Blade of Fortune (3.5e Class)
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Making a Blade of Fortune
Abilities: A Blade of Fortune is a class specifically for those chosen by the goddess Tymora. An enchanted blade will appear before its wielder in their direst need, its form dependent on the fighting style of the wielder. All-too-conveniently, its magic is controlled by an enchanted coin embedded in its hilt. A woman smiles brightly on the surface of the coin, the likeness of Tymora herself.
Races: Any race may become a Blade of Fortune.
Alignment: Neutral good, chaotic good or chaotic neutral.
|2nd||+2||+3||+0||+0||Tymora's Favor, Bonus Feat|
|3rd||+3||+3||+1||+1||Surge of Luck|
|4th||+3||+4||+1||+1||Shake it Off|
|6th||+6/+1||+5||+2||+2||Lucky Strike, Bonus Feat|
|7th||+7/+2||+5||+2||+2||Aura of Victory|
|10th||+10/+5||+7||+3||+3||Coming up Roses|
|11th||+11/+6/+1||+7||+3||+3||Strength of Mind, Bonus Feat|
|12th||+12/+7/+2||+8||+4||+4||Tymora's Greater Favor|
|15th||+15/+10/+5||+9||+5||+5||Right Place at the Right Time|
|16th||+16/+11/+6||+10||+5||+5||Windfall, Bonus Feat|
|17th||+17/+12/+7/+2||+11||+5||+5||Will of the Wild|
|20th||+20/+15/+10/+5||+14||+8||+8||Kismet Kinship, Bonus Feat|
Class Skills (15 + Int x4 At first level) The Blade of Fortune's class skills are Bluff (Cha), Concentrate (Con), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Knowledge (Local) (Int), Listen (Wis), Profession (Int), Search (Intelligence), Sense Motive (Wisdom), Spot (Wisdom), Survival (Wisdom)
All of the following are class features of the Blade of Fortune.
Weapon and Armor Proficiency: Though this class may only use the enchanted blade granted to them by luck itself, their armor proficiency is between light and medium.
Tymora's Favor: As a favored warrior of Tymora, you are a lucky individual. Once per day, you may reroll any roll, even if it a natural 1.
Surge of Luck: Twice per encounter, roll a 1d20. Take the given number and apply it to your attack and damage roll for that round. However, if a one is rolled, you lose your opportunity to strike that round.
Shake it Off: Once per day, if afflicted by a status ailment, you may roll a 1d2. If you roll a 1, shake the status ailment off with your luck and become immune to that ailment for the rest of the encounter.
Aura of Victory: Your luck is spread wherever you go; twice per day, you may grant an ally a reroll.
Lucky Strike: You are really good at hitting vital spots when you attack. From 6th level, your attacks do an extra 1d6 points of damage.
Karmic Intervention: Twice per encounter, as a free action you may choose an attack directed at you or an ally. Roll a 1d2; if the result is a 1, you may leap in and reflect the attack back at the enemy with your enchanted blade. If the result is a 2, you take the hit, but the damage is halved.
Coming Up Roses: At the start of each battle, choose a number that Is not a 1 or a 20. For the duration of the battle, every time you roll this number when rolling to hit, treat the damage from this attack at 1.5x the normal damage.
Strength of Mind: You might be lucky, but you're smart, too. When rolling to hit, you may now also add your Intelligence modifier to the roll.
Tymora's Greater Favor: Your ability to reroll any roll is increased to twice a day.
Negative Karma: Luck is your thing, not the enemies'! As a swift action once per day, steal the enemy's luck and make their roll against you or an ally a Natural 1.
Right Place at the Right Time: You're good at moving in a pinch! From level 15, when calculating a reflex save, roll a 1d10. Add the result to your save.
Windfall: Once a day, roll a 1d2. If the result is 1, all attacks you make that round are treated as critical hits. If the result is 2, your current health will be halved. Risky, but rewarding business!
Will of the Wild: Your daring, optimistic personality reflects in your fighting style. Your luck surrounds you; you are unaffected by critical hits.
Serendipitous Strike: You've improved at hitting vital spots in battle! You may now add an extra 3d6 points to your damage rolls.
Kismet Kinship: You positively radiate fortune! You've encompassed the aspect of luck, becoming a true star child of Tymora! Once per encounter, your allies may each roll a 1d20 at the beginning. The number they roll may be added to all saves, attack and damage rolls for the rest of the encounter.