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Auspician

(Faiths & Pantheons variant, p. 184)

Auspicians, who manipulate luck as if it were the strings of a worn mandolin, give credence to their claims.

Requirements

Alignment: Any chaotic

Feats: Dodge , Great Fortitude , Iron Will , Lightning Reflexes

Base Save Bonuses: Fort +5, Ref +2.
Domain: Luck.


Hit die

d8

Skill points

2 + Int

Class Features

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

Mark of Fortune (Su): Once per day, an auspician of 7th level or higher can "lend" some of her luck to an ally by tracing a sigil upon the back of the companion's right hand or appendage. By doing so, she gives her ally one of the abilities of her luck infusion power. She may not give her ally the same ability that she has chosen for the day, nor may she give her ally the same ability as her permanent infusion power (see below).

Immediately after tracing the mark, a mirror image of the sigil appears on the auspician's left hand or appendage, granting her a penalty that exactly mirrors the ally's bonus. For instance, if Meleyn lent her companion a +4 bonus on initiative, she would take a -4 penalty on initiative. If one of the two marks of fortune is dispelled or suppressed (such as by an antimagic field ), the other is disrupted in the same way. No creature may benefit from more than one mark of fortune at any one time.

Permanent Infusion (Ex): Upon attaining 8th level, an auspician may select one of the luck infusion effects as a permanent extraordinary aspect of her character.

Luck of the Gods (EX): At 10th level, the auspician gains the nigh-godly power to automatically succeed at one saving throw per day, regardless of the associated difficulty class. The automatic success must be declared before the given save is rolled, obviating the need to roll any save at all.

Advancement

Class Level BAB Fort Ref Will Special Spells per Day
1st +0 +2 +0 +2 Fate domain, Lucky blow (+20) +1 level of existing class
2nd +1 +3 +0 +3 Tyche's curse 1/day +1 level of existing class
3rd +2 +3 +1 +3 Fickle finger of fate +1 level of existing class
4th +3 +4 +1 +4 Luck infusion +1 level of existing class
5th +3 +4 +1 +4 Lucky blow (+25) +1 level of existing class
6th +4 +5 +2 +5 Tyche's curse 2/day +1 level of existing class
7th +5 +5 +2 +5 Mark of fortune +1 level of existing class
8th +6 +6 +2 +6 Permanent infusion +1 level of existing class
9th +6 +6 +3 +6 Lucky blow (+30) +1 level of existing class
10th +7 +7 +3 +7 Luck of the gods +1 level of existing class

Class skills

Skill name Key ability Trained only Armor check penalty
Balance DEX no yes
Bluff CHA no no
Concentration CON no no
Disable Device INT yes no
Escape Artist DEX no yes
Listen WIS no no
Search INT no no
Sense Motive WIS no no
Spellcraft INT yes no
Spot WIS no no
Swim STR no yes
Tumble DEX yes yes

Spells for Auspician

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