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Races of Wild

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CHAPTER 5PRESTIGECLASSESLUCKSTEALER“Want riches beyond measure? Just make sure you’re there whenthe other guy’s luck runs out.”—Mik Cobblethrush, luckstealer with the halfling“Four Hands” caravan.As a luckstealer, you’re part spellcaster, part pr<strong>of</strong>essionalgambler—and 100% mischief-maker. You’re the halfling wh<strong>of</strong>leeces local card sharps out <strong>of</strong> their hard-earned gold, thendisappears in a puff <strong>of</strong> smoke when the swords come out. Notthat you flee, <strong>of</strong> course—you’re just moving to the perfectambush spot and signaling the rest <strong>of</strong> your caravan to rob thetown treasury while the locals are busy fighting you.BECOMING A LUCKSTEALERLuckstealers are spellcasters, so the easiest way to get into theprestige class is to take levels in wizard or sorcerer. Wizardshave more skill points due to their high Intelligence, so it’sa little easier for them to buy ranks in Pr<strong>of</strong>ession (gambler).A sorcerer is a better match for this prestige class becausesome <strong>of</strong> its skills and class features rely on Charisma. Clericswith the Luck domain also qualify for the luckstealer class,but the low hit points and poor base attack bonus make theprestige class less attractive to them. Bards also qualify for theluckstealer prestige class easily, but the class doesn’t enhancetheir existing abilities.Entry RequirementsRace: Halfling.Skills: Pr<strong>of</strong>ession (gambler) 9 ranks.Feats: Dallah Thaun’s Luck (see page 149).Spells: Ability to cast 3rd-level arcane or divine spells.Domain: Luck (divine spellcasters only).CLASS FEATURESAs a luckstealer, your spellcasting progression slows downa bit, but you gain two useful curse abilities, class featuresthat have an element <strong>of</strong> gambling to them, and somemagical techniques that help you work your mischief atthe gaming table.Spellcasting: At each level indicated on Table 5–3, yougain new spells per day and an increase in caster level (andspells known, if applicable) as if you had also gained alevel in a spellcasting class to which you belonged beforeadding the prestige class level. You do not, however, gainany other class feature a character <strong>of</strong> that class would havegained. If you had more than one spellcasting class beforebecoming a luckstealer, you must decide to which class toadd each level for the purpose <strong>of</strong> determining spells perday, caster level, and spells known.Curse <strong>of</strong> the Fatespurned (Sp): By staring at a livingopponent for a moment (a move action), you can steal a bit<strong>of</strong> his or her luck for yourself. Your target must succeed ona Will save (DC 10 + your class level + your Cha modifier) ortake a –2 penalty on attack rolls, saves, ability checks, andskill checks for 1 minute. The curse <strong>of</strong> the fatespurned has arange <strong>of</strong> 60 feet. The effect cannot be dispelled, but it canbe 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 <strong>of</strong> the fatespurned, yougain 2 points for your luck pool. You can spend points fromyour luck pool on a 1-for-1 basis to gain a luck bonus on anyattack roll, ability check, skill check, or saving throw youmake. You decide how many points you’re spending beforeyou make the roll. You can also use points from your luck poolto power your desperate recall and fate’s pro<strong>of</strong> class features(described below).Unspent points remain in your luck pool for 1 minute. Youcan’t have more points in your luck pool than your Charismamodifier (minimum 1). You retain the good fortune (and thepoints in your luck pool) even if your enemy uses remove curseor another spell to remove his or her bad luck.Subtle Magic (Su): The spells you cast <strong>of</strong>ten don’t registerto divination magic. If a divination is attempted against one<strong>of</strong> your spells, the caster <strong>of</strong> the divination must succeed ona caster level check (1d20 + caster level) against a DC <strong>of</strong> 15 +your caster level. The subtle magic class feature covers onlyyour spells; the magic items you possess still register normallyto detect magic and other spells.118Table 5–3: The Luckstealer Hit Die: d4BaseAttack Fort Ref WillLevel Bonus Save Save Save Special Spellcasting1st +0 +0 +0 +2 Curse <strong>of</strong> the fatespurned, subtle magic —2nd +1 +0 +0 +3 — +1 level <strong>of</strong> existing spellcasting class3rd +1 +1 +1 +3 — +1 level <strong>of</strong> existing spellcasting class4th +2 +1 +1 +4 Lucky magic, desperate recall 1/day +1 level <strong>of</strong> existing spellcasting class5th +2 +1 +1 +4 — +1 level <strong>of</strong> existing spellcasting class6th +3 +2 +2 +5 — +1 level <strong>of</strong> existing spellcasting class7th +3 +2 +2 +5 Curse <strong>of</strong> the black cloud 1/day, —desperate recall 2/day8th +4 +2 +2 +6 — +1 level <strong>of</strong> existing spellcasting class9th +4 +3 +3 +6 — +1 level <strong>of</strong> existing spellcasting class10th +5 +3 +3 +7 Curse <strong>of</strong> the black cloud 2/day, —desperate recall 3/day, fate’s pro<strong>of</strong> 3/dayClass Skills (4+ Int modifier per level): Appraise, Bluff, Concentration, Craft, Knowledge (local), Pr<strong>of</strong>ession, Sense Motive,Sleight <strong>of</strong> Hand, Spellcraft.

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