The Fortune's Friend


Conversions


If anyone who reads this was a fan of The Fortune's Friend in Complete Scoundrel, I have taken the liberty in converting the class to adhere to the Pathfinder Rule System. The class itself is not changed much save for the omission of the spell progression. Afterward I'll also include the luck feats converted as well.

Prerequisites:
Any one Luck Feat
Any Skill 5 ranks or BAB +3

HD: d8

Level--BAB--Fort--Ref--Will--Class Abilities
1 ----- 0 -- 0 -- 1 -- 0 --Easy Luck, Extra Fortune, More Luck than Skill
2 ----- 1 -- 1 -- 1 -- 1 --Bonus Luck Feat
3 ----- 2 -- 1 -- 2 -- 1 --Extra Fortune, Fortune's Favorite
4 ----- 3 -- 1 -- 2 -- 1 --Bonus Luck Feat
5 ----- 3 -- 2 -- 3 -- 2 --Extra Fortune, Lucky Strike

Skill Points per level (6+INT mod)
Skills: Acrobatics, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Perception, Perform, Profession, Stealth, Sleight of Hand, Swim, Use Magic Device.

Easy Luck: The Swift and Immediate actions from Luck Feats do not count against the one Swift action limit per turn.

Extra Fortune: In addition to the luck reroll granted from luck feats, the Fortune's Friend adds an extra reroll for every odd level starting at first.

More Luck than Skill: At the cost of one Luck reroll, the Fortune's Friend may add a +1/level Luck bonus on all skills for one round as a swift action. By spending more than one luck reroll on this ability the Fortune's Friend may increase the duration by 1 round/luck reroll spent. At 5th Level the Fortune's Friend may spend 1 luck reroll on this ability and the duration lasts for 1 round/Fortune's Friend level, while still keeping the ability to spend multiple rerolls on this effect to increase the duration by 1 round/reroll.

Bonus Luck Feat: At second and fourth level, the Fortune's Friend may select a luck feat that he meets the prerequisites for.

Fortune's Favorite: At the cost of one luck reroll, the fortune's friend may add a +1/level Luck bonus on all saving throws for one round as an immediate action. By spending more than one luck reroll on this ability the Fortune's Friend may increase the duration by 1 round/luck reroll spent. At 5th Level the Fortune's Friend may spend 1 luck reroll on this ability and the duration lasts for 1 round/Fortune's Friend level, while still keeping the ability to spend multiple rerolls on this effect to increase the duration by 1 round/reroll.

Lucky strike: At the cost of two Luck rerolls the Fortune's Friend may add a +1/level Luck bonus on all attacks and damage rolls for 1 round. By spending an additional 2 Luck rerolls the Fortune's Friend may increase the duration by 1 round/2 rerolls.

Luck Feats:*
Advantageous Avoidance: Immediate Action, Expend Luck Reroll to reroll critical hit confirmation made against you. You may spend two rerolls instead to force opponent to reroll the attack.

Better Lucky Than Good: If you roll a natural 1 on an attack roll, you may spend 1 luck reroll as a swift action to treat the roll as a natural 20. This may only be used 1/day.

Dumb Luck: Whenever you roll a natural 1 on a saving throw you may spend 1 luck Reroll as an immediate action to treat the roll as a natural 20. This may only be used 1/day.

Fortuitous Strike: You may spend 1 reroll as a swift action to reroll a weapon damage roll. You may spend two rerolls instead to reroll the attack.

Good Karma: You may expend one luck reroll as an immediate action to redirect an attack made against an adjacent ally towards you instead. The attacker must have a means to legally attack you for this ability to work. If you are hit when using this feat you take an additional 50% damage.

Healer's Luck: Expend one luck reroll as a swift action to reroll the damage healed by any Conjuration (Healing) spell you cast this turn.

Lucky Break: Expend one luck reroll as a swift action to reroll a strength check made to break an item, or burst open a door.

Lucky Catch: Expend one luck reroll as an immediate action to reroll an Acrobatics or Climb check.

Lucky Fingers: Expend luck reroll as an immediate actoin to reroll Disable Device or Sleight of Hand Check.

Lucky Start: Expend one luck reroll as an immediate action to reroll Initiative

Magical Fortune: Expend one luck reroll as a swift action to reroll damage dealt by spell. You may instead spend 2 luck rerolls to reroll a Caster Level check.

Make Your Own Luck: Expend one luck reroll as an immediate action to reroll any skill in which you have atleast one rank in.

Miser's Fortune: When an opponent attempts to sunder or use a strength check to damage an object within 30 feet f you, you may expend one luck reroll as an immeidate action to force an opponent to reroll the check. In addition items in your possession receive a +5 luck bonus on saving throws.

Psychic Luck: Expend one luck reroll as a swift action to reroll damage dealt by a Psionic Power manifested. You may instead spend 2 luck rerolls to reroll a manifester level check.

Sly Fortune: Expend one luck reroll as an immediate actioin to reroll Stealth or Fly checks.

Survivor's Luck: Expend one luck reroll as an immediate action to reroll a saving throw just failed.

Tempting Fate: Expend one luck reroll to reroll a stablization check. In addition 1/day, as long as you are at 1 HP minimum and would be dealt enough damage to kill you, you may spend one luck reroll as an immediate action to take an amount of damage to drop you to negatives equal to your Constitution score - 1 (IE 12 Con you'll drop to -11) and stable.

Third Time's The Charm: You may spend one luck reroll as an immediate action to reroll any roll made by the granted power of The Luck Domain's 6th level ability. You must accept the result of this reroll even if it is worst than the original.

Unbelievable Luck: You gain +2 luck rerolls/day. In addition as long as you have one luck reroll remaining, you gain a +2 luck bonus to your lowest saving throw. If you have two saves tied for lowest, you may pick which one. At 5th level these bonuses increase to +3. At 10th +4, and at 15th +5.

Victor's Luck: Expend one luck reroll to reroll a critical threat confirmation you make.

* All luck feats grant a cumulative +1 Luck reroll/day.

RPG Superstar 2012 Top 32

Looks good, but why did you remove the spellcasting progression? I've noticed luck-obsessed characters tend to at least dabble in magic. The one I DM for is a swashbuckler/duskblade, and those 2 extra levels of spellcasting were pretty significant.


My experience with fortune's friends didn't involve magic so I got rid of it.

I guess this could be left to the DM if they want to keep the 2 levels in spell casting progression.

Don't get me wrong though, I once played a Sorcerer/Fortune's Friend/Fatespinner combo and it was pretty funny.

But as I said, most of the time the Fortune's Friends I'd see being played were rogue, fighter, swashbuckler, and some other non spellcasting types.

RPG Superstar 2012 Top 32

I want to try a halfling beguiler/fortune's friend/luckstealer.

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