Tanuki Tales
2014-09-01, 12:19 AM
Fortune's Favored
http://www.pdclipart.org/albums/Sports_and_Recreation__Parlor_Games/Dice_Picture.png
The image used above is part of the public domain, as provided by Public Domain Clip Art.
"Luck is a very thin wire between survival and disaster, and not many people can keep their balance on it." - Hunter S. Thompson
Great and powerful forces shape and maintain the continued existence of the multiverse, being multitude in number and varied in definition. If you were to ask a scholar, they may speak of gravity, weak and strong force and electromagnetism. If you were to ask a man of the cloth, he would speak of how the will and all encompassing power of their god(s) were what stoked the fire of creation and whom keep it burning. If you were to ask a wizard, sequestered behind his enchanted doors in a forgotten tower away from civilization, he would flatly tell you "Magic". But if you were to ask the common man, even if he was aware of all the other "answers", he would tell you that Luck is the strongest of forces and is what keeps it all spinning. And in a cosmology where science, belief and the supernatural all collide, this blue collar opinion becomes just as valid, if not more so, than any of the others.
Luck, as capricious as the wind, is possessed by all things, both the living, the unliving and the animated. It is an invisible hand that guides from the infinity of possibles to the one truth (at least in this universe) that comes from any attempted action or experienced occurrence. Many venerate it as if it were a deity and many ignore it, but all float like detritus down the bosom of this great metaphysical river. But like a real river there are those who do not passively follow the current; no, they move amongst it, bending it to their will and benefit (either knowingly or unknowingly) and (usually) to the detriment of those who oppose them. They become masters of their own destiny, wresting control from that invisible hand to guide themselves down a path far better suited to their own wishes and designs.
Where a barbarian makes his will manifest through incredible strength, a fighter through hard earned martial skill and the wizard through long introspection into the metaphysical properties of the world, the Fortune's Favored takes the path of least resistance. They don't take the hard path of their contemporaries and peers, instead just making it so that everything comes easy to them, the universe served up on a silver platter. For, at the end of the day, what is ultimately important is that results are found and that the hero saves the day (or the villain conquerors it). Who cares if this took no more exertion than just waking up that morning and taking a step outside one's front door?
Role: A Fortune's Favored can aptly be found either on or off the battlefield. On it they are mobile attackers, like the rogue or monk, as they do not have the formidable defenses to weather long the attention of a brutish foe. They quickly find the right spot to hit, exploit it and move on as soon as possible. Out of combat they easily fill the role of skill monkey, similar to the rogue or bard, bringing their luck to bare for their benefit and that of their party members.
Alignment: Though a Fortune's Favored may be of any alignment, they naturally gravitate towards those of a Chaotic bent, matching the supremely chaotic force they manipulate.
Hit Die: d8
Starting Gold: As bard.
Class Skills
The Fortune's Favored's class skills (and the key ability for each skill) are Acrobatics (Dexterity), Bluff (Charisma), Craft (Wisdom), Diplomacy (Charisma), Disable Device (Dexterity), Disguise (Charisma), Escape Artist (Dexterity), Knowledge (Local), Linguistics (Intelligence), Perception (Wisdom), Profession (Wisdom), Sleight of Hand (Dexterity), Sense Motive (Wisdom) and Stealth (Dexterity).
Skill Ranks per Level: (6 + Int modifier)
Fortune's Favored
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Luck Dice
1st
+0
+0
+2
+2
Bonus Feat, Salvaged Luck
2
2nd
+1
+0
+3
+3
Lucky Break
3
3rd
+2
+1
+3
+3
Never had a Friend Like Me
3
4th
+3
+1
+4
+4
Lucky Break, Right Place at the Right Time
4
5th
+3
+1
+4
+4
Bonus Feat, The Lucky Number
4
6th
+4
+2
+5
+5
Lucky Break, Salvaged Luck (Allies)
5
7th
+5
+2
+5
+5
Never had a Friend Like Me (Luck Feat)
5
8th
+6/+1
+2
+6
+6
Born Lucky, Lucky Break
6
9th
+6/+1
+3
+6
+6
Bonus Feat, Compounded Luck
6
10th
+7/+2
+3
+7
+7
Lucky Break
7
11th
+8/+3
+3
+7
+7
Never had a Friend Like Me (Luck Feat)
7
12th
+9/+4
+4
+8
+8
Lucky Break, Salvaged Luck (Enemies)
8
13th
+9/+3
+4
+8
+8
Bonus Feat
8
14th
+10/+5
+4
+9
+9
Lucky Break, One Person's Luck
9
15th
+11/+6/+1
+5
+9
+9
Never had a Friend Like Me (Luck Feat)
9
16th
+12/+7/+2
+5
+10
+10
By the Skin of your Teeth, Lucky Break, Siphon Luck
10
17th
+12/+7/+2
+5
+10
+10
Bonus Feat
10
18th
+13/+8/+3
+6
+11
+11
From the Jaws of Defeat, Lucky Break
11
19th
+14/+9/+4
+6
+11
+11
Never had a Friend Like Me (Luck Feat)
11
20th
+15/+10/+5
+6
+12
+12
Lucky Break, Luck of the Gods
12
Class Features
All of the following are class features of the Fortune's Favored.
Weapon and Armor Proficiencies
A Fortune's Favored is proficient with all simple weapons and three martial weapons of their choice (this selection is made at character creation and once made cannot be changed). They are proficient with light armor, but not with shields.
Luck Dice
The very core of a Fortune's Favored prodigious good fortune is their ability to inherently push events into their favor. The Fortune's Favored begins each day with a number of "Luck Dice" as denoted on the table above. Whenever they are required to make a dice roll to determine the results of an action undertaken or reacted to, they may choose to expend one of their Luck Dice. If they choose to do this, they roll a 1d6 and add the result as a Luck bonus to the dice roll they wish to modify. A Fortune's Favored may elect to expend multiple Luck Dice on a single dice roll to be modified, but can only expend a number of Luck Dice on a single dice result equal to one quarter their total levels in this class (minimum 1). Expending Luck Dice in this manner requires no action and is considered part of the action that the modified dice roll uses. A Luck Dice cannot be expended to modify the result of other Luck Dice.
Luck Dice may be used to modify any of the types of dice rolls listed below, either before the result is known or after (at the Fortune's Favored's discretion):
Ability checks
Attack rolls
Damage rolls
Character level checks
Combat maneuver checks
Critical hit confirmation checks
Initiative checks
Saving throws
Skill checks
Recovering Luck Dice
Once expended, there are only a few way that a Fortune's Favored can gain back their precious resource:
By resting for eight, uninterrupted, hours the Fortune's Favored regains all their expended Luck Dice.
If their Luck Dice pool is empty, a Fortune's Favored regains a single Luck Die at the beginning of an encounter.
If the Fortune's Favored rolls a maximum result on a die (such as a 20 on a d20 or a 12 on a d12), they regain one Luck Die. This does not apply to any dice smaller than a d6 or Luck Dice.
By benefiting from their Salvaged Fortune class feature (detailed below)
Luck Dice and Other Rerolls
When a Fortune's Favored gains access to another ability/class feature/feat/racial trait/etc. that would grant them the ability to re-roll a dice result (other than their Lucky Break class feature), they instead increase the maximum size of their Luck Dice pool by one. They may also expend dice from their Luck Dice pool (at a one to one ratio) to fuel any such ability/class feature/feat/racial trait/etc. Expending Luck Dice in this manner uses the same type of action that using the ability/etc. normally would require. If the ability is normally usable only 1/day, the Fortune's Favored removes such a limitation.
Bonus Feat
At 1st level, and every four levels thereafter, the Fortune's Favored gains a bonus feat. This feat must be a feat with the Luck tag, Luck in its name or otherwise grant the ability to re-roll a dice result. The Fortune's Favored must also meet the prerequisites for selecting the feat.
Salvaged Luck (Su)
When great success is obtained in the attempt of an action there is luck that could have swayed the result one way or the other, but is instead unneeded and wasted. A Fortune's Favored abhors such abandonment of luck and instead squirrel it away for a rainy day. Starting at 1st level, when the Fortune's Favored succeeds against a check, on an attack roll or kills a creature with a dice based effect (usually hit point damage) they regain a Luck Die for every five points they exceed they required result by (assuming there is room in their Luck Dice Pool). At 6th level, the Fortune's Favored regains Luck Dice if any ally within sixty feet of them meet the requirements mentioned above. At 12th level this applies to enemies within sixty feet of the Fortune's Favored. A Fortune's Favored can only benefit from their Salvaged Luck class feature once per round.
Lucky Break (Ex)
Things always just seem to go the right way for a Fortune's Favored. They always strike the sweet spot on a foe for massive damage, they always find the right handhold on a rock face and they always manage to resist outside influences that would bring them to ruin. Starting at 2nd level, a Fortune's Favored selects one of the kinds of dice rolls listed below and may choose to re-roll a result and take the higher of the two. They select an additional type of action to be affected for every two levels they possess past the first, to a maximum of ten at 20th level. The Fortune's Favored can use this ability a number of times per day equal to 3 + their Charisma modifier and may only affect a single dice result with this ability a number of times equal to one quarter their class level (minimum 1).
Ability checks
Attack rolls
Combat maneuver checks
Critical hit confirmations
Damage rolls
Dice based healing
Initiative checks
Saving throws
Skill checks
Stabilization checks
Never had a Friend Like Me (Su)
A Fortune's Favored's luck can be quite contagious, if they so choose to work it for the good of their compatriots. At 3rd level, the Fortune's Favored may impart a Luck Die to a willing creature. As a full-round action, the Fortune's Favored lays hands on the creature and reduces the size of their Luck Dice pool by one. The affected creature gains the Luck Dice and Salvage Luck class feature for twenty four hours, at which point the Luck Die returns to the Fortune's Favored and the affected creature loses the class features. The Fortune's Favored may affect a number of creatures per day equal to 1+ their Charisma modifier (minimum 1).
At 7th level, the creature imparted a Luck Die by a Fortune's Favored also gain access to one Luck feat possessed by the Fortuen's Favored (but not the additional Luck re-roll). The affected creature gains access to an additional feat for every four levels past this, to a maximum of 4 feats at 19th level.
Right Place at the Right Time (Su)
A Fortune's Favored can be quite hard to injure during combat; sudden movements and happenstance shifting the battle so that the Fortune's Favored just manages to dodge blows that would otherwise fell them. At 4th level, as an immediate action, the Fortune's Favored may expend a Luck Die, gaining a luck bonus to their armor class equal to one quarter their class level (minimum +1) for one round. They may use this ability before or after the result of an attack roll against them is known.
The Lucky Number (Ex)
A Fortune's Favored connection to the winds of Luck are far stronger than nearly any other creature; so in tune with it are they that they can willingly sacrifice parts of themselves to strengthen their connection. Once per day, by performing a 10 minute ritual of meditation while surrounded by objects brought to them because of their own luck and accomplishments, the Fortune's Favored can expend 1000 experience points to gain another Luck feat that they don't already possess. They may perform this ritual as often as they wish, but every feat gained past the first costs an additional 1,000 experience points to obtain.
Born Lucky (Ex)
The Fortune's Favored's blessed nature has become so potent that it reaches back retroactively, making them far haler and healthier an individual than they may have been originally. At 8th level, the Fortune's Favored is treated as if they had gotten the maximum result for their previous hit dice from this class. From that point onward, when leveling up, the Fortune's Favored rolls their hit die twice and takes the better of the two results.
Compounded Luck (Su)
For a Fortune's Favored, good luck rarely happens by itself, preferring to bring lots of friends along to make things more interesting. At 9th level, when the Fortune's Favored rolls a maximum result on a dice roll (except with a Luck Die), they may expend a Luck Die. If they do so they, roll the dice a second time, adding the new result to the original result. They may continue doing this as long as they roll a maximum result.
One Person's Luck (Su)
The Fortune's Favored luck can quite easily turn into another person's misfortune. At 14th level, when the Fortune's Favored successfully saves against an ability, spell or other effect, they may expend a Luck Die to rebound it back on its original user. The ability/spell/etc. has the same area of effect, uses the same attack roll and has the same save DC to overcome as it had when used against the Fortune's Favored. The Fortune's Favored may choose to expend an additional Luck Die to choose not only the target of the rebounded effect (within the normal range allowed with the Fortune's Favored as the point of origin from effects that originate from the user) but also replace the save DC with 10+ 1/2 their level + their Charisma modifier (though only if this would be higher than its original DC).
By the Skin of your Teeth (Su)
A Fortune's Favored does not die easy, the fates arranging to preserve the continuation of their destiny. At 16th level, when a Fortune's Favored would be killed, would be rendered unplayable or would lose control of their character, they may expend half of their current Luck dice pool, rounded up, (minimum 1) to negate the effect. Formerly successful attacks instead miss, targeted spells fizzle, area of effects leave curious person shaped holes, damage is prevented, supernatural abilities fail to take hold and similar consequences fall from the use of this class feature.
Siphon Luck (Su)
A Fortune's Favored begins to become not only a paragon of fortuitous success but also a beacon of ill fortune and misery for those who would cross them. At 16th level, when an enemy would activate the Fortune's Favored's Salvaged Luck class feature, they must make a Will Save (DC 10 + one half the Fortune's Favored class level + their Charisma modifier). If they pass, the creature is dazed for a number of rounds equal to the Fortune's Favored's Charisma modifier. If they fail the save, they must roll twice on all dice rolls and take the lower result for a number of rounds equal to the Fortune's Favored's Charisma modifier. Regardless if the pass or fail, a creature can only be affected by a Fortune's Favored's Siphon Luck class feature once per day.
From the Jaws of Defeat (Su)
It is quite hard for a Fortune's Favored to have a bad day or taste the bitter flavor of defeat in their mouth when they do not wish to. At 18th level, the Fortune's Favored may expend half of their current Luck Dice pool, rounded up, to treat a result on any dice roll that is not the maximum value for the roll as if the maximum value had been rolled. This does not activate the Compounded Luck class feature or anything else that would trigger from rolling the maximum result (such as a natural 20 being an automatic success or requiring a critical hit confirmation).
Luck of the Gods
The Fortune's Favored's luck has become so legendary, so influential in the lives of those they have touched or who have even heard of them, that they become a living conduit for Luck itself.
At 20th level, A Fortune's Favored benefits from the following:
Any Luck bonus the Fortune's Favored benefits from is increased by 2 and has its duration increased by one step (to a maximum of one day).
When recovering Luck Dice, the Fortune's Favored regains one additional Luck Die.
The Fortune's Favored receives max hit points on each hit die they received from this class.
This class was inspired mostly by Amechra's Nord's Blade (http://www.minmaxboards.com/index.php?topic=4779.msg67484#msg67484). I really like the concept of the class and its execution, but I wanted to try my hand at making something similar that didn't rely on variant rules from Unearthed Arcana or being an Initiator (which is as much a go to "make a good class" feature as spellcasting or manifesting are).
09/01/2014 - Class made.
Six Luck feats added.
Another Lucky Break feat added.
09/02/2014 - Four Luck feats added.
Luck of the Gods luck bonus increased and luck bonus duration modifier increased from doubling duration to increasing it by one step.
Font of Luck and Lucky Start feats added.
09/03/2014 - Lucky Gambler feat removed.
Lucky Skill, Sublime Luck and Lucky Stance feats added.
09/04/2014 - One Person's Luck and From the Jaws of Defeat class features added.
Will save upgraded from Poor to Good.
Luck Die sized increased to d6 and one additional die received at each level.
Lucky Break moved to level 2 and Bonus Feats moved to level 1.
Tied to Fate class feature added.
Forgotten rules text added to Right Place at the Right Time.
Born Lucky class feature rewritten.
Never had a Friend Like Me class feature added.
Luck of the Gods class feature updated.
Clarifying rules text added to Lucky Stance feat.
Additional ability added to Never Had a Friend Like Me.
09/06/2014 - Tied to Fate class feature removed.
Further clarifying rules text added to Luck Dice and Lucky Break class features.
Luck of the Gods class feature updated.
Born Lucky class feature re-written.
Skill points per level increased from 4 to 6.
Cleaned up some language in the Never had a Friend Like Me class feature.
09/07/2014 - Clarifying text added to By the Skin of your Teeth
09/11/2014 - The Lucky Number class feature added.
http://www.pdclipart.org/albums/Sports_and_Recreation__Parlor_Games/Dice_Picture.png
The image used above is part of the public domain, as provided by Public Domain Clip Art.
"Luck is a very thin wire between survival and disaster, and not many people can keep their balance on it." - Hunter S. Thompson
Great and powerful forces shape and maintain the continued existence of the multiverse, being multitude in number and varied in definition. If you were to ask a scholar, they may speak of gravity, weak and strong force and electromagnetism. If you were to ask a man of the cloth, he would speak of how the will and all encompassing power of their god(s) were what stoked the fire of creation and whom keep it burning. If you were to ask a wizard, sequestered behind his enchanted doors in a forgotten tower away from civilization, he would flatly tell you "Magic". But if you were to ask the common man, even if he was aware of all the other "answers", he would tell you that Luck is the strongest of forces and is what keeps it all spinning. And in a cosmology where science, belief and the supernatural all collide, this blue collar opinion becomes just as valid, if not more so, than any of the others.
Luck, as capricious as the wind, is possessed by all things, both the living, the unliving and the animated. It is an invisible hand that guides from the infinity of possibles to the one truth (at least in this universe) that comes from any attempted action or experienced occurrence. Many venerate it as if it were a deity and many ignore it, but all float like detritus down the bosom of this great metaphysical river. But like a real river there are those who do not passively follow the current; no, they move amongst it, bending it to their will and benefit (either knowingly or unknowingly) and (usually) to the detriment of those who oppose them. They become masters of their own destiny, wresting control from that invisible hand to guide themselves down a path far better suited to their own wishes and designs.
Where a barbarian makes his will manifest through incredible strength, a fighter through hard earned martial skill and the wizard through long introspection into the metaphysical properties of the world, the Fortune's Favored takes the path of least resistance. They don't take the hard path of their contemporaries and peers, instead just making it so that everything comes easy to them, the universe served up on a silver platter. For, at the end of the day, what is ultimately important is that results are found and that the hero saves the day (or the villain conquerors it). Who cares if this took no more exertion than just waking up that morning and taking a step outside one's front door?
Role: A Fortune's Favored can aptly be found either on or off the battlefield. On it they are mobile attackers, like the rogue or monk, as they do not have the formidable defenses to weather long the attention of a brutish foe. They quickly find the right spot to hit, exploit it and move on as soon as possible. Out of combat they easily fill the role of skill monkey, similar to the rogue or bard, bringing their luck to bare for their benefit and that of their party members.
Alignment: Though a Fortune's Favored may be of any alignment, they naturally gravitate towards those of a Chaotic bent, matching the supremely chaotic force they manipulate.
Hit Die: d8
Starting Gold: As bard.
Class Skills
The Fortune's Favored's class skills (and the key ability for each skill) are Acrobatics (Dexterity), Bluff (Charisma), Craft (Wisdom), Diplomacy (Charisma), Disable Device (Dexterity), Disguise (Charisma), Escape Artist (Dexterity), Knowledge (Local), Linguistics (Intelligence), Perception (Wisdom), Profession (Wisdom), Sleight of Hand (Dexterity), Sense Motive (Wisdom) and Stealth (Dexterity).
Skill Ranks per Level: (6 + Int modifier)
Fortune's Favored
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Luck Dice
1st
+0
+0
+2
+2
Bonus Feat, Salvaged Luck
2
2nd
+1
+0
+3
+3
Lucky Break
3
3rd
+2
+1
+3
+3
Never had a Friend Like Me
3
4th
+3
+1
+4
+4
Lucky Break, Right Place at the Right Time
4
5th
+3
+1
+4
+4
Bonus Feat, The Lucky Number
4
6th
+4
+2
+5
+5
Lucky Break, Salvaged Luck (Allies)
5
7th
+5
+2
+5
+5
Never had a Friend Like Me (Luck Feat)
5
8th
+6/+1
+2
+6
+6
Born Lucky, Lucky Break
6
9th
+6/+1
+3
+6
+6
Bonus Feat, Compounded Luck
6
10th
+7/+2
+3
+7
+7
Lucky Break
7
11th
+8/+3
+3
+7
+7
Never had a Friend Like Me (Luck Feat)
7
12th
+9/+4
+4
+8
+8
Lucky Break, Salvaged Luck (Enemies)
8
13th
+9/+3
+4
+8
+8
Bonus Feat
8
14th
+10/+5
+4
+9
+9
Lucky Break, One Person's Luck
9
15th
+11/+6/+1
+5
+9
+9
Never had a Friend Like Me (Luck Feat)
9
16th
+12/+7/+2
+5
+10
+10
By the Skin of your Teeth, Lucky Break, Siphon Luck
10
17th
+12/+7/+2
+5
+10
+10
Bonus Feat
10
18th
+13/+8/+3
+6
+11
+11
From the Jaws of Defeat, Lucky Break
11
19th
+14/+9/+4
+6
+11
+11
Never had a Friend Like Me (Luck Feat)
11
20th
+15/+10/+5
+6
+12
+12
Lucky Break, Luck of the Gods
12
Class Features
All of the following are class features of the Fortune's Favored.
Weapon and Armor Proficiencies
A Fortune's Favored is proficient with all simple weapons and three martial weapons of their choice (this selection is made at character creation and once made cannot be changed). They are proficient with light armor, but not with shields.
Luck Dice
The very core of a Fortune's Favored prodigious good fortune is their ability to inherently push events into their favor. The Fortune's Favored begins each day with a number of "Luck Dice" as denoted on the table above. Whenever they are required to make a dice roll to determine the results of an action undertaken or reacted to, they may choose to expend one of their Luck Dice. If they choose to do this, they roll a 1d6 and add the result as a Luck bonus to the dice roll they wish to modify. A Fortune's Favored may elect to expend multiple Luck Dice on a single dice roll to be modified, but can only expend a number of Luck Dice on a single dice result equal to one quarter their total levels in this class (minimum 1). Expending Luck Dice in this manner requires no action and is considered part of the action that the modified dice roll uses. A Luck Dice cannot be expended to modify the result of other Luck Dice.
Luck Dice may be used to modify any of the types of dice rolls listed below, either before the result is known or after (at the Fortune's Favored's discretion):
Ability checks
Attack rolls
Damage rolls
Character level checks
Combat maneuver checks
Critical hit confirmation checks
Initiative checks
Saving throws
Skill checks
Recovering Luck Dice
Once expended, there are only a few way that a Fortune's Favored can gain back their precious resource:
By resting for eight, uninterrupted, hours the Fortune's Favored regains all their expended Luck Dice.
If their Luck Dice pool is empty, a Fortune's Favored regains a single Luck Die at the beginning of an encounter.
If the Fortune's Favored rolls a maximum result on a die (such as a 20 on a d20 or a 12 on a d12), they regain one Luck Die. This does not apply to any dice smaller than a d6 or Luck Dice.
By benefiting from their Salvaged Fortune class feature (detailed below)
Luck Dice and Other Rerolls
When a Fortune's Favored gains access to another ability/class feature/feat/racial trait/etc. that would grant them the ability to re-roll a dice result (other than their Lucky Break class feature), they instead increase the maximum size of their Luck Dice pool by one. They may also expend dice from their Luck Dice pool (at a one to one ratio) to fuel any such ability/class feature/feat/racial trait/etc. Expending Luck Dice in this manner uses the same type of action that using the ability/etc. normally would require. If the ability is normally usable only 1/day, the Fortune's Favored removes such a limitation.
Bonus Feat
At 1st level, and every four levels thereafter, the Fortune's Favored gains a bonus feat. This feat must be a feat with the Luck tag, Luck in its name or otherwise grant the ability to re-roll a dice result. The Fortune's Favored must also meet the prerequisites for selecting the feat.
Salvaged Luck (Su)
When great success is obtained in the attempt of an action there is luck that could have swayed the result one way or the other, but is instead unneeded and wasted. A Fortune's Favored abhors such abandonment of luck and instead squirrel it away for a rainy day. Starting at 1st level, when the Fortune's Favored succeeds against a check, on an attack roll or kills a creature with a dice based effect (usually hit point damage) they regain a Luck Die for every five points they exceed they required result by (assuming there is room in their Luck Dice Pool). At 6th level, the Fortune's Favored regains Luck Dice if any ally within sixty feet of them meet the requirements mentioned above. At 12th level this applies to enemies within sixty feet of the Fortune's Favored. A Fortune's Favored can only benefit from their Salvaged Luck class feature once per round.
Lucky Break (Ex)
Things always just seem to go the right way for a Fortune's Favored. They always strike the sweet spot on a foe for massive damage, they always find the right handhold on a rock face and they always manage to resist outside influences that would bring them to ruin. Starting at 2nd level, a Fortune's Favored selects one of the kinds of dice rolls listed below and may choose to re-roll a result and take the higher of the two. They select an additional type of action to be affected for every two levels they possess past the first, to a maximum of ten at 20th level. The Fortune's Favored can use this ability a number of times per day equal to 3 + their Charisma modifier and may only affect a single dice result with this ability a number of times equal to one quarter their class level (minimum 1).
Ability checks
Attack rolls
Combat maneuver checks
Critical hit confirmations
Damage rolls
Dice based healing
Initiative checks
Saving throws
Skill checks
Stabilization checks
Never had a Friend Like Me (Su)
A Fortune's Favored's luck can be quite contagious, if they so choose to work it for the good of their compatriots. At 3rd level, the Fortune's Favored may impart a Luck Die to a willing creature. As a full-round action, the Fortune's Favored lays hands on the creature and reduces the size of their Luck Dice pool by one. The affected creature gains the Luck Dice and Salvage Luck class feature for twenty four hours, at which point the Luck Die returns to the Fortune's Favored and the affected creature loses the class features. The Fortune's Favored may affect a number of creatures per day equal to 1+ their Charisma modifier (minimum 1).
At 7th level, the creature imparted a Luck Die by a Fortune's Favored also gain access to one Luck feat possessed by the Fortuen's Favored (but not the additional Luck re-roll). The affected creature gains access to an additional feat for every four levels past this, to a maximum of 4 feats at 19th level.
Right Place at the Right Time (Su)
A Fortune's Favored can be quite hard to injure during combat; sudden movements and happenstance shifting the battle so that the Fortune's Favored just manages to dodge blows that would otherwise fell them. At 4th level, as an immediate action, the Fortune's Favored may expend a Luck Die, gaining a luck bonus to their armor class equal to one quarter their class level (minimum +1) for one round. They may use this ability before or after the result of an attack roll against them is known.
The Lucky Number (Ex)
A Fortune's Favored connection to the winds of Luck are far stronger than nearly any other creature; so in tune with it are they that they can willingly sacrifice parts of themselves to strengthen their connection. Once per day, by performing a 10 minute ritual of meditation while surrounded by objects brought to them because of their own luck and accomplishments, the Fortune's Favored can expend 1000 experience points to gain another Luck feat that they don't already possess. They may perform this ritual as often as they wish, but every feat gained past the first costs an additional 1,000 experience points to obtain.
Born Lucky (Ex)
The Fortune's Favored's blessed nature has become so potent that it reaches back retroactively, making them far haler and healthier an individual than they may have been originally. At 8th level, the Fortune's Favored is treated as if they had gotten the maximum result for their previous hit dice from this class. From that point onward, when leveling up, the Fortune's Favored rolls their hit die twice and takes the better of the two results.
Compounded Luck (Su)
For a Fortune's Favored, good luck rarely happens by itself, preferring to bring lots of friends along to make things more interesting. At 9th level, when the Fortune's Favored rolls a maximum result on a dice roll (except with a Luck Die), they may expend a Luck Die. If they do so they, roll the dice a second time, adding the new result to the original result. They may continue doing this as long as they roll a maximum result.
One Person's Luck (Su)
The Fortune's Favored luck can quite easily turn into another person's misfortune. At 14th level, when the Fortune's Favored successfully saves against an ability, spell or other effect, they may expend a Luck Die to rebound it back on its original user. The ability/spell/etc. has the same area of effect, uses the same attack roll and has the same save DC to overcome as it had when used against the Fortune's Favored. The Fortune's Favored may choose to expend an additional Luck Die to choose not only the target of the rebounded effect (within the normal range allowed with the Fortune's Favored as the point of origin from effects that originate from the user) but also replace the save DC with 10+ 1/2 their level + their Charisma modifier (though only if this would be higher than its original DC).
By the Skin of your Teeth (Su)
A Fortune's Favored does not die easy, the fates arranging to preserve the continuation of their destiny. At 16th level, when a Fortune's Favored would be killed, would be rendered unplayable or would lose control of their character, they may expend half of their current Luck dice pool, rounded up, (minimum 1) to negate the effect. Formerly successful attacks instead miss, targeted spells fizzle, area of effects leave curious person shaped holes, damage is prevented, supernatural abilities fail to take hold and similar consequences fall from the use of this class feature.
Siphon Luck (Su)
A Fortune's Favored begins to become not only a paragon of fortuitous success but also a beacon of ill fortune and misery for those who would cross them. At 16th level, when an enemy would activate the Fortune's Favored's Salvaged Luck class feature, they must make a Will Save (DC 10 + one half the Fortune's Favored class level + their Charisma modifier). If they pass, the creature is dazed for a number of rounds equal to the Fortune's Favored's Charisma modifier. If they fail the save, they must roll twice on all dice rolls and take the lower result for a number of rounds equal to the Fortune's Favored's Charisma modifier. Regardless if the pass or fail, a creature can only be affected by a Fortune's Favored's Siphon Luck class feature once per day.
From the Jaws of Defeat (Su)
It is quite hard for a Fortune's Favored to have a bad day or taste the bitter flavor of defeat in their mouth when they do not wish to. At 18th level, the Fortune's Favored may expend half of their current Luck Dice pool, rounded up, to treat a result on any dice roll that is not the maximum value for the roll as if the maximum value had been rolled. This does not activate the Compounded Luck class feature or anything else that would trigger from rolling the maximum result (such as a natural 20 being an automatic success or requiring a critical hit confirmation).
Luck of the Gods
The Fortune's Favored's luck has become so legendary, so influential in the lives of those they have touched or who have even heard of them, that they become a living conduit for Luck itself.
At 20th level, A Fortune's Favored benefits from the following:
Any Luck bonus the Fortune's Favored benefits from is increased by 2 and has its duration increased by one step (to a maximum of one day).
When recovering Luck Dice, the Fortune's Favored regains one additional Luck Die.
The Fortune's Favored receives max hit points on each hit die they received from this class.
This class was inspired mostly by Amechra's Nord's Blade (http://www.minmaxboards.com/index.php?topic=4779.msg67484#msg67484). I really like the concept of the class and its execution, but I wanted to try my hand at making something similar that didn't rely on variant rules from Unearthed Arcana or being an Initiator (which is as much a go to "make a good class" feature as spellcasting or manifesting are).
09/01/2014 - Class made.
Six Luck feats added.
Another Lucky Break feat added.
09/02/2014 - Four Luck feats added.
Luck of the Gods luck bonus increased and luck bonus duration modifier increased from doubling duration to increasing it by one step.
Font of Luck and Lucky Start feats added.
09/03/2014 - Lucky Gambler feat removed.
Lucky Skill, Sublime Luck and Lucky Stance feats added.
09/04/2014 - One Person's Luck and From the Jaws of Defeat class features added.
Will save upgraded from Poor to Good.
Luck Die sized increased to d6 and one additional die received at each level.
Lucky Break moved to level 2 and Bonus Feats moved to level 1.
Tied to Fate class feature added.
Forgotten rules text added to Right Place at the Right Time.
Born Lucky class feature rewritten.
Never had a Friend Like Me class feature added.
Luck of the Gods class feature updated.
Clarifying rules text added to Lucky Stance feat.
Additional ability added to Never Had a Friend Like Me.
09/06/2014 - Tied to Fate class feature removed.
Further clarifying rules text added to Luck Dice and Lucky Break class features.
Luck of the Gods class feature updated.
Born Lucky class feature re-written.
Skill points per level increased from 4 to 6.
Cleaned up some language in the Never had a Friend Like Me class feature.
09/07/2014 - Clarifying text added to By the Skin of your Teeth
09/11/2014 - The Lucky Number class feature added.