Base Class Based on luck need opinions

Fallenibilis

First Post
Im creating a 3.5 base class losely based on the hexblade thats abilitys revolve around luck. I need some help with flavor ideas and mechanical ideas anything i get will be aprreciated.


Fortune’s Son
Hit Die: D8
Fort: Poor
Ref: Good
Will: Poor
Weapon Prof: Simple & Martial
Armor Prof: Light, Medium Armor, and Light Shield
Skill Points at First Level: (4 + Int Modifier) x4

Skill Points at each additional level: 4 + Int Modifier
Class Skills: Balance, Bluff, Diplomacy, Escape Artist, Gather Information, Hide, Heal, Listen, Move Silently, Perform, Profession (Gambling), Search, Sense Motive, Sleight of Hand, Spot, Tumble, and Use Rope


Code:
Level	BAB	      Special				
1	0	      Curse/Bless				
2	1	      Fortune's Favor				
3	2	      Evasion, Lucky Strike +1d6				
4	3	      Spirit of chance, Bonus Feat				
5	3	      Fast healing 1 or DR 1/-			
6	4					
7	5	      Greater Curse/Bless, Lucky Strike +2d6				
8	6./1	      Bonus Feat				
9	6/1	      Greater Spirit				
10	7/2	      Mettle, Fast healing 2 or DR 2/-			
11	8/3	      Lucky Strike +3d6				
12	9/4	      Bonus Feat				
13	9/4					
14	10/5					
15	11/6/1      Lucky Strike +4d6, Fast healing 3 or DR 3/-					
16	12/7/2      Dire Curse/Bless, Bonus Feat				
17	12/7/2					
18	13/8/3					
19	14/9/4      Dire Spirit, Lucky Strike +5d6				
20	15/10/5     Bonus Feat, Fast healing 4 or DR 4/-


Level Abilities:
Curse/Bless: Share a number of uses per day equal to 1+ Cha modifier.

Curse: As a free action, a fortune’s son can curse and enemy. The target must be visible to the Fortune’s Son and within 60 ft. The target of the curse take a -2 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for one minute x Cha modifier minimum 1 minute. A successful Will save (DC 10 + ½ Fortune’s Son Class level + Cha modifier) negates the effect.

Bless: As a free action, a fortune’s son can Bless and friend. The target must be visible to the Fortune’s Son and within 60 ft. The target of the Blessing Gain a +2 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for one minute x Cha modifier minimum 1 minute. A successful Will save (DC 10 + ½ Fortune’s Son Class level + Cha modifier) negates the effect.

Fortune’s Favor: Gain a bonus equal to your Cha modifier on all saving throws

Lucky Strike: At level 3 you do an additional 1d6 points of damage to enemy suffering from your curse. At level 7, 12, 15, and 19 this extra damage increases by an additional 1d6.

Evasion: As the Rogue Class Ability

Spirit of Chance:At forth level, you may call upon a dark companion. By spending 24 hours in meditation and expending 100gp worth of incense,upon completion of the ritual your luck manifests as illusory companion in the form of either a black cat if evil or a white rabbit if good a neutral one may choose which. The companion takes up a 5-foot square but cannot attack or be attacked. While it is made of shadow and occupies a 5' square, anyone can freely move into and out of the square it occupies. It can be dispelled as a spell (CL equal to your class level, spell level equal to 1/3 your class level). If dispelled, the Spirit of Chance reforms 24 hours later. At any point if a Spirit of Chance is more than 120' from the you, it dissipates and reforms adjacent to the Spirit of Chance at the beginning of its next turn. All foes within 5' of the black cat take a -2 to saves, attacks, and armor class. All friends (including your self) within 5' of the white rabbit gain a +2 to saves, attacks, and armor class.

Bonus Feats: At fourth level and every 4 levels after you gain a bonus feat from the following as long as you meet the requirements: Empower Curse (curse penalty goes up by 1), Empower Bless (bless boon goes up by 1), Slow Reaction (foe counts as flat footed; require one other curse/bless feat), Extra curse/bless (gain 2 additional uses of the ability), Lingering curse (curse lasts twice as long), Lingering Bless (bless lasts twice as long), Potent Curse (curse DC goes up by one), Sloth (Curse causes foe to have 50% chance of doing nothing; requires two other curse/bless feats), Clarity of mind (bless gives ally a reroll on his fail concentration checks), Clouded mind (foe must succeed a concentration check DC 10 + half class level + cha modifier + spell level on every spell cast or lose the spell; requires two curse/bless feats, Fortified Bless (the blessed gains Temporary Hit points per class level), Luck feats, and improved critical.

Fast healing: gains Fast healing 1, increases by 1 every 5 levels
or
Damage Reduction: gains damage reduction 1/-, increases by 1 every 5 levels

Greater Curse/Bless: Increases the Penalty/Boon from a 2 to 4

Greater Spirit: Increases the Penalty/Boon from a 2 to 4

Mettle: As hexblade ability

Dire Curse/Bless: Increases the Penalty/Boon from a 4 to 6

Dire Spirit: Increases the Penalty/Boon from a 4 to 6


Sorry for the long read. Thanks for any help in advance :)
Fallenibilis
 
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Hmmm... I've been thinking about doing a luck based class for a while because such characters seem to occur frequently in literature as sidekicks. I haven't done it yet because I'm not sure how to balance it.

I think it's a challenging but worthwhile subject, so kudos for taking up the challenge.

You execution doesn't do alot for me though.

My first impression of the class you wrote up is that its not mechanically unique enough doesn't fit a strong enough archetype, and it's largely just a hodge podge of ideas taken from other classes. I don't think it captures the sort of literary character who depends on luck that inspired me to want such a class, and in fact it mostly seems to be some sort of 'Evil Eye' type character more suitable to a witch or warlock than anything else. The bonus feat list only reinforces the 'Support Warlock' schtick that the write up conveys to me, and the general structure of the class makes me wonder whether or not you could achieve nearly the same thing by playing a rogue or a bard.
 

Ok i hear where your coming from..... Lets give it another try.... how about this to start with
Hit die: d8
BAB: Full
Fort: Good
Ref: Good
Will: Good


At 1,3,6,9,12,15,&18 level you gain a bonus luck feat from Complete Scoundrel as long as you meet the requirements.

That was close: Supernatural ability. At 4th level you gain an aura of luck that cause attacks to narrowly miss you. You gain a 10% miss chance. The miss chance increase by 10% every four levels capping at 50%. (perhaps weapons made of cold iron aren't affected?) Doesnt stack with effects mfrom spells like blink or displacement.

Thats all i got right now i'm sure theres more to come, again any ideas will be very helpfull.

Fallenibilis

On second thought a full BAB may be a little too powerfull...

Lucky Strike: At level 1 once per day as a swift action you can add your Cha Modifer to you attack and damage rolls as a luck bonus on all attack rolls till the start of your next turn. You gain an additional use of this attack at 5th, 10th,15th, and 20th level.
 
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Better. Unfortunately, I don't have 'Complete Scoundrel' to evaluate that mechanic.

I'm ok with the full BAB OR with 'That was close', but not both.
 

I'd use a flat re-roll ability.
X per day the character can reroll any d20 roll, taking the better.
Around level 4, this reroll is guaranteed to be between 11 and 20 (if the roll is 10 or less, add +10 to get the numerical total).
Around level 6 he can force a reroll by anyone within 100' and line of sight to assist.
Around level 10, his ability can jinx within the same area (reroll, take the worst).
Around level 12 he can jinx an area (20' radius).
Around level 16 his jinx reroll subtracts 10, for a result between 1 and 10 (though a natural 20 may still succeed anyway, being a natural 20.)

Best of luck.
 

ok change the BAB back to average and change the bonus luck feats to the following.

Fortune’s Favor: Tempting fate- At level 1you can reroll an initiative check & stabilization roll a number of times per day equal to 1+ Cha modifier.

Fortune’s Favor: Those who help themselves- At level 3 you can also reroll a failed skill check that you have at least one rank in, gain another use of a reroll.

Fortune’s Favor: Narrowly Avoided- At level 6 you can also reroll a failed save, gain another use a reroll.

Fortune’s Favor: Fortuitous blow - At level 9 you can also reroll a critical threat roll, gain another use of a reroll.

Fortune’s Favor: Better Luck then good - At level 12 you can also reroll a natural 1, gain another use of a reroll.

Fortune’s Favor: Watch out for that... - At level 15 you can also have a foe reroll successful save, gain another use of a reroll.

Fortune’s Favor: Hey look a Gold piece - At level 18 you can also have a foe reroll a successful attack roll, gain another use of a reroll.

Also im thinking that maybe it should get uncanny dodge at level 2 but im not sure.
 
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What about utilizing a system similar to the Factotum's inspiration points, and allowing that pool of points to be used to pull of a variety of luck-based feats, rather than limiting anything to once per day or something along those lines?

I agree that average BAB is good, and I'm glad you changed all the saves to good; a luck-based class should certainly enjoy that at least.
 

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