Best Fortunate Player (no Homebrew) (3.5e Optimized Character Build)

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Creating Best Fortunate Player (no Homebrew)

Introduction[edit]

EDIT 24/11/2023

I modified the Halfling subrace, introducing one that guarantees 2 feat needed, and then updating the table and inserting 2 new lucky feats.
You loose the last one domain, but gain the ability to use the arcane magic.

In this class I present the long-awaited and agonized "Lucky Friend".
Despite appearances, the realization of this class took me away about 30h, evaluating with extreme attention feats and growth.
This class bases its fighting power on both magic and hand-to-hand combat, but its true strength is the disproportionate luck that drives it.

The first 3 levels are from Cleric, with the replacement of Cloistered Cleric, who grants a bonus domain in addition to the two bases of the cleric.
In the third level we take the telento of the Weapon Focus Battleaxe (heroineus deity weapon), which is the prerequisite for the Ordained Champion

At the fourth level you pass to the first class of prestige that is the Church Inquisitor, This class serves to get only an additional bonus domain, without taking anything away from the cleric class, but even adding an evil detect.
At the fifth level we take the Ordain Champions, this class allows you to turn any number of Domains into feats. We take the Knowledge domain and the Inquisition Domain and turn them into the feats: Dodge and Great Fortitude.
We also get the war domain for free that as clerics we turn into the War devotion feat.

At the sixth level we finally take the Fortune’s Friend, with the prerequisites satisfied (+3bab, Any skill 8 ranks (Knowledge (religion) 8 ranks), Luck any feat (Lucky start))
Still in the sixth level we take the Dallah Thaun’s Luck feat, which is the prerequisite for the Luckstealer. As well it is a good lifesaver of additional luck.
Completed the Fortune’s Friend class at level 10, we find ourselves with 4 lucky feats, and a series of skills dedicated solely to luck, let’s say we are already extremely lucky.

But it is not enough.
At the eleventh level with a prerequisite of only Knowledge (religion) 13 ranks, reached the tenth level we take the contemplative class, getting a fourth bonus domain that is Mystification.
Right now we have 3 domains, so 3 spell slots automatically prepared by spell level, given by extra domains, but most importantly 3 powers given by domains dedicated solely to luck, which are:
MYSTICISM DOMAIN: Once per day, you may use a free action to channel your deity’s power to grant yourself a luck bonus on your saving throws equal to your Charisma modifier (minimum +1). This is a supernatural ability and its effects last for 1 round.
LUCK DOMAIN: You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll.
PRIDE DOMAIN: Whenever you roll a 1 on a saving throw you may immediately reroll the save. You must keep the result of the second roll, even if it results in the roll of another 1.

Our luck is on the edge, now we start to steal some of the luck of our enemies, at 12 we take the Luckstealer, getting the ability to steal some luck that can be reused for their own purposes.
In addition, the manuals are huge, it seems that the points you get from the Luckstealer are expendable for the feats and abilities of the Fortune Friends, being named in the same way and refer to the same pool.

The Skill Set is completed with the Auspician class, which grants the 4 and last domain that the Fate Domain.(with the new skill set, you gain the Pride domain here, instead of the fate domain) This grants the uncanny Dodge ability.
The auspician is a mix between the Fortune Friends and the Luckstealer, which provides luck skills for allies and bad luck for enemies, very ductile and with various openings.
Divine enchanter level at 20 is 15.

References[edit]


Race:
- Player's Handbook v.3.5 (Halfling)
- Dragon 320 pg. 86 (Unsheltered Halflings)

Classes:
- Unearthed Arcana (cloistered cleric)
- Complete Divine (church inquisitor & contemplative)
- Complete Champion (ordained champion)
- Complete Scoundrel (fortune's friend)
- Races of the Wild (luckstealer)
- Faiths & Pantheons (auspician)

Feats:
- Complete Scoundrel (Lucky Start; Make Your Own Luck; Unbelievable Luck; Dumb Luck)
- Player's Handbook v.3.5 (Weapon Focus; Iron Will; Great Fortitude; Dodge; Lightning Reflexes)
- Races of the Wild (Dallah Thaun's Luck)
- Complete Champion (War Devotion)

Domains:
- Complete Champion (Lucky Domain; Knowledge Domain; War Domain)
- Complete Divine (Inquisition Domain; Mysticism Domain)
- Faiths & Pantheons (Fate Domains)
- Spell Compendium (Pride Domains)

Spell:
- Spell Compendium (Cheat; unluck; battle hymn; ) - Player's Handbook II (Insight of Good Fortune; Alter Fortune; ) - Dragon Magazine 348 (curse of the gypsies) - Dragon Magazine 338 (cynosure)

Game Rule Components[edit]

Spells[edit]

Main spell prerequisite:
- Magic Weapon Spell (lvl2)
- zone of truth spell lvl2)

Main Spell for Lucky:
- Cheat (Arcane lvl 1) - Insight of Good Fortune (lvl2) - Alter Fortune (lvl3) - curse of the gypsies (lvl3) - unluck (arcane – lvl3) - battle hymn (arcane – lvl4) - cynosure (arcane – lvl4)

Items[edit]

Set garb of the vagabond:
Sandals of the Vagabond (CChamp) 4000 gp, feet slot. +2 luck bonus to initiative, and negate exaustion.


Progression[edit]

Starting Ability Scores (Before Racial Adjustments): <- starting ability scores before racial adjustments ->

Race (Templates)[edit]

Halfling Traits (Ex)
Halflings possess the following racial traits.

+2 Dexterity, -2 Strength.
Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
A halfling’s base land speed is 20 feet.
+2 racial bonus on Climb, Jump, and Move Silently checks.
+1 racial bonus on all saving throws.
+2 morale bonus on saving throws against fear. This bonus stacks with the halfling’s +1 bonus on saving throws in general.
+1 racial bonus on attack rolls with thrown weapons and slings.
+2 racial bonus on Listen checks.
Automatic Languages: Common, Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, Orc.
Favored Class: Rogue.

UNSHELTERED HALFLING RACIAL TRAITS
Unsheltered halflings have all the halfling racial traits, except as follows:

Unsheltered halflings lose the following abilities: Racial bonus on saving throws; Morale bonus to resist fear.

Dodge: Halflings gain the Dodge feat for free at 1st level, as they are forced to rely more on themselves to stay out of harm's way.

Bonus Feat: At 3rd level, halflings select one of the following feats to gain as a bonus feat: Iron Will, Lightning Reflexes, or Great Fortitude. No longer relying on their innate luck, halflings develop more potent defenses.

Ability points (Point Buy Calculator:27)[edit]

Class Progression[edit]

ECL Class/HD/LA Base
Attack Bonus
Saving Throws Feats Class
Features
Special
Fort Ref Will
1st Cloistered Cleric, Divine Magician +0 +2 +0 +2 Lucky start, Dodge Turn or rebuke undead, Lore (Ex), Knowledge Domain Lucky Domain / arcane spell caster
2nd Cloistered Cleric, Divine Magician +1 +3 +0 +3 ---- ---- Magic Weapon Spell
3rd Cloistered Cleric, Divine Magician +2 +3 +1 +3 Weapon Focus (Heironeous weapons-battleaxe), Lightning Reflexes ---- zone of truth Spell
4th Church Inquisitor +1 +2 +0 +2 ---- Detect evil, Inquisition domain +1 ENCH level
5th Ordained Champion +0 +0 +0 +2 ---- Bonus domain, combat feats, continued advancement, modified spontaneous casting Great Fortitude/ Iron Will feat/War Devotion
6th Fortune's Friend +0 +0 +2 +0 Dallah Thaun's Luck Easy luck, extra fortune, more luck than skill ----
7th Fortune's Friend +1 +0 +3 +0 ---- Bonus luck feat(Unbelievable Luck) +1 ENCH level
8th Fortune's Friend +1 +1 +3 +1 ---- Extra fortune, fortune’s favorite ----
9th Fortune's Friend +2 +1 +4 +1 Make Your Own Luck Bonus luck feat(Dumb Luck) +1 ENCH level
10th Fortune's Friend +2 +1 +4 +1 ---- Extra fortune, lucky strike ----
11th Contemplative +0 +0 +0 +2 ---- Bonus domain, divine health +1 ENCH level / MYSTICISM DOMAIN
12th Luckstealer +0 +0 +0 +2 Better Lucky than Good Curse of the fatespurned, subtle magic ----
13th Luckstealer +1 +0 +0 +3 ---- ---- +1 ENCH level
14th Luckstealer +1 +1 +1 +3 ---- ---- +1 ENCH level
15th Luckstealer +2 +1 +1 +4 Survivor's Luck Lucky magic, desperate recall 1/day +1 ENCH level
16th Auspician +0 +2 +0 +2 ---- Pride Domain, Lucky blow (+20) +1 ENCH level
17th Auspician +1 +2 +0 +2 ---- Tyche's curse 1/day +1 ENCH level
18th Auspician +2 +3 +1 +3 ANY LUCK FEAT Fickle finger of fate +1 ENCH level
19th Auspician +3 +3 +1 +3 ---- Luck infusion +1 ENCH level
20th Auspician +3 +4 +1 +4 ---- Lucky blow (+25) +1 ENCH level

Limitations[edit]

You are not a great fighter, nor a great cleric, but keep in mind that just a few very lucky shots to win a fight, and fortunately, you do not miss luck!

Rules by manuals[edit]

Feats[edit]

Lucky start[edit]

Prerequisite

Benefit
You can expend one luck reroll to reroll an initiative check. You gain one luck reroll per day.

Weapon Focus[edit]

Prerequisite
base attack bonus +1, Proficiency with selected weapon
Benefit
You gain a +1 bonus on all attack rolls you make using the selected weapon.

Great Fortitude[edit]

Prerequisite

Benefit
You get a +2 bonus on all Fortitude saving throws.

Dodge[edit]

Prerequisite
DEX 13
Benefit
During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action.

A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses (such as this one and a dwarf's racial bonus on dodge attempts against giants) stack with each other, unlike most other types of bonuses. 


War Devotion[edit]

Prerequisite

Benefit
Once per day, when fighting defensively as a standard or full-round action, you take a -3 penalty on all attack rolls in a round and gain a +3 dodge bonus to AC in the same round. When you attain 7th level, your penalty on attack rolls drops to -2 and your dodge bonus increases to +4.
When you attain 15th level, your penalty on attack rolls drops to -1 and your dodge bonus increases to +5. This bonus stacks with the bonus to AC granted by the Combat Expertise feat. This benefit is an extraordinary ability.

Dallah Thaun's Luck[edit]

Prerequisite
Cha 13, Halfling
Benefit
Once per day, you can opt to gain a +5 luck bonus on a single saving throw. However, if you use this ability, you gain a -2 penalty on all other saving throws until sunrise the next morning.

Unbelievable Luck[edit]

Prerequisite
Any Luck feat
Benefit
As long as you have at least one luck reroll remaining for the day, you gain a +2 luck bonus on whichever of your saves has the lowest base bonus. If two or more of your saves tie for the lowest base bonus, choose when you select this feat which save it applies to.
If your base save bonuses later change so that the chosen save no longer has the lowest base bonus, the luck bonus from this feat immediately applies to the save that now has the lowest base bonus. You gain two luck rerolls per day.

Make Your Own Luck[edit]

Prerequisite
Character Level 6th, any luck feat
Benefit
You can expend one luck reroll as an immediate action to reroll a skill check, as long as you have at least 1 rank in that skill. You gain one luck reroll per day.

Dumb Luck[edit]

Prerequisite
Character Level 6, any two luck feats
Benefit
If you roll a natural 1 when making a saving throw, you can expend one luck reroll as an immediate action to instead trear the roll as a natural 20.
You can use this feat once per day.
You gain one luck reroll per day.

Iron Will[edit]

Prerequisite

Benefit
You get a +2 bonus on all Will saving throws.

Lightning Reflexes[edit]

Prerequisite

Benefit
You get a +2 bonus on all Reflex saving throws.

Class[edit]

Cloistered Cleric[edit]

Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).
A cleric who chooses the War domain receives the Weapon Focus feat related to his deity's weapon as a bonus feat. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.

Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details). Clerics who don't worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.

Spells: A cleric casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A cleric must choose and prepare his spells in advance (see below).
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Cleric. In addition, he receives bonus spells per day if he has a high Wisdom score. A cleric also gets one domain spell of each spell level he can cast, starting at 1st level. When a cleric prepares a spell in a domain spell slot, it must come from one of his two domains (see Deities, Domains, and Domain Spells, below).
Clerics meditate or pray for their spells. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Deity, Domains, and Domain Spells: A cleric's deity influences his alignment, what magic he can perform, his values, and how others see him. A cleric chooses two domains from among those belonging to his deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.
If a cleric is not devoted to a particular deity, he still selects two domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies.
Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains selected. With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot.
In addition to any domains selected from his deity's list, a cloistered cleric automatically gains Knowledge as a bonus domain (even if Knowledge is not normally available to clerics of that deity). He gains the Knowledge domain granted power and may select his bonus domain spell from the Knowledge domain or from one of his two regular domains.

Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can "lose" any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "cure" in its name).
An evil cleric (or a neutral cleric of an evil deity), can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with "inflict" in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric turns or commands undead (see below).

Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to his own or his deity's (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Turn or Rebuke Undead (Su): Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).
A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures. A neutral cleric of a neutral deity must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see above).
A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

Bonus Languages: A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race.

Lore (Ex): Thanks to long hours of study, a cloistered cleric has a wide range of stray knowledge. This ability is identical to the bard's bardic knowledge class feature, using the cloistered cleric's class level in place of the bard level.

Church Inquisitor[edit]

Weapon and Armor Proficiency: Church inquisitors gain no weapon or armor proficiencies.

Detect Evil (Sp): A church inquisitor can use detect evil at will as a spell-like ability.

Inquisition Domain: Upon adopting the church inquisitor class, a character gains access to the Inquisition domain, described in Chapter 7: Domains and Spells. The character gains the granted power associated with the domain (a +4 bonus on dispel checks) and can choose the spells in that domain as his daily domain spells.

Spells per Day/Spells Known: A church inquisitor continues advancing in divine spellcasting ability as well as learning the skills of inquisition. Thus, when a new church inquisitor level is gained, the character gains new divine spells per day (and spells known, if applicable) as if he had also gained a level in whatever divine spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, more frequent remove disease, and so on). This means that he adds the level of church inquisitor to the level of another divine spellcasting class the character has, then determines spells per day accordingly.
If a character had more than one divine spellcasting class before he became a church inquisitor, the player must decide which class to assign each level of church inquisitor for the purpose of determining divine spells per day and spells known.


Ordained Champion[edit]

Spellcasting: At 2nd, 3rd, and 5th 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 divine 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 divine spellcasting class before becoming an ordained champion, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Bonus Domain: If you are a cleric, you gain the War domain as a third domain. If you already have the War domain, you can instead choose any other domain granted by your deity as your third domain. If you have no cleric levels, you can add the War domain spells to your class spell list, but you do not gain its domain ability or any extra spell slots for domain spells.

Combat Feats: You can permanently sacrifice one or two of your domain granted powers to acquire an equal number of feats from the list of fighter bonus feats, as long as you meet the prerequisites for them. You may not sacrifice your War domain ability for this purpose. You must choose whether or not to make this exchange when you first become an ordained champion, and you cannot later change your mind.

Continued Advancement: Levels in ordained champion stack with levels of other appropriate classes for the purpose of turning or rebuking undead, and for all level-dependent domain granted powers.

Modified Spontaneous Casting (Ex): If you have cleric levels, you lose the ability to spontaneously cast cure or inflict spells. Instead, you can swap out previously prepared cleric spells for any spells of equal or lower level from the War domain. This alteration applies even to levels you gain as a cleric after becoming an ordained champion.
If you are not a cleric, modified spontaneous casting does not apply to you, even if you can spontaneously cast some other kind of spell, such as summon nature’s ally.


Fortune's Friend[edit]

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 friend, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Easy Luck (Ex): Luck comes to you naturally. The swift or immediate action to use a luck feat (page 72) does not count against your limit of one swift action per turn. However, you still can’t expend a luck reroll more than once per turn to influence the same result.

Extra Fortune (Ex): At each odd-numbered level, you gain one extra luck reroll per day. This reroll is in addition to those granted by luck feats.

More Luck than Skill (Ex): Even if you have some talent in a particular area, you still depend on your luck to see you through. Once per day as a swift action, you can add your class level as a luck bonus on all skill checks you make until the start of your next turn.

Bonus Luck Feat: At 2nd and 4th level, you gain a bonus luck feat for which you meet the prerequisite. See page 75 for a complete list of luck feats.

Fortune’s Favorite (Ex): By 3rd level, you have learned to rely on your luck to stay alive. Once per day as an immediate action, you can add your class level as a luck bonus on all saving throws you make until the start of your next turn.

Lucky Strike (Ex): Even the greatest warriors, those who train and drill constantly, occasionally win through sheer luck, so why shouldn’t you? Beginning at 5th level, once per day as a swift action, you can add your class level as a luck bonus on all attack rolls you make until the start of your next turn.


Contemplative[edit]

Weapon and Armor Proficiency: Contemplatives gain no weapon or armor proficiencies.

Spells per Day/Spells Known: A contemplative who was previously a spellcaster continues to gain access to more powerful divine magic while following the contemplative path. Thus, when a new contemplative level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in the spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, more frequent remove disease, and so on). This essentially means that she adds the level of contemplative to the level of whatever other spellcasting class the character has, then determines spells per day accordingly.
If a character had more than one divine spellcasting class before she became a contemplative, the player must decide which class to assign each level of contemplative for the purpose of determining divine spells per day and spells known. If the contemplative did not previously belong to a divine spellcasting class, she gains the ability to cast divine spells exactly as a cleric of her patron deity. Her spell progression is the same as that of a cleric.

Bonus Domain: Upon adopting the contemplative class, and again at 6th level, a character gains access to a bonus domain of her choice. The character can choose any domain made available by her deity or alignment. The character gains the granted power associated with the domain she chooses, and can select the spells in that domain as her daily domain spells.

Divine Health (Ex): A contemplative has immunity to all diseases, including magical diseases such as mummy rot and lycanthropy.


Luckstealer[edit]

Spellcasting: At each level indicated on Table 5—3, 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 class feature a character of that class would have gained. If you had more than one spellcasting class before becoming a luckstealer, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Curse of the Fatespurned (Sp): By staring at a living opponent for a moment (a move action), you can steal a bit of his or her luck for yourself. Your target must succeed on a Will save (DC 10 + your class level + your Cha modifier) or take a —2 penalty on attack rolls, saves, ability checks, and skill checks for 1 minute. The curse of the fatespurned has a range of 60 feet. The effect cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. Your cursed enemy's bad fortune is your good fortune. Whenever you successfully use curse of the fatespurned, you gain 2 points for your luck pool. You can spend points from your luck pool on a 1-for-1 basis to gain a luck bonus on any attack roll, ability check, skill check, or saving throw you make. You decide how many points you're spending before you make the roll. You can also use points from your luck pool to power your desperate recall and fate's proof class features (described below). Unspent points remain in your luck pool for 1 minute. You can't have more points in your luck pool than your Charisma modifier (minimum 1). You retain the good fortune (and the points in your luck pool) even if your enemy uses remove curse or another spell to remove his or her bad luck.

Subtle Magic (Su): The spells you cast often don't register to divination magic. If a divination is attempted against one of your spells, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 15 + your caster level. The subtle magic class feature covers only your spells; the magic items you possess still register normally to detect magic and other spells.

Lucky Magic (Su): When you reach 4th level, good fortune infuses the spells you cast. Whenever you cast a spell that has a variable, numeric effect, you can reroll one die out of every five (minimum one reroll). For example, if you cast enervation, you can reroll the 1d4 to determine how many negative levels the spell bestows. If you cast a 15d6 delayed blast fireball, you can reroll any three of the fifteen dice. You must take the results of the new rolls, even if they're worse.

Desperate Recall (Su): At 4th level and higher, you can recover the energy from a spell you just cast, but doing so costs you a bit of the luck you have accumulated. Once per day, as a move action, you can recall any one spell that you had prepared and then cast (if you prepare spells ahead of time) or the energy from one spell slot (if you cast spells spontaneously). The spell or spell slot is then ready for use again, just as if it had not been cast. At 7th level, you can use desperate recall twice per day, and at 10th level, you can use it three times a day. Whenever you use the desperate recall class feature, you have to pay luck's cost: 1 point from your luck pool for a 1st- to 3rd-level spell, 2 points for a 4th- to 6th-level spells-, and 3 points for a 7th- to 9th-level spell. If you can't afford to pay luck's cost, you can instead lose any luck points you have in your pool and give up a measure of your own personal good fortune: For 1 minute, you take a —1 penalty on all attack rolls, saves, ability checks, and skill checks, and a —1 penalty to your Armor Class. This penalty stacks with itself and with penalties from the fate's proof class feature and the Dallah Thaun's Luck feat.


Auspician[edit]

Weapon and Armor Proficiency: An auspician gains no weapon or armor proficiencies.

Spells per Day/Spells Known: At each auspician level, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on). If the character had more than one spellcasting class before becoming an auspician, the player must decide to which class to add each auspician level for the purpose of determining spells per day.
Every morning, an auspician prays to the force of luck, aimed at no particular deity (although they still pray to their patron as well).

Fate Domain (Su): Auspician gain access to the Fate domain, including the granted power. If the character already has the domain, the effect do not stack.

Lucky Blow (Ex): Once per day as a free action, an auspician may call upon her connection to the forces of luck to grant herself one extraordinarily lucky attack roll. The decision must be made before the die is rolled. The attack gains +20 luck bonus. At 5th level, the bonus increases to +25. At 9th level, tha auspician receives a +30 bonus on her daily lucky blow.

Tyche's Curse (Sp): Once per day, an auspician of 2nd level or higher may bestow Tyche's curse upon a single target within close range (25 ft. + 5 ft./2 levels). The target receives a Will save (DC 10 + 1/2 class level + Wisdom bonus) to negate the effects. Should he fail, he finds that the strands of good luck flee from him — he becomes clumsy, forgetful, and less effective than ususal. This has the effect of a bestow curse spell, except that the duration is 1 minute/class level. At 6th level, she may use this ability twice per day.

Fickle Finger of Fate (Ex): On reaching 3rd level, the auspician gains the extraordinary ability to affect the luck of others. Once per day, she may reroll one roll that another creature — friend or enemy — has just made. That creature must take the reroll, even if it is worse than the original roll.
Fickle finger of fate takes place outside the normal initiative order, but the auspician cannot use it if she is caught flat-footed. She must be able to see the recipient to use this ability.
Note: The auspician must decide whether to reroll before the results of the roll in question are applied; otherwise she must wait for another opportunity. She is not automatically privy to the rolls of others, especially enemies, but it is usually easy to tell when a creature makes a saving throw or hits a target. the auspician player should notify the DM prior to a foe's roll, stating her intention to use this ability immediately if the outcome appears undesirable.

Luck Infusion (Ex): by time she reaches 4th level, an auspician's understanding of the intricacies of fate becomes so strong that she can twist luck and fate to give her certain abilities. Each morning while preparing spells, the auspician chooses one of the following abilities, which lasts 24 hours, or until the auspician 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 save
+2 luck bonus on Reflex save
+2 luck bonus on Will save
+2 luck bonus on save DCs of auspician's spells
+2 luck bonus to AC
+2 luck bonus on skill checks

Domains[edit]

Lucky Domain[edit]

Granted Powers: You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made. You must take the result of the reroll, even if it is worse than the original roll.

1 - Entropic Shield
2 – Aid
3 - Protection From Energy
4 - Freedom of Movement
5 - Break Enchantment
6 – Mislead
7 - Spell Turning
8 - Moment of Prescience
9 – Miracle

Pride Domain[edit]

Granted Powers: Whenever you roll a 1 on a saving throw you may immediately reroll the save. You must keep the result of the second roll, even if it results in the roll of another 1.
1 - Hypnotism
2 - Eagle's Splendor
3 - Heroism
4 - Divine Power
5 - Reduce Person, Mass
6 - Forbiddance
7 - Heroism, Greater
8 - Spell Immunity, Greater
9 - Charm Monster, Mass

Mysticism Domain[edit]

ranted Powers: Once per day, you may use a free action to channel your deity's power to grant yourself a luck bonus on your saving throws equal to your Charisma modifier (minimum +1). This is a supernatural ability and its effects last for 1 round per cleric level.
1 - Divine Favor
2 - Spiritual Weapon
3 - Visage of the Deity, Lesser
4 - Weapon of the Deity
5 - Righteous Might
6 - Visage of the Deity
7 - Blasphemy or
7 - Holy Word
8 - Holy Aura or
8 - Unholy Aura
9 - Visage of the Deity, Greater

Fate Domain[edit]

Granted Powers: You gain the uncanny dodge ability, allowing you to retain your Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized. If you have another class that gives you uncanny dodge, your cleric levels add to that class's level for determining when you gain the improved uncanny dodge class feature.
1 - True Strike
2 - Augury
3 - Bestow Curse
4 - Status
5 - Mark of Justice
6 - Geas/Quest
7 - Vision
8 - Mind Blank
9 - Foresight


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