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View Full Version : Are you feeling Lucky? New 3.5 Base Class



Silva Stormrage
2011-12-19, 04:13 PM
The Luckamancer

http://images1.wikia.nocookie.net/__cb20130616020660/fireemblem/images/6/60/Joshua_(FE8_Artwork).png


GAME RULE INFORMATION
Luckamancers have the following game statistics.
Abilities: Charisma is the most important ability for a Luckamancer because it affects their save dc's and other class abilities. Strength is also important because it increases the damage of their melee attacks.

Goals: I wanted to make a melee skirmisher class that focuses on re rolls and being other luck based abilities.

Alignment: Any
Hit Die: d8
Starting Age: As sorcerer.
Starting Gold: As cleric

Class Skills
The Luckamancerís class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information(Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Use Magic Device (Cha)

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Luckamancer

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+2|
+2|Unlucky Strike, Luck Feat

2nd|
+1|
+3|
+3|
+3|Lucky Strike, Lucky

3rd|
+2|
+3|
+3|
+3|Luck Aura

4th|
+3|
+4|
+4|
+4|Luck Feat, Lucky Resistances

5th|
+3|
+4|
+4|
+4|Fortune Strike

6th|
+4|
+5|
+5|
+5|Improved Luckiness

7th|
+5|
+5|
+5|
+5|Luck Feat

8th|
+6/1|
+6|
+6|
+6| Improved Unlucky Strike

9th|
+6/1|
+6|
+6|
+6|High Roller

10th|
+7/2|
+7|
+7|
+7|No Sell, Luck Feat

11th|
+8/3|
+7|
+7|
+7/|Greater Luckiness

12th|
+9/4|
+8|
+8|
+8|Curse of Unluck

13th|
+9/4|
+8|
+8|
+8|Lucky Edges, Luck Feat

14th|
+10/5|
+9|
+9|
+9|Perfected Unlucky Strike

15th|
+11/6/1|
+9|
+9|
+9|Improved No Sell

16th|
+12/7/2|
+10|
+10|
+10|Luck Feat

17th|
+12/7/2|
+10|
+10|
+10|Lucky Tempo

18th|
+13/8/3|
+11|
+11|
+11|Ludicrous Luckiness

19th|
+14/9/4|
+11|
+11|
+11|Share the Good Fortune, Luck Feat

20th|
+15/10/5|
+12|
+12|
+12|Devastating Critical|[/table]

Class Features
All of the following are class features of the Luckamancer.

Weapon and Armor Proficiencies: Luckamancers are proficient with all simple and martial weapons and light armor but no shields.

Luck Feat: (Ex) At first level and every 3rd level after it: 4,7,10 etc, the Luckamancer gains a luck feat as a bonus feat.

Unlucky Strike: (Ex) Whenever the Luckamancer confirms a critical hit with a melee attack the target is affected by the spell Unluck (SpC). A will save dc 13 + charisma modifier resists this affect. The caster level is equal to the Luckamancer's class level.

Luck Strike: (Su) At second level the Luckamancer can add his charisma modifier as a luck bonus to all of his melee attack rolls.

Lucky: (Su) At second level once per round the Luckamancer can reroll any roll he made as an immediate action. This ability must be used before the Luckamancer knows the failure or success of the first roll. The second roll must be used even if it is worse than the first roll. This ability can be used once per encounter per class level.

At level 7 this ability can be used once per round an unlimited times per encounter.

Luck Aura (Su) At third level the Luckamancer projects an aura that affects the fortune of those around him. At third level this ability allows any ally within the aura to reroll a roll that they failed with a +2 luck bonus as a free action. Each person can use the reroll from the luck aura once per encounter. The aura's radius is 5ft per class level.

At 7th level the Luck Aura increases. The Luckamancer can now force one enemy within the aura to reroll any roll he succeeded on. This ability can affect an enemy once per encounter.

At 12th level the Luck Aura increases again. Instead of being limited to once per encounter any effect of the Luck Aura can be used one per encounter/charisma modifier.

At 15th level the aura increases to 10ft per level and any ally who rerolls using the Luck Aura has a + 2 luck bonus on the save.

At 19th level the aura siphons the luck from enemies. Any enemy that rolls a natural 20 is treated as if he had just rolled a natural 1. In addition the next roll of the d20 the Luckamancer or an ally of the Luckamancer makes is treated as a natural 20.

Lucky Resistances: (Ex) The Luckamancer seems to always be at the right place at the right time. At 4th level he gains his charisma bonus as a bonus to all of his saving throws.

Fortune Strike: (Su) At 5th level three times per day when the Luckamancer threatens a critical hit he can confirm it automatically.

Improved Luckiness: (Ex) At 6th level Lucky can be used 3 times per round as a reactive non action. The Luckamancer still can't reroll a single roll more than once.

Improved Unlucky Strike: (Su) At 8th Level unlucky strike increases in strength. Any target who the Luckamancer threatens a critical strike on has to make a save (DC 10 + 1/2 class level + charisma modifier) or suffer the effects of the unluck spell. If the Luckamancer confirms a critical hit than there is no saving throw.

High Roller: (Ex) Any weapon wielded by a level 9 Luckamancer is treated as having a +1 higher critical strike multiplier. For example a great sword wielded by a Luckamancer is treated as having a *3 multiplier.

No Sell: (Ex) At 10th level the Luckamancer gains evasion and mettle. At 14th level he gains improved evasion and at 19th level he gains improved mettle.

Greater Luckiness: (Ex) Now whenever lucky is used to reroll an ally's or the luckamancer's roll that roll gains a luck bonus equal to the Luckamancer's charisma modifier. If used to reroll an enemy's roll it is treated as a penalty equal to one half of the Luckamancer's charisma modifier.

Curse of Unluck: (Sp) At 12th level the Luckamancer can cast the spell unluck as a spell like ability at will. Unlike the normal spell though this ability affects three targets who can't be further than 30ft apart from each other. The DC is 10 + 1/2 class level + charisma modifier. The caster level is equal to the Luckamancer's class level.

Lucky Edges: (Ex) At 13th level the Luckamancer's blades become more prone to slice arteries and hit other vital places. The critical range on any weapon the Luckamancer wields is increase by two. This stacks with all other crit range increases but is applied after them. For example, a keen great axe normally has a 19-20 crit range with this ability it becomes 17-20 crit range.

Perfected Unlucky Strike (Su): At 14th level Unlucky Strike improves again. Any targeted affected by unlucky strike takes a -2 penalty on every roll of the d20.

Improved No Sell: (Ex) At 15th level three times per day the Luckamancer can treat any d20 roll as a natural 20.

Lucky Tempo: (Ex) At 17th level Whenever the Luckamancer confirms a critical hit he gains another attack at a -5 penalty. This effect can happen 3 times per round and stacks with other abilities that grant extra attacks.

Ludicrous Luckiness: (Ex) At 18th level the Luckamancer can use lucky a number of times per round equal to his charisma modifier as a free action that can be done on other creature's turns.

Spreading the Good Fortune: (Su) At 19th level the Luckamancer shares his good luck with those around him. Whenever the Luckamancer rolls a natural 20 on a saving throw vs an effect that targets other creatures all other allies affected by that ability take the same effect that the Luckamancer did.

Devastating Critical: (Ex) At level 20 the Luckamancer can sometimes destroy a skilled opponent with a lucky hit. Anytime the Luckamancer rolls a natural 20 on an attack roll and confirms the critical hit the target must make a fort save or die. DC 10 + 1/2 class level + charisma modifier.

eftexar
2011-12-19, 04:36 PM
Wow. A luck based class that I would actually play. I applaud you.
Other than that though, all good saves? I would say you should reduce the fortitude save to a bad progression.

Grod_The_Giant
2011-12-19, 04:48 PM
It looks pretty cool, although I have two big concerns:

This is intensely dip-friendly. Two levels gives you all good saves, Charisma to attack (in addition to the normal stat), and the ability to reroll one roll a round all day long. That's... yeah. You might want to tone Lucky down a bit.

All of your offensive abilities revolve around critical hits... but they don't come up very much, and I don't see much that makes them easier to get, apart from Fortune Strike and Improved No Sell.

Silva Stormrage
2011-12-19, 05:14 PM
It looks pretty cool, although I have two big concerns:

This is intensely dip-friendly. Two levels gives you all good saves, Charisma to attack (in addition to the normal stat), and the ability to reroll one roll a round all day long. That's... yeah. You might want to tone Lucky down a bit.

All of your offensive abilities revolve around critical hits... but they don't come up very much, and I don't see much that makes them easier to get, apart from Fortune Strike and Improved No Sell.

I did notice the dip-friendlyness of this class. I think cha to hit is fine for a dip (similar to the paladin dip). But lucky might need to be moved back a bit. Maybe 4th or 5th level.

I am aware that the class doesn't have all that much offensive power at the moment. Personally I was trying to make a defensive class more than an offensive one but it might be an issue. It still should be able to contribute with regular melee attacks though, at least at the same level as a marshal or a tier 4 class. Hopefully the rerolls and the crit abilities will boost it to a tier 3 though.

NeoSeraphi
2011-12-19, 05:34 PM
First of all, it's the duskblade all over again! (Proficient with martial weapons, but not simple weapons). Dude can handle a greataxe like a pro, but "How do I hit them with this club? Derp, gauntlets CONFUSE ME!" :smalltongue:

Unlucky Strike should be a spell-like ability, and it needs a caster level.

Luck Strike- As this is luck-based, I don't see the reason why it shouldn't apply to ranged weapons.

From 8th to 11th level on your table, you don't have iteratives listed.

Lucky is indeed a lot for 2nd level. I would limit it to once per day/class level, until 10th level or so, when you can make it once/round.

Lucky Resistances- The fluff text needs to be changed here. Saving throws are against a lot more than magic, you know. Maybe his immune system produced one too many antibodies today, so that poison didn't stand a chance, or maybe his eyes looked just a little to the left at the right moment, so that medusa's stare didn't catch him right where it needed to be. Maybe right as the monk hit him, something just told him to take a deep breath, so he was more braced against the Stunning Fist. Regardless, right now the fluff text makes it sound like it should be the hexblade's Arcane Resistance ability, which it definitely shouldn't.

Improved Luckiness- Holy crap...Um..okay, at least write this so that you can't use it more than once on the same roll...

Curse of Unluck- Needs a caster level.

The rest of the abilities are good, but I would like to see some kind of powerful Curse that denies the ultimate luck to his enemies, removing their ability to automatically succeed on rolls of a natural 20, and possibly giving them some kind of high penalty on critical confirmation rolls, like the luckamancer's presence is draining everyone else's good fortune!

Edit: Also I love the Joshua picture. Sacred Stones was an amazing game.

Silva Stormrage
2011-12-19, 05:47 PM
First of all, it's the duskblade all over again! (Proficient with martial weapons, but not simple weapons). Dude can handle a greataxe like a pro, but "How do I hit them with this club? Derp, gauntlets CONFUSE ME!" :smalltongue:

Unlucky Strike should be a spell-like ability, and it needs a caster level.

Luck Strike- As this is luck-based, I don't see the reason why it shouldn't apply to ranged weapons.

From 8th to 11th level on your table, you don't have iteratives listed.

Lucky is indeed a lot for 2nd level. I would limit it to once per day/class level, until 10th level or so, when you can make it once/round.

Lucky Resistances- The fluff text needs to be changed here. Saving throws are against a lot more than magic, you know. Maybe his immune system produced one too many antibodies today, so that poison didn't stand a chance, or maybe his eyes looked just a little to the left at the right moment, so that medusa's stare didn't catch him right where it needed to be. Maybe right as the monk hit him, something just told him to take a deep breath, so he was more braced against the Stunning Fist. Regardless, right now the fluff text makes it sound like it should be the hexblade's Arcane Resistance ability, which it definitely shouldn't.

Improved Luckiness- Holy crap...Um..okay, at least write this so that you can't use it more than once on the same roll...

Curse of Unluck- Needs a caster level.

The rest of the abilities are good, but I would like to see some kind of powerful Curse that denies the ultimate luck to his enemies, removing their ability to automatically succeed on rolls of a natural 20, and possibly giving them some kind of high penalty on critical confirmation rolls, like the luckamancer's presence is draining everyone else's good fortune!

Edit: Also I love the Joshua picture. Sacred Stones was an amazing game.

Thanks for the combat.

Okay he can now wield gauntlets and other simple weapons :smallredface:

Unlucky strike doesn't need to be a spell like ability because I didn't want it affected by SR. I will add a caster level though.

Luck Strike: Habit of mine to write melee attack rolls instead of attack rolls. Fixed.

Thanks on the iteratives changes. I was going to change the Lucky bonus to 1/encounter/class level. Probably until 6th level or so. That should make it more reasonable and not so diptastic.

Lucky Resistances: Ya I meant to go back over and change that. I guess I forgot to. Will think of better fluff text.

Improved Luckiness. Oh whoops a previous version of this class had it so the first luckiness could be used multiple times and I said there that it couldn't be used on the same roll. It isn't supposed to be able to be used on the same roll.

Curse of Unluck: Caster Level added.

Interesting idea on that anti luck aura. Maybe I should add that to Luck Aura. It needs another ability high levels anyway.

And yes Sacred Stones was such an awesome game!

Demidos
2011-12-22, 03:23 AM
Perhaps some more slas, or some out of combat potential? Classes that can only hit things in combat seem somewhat dull to me, imho. (but i like SLAs, im biased :smallbiggrin: )
Otherwise, cool class :smallbiggrin:

Silva Stormrage
2011-12-22, 02:59 PM
Perhaps some more slas, or some out of combat potential? Classes that can only hit things in combat seem somewhat dull to me, imho. (but i like SLAs, im biased :smallbiggrin: )
Otherwise, cool class :smallbiggrin:

Hm. What exactly were you thinking? I was thinking I might bump the skills up to 6+ int and give him a bit better skill list. Maybe a specific ability that boosts his own skills. Like he whenever he gets below a 10 on a skill he can reroll once.

Zaydos
2011-12-22, 03:28 PM
Improved Luckiness seems a little strong for 6th level; Ludicrous Luckiness just gets crazy (and with lucky tempo you can make 3 or 4 attacks on a charge, or as a standard action easily enough).

I'm not familiar enough with building crit-fishers to say much about the rest although a falchion with a wand chamber (Dungeonscape) and a wand of wraithstrike + Power Attack seems like it could get silly with all those rerolls (I will critically hit you 3 times, maybe 6 or 7 thanks to lucky tempo; which means most likely they now have unluck).

The class also has a problem that it's completely based on critical hits and against creatures immune to crits all it does is its aura which is kind of lame. It can help this with wands but that's still problematic.

Silva Stormrage
2011-12-24, 08:44 PM
Improved Luckiness seems a little strong for 6th level; Ludicrous Luckiness just gets crazy (and with lucky tempo you can make 3 or 4 attacks on a charge, or as a standard action easily enough).

I'm not familiar enough with building crit-fishers to say much about the rest although a falchion with a wand chamber (Dungeonscape) and a wand of wraithstrike + Power Attack seems like it could get silly with all those rerolls (I will critically hit you 3 times, maybe 6 or 7 thanks to lucky tempo; which means most likely they now have unluck).

The class also has a problem that it's completely based on critical hits and against creatures immune to crits all it does is its aura which is kind of lame. It can help this with wands but that's still problematic.

Imo it isn't an stronger than spellcasting, (While wizard casting is NOT a good balance point Dread Necromancer and Beguilers spell casting is still better than this feature). And the tier 3 spell casters do have other features. This class at that level is pretty much has no other combat abilities at that level. (Fortune strike is almost the only active ability, the rest are passive)


Ludicrous luckiness is supposed to be ludicrous :smalltongue: Though I still think that its not stronger than maneuvers at that level.

You do raise a good point about crit immune creatures though. Maybe I will add a clause where if they would normally threaten a critical they still roll to confirm but they don't deal any additional damage. Or maybe I leave this class with the weakness of undead, elementals and constructs. Probably going to add that clause.