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Fax Celestis
2007-07-16, 02:14 PM
http://fc01.deviantart.com/fs9/i/2006/055/c/0/Lady_Luck_by_wolfmorphine.jpg
Luckthieves are lucky bastards, those scant few who always manage to scrape by somehow without even appearing to try. Some call it a blessing from the gods; others call it a curse from the hells. Luckthieves themselves say they're "borrowing" it from those around them.

Luckthief Class Features
HD: d6

Skills: A luckthief chooses three skill sets. 6 + Int skill points per level, x4 at first level.

Prowess: A luckthief gains four points of prowess per level.

Proficiencies: A luckthief is proficient with all simple weapons and with light armor (but not shields). He is capable of casting luckthief spells (and only luckthief spells) while wearing light armor without risk of spell failure.

Spells: A luckthief casts arcane spells, which are drawn from the luckthief spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a luckthief must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a luckthief's spell is 10 + the spell level + his Charisma modifier.

Like other spellcasters, a luckthief can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table. In addition, he receives bonus spells per day if he has a high Charisma score. When the table indicates that the luckthief gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.

The luckthief's selection of spells is extremely limited. A luckthief begins play knowing three 1st spells of your choice. At each level, he gains the knowledge of one additional spell of a level he can cast.

Upon reaching 5th level, and at every third luckthief level after that (8th, 11th, and so on), a luckthief can choose to learn a new spell in place of one he already knows. In effect, the luckthief "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level luckthief spell the luckthief can cast. A luckthief may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

As noted above, a luckthief need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level.

Lucky Shot (Ex): When attacking, a luckthief has the chance of getting in a lucky shot. Whenever a luckthief successfully strikes a foe, he rolls another attack roll. If the second roll succeeds in striking his foe, he deals an extra 1d6 points of damage. If it does not beat his opponent's armor class, he still hits but only deals normal damage.

This extra damage is not multiplied by critical hits. It is precision damage, so it is not effective against opponents without discernible anatomies and those who are immune to critical hits.

The extra damage increases to 2d6 at 4th level, 3d6 at 7th level, 4d6 at 10th level, 5d6 at 13th level, 6d6 at 16th level, and 7d6 at 19th level.

Steal Fortune (Su): A luckthief may forgo any number of the extra dice of damage he receives when making a Lucky Shot. If he does so, he gains a number of Luck Points (see the Luck Pool class feature below) equal to the number of dice he gives up. In addition, his opponent takes a penalty to saving throws equal to the number of dice he gives up for one round.

Luck Pool: A luckthief is a being of supreme fortune, and as such has access to a pool of disposable luck. Luck Points are used to power most of the luckthief's class features (such as Fortunate Evasion and Cheat Death). A luckthief can have a number of Luck Points stored at any given time equal to his class level plus his Charisma modifier. Luck Points are temporary, and disappear if they are not used during the same day of their acquisition.

Trapfinding: Like a rogue, a luckthief can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Luckthieves can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A luckthief who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Aura of Unluck (Su): A luckthief siphons off the luck of his enemies and makes it his own. Starting at second level, foes of the luckthief take a -1 penalty on ability and skill checks when they start their turn within 10' of the luckthief and persisting for for as long as they remain within 10' of him. Whenever an opponent is affected by this ability, the luckthief gains a luck bonus to ability and skill checks equal to the penalty his foes take.

The penalty increases to -2 at 6th level, -3 at 10th level, -4 at 14th level, and -5 at 18th level.

Good Fortune (Su): A luckthief is incredibly blessed in his ability to survive effects that would kill others. Starting at third level, he adds his Charisma modifier to all saving throws as a luck bonus.

Fortunate Evasion (Ex): At fifth level, a luckthief in light or no armor and who is not using a shield can avoid attacks through sheer happenstance. By spending a Luck Point as an immediate action, a luckthief can gain the evasion ability. If the luckthief makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. An unconscious or helpless luckthief cannot make use of this ability.

Steal Morale Effect (Su): At sixth level, a luckthief is capable of stealing magical effects directly from his opponents. When making a Lucky Shot, he can forgo a die of Lucky Shot damage and spend a Luck Point. By doing so, the luckthief can cause an ongoing effect that grants a morale bonus to cease affecting the target of his Lucky Shot and begin affecting him. All other aspects of the spell (duration, caster level, etc.) remain the same; only the target changes.

Cheat Death (Ex): At eighth level, a luckthief is capable of cheating death itself. Whenever he would be dropped to -10 or below, he may spend a Luck Point. If he does so, he is instead at -9 and stable--though unconscious. An unconscious or helpless luckthief cannot make use of this ability.

Fortuitous Dodge (Ex): At ninth level, a luckthief is cannily able to avoid the attacks of others through grace of chance. He may spend any number Luck Points as an immediate action. He may spend these Luck Points to either augment the percentage or its duration. Each Luck Point spent grants him either a 5% miss chance or one round of duration, to a maximum chance of 30% and duration of 5 rounds. An unconscious or helpless luckthief--or one wearing heavier armor than light or using a shield--cannot make use of this ability.

Improvisation (Su): At eleventh level, a luckthief may add his Charisma modifier to all skills as a luck bonus by spending a Luck Point as an immediate action. He is also considered trained for these skills. This bonus lasts for one round.

Improved Fortunate Evasion (Ex): At twelfth level, a luckthief's ability to avoid attacks improves. By spending two Luck Points, he can gain the improved evasion ability. See the monk class feature of the same name. An unconscious or helpless luckthief--or one wearing heavier armor than light or using a shield--cannot make use of this ability.

Cheat Fate (Su): At fifteenth level, a luckthief is capable of surviving even the most lethal blows through sheer virtue of his luck. As an immediate action, he may spend three Luck Points to weather a blow that would otherwise kill him. He is treated as having been struck by the attack, but does not suffer its full effects. Instead, he loses all but 3d6 hit points. If his hit point total before the attack was lower than the die roll, then he keeps those hit points instead. An unconscious or helpless luckthief--or one wearing heavier armor than light or using a shield--cannot make use of this ability.

Improved Fortuitous Dodge (Ex): At Seventeenth level, a luckthief's ability to avoid attacks improves again. This ability functions the same as Fortuitous Dodge, but each Luck Point spent increases the miss chance gained by 10% or improves the duration by three rounds--to a maximum of 50% and fifteen rounds. An unconscious or helpless luckthief--or one wearing heavier armor than light or using a shield--cannot make use of this ability.

Incredible Luck : At twentieth level, a luckthief's attunement to the powers of chance is complete. A number of times per day equal to his Charisma modifier, you may treat a roll--any roll, including one that has already been rolled--as though you got a twenty on your roll (before modifiers). No other benefits (automatic success, vorpal weapons) of rolling a twenty are gained; only the numeric value.

Luckthief Progression
{table=head]Level | BAB | Fort | Ref | Will | Special | 1 | 2 | 3 | 4 | 5
1st | +0 | +0 | +2 | +2 | Lucky Shot +1d6, Steal Fortune, Luck Pool, Trapfinding | 1 | - | - | - | -
2nd | +1 | +0 | +3 | +3 | Aura of Unluck (+1/-1) | 1 | - | - | - | -
3rd | +2 | +1 | +3 | +3 | Good Fortune | 2 | - | - | - | -
4th | +3 | +1 | +4 | +4 | Lucky Shot +2d6 | 2 | 0 | - | - | -
5th | +3 | +1 | +4 | +4 | Fortunate Evasion | 3 | 1 | - | - | -
6th | +4 | +2 | +5 | +5 | Steal Morale Effect, Aura of Unluck (+2/-2) | 3 | 1 | - | - | -
7th | +5 | +2 | +5 | +5 | Lucky Shot +3d6 | 3 | 2 | - | - | -
8th | +6/+1 | +2 | +6 | +6 | Cheat Death | 4 | 2 | 0 | - | -
9th | +6/+1 | +3 | +6 | +6 | Fortuitous Dodge | 4 | 3 | 1 | - | -
10th | +7/+2 | +3 | +7 | +7 | Lucky Shot +4d6, Aura of Unluck (+3/-3) | 4 | 3 | 1 | - | -
11th | +8/+3 | +3 | +7 | +7 | Improvisation | 5 | 3 | 2 | - | -
12th | +9/+4 | +4 | +8 | +8 | Improved Fortunate Evasion | 5 | 4 | 2 | 0 | -
13th | +9/+4 | +4 | +8 | +8 | Lucky Shot +5d6 | 5 | 4 | 3 | 1 | -
14th | +10/+5 | +4 | +9 | +9 | Aura of Unluck (+4/-4) | 5 | 4 | 3 | 1 | -
15th | +11/+6/+1 | +5 | +9 | +9 | Cheat Fate | 6 | 5 | 3 | 2 | -
16th | +12/+7/+2 | +5 | +10 | +10 | Lucky Shot +6d6 | 6 | 5 | 4 | 2 | 0
17th | +12/+7/+2 | +5 | +10 | +10 | Improved Fortuitous Dodge | 6 | 5 | 4 | 3 | 1
18th | +13/+8/+3 | +6 | +11 | +11 | Aura of Unluck (+5/-5) | 6 | 5 | 4 | 3 | 1
19th | +14/+9/+4 | +6 | +11 | +11 | Lucky Shot +7d6 | 7 | 6 | 5 | 3 | 2
20th | +15/+10/+5 | +6 | +12 | +12 | Incredible Luck | 7 | 6 | 5 | 4 | 2[/table]

Spell List
Core-Only
1st Level
Entropic Shield
Expeditious Retreat
Grease
Prestidigitation
Touch of Fatigue
Undetectable Alignment
2nd Level
Aid
Bane
Bless
Blindness/Deafness
Blur
Heroism
Invisibility
Misdirection
Touch of Idiocy
3rd Level
Blink
Clairaudience/Clairvoyance
Glibness
Good Hope
Protection From Energy
4th Level
Bestow Curse
Crushing Despair
Greater Invisibiliity
Fly
Freedom of Movement
5th Level
False Vision
Greater Heroism
Mislead
Modify Memory
Rainbow Pattern

Non-Core Additions
Spell Compendium
1st Level
Accelerated Movement
Backbiter
Camouflage
Cheat
Climb Walls
Critical Strike
Distort Speech
Distract
Distract Assailant
Focusing Chant
Improvisation
Incite
Inhibit
Master's Touch
Phantom Threat
Ray of Clumsiness
Shock and Awe
2nd Level
Curse of Ill Fortune
Curse of Impending Blades
Delusions of Grandeur
Swift Invisibility
Nature's Favor
Ray of Stupidity
Ray of Weakness
3rd Level
Cone of Dimness
Mass Curse of Impending Blades
Find the Gap
Puppeteer
Spell Vulnerability
4th Level
Backlash
Ruin Delver's Fortune
Vulnerability
5th Level
Mass Curse of Ill Fortune
Graymantle
Indomitability

Complete Scoundrel
1st Level
Armor Lock
Lucky Streak
2nd Level
Opportune Dodge
3rd Level
Disobedience
5th Level
Spell Theft

Player's Handbook II
2nd Level
Black Karma Curse
Insight of Good Fortune
3rd Level
Curse of Arrow Attraction
Halt
Hesitate

Behold_the_Void
2007-07-16, 02:38 PM
Good class, as to be expected of Fax. I'd give them trapfinding and disable device, personally, just so they can fully fulfill the trapmonkey party role.

Arakune
2007-07-16, 02:43 PM
and now we know WHY the megaman from bobandgeorge.com can win all the time.

good class, but the Cheat Fate are too much overpowered, maybe if it uses more luck points?

Fax Celestis
2007-07-16, 02:52 PM
and now we know WHY the megaman from bobandgeorge.com can win all the time.

good class, but the Cheat Fate are too much overpowered, maybe if it uses more luck points?

I was worried about that one. What if I make it so he's dropped to 1 HP?

Fax Celestis
2007-07-16, 03:41 PM
Altered Cheat Fate ability.

Poppatomus
2007-07-16, 03:52 PM
EDIT: fascinating class by the way. I'd been thinking about something like this ever since there was the post about the adding X points to your attack roll to get a crit post a week or so ago, and the version you've come up with here is very cool.

Cheat Fate's current incarnation is good, but I wonder about the capstone ability. For some reason my mind goes right to a certain Kobold. If you can automatically succeed on any roll, a Character with 16 Cha could concievably automatically succeed on the the DC 800 knowledge roll to suddenly know how to summon asmodeous, the DC 1000 untrained summoning check to summon him without the proper implements and the DC 10,000 diplomacy check to get him to help him out by granting him all of his powers.

Even without these extremes there are a number of times were an automatic success might be more than you're looking for. Perhaps the roll is treated as a natural 20, so it crits or saves or vorpals automatically but doesn't necessarily treat you as though you had an infinite number of ranks in a particular skill. If you want them to be able to be truly super human, you could also let them spend luck to gain bonuses on the roll, or even have them treat the roll as a natural 20 and get a luck bonus equal to their actual roll.

less importantly, that many guarenteed successes per day seems like an awful lot. I may be wrong, but most classes that grant even the far less potent reroll a failed roll abilties tend to allow once a day max. Not that you can't do it based on Cha, but it seems like a fair number of checks are going to be guarenteed successes, and vitrually all the important ones.

TheLogman
2007-07-16, 04:22 PM
If you are at -10 Hp, aren't you unconscious? Actually, You're dead, but aren't you also unconscious? If not, then why did you put it in the Cheat Death thing? And if so, then why even have the feature?

I'm confused.

JackMage666
2007-07-16, 04:27 PM
I dunno... Looks a bit too powerful. Some things I question...


Lucky Shot (Ex): When attacking, a luckthief has the chance of getting in a lucky shot. Whenever a luckthief successfully strikes a foe, he rolls another attack roll. If the second roll succeeds in striking his foe, he deals an extra 1d6 points of damage. If it does not beat his opponent's armor class, he still hits but only deals normal damage.
That means you'll be doing alot of extra damage, most of the time, even. Also, it doesn't seem so much lucky as skillful. I'd make it a d% roll, instead (maybe one that scales with levels, like the damage - starts at 10%, increases by 5% every time damage increases). So, you don't actually get to use any form of skill to get the lucky shot.


Incredible Luck : At twentieth level, a luckthief's attunement to the powers of chance is complete. A number of times per day equal to his Charisma modifier, he may treat a roll--any roll, including one that has already been rolled--as an automatic success.
That's really, really, really powerful. Especially considering you can do it 6+ times per day, easy (assuming high focus on Cha). I get that it's a capstone ability, but still. A clever character could use this to destroy major artifacts (with Disjunction) without error, use Diplomacy to convince a God to give him absolute power, Bluff a BBEG into thinking you're his childhood kitten that was polymorphed into a Human and that you just want to give him a hug, make a Knowledge check to find the entire life history of anything or anyone, or any number of things...
Maybe if you reduce this to any attack roll or save. It'd still be good, but not nearly as abusable.

TheLogman
2007-07-16, 04:33 PM
Jack, that insanely powerful thing is level 20.

At 20-23 levels, there are Epic mages that could do twice that easy, probably with no Solar Cheese either.

Actually, that's pretty much Wish, a limited times per day, but he can only use Wish, instead of any other, more broken spells.

Poppatomus
2007-07-16, 05:07 PM
Jack, that insanely powerful thing is level 20.

At 20-23 levels, there are Epic mages that could do twice that easy, probably with no Solar Cheese either.

Actually, that's pretty much Wish, a limited times per day, but he can only use Wish, instead of any other, more broken spells.

It is considerably better than wish.

From SRD:

"Undo misfortune. A wish can undo a single recent event. The wish forces a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish could undo an opponent’s successful save, a foe’s successful critical hit (either the attack roll or the critical roll), a friend’s failed save, and so on. The reroll, however, may be as bad as or worse than the original roll. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies. "

This is one of wish's deliniated powers. In addition to not guarenteeing success, it doesn't allow you to take the previous roll instead if it was better nor is it free (costs 5,000 Xp per run.). Though it can effect others, it also can, at most, allow a re-roll of the dice. It still doesn't let you do better than that base dice and does not guarentee success, in fact, it also requires other successes in that round to be risked when the new rolls are made.

The concern is not so much with the re-roll, or even a guarenteed 20, but with guarenteed success. The ability, as it is now written, effectivly reads that 4-8 times per day you can do whatever you want, as long as there exists a check to be made. No research costs, no solar cheese: Omniscificer powers as a class feature, with only the DM's wisdom standing in the way.

jindra34
2007-07-16, 05:12 PM
That's really, really, really powerful. Especially considering you can do it 6+ times per day, easy (assuming high focus on Cha). I get that it's a capstone ability, but still. A clever character could use this to destroy major artifacts (with Disjunction) without error, use Diplomacy to convince a God to give him absolute power, Bluff a BBEG into thinking you're his childhood kitten that was polymorphed into a Human and that you just want to give him a hug, make a Knowledge check to find the entire life history of anything or anyone, or any number of things...
Maybe if you reduce this to any attack roll or save. It'd still be good, but not nearly as abusable.

Or leave it to things that are plausible. aka: auto-non-natural twenty

Fax Celestis
2007-07-16, 06:48 PM
Incredible Luck has been altered to read "natural 20" instead of "automatic success".

Lucky Shot is indeed easily activatable, but so is Sneak Attack. Flanking? Sneak Attack. Denied Dex to AC? Sneak Attack. Flat-Footed? Sneak Attack. Concealment? Sneak Attack. Lucky Shot, on the other hand is "hit your foe twice." Granted, that's not difficult, but neither is Sneak Attack.

Cheat Death makes it so that if something kills you (say, a barbarian power attacks you for 1d12+24 damage and criticals, dealing you a whopping 75 damage--when you only have 17 hp), you're instead not dead, just unconscious.

NullAshton
2007-07-16, 07:41 PM
You know.... I really think that true strike should be in their list of spells. Getting a 20 on your next attack? Seems 'lucky' to me.

jindra34
2007-07-16, 07:45 PM
Incredible Luck has been altered to read "natural 20" instead of "automatic success".

Lucky Shot is indeed easily activatable, but so is Sneak Attack. Flanking? Sneak Attack. Denied Dex to AC? Sneak Attack. Flat-Footed? Sneak Attack. Concealment? Sneak Attack. Lucky Shot, on the other hand is "hit your foe twice." Granted, that's not difficult, but neither is Sneak Attack.

Cheat Death makes it so that if something kills you (say, a barbarian power attacks you for 1d12+24 damage and criticals, dealing you a whopping 75 damage--when you only have 17 hp), you're instead not dead, just unconscious.

Should not be a 'natural' twenty... it gets really good with certain critical feats...

Poppatomus
2007-07-16, 07:54 PM
Should not be a 'natural' twenty... it gets really good with certain critical feats...

On that point I think that the 20th level defense used in defense of the ability's previous incarnation is valid. This is a near epic level class feature, and letting someone with 20 levels in a class built around luck have the most dangerous vorpal sword in existance doesn't strike me as terribly overpowered.

kjones
2007-07-16, 08:17 PM
Fax, you've taken the idea of "luck" in an interesting direction. Most of these "lucky" things are, more specifically, Good luck. It would be interesting if some of these effects were more like the Luck domain power, where you reroll something 1/day, but you have to take the second roll, even if it's worse.

I don't have any specific mechanical changes to suggest, other than the fact that this class looks like it would be really fun, but it's something to consider.
Luck isn't always good.

OT: That picture is hot.

Fax Celestis
2007-07-16, 08:29 PM
OT: That picture is hot.

Isn't it though? Heh. As for the luck stuff, yeah, I thought about going differently than this, but I figured the idea of having a lot of your class features suck about half the time would not make for a fun character.

Zeta Kai
2007-07-17, 07:44 AM
Great job on this class, Fax. It's one of your better projects, & that is saying something.

Maximum yoinkage.

Sahegian
2007-07-17, 09:06 PM
I've got to say I like it a lot. The flavor is great and I think it really fits a lot of characters from common stories. Captain Jack Sparrow seems like a good fit. Seemingly by accident things manage to work out in his favor.

It would be a very fun class, though keeping track of time on your luck pool could be a bit tedious.
Luckthief:"We fought the goblins 37 minutes ago I can use my luck pool against the dragon."
DM:"Yes, but you only earned 2 points in that fight, the rest were from the bandits you fought over an hour ago."

I also feel like in most campaigns you'd finally go through a battle and build up a couple luck points only to have them burn off as you trek through the wilderness /dungeon/seedy underbelly to find your next opponent. Perhaps make it last all day or even until used, but set the cap lower or even the same. It would allow you to not be worthless for the first fight in a while, yet still not horde a gigantic pool and have a constant 50% avoidance in the BBEG fight. Besides I doubt too many DMs are going to throw constant trash encounters at the party to keep the luckthief powered up all the time.

I'd also consider making improvisation require use of luck points and be usable for any skill trained or not. Constantly using knowledge skills at a +5 for free has no downside for the player and could be bothersome for a DM. Needing to hang onto your galloping horse as it runs away from certain death or managing to swim back to the ship after being tossed overboard in a storm would be worth spending the points on and seems more fitting with the idea of luck.

I like the idea of dropping to 1 hp with the cheat fate ability, but at that level it doesn't seem like it would make much difference. You've moved long past the days of being hit for minuscule damage. Most damage sources will still put you to sleep.

It also has some opportunities for new feats. Extra luck add X luck points to your maximum luck pool. I can't think of a name for it, but a feat that gives you 1 or 2 luck points any time you have 0 in your luck pool for an hour or more would be handy.

dyslexicfaser
2007-07-22, 10:27 PM
Nifty. Part spellthief and part Hexblade in reverse. I might have to try this out some time.

Zid
2007-07-23, 01:55 PM
Shouldnt the luckthief get trapfinding? Or at least trap sense? I like the class idea, but don´t you need a trapfinder in a party?

Fax Celestis
2007-07-23, 02:15 PM
Shouldnt the luckthief get trapfinding? Or at least trap sense? I like the class idea, but don´t you need a trapfinder in a party?

This isn't a rogue replacement. Note the lack of Disable Device as a class skill, among other things.

This class is a thief--a thief of luck, to be precise--which is an archetype a rogue can fill, but is not restricted to.

Fax Celestis
2007-07-23, 02:39 PM
Edits: including trapfinding and another edit to the Incredible Luck skill as per suggestions.

Fireball.Man.Guy.
2007-08-03, 01:38 PM
Do the points in the luck pool apply to luck Feats too?

Fax Celestis
2007-08-03, 02:14 PM
Do the points in the luck pool apply to luck Feats too?

No, but there may be a feat forthcoming to allow a conversion rate.

Gralamin
2008-12-14, 01:49 AM
Awesome Class. The only question I have is what causes someone to be affected by Aura of Unluck? Do you gain the points just for people entering the area at some point of a move? For moving close to you? For missing on an attack or failing a skill check because of this ability? By a strict reading it seems to be the first one, but I'm guessing the second is more the intention.

Fax Celestis
2008-12-14, 01:13 PM
Awesome Class. The only question I have is what causes someone to be affected by Aura of Unluck? Do you gain the points just for people entering the area at some point of a move? For moving close to you? For missing on an attack or failing a skill check because of this ability? By a strict reading it seems to be the first one, but I'm guessing the second is more the intention.

Alteration to Aura of Unluck ability.

Tackyhillbillu
2009-12-08, 08:40 PM
I have a question.

Why did you set the Luckthief up so it is almost sure to lose at least 4 Prowess over the first two levels?

Losing class features really sucks, especially when there is pretty much nothing you can do about it.

Lappy9000
2009-12-08, 10:53 PM
I have a question.

Why did you set the Luckthief up so it is almost sure to lose at least 4 Prowess over the first two levels?

Losing class features really sucks, especially when there is pretty much nothing you can do about it.Keep in mind that Style feats aren't subject to the normal cap (BAB +3) that tops off Investing feats.

Temotei
2010-01-18, 03:01 AM
Aura of unluck has me slightly confused.

If a luckthief's aura is affecting, for example, three enemies, each for -1 to each check, does the luckthief gain +3 on skill and ability checks, or is it just +1?

Steal morale effect has me confused as well.

It says all spell effects stay the same, and that only the target changes. Does that mean that the duration is renewed if, say, the creature the luckthief is stealing the effect from has had it on for an hour? Or does the spell go with remaining duration?


Fortuitous Dodge (Ex): At ninth level, a luckthief is cannily able to avoid the attacks of others through grace of chance. He may spend any number Luck Points as an immediate action. He may spend these Luck Points to either augment the percentage or its duration. Each Luck Point spent grants him either a 5% miss chance or one round of duration, to a maximum chance of 30% and duration of 5 rounds. An unconscious or helpless luckthief--or one wearing heavier armor than light or using a shield--cannot make use of this ability.

Is there a minimum duration/miss chance? Does the luckthief have to spend two luck points to gain 5% miss chance and a one round duration, or is that one luck point, and every increase after that is one extra?

Realms of Chaos
2010-01-18, 03:55 AM
To quote a wise man:

Holy thread necromancy, batman. :smallamused:

Temotei
2010-01-18, 04:13 AM
To quote a wise man:

Holy thread necromancy, batman. :smallamused:

It's hardly been a month. Look at the post dates--there's someone who posted nearly a year after Fax posted. :smallamused:

Lappy9000
2010-01-18, 10:16 AM
Aura of unluck has me slightly confused.

If a luckthief's aura is affecting, for example, three enemies, each for -1 to each check, does the luckthief gain +3 on skill and ability checks, or is it just +1?I'd imagine the bonus would not stack, because of its status as a Luck bonus, which don't build atop each other :smallamused: <-Cause all the cool kids were doing it.

Temotei
2010-01-18, 05:58 PM
I'd imagine the bonus would not stack, because of its status as a Luck bonus, which don't build atop each other :smallamused: <-Cause all the cool kids were doing it.

Nice white text.

But what if it's counted as one bonus? That's where the wording has me.

SouthpawHare
2010-01-27, 03:25 PM
So, a problem was immediately noticed when my friend created a Luckthief for our game. They gain the ability to have Luck Points (Luck Pool) and collect them (facet of Lucky Shot) at level 1, but have nothing to use them on until level 5. This seems flawed... Shouldn't they have some sort of basic reroll ability from the start?

term1nally s1ck
2010-01-29, 04:24 PM
The Halfling I think does, but on anything else they are wasted atm, yeah.

truekender
2010-09-08, 06:44 PM
It seems that luckthieves are meant to be halflings.

Also, Cheat Fate is ridiculously OP, perhaps 7 points of Luck should be required (it's a nice lucky number after all) or restrict how often the ability can be used.

Vaynor
2010-09-08, 10:50 PM
The Red Towel: Thread necromancy.