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View Full Version : [Pathfinder] Luckfinder Prestige Class, PEACH



JMGraham
2012-01-18, 06:04 PM
Hi all –

I’ve been working with my GM on this, and wanted to solicit some feedback from the larger community. The idea behind it was to try and come up with a luck-based rogue-centric prestige class that gives some of the ninja-like abilities, without the ninja-like aesthetic. I borrowed some of this from different versions of Fortune’s Friend and other such classes. My main concern now is balancing the knacks, by adding/adjusting level requirements and cost in luck points. I know re-rolls and the like can be quite powerful, and don’t want my GM to regret letting me go down this path. Any advice, comments, or suggestions would be very appreciated! Starting point is the ninja, my comments are in spoilers.

And, yes, I have ninja envy.


Luckfinder Prestige Class

Hit Die: d8.

Requirements
To qualify to become a luckfinder, a character must fulfill all of the following criteria.

Alignment: Any chaotic.

Skills: Profession (Gambling) 5 ranks

Special: Evasion class feature. Luck domain class feature.
Profession (Gambling) is just meant as a flavorful “skill tax”. Basically, this limits the class to either rogue/high level ranger and cleric/inquisitor multiclasses. You can’t get it until 6th level at the earliest. I chose Evasion to cut out ninjas (who have charisma based abilities). The multiclass requirements are useful, because none of them rely on charisma (which the luck pool is based on here). This makes min-maxing with luck points more difficult. Monks can get evasion, but they’re lawful.

Class Skills
The luckfinder's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Skill Ranks per Level: 6 + Int modifier.
Two lower than a rogue. To suggest the change in focus from skill to luck

{table=head]Level|BAB|Fort|Ref|Will|Special

1st|+0|+0|+2|+0|Easy luck, luck pool, Sneak attack +1d6|

2nd|+1|+0|+3|+0|Knack|

3rd|+2|+1|+3|+1| Sneak attack +2d6|

4th|+3|+1|+4|+1| Knack|

5th|+3|+1|+4|+1| Sneak attack +3d6|

6th|+4|+2|+5|+2|Greater knacks, Knack|

7th|+5|+2|+5|+2| Sneak attack +4d6|

8th|+6/+1|+2|+6|+2| Knack|

9th|+6/+1|+3|+6|+3| Sneak attack +5d6|

10th|+7/+2|+3|+7|+3| Knack|

[/table]

Class Features
The following are the class features of the luckfinder.
Weapon and Armor Proficiency: The Luckfinder gains no additional proficiencies.
Easy Luck (Ex): Luck comes to the luckfinder naturally. Starting at level 1, the swift or immediate action to use a luck pool ability or knack does not count against the luckfinder’s limit of one swift action per turn. However, he still cannot expend a luck point more than once per turn to influence the same result.
Standard entry ability from Fortune’s Friend
Luck Pool (Su): At 1st level, a luckfinder gains a pool of luck points, a reservoir of good fortune that he can use to accomplish amazing feats. The number of points in the luckfinder's luck pool is equal to 1/2 his luckfinder level (minimum 1) + his Charisma modifier. As long as he has at least one luck point remaining for the day, the luckfinder gains a +2 luck bonus on whichever of his saves has the lowest base bonus. If two or more of his saves tie for the lowest base bonus, choose when you select which save it applies to. If his base save bonuses later change so that the chosen save no longer has the lowest base bonus, the luck bonus from this feat immediately applies to the save that now has the lowest base bonus.
I took this from the 3.5 Luck feat “Unbelievable Luck” – that feat gave you 2 luck points (rather than 1), plus the saving throw.

By spending 1 point from his luck pool, a luckfinder rolls 2 dice the next time he rolls a d20, keeping the most favorable result. This power is activated as an immediate action. If used for an attack roll and one of the dice is a critical hit, the other dice is used as the confirmation roll. A luckfinder can gain additional powers that consume points from his luck pool by selecting certain knacks.
Statistically, this works out to a bonus between +1 and +5 (depending on the roll needed for success). Compare to the luck domain power. Here it’s immediate rather than standard, effects self only rather than touch, and effects only the next roll rather than all rolls for the next round. Lots of “roll 2d20 and take the highest” abilities abound – e.g., Perfect Strike/

The luck pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the luckfinder possesses levels in another class that grants points to a luck pool, luckfinder levels stack with the levels of that class to determine the total number of luck points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The luckfinder can now use luck points from this pool to power the abilities of every class he possesses that grants a luck pool.

Sneak Attack: If a luckfinder can catch an opponent when he is unable to defend himself effectively from his attack, chance may deign that he strike a vital spot for extra damage. This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (2nd, 4th). If a luckfinder gets a sneak attack bonus from another source, the bonuses on damage stack.

Knacks: As a luckfinder continues his training, he gains a number of knacks that allow him to escape misfortune and pull off amazing feats. Starting at 2nd level, a luckfinder gains one knack. He gains one additional knack for every 2 levels attained after 2nd. Unless otherwise noted, a luckfinder cannot select an individual knack more than once.
Unless otherwise specified, rerolls granted by knacks must be taken after a die has been rolled, but before the result has been announced. For example, if a luckfinder makes an attack roll of 11, he must decide whether to reroll the attack with the lucky strike knack before it is announced whether the modified attack roll meets or exceeds the AC of the target.

Better lucky than good – As an immediate action the luckfinder can treat a 1 as a natural 20 on any roll. This ability can be used once per day.

Fortuitous Distraction - When making an attack action, the luckfinder can spend a luck point as a swift action. The attack deals sneak attack damage as if the target was flat-footed. If the luckfinder makes more than one attack this turn, this ability only applies to the first attack. Foes with uncanny dodge are immune to this ability. Ninjas can turn invisible for 1 round per level as a swift action, making their first attack treat opponents as flat footed (plus other cool stuff). This is a toned down version of that – no invisibility, just the single flat-footed attack resulting from some momentary distraction.

Glancing blow – By spending a luck point as a swift action, the luckfinder gains concealment (20% miss chance) as per the blur spell. This ability lasts one round per luckfinder level. Should be a better name for this. This is very comparable to ninja’s vanishing trick. Takes a level 2 spell that lasts 1 minute a level, make it a swift action, and make it last 1 round a level.

Healer’s Luck – The luckfinder can expend one luck point as a swift action to reroll the number of points of damage healed by a conjuration (healing) spell he has just cast on his current turn.

Lucky aim – A luckfinder may hit targets that he might otherwise miss. By spending 1 point from his luck pool as a swift action, the luckfinder can ignore concealment. By spending 2 points, he can ignore total concealment or cover. These effects last for 1 round. This is 2/3 of the 11th level Zen Archer ability “trick shot”. The other part is separated into a greater knack

Lucky guess – The luckfinder can spend a luck point as an immediate action to add a +10 luck bonus to a single Use Magic Device check. Not sure about this one. I wanted something to make the “blindly activate” UMD check easier to do, and didn’t think having it only effect blind activations would warrant a knack.

Lucky landing - As an immediate action, the luckfinder can slow his descent as if using feather fall. This ability uses his luckfinder level as the caster level. Each use of this ability uses up 1 luck point. Exactly as per the ninja trick “feather fall”

Lucky Strike –The luckfinder can expend one luck point as a swift action to reroll a weapon damage roll. He can expend two luck points s as a swift action to reroll an attack roll. This knack cannot be used to reroll an attack roll of a natural 1. As per the luck feat “fortuitous strike”, with the added caveat that fumbles can’t be re-rolled

Magical Fortune – The luckfinder can expend one luck reroll as a swift action to reroll the damage dealt by a spell he has just cast. He can expend two luck rerolls as a swift action to reroll a caster level check.

Make your own luck – As an immediate action, the luckfinder can spend a luck point to reroll a skill check, as long as he has at least one rank in the skill.

Near miss – As an immediate action, the luckfinder can cause an enemy to re-roll a non-critical attack. This action must be taken after the first die is rolled, but before the results are declared. This knack cannot be used if the enemy scored a critical hit, but can be used to force the enemy to roll a critical confirmation roll.

Survivors luck: The luckfinder can expend one luck point as an immediate action to reroll a saving throw he just failed. This knack is an exception to the rule that a reroll must be declared before the results are revealed. As per the fortune’s friend luck feat. A similar reroll is granted by the level 1 bard spell “Saving Finale” (though that effects anyone in 25 ft and causes a bard song to end)

Victors luck – The luckfinder can reroll a critical threat confirmation as a swift action. The use of this knack uses up 1 luck point.

Greater Knacks: Starting at 6th level, a luckfinder can select one of the following greater knacks in place of a knack.

Improved Fortuitous Distraction - The luckfinder can spend a luck point as a swift action. All attacks made that round by the luckfinder deal sneak attack damage as if the target was flat-footed. Foes with uncanny dodge are immune to this ability. The luckfinder must have the fortuitous distraction knack before selecting this knack. Ninjas get greater invisibility as a swift action for 1 round / level, so they would treat EVERYONE as flatfooted during that time. Plus, they’d be invisible, and get huge defensive bonuses as a result.

Improved Glancing blow – The miss chance granted by glancing blow increases to 50%. The luckfinder must have the glancing blow knack before selecting this knack. This takes the protection piece of invisibility and adds it to the previous “blur” ability.

Improved Lucky Aim – When using the lucky aim knack, the luckfinder can spend 3 luck points, to ignore total cover, even firing arrows around corners. The arrow must still be able to reach the target; a target inside a closed building with no open doors or windows cannot be attacked. This is the other part of the Zen Archer Trick Shot

Improved Lucky Strike – The luckfinder can take a full round action that does not provoke an attack of opportunity to make a single attack. This single attack benefits from True Strike, as per the spell. The use of this knack costs one luck point. The luckfinder must have the lucky strike knack before selecting this knack. Essentially, this gives the luckfinder access to a 1st level spell as a move action, rather than a standard action (and removes the AoO piece, as well). True Strike is already a luck domain bonus spell.

Improved make your own luck: As a full round action, the luckfinder can “take 20” on a skill in which he has skill ranks. This knack only applies to skills in which it is possible to take 20 normally. This knack can be used in combat, but may provoke attacks of opportunity as normal. The use of this knack costs 1 luck point. This was an attempt to make a “true strike” equivalent for skill rolls.

Improved near miss – As an immediate action, fortune protects the luckfinder from the attacks of his enemy. Until the start if his next turn, all enemies targeting the luckfinder with an attack roll 2d20 and keep the least favorable result. The use of this ability costs one luck point. The luckfinder must have the near miss knack before selecting this knack. This is equivalent to a +1 to +5 AC bonus (depending on what the enemy needs to hit) for one round. It also has the added benefit of making criticals less likely.

Incredible Luck – On a good day, the luckfinder can tap into his luck to perform feats that are almost unbelievable. The luckfinder can spend 2 luck points as an immediate action. Until the start of his next round, any time the luckfinder rolls a d20, he may roll twice and take the more favorable result. The luckfinder must be level 14 before taking this knack. The intent here was to take the basic luck domain ability of a luck cleric and make it available (self only, rather than touch) as an immediate action rather than a standard action. In my mind, this one is quite powerful, depending on the number of rolls and saves the luckfinder expects to make. The immediate vs. start of his next round distinction helps here, I think.if activated in response to something I need to save vs, I don’t get to use it on my active turn. 2 luck points and level ca are meant to balance it somewhat.

Luck rubs off – By touching another person and concentrating, the luckfinder can pass some of his luck to someone else. By taking a standard action the luckfinder can transfer the effects of one of his knacks to the target. The target is able to use this knack as if it were their own. Once the knack is used, or after 1 round per luckfinder level has passed, the ability to use this knack vanishes. The use of this knack costs 1 luck point, plus the cost of one use of the knack being transferred.

Press your luck. As a full-round action, the luckfinder can spend a luck point and permanently decrease his luck pool by one in order to regain his luck points as if he had rested 8 hours. This ability can be used once per day.

Prescient luck – The luckfinder’s knacks now allow him to reroll dice after he sees the results of the initial roll. The use of this knack costs one additional luck point above the cost of the knack being modified.

Tempting fate: A luckfinder can spend luck points to avoid death. If he has at least two luck points remaining, he can spend all of his remaining available luck points to avoid death. Regardless of the source of the attack that would have killed him, he is left alive, at –1 hit points (or lower if he was already below –1), unconscious, and stable.


New Feats
Extra Luck
You can use your luck pool more times per day than most.
Prerequisite: Luck pool class feature.
Benefit: Your luck pool increases by 2.
Special: You can gain Extra Luck multiple times. Its effects stack.

Extra Knack
Through the vagaries of fortune, you have learned how to perform a special trick.
Prerequisite: Knacks class feature.
Benefit: You gain one additional knack. You must meet all of the prerequisites for this rogue talent.
Special: You can gain Extra Knack multiple times.

JMGraham
2012-01-20, 12:17 PM
*shameless bump*

Any advice for balancing those knacks would be greatly appreciated!