Silva Stormrage
12-19-2011, 04:13 PM
The Luckamancer
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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 Luckamancer’s 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
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|
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 round.
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.
http://i-a.animepaper.net/thumbnails/preview/7394/1/%5Banimepaper.net%5Dpicture-standard-video-games-fire-emblem-joshua-7394-tripleg-preview-7f1d7769.jpg
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 Luckamancer’s 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
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|
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 round.
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.