Fortune's Fool (3.5e Prestige Class)

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Fortune's Fool

Some Bastards are lucky, Some Bastards are fast, Some Bastards are dead... you better be fast or lucky
—The fastest man of the Watertown, one of the twenty survivors, the fifth man safe from the mountain., From the Publication of Archeology of Watertown Dist. 1st age 3402

Luck runs in the veins of a Fortune's Fool instead of blood. They beat the odds with heavy clubs about the face and body. The have embraced Fate and Fate has returned the kiss.

Becoming a Fortune's Fool

You kind of just fall into becoming a Fortune's Fool.

Entry Requirements
Alignment: Any.
Race: Any, but Fortune's Fool seem to pull from the same races that focus on Luck, namely humans and halflings good luck, dour dwarfs and humans for bad luck.
Feats: Any two luck feats
Skills 7 ranks in any 7 skills
Special Patron God must be a god of Luck or Fate or Destiny
Table: The Fortune's Fool

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spellcasting
FortRefWill
1st+1+0+0+0 Jinx, Lucky
2nd+2+0+0+0 Fortunate, Luck Streak, Extra Luck Feat +1 of existing arcane spell casting class
3rd+3+1+1+1 Sminch, Slippery
4th+4+1+1+1 Bad Mojo, Extra Luck Feat +1 of existing arcane spell casting class
5th+5+1+1+1 Double or Nothing
6th+6/+1+2+2+2 Lucky Enough, Extra Luck Feat +1 of existing arcane spell casting class
7th+7/+2+2+2+2 Good with the Bad
8th+8/+3+2+2+2 Pluck O' Luck, Extra Luck Feat +1 of existing arcane spell casting class
9th+9/+4+3+3+3 Knock on Wood
10th+10/+5+3+3+3 Twinkle in the Eye, Extra Luck Feat +1 of existing arcane spell casting class

Class Skills (4 + Int modifier per level)
Bluff (Chr), Climb (Str), Craft (Int), Escape Artist (Dex), Gather Information (Chr), Jump (Str),Profession [Gambler], Ride (Dex), Search (Int), Sense Motive (Wis), Sleight Of Hand (Dex), Spot (Wis), Tumble (Dex) and Use Magic Device (Chr). |}

Class Features

Spellcasting : At each even-numbered level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a fortune’s fool, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Jinx (Ex): At 1st level a Fortune's Fool gains the power to negatively alter others fate as swift action. A Fortune's Fool can expend on luck reroll to force a target to Reroll a roll that was successful (attack, skill check, save, ect.) The target's Reroll gains a -1 per Luck reroll the Fortune's Fool has remaining for that day (minimum of 1). Target's can only be the target of a Jinx once per day and only targets within 30 feet.

Lucky (Ex):At 1st level a Fortune's Fool gains an extraordinary ability to reroll a roll as a free action. If the Rerolls are for a Saving Throw roll then the Reroll gains a +1 luck bonus per Luck reroll the Fool has remaining for the day. A Fortune's Fool gains 1 Reroll per level per day. Additionally, a Fortune’s Fool may grant each ally within 15 feet the ability to reroll one roll per day, as if they had the fortune ability, they use the Fool's luck bonus.

Bonus Luck Feat : At each even-numbered level, you gain a bonus luck feat for which you meet the prerequisite.

Fortunate (Ex): At 2nd level a Fortune's Fool gains a gains +1 on all rolls (Attacks, Skills, Saves, ect)and gains +1 to AC. They take 1 less damage when damaged and random negative durations are shorten by 1, damage reduced can not be reduced below 1.

Luck Streak (Ex): At 2nd level a Fortune's Fool gains the ability to keep their luck going. As a free action once per day a Fortune's Fool may keep the numerical result they rolled for the next three consecutive rolls without rolling when doing the same activity taken with in the next hour. This can be used for skill checks, saves or attacks, once picked for that day it can not switched until the next day.

Sminch (Su): The hand of Fate guides a Fortune's Fool as a result aggressive actions against them often go awry due a sudden inexplicable change in their position or something blocking the path to Fortune's Fool at just the right time. At 3rd level a Fortune's Fool gains the Sminch ability. Any time a Fortune's Fool is targeted by an aggressive action or when it is beneficial for the Fortune Fool to have concealment,an aggressor must a Reflex Save DC 10 + Fortune's Fool Level + 1 per per Luck reroll the Fool has remaining for the day, else the Fortune's Fool gains the benefit of partial concealment that round. Spells that require line of sight and attacks have 20% chance to miss or fail. Once a target succeeds the saving throw, they are immune to the effects of Sminch for 24 hours.

Slippery (Su):1/day as free action Fortune's Fool gains Freedom of Movement as the spell for the round and may immediately move 10 feet, this costs 5 luck rerolls. This can happen at any time, negating spell effects or an attacker's melee attack that depend on range or line of sight. No damage or reactions happen as a result of moving such as Attacks of Opportunity but results may occur from the new location such as moving off a cliff.

Bad Mojo (Sp): At 4th level a Fortune's Fool gains the Bad Mojo ability. As a standard action a Fools Fortune can expend 3 luck rerolls to cause a target to suffer the effects of a Bestow Curse spell as a spell-like ability for 1 hour per level of Fool(dc 10 + Fool's class level + luck feats).

Double or Nothing (Ex): At 5th level a Fortune's Fool gains the Double or Nothing ability. By expending a luck reroll as a free or immediate action a Fortune's Fool may target an effect and calling either double or nothing, flip a coin and call it, if you call it correct the effect is affected in the desired mannar. Failure to call has the reverse effect. The effect can not be altered further.

Lucky Enough (Ex): At 6th level a Fortune's Fool gains the Lucky Enough ability. A Fortune's Fools gains a boon in +1 bonuses that they can apply to any roll, after the roll. Lucky Enough is used as a free action. They gain 1 boon per level of Fortune's Fool. They can use only 1 boon per level of Fortune's Fool a day. They may use 1 at time or all at once or any combination they see fit. The boon is restored upon rolling a 20 or a 100 gold piece donation per boon to their Patron deity.

Good with the Bad (Ex): A Fortune's Fool is beneficiary of other people's luck. At 7th level a Fortune's Fool gain the Good with the Bad ability. Anytime an Ally or Enemy within 30 feet rolls a natural 20 or 1 respectfully a Fortune's Fool gains a one luck reroll and a +2 circumstance bonus on their next roll, this effect stacks with itself.

Pluck O Luck (Ex): At 8th level a Fortune's Fool gains Pluck O Luck. Once per day, a Fool can redirect an attack or spell targeted toward them to another target at the cost of 2 luck rerolls. That target cannot be the initiator of the action, but it can be redirected at an inanimate object or initiator's ally.

Knock on Wood (Sp):At 9th level a Fortune's Fool gains Knock on Wood ability. A Fortune's Fool can use a move action to expend a luck reroll, reciting protective charm, this charm grants an ally and self spell resistance against a specific spell or effect. The spell resistance is equal to the Fool's character level + 1 per Luck reroll.

Twinkle (Su): At 10th level a Fortune's Fool gains a minute of perfection every day that shows up as a twinkle in a smile or the eye. The effects of Twinkle must be continuous lasting for 10 rounds. A Fortune's Fool can choose one of the following effect each round, changing every round;
You are effected as if Hasted.
All skill check on that round gain +20
All your saving throws gain a +15
All your attacks that round gain a +10
A +10 to AC
Effects must be choose before the round begins.

Ex-Fortune's Fools

Fortune's Fools who forsake their Deity of Luck, Fate or Destiny find themselves cut off from all luck feat benefits until they reconnect with their Deity and take a deadly foolish risk in their name.

Campaign Information

Playing a Fortune's Fool

Combat: Fortune's Fools are the glass cannon's who get a do over, or the fighter whose bumbling always seems to work out. Their luck moves the baseline of the fight while everyone was too busy fighting to notice.

Advancement: Rogues and gamblers reach for this class more than any other, but anyone whom the dice don't favor can find solace that this class makes bad luck seem meh and good luck last for ages. Typically after dipping into this class players seek even more luck in being Fortune's Friend.

Resources: These bumbling rapscallions get away with much. From going head to head with dragons (while the rest of the party watches in horrified awe), to defeating arch mages on their own... only to biff it trying to hit the broad side of a barn. Luck is still luck my friends, and fortune only smiles so much.

Fortune's Fools in the World


NPC Reactions:

Fortune's Fool Lore

Characters with ranks in Knowledge (arcana) or Knowledge (local) can research fortune’s fool to learn more about them. When a character succeeds on a skill check, the following lore is revealed, including the information from lower DCs.

DC 10: A fortune’s fool is lucky. Almost too lucky.

DC 15: A fortune’s fool lives by luck alone. Nothing ever seems to get him down because—for him at least—everything works out in the end.

DC 20: A fortune’s fool can sometimes cheat death. PCs rarely go looking for a fortune’s fool. A meeting just happens, as long as that would be lucky for him.

Fortune's Fools in the Game


Adaptation:

Sample Encounter:

EL whatever:


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gollark: This would really be easier if they had actually bothered to put comments in this. I've worked out that it is in fact *not* a `seq.insert` call precisely, but I don't know what it's meant to be doing.
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