Weapon of Fortune

"Everything comes down to chance: whether I live and whether you die."

Prerequisite: Avenger, oath of enmity power

You are a servant of a deity of luck, and you completely trust your own good fortune. As a symbol of your devotion to chance, you always carry a set of dice with you. When in doubt, you trust the dice to determine your actions. Just like the wind, you can be gentle and complacent or a dangerous storm capable of destroying those who stand in your way. Although you are always unpredictable, you can be a brave and loyal companion; fortune brought your company together, after all, and you know better than most that great deeds often flow from unlikely friendships or chance meetings.

You are probably a worshiper of Avandra or a similar deity. Your purpose is to inspire people to be daring, to take chances and seize opportunities, for those who take no risks never realize their full potential. In battle, you have learned to rely on chance. You are a potent combatant when luck favors you.
Although you might not represent the typical image of a divine servant, you are nonetheless a faithful devotee of your deity and your beliefs. You have little regard for the strictures of formal worship—you’re more likely to be found gambling in a tavern than praying in a temple. But when chance leads you to down the path to adventure or into a situation that demands action, you don’t hesitate to join the fight. After all, that’s what’s the dice told you to do.

WEAPON OF FORTUNE PATH FEATURES

    Fortune Favors the Fortunate (11th level): When you spend an action point to take an extra action, roll a d6. If the result is 6, you take the extra action but keep the action point, and you can use another action point during the same encounter.
    I’ll Take that Bet (11th level): When you take a critical hit or when your oath of enmity target scores a critical hit, you can roll a d6 as a free action. If the result is 1, you take 2d6 damage. If the result is 5 or 6, the critical hit becomes a normal hit.
    Luck Is on My Side (16th level): When you roll a 20 on a saving throw, you end two effects on yourself that a save can end.

Weapon of Fortune Attack 11Luck, Not Skill

It’s better to be lucky than skillful. You swing wildly, hoping that your enemy fails to get out of the way.

Encounter        Divine, Weapon
Standard Action      Melee weapon

Target: One creature

Attack: Wisdom vs. AC. You can choose to take a -4 penalty to the attack roll. If you do so, the attack deals 2[W] extra damage if it hits.

Hit: 2[W] + Wisdom modifier damage.


Weapon of Fortune Utility 12Signs of Favor

Your prayer invokes divine favor or disfavor on your efforts. Your successful strikes against your sworn foe lend you new strength, but each miss weakens you with doubt.

Daily        Divine, Healing, Stance
Minor Action      Personal

Effect: Until the stance ends, whenever you hit your oath of enmity target, you regain hit points equal to your Wisdom modifier, but whenever you miss that target, you take 5 damage.


Weapon of Fortune Attack 20Gambler’s Flourish

Your weapon swings true, but sometimes a bit of extra risk is worth the payoff.

Daily        Divine, Weapon
Standard Action      Melee weapon

Target: One creature

Attack: Wisdom vs. AC. You can choose to take a -5 penalty to the attack roll. If you take the penalty and the attack hits, the target is stunned instead of dazed and takes a -2 penalty to saving throws (save ends both). If you take the penalty and the attack misses, you grant combat advantage until the end of your next turn.

Hit: 4[W] + Wisdom modifier damage, and the target is dazed (save ends).

Miss: Half damage, and the target is dazed until the end of its next turn.


Published in Divine Power, page(s) 27.