Ezrulie
2016-04-28, 11:44 PM
Hi, im new to this kind of thing but I come asking help on creating a prestige class for my bard. So recently I joined a pathfinder game and kinda was stuck playing the healer, yeah, always fun. But i was never good as a cleric so I decided trying a bard since its close to my typical play style. (rogues for life <3) I like to plan ahead and couldnt find a prestige class that I would be able to use that would make me useful with my party. My bard is about to hit level 10 and I don't know what to do with her, so me and my DM talked over coming up with a class that I could play that would cater to being a support while still being fun for me to play. So I came with the conclusion of Lady Luck, a luck based support class who could help her allies by offering re roll opportunities and bonuses. I've been hard at work trying to make her a balanced class but at the same time trying to make her useful. After fiddling around with some aspects of different classes to come up with something heres what I got.
Lady Luck
Lady Luck, the woman who most people look to when they are playing games with chance. These individuals often find that no matter what happens to them in life, luck will always be there to help them out.
Role: Lady Luck is often sought out for their uncanny affinity with luck. She provides aid to those around her by spreading the luck around and giving others a chance that they so desperately needed. They can often be the deciding factor in which a battle will be won or lost, just depends on how lucky they are.
Alignment: As unpredictable as luck itself, Lady Luck often finds herself staying within the realm of neutral rather than committing to a certain way of life.
Prerequisites: Female gender, skill at 8 ranks
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Hit Die D8
Class Skills:
Appraise, Bluff, Diplomacy, Escape Artist, Sense Motive, Perform, Profession, Sleight of Hand, Survival, Stealth, Use Magic Device, Disable Device, and Craft.
Skill Points: 8 + Int Mod
Level BAB Fort Ref Will Class Features
1 0 0 1 0 Luck Pool (1d6 plus Cha Mod), AC Bonus
2 1 1 1 1 Lucky Guess, Luck’s Fury (1d6)
3 2 1 2 1 Deadly Luck, Shared Fortune.
4 3 1 2 1 Luck Pool (2d6), Stroke of Luck, Luck’s Fury (2d6)
5 3 2 3 2 Double Gold!
6 4 2 3 2 Lucky Dodge, Treasure Sense
7 5 3 4 3 Luck Pool (3d6), Double Items!
8 6 3 4 3 Fortune’s Favor
9 6 3 5 3 Twist of Luck!, Luck’s Fury (3d6)
10 7 4 6 4 Luck Pool (4d6), Double Experience!, Let the dice fall where they may!
Class Features
Luck Pool (EX): At 1st level, a Lady Luck gains a pool of Luck points, supernatural energy she can use to accomplish amazing feats. The number of points in Lady Luck’s Luck pool is equal to 1d6 + her Charisma modifier. As long as she has 1 Luck Point in her Luck Pool, she may reroll die for a failed skill/spells/attack/save.
By spending 1 Luck Point from her Luck Pool, Lady Luck may give herself a +4 insight bonus on any skill roll/checks for 1 round. This bonus counts as a Luck Bonus.
The luck pool is replenished each day regardless of how much rest or meditation taken. Player must roll her allotment of d6’s for her total amount of Luck Points for that day.
AC Bonus: At level 1, When unarmored and unencumbered, Lady Luck adds her Charisma bonus (if any) to her AC and her CMD. In addition, a Lady Luck gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four Lady Luck levels thereafter, up to a maximum of +5 at 10th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Lucky Guess? (EX): At 2nd level, Lady Luck may use a luck point from her pool to roll an untrained skill roll and roll that skill as if trained in it, in addition she gains a Luck Bonus equal to her Lady Luck level.
Luck’s Fury: At 2nd Level, Lady Luck may spend a luck point to add onto her attack roll 1d6 onto her total. If it hits, Lady Luck may also add 1d6 onto her damage roll. This increases by 1d6 on 4th, 7th, and 9th level.
Deadly Luck: At 3rd Level, Lady Luck has learned how to make use of her luck in combat, by utilizing it as a weapon itself. Upon a successful attack, Lady Luck may roll 2d6s when rolling for damage; she may add the total onto her damage. In the event of a 12; Lady Luck’s attack damage is doubled but in the event of snake eyes (2 1’s) Lady Luck suffers the damage from the attack, doubled.
Shared Fortune: At 3rd level, Lady Luck has learned how to extend her luck to her allies and help them gain the edge in battle that could change the tides of war. By spending 1 luck point, an ally may re roll a failed attack/skill/or saving roll.
Stroke of Luck!: At 4th level, Lady Luck has gained an affinity for luck and is shown favor when she needs a helping hand. By spending 1 luck point, Lady Luck may add her Lady Luck level onto her AC, Attack, Damage, Saving Throws, and Skill checks for 1 round.
Double Gold!: At 5th level, Lady Luck has the uncanny ability to making more money appear from almost no where! Filling pockets and purses is one reason why Lady Luck makes a good friend.
Lucky Dodge: At 6th level, Lady Luck can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. Lady Luck with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
If Lady Luck already possesses uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.
Treasure Sense: Lady Luck adds ˝ her level to Perception skill checks made to find treasure and to Disable Device skill checks. Lady Luck can use Disable Device to disarm magic traps.
Double Items!: at 7th level, Luck grows even stronger with Lady Luck as she is able to make more items appear for herself and her party. Doubles the amount of loot found and/or gained.
Fortune’s Favor: Lady Luck’s affinity for luck has grown to such a degree she has some conscious influence over her own luck and even the luck of her allies. at 8th level, Lady Luck may spend 2 luck points in adding her level to her allies rolls.
Twist of Luck!: At 9th Level, Lady Luck can now use her own luck to interfere with her enemy’s luck, causing it to falter and make their luck work against them. By spending 1 luck point per enemy, Lady Luck may roll her amount of dice for Luck’s Fury and roll. The total is taken from enemy’s rolls for 1 round. For an additional luck point, Lady Luck may add her level onto the reduction.
Double Experience!: At level 10, Lady Luck’s ability to influence luck has far surpassed just the physical world as it now effects how fast she and others around her progress as people. Experience given from quests or battle are doubled.
Let the Dice fall where they May!: The supreme ability of any Lady Luck is the ability to just go with the flow and let the dice fall where they may, as she rolls 1d20 luck will show the entire party great favor or great disaster!
• 1: Gm rolls d100 for a kind of creature and then rolls a d10 for the number of the creature to be summoned and hostile to the party.
• 2: Party is considered fatigued for 1d10 rounds.
• 3: Party suffers -10 to all rolls for 1d10 rounds.
• 4: Opponents go first, regardless of initiative rolls.
• 5: Lady Luck cannot cast spells for 1d4 rounds.
• 6: Party receives 300gp
• 7: Gm rolls d100 for 1st level spell cast as free action
• 8: Party is considered blessed
• 9: Party gains +1 to AC for 1d4 rounds
• 10: Reroll roulette
• 11: Lady Luck gains barbarian “rage” for 1st level. GM rolls d100 to confirm if target is friend or foe.
• 12: Lady Luck is affected by the invisibility spell.
• 13: Party gains +2 to attack rolls.
• 14: Roll d100 x 100gp for loot.
• 15: Party is considered “Hasted” and enemies are considered “Slowed”
• 16: Opponents are considered “Hasted” while party is considered “Slowed”
• 17: GM has to roll for magical item that’s higher than +2
• 18: Horn of Summons effect: 1d4 fighters equal to ˝ Lady Luck’s level
• 19: Party gains x2 xp if survives encounter
• 20: Lady Luck picks any outcome from roulette she desires
Lady Luck
Lady Luck, the woman who most people look to when they are playing games with chance. These individuals often find that no matter what happens to them in life, luck will always be there to help them out.
Role: Lady Luck is often sought out for their uncanny affinity with luck. She provides aid to those around her by spreading the luck around and giving others a chance that they so desperately needed. They can often be the deciding factor in which a battle will be won or lost, just depends on how lucky they are.
Alignment: As unpredictable as luck itself, Lady Luck often finds herself staying within the realm of neutral rather than committing to a certain way of life.
Prerequisites: Female gender, skill at 8 ranks
------------
Hit Die D8
Class Skills:
Appraise, Bluff, Diplomacy, Escape Artist, Sense Motive, Perform, Profession, Sleight of Hand, Survival, Stealth, Use Magic Device, Disable Device, and Craft.
Skill Points: 8 + Int Mod
Level BAB Fort Ref Will Class Features
1 0 0 1 0 Luck Pool (1d6 plus Cha Mod), AC Bonus
2 1 1 1 1 Lucky Guess, Luck’s Fury (1d6)
3 2 1 2 1 Deadly Luck, Shared Fortune.
4 3 1 2 1 Luck Pool (2d6), Stroke of Luck, Luck’s Fury (2d6)
5 3 2 3 2 Double Gold!
6 4 2 3 2 Lucky Dodge, Treasure Sense
7 5 3 4 3 Luck Pool (3d6), Double Items!
8 6 3 4 3 Fortune’s Favor
9 6 3 5 3 Twist of Luck!, Luck’s Fury (3d6)
10 7 4 6 4 Luck Pool (4d6), Double Experience!, Let the dice fall where they may!
Class Features
Luck Pool (EX): At 1st level, a Lady Luck gains a pool of Luck points, supernatural energy she can use to accomplish amazing feats. The number of points in Lady Luck’s Luck pool is equal to 1d6 + her Charisma modifier. As long as she has 1 Luck Point in her Luck Pool, she may reroll die for a failed skill/spells/attack/save.
By spending 1 Luck Point from her Luck Pool, Lady Luck may give herself a +4 insight bonus on any skill roll/checks for 1 round. This bonus counts as a Luck Bonus.
The luck pool is replenished each day regardless of how much rest or meditation taken. Player must roll her allotment of d6’s for her total amount of Luck Points for that day.
AC Bonus: At level 1, When unarmored and unencumbered, Lady Luck adds her Charisma bonus (if any) to her AC and her CMD. In addition, a Lady Luck gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four Lady Luck levels thereafter, up to a maximum of +5 at 10th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Lucky Guess? (EX): At 2nd level, Lady Luck may use a luck point from her pool to roll an untrained skill roll and roll that skill as if trained in it, in addition she gains a Luck Bonus equal to her Lady Luck level.
Luck’s Fury: At 2nd Level, Lady Luck may spend a luck point to add onto her attack roll 1d6 onto her total. If it hits, Lady Luck may also add 1d6 onto her damage roll. This increases by 1d6 on 4th, 7th, and 9th level.
Deadly Luck: At 3rd Level, Lady Luck has learned how to make use of her luck in combat, by utilizing it as a weapon itself. Upon a successful attack, Lady Luck may roll 2d6s when rolling for damage; she may add the total onto her damage. In the event of a 12; Lady Luck’s attack damage is doubled but in the event of snake eyes (2 1’s) Lady Luck suffers the damage from the attack, doubled.
Shared Fortune: At 3rd level, Lady Luck has learned how to extend her luck to her allies and help them gain the edge in battle that could change the tides of war. By spending 1 luck point, an ally may re roll a failed attack/skill/or saving roll.
Stroke of Luck!: At 4th level, Lady Luck has gained an affinity for luck and is shown favor when she needs a helping hand. By spending 1 luck point, Lady Luck may add her Lady Luck level onto her AC, Attack, Damage, Saving Throws, and Skill checks for 1 round.
Double Gold!: At 5th level, Lady Luck has the uncanny ability to making more money appear from almost no where! Filling pockets and purses is one reason why Lady Luck makes a good friend.
Lucky Dodge: At 6th level, Lady Luck can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. Lady Luck with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
If Lady Luck already possesses uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.
Treasure Sense: Lady Luck adds ˝ her level to Perception skill checks made to find treasure and to Disable Device skill checks. Lady Luck can use Disable Device to disarm magic traps.
Double Items!: at 7th level, Luck grows even stronger with Lady Luck as she is able to make more items appear for herself and her party. Doubles the amount of loot found and/or gained.
Fortune’s Favor: Lady Luck’s affinity for luck has grown to such a degree she has some conscious influence over her own luck and even the luck of her allies. at 8th level, Lady Luck may spend 2 luck points in adding her level to her allies rolls.
Twist of Luck!: At 9th Level, Lady Luck can now use her own luck to interfere with her enemy’s luck, causing it to falter and make their luck work against them. By spending 1 luck point per enemy, Lady Luck may roll her amount of dice for Luck’s Fury and roll. The total is taken from enemy’s rolls for 1 round. For an additional luck point, Lady Luck may add her level onto the reduction.
Double Experience!: At level 10, Lady Luck’s ability to influence luck has far surpassed just the physical world as it now effects how fast she and others around her progress as people. Experience given from quests or battle are doubled.
Let the Dice fall where they May!: The supreme ability of any Lady Luck is the ability to just go with the flow and let the dice fall where they may, as she rolls 1d20 luck will show the entire party great favor or great disaster!
• 1: Gm rolls d100 for a kind of creature and then rolls a d10 for the number of the creature to be summoned and hostile to the party.
• 2: Party is considered fatigued for 1d10 rounds.
• 3: Party suffers -10 to all rolls for 1d10 rounds.
• 4: Opponents go first, regardless of initiative rolls.
• 5: Lady Luck cannot cast spells for 1d4 rounds.
• 6: Party receives 300gp
• 7: Gm rolls d100 for 1st level spell cast as free action
• 8: Party is considered blessed
• 9: Party gains +1 to AC for 1d4 rounds
• 10: Reroll roulette
• 11: Lady Luck gains barbarian “rage” for 1st level. GM rolls d100 to confirm if target is friend or foe.
• 12: Lady Luck is affected by the invisibility spell.
• 13: Party gains +2 to attack rolls.
• 14: Roll d100 x 100gp for loot.
• 15: Party is considered “Hasted” and enemies are considered “Slowed”
• 16: Opponents are considered “Hasted” while party is considered “Slowed”
• 17: GM has to roll for magical item that’s higher than +2
• 18: Horn of Summons effect: 1d4 fighters equal to ˝ Lady Luck’s level
• 19: Party gains x2 xp if survives encounter
• 20: Lady Luck picks any outcome from roulette she desires