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View Full Version : D&D 3.x Class Luckspinner, a luck-based warlock (PEACH)



Baron Faey
2014-06-18, 01:13 PM
Luckspinners
Luckspinners are warlocks that make a pact with an extraplanar entity that calls itself the Black Cat King. This pact gives them control over luck and probability.
Alignment: Any
Hit Die: d6

Class Skills: Luckspinner class skills (and key ability modifier) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex)
Skill Points at Each Level: 6 + Intelligence modifier.


The Luckspinner
LVBABFortReflWillSpecialSpins

1st+0
+0
+2
+0
Lucky Hit +1d6, Spins (least)
1


2nd
+1
+0
+3
+0
Sense Luck
2


3rd
+2
+1
+3
+1
Lucky Hit +2d6
3


4th
+3
+1
+4
+1
Fortunate
4


5th
+3
+1
+4
+1
Lucky Hit +3d6
4


6th
+4
+2
+5
+2
Spins (least or lesser)
5


7th
+5
+2
+5
+2
Black Cat Initiate, Lucky Hit +4d6
6


8th
+6
+2
+6
+2
Fortunate
7


9th
+6
+3
+6
+3
Lucky Hit +5d6
8


10th
+7
+3
+7
+3
Harbringer
8


11th
+8
+3
+7
+3
Lucky Hit +6d6, Spins (least, lesser, or greater)
9


12th
+9
+4
+8
+4
Fortunate
10


13th
+9
+4
+8
+4
Lucky Hit +7d6
11


14th
+10
+4
+9
+4
Black Cat Disciple
12


15th
+11
+5
+9
+5
Lucky Hit +8d6
12


16th
+12
+5
+10
+5
Spins (least, lesser, greater, or pure)
13


17th
+12
+5
+10
+5
Lucky Hit +9d6
14


18th
+13
+6
+11
+6
Black Cat Noble
15


19th
+14
+6
+11
+6
Lucky Hit +10d6
16


20th
+15
+6
+12
+6
Black Cat Lord
16



Class Features
All of the following are class features of the Luckspinner.
Weapon and Armor proficiencies: Luckspinners are proficient in the use of all simple and martial weapons, as well as the light and medium armors.
Spins (Sp): A Luckspinner often finds herself the recipient of great luck. A Luckspinner's Spins are spell-like abilities; using a Spin is a standard action that provokes attacks of opportunity. A Spin can be disrupted, just as a spell can be ruined during casting. A Luckspinner is entitled to a Concentration check to successfully use a Spin if he is by an attack while Spinning, just as a spellcaster would be. A Luckspinner can choose to use a Spin defensively by making a successful Concentration check, to avoid provoking attacks of opportunity. A Luckspinner's Spins are subject to spell resistance unless a Spin's description specifically states otherwise. A Luckspinner's caster level with his Spin is equal to her Luckspinner level.
The save DC for a Spin (if it allows a save) is 10 + equivalent spell level + the Luckspinner's Charisma modifier. Since spell-like abilities are not actually spells, a Luckspinner cannot benefit from the Spell Focus feat. He can, however benefit from the Ability Focus feat, as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Abilities and Empower Spell-Like Ability.
The four grades of Spins, in order of their relative power, are least, lesser, greater, and pure. A Luckspinner begins with knowledge of two Spins, which must be of the lowest grade (least). As a Luckspinner gains levels, she learns new Spins, at a rate of one per level. Every four levels, the luckspinner can replace a Spin he already knows with another Spin of the same grade or of a lower grade.
Finally, unlike other spell-like abilities, Luckspinner Spins are not subject to arcane spell failure chance. Luckspinners can qualify for some prestige classes usually intended for spellcasters, provided that the prestige class in question requires a caster level requirement, as opposed to a specific level of spells capable of being cast by the character.
Lucky Hit: Once per round, as a free action, a luckspinner can declare the attack to be a lucky hit. She gains a bonus on the attack rolls equal to her charisma modifier, and if it hits, it deals an additional +1d6 points of damage of the same type as the attack. Effects or abilities that protect against critical hits also protect against lucky hits. If the attack misses, the lucky hit attempt for the round is used up.
For the purpose of ambush feats, lucky hit damage can be treated as sneak attack damage.
Sense Luck (Su): Starting at the 2nd level, as a standard action, a luckspinner can detect luck. Any creature that has any unused luck rerolls (from luck feats, magic items, or the luck domain), is a luckspinner, or has a magical effect that grants them a luck bonus active, within 60ft is detected. The luckspinner is aware of what she is detecting, and the location of the creature.
Fortunate (Su): At the 4th, 8th, and 12th levels, a luckspinner chooses from one of the following benefits:
Evasion: The luckspinner gains evasion (as the rogue class feature). At the 12th level, this may be taken a second time to gain improved evasion.
Mettle (Fortitude): The luckspinner gains mettle (as the hexblade class feature) but only for fortitude saves.
Mettle (Will): The luckspinner gains mettle (as the hexbalde class feature) but only for will saves.
Prepared: The luckspinner gains uncanny dodge. This may be taken against at the 8th level to gain improved uncanny dodge. Black Cat Initiate (Su): Starting at the 7th level, the Luckspinner is able to draw power from an entity known as the Black Cat King, and gains 1 “Cat Life”. She may use this life as an immediate action to do any of the following: completely avoid an effect would otherwise kill her, use plane shift or teleport without error, or on her next 7 d20 rolls, roll twice and take the higher result. These abilities can only be negated by effects capable of severing the connection between a cleric and her deity. The Luckspinner regains one “Cat Life” on the Black Cat King’s Day each year (the 77th day of the 7th month (IE. September 15th (July 77th)), but may have no more 1 life at a time.
Harbringer: Starting at level 10, the luckspinner's magic begins causing subtle effects wherever they go. The type of effects caused depend on what kind of harbringer the luckspinner is. This choice is made at level 10, cannot be turned off, and cannot be changed except by negotiating with the Black Cat King. These effects affect creatures and things within close range of the luckspinner. At leve 15, the range increases to long range. At level 20, it increases to 1 mile per charisma bonus (min 1 mile).
Any luckspinner in range of a harbringer's effect is instantly aware of this, and knows the title (IE initiate, disciple) of the luckspinner, and what type of harbringer they are.
If an area is affected by two or more harbringer abilitiy, once per hour, each luckspinner with the ability makes a level + charisma check against the other luckspinners. The winner of this check's ability is the one that takes effect.
Joyousflame: Serendipitous events tend to occur around the luckspinner. For example, two people both taking different than normal paths on a whim meet eachother and find true love, or digging in a garden leads to the discovery of a grandfather's stash of emergency money. Evil luckspinners cannot choose this harbringer type.
Miseryrain: Unfortunate events occur more frequently around the luckspinner. For example, ladders break, grain stores rot, and sparks ignite houses. Good luckspinners cannot choose this harbringer type.
Solidstone: Things are unnaturally normal around the luckspinner. For example, loaves of bread all end up the same size, shape, texture, and flavor, flipped coins alternate which side they land on, and the weather remains completely ordinary for the time of year. Chaotic luckspinners cannot choose this harbringer type.
Weirdwind: Strange thigns happen around the luckspinner. For example, coins land on their edge, scorch marks from a fire look strangly like a screaming face, and teapots whistle tunes in harmony with eachother. Lawful luckspinners cannot choose this harbringer type. Black Cat Disciple (Su): Starting at the 14th level, the luckspinner may have up to 9 cat lives in reserve, and gains 8.
Black Cat Noble (Su): Starting at the 18th level, the Luckspinner regains a Cat Life every 7 days (starting on the day she gained this ability) in addition to the extra Life gained on the King’s day.
Black Cat Lord (Su): The King has come to favor the Luckspinner. Starting at the 20th level, the Luckspinner regains a Life at 7:77 (8:17) each morning, in addition to the extra life every 7th day and on the King’s day.

LUCKSPINNER SPINS
Luckspinners choose the invocations they learn as they gain levels and his spins are spell-like abilities, not spells.
In addition to its grade (least, lesser, greater, or pure), every spin has a spell level equivalent, which is used in the calculation of save DC’s and for other purposes. A least Spin has a level equivalent of a 1st or 2nd level spell; a lesser 3rd or 4th, greater 5th or 6th, and pure are equivalent to up to 9th level. The level equivalent for each Spin is given in its description below.
Spins have a save of their equivalentspell level plus the luckspinner's charisma modifier, take a standard action to use, and have a close range range unless otherwise noted.
A Luckspinner can dismiss any of their ongoing spins as a free action. Their spins also end if the luckspinner is knocked unconscious, goes to sleep, or dies/is destroyed.
Special Spin Rules: A luckspinner can cause a single roll to be rerolled only once. If a luckspinner uses multiple spins to add a luck bonus to a single roll, only the highest luck bonus apples.
Hit Spins: Some Spins augment the luckspinner's lucky hits. These take a swift action and the augments last until the end of the Luckspinner’s turn unless otherwise noted.
Field Spins: Some spins are field spins. These spins have a range of 30ft. Any creature that is affected by the spin takes the benefit so long as the luckspinner doesn't use another field spin, doesn't dismiss the field spin, and remains conscious, and the creature is within range the field spin. A creature only needs to save against a field spin they do not wish to receive the effects of the first time they enter it. If they save against it, they are immune to that spin from that luckspinner for the next 24 hours.
"Once per Encounter": Some spins have "once per encounter" noted in their description. This means that the luckspinner must take a short rest (5 minutes) before she can use the spin again.
Multiple Luckspinners: If two or more luckspinners have overlapping field spins, or try to effect the same roll, they must make opposed level+Cha checks against each other. Only the winner's effect happens, although both count their ability as used. This check for field spins is made each round the fields overlap.

Hit Spins
Least
Card Fan (2nd) – This spin allows you to attack up to 3 adjacent targets within reach. Make a single attack roll at your highest BAB against all three. Each target damaged takes damage as though hit with a lucky hit.
Fortune Stealer (2nd) –– The luckspinner may steal good fortune on a successful lucky hit. If the target of the lucky hit has any unused luck rerolls (for example, from luck feats or the luck domain), the creature is unable to use it for the rest of the day, and the luckspinner gains that reroll, including any limitations to its use. If the creature has multiple rerolls with different rules, the luckspinner learns of them all, and may choose which one to steal. If the creature does not have any luck rerolls, on a failed will save, the creature gains an “unluck reroll,” and the luckspinner gains a luck reroll that can be used to power any luck feat, or to reroll any d20 after seeing the result of the roll, but before knowing the result of the check. An unluck reroll causes the creature to reroll the next natural 20 it rolls. An unluck reroll caused by this spin lasts for 24 hours or until expended.
Gut Punch (1st) – The target of your lucky hit must make a fortitude save or suffer the sickened condition for 1d4 rounds.
Lesser
Extra Lucky Hit (3rd) – The lucky hit deals additional damage equal to the luckspinner's charisma modifier.
Hero Call (3rd) – If the target of this attack has fewer hit points than the luckspinner, the extra damage from the lucky strike is doubled. If the target has more hit points than the luckspinner, the extra damage is negated.
Snake Eyes (4th) – You may choose to minimize the extra damage done by lucky strike (treat some number of d6 as though they had rolled ones instead of rolling them) and gain a bonus on the attack roll equal to the number of dice minimized.
Greater
Boxcars (6th) – The luckspinner may choose to take a -2 penalty on her attack rolls in order to maximize 2 lucky hit damage die. She may take this penalty multiple times to maximize multiple lucky hit damage dice.
Concussion (5th) – The subject of your lucky hit must make a will save or be Confused (as the spell) for 1 round
Pure
Disabling strike (7th) – Target struck by your sneak attack must make a fortitude save or be stunned for one round.
One hit wonder (7th) – Once per encounter, a lucky hit may cause instant death (fortitude save negates).
Field Spins
Note: All field spins can be learned as least spins. When the luckspinner gains the ability to use lesser spins, she gain the lesser ability of any field spin she knows. When she gains the ability to use greater and pure spins she also gains the greater and pure ability (respectively) of any field spin she knows.
When using the least ability of a field spin, it counts as a 2nd level spin. The lesser ability causes it to count as a 4th level spin, greater a 6th, and pure an 8th.
Least
Good Fortune: All d20 rolls made the luckspinner and her allies in the field are treated as though they had been rolled 1 higher (max 20). Enemies may make a will save to also gain this benefit. Lesser: Treat rolls as 2 higher. Greater: Treat rolls as 3 higher. Pure: Treat rolls as 4 higher.
Misfortune: All d20 rolls made the luckspinner and her enemies in the field are treated as though they had been rolled 1 lower (minimum 1). Enemies may make a will save to negate this effect. Lesser: Treat rolls as 2 lower. Greater: Treat rolls as 3 lower. Pure: Treat rolls as 4 lower.
Normal Fortune: All d20 rolls made by creatures in the field are treated as 1 higher (max 10) if roll was lower than 10, and 1 lower (minimum 11) if the roll was higher than 11. Creatures may make a will save to negate this effect. Lesser: Treat rolls as 2 higher or lower. Greater: Treat rolls as 3 higher or lower. Pure: Treat rolls as 4 higher or lower.
Wild Fortune: All d20 rolls made by creatures in the field are treated as 1 higher (max 20) if roll was higher than 10, and 1 lower (minimum 1) if the roll was lower than 11. Creatures may make a will save to negate this effect. Lesser: Treat rolls as 2 higher or lower. Greater: Treat rolls as 3 higher or lower. Pure: Treat rolls as 4 higher or lower.
General
Least
From Complete Arcane: Baleful Utterance, Beguiling Influence, Dark One’s Own Luck, Darkness, Entropic Warding, Leaps and Bounds, See the Unseen
Center of Attention (2nd) – The Luckspinner has a way with words that makes others stop and listen. This Spin duplicates the effects of an enthrall spell.
Good Bussiness 2nd) – The luckspinner gains a +6 luck bonus on all craft, perform, and proffession checks made solely to make money.
Pray to Lady Luck (2nd) – By praying to his mysterious patron for aid, she will grant either good or ill luck. Roll a d4. On a 2-4, this grants the luckspinner and her allies a +1d4 luck bonus on attack rolls, saving throws, and skill checks for 3 rounds. On a 1, the luckspinner and her allies take a -1d4 luck penalty on attack rolls, saving throws, and skill checks for 3 rounds. The value of the bonus or penalty is rolled when this spin is used, and this spin can only be used once every three rounds.
Lower Stakes (1st) – Choose a creature within close range. It must make a will save or be unable to take any action that would cause lethal damage. In addition, all creatures must make a will save or be unable to take any action that would cause it lethal damage. This effect lasts 1d6 rounds.
Random Accident (2nd) – Choose 3 creatures. Assign each a number (1-3) and roll a d4. If a creature’s number comes up, it expieriences a random accident resulting in 1d6 damage per luckspinner level (max 5d6, reflex half). These accidents (and the damage type) depend on the area it is used in. In a kitchen, a pot of soup might explosively boil over, dealing fire damage, while in a cave, stones from the ceiling might fall, dealing bludgeoning damage. Creatures can make a sense motive or spellcraft check opposed by your bluff check in order to recognize that the accident was your fault. On a roll of 4, you may choose which creature is struck. If there are fewer than three creatures that the Luckspinner wants to target, and the d4 rolls an unassigned number, no target is struck
Raise Stakes (1st) – This spin affects a single target within close range, and the effect lasts 1d6 rounds. Once per round, the target may deal additional damage with an attack, spell, or ability that targets a single creature equal to the luckspinner's charisma modifier. This damage is of the same type as the original effect. However, if the target took any damage since its lasts turn, at the start of its turn, it takes untyped damage equal to the luckspinner's charisma modifier. If this damage is negated, the effect ends. The target may make a will save to negate this spin.
Share the Luck (1st) – As an immediate action, grant an ally at close range (25ft + 5ft/2 CL) a reroll on a saving throw with a +2 bonus. For the rest of the encounter, the luckspinner takes a -2 luck penalty all saves of the same type as the type she allowed to be rerolled. This may be used once per encounter for each type of save.
Two Card Draw (2nd) – As a move action, the luckspinner can draw luck to herself. Draw up to two cards from a standard deck of 52 or 54 cards. Other spins can also add cards to this hand. The cards last a number of rounds equal to her charisma modifier. She may play them as an immediate or swift action. Playing them allows her to substitute their sum for a d20 roll for a check made within close range of her. She may make this substitution after seeing the result of the roll, but before knowing its outcome. Aces count as 1s, jacks as 11, queens as 12s, and kings as 13s. If both cards have the same value, are of the same suit, or are sequential, she may increase or decrease the sum by 2. Substituting a value of 1 or lower causes the roll to be treated as a 1 for the purpose of curses, fumbles, or similar events. Substituting a value of 20 or higher causes the roll to be treated as a 20 for the purpose of critical hits, successes, or similar events. If the sum of the cards in her hand equals 13, she takes a -2 luck penalty on all d20 rolls for the next 3 rounds, but retains the cards. This spin can only be used once per encounter.
Lesser
From Complete Arcane: Charm, Curse of Despair , Flee the Scene, Voidsense, Walk Unseen
From Complete Mage – Witchwood Step
Accidents Happen (3rd) – Trip a target (Close range, CL + Cha vs their trip modifier)
Blackjack (6th) – Once per encounter as an immediate action, the luckspinner may add +1d12 to the result of a d20 roll for a check made by an ally within 30ft of her. If the total of these two dice is 21 or lower, the luckspinner may add another d12, or leave the result as is. She may continue adding d12 to this number until the sum is over 21, or she decides to stop. If the result ever exceeds 21, the luckspinner can add no more dice, the roll is treated as a natural 1, and the spin does not count as having been used.
Cheater (3rd) – Once per encounter as an immediate action, the luckspinner may cause a d20 roll made for a check made within close range of her to be rerolled. She may choose to do this after the result of the check is known.
Curse of Unluck (3rd) – A target within close range must make a will save (DC 13+Cha) or be required to roll twice for all d20 rolls and take the worse roll for 1 round.
Evade Death (4th) – While this Spin is active, the Luckspinner receives the benefits of the death ward spell.
Form of the Black Cat (3rd) – You transform into a cat (MMI). While in this form the first time any creature sees you, they must make a will save or suffer the effects of Bane as though cast by a caster of your level. While in cat form, your strength is reduced to 3, but your dexterity increases by 4. Your HP, and all other attributes remain unchanged.
Fortune Flop (3rd) – As two card draw, but she instead draws up to 3 cards. She may play any two for a d20 substitution. If she has two card draw, she can retain the third card and use it with the cards drawn from that spin if she uses that spin within a numer of rounds equal to her charisma modifier. She may only have up to three cards in her hand at a time, but can any number of cards as a free action at any time.
If any three cards are of the same suit, are all sequential, or all have the same value, she may play all three to use the sum of two, plus or minus 3. If the luckspinner knows the two card draw spin, she may exchange it for a spin of the same or lower grade.
Gone South (3rd) – The luckspinner may reduce her maximum HP by a number up to 1/2 her regular maximum hit points. If she is knocked unconscious or killed with this reduced number of HP, 1d10 minutes later, she heals a number of HP equal to the number she reduced hers by. If her new HP is enough that she would not be dead, she comes back to life.
Gambler's Fallacy (3rd) – After making a d20 roll, activate this spin as an immediate action. The next time you make a d20 roll, instead of rolling, you treat the result as 21 minus your previous roll. This spin cannot be used unless the second roll is of similar or lesser importance than the first roll (DM's discretion).
Horse (4th) – Once per encounter, the luckspinner may cause one non-area attack or spell that targets her in the next round to instead target a valid adjacent target. The redirected attack or spell allows defenses and saves as normal.
Random Lighting Strike (3rd) – Choose 3 creatures. Assign each a number (1-3) and roll a d4. If a creature’s number comes up, it struck with lightning for 1d6/lv (max 10d6) electric damage (Ref half). On a roll of 4, the luckspinner may choose which creature is struck. If there are fewer than three creatures that the Luckspinner wants to target, and the d4 rolls an unassigned number, no target is struck
Sudden entanglement (3rd) – A target within close range must make a reflex save or become entangled
Spell Failure (3rd) – Once per encounter, the luckspinner may cast dispel magic.
Talk to Anyone (4th) – By activating this power, the Luckspinner may understand and speak any language he comes across. This spin duplicates the effects of a tongues spell, and lasts for 24 hours.
Transposition (3rd) – Use Baleful Transposition, as the spell.
Treacherous Terrain (3rd) – This spin can be used once per encounter. The luckspinner chooses a 10x10 square within close range of her. For the next 1d10 minutes, any creature that moves more than 5ft through those squares in a single round must make a reflex save or fall prone. A creature may make a balance check in place of the reflex save if they wish.
Greater
From Complete Mage: Nightmares Made Real, Painful Slumber of Ages
Curse (4th) – A target within range must make a will save or be affected as if by Bestow Curse. A creature that successfully saves against this once is immune to that Luckspinner’s Curse for 24 hours. This spin may be used once per encounter.
Gambit (5th) – This spin affects a single target in close range. The target may make a will save to negate this spin. Any attacks, spells, and abilities the creature uses for the duration of the effect deal additional damage equal to the luckspinner's charisma modifier. In addition, the target takes additional damage from any source equal to the luckspinner's charisma modifier, up to a maximum of twice the base damage before applying DR, ER, ect. This effect lasts 1d6 rounds. If the luckspinner knows the raise stakes spin, they may replace it with another spin of the same or lower grade.
Getaway (5th) – The Luckspinner may suddenly return to a spot of her choosing. The Luckspinner must spend at least 24 hours in an area to declare it as her safe spot, and she may only have one spot chosen at once, although she may change it by spending 24 hours in the new area. This spin is an immediate action.
Greater Blackjack (5th) – As blackjack, but the luckspinner rolls 2d6 instead of 1d12. If the luckspinner knows the blackjack spin, she may replace it with another spin of the same or lower grade.
Greater Unluck (6th) – A target within close range must make a will save or suffer the effects of a curse of unluck (see above) for 1d6 rounds. If the luckspinner knows the curse of unluck spin, she may exchange it for a spin of the same or lower grade.
I’m lucky to be alive (6th) – Once per day, when an effect would kill the Luckspinner by reducing him to -10 or lower HP, he may instead survive but be at -9 HP.
Magic Negation (6th) – Once per encounter, cast greater dispel magic. If the luckspinner knows the spell failure spin, she may exchange it for a spin of the same or lower grade.
Roulette (6th) – Roll 3d6. The result of this roll grants the luckspinner and her allies access to a luck pool from which they can draw luck as a free action, even when its not their turn. The points in this pool can be used to grant a luck bonus to AC, Fortitude, Reflex, Will, attack rolls, or a skill for 1 round. A character can pull up to 4 or her charisma modifier (whichever is higher) points each round and distribute these however she wishes among those categories. The pool lasts until all the points are used, or a number of rounds equal to the luckspinner's charisma modifier, whichever comes first. This spin can be used once per encounter.
The amount of points in this pool depends on the roll. If all three dice come up with the same value, the pool has a value equal to the sum of those values. If only two dice come up with the same value, the pool has a number of points equal to the sum of those two. If the values can be arranged sequentially (IE 1,2,3, or 3,4,5), the pool has a number of points equal to the sum of those numbers. If the sum of the roll equals 13, the luckspinner and her allies take a -2 penalty on all d20 rolls for the remainder of the encounter. If none of these occur, the pool has a number of points equal to the highest value on the rolled dice.
Spontaneous Combustion (6th) - Choose 3 creatures within medium range. Assign each a number (1-3) and roll a d4. If a creature’s number comes up, it takes 1d6 fire damage per level (max 15d6, fortitude 1/2), and those within 10ft of it take the same unless they make a reflex save for half. On a roll of 4, the luckspinner chooses which creature is affected. If there are fewer than three creatures that the Luckspinner wants to target, and the d4 rolls an unassigned number, no target is struck. If the luckspinner knows the random lightning strike spin, she may exchange it for a spin of the same or lower grade.
Turn of Fate (5th) – As Fortune flop, but she instead draws up to 4 cards. Her hand size is now limited to 5 cards. She may either play two sets of substitutions, or use either or both of the two cards to enhance her first substitution. If the luckspinner knows the fortune flop spin, she may exchange it for a spin of the same or lower grade.
If she plays four cards that are of the same suit, are all sequential, or all have the same value, she may modify the substituted sum by 4.

Pure
From Complete Arcane: Path of Shadow, Retributive Invisibility
From Dragon Magic: Impenetrable Barrier
Blackjack Master (8th) – Once per day, the luckspinner may treat a d20 roll as though it had come up a 21.
Perfect Intuition (9th) – Use Foresight as the spell (self only)
One with the Fey (9th) – With this spin, the Luckspinner takes on the mantle of Fey power. She gains a +4 racial bonus to Dexterity and Charisma, he may cast dimension door as a move action 1 per round, and gains DR of 10/Cold Iron. He may only use this Spin for 1 round per level per day.
Random Meteor Strike (9th) – Choose 3 creatures within medium range. Assign each a number (1-3) and roll a d4. If a creature’s number comes up, it struck with a meteor, taking 1d6/level (max 20d6, reflex half) damage that is split evenly between bludgeoning and fire. Creatures within 15ft take the same damage, and can make a reflex save for half damage. On a roll of 4, the luckspinner chooses which creature is targeted. If there are fewer than three creatures that the Luckspinner wants to target, and the d4 rolls an unassigned number, no target is struck. If the luckspinner knows the spontaneous combustion spin, she may exchange it for a spin of the same or lower grade.
River of Fate (7th) – As Turn of Fate, but she instead draws up to 5 cards. Her hand size is now limited to 7 cards. She may now play up to five cards on a singel substitution.
If she plays five cards that are of the same suit, or are all sequential, she may modify the substituted sum by 5. If the luckspinner knows the turn of fate spin, she may exchange it for another spin of the same or lower grade.
True Unluck (9th) – A target within close range must make a will save (19 + Cha) or suffer a permanent curse of unluck (see above). This can be removed by any effect that can end bestow curse. This spin can be used once per encounter. If the luckspinner knows greater unluck, they may exchange it for another spin of the same or lower grade.
Void Magic (8th) – Use Antimagic Field at with a radius of 10ft+1ft/LV, but only as long as you concentrate (move action each round).
You’re Lucky to be alive (9th) – The Luckspinner may revive an ally who (appeared to have) died in the last 3 rounds to -9 hit points. The Luckspinner must be able to touch the target to use this. An ally can only benefit from this spin once per day.

SinsI
2014-06-22, 08:03 AM
Interesting, flavorful and pretty powerful.
Good capstone.

Disabling strike makes no sense at a Pure level since you already have Dazing blow at lesser that gives much better benefit.
Cheater is Cheating level of unbalance for skill checks that usually don't allow one to Take 20 (i.e. Spellcraft check to learn a new spell, or Use Magic Device to emulate one for item crafting).

Does Mind Augmentation affect only the Luckspinner?

These two Spins do the same thing:
Evade Death (4th) – While this Spin is active, the Luckspinner receives the benefits of the death ward spell.
Ward the Reaper (4th) – While this Spin is active, the Luckspinner receives the benefits of the death ward spell

In general, a lot of Least spins are very good (i.e. unlimited Grease), but Lesser spins like Wild Fortune are very poor.

Far, far too many Spins focusing on modifying d20. Uncertainity in their interaction (i.e. what if there are 2 luckspinners that use different effect that modify it?)

Baron Faey
2014-06-26, 11:26 AM
Interesting, flavorful and pretty powerful.
Good capstone.

Disabling strike makes no sense at a Pure level since you already have Dazing blow at lesser that gives much better benefit.
Cheater is Cheating level of unbalance for skill checks that usually don't allow one to Take 20 (i.e. Spellcraft check to learn a new spell, or Use Magic Device to emulate one for item crafting).

Does Mind Augmentation affect only the Luckspinner?

These two Spins do the same thing:
Evade Death (4th) – While this Spin is active, the Luckspinner receives the benefits of the death ward spell.
Ward the Reaper (4th) – While this Spin is active, the Luckspinner receives the benefits of the death ward spell

In general, a lot of Least spins are very good (i.e. unlimited Grease), but Lesser spins like Wild Fortune are very poor.

Far, far too many Spins focusing on modifying d20. Uncertainity in their interaction (i.e. what if there are 2 luckspinners that use different effect that modify it?)

Thanks for the response. There were two things you said I was hoping you could elaborate on. First, when you say "pretty powerful", do you think its too powerful? and second, when you say "too many Spins focusing on modifying d20" what are you seeing as the issue there?

Changes I've made: Dazing blow, mind augmenation, and Ward the Reaper have been removed. Cheater has been modified to a once/encounter d20 reroll. Magic Coating (now called treachorous terrain) has been modified and bumped up a grade, and wild fortune (now lesser chaos) has been modified. Rules regarding multiple luckspnners have been added.
Field Spins have been added. Its an idea I like for this class, but feel they might be too strong.
Blackjack also had the issue you mentioned with cheater. The easiest way I saw to deal with that was to add a DM fiat line.

SinsI
2014-06-27, 11:01 AM
Thanks for the response. There were two things you said I was hoping you could elaborate on. First, when you say "pretty powerful", do you think its too powerful? and second, when you say "too many Spins focusing on modifying d20" what are you seeing as the issue there?
1) pretty powerful is just that - some like to play Tier 1 classes, some like to play Tier 4 classes. "Pretty powerful" is for the former
It is not game breaking to have, say, Grease as an at-will ability (since others already have it), but it will see far more use than the one Wizard has since it is unlimited.
2) If you are using one of those, you are not using all the rest of those. So the player is going to have only 1 (or maybe 2, if you separate them into Boost/Curse categories) of all the d20 modifying Spins, making the rest of them completely redundant.
I suggest removing anything modifying d20 from the list of Spins and converting them into one or two class abilities that progress with class level. Of course, coupled with appropriate reduction in the number of Spins available at each level.

Baron Faey
2014-06-30, 01:12 PM
Another few changes, mostly to spins. Removed some, made field spins scaling, and less potent. Also characters can trade out spins that they've taken an upgraded form of.