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View Full Version : Quite Frankly, You Were Fated to Die... [3.5 Base Class] PEACH



Amechra
2011-07-25, 06:58 PM
http://2.bp.blogspot.com/-QEbXZUi8cqg/TigfybVa-PI/AAAAAAAAAvo/xrY6RlqrujU/s1600/oracular-dice.jpg

THE NORD'S BLADE
Select any 10 Discipline skills; they are the Class skills for this class.
Skill Points per Level: 4+Int Modifier
Skill Points at First Level: (4+Int Modifier)*4
HD: d8

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Fate Dice|Maneuvers Recognized

1st|
+0|
+0|
+2|
+2|Altered Fate, Fate's Swordsman|
0|
2

2nd|
+1|
+0|
+3|
+3|Uncanny Dodge, Replace Fate|
1|
2

3rd|
+2|
+1|
+3|
+3|Right Place at the Right Time|
2|
3

4th|
+3|
+1|
+4|
+4|Fate's Evasion, Fated Strike (1st)|
2|
3

5th|
+3|
+1|
+4|
+4|Alter the Outcome (Damage)|
3|
4

6th|
+4|
+2|
+5|
+5|Mutable Past|
4|
4

7th|
+5|
+2|
+5|
+5|Fated Strike (2nd)|
4|
4

8th|
+6|
+2|
+6|
+6|Improved Uncanny Dodge|
5|
5

9th|
+6|
+3|
+6|
+6|Alter the Outcome (Attack)|
6|
5

10th|
+7|
+3|
+7|
+7|Fated Strike (3rd)|
6|
6

11th|
+8|
+3|
+7|
+7|Improved Fate's Evasion|
7|
6

12th|
+9|
+4|
+8|
+8|Bonus Luck Feat|
8|
6

13th|
+9|
+4|
+8|
+8|Fated Strike (4th)|
8|
7

14th|
+10|
+4|
+9|
+9|Bonus Luck Feat|
9|
7

15th|
+11|
+5|
+9|
+9|Alter the Outcome (Saves)|
10|
8

16th|
+12|
+5|
+10|
+10|Bonus Luck Feat|
10|
8

17th|
+12|
+5|
+10|
+10|Fated Strike (5th)|
11|
8

18th|
+13|
+6|
+11|
+11|Bonus Luck Feat|
12|
9

19th|
+14|
+6|
+11|
+11|Fated Strike (6th)|
12|
9

20th|
+15|
+6|
+12|
+12|Fatima Pluropotentia|
13|
10[/table]

Weapon and Armor Proficiencies: A Nord's Blade is proficient in all simple and martial weapons, along with any associated weapon of any discipline they selected in the morning; they are also proficient in all Light and Medium armors.

Maneuvers Known: A Nord's Blade is a rather different fighter than your average Initiator; in fact, they are almost surreally differently.

Each morning, the Nord's Blade may select a number of Maneuvers Known from a number of Disciplines, also chosen that morning, equal to 1/2 their charisma modifier (minimum 1).

They have a number of Readied Maneuvers equal to 1+1/2 the number of Maneuvers Known they have; unlike normally, they may ready a single maneuver multiple times. They may recover a single expended use of any maneuver by removing a number of Fate Dice results equal to 1+1/2 the number of prerequisite maneuvers for that maneuver.

Instead of learning a number of stances, the Nord's Blade automatically enters a stance of their choice; they may only enter a stance if they have met all of the prerequisites for that stance.

Unlike normal initiators, a Nord's Blade only gains 3/4 of their class level as their IL (minimum 1).

Fate Dice: For those who play with fate on their side, it helps that they are able to "tug" the strings, as it were. At the start of the day, a Nord's Blade rolls the number of six-sided dice indicated above, and records the results. If Fate Dice are removed, they regain a single Fate Die at the beginning of every encounter; you do this by rolling a d6, and recording the new result.

Altered Fate (Ex): A Nord's Blade is a horrible person to fight; after all, they have been changed by the fates to work on a slightly different framework of fate. As such, at level 1, the Nord's Blade is treated as if they were using the Bell Curve Rolls variant from Unearthed Arcana.

Fate's Swordsman (Su): A Nord's Blade is, literally, the Sword of Fate, and, as such, is rather more dangerous than a swordsman should be; they may, by performing a DC 20 Concentration check, replace a "d20" roll (in reality a 3d6 roll) with a roll of 4d6 and remove any one dice result. That result is then added to their Fate Dice pool; as such, it can only be used when the Fate Dice pool isn't full. This ability is a free action that may be used only once per round.

Uncanny Dodge (Ex): As the Barbarian class feature.

Replace Fate (Su): A Nord's Blade smiles at bad luck, as for them, there is no luck; they are merely saving up success for later. At 2nd level, when they roll a "d20" (really a 3d6), they may replace a single d6 with swap the result of one of the dice with a result that is in their Fate Dice. This ability is a free action that may only be used once per round.

Right Place at the Right Time (Ex): A Nord's Blade is well attuned to the ebb and flow of Fate, and, as such, is always at the right place at the right time. At 3rd level, they may add their Charisma modifier +2 to their initiative.

Fate's Evasion (Ex and Su): This ability functions as Evasion, but can be aided by a pull at fate's heartstrings; they may swap any number of d6s rolled for damage for the evaded effect with results from their Fate Dice pool. This swap applies to the damage rolled for everyone affected by the evaded effect. The second part of this ability is Supernatural, and as such does not function when Supernatural abilities can't be used; additionally, the second part of this ability does not affect Maximized effects, as they do not actually roll the dice.

Fated Strike (Su): A Nord's Blade is strengthened by the power of fate, and of course, since fate's strings are so close to their fingers... After all, if that blow was FATED to hit, they obviously don't have to put any effort into it.
A Nord's Blade may, once per encounter per 3 Nord Blade levels, use a single maneuver of up to the listed level without expending it; if they do so, they may add their charisma modifier to either the attack roll or the damage rolls for the maneuver. If the maneuver doesn't deal damage or require an attack roll, they may instead have the duration of any effect it causes repeat next round, without spending an action. After using this ability, remove a number of Fate Dice equal to 1+(1/2 prerequisite maneuvers for that maneuver (rounding up)) from their pool; if the number of Fate Dice removed from the pool is greater than the number of Fate Dice in the pool, the Nord's Blade gains a number of Negative Levels equal to the difference. These Negative Levels never become level loss, and ignore immunity to Negative Levels; Fate can only be pushed so much.

Alter the Outcome (Su): EVERYONE follows fate, its just that some people... like giving fate a push to keep it going the direction they like.
As an immediate action, a Nord's Blade may designate a single creature within 60'; for 1 round, that creature is treated as if they had the Altered Fate ability. In addition, as a free action, once per round, the Nord's Blade may use their Fate's Swordsman or Replace Fate ability on a single roll by the designated creature.
At 5th level, they may only use this ability on skill checks made by the designated creature.
At 9th level, they may also use this ability on attack rolls made by the designated creature.
At 15th level, they may also use this ability on saves made by the designated creature.
This ability may be used on the Nord's Blade themselves; this allows them to use Fate's Swordsman or Replace Fate twice on a single roll of the indicated types, if they so choose.

Mutable Past (Su): Not everyone started off perfect; however, when you can push fate around, you can usually figure out how to deal with vagaries of the past.

While they are selecting their maneuvers known, they may lower the maximum amount of Fate Dice results they may have prepared by 3 for 24 hours to make it so that one ability score is treated as if it was originally an 18 (in other words, before any increases from levels or magical enhancements, their ability score is treated as if it was an 18.) In addition, they may alter their appearance to any their race could possible have, and may alter their name, their accent, their gender, and the appearance of their clothing while they are doing this; however, this cannot be used as a disguise because, as far as the world is concerned, they have always been that way (Wanted posters alter to match a different face, the name on official documents is changed and so on.). The "18" for a given ability score lasts for 24 hours, but the other changes they may elect bring into play are permanent until they change them again through use of this ability.

Improved Uncanny Dodge (Ex): As the Barbarian ability of the same name.

Improved Fate's Evasion (Ex and Su): As the Fate's Evasion ability, but based off of Improved Evasion rather than Evasion.

Bonus Luck Feat (Ex): Luck is just another word for the vagaries of fate; thus, this marks a refinement of the Nord's Blade's talent for fate manipulation. At the listed levels, they gain a bonus luck feat, which they must qualify for.

Fatima Pluripotentia (Su): Fate is now a pushover for the Nord's Blade to push and pull; they may, as a free action once per round, set every result in their Fate Dice pool to either 1 or 6. All Dice in the pool must be set to the same value.

Multiclassing Notes
Given the odd way they use maneuvers, Nord's Blades have a special way to qualify for PrCs that require knowledge of maneuvers of a certain level from a given discipline.

A Nord's Blade may meet any requirement that involves knowledge of maneuvers of a given level of a given discipline as long as they are capable of using maneuvers of that level and have that discipline as a discipline you chose that morning.

When a Nord's Blade gains another Maneuver Known from a PrC, they alter their number of Maneuvers Known and Readied accordingly; however, whenever they gain another Maneuver Readied from a PrC, they add it directly to the number of Maneuvers they may have Readied.

When a Nord's Blade enters a PrC that advances a Maneuver progression, they do not gain IL normally; instead, they gain full IL for any Disciplines that the PrC can normally learn (for example, Shadow Hand and Devoted Spirit maneuvers for Ruby Knight Vindicator), and only 1/2 for all other Disciplines.

Nord's Blades and Luck Feats
When a Nord's Blade gains access to a Luck Feat, they do not gain daily luck rerolls; instead, the maximum number of Fate Dice they may have in their pool is increased by the amount of luck rerolls they would have gotten from the feat. Additionally, they may expend Fate Dice to use Luck Feats, on a one-to-one exchange rate.

This note also applies for any other ability that grants the ability to reroll a 20-sided dice.

Additional Stuff:
Changer of Prior Destiny (http://www.giantitp.com/forums/showthread.php?p=11503149#post11503149): Who wants to change their backstory?
Luck Thief (http://www.giantitp.com/forums/showthread.php?p=11861811#post11861685): Look, all you need to know is that rolling the dice now hurts your enemy, m'kay?

Notes:
I made this as a way to just shake up the rules a bit, with a bit of a rule change that I haven't seen implemented before.

Changelog
-Alter the Outcome now functions like either Replace Fate or Fate's Swordsman, rather than being able to replace all the dice.
-Fate's Evasion no longer can replace Maximized dice. This is to prevent someone from loading up their pool with 6s.
-Mutable Past was altered so that the reduction in Fate Dice only lasted 24 hours.
-Replace Fate and Fate's Swordsman now work 1/round. Fate's Swordsman allows more choice when removing that one die.
-Fixed wording. A LOT OF WORDING!

DracoDei
2011-07-25, 08:27 PM
Can't comment yet, since you are missing the text for most of the abilities.

Amechra
2011-07-25, 11:20 PM
Alright everyone, first draft is all the way UP! Take a look, please.

And comment. I can't make decent homebrew if no-one gives me feedback!

Domriso
2011-07-26, 12:08 AM
This is a terribly interesting class, and one I want to cannibalize. The idea of basing a class on a variant mechanic like that is amazing, and it just adds that much flavor to the class.

That said, anyway you could link to the rule in the document, or just repost it? I know it's not hard to look up, but it'd be nice to have immediately available.

I really can't say much in terms of balance, but I do have a question about the capstone ability. Is it essentially saying that you can choose to have any dice in your static pool (that you can use to replace with other rolls) become a 1 or a 6, or is it saying you can just change a roll whenever you feel like it?

eftexar
2011-07-26, 12:40 AM
Mutable past is probably my favorite feature if for the fluff alone. A question about Fate Die though, what die are you rolling (d6s, d8s, or what)? I'm assuming from the other abilities it is a d6, and if so you should probably mention that directly in the ability.

Yitzi
2011-07-26, 07:37 AM
As written, Fate's Swordsman appears to be useless, as he starts with a full Fate Dice pool at the beginning of the day, and there's no way to remove dice from it (only swap them.)

Also, how often can Alter the Outcome be used?

Seems a very powerful class, and particularly so with the capstone.

Amechra
2011-07-26, 12:10 PM
I probably should make it more explicit that getting extra uses of maneuvers per encounter and using Luck Feats remove results from your pool. Additionally, Fated Strike expends Fate Dice, removing them from your pool.

Alter the Outcome will be changed soon; Damage doesn't fit for the ability, in the first place, and so I might have it replaced by altering Skill Rolls.

Alter the Outcome, as it is, is usable once per round; it can, if you have the right results, give you an autosuccess or an autofail on a single roll within 60'. This might sound strong, but then again, you can only do it ONCE PER ROUND, and in the average round there are a ****-ton of attacks or save-or-dies being flung around, so it really is only strong against single enemies. Changed to be less horribly, horribly unbalanced.

Fatima Pluripotentia changes the Results in your pool to either all 6s or all 1s. It means that, once per round, you can have a sure crit, or a perfect save.

Fate Dice are d6s, and such a Result can be between 1 and 6.

So... did I hit my goal of abstract battlefield control?

Yitzi
2011-07-26, 01:16 PM
It looks to me less like "abstract battlefield control" and more like "steal luck from your enemies to boost your own or your allies', and pay for one ability with the limitations of the other, and then use the second to regain the first."

Even before Fatima Pluropotentia, a Nord's Blade can use Fate's Swordsman to get a luck boost, then use Alter the Outcome (Replace Fate) to dump the resulting low fate die on an enemy, then spend the resulting die to gain a maneuver (unless it's high enough to be worth using to boost their own rolls), freeing up space for the next use of Fate's Swordsman.

Basically, they can spend fate-dice resources on two abilities and end up with a total cost of zero.

eftexar
2011-07-26, 01:51 PM
I don't think being able to come out of it without a penalty (on the fate die) is a bad thing. If it lacked that feature, I think it would actually weaken the class too much. Or was I reading too much into the negative connotations in your post Yitzi?

Amechra
2011-07-26, 02:42 PM
Well, Yitzi, that was the design idea; I like aiming for mid-high tier 3 (This doesn't get past tier 3, and is not much stronger than, say, a Warblade). Essentially, though, controlling luck IS battlefield control... and is usually left to casters.

Besides, check the section on regaining maneuvers; you have to spend more Fate Dice to get it back if it has more Prereqs; up to 3 Dice being taken away is possible.

Domriso
2011-07-26, 03:08 PM
In general, I don't feel like the class is too unbalancing. In certain situations, yes, it will overcome quite a few opponents, but it doesn't seem hugely overpowered in anyway.

Amechra
2011-07-26, 06:48 PM
http://www.guardiansofthesecret.com/Orwell2.jpg
I swear, how can you be so constrained, treating the past as some unchanging history? I prefer to think of it as a multiple choice question...

Prerequisites:
Saves: Base Will Save Modifier +5
Feats: Open Minded
Special: Mutable Past Class Feature
Special:If the character attempting to take this PrC has the Hidden Past feat, the above Special requirement is waived.

A Changer of Prior Destiny does not have class skills. Instead, they gain 4+Int skill points each level (except for levels 2, 5, and 8), which may be placed into any skill at the beginning of the day
HD: d6 (But see Memories Match History.)
CHANGER OF PRIOR DESTINY
{table=head]Level|Base Attack[br]Bonus|Fort Save|Ref Save|Will Save|Special|Fate Dice|Maneuvers[br]Known

1st|
+0|
+0|
+0|
+2|Whimsical Memory, Change the Few (1)|
-|
+1

2nd|
*|
+*|
+*|
+*|Memories Match History|
-|
-

3rd|
+2|
+1|
+1|
+3|Mutable Feat|
+1|
-

4th|
+3|
+1|
+1|
+4|Change the Few (2)|
-|
+1

5th|
+*|
+*|
+*|
+*|Memories Match History, Mutable Race|
-|
-

6th|
+4|
+2|
+2|
+5|That Never Happened|
+1|
-

7th|
+5|
+2|
+2|
+5|Change the Few (3)|
-|
+1

8th|
+*|
+*|
+*|
+*|Memories Match History|
-|
-

9th|
+6|
+3|
+3|
+6|Fate's Doppleganger|
+1|
-

10th|
+7|
+3|
+3|
+7|Change the Many, Kaleidoscope of Possibility|
-|
+1[/table]

Weapon and Armor Proficiencies: A Changer of Chance does not gain any new weapon or armor proficiencies.

Fate Dice: At the listed levels, the Changer of Prior Destiny adds a single Fate Dice to their pool. If they do not have a fate dice pool, they instead add 1 daily luck reroll to their total.

Maneuvers Known: At the listed levels, the Changer of Prior Destiny increases the number of Maneuvers Known they can have by one. Note that each level in this class only increases their IL by 3/4 in two of their initiating classes, and increases it by 1/2 for all other Initiating classes (But see Memory Matches History).

Whimsical Memory (Ex): Fate works both ways; however, fate in the past-wise direction is more or less immutable... to everyone but the trained.

At first level, a Changer of Prior Destiny may, instead of placing a single 18 when they use Mutable Past, rebuild their ability scores, creating an ability array equivalent to (in terms of Ability Point Buy) 32+(2 for every 3 levels in Changer of Prior Destiny). This ability requires that they reduce the amount of Fate Dice they may have in their pool by 5, instead of 3. If they do this, they may make minor alterations to their backstory (for example, where they were born, whether or not they are married, or suchlike.) The second part of this ability may NOT be used to alter plot-significant details of the world, or to change world history (They could make it so that they were married, but they couldn't make it so that they were married to the queen, for example. Alternatively, they could make it so that they parted amicably with someone who didn't like them, but they can't use this ability to transform an enemy from an avenger seeking his blood to an ally.)

In addition, they must use Mutable Past every day, or they lose all benefits of this class., they must change themselves drastically in at least one regard every-time they use the ability; in other words, they cannot simply give themselves small, cosmetic changes to their past, instead needing to change their face, accent, appearance, or gender to something different and new each time.

Change the Few (Ex): When a Changer of Prior Destiny alters their past, they don't have to make everyone forget the 'old' them, just most people...

At first level, a Changer of Prior Destiny may designate up to their charisma modifier in people; these people aren't affected by the memory altering features of Mutable Past (For example, you could use Whimsical Memory to marry yourself to a person designated by this ability; if this is the case, they do not recognize or remember the new, altered reality.) This choice can be altered any time a Changer of Prior Destiny gains a level in this class.

In addition, you may lower the number of people that you may designate using this ability by the listed number, to increase the number of Fate Dice that may be in your pool by the same amount.

Memories Match History: When a person can alter their past destiny, they may be able to modify more than just the memories of others...

When a Changer of Prior Destiny gains a level with this ability, they gain no immediate benefit from this class, except for being treated as having an increase in their number of levels in this class for Whimsical Memory; they do not gain the listed HD of this class, or any increase in skill points, BAB or in any saving throw bonuses.

Instead, whenever they use their Mutable Past class feature, they may replace the chassis of a level with this ability with that of any other class level they qualify for by that point. They gain all of the class features from that level, listed increase in BAB, Saves, class skills, and Skill Points. Change any reference to the original class in any class features they may have to be Changer of Prior Destiny

Note that when this ability is used, and the Changer of Prior Destiny has levels in classes where levels are being taken from, the levels in this class count as levels in that class for purpose of what abilities are available; a Nord's Blade 6/Changer of Prior Destiny 2/Swordsage 2 that picked Swordsage for Memories Match History would be counted as a Nord's Blade 6/Changer of Prior Destiny 1/Swordsage 3 whenever convenient.

This ability lasts as long as the ability score change from Mutable Past does.

Mutable Feat (Ex): Whenever a Changer of Prior Destiny uses Mutable Past, they gain a single feat they qualify for as a bonus feat, which lasts until the ability score change from Mutable Past is lost.

Mutable Race (Su): Sometimes, one must simply change one's parentage.

At 5th level, a Changer of Prior Destiny may use Mutable Past to change their race. They may not select a race with a level adjustment or HD, unless they select that LA or those HD as their "level" for Memories Match History, in which case both the LA and the HD must be completely nullified. They do not gain the normal "natural 18" in an ability score.

This ability only lasts as long as the ability score alteration from Mutable Past; in addition, if this ability is used, the Fate Dice pool size is reduced by 4+(HD+LA), instead of the normal 3.

That Never Happened (Ps) Sometimes, one must be rather... harsh... on prior destinies, so that they are surely changed.

At 6th level, 1/encounter, a Changer of Prior Destiny may declare that the last round never happened; as such, treat as if they used Temporal Regression, except that they and anyone they have designated with Change the Few have full memory of the missing turn.

Fate's Doppleganger (Su): I'm actually someone called Adam, you know...

At 9th level in this class, a Changer of Prior Destiny gains an interesting ability; the ability to call a single "alternate self", from a past that never occurred... They gain a cohort of a level equal to (Changer of Destiny Level+2+(1/2 level in other classes). If they already had the Leadership feat or an equivalent, they lose the cohort granted by Leadership (or equivalent), but the cohort from this level gains the benefits of any Leader feats the Changer of Prior Destiny may have.

Any relevant build details of this alternate self are decided by the player (but the DM has final say)

The cohort granted by this level may never gain any levels by itself; it instead gains levels based off the above formula.

If this cohort dies, you may create a replacement next time you use Mutable Past (or any upgrades), but the replacement's level is reduced by one. The replacement does not need to match the deceased cohort.

This cohort may NOT have levels in Changer of Prior Destiny, and may never gain any equivalent of the Leadership feat.

Change the Many (Su): Sometimes, it may seem more possible to change things, and then just leave people out of the loop.

This ability functions as Change the Few, except that the designated creatures are the only ones affected by the memory alteration from Mutable Past (and derivatives).

Kaleidoscopic Possibilities (Su): Sometimes, it helps to know that the past is actually just the future reversed.

This ability allows one to remove themselves from the normal framework of fate to change everything... again.

They may use this ability to gain a single round of extra time, a la Time Stop, at the end of which they must use Mutable Past, Mutable Race, or Whimsical Memory to change themselves. This second Mutable Past usage stacks with the effects of any of the Mutable Past derivatives (so they could Point-Buy themselves a set of ability scores equal to 40 points, and then set one ability score to 18.)

The timer for when their Fate Dice pool is restored to full size is reset when this ability is used.

They may use this ability for as long as they have enough Fate Dice in their pool.

Entry Through Other Classes
If this class is entered through other classes, add a +1 to Readied Maneuvers at levels 2, 5, and 8.

Yitzi
2011-07-26, 07:49 PM
I don't think being able to come out of it without a penalty (on the fate die) is a bad thing. If it lacked that feature, I think it would actually weaken the class too much. Or was I reading too much into the negative connotations in your post Yitzi?

Essentially, it means that the abilities are close to at-will.

Which, for a free action +3 or -3 to any one d20 roll within 60' and the ability to reroll (or force others to reroll), is quite impressive.


Well, Yitzi, that was the design idea; I like aiming for mid-high tier 3 (This doesn't get past tier 3, and is not much stronger than, say, a Warblade).

I'm not so sure it doesn't get past tier 3


Besides, check the section on regaining maneuvers; you have to spend more Fate Dice to get it back if it has more Prereqs; up to 3 Dice being taken away is possible.

And then you can spend that lack-of-fate-dice to roll 4d6b3 instead of 3d6 or d20. Theoretically, you could even roll free-action skill checks just to regain the fate dice, although that's really a waste of an opportunity.

The real thing that contributes to this class's high power is that you can gain advantages from any change to your number of fate dice (and the rolls on them), usually as a free action or part of another action. So there's no real expenditure of fate dice, just moving back and forth and treating both directions as "payment".

Amechra
2011-07-26, 08:28 PM
However, if I made Fate's Swordsman and Replace Fate only work 1/round, and then throw on a feat that makes them able to use it more often...

Yitzi
2011-07-26, 08:34 PM
However, if I made Fate's Swordsman and Replace Fate only work 1/round, and then throw on a feat that makes them able to use it more often...

That would make it a lot more balanced.

Amechra
2011-07-26, 08:51 PM
I'll post the feat later.

This is a post for feats in general.

EDIT:

Combat Replacement
Prerequisites: Replace Fate class feature, Cha 13
Benefits: You may use Replace Fate and Fate's Swordsman a number of times per round equal to 1+your Cha modifier. This number of uses is shared by both class abilities.
Special: This feat counts as Combat Reflexes for the purpose of prerequisites; if this feat is used to qualify for a feat that has an Intelligence prerequisite, change Intelligence to Charisma.

Hidden Past [Luck]
Prerequisites: At least 1 Luck Feat, Character level 6
Benefit: A creature with this feat may remove three Luck Rerolls from their total. If they do so, they gain the benefits of a Nord's Blade's Mutable Past class feature.
They also gain 2 Luck Rerolls.
Special: A Nord's Blade may not take this feat. If a character that has this feat multiclasses into Nord's Blade, they may exchange this feat for any other Luck feat they qualify for.

Amechra
2011-07-27, 10:30 PM
This post is for items.

Chronocharm of the Dour Oracle
A small charm shaped to look like an hourglass. In its facets, it shows a glimpse of a thousand possibilities.

This item is use activated.

When a Chronocharm of the Dour Oracle is used, a character may roll a single Luck Reroll (if they have one) after looking at the results of the a roll, instead of before. Once this ability is used, the charm is destroyed.

Cost: 500 gp
Creation: 250 gp, 50 xp, Replace Fate class feature

Caylus
2011-08-29, 04:21 PM
Let's see, one possible problem I foresee with this class is the interaction with luck feats. They're supposed to be used about once a day, but a 'Blade can power himself up again in no time.
For instance, I could imagine a build like this:

The Reaper

STR: high.
You take Victor's luck and equip a scythe.
As soon as your luck pool isn't full yet, you can throw 4d6b3 (raises average by 1.75, in comparison to 3d6, so works better than keen edge.) as an attack with your scythe, when you crit and fail the conformation roll, you can reroll the confirmation check by expending the worst die in your fate pool. If you actually succeed, you empty up your pool again by using your maneuvers.

Add survivor's luck and tempting fate in the mix, and you would be very hard to kill indeed, while razing guys like nothing. And then you've also got maneuvers. And you're a skillmonkey without equal:smallwink:

I have no idea whether this would be unbalanced, probably at high levels you still can't keep up with some tier 1's and 2's. This is typically something that only playtesting would show.

Suggestion for improvement:
One suggestion I would like to make though is to limit the Fate's Swordsman ability to rolls that carry risk: IE check's you can't take 20 on. Otherwise after battle everybody is going "spot the cloud" and replenishing their whole reserve to spent on luck feats again:smallbiggrin:

The way they use maneuvres is still not clear to me, but I've sent you a PM for that:smallsmile:

For the rest: Great flavor, great class, lot's of potential and I'm looking forward to playing one.

Amechra
2011-08-29, 05:56 PM
I'm going to fix the skills, OK? I really need to get on that.

Also, I will do that with Fate's Swordsman.

Also, from your PM, if he was a 20th level Nord's Blade with Cha 18, he would be able to pull maneuvers from 2 disciplines, know 10 maneuvers, and ready 6 of those 10 maneuvers.

Caylus
2011-09-16, 05:51 AM
Hey Amechra, if you ever find time to DM a game/join a homebrew friendly game, give me a PM OK? I'm really intrigued by this class, but my gut feeling says it needs some tweaking, so I think it would be the best if I playtest it in a game you've also joined, so we can analyze the problems directly if they arise.

Hanuman
2011-09-16, 07:08 AM
Wonderfully delicious! Om nom nom :O

Amechra
2011-09-16, 02:48 PM
What about this is wonderfully delicious?

Hanuman
2011-09-16, 05:17 PM
Oh I post that on everything I absorb.

Loving Altered Fate, messing with the 3d6 rules, action points, juggling 3d6 with action points maybe something like a fate storage pool (666) sub 1 die out and reroll to gain 1AP, pool lasts as long as the encounter kinda thing.

Sapping, channeling and granting fate sounds like wonderful flavoring, both positive and negative, twisting the flows of fate. Hell, you said ebb and flow, those are the flowdancers bread and butter!

Love it both as a stand alone class and an assimilated flavor, hats off! :smallsmile:

Lix Lorn
2011-09-16, 07:01 PM
I... wow. This is totally an off the wall idea. I love it. XD

unosarta
2011-09-16, 08:16 PM
Luck Thief

http://img197.imageshack.us/img197/4849/luckthief2.jpg
Original Image: [1] (http://arvalis.deviantart.com/art/Freya-111490598)
Photoshop Credit: Condensed Banner

I will drink up your life, your soul, and your love. I will drink up your hate, your anger, your sorrow, and your joy. I will drink you all up, and leave nothing left but a tiny, empty husk of a man; such is my thirst.
~Lorainne Johns, Luck Thief, the Dark that Creeps

Luck Thieves are essentially assassins and thieves who, instead of stealing valuables, steal the energy of a person’s life. They drink directly from their victim’s life blood, and drink deep. However, unlike vampirism, this need for life energy is not based on sustenance. Rather, being able to steal said energy from their victim becomes a form of an addiction; the energy fills the Luck Thief full of vigor, of lust, of luck. It gives them the power to challenge and change fate when they would otherwise be unable to.

BECOMING A LUCK THIEF

ENTRY REQUIREMENTS
Base Attack Bonus: +3
Skills: Hide 7 ranks, Concentration 7 ranks
Feats: Any one luck feat
Maneuvers: Able to use second level or higher maneuvers
Special: The Fated Strike class feature

Class Skills
The Luck Thief's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (History) (Int), Move Silently (Dex), Profession (Wis), and Tumble (Dex).
Skills Points at Each Level: 4 + int

Hit Dice: d6

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Maneuvers Recognized

1st|
+0|
+0|
+2|
+2|Draw Out the Luck, Fate Dice, Sneak Attack +1d6|
1

2nd|
+1|
+0|
+3|
+3|Fate’s Gaze, Child of Night|
1

3rd|
+2|
+1|
+3|
+3|Fate Staining Strike, Sneak Attack +2d6|
1

4th|
+3|
+1|
+4|
+4|Shield of Blood|
2

5th|
+3|
+1|
+4|
+4|Siphon Life, Sneak Attack +3d6|
2[/table]

Weapon Proficiencies: The Luck Thief does not gain proficiency with any weapons or armor.

Maneuvers Recognized: The Luck Thief’s Initiator level progresses at a rate of +3/4s, rather than one half for non-initiating classes. They do not gain extra stances. The Maneuver’s Recognized adds to the Luck Thief’s maneuvers readied if the Luck Thief does not use the Nord’s Blade’s system for maneuvers, and one half of the maneuvers recognized number to their maneuver’s known.

Draw Out the Luck (Su): Whenever the Luck Thief makes a successful Sneak Attack against an opponent, instead of precision damage, they may deal an equivalent number of negative energy (this energy is purely that of destruction; it harms undead and those healed by negative energy damage). The Luck Thief then recovers 1 Fate Die. If their pool is full upon recovering said Fate Die, they instead gain 1d6 Temporary Hit Points. They may only use this ability once per round.

Fate Dice: The Luck Thief gains additional Fate Dice as if they had gained a level in the Fate Dice granting base class at each level except for third.

Sneak Attack (Ex): The Luck Thief gains Sneak Attack, as the rogue ability. This Sneak Attack starts out at +1d6 damage at first level, and increases by +1d6 every two levels thereafter (+2d6 at level 3, +3d6 at level 5).

Fate’s Gaze (Su): Starting at second level, the Luck Thief automatically knows how to draw the luck of others away from them, not only by stealing it from their life force. As a standard action, the Luck Thief may force one creature within 15 feet of himself to make a Fortitude save (DC 10 + 1/2 ECL + Charisma modifier) or gain a -2 penalty to all d20 rolls for the next 3 rounds, as fate literally rejects what they seek to do. This penalty increases by 2 at fifth level. Whenever a creature affected by this ability fails a roll made using a d20, the Luck Thief gains a +1 bonus to attack rolls, and heals 1 hit point. The bonus to attack rolls stacks with itself. After the duration of the ability ends, the Luck Thief must wait 1d4+2 rounds before using it again. In order to use this ability, the Luck Thief must expend 1 Fate Die from his Fate Dice pool.

Child of Night (Ex): Starting at second level, the Luck Thief gains a +2 luck bonus to Initiative, Hide and Move Silently checks. This bonus increases to +4 at fourth level.

Fate Staining Strike (Su): Starting at third level, the Luck Thief may, as a standard action, make a single melee attack against an opponent. The attack, if it hits, deals no damage, but the opponent must make a Will save (DC 10 + 1/2 ECL + Charisma modifier) or take 2 Wisdom damage, and have a -1 penalty to all rolls made with a d20. The save negates the penalty, but only halves the Wisdom damage. Whenever the opponent struck with this ability attempts a roll made with a d20, they take 1 damage. This damage is negative energy, but is purely destructive in nature, and undead and those healed by negative energy damage are not healed by this damage. The effect lasts until the end of the encounter. This ability may only be used once per encounter. In order to use this ability, the Luck Thief must expend 2 Fate Dice from his Fate Dice pool. If this ability is used on a creature with a Fate Dice pool, they take a penalty to all "d20" rolls equal to the number of Fate Dice they possess in their Fate Dice pool, until the end of the encounter.

Shield of Blood (Su): Starting at fourth level, the Luck Thief may, as an immediate action, force an attack roll made against him to take a -4 luck penalty. If the attack hits, the attacker takes 2d6 negative energy damage (this energy is purely that of destruction; it harms undead and those healed by negative energy damage). After using this ability, the Luck Thief must wait 1d4+1 rounds before using it again. In order to use this ability, the Luck Thief must expend 3 Fate Dice from his Fate Dice pool.

Siphon Life (Su): Starting at fifth level, the Luck Thief learns the ultimate secrets of energy theft. Once per encounter, instead of dealing negative energy with his Draw Out the Fate ability, the Luck Thief may deal 1d4 Negative levels to that opponent. The opponent does not take the Sneak Attack damage. The Luck Thief heals 4 hit points per negative level the opponent loses, and adds 1 Fate Dice to his Fate Dice pool.

Amechra
2011-09-16, 08:36 PM
Why, thank you Unosarta! I will add it to the PrC post.

I have to say, I will need to put up the skill list... but I have to make a point:

Fate Staining Strike does nothing vs. another Nord's Blade; is this intentional? Because it fits quite well...

unosarta
2011-09-16, 08:42 PM
Why, thank you Unosarta! I will add it to the PrC post.

I have to say, I will need to put up the skill list... but I have to make a point:

Fate Staining Strike does nothing vs. another Nord's Blade; is this intentional? Because it fits quite well...

No problem. It was actually surprisingly fast to make, I found, and quite fun.

I didn't think of that. Fate Staining Strike could maybe drain a Fate Die from the Fate Dice pool of Nord's Blade that is struck by the attack, in addition to the other effects? I can't think of anything else right now.

Hanuman
2011-09-16, 10:52 PM
http://img197.imageshack.us/img197/4849/luckthief2.jpg
Gratis of the flowdancer project.

Amechra
2011-09-16, 11:37 PM
May I ask how you made that? Because it looks quite good.

And draining a fate die might work...

Hanuman
2011-09-16, 11:49 PM
May I ask how you made that? Because it looks quite good.

And draining a fate die might work...

Photoshop, using the book concept I'm developing in the project.

Oh man, it removed the title =S

Edited!

unosarta
2011-09-17, 09:30 AM
*IMG Snip*
Gratis of the flowdancer project.

Sweet mother of asmodeus, that is beautiful. It might be kind of hard to read, so I will just replace the current picture with it, and keep the table and quotes and stuff. Changing the text color in the class from an orange to more of a lavender also seems like a good idea.

[Edit:] Finished changing colors and stuff.

Also; instead of removing a Fate Dice from an opponent who possesses a Fate Dice pool's Fate Dice pool, the Fate Staining Strike gives them a penalty to all "d20" rolls equal to the number of Fate Dice in their Fate Dice pool.

Amechra
2012-04-08, 10:57 PM
Alright, there are SKILLS now. Like, all the class skills you'll ever need, and then some.

Funnily enough, the restrictions that I placed on class-skill selection prevent you from taking any Craft skill and all Profession skills other than Profession (Chef). No, I'm not changing it.

PhaedrusXY
2012-04-15, 12:25 PM
So I'm about to play one of these, and I want to make sure I'm understanding their maneuver progression correctly.

1) The number of disciplines they can choose in the morning is half their charisma modifier.
2) The number of maneuvers they choose as "known" that morning is the value listed in the table.
3) The number of maneuvers they can ready is 1.5x the value they "know".

Is the above all correct?


And what kind of action is it for him to refresh a maneuver by losing a fate die? Can he refresh multiple ones by expending multiple fate dice as part of the same action?