Harkone
2007-02-18, 03:17 PM
Auspician/Fatespinner
Requirements:
Skills: Knowledge: Arcana 10 ranks, Profession: Gambler 7 ranks
Feats: Dodge, Great Fortitude, Iron Will, Lightning Reflexes
Spells: Ability to cast 4th level arcane or divine spells, including at least one divination spell of at least 1st level
Domain: Luck (cleric only)
HD: d6 Base Attack Bonus: +3/4 Favored Saving Throws: Fortitude and Will
Class Skills (2+Int): Appraise, Balance, Bluff, Concentration, Craft, Disable Device, Escape Artist, Knowledge: Arcana, Listen, Profession, Search, Sense Motive, Sleight of Hand, Spellcraft, Spot, Swim
-Gains no new weapon or armor proficiency
-Each level grants +1 level of existing arcane or divine spellcasting class
Class Abilities:
1st: Bonus Domain: Fate (cleric only)
Spin Fate
Lucky Blow (+20)
2nd: Resist Fate 1/day
3rd: Fickle Finger of Fate 1/day
4th: Luck Infusion
Deny Fate
5th: Lucky Blow (+25)
Curse of the Fatespurned
Resist Fate 2/day
6th: Fickle Finger of Fate 2/day
7th: Seal Fate
8th: Permanent Luck Infusion
Resist Fate 3/day
9th: Lucky Blow (+30)
Fickle Finger of Fate 3/day
10th: Luck of the Gods
Spin Fate: Each day, an Auspician/Fatespinner has a spin pool with a number of spin points equal to his Auspician/Fatespinner class level. As a free action, the Auspician/Fatespinner can use up to 3 stored spin points to boost an attack roll, spell save DC, saving throw, ability check, or skill check on a point-for-point basis. The Auspician/Fatespinner’s spin pool is replenished whenever he successfully regains his spells for the day.
Lucky Blow: Once per day as a swift action, an Auspician/Fatespinner may grant himself a +20 on any attack roll. This bonus increases to +25 at 5th level and +30 at 9th level.
Resist Fate: The Auspician/Fatespinner may re-roll any one roll that he has just made. The Auspician/Fatespinner must abide by the results of the re-roll, whether it is higher or lower than the original roll.
Fickle Finger of Fate: As an immediate action, the Auspician/Fatespinner may re-roll one roll that another creature (friend or foe) has just made. The Auspician/Fatespinner must have line of sight to the creature to be affected. The affected creature must abide by the result of the re-roll, whether it is higher or lower than the original roll.
Luck Infusion: Each morning while preparing spells, the Auspician/Fatespinner chooses one of the following abilities, which lasts 24 hours, or until the Auspician/Fatespinner next prepares spells.
+1 luck bonus on melee attack rolls
+1 luck bonus on ranged attack rolls
+4 luck bonus on initiative
+2 luck bonus on Fortitude saves
+2 luck bonus on Reflex saves
+2 luck bonus on Will saves
+2 luck bonus on the save DC’s of the Auspician/Fatespinner’s spells
+2 luck bonus to AC
+2 luck bonus on all skill checks
Deny Fate: Once per day, the Auspician/Fatespinner automatically stabilizes to avoid death.
Curse of the Fatespurned: By staring at an opponent (a move action with a range of 60’), the Auspician/Fatespinner can steal a bit of his luck for himself. The target must make a Will save (DC: 10 + Auspician/Fatespinner level + CHA bonus) or take a -2 penalty on attacks, saving throws, skill checks, and ability checks for 1 minute. This effect cannot be dispelled, but can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. Whenever the Auspician/Fatespinner successfully uses Curse of the Fatespurned, he adds 1 point to his spin pool.
Seal Fate: Once per day as a free action, the Auspician/Fatespinner selects a target within 30’ with HD equal to or less than his. The creature receives either a -10 penalty or +10 bonus on its next saving throw, as decided by the Auspician/Fatespinner. The effect lasts only for 1 round. If the selected target has more HD than the Auspician/Fatespinner, the ability does not work but the use of the ability for the day is not wasted.
Permanent Luck Infusion: The Auspician/Fatespinner may select one of the luck infusion effects as a permanent extraordinary aspect of his character.
Luck of the Gods: The Auspician/Fatespinner can automatically succeed at one saving throw per day, regardless of the DC. The automatic success must be declared before the given save rolled, obviating the need to roll any save at all.
Requirements:
Skills: Knowledge: Arcana 10 ranks, Profession: Gambler 7 ranks
Feats: Dodge, Great Fortitude, Iron Will, Lightning Reflexes
Spells: Ability to cast 4th level arcane or divine spells, including at least one divination spell of at least 1st level
Domain: Luck (cleric only)
HD: d6 Base Attack Bonus: +3/4 Favored Saving Throws: Fortitude and Will
Class Skills (2+Int): Appraise, Balance, Bluff, Concentration, Craft, Disable Device, Escape Artist, Knowledge: Arcana, Listen, Profession, Search, Sense Motive, Sleight of Hand, Spellcraft, Spot, Swim
-Gains no new weapon or armor proficiency
-Each level grants +1 level of existing arcane or divine spellcasting class
Class Abilities:
1st: Bonus Domain: Fate (cleric only)
Spin Fate
Lucky Blow (+20)
2nd: Resist Fate 1/day
3rd: Fickle Finger of Fate 1/day
4th: Luck Infusion
Deny Fate
5th: Lucky Blow (+25)
Curse of the Fatespurned
Resist Fate 2/day
6th: Fickle Finger of Fate 2/day
7th: Seal Fate
8th: Permanent Luck Infusion
Resist Fate 3/day
9th: Lucky Blow (+30)
Fickle Finger of Fate 3/day
10th: Luck of the Gods
Spin Fate: Each day, an Auspician/Fatespinner has a spin pool with a number of spin points equal to his Auspician/Fatespinner class level. As a free action, the Auspician/Fatespinner can use up to 3 stored spin points to boost an attack roll, spell save DC, saving throw, ability check, or skill check on a point-for-point basis. The Auspician/Fatespinner’s spin pool is replenished whenever he successfully regains his spells for the day.
Lucky Blow: Once per day as a swift action, an Auspician/Fatespinner may grant himself a +20 on any attack roll. This bonus increases to +25 at 5th level and +30 at 9th level.
Resist Fate: The Auspician/Fatespinner may re-roll any one roll that he has just made. The Auspician/Fatespinner must abide by the results of the re-roll, whether it is higher or lower than the original roll.
Fickle Finger of Fate: As an immediate action, the Auspician/Fatespinner may re-roll one roll that another creature (friend or foe) has just made. The Auspician/Fatespinner must have line of sight to the creature to be affected. The affected creature must abide by the result of the re-roll, whether it is higher or lower than the original roll.
Luck Infusion: Each morning while preparing spells, the Auspician/Fatespinner chooses one of the following abilities, which lasts 24 hours, or until the Auspician/Fatespinner next prepares spells.
+1 luck bonus on melee attack rolls
+1 luck bonus on ranged attack rolls
+4 luck bonus on initiative
+2 luck bonus on Fortitude saves
+2 luck bonus on Reflex saves
+2 luck bonus on Will saves
+2 luck bonus on the save DC’s of the Auspician/Fatespinner’s spells
+2 luck bonus to AC
+2 luck bonus on all skill checks
Deny Fate: Once per day, the Auspician/Fatespinner automatically stabilizes to avoid death.
Curse of the Fatespurned: By staring at an opponent (a move action with a range of 60’), the Auspician/Fatespinner can steal a bit of his luck for himself. The target must make a Will save (DC: 10 + Auspician/Fatespinner level + CHA bonus) or take a -2 penalty on attacks, saving throws, skill checks, and ability checks for 1 minute. This effect cannot be dispelled, but can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. Whenever the Auspician/Fatespinner successfully uses Curse of the Fatespurned, he adds 1 point to his spin pool.
Seal Fate: Once per day as a free action, the Auspician/Fatespinner selects a target within 30’ with HD equal to or less than his. The creature receives either a -10 penalty or +10 bonus on its next saving throw, as decided by the Auspician/Fatespinner. The effect lasts only for 1 round. If the selected target has more HD than the Auspician/Fatespinner, the ability does not work but the use of the ability for the day is not wasted.
Permanent Luck Infusion: The Auspician/Fatespinner may select one of the luck infusion effects as a permanent extraordinary aspect of his character.
Luck of the Gods: The Auspician/Fatespinner can automatically succeed at one saving throw per day, regardless of the DC. The automatic success must be declared before the given save rolled, obviating the need to roll any save at all.