Hapless Fool (3.5e Prestige Class)

From D&D Wiki

Jump to: navigation, search

Becoming a Hapless Fool[edit]

Entry Requirements
Alignment: Any
Special: Must have died and been brought back to life at least once during the campaign.
Must have been cursed at least once during the campaign.
Must have been subjugated to large amounts or punishment and humiliation, judged by the DM.
Table: The Hapless Fool

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +2 +2 Bad Luck Runs Out 1/day
2nd +1 +3 +3 +3 Critical Miss! 1/day
3rd +2 +3 +3 +3 Bad Luck Runs Out 2/day
4th +3 +4 +4 +4 The Boomerang Effect, Critical Miss! 2/day
5th +3 +4 +4 +4 Saving Grace, Bad Luck Runs Out 3/day

Class Skills (4 + Int modifier per level)
Balance (Dex), Craft (Int), Disable Device (Int), Escape Artist (Dex), Forgery (Int), Hide (Dex), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Search (Int), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Hapless Fool

Bad Luck Runs Out (Ex): The Hapless Fool has a keen understanding of how to make a bad situation turn to his benefit. When the Hapless Fool rolls a 1, he can transfer this critical fail to a nearby creature. The targeted creature must be within 60ft. of the Hapless Fool. The creature must make a Will save of 10 + the Hapless Fool's level + the Hapless Fool's Wisdom modifier or have his next attack automatically confirmed as a critical fail. This ability can be used once per day and increases an additional time per day at level 3 and level 5.

Critical Miss! (Ex): The Hapless Fool has gained a sixth sense for danger, and when he's directly in it's line of fire. When a Critical is confirmed against the Hapless Fool, he can attempt to turn the attack upon the creature attacking him. The creature must make a Will save of 10 + the Hapless Fool's level + the Hapless Fool's Wisdom modifier or have the critical attack confirmed against itself. This ability can be used once per day and increases an additional time per day at level 4.

The Boomerang Effect (Ex): The Hapless Fool has been the target of so much hate that he has the ability to push back, even physical manifestations of force, against his aggressors. After being targeted with a touch or ranged touch spell, the Hapless Fool has the ability to redirect the spell against the attacker. If the Hapless Fool is the target of a ranged spell, he can attempt to turn back the effect by rolling a d20 and adding his Hapless Fool's level plus his Wisdom Modifier to his roll. If his roll beats the spell DC of the spell, the spell is redirected onto the caster, permitting no saving throw. If the spell does not permit a saving throw, use the same calculation that you would use to calculate a spell DC for a spell of the same level. This ability can be used once per day.

Saving Grace (Ex): Having personal experience with death, the Hapless Fool knows exactly how to avoid it again. When the Hapless Fool would be reduced to 0 or fewer hit points, he can attempt a saving throw of his choice to take no damage from the attack. To use this ability, the Hapless Fool must attempt the saving throw (DC = damage dealt). If the save succeeds, the Hapless Fool takes no damage from the blow. If the save fails, the Hapless Fool only takes half the damage from the attack and falls prone, as his body goes limp to avoid the damage. This ability can be used once per day.

Back to Main Page3.5e HomebrewClassesPrestige Classes

Home of user-generated,
homebrew pages!


Advertisements: