice. If either roll hits, the attack hits. If either of the rolls threatens a critical hit the Fortune Child can roll to confirm. If both rolls threaten a critical hit, the critical is automatically confirmed. If both rolls hit the Fortune Child makes a Lucky Strike, dealing 1d6 points of extra damage for every four class levels the Fortune Child has passed 2nd level.
Fortunate Skill: The fortune child adds their Cha Mod as a luck bonus to the next skill check they make. The fortune child must use a skill within one round of using this fortune or its effects are wasted.
Surge of Fortune: The fortune child gains a number of temporary luck rerolls equal to their Cha mod. These temporary luck rerolls last until the end of the encounter and can only be used to make rerolls with Luck Feats.
Lucky Health: The fortune child gains temporary hit points equal to their character level plus the number of luck rerolls they currently possess (not including temporary luck rerolls).
Fortunate Trip: The fortune child causes an accident that hinders an opponent. The fortune child makes a Cha check, adding his class level to the result, and his target makes a Sense Motive check. If the Cha check exceeds the Sense Motive check, the target is flat-footed until the start of the fortune child's next turn.
Luck's Favor: The fortune child projects a palpable aura of luck, all allies within 60ft of the fortune child gain a Luck Bonus to AC, Attack Rolls, Damage Rolls, Skill Checks, and Saving Throws for one round. The bonus granted by this fortune is equal to 1/4 the fortune child's class level (rounded down, minimum 1) or their Cha modifier, whichever is lower. This Fortune cannot be used at the same time as Luck's Bane.
Luck's Bane: The fortune child drains luck from the area, all enemies within 60ft of the fortune child take a Luck Penalty to AC, Attack Rolls, Damage Rolls, Skill Checks, and Saving Throws. The penalty inflicted by this fortune is equal to 1/4 the fortune child's class level (rounded down, minimum 1) or their Cha modifier, whichever is lower. This Fortune cannot be used at the same time as Luck's Favor.
Shifting Fortune: The fortune child may move up to his unmodified base land speed. This fortune may be used as an Immediate Action.
Copper Medicine: The fortune child uses his luck to manipulate magical energies into a small burst of living energy. The target of this fortune immediately heals damage equal to the fortune child's Cha Mod and gains temporary hit points equal to half the fortune child's class level. Temporary hit points from this fortune lasts for 1 hour. The fortune child cannot use this fortune on himself.
Silver Medicine: The fortune child improves on his ability to manipulate magical energy towards healing. The target of this fortune heals hit points and ability damage (and/or ability burn) as if they had rested for eight hours. The fortune child may use this fortune as part of the same action to use Copper Medicine, the fortune child must still spend a point of inspiration on this fortune separate from Copper Medicine.
Gold Medicine: Improving further on their healing abilities, the fortune child can mend the mind and body in more meaningful ways. The target of this fortune has all ability drain converted to ability burn. The fortune child may use this fortune as part of the same action to use Copper Medicine or Silver Medicine, the fortune child must still spend a point of inspiration on this fortune separate from Copper Medicine and/or Silver Medicine. Additionally, the effects of Copper Medicine are improved, now healing twice the fortune child's Cha mod and granting temporary hit points equal to the fortune child's class level. Requires Silver Medicine.
Platinum Medicine: Reaching the final stepping stone of their ability to use luck for healing, the fortune child allows the target of this fortune a save against any and all poisons, diseases, and/or negative levels they possess. If they meet the required DC, the effects are removed completely. If not, they are suppressed for 24 hours. This ability can only be used on a target once per 24 hours. The fortune child may use this fortune as part of the same action to use Copper Medicine, Silver Medicine, or Gold Medicine, the fortune child must still spend a point of inspiration on this fortune separate from Copper Medicine, Silver Medicine, and/or Gold Medicine. Requires Gold Medicine.
Copper Initiate: The fortune child can use this fortune when initiating a Coin's Edge maneuver with Coin's Edge Initiate. Reduce the level of the maneuver by one. This fortune is used as part of the same action used to initiate the maneuver. Requires Coin's Edge Initiate.
Silver Initiate: The fortune child can use this fortune when initiating a Coin's Edge Counter or Boost. The fortune child does not use up the action required for the maneuver. This fortune is used as part of the same action used to initiate the maneuver. The fortune child may use Copper Initiate as part of the same action as this fortune but must still pay the inspiration point for it. Requires Copper Initiate.
Gold Initiate: The fortune child can use this fortune when initiating a Coin's Edge Strike. Reduce the level of the Strike by one. This fortune is used as part of the same action used to initiate the maneuver. The fortune child may use Copper Initiate as part of the same action as this fortune but must still pay the inspiration point for it. Requires Silver Initiate.
Platinum Initiate: The fortune child can use this fortune when entering a Coin's Edge stance. The fortune child selects another Coin's Edge stance and gains the benefits of that stance in addition to the Coin's Edge stance they used this fortune with. Requires Gold Initiate and Fortune Child level 16.
: .
: .
: .
: .
Need Ideas for Fortunes
Notes on specific Fortunes
Lucky Strike gives them some more damage potential.
Fortune Trip allows for some ally support by weakening opponents and making them succeptible to sneak attacks and sudden strike
The Medicine line of fortunes are meant to allow the fortune child to act as a quasi medic, and by that I mean the one that can apply first aid until they can see a real healer. This will also let a fortune child get someone back in the game if they're downed with some of their minor healing effects.
The Initiate line allows some focus on combat if you want that sort of thing, allowing you to get some flexibility with your limited supply of maneuvers.
Lucky (Ex): By their very nature a Fortune Child is a font of luck and fortune, the Fortune Child gains a number of floating +1 luck bonuses equal to his Cha Mod + the Fortune Child's class level that can be applied to his attack rolls, damage rolls, a saving throw, a skill check, or AC. These luck bonuses can stack up to +2 at 5th level, +3 at 9th level, +4 at 13th level, and +5 at 17th level. These luck bonuses stack with other luck bonuses.
In addition, games of chance tend to go in the Fortune Child's favor. This extends to magic items based on chance, the Fortune Child can add or subtract one from the result of a magic item that requires a roll such as a Deck of Many things or a Wondrous Rod. This can be done after seeing the results. At 5th level and every five levels thereafter the number that the Fortune Child can add or subtract increases by one.
Lastly, the Fortune Child doesn't use up the action required for rerolling a roll with a Luck Feat.
Knack (Ex): A Fortune Child is not inherently skilled, instead, they rely on a knack for picking up the basics for skills as they go along. The Fortune Child gains the Bardic Knack alternate class feature from the PHB2 and Jack of All Trades as a bonus feat.
Font of Luck (Ex): At 1st, 6th, 12th, and 18th level, a Fortune Child gains two bonus luck rerolls. The fortune child may choose to trade one of these bonus luck rerolls for an additional inspiration point per encounter (only a single luck reroll may be traded each time this ability is gained) or trade both to gain an additional Fortune.
Fortune's Gift (Su): At 2nd level and every three levels thereafter a Fortune Child gains a gift from Lady Luck, a benefit that comes simply by the luck of the draw in his life.
Unique Heritage: The Fortune Child gains the benefits of a Major Bloodline without needing to take any bloodline levels for the selected bloodline. The Fortune Child must be at least 5th level to select this Gift. This gift can be selected an additional time at 14th level.
Truly Lucky: The Fortune Child gains a bonus luck feat and an extra luck reroll. This Gift can be taken multiple times.
Warrior's Luck: The Fortune Child has an instictive talent for battle and dabbles in the path of the warrior. The Fortune Child gains proficiency with all martial weapons, light and medium armor, and shields (except tower shields).
Lucky Knack: The Fortune Child's ability to pick up skills is quite impressive. The Fortune Child picks three skills. Those skills have their virtual ranks from Knack increased to equal his class level. Once per day, the Fortune Child can spend one or more luck rerolls to change an equal number of the selected skills.
Lady's Grace: The Fortune Child is blessed by Lady Luck herself, granting him an uncanny ability to avoid harm. The Fortune ChildS gains his Cha bonus as a Luck bonus to his saving throws.
Luck's Edge: The Fortune Child can designate one weapon as a Luck's Edge, imbuing it with his fortune. The Fortune Child places one Luck Reroll into the weapon as long as it is a Luck's Edge. While the Luck Reroll is in a Luck's Edge it cannot be used. Instead, the Luck Reroll increases the Critical Threat and Critical Multiplier of the weapon it is in by one each as long as the Fortune Child wields it. Additionally, the Fortune Child gains a +4 luck bonus to rolls made to confirm critical hits with his Luck's Edge. The Fortune Child must be at least 5th level to select this Gift.
Luck Blade: The Fortune Child can infuse his Luck's Edge with even more of his luck. He can now invest up to five Luck Rerolls in the Luck's Edge. He gains a stacking Luck bonus to attack and damage rolls equal to the number of Luck Rerolls in the Luck's Edge. Requires Luck's Edge.
Steal Fortune: Whenever the Fortune Child confirms a critical hit he gains a luck reroll. The Fortune Child cannot possess more luck rerolls than his maximum. Additionally, if the Fortune Child has Lucky Strike, he can trade the extra damage die to gain additional Luck Rerolls, gaining an additional Luck Reroll for every 1d6 traded from the Lucky Strike.
Replenishing Luck: Every hour, the Fortune Child regains a Luck Reroll. The Fortune Child must be at least 14th level to select this Gift.
Lady's Guard: As long as the Fortune Child has at least one Luck Reroll, he gains the benefits of Evasion, Mettle, and Uncanny Dodge. Requires Lady's Grace or Guardian Angel.
Luck of Heroes: The Fortune Child does not automatically fail a Saving Throw or Attack Roll on a result of 1. The Fortune Child must be at least 11th level to select this Gift.
Guardian Luck: The Fortune Child has someone, or something, looking out for him. He gains his Cha bonus as a Luck bonus to his Armor Class.
Building Luck: The Fortune Child is a paragon of luck, any luck bonuses he recieves stack with other luck bonuses as long as they are from different sources.
Black Luck: The Fortune Child can drain the luck of his enemies and make it his own. When making a Lucky Strike, the Fortune Child can forgo gaining Luck Rerolls to instead inflict a penalty to skill checks, saves, attack rolls, damage rolls, AC, and ability checks equal to the number of Luck Rerolls forgone. Requires Lucky Strike and Steal Fortune.
Luck Token: When gaining Luck Rerolls with Steal Fortune, the Fortune Child may instead shape the stolen luck into a small golden token. This token is a one time use item that can grant a +1 luck bonus to all d20 rolls the user makes for one minute. The Fortune Child can make a total number of tokens each day equal to his class level and only one token can be produced with any one attack. The tokens lose their power after 24-hours. Requires Steal Fortune.
Improved Lady's Guard: The Fortune Child gains the benefits of Improved Evasion, Improved Mettle, and Improved Uncanny Dodge. Requires Lady's Guard and that the Fortune Child be at least 14th level to select this Gift.
Coin's Edge Initiate: The fortune child gains an initiator level equal to their class level + half their non-initiator class levels and gain all Coin's Edge (http://www.giantitp.com/forums/showthread.php?t=75548) maneuvers and stances of a level equal to half their class level and all lower maneuvers and stances. The fortune child may use a total number of maneuvers in an encounter with a total level equal to their class level + their Cha mod or less. Additionally, the fortune child gains Profession (Gambler) as a class skill with a number of ranks in in it equal to 3 + his class level.
Born to Fortune (Ex): A Fortune Child has had luck all his life, even when coming into the world his luck blessed him. The Fortune Child gains a +2 Luck Bonus to one of his ability scores at 3rd level. At 9th and 15th level, the fortune child selects another ability score to get a +2 Luck Bonus to and adds an additional +2 to its previously chosen abilities.
Bonus Luck Feat: At 4th level and every 3 levels thereafter a Fortune Child gains a bonus luck feat. They must still meet the prerequisites for the feat.
Lady Luck/Lord Fortuna (Ex): At 20th level, the Fortune Child is no longer simply a child in the eyes of luck, he is a proud lord of luck. The Fortune Child becomes an Outsider with the Native subtype. Additionally, any time the Fortune Child makes a reroll, he may forgo actually rolling to instead treat the roll as a natural 10.