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    Default Are you feeling Lucky? New 3.5 Base Class

    The Luckamancer



    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 Ref Will Special
    1st
    +1
    +2
    +2
    +2
    Unlucky Strike, Luck Feat
    2nd
    +2
    +3
    +3
    +3
    Lucky Strike, Lucky
    3rd
    +3
    +3
    +3
    +3
    Luck Aura
    4th
    +4
    +4
    +4
    +4
    Luck Feat, Lucky Resistances
    5th
    +5
    +4
    +4
    +4
    Fortune Strike, Imbue Misfortune
    6th
    +6
    +5
    +5
    +5
    Improved Luckiness
    7th
    +7
    +5
    +5
    +5
    Blessing of Luck, Luck Feat, Luck Aura (Enemies)
    8th
    +8
    +6
    +6
    +6
    Improved Unlucky Strike
    9th
    +9
    +6
    +6
    +6
    High Roller
    10th
    +10
    +7
    +7
    +7
    No Sell, Luck Feat
    11th
    +11
    +7
    +7
    +7
    Greater Luckiness
    12th
    +12
    +8
    +8
    +8
    Curse of Unluck, Luck Aura (Charisma Mod/Encounter)
    13th
    +13
    +8
    +8
    +8
    Lucky Edges, Luck Feat
    14th
    +14
    +9
    +9
    +9
    Perfected Unlucky Strike
    15th
    +15
    +9
    +9
    +9
    Improved No Sell, Imbue Misfortune (At Will), Luck Aura (Increased Area)
    16th
    +16
    +10
    +10
    +10
    Greater Blessing of Luck, Luck Feat
    17th
    +17
    +10
    +10
    +10
    Lucky Tempo
    18th
    +18
    +11
    +11
    +11
    Ludicrous Luckiness
    19th
    +19
    +11
    +11
    +11
    Share the Good Fortune, Luck Feat, Luck Aura (Steal Luck)
    20th
    +20
    +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 weapon 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.

    Lucky Strike: (Su) At second level the Luckamancer can add his charisma modifier as a luck bonus to all of his 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 an unlimited times per encounter but is still limited in the number of times it can be used 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 if applicable. 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. This aura can still only affect a single target once in a given round.

    At 15th level the aura increases to 10ft per level and any ally who rerolls using the Luck Aura has a +4 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 the Luckamancer can add his charisma modifier to damage rolls on confirmed critical hits. In addition, three times per day when the Luckamancer threatens a critical hit he can confirm it automatically.

    Imbue Misfortune: (Su) By forcing their attention on a creature or object they can cause misfortune to befall the target. As a standard action the Luckamancer must target a single creature or object within 100ft to become cursed for three rounds. The Luckamancer must select a curse from the list below to apply to the creature or object. Each curse notes if it is applicable for creatures, objects or both. Each curse can only affect a creature once in a given round regardless of how many times the creature triggers the curse, thus a creature affected by curse of clumsiness wouldn't have to make multiple trip attempts if they moved multiple times in a round. Some curses can possibly interrupt actions, such as Curse of Clumsiness tripping a creature as they make a move action. If a curse renders a target's action invalid such as falling prone after starting to take a move action then the target's action is wasted.

    There is no saving throw to resist this curse but it is still a curse effect so remove curse removes this effect. A creature can only be affected by one of these curses at a time and the Luckamancer can use this ability a number of times per day equal to their charisma modifier. At 15th level this ability becomes usable at will.
    • Curse of Clumsiness (Creature): Whenever the target attempts to move they must make a trip attempt opposed by the Luckamancer. This trip attempt ignores size bonuses for both creatures and the Luckamancer uses their charisma modifier instead of strength as their relevant ability modifier.
    • Curse of Grease (Creature or Object): Whenever the target attempts to use a held item or a creature attempts to pick up the targeted object the creature must make an opposed disarm check versus the Luckamancer or drop the item. The Luckamancer's bonus to this disarm check is their BAB + their charisma modifier. A creature's size bonuses are ignored for both the Luckamancer and the creature trying to use the item for this disarm check.
    • Curse of Fragility (Creature or Object): Whenever the target takes damage while this curse is active by a manufactured or natural weapon, weapon damage is maximized.
    • Curse of Malfunction (Object): Whenever a creature attempts to use the item in question it's going to break, jam or fail in some manner, wagon's wheels might fall off, traps might jam, locks might fall off door handles. The Luckamancer may roll a disable device or open lock check using their class level + their charisma modifier in place of their skill ranks and int modifier if they wish to determine the effects of this curse. Regardless, this curse produces effects which are beneficial to the Luckamancer. This curse can not cause magical items to malfunction besides magical traps, which can be disabled as if the Luckamancer had the Trapfinding class features as Rogue.
    • Curse of Fumbling (Creature): Whenever a creature affected by this curse rolls a natural one on an attack roll with a manufactured weapon they somehow manage to hit themselves. Some quirk of fate causes that attack roll to hit the target of the curse, automatically hitting and rolling damage as normal.



    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.

    Blessing of Luck: (Ex) At 7th level reality starts to acknowledge the Luckamancer's own luck. Once per week the Luckamancer can as a free action declare a "Lucky Coincidence" in response to a trail, combat or other situation. How this is resolved is up entirely to the DM. If he declares a lucky coincidence in regards to searching for a suspect of a crime inside a city he may be wandering around and overhear some individuals talking about where the suspect was seen hiding. If guards are storming up into his inn room and he wants to escape invoking a lucky coincidence may cause the guards to trip when marching up the stairs knocking themselves over and stalling them, or perhaps when they try to open the door it jams and they struggle to open it. In combat this is likewise up to the DM's digression but it should be either something like a sudden change in environment favoring the luckamancer or a sudden surge of misfortune upon his enemies. The lucky coincidence doesn't happen instantly and in combat one should expect it to happen within 1d6 rounds.

    Impossible events are still impossible, this ability can't cause a meteor to crash down from the sky, nor could it even cause a solid building to collapse on an enemy inside a city. It can cause them to reroll saving throws at a penalty, have allies in the vicinity arrive to aid, or similar boons to occur. In essence this ability should grant a temporary bonus to a situation or reveal a plot hook or piece of information the luckamancer missed.

    At 16th level this ability improves further allowing them to use it once per day.

    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 then 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. In addition, anytime the Luckamancer applies an Unluck effect onto a creature already suffering from Unluck that creature gains a -2 penalty to attack rolls, saving throws and skill checks. This stacks each time the Luckamancer applies an unluck effect onto the creature to a maximum penalty equal to the Luckamancer's charisma modifier.

    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.

    In addition, the Luckamancer's luck feats no longer require an immediate action to use and now are free actions that can be used at any point, even on another creature's turn or while flatfooted.

    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 increased 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. Unluck caused by Luckamancer class features now causes all critical hits against the target to be automatically confirmed. The penalty for applying Unluck to a target increases to -3 and there no longer is a cap on the penalty. The penalty lasts until removed by remove curse or similar effect (CL for the effect is the Cl for the unluck effect).

    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.


    Lucky Items
    And here are two custom items that I made for an NPC luckamancer.
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    Wondrous Items
    Coin of the Inspiring Comeback: This golden coin is forged such that when flipped if the wielder calls out either heads or tails it will always land on that side. A spot check DC 25 notices this.

    Beyond cheating at games of chance this coin has a more potent purpose which is harder to invoke. If the wielder of the coin ever rolls a natural one on a saving throw or attack roll and ends up succeeding on the saving throw or hitting on the attack roll despite their initial roll their nearby allies are inspired. Allies who can see the wielder gain a luck bonus to their saving throws and attack rolls equal to the wielder's charisma modifier. This bonus lasts for one round.
    Strong transmutation; CL 12th; Craft Ring, Alter Fortune, Elation; Price 20,000 gp.

    Minor Artifacts
    Cursed Crescent: This deadly silver scythe was initially forged and designed to hunt and subdue lycanthropes but when it's wielder ran into a group of mercenary Lycanthropes he lost the scythe to the leader who used it as their mercenary company's symbol and insignia.

    The Cursed Crescent is a +2 Silver Merciful Keen Bane (Shapechanger) Scythe. When it confirms a critical hit the target is cursed as the spell Bestow Curse (DC 20 Negates this). If the Cursed Crescent is used to coup de grace a target the wielder may choose to deal no damage but instead boost the DC to resist the curse to 30. Any particular creature can only have three curses from this scythe on them at any one time.
    Last edited by Silva Stormrage; 2022-08-16 at 01:13 AM.
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    Default Re: Are you feeling Lucky? New 3.5 Base Class

    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.

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    Default Re: Are you feeling Lucky? New 3.5 Base Class

    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.
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    Default Re: Are you feeling Lucky? New 3.5 Base Class

    Quote Originally Posted by Grod_The_Giant View Post
    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.
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    Default Re: Are you feeling Lucky? New 3.5 Base Class

    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!"

    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.
    Last edited by NeoSeraphi; 2011-12-19 at 05:35 PM.

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    Default Re: Are you feeling Lucky? New 3.5 Base Class

    Quote Originally Posted by NeoSeraphi View Post
    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!"

    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 comments.

    Okay he can now wield gauntlets and other simple weapons

    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!
    Last edited by Silva Stormrage; 2019-05-17 at 10:16 PM.
    Quote Originally Posted by Hazuki View Post
    ...Silva, you are a scary person.
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    Default Re: Are you feeling Lucky? New 3.5 Base Class

    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 )
    Otherwise, cool class
    Last edited by Demidos; 2011-12-22 at 03:24 AM.
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    The Fortunar Base Class: A Fortuneteller wielding a minor Deck of Many Things. Mid T3.

    Completed Classes
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    Web-Spinner: A martial class based around using webs. Mid T3.
    The True Warrior: A swift mundane martial combat class that can dodge and slice their way to victory. Low Tier 3.

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    Default Re: Are you feeling Lucky? New 3.5 Base Class

    Quote Originally Posted by Demidos View Post
    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 )
    Otherwise, cool class
    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.
    Quote Originally Posted by Hazuki View Post
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    Default Re: Are you feeling Lucky? New 3.5 Base Class

    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.
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    Default Re: Are you feeling Lucky? New 3.5 Base Class

    Quote Originally Posted by Zaydos View Post
    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 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.
    Last edited by Silva Stormrage; 2011-12-25 at 12:40 AM.
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    Default Re: Are you feeling Lucky? New 3.5 Base Class

    Going through my old homebrews and updating the tables and fixing some balance issues.

    I like the Luckamancer class, I think I actually did a good job nailing the design and balance point and I have sent a couple luckamancers against my party and they have always been a fun encounter. One in particular (A werewolf mercenary captain) was decently important in the last campaign and the players enjoyed her character.

    One thing upon rereading the class though is that it offers absolutely no out of combat options. I added a new class feature for this called "Blessings of Luck" which is going to be heavily DM dependent but I suppose that is the nature of luck as well. It essentially allows them to invoke DM fiat for a plot hint or for a situational bonus. Tell me if the wording is confusing or if you see any problematic issues with the ability.

    Finally I added two custom items that the most recent NPC Luckamancer I used had. The Coin of the Inspiring Comeback is powerful and fairly cheap but it is also incredibly hard to actually get it to activate. Even with a Luckamancer you still need to actually roll a 1 for it to trigger.
    Last edited by Silva Stormrage; 2020-06-04 at 01:45 AM.
    Quote Originally Posted by Hazuki View Post
    ...Silva, you are a scary person.
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    My Homebrew: Here
    The Necromantic Codex: A collection of necromancy classes, items and monsters.

  12. - Top - End - #12
    Pixie in the Playground
     
    BardGuy

    Join Date
    May 2019

    Default Re: Are you feeling Lucky? New 3.5 Base Class

    Next character that the DM allows for homebrewed classes, I'm gonna have to try this out. It is an interesting concept. After all, some of the luck feats would be nice to have on top of it.

    So far, I like all the homebrew that you have done, that I have currently looked at. Some NPC's having any of these classes would be awesome as well.

    My PC's are doomed.

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