View Full Version : The Fortune Seeker (Version 3.0)

Realms of Chaos
2009-09-28, 02:15 AM
The Fortune Seeker

“Competence? Why on earth would I need that?”
-Ter Korrain, Fortune Seeker

In the world, there are many who gain incredible skill in their chosen crafts, garnering notoriety for their expertise. As a counterpoint to these skilled individuals, there are a few self-styled treasure hunters who can get by on their luck alone. Favored by lady luck, these fortune seekers can accomplish feats of daunting improbability.
Adventures: Of the many possible reasons for Fortune Seekers to adventure, one element is always present. Namely, they all adventure by choice. A good majority, as the name implies, journey to expand their coin pouches. After all, the life or luxury (or, as the case may be, a few kegs of ale) don’t pay for themselves. Other Fortune Seekers set out to put their names in a few history books, seeing no more convenient way to do so. Others still act as daredevils, always seeking out new ways to push their luck to the breaking point and beyond.
Alignment: Although not all fortune seekers are chaotic, almost none of them are lawful. The few lawful ones see probability where others do not, realizing how likely they are to succeed or fail at most tasks. The Chaotic ones, by contrast, simply note that they are lucky to have the luck that they have and intend to use it while they’ve got it. As far as good and evil, luck seems to favor the hero and villain equally, leading to an approximately equal supply of good an evil luck seekers and a larger group of neutral ones.
Religion: Religion is a tricky subject when Fortune Seekers are involved. Although some of them take their luck for granted and turn their backs upon the idea of religion, most of them are surprisingly religious. After all, in many cultures, anyone to possess as much luck as them is said to be blessed by the gods. Even in cultures where this does not hold true, many a Fortune Seeker is willing to toast to Oladimmara.
Background: It’s impossible to simply practice luck. Either you have it or you don’t. For this reason, Fortune Seekers are born, rather than made. Although it seems reasonable to suspect enchanted childhoods (as some of them have indeed had), most of them spend their childhoods testing the extent of their luck by angering dogs, jumping off of houses, or stealing small objects.
There is very little sense of camaraderie between Fortune Seekers. Two or more who happen to meet in a bar are more likely to become rivals or enemies than friends.
Race: Luck truly transcends racial borders. Any and every race can (and does) produce about equal amounts of Fortune Seekers. How each race deals with these lucky individuals differs, however. Halflings are viewed Fortune Seekers as credits to their race, each one a living testament to Dallah Thaun (making them more attractive targets for luckstealers in the caravan). Elves and Half-Elves view Fortune Seekers with varying degrees of interest but rarely consider them to be anything more than statistical abnormalities. Dwarves actively discriminate against Fortune Seekers, hating to see anyone who thinks they can get by with anything other than skill. As a result, most dwarven Fortune Seekers try to fool others (if not themselves) that their shows of luck are truly hallmarks of skill. Half-Orc Fortune Seekers are generally credited with exceptional guile or wisdom that they simply do not possess, leading to positions of prominence that they may not be suited for. Humans, although they may appear about as uncaring as elves or unfriendly as dwarves towards Fortune Seekers, carry a deep-rooted envy for those who can get by with minimal effort.
Other Classes: Most classes are, at least initially, a bit wary about relying on an individual who needs to rely on luck. After the Fortune Seeker completes a few stunts impossible without such luck, however, there are few classes who would find themselves opposed to having one as an ally.

Hit Dice: d6
Fortune Seeker
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Bout of Luck

+0|Fortunate Strike +2, Luck Pool, Trapfinding, Without Trying|

+0|Against All Odds +5, Press Your Luck|

+1|Bonus Luck Feat, Just a Scratch|

+1|Fortunate Strike +3, Strong Intuition|


+2|Share the Fortune|

+2|Bonus Luck Feat, Fortunate Strike +4|

+2|Against All Odds +10|

+3|Fortuitous Dodge|

+3|Fortunate Strike +5|

+3|Beginner’s Luck, Bonus Luck Feat|

+4|Cheat Fate|

+4|Fortunate Strike +6|

+4|Against All Odds +15|

+5|Bonus Luck Feat, Improved Evasion|

+5|Fortunate Strike +7, Improved Fortuitous Dodge|

+5|Eye Towards the Future|

+6|Endless Possibilities|

+6|Bonus Luck Feat, Fortunate Strike +8|

+6|Against All Odds +20, The Perfect Week|
Class Skills (2 + Int modifier per level, x4 at 1st level): Appraise, Balance, Bluff, Climb, Diplomacy, Disable Device, Disguise, Escape Artist, Gather Information, Hide, Intimidate, Jump, Knowledge (any 2 skills, chosen at 1st level and taken individually), Listen, Move Silently, Open Lock, Perform, Profession, Search, Sense Motive, Spot, Survival, Swim, Tumble, Use Magic Device.

Class Features:
Fortune Seekers gain the following class features.

Weapon and Armor Proficiencies: A Fortune Seeker is proficient with All simple weapons and all light armor, but with no shields.

Luck Incarnate: Although all creatures possess some degree of luck, only Fortune Seekers possess luck that is consistent enough to be properly quantified. A 1st level Fortune Seeker is granted a 7th ability score, a luck score. To determine their luck score, the Fortune Seeker rolls 5d6 and drops the lowest result. If the result is under 10, their luck score is instead 10.
Ability checks using the luck skill are rolled like normal ability checks with a exceptions. First of all, if a Natural 20 is rolled, roll a second time and add a +20 bonus to the result (do not roll a third time in the event of a second natural 20). Fortune seekers may never take 10 or 20 on luck checks. Whenever a Fortune Seeker takes an action in which luck takes a factor, the DM makes a luck check, hidden from the Fortune Seeker. The DC of Luck checks depend on how likely an event is to occur if simply left to fate.

Luck Check DCs
DC –5: An outcome normally guaranteed to occur- burning in a fire, starving without food, getting wet in a filled pool, etc.*
DC 0: Outcomes virtually guaranteed- angering a peasant by punching him in the nose, finding a forge in a blacksmith’s shop, guards in a mansion eventually trade shifts, etc.*
DC 5: Outcomes that are highly likely- finding a room in an inn on a normal day, finding a restaurant in a small city that serves a particular type of food, getting sick after eating uncooked meat, etc.
DC 10: Outcomes about as likely to occur as not- stumbling upon crime in the slums, meeting a low-level city official in the streets, an alchemist’s lab containing a few completed products, etc.
DC 15: Outcomes roughly half as likely to occur as not- choosing the correct path out of three passageways, finding an NPC by hanging around favorite haunts, etc.
DC 20: Downright improbable outcomes- a heatwave in the arctic, happening to sit down in a bar next to an NPC that they have been looking for, etc.
DC 25: An outcome that defies prediction- getting lost in a desert only to find its only oasis, jumping out of a window and landing in the back of a passing hay wain, etc.
DC 30: An unlikely and completely fortuitous outcome- finding a bag of gold in the middle of the street, finding an NPC you were hired to kill drunk and passed out on the side of the road, etc.
DC 35: A fortuitous outcome that arises as the result of a whole chain of unlikely events- discovering that a coin you’ve been carrying around is a key that fits a door you encounter in the middle of a dungeon, being saved from execution by a poor orphan you donated money too in your first adventure, who has since then risen up to the rank of mayor, etc.
DC 40: An outcome so improbable that it defies belief- kicking a doomsday machine coated in adamantine and walls of force to discover that you had dislodged a vital component, winning in a game of cards against Oladimmara, etc.
*Luck checks with a DC of less than 5 are generally not worth rolling for, except to laugh at the results of a possible failure.

Furthermore, a Fortune Seeker’s Luck bonus or penalty is added as a bonus to all Profession (gambler) checks. A Fortune Seeker can increase their luck bonus through any ability that increases all ability scores or that increases an ability score of choice (such as bonuses gained through leveling or from a wish spell).

Note: Luck checks can only be made if no other ability check, skill check, saving throw, or attack roll on the part of the Fortune Seeker is better fitted for the situation. Also, luck checks are not magical in nature, even though they may cause the otherwise unlikely to occur. No amount of luck is going to make a bolt of lightning strike a foe from out of nowhere or cause an enemy to spontaneously combust into a fireball, for example, and a Fortune Seeker who fails on a gather information check to learn about an NPC is not automatically entitled to an additional Luck check to see if they bump into each other. However, if that Fortune Seeker were to spend enough time looking around for the NPC in the proper places, a Luck check may see if their efforts bear fruits. Likewise, if a Fortune Seeker ends up in a dangerous encounter in a forest during a lightning storm, the Fortune Seeker may be permitted a Luck check to see if a lucky lightning bolt lights a certain tree or particularly large foe on fire, perhaps giving them the chance that they need to escape (although the DC in such a case would be enormously high).

Fortunate Strike (Ex): Whenever a Fortune Seeker makes an attack, they make two attack rolls instead of one and use the higher result. If the lower result overcomes the target's AC or the higher result threatens a critical hit, the Fortune Seeker adds the indicated bonus to their attack roll, damage roll, and any critical confirmation roll. Whenever the Luck pool is used to reroll an attack, the Fortune Seeker may choose which roll to reroll.
Whenever the Fortune Seeker makes a full attack, they instead make one extra attack at their highest attack bonus and drop the lowest result. If the lowest result overcomes the target's AC or any roll threatens a critical hit, the indicated bonus is added to all attack rolls, damage rolls, and critical confirmation rolls.

Luck Pool: In addition to hit points, a Fortune Seeker gains a pool of luck points that increases as they gain levels. At first level and each class level afterwards, the Fortune Seeker gains a number of luck points equal to 10 + their Luck modifier.
A Fortune Seeker may spend a single luck point to reroll a single initiative roll, skill check, or critical confirmation roll; spend two luck points to reroll an attack roll, saving throw, or damage roll; spend three luck points to substitute your Luck modifier for any other ability modifier needed by an attack roll, saving throw, or skill check; or spend four luck points to add your Luck modifier as a luck bonus to your AC for the remainder of the encounter.
Using luck points takes no action and may be performed when it is not your turn. Rerolls granted by this ability may be made after learning success or failure of the roll but must be made before the consequences of success or failure are determined. The Fortune Seeker must stick with the results of a reroll, even if they are worse than the original.
Each day, the Fortune Seeker regains luck points equal to their class level or luck modifier, whichever is less.

Trapfinding: Fortune Seekers are adept at finding traps. They may use the Search skill to find traps when the task has a DC of 20 or higher.
Fortune Seekers can use the disable device check to disable magic traps. Furthermore, when using the disable device skill, the Fortune Seeker takes no penalty for using improvised tools (or no tools at all).
Alas, Fortune Seekers lack the depth of knowledge needed to bypass traps without disarming them.

Without Trying: If Fortune Seekers could be said to have a talent, it would be for coasting through life without really trying. While they rarely train themselves or hone their skills, they are more than likely to simply be good at doing something. At each level, a Fortune Seeker gains 4 +1 luck bonuses to apply to any class skills of their choice.
These luck bonuses don't stack with other luck bonuses gained at the same level or from sources other than this ability but do stack with bonuses gained at earlier or later levels through this class feature. These bonuses also do not stack with ranks in a given skill.
A Fortune Seeker can spend two luck points to add their Luck modifier to any skill check made with at least a +1 luck bonus from this ability.

Bout of Luck: Although the luck of many is extreme, very few people possess luck that actually presses into the domain of the supernatural. The Fortune Seeker can press their luck beyond the mundanely possible, imitating the effects of spells.
As a standard action, the Fortune Seeker can cast any spell from the cleric or sorcerer/wizard spell list with a spell level up to that given on the table above. If the spell is at least four spell levels lower than the number given on the table, they may instead use that spell as a swift action.
To imitate a spell, a Fortune Seeker must have a Luck score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Fortune Seeker’s spell is 10 + the spell level + the Fortune Seeker’s Luck modifier.
There are some additional restrictions on this ability, however. Only spells that designate one or more specific targets may be used in this way (not those that create effects or target areas). Spells of the glamer or polymorph subschool are off limits, as are spells with a casting time greater than 1 standard action. Lastly, spells with xp costs, foci (not counting divine foci), or expensive material components can’t be imitated in this way.
As these spells are an extension of your own luck, it is difficult to tell that anything has occurred. The Fortune Seeker uses these spells as spell-like abilities that do not provoke attacks of opportunity. Furthermore, all spells are affected as if by the invisible spell feat (complete scoundrel). Lastly, any damage dealt by a spell cast becomes an equal amount of untyped nonlethal damage. No matter the actual effect of the spell, it doesn’t appear that the Fortune Seeker has actually cast anything (casting spider walk means that all walls they come across have convenient handholds that break as they are climbed while casting fly might have a huge gust of wind blow them up into the air, for example), although spellcraft checks, detect magic, and similar abilities indicate to the contrary.
Spells imitated in this way can’t be affected by metamagic feats and have their duration reduced to a number of rounds equal to your Luck Modifier +1 (minimum 1 round) unless the spell’s duration is normally less.
After imitating a spell in this way, a Fortune Seeker can’t imitate another until the start of the next encounter or until the Fortune Seeker has spent at least seven luck points.
A Fortune Seeker’s caster level is equal to their class level.

Press your Luck (Ex): Starting at 2nd level, a Fortune Seeker has a say in how luck affects their lives. A number of times per week equal to their Luck modifier (minimum 1/week), a Fortune Seeker may state that are counting on their luck to make something occur as a free action. As normal for a Luck check, no other roll of the dice must be capable of creating the desired result.
The Fortune Seeker effectively takes 10 on a Luck check to see whether the desired event occurs, breaking the normal restriction on taking 10. Furthermore, the DC of the luck check is increased by +5.
Each use of this ability costs four luck points. This ability may not be used while in combat or while under duress (such as while held captive).

Against All Odds (Ex): Starting at 2nd level, a Fortune Seeker’s good fortune allows them to accomplish feats that appear impossible. Whenever a Fortune Seeker rolls a natural 20 without the use of a reroll or luck feat, the Fortune Seeker gains an impossibility point.
Whenever a Fortune Seeker with an impossibility point attempts an attack roll or saving throw that they can only succeed on a natural 20 or make a skill check that they are otherwise incapable of succeeding on, the impossibility point is expended and the Fortune Seeker gains a +5 luck bonus to that roll.
Alternately, the next time that the Fortune Seeker rolls a natural 1, it is not an automatic failure if it is an attack roll or saving throw and the same +5 bonus is applied to it.
At 8th level, the bonus increases to +10. At 14th level, the bonus increases to +15. At 20th level, the bonus increases to +20.
The impossibility point lasts for 24 hours or until used. A Fortune Seeker may never possess more than one Impossibility point at any given time.

Bonus Luck Feat: At 3rd, 7th, 11th, 15th, and 19th levels, the Fortune Seeker gains any luck feat (complete scoundrel) that they qualify for as a bonus feat.
So long as their luck pool is at least half full, it takes no action to activate luck feats (although they may utilize any given luck feat only once per round).

Just a Scratch (Ex): Starting at 3rd level, a Fortune Seeker’s wounds are never as bad as they may first appear. Whenever a Fortune Seeker would take damage that would lower them to 0 or less hit points, they may choose to have some or all of that damage subtract luck points from their luck pool instead of subtracting from their hit point total (this does not count as an expenditure of luck points).
Furthermore, a Fortune Seeker may always heal a number of hit points equal to their class level at the end of an encounter in which they lost more than that number of hit points.

Strong Intuition (Ex): Starting at 4th level, a Fortune Seeker may use their luck to make up for their shortcomings. Whenever a Fortune Seeker rerolls an attack roll, saving throw, or skill check through any means, they may spend two luck points to also roll a Luck check. If the result of the luck check is higher than that of the reroll, it is used instead.

Evasion (Ex): Starting at 5th level, a Fortune Seeker can avoid even magical and unexpected attacks with great agility. If they make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead take no damage. Evasion can only be used if the Fortune Seeker is wearing light or no armor. A helpless Fortune Seeker does not gain the benefits of evasion.

Share the Fortune (Ex): Starting at 6th level, a Fortune Seeker may share their unnatural luck with those around them. When a Fortune Seeker uses any of their luck pool’s abilities, they may choose to pass the benefits onto another ally within sight rather than gaining the benefits for themselves. Even if it is provided to them, however, an ally is under no compulsion to use a granted reroll.

Fortuitous Dodge (Ex): Starting at 9th level, a Fortune Seeker can escape any unfortunate situation. By spending a luck point as an immediate action, the Fortune Seeker gains a 5% miss chance per point of luck modifier (positive or negative) against the next attack made against them. The miss chance is at least 5% and may not exceed 50%. For each luck point spent beyond the first, this miss chance applies against a single additional attack, to a maximum of 7 attacks, so long as all attacks are made within the next 7 rounds.

Beginner’s Luck (Ex): Starting at 11th level, a Fortune Seeker seems to have somewhat of a knack for whatever they do. A fortune Seeker may make any skill check untrained. Furthermore, while using a skill in which the Fortune Seeker possesses no ranks, they add their Luck bonus (if any) as a bonus to the skill check in addition to the normal ability score modifier.

Cheat Fate (Ex): Starting at 12th level, a Fortune Seeker can escape death through sheer luck. Whenever any source of damage would reduce the Fortune Seeker from positive hit points to –10 or less hit points, the Fortune Seeker may pay five luck points as an immediate action to only take half of that damage as nonlethal damage.
Furthermore, a Fortune Seeker may spend two luck points to automatically succeed on a saving throw made to resist death through massive damage or a coup de grace.

Improved Evasion (Ex): Starting at 15th level, the Fortune Seeker’s reflexes increase by an incredible degree. This ability works like evasion, except that while the Fortune Seeker still takes no damage on a successful Reflex saving throw, henceforth they only take half damage on a failed save. A helpless Fortune Seeker gains no benefit from Improved Evasion.

Improved Fortuitous Dodge (Ex): Starting at 16th level, a Fortune Seeker’s ability to dodge harm is unparalleled. Their fortuitous dodge ability applies against the next 1d6 attacks instead of against the single next attack. For each additional luck point spent, the ability applies against another 1d6 attacks, to a maxiumum of 7d6 attacks, so long as all attacks are made within the next 7 minutes.

Eye Towards the Future (Ex): Starting at 17th level, a Fortune Seeker can avoid a predetermined future. Before a Fortune Seeker decides whether to use a reroll or not, they are entitled to knowing the immediate results of a failed skill check (such as learning that they have falled off of a wall instead of merely failing to make progress with a failed climb check, both of which are technically failures) or saving throw (such as learning that they will take 48 cold damage from failing their save against a cone of cold).
Furthermore, whenever a Fortune Seeker fails on an attack roll, saving throw, or skill check, they also learn by how much they missed the DC (again before they declare the use of rerolls).

Endless Possibilities (Ex): Starting at 18th level, a Fortune Seeker’s luck is immeasurable. A Fortune Seeker need not accept the results of a reroll, gaining the ability to reroll a single attack roll, saving throw, or skill check as many times as they have the luck points to afford (although each reroll counts as a separate expenditure of luck points). Whenever this ability is used, the Fortune seeker takes a -2 Penalty to their Luck score for each reroll beyond the first (to a minimum of 1) for the next 24 hours. This luck penalty reduces the number of luck points that the Fortune seeker possesses accordingly.

The Perfect Week (Ex): Starting at 20th level, at the sunrise of any day, a Fortune Seeker may declare that day to be a perfect day. During a perfect day, a number of times equal to the Fortune Seeker’s luck modifier (minimum once), the Fortune Seeker may treat the result of any attack roll, saving throw, skill check, initiative roll, or ability check as a natural 20. In addition, once per perfect day, the Fortune Seeker may use Wish as a spell-like ability. However, the Fortune Seeker only possesses a limited quantity of such unbelievable luck. A Fortune Seeker possesses the potential for seven perfect days when they reach 20th level and regain the use of one spent day each year (although they may never possess more than seven).

Fortune Seekers and multiclassing: a character cannot take a level in Fortune Seeker after first level. Furthermore, if a character with levels in fortune seeker gains levels in any other class, they instantly lose all class features and may not take further levels in Fortune Seeker as well as their luck score as their reliance in powers other than luck causes them to lose their control over chance

So this is the third incarnation of this class, taking what I like best about the first two and putting it together. I also added in a new system for magic that really makes it feel as though the player is magically lucky rather than magical.
The first draft was inspired by mechanics from Swords and Sorcery and from Green Ronin. The second draft was inspired in part by Fax’s Luckthief class. I chose to create this third incarnation because 1) I realize that I lost a couple of abilities from the first build that I liked, 2) I have never been able to assess the balance of this class as I never get more than two replies, and 3) I wanted to see if I could make the magic system for this guy do its job better.

2009-09-28, 03:50 AM
Other Classes: Most classes are, at least initially, a bit weary about relying on an individual who needs to rely on luck. After the Fortune Seeker completes a few stunts impossible without such luck, however, there are few classes who would find themselves opposed to having one as an ally.

I believe you mean "wary".

Also, that is a rediculous number of skill points for someone who never practices at anything...

Realms of Chaos
2009-09-28, 04:23 AM
Interesting point.

I fixed the spelling error and reduced skill points to 4 + Int.

I'd reduce it further but it's a trap disarmer and I dread to give anything 2 + Int unless it has full BAB or full casting. This has neither.

Edit: I found a way to drop them down to 2 + Int. to compensate for this lack of skills, I'm giving them an ability that gives them +1 luck bonuses at each level to destribute like skill points among their class skills, using the rationale that a Fortune Seeker has a higher chance of simply "being good at something" than anyone else, even though they never train or anything.
I forgot to state that these bonuses don't stack with ranks. I'll add that in right now, however.
Edit Edit: Done.

2009-10-10, 12:31 AM
So the entire point of this class is that you can roll for DM Fiat?

Couldn't you just actually use DM Fiat? I mean, I know the wording is vague because it says that you can't use it to automatically do things, but it's either useless or you get to make checks that are basically "Do I get DM Fiat?"

Realms of Chaos
2009-10-10, 01:33 AM
I'm not quite sure what you're talking about, actually.

Are you referring to the luck incarnate and press your luck abilities?

The point of luck DCs is that when something has a chance of happening, roll a check to see how luck has favored you. Rolling well when you choose a random door to walk through or predicting the outcome of a coin flip. This has nothing to do with Fiat.
What does happen is that luck checks help to determine what is going on in the world a bit. Press your luck is basically an incredibly watered down wish, powered not by a skill check but by an ability check. As it is nearly impossible to force the impossible to happen with that ability, I still see no Fiat.

This class is not about DM fiat.
It is about fate fiat.

This is a class that is halfway decent at spellcasting, fighting, and at being a skillmonkey, pushed into the realms of being realistically decent by a supply of luck rerolls.

I will, however, submit that lazy DMs could potentially use luck checks to speed along plots.
Can't find the murderers? roll a luck check
Is the room really a dead end? roll a luck check

However, luck checks are not replacements for other skill checks or for magic and it is normally impossible for you to declare that you want to make one.
In fact, unless you use Press your luck, which has weekly (not daily) uses, all luck checks are initiated by the DM.

In short, this class has a mechanic that DM fiat could hypothetically be shovelled into but only if that DM is determined to shovel it in.
However, most DMs who would do so would show the same fiat to a party without a Fortune Seeker using hints, NPCs, fudged rolls, or wisdom/intelligence checks.

Conclusion: the Fortune Seeker is a justification for fiat by the DM but that isn't the point of the class and a player can't purposefully take advantage of that fact.

Edit: In case you can't tell, that was a long stream of consciousness.

Edit Edit: Rereading your question, let me answer it properly.

Those class features that you are calling DM fiat are not, as you say, rolls to get DM fiat.
Instead, they are mostly useless rolls to determine how lucky you are as a person, rolled once in a while by the DM, when he feels like it. Also, a couple times per week, you can roll to make something kind of unlikely happen.
These 2 abilities are mostly there for flavor, although clever players will think of good ways to use the rolls that they can force.
Note that you gain other class features at each level that a "DM fiat" class feature is gained. That is for a reason.

Edit Edit Edit: Last one, I promise.
For future reference, picking out 2 class features from a class with a total of 21 and calling them the entire point of that class is a bit narrow-minded.
I felt a bit offended when I read that but now I realize that feeling offended makes me look like a silly artist who takes his work too seriously.
In all honesty, the abilities that you are pointing out are just decoration to point ou that this guy has general luck. Along with the rerolls and fate manipulation abilities that he uses in combat, I wanted to give the impression of a guy who is lucky ways that you don't normally roll dice for.
This is the guy who finds tickets to a concert laying on the sidewalk. this is the guy who always finds decent parking at Disneyland. This is the guy who gets more royal flushes than you though possible.
In short, these abilities are 90% flavor. :smallbiggrin:

2009-10-10, 01:57 AM
My point is that it fills in a role that isn't useful, at all. It is like the feats in the "feats that do nothing" thread. Hell, I'd even classify it as extremely similar to the feat that let you find clues at a crime scene. It's an entire class with abilities that let the DM give you fiat powers (and luck rerolls, which have their own problems, as I'll point out later in this post). There's no point to it all; if the DM wants you to do something, he will, he doesn't need to add luck rolls to find out of the coincidence that needs to happen for the plot actually happens. Even if you call it "fate fiat" it's still the DM making checks for you on something that was previously just the DM telling the story.

As for the actual mechanical abilities:

Fortunate strike is a terrible ability at lower levels. In exchange for a +2 bonus to attack rolls, you get the lower of two rolls (with some exceptions.) With a high luck bonus and a high crit weapon, it might be good there... but odds are you are going to be rolling lower than normal, and your BAB is pretty terrible.

The Luck Pool: It's... confusing, badly worded, and it regenerates way too slowly. Assuming average rolls, and a luck bonus of only +4... then it would take a level 5 character over a year to get their class abilities back fully. I mean, compare the factotum; worded better, similarly valid in all situations, doesn't require a new stat, and doesn't take a year to regenerate his abilities (only one encounter, in fact!) Also, if the max luck points you can spend is 4, why would you ever even need 6.5+luck modifier per level? It should progress fairly slowly, though this may be to offset the "I'm valid for a week and recharge for a year!" thing.

Bout of Luck: Spell level -2 for a free quickened spell is bad. That makes them better at casting quickened spells than basic classes. One per encounter can balance that, true, but that can be offset by using a lot of your luck points. My question is this: Why is it that you can apply a flat bonus to AC for 4 points, yet spells cost a massive amount? It's fairly odd.

This still seems like a factotum... and looking at it, it's got the same BAB, base saves, spell progression, abilities that draw from a pool, and everything. You never even mention the hit dice, by the way.

Press your luck: Free action forced mechanics for DM Fiat. Bad concept. Even if it's "fate," it's still basically saying "I want a fiat to happen, but I'll make a token gesture of rolling for it."

The rest: Bleh. A bunch of abilities that cost small amount of luck points to completely negate things.

Why not just use a factotum? This is a really badly worded, really inconsistent (you get a ton of luck points, but hardly have to, and in fact hardly can, spend any per round) factotum with slightly changed abilities. I'd refluff a factotum before I allowed this, because it's basically what I imagine the prewriting for the Factotum class was like, and that's not even including the "force a DM Fiat roll" feature.

As for 2 class features out of 21; Most of your class features are stuff that already exists, ripoffs of factotums, or "I get to reroll something else/spend luck points to not even reroll/can break the overly restrictive limits placed on my class." None of them are good enough to justify a break from factotum, let alone having such a horrible ability as "I get DM Fiat luck times/week."

EDIT: As for bad wording... for Press Your Luck, it's a +5 to the DC if you say something general, and a +10 to the DC if you say something specific. That makes no sense; why is there a + to the DC for any use of the ability? The entire luck section is way more confusing than it needs to be; "The Fortune Seeker gains 1d12+luck bonus luck points per level and can use his luck pool 1+1/4 his class level times per round" is much clearer and more concise.

EDIT X2: These abilities aren't flavored at all. They're all crunch. This has as much flavor as the lightning warrior. The flavor is "This guy is lucky, man! Look at all his factotum ripoff abilities and his ability to force a DM Fiat at some kind of vaguely worded increase to the DC of something that stats out the mechanics of whether or not the players can advance the story." There's almost no flavor text on any of these abilities. The only flavor in any of the abilities is "it looks like luck, not like magic."

Realms of Chaos
2009-10-10, 04:46 AM
Wow, that was a little bit... vicious.

Thank you from the bottom of my heart.
You have snapped me out of the complacency that my homebrewing has become of late.

As this is the third incarnation of this class and ideas were taken from at least 3 different sources (the factotum not being one of them, oddly) so it was indeed filled with inconsistencies.

I have gone through this with a fine-toothed brush and retuned alot of things.

The Hit Dice was a d8. In my mind, it always has been a d8 but I never wrote it down. This makes it even more like the factotum but... wait, actually... I think that I'll change it down ot a d6 after I post this.

Luck Incarnate has been rewritten a bit, hopefully giving a better impression of what it can and cannot do. Also, it states that it cannot do anything that another check or d20 roll could do in the same situation. That should help a bit. Also, I took away the possibility of ending up with a Luck Incarnate who has 4 or 5 luck (which would suck and be hard to escape because of multiclassing restrictions)

Fortunate Strike has also been changed. Now, whenever you make an attack or base attack, you make an extra attack roll and drop the lowest result. You get the bonus if the lowest result overcomes the target's AC. This is actually useful, I think. Hopefully not broken as it doesn't have full BAB.

Luck Pool is greatly simplified. No more giving up luck rerolls to power it (that part always seemed kind of forced). Also, you recover points much faster than normal and can spend them at a rate of your choosing.

Bout of Luck has been altered. The quicken spell thing was a last minute addition so I quickly changed it to make it more balanced. Also, I changed the number of points you have to spend to refresh it up to 7 for all spell levels. This is more than the AC thing, yes, but adding your Luck to your AC and substituting your luck to a single roll is all that you need to do to refresh your spells now. It isn't that hard. Also consider that you aren't required to refresh them in this way and can just wait until the next encounter.

Press Your Luck has also been altered. Now, instead of making a roll, you basically state something that you think is likely to happen and the DM tells you whether or not it was indeed likely enough to happen. This ability is not meant to override the DM's plans and was never intended to.
Instead, this ability was intended to do things that fell outside of what the DM really cared about, such as walking through town and randomly walking up to a decent bar or something like that. It is there for the sake of decoration. A new line of text states that it cannot be used in combat or while under duress, meaning that it doesn't have any potential to become anything more than a fluff feature.

Against all odds no longer permits you to use epic skills. that was just gratuitous.

Most of the other abilities I chose to leave intact, other than endless possibilities, which had to be reworded.

I don't see how this is an alternate Factotum. At the moment, it has Same HD (soon to be changed), same skills per level (kind of), both have good Reflex saves, both get spells of the same spell levels (albeit in different amounts and in vastly different methods), and both get trapfinding. Oh, and they both get an "escape death free" card.

Hmmm...maybe there's a bit of similarity there but I still think that they are pretty different, at least in how they play out.

The factotum uses bonuses while this thing uses rerolls and both have drastically different means of managing their resources. One gets daily uses that they can blow all at once while the other gets a small supply of encounter uses that they are forced to constantly reserve.

However, both are using different class features so this is kind of like comparing apples and oranges, or, as the case may be, bards and warlocks.

One more thing that I will say is that I do often break the common convention of a base class being what a character does. I've made a couple of other classes, such as the regressor and faceless, who, like this class, are classes based more on what the character is than what they do. This is an unorthodox method, I'll admit, but it does open the doorway for all sorts of different class concepts.