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Zaydos
2013-05-20, 04:00 PM
Fluff: You were born lucky, ‘nuff said. Honestly I’m a bit too lazy to write the fluff right now since I just made the class in one sitting, I’ll probably get on that soon (if someone reminds me). I'm also thinking about some multiclass feats in the style of Daring Outlaw and Swift Hunter, etc.

Luck Blessed


Level
Base Attack<br>Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+2

+2

+2
Lucky Dodge +1, Lucky Aim +1, Lucky Strike 1/encounter, Lucky Blow


2nd

+1

+3

+3

+3
Loaded Dice 1/encounter


3rd

+2

+3

+3

+3
Lucky Grace +1, Serendipitous Strike (Sickening Blow)


4th

+3

+4

+4

+4
Lucky Strike 2/encounter, Fortune’s Shield (20%)


5th

+3

+4

+4

+4
Lucky Aim +2, Lucky Dodge +2, Loaded Dice 2/encounter


6th

+4

+5

+5

+5
Better Lucky than Skilled +1, Serendipitous Strike (Deafening Strike), Fortuitous Aim


7th

+5

+5

+5

+5
Fool’s Success, Lucky Grace +2


8th

+6

+6

+6

+6
Loaded Dice 3/encounter, Lucky Strike 3/encounter


9th

+6

+6

+6

+6
Serendipitous Strike (Staggering Strike), Lucky Aim +3, Lucky Dodge +3


10th

+7

+7

+7

+7
Faultless Luck, Fortune’s Shield (50%)


11th

+8

+7

+7

+7
Loaded Dice 4/encounter, Lucky Grace +3


12th

+9

+8

+8

+8
Better Lucky than Skilled +2, Lucky Strike 4/encounter, Serendipitous Strike (Dazing Strike)


13th

+9

+8

+8

+8
Astounding Luck, Lucky Aim +4, Lucky Dodge +4


14th

+10

+9

+9

+9
Loaded Dice 5/encounter, Weighty Dice


15th

+11

+9

+9

+9
Serendipitous Strike (Blinding Strike), Lucky Grace +4


16th

+12

+10

+10

+10
Luck in Mediocrity, Lucky Strike 5/encounter, Fortune’s Shield (100%)


17th

+12

+10

+10

+10
Loaded Dice 6/encounter, Lucky Aim +5, Lucky Dodge +5


18th

+13

+11

+11

+11
Better Lucky than Skilled +3, Serendipitous Strike (Stunning Strike), Greater Fortuitous Aim


19th

+14

+11

+11

+11
Luck Strikes Twice, Lucky Grace +5


20th

+15

+12

+12

+12
Loaded Dice 7/encounter, Lucky Strike 6/encounter, Loaded Fate



HD Type: d8

Skills per Level: 6 + Int modifier.

Class Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language, Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex)

Weapons and Armor Proficiencies: A Luck Blessed is proficient in all Simple Weapons and 3 Martial Weapons of choice, and in light and medium armor and shields (but not tower shields).

Class Features:
Lucky Dodge (Ex): Fortune smiles on a Luck Blessed, at 1st level they gain a +1 luck bonus to their AC. At 5th level and every 4 levels thereafter this bonus increases by +1.

Lucky Aim (Ex): A Luck Blessed relies upon chance as much as skill in combat, at at 1st level they gain a +1 luck bonus to attack rolls. At 5th level and every 4 levels thereafter this bonus increases by +1.

Lucky Strike (Ex): A luck blessed can trust to fortune to let their blows strike true. 1/encounter you may declare an attack a Lucky Strike. You may decide whether to use this ability after you know if your attack has hit or missed. A Lucky Strike deals an additional 1d6 damage per Luck Blessed level. At 4th level and every 4 levels thereafter you gain an additional use of Lucky Strike each encounter, but may not use Lucky Strike more than once per round.

Lucky Blow (Ex): When fortune smiles on a Luck Blessed she does so broadly. Whenever you roll a natural 20 on an attack roll that attack deals an additional +1 damage per class level (this damage is multiplied on a successful critical hit).

Loaded Dice (Ex): As a Luck Blessed grows accustomed to his preternatural fortune they learn also how to coax it into acting in their favor. Beginning at 2nd level 1/encounter a Luck Blessed may re-roll one ability check, skill check, saving throw, attack roll, level check (including caster level checks such as for Spell Resistance or Dispel Magic), or initiative check and add +1d6 to the new roll. The Luck Blessed must take the new roll even if it is worse and may not use Loaded Dice along with another ability which re-rolls a die roll.

Lucky Grace (Ex): Luck protects a Luck Blessed warding them from the worst of harm. Beginning at 3rd level Luck Blessed gain a +1 Luck Bonus to saving throws. At 7th level and every 4 levels thereafter this bonus increases by +1.

Serendipitous Strike (Sickening Blow) (Ex): A Luck Blessed strikes without skill it is true, but fortune adds a certain kick to their blows. Beginning at 3rd level once per encounter when a Luck Blessed uses their Lucky Strike the target must make a Fortitude save (DC 10 + ½ Luck Blessed class level + your Charisma modifier) or be Sickened for 1d6 rounds. You may choose to expend an extra uses of your Lucky Strike to increase the duration of this effect by 2 rounds per use expended. The same attack may not benefit from more than one Serendipitous Strike at a time.

Fortune’s Shield (Ex): Fortune foils a Luck Blessed’s foes attempts to harm them. Beginning at 4th level when an attack would critically hit the Luck Blessed there is a 20% chance that the attack misses instead (even if it was a nat 20). This does not prevent precision damage (such as sneak attack) even if it cannot be dealt to a creature immune to damage from critical hits. At 10th level the chance of a critical hit being rendered a miss increases to 50% and at 16th level whenever an attack would critically hit you it misses you instead.

Better Lucky than Skilled (Ex): Fortune aids a Luck Blessed in all their endeavors not just those on the battlefield. Beginning at 6th level a Luck Blessed gains a +1 Luck bonus to all skill or ability checks. At 12th level and again at 18th level this bonus increases by +1.

Serendipitous Strike (Deafening Strike) (Ex): The ways luck manifests in a Luck Blessed blows continue to expand and grow. Beginning at 6th level once per encounter when a Luck Blessed uses their Lucky Strike the target must make a Fortitude save (DC 10 + ½ Luck Blessed class level + your Charisma modifier) or be Deafened for 1 minute. You may choose to expend an extra uses of your Lucky Strike to increase the duration of this effect by 2 rounds per use expended. The same attack may not benefit from more than one Serendipitous Strike at a time.

Fortuitous Aim (Ex): Serendipity guides a Luck Blessed’s attacks making them strike true against even foes warded in darkness or magic. Beginning at 6th level whenever a Luck Blessed has to make a roll to confirm an attack hitting against a miss chance (including from incorporealness, blink, or other such effects) or other random miss factor (such as from Mirror Image; not a standard attack roll) they roll twice and take the better result.

Fool’s Success (Ex): A Luck Blessed seems to live a charmed life, never failing too hard. Beginning at 7th level if you would roll a natural 1 on a d20 roll it is treated as a natural 20 instead for all purposes except determining whether it is a critical threat.

Serendipitous Strike (Staggering Strike) (Ex): A lucky shot can cripple an opponent in a single strike. Beginning at 9th level once per encounter when a Luck Blessed uses their Lucky Strike the target must make a Fortitude save (DC 10 + ½ Luck Blessed class level + your Charisma modifier) or be unable to take more than 1 non-free action each round for 1d3 rounds. You may choose to expend an extra uses of your Lucky Strike to increase the duration of this effect by 2 rounds per use expended. The same attack may not benefit from more than one Serendipitous Strike at a time.

Faultless Luck (Ex): Luck supports a Luck Blessed allowing them to, occasionally, completely escape even the worst magic and effects. Beginning at 10th level whenever a Luck Blessed rolls a natural 20 on a saving throw for half or partial effect they instead suffer no effect.

Serendipitous Strike (Dazing Strike) (Ex): Beginning at 12th level once per encounter when a Luck Blessed uses their Lucky Strike the target must make a Fortitude save (DC 10 + ½ Luck Blessed class level + your Charisma modifier) or be Dazed for 1 round. You may choose to expend an extra uses of your Lucky Strike to increase the duration of this effect by 1 rounds per use expended. The same attack may not benefit from more than one Serendipitous Strike at a time.

Astounding Luck (Ex): A Luck Blessed’s luck lets them transcend their normal human limits. Beginning at 13th level if you roll a natural 20 on a skill check you gain a +10 bonus to that skill check. This ability does not apply on a skill check which you have retried.

Weighty Dice (Ex): A Luck Blessed’s ability to influence their preternatural luck continues to improve as they live their lives and grow yet still luckier. Beginning at 14th level when a Luck Blessed uses their Loaded Dice ability they may expend an extra use of the ability to gain a +1d12 instead of the regular +1d6 to the re-roll, or expend two extra uses to gain a +1d20 instead of the +1d6.

Serendipitous Strike (Blinding Strike) (Ex): Serendipity continues to find new ways for a Luck Blessed to strike a target. Beginning at 15th level once per encounter when a Luck Blessed uses their Lucky Strike the target must make a Fortitude save (DC 10 + ½ Luck Blessed class level + your Charisma modifier) or be Blinded for 1d4+1 rounds. You may choose to expend an extra uses of your Lucky Strike to increase the duration of this effect by 2 rounds per use expended. The same attack may not benefit from more than one Serendipitous Strike at a time.

Luck in Mediocrity (Ex): Even a Luck Blessed’s medium efforts seem to be blessed by fortune. Beginning at 16th level if you would roll a natural 10 on a d20 roll it is treated as a natural 20 instead for all purposes except determining whether it is a critical threat.

Serendipitous Strike (Stunning Strike) (Ex): Beginning at 18th level once per encounter when a Luck Blessed uses their Lucky Strike the target must make a Fortitude save (DC 10 + ½ Luck Blessed class level + your Charisma modifier) or be Stunned for 1 round. The same attack may not benefit from more than one Serendipitous Strike at a time.

Greater Fortuitous Aim (Ex): A Luck Blessed could shoot an arrow blindfolded and still manage, perhaps through convoluted series of ricochets, to strike an apple from an ally’s head. Beginning at 18th level whenever a Luck Blessed has to make a roll to confirm an attack hitting against a miss chance (including from incorporealness, blink, or other such effects) or other random miss factor (such as from Mirror Image; not a standard attack roll) they automatically succeed.

Luck Strikes Twice (Ex): Having lived so long with their natural fortune a Luck Blessed can coax it forth even faster in battle. Beginning at 19th level you may use Lucky Strike twice per round instead of just once.

Loaded Fate (Ex): A Luck Blessed’s influence over their own luck has reached its ultimate pinnacle gaining the weight of fate itself. Beginning at 20th level a Luck Blessed may spend 2 uses of their Loaded Dice ability to make any d20 roll automatically be treated as a natural 20 including for the purposes of determining whether it is a critical threat. This ability can only be used 1/encounter.

Zaydos
2013-05-20, 04:01 PM
Reserved for feats, in the odd case it's necessary fluff, and in the odd case I feel inspired to it PrCs.

Deathslayer7
2013-05-20, 04:10 PM
Stunning Strike and Dazing Strike seem useless compared to blinding strike. 1d4+1 rounds compared to 1 round. They may get actions, but there is little someone can do when they are blinded.

Good fort reflex and will???? I understand he is lucky, but 3 good saves seems to much.

The luck bonuses almost seem like just stacking magic items on them without the magic items.

Personally, I think Luck Strikes Great comes way too late.

While I like the idea, this seems more of a gish class than an actual fighter. All they have is one offensive ability; even then that ability has a chance to be negated plus some normal damage that they do.

Zaydos
2013-05-28, 08:35 PM
They're supposed to be somewhere within rogues and fighters, though they might have gotten some gish or ToB influenced powers since I tend to find them more interesting than just plain fighters.

I added Luck Strikes Twice in at so late a level because you're adding 3.5 times class level to damage which tends to be a lot, comparing to a martial strike (ranges from a bonus to hit to +100 damage based on level; though Time Stands Still is better at that point in my experience; still through most levels the damage is about 2.5 per level with your highest level maneuver and forsakes a full attack) or even a boost (Can get up to +level+10.5 to all attacks, but is fire typed). So I was afraid to give them too much, since they're already dealing 2 sneak attacks + a potential debuff per use and don't have to worry about flanking (easy to do) or crit immunity (still possible but harder and often means sacrificing half your damage). Lastly wanted to avoid giving them too much since they also have better defensive abilities than a rogue.

This brings me to the question of how would Lucky Strike be negated? You choose to use it after the attack hits, it's not precision damage, it can be stopped by DR or not hitting once but the latter doesn't expend a use and the former applies to all melee. Or did you mean the debuff can be resisted?

As for the Blinding attack... you're right, I'll probably swap when you get a few abilities, and maybe twiddle with its duration.

As for the luck bonuses. The bonus to attacks is to give them a pseudo-good BAB. While you hit as well as someone with good BAB it gives you a very definite feeling that it's not all skill as you can power attack less and get fewer attacks per round, meaning also that it's weaker than good BAB somewhere in between. The bonus to AC and saves are passive defensive features that help you survive and give you some extra staying power to make up for being a little weaker offensively. It gave them a means of getting more relevant AC, or relevant AC for much cheaper, and gives them better than good saves (since it's stackable). So I can see where stackable magic items for free comes from, but you can get several defensive abilities from magic items (evasion, a monk's AC bonus) and at least these stack with the items that already do it.