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Fortune (3.5e Class)

884 bytes added, 14:52, 11 January 2016
Making a Fortune
|special1=Bonus Feat, Luck Pool, Plot Armor, Qualified
|special2=Bonus Feat, Luck Dice (1d4, 1/round)
|special3=Evasion, Never One to Fail
|special4=Item Knack, Luck Dice (1d6)
|special5=Natural 5
|special7=Exploding Dice, Luck Dice (2/day)
|special8=Luck Dice (1d10)
|special9=Cheating the Game, Improved Evasion
|special10=Bonus Feat, Luck Dice (2d6), Natural 10
|special11=Misfortune
|special13=Second Chance
|special14=Bonus Feat, Luck Dice (2d6+1d6)
|special15=Mettle, Natural 15
|special16=Luck Dice (2d6+1d8)
|special17=Luck Dice (4/round), Winning the Game
At 7th level the fortune can use his luck dice 2 times in a round, such as on two attacks or an attack and a saving throw, and an additional use per round is granted every five levels (12th, 17th, etc).
'''{{Anchor|Evasion}} {{Ex}}:''' At 3rd level, the fortune gains evasion like a [[monk]]. This ability cannot be used on any saves you have used luck rerolls or luck pool for.
'''{{Anchor|Never One to Fail}} {{Ex}}:''' At 3rd level, the fortune just cannot fail. All natural 1s are treated as a natural 2.
'''{{Anchor|Cheating the Game}} {{Ex}}:''' At 9th level, the fortune can cheat when it comes to luck. Whenever there is a random chance from an effect (such as the effects of ''[[SRD:Confusion|confusion]]'' or pulling from a [[SRD:Deck of Many Things|Deck of Many Things]]) you can roll twice and take the better result. It doesn't apply to attack rolls, saves, skills, or anything else which doesn't have at least three different results possible.
 
'''{{Anchor|Improved Evasion}} {{Ex}}:''' At 9th level, the fortune gains evasion like a [[monk]]. This ability cannot be used on any saves you have used luck rerolls or luck pool for.
'''{{Anchor|Natural 10}} {{Ex}}:''' At 10th level, the fortune can take 10 on any d20 roll. It can be used once per minute.
'''{{Anchor|Second Chance}} {{Ex}}:''' At 13th level, the fortune who failed a saving throw against an effect with a duration can attempt another saving throw at the beginning of the next round against the effect. If successful he treats himself as having made the saving throw, though any damage or instantaneous effects endure. A fortune can de-petrify themselves like this or come back from the dead after failing a save vs death. He may do this once per encounter (or once per minute outside of combat).
 
'''{{Anchor|Mettle}} {{Ex}}:''' At 15th level, the fortune gains mettle. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping fortune does not gain the benefit of mettle. This ability cannot be used on any saves you have used luck rerolls or luck pool for.
'''{{Anchor|Natural 15}} {{Ex}}:''' At 15th level, the fortune can take 15 on any d20 roll. It can be used once per hour.