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<blockquote data-quote="Blind Azathoth" data-source="post: 3338040" data-attributes="member: 22041"><p>Oh, he'll definitely be taking the Luck domain. And as for the feats and the prestige class...</p><p></p><p>[sblock]The luck feats are a subset of feats with abilities very similar to the Luck domain's granted ability. Taking luck feats creates a small pool of "luck rerolls" that can be used every day like the Luck granted ability, but in specific ways depending on which feats you have. Each luck feat gives you one extra luck reroll per day (except in the case of Unbelievable Luck, which I will mention below).</p><p></p><p>A few early luck feats I am looking at possibly taking:</p><p>- Healer's Luck (can reroll damage healed by a conjuration (healing) spell)</p><p>- Unbelievable Luck (gives +2 luck bonus to my worst saving throw as long as I still have a luck reroll available for the day, and grants two rerolls instead of the usual one)</p><p>- Good Karma (lets me redirect an attack aimed at an adjacent ally to me, with a 50% increase in damage)</p><p>- Magical Fortune (spend one luck reroll to reroll a spell's damage, or two rerolls to reroll a caster level check)</p><p>- Third Time's the Charm (allows me to reroll the reroll granted by the Luck domain)</p><p></p><p>The Fortune's Friend is a five-level class based around good fortune and luck feats. Entry requirements are easy--8 ranks in any one skill, +3 BAB, and a single luck feat. d6 HD, 6+Int skills with a very rogue-like selection, bad BAB, good Ref save, +1 spellcasting on levels 2 and 4. Levels 1, 3, and 5 grant extra luck rerolls for the day, plus a little special ability; levels 2 and 4 give bonus feats (must be luck feats).</p><p></p><p>The 1st, 3rd, and 5th special abilities all let the character add (as a swift action) his class level as a luck bonus to a certain type of roll until the beginning of his next turn; respectively, to skill checks, to saving throws, and to attack rolls. At 1st level, the class also gets "easy luck," which means the swift or immediate action required to use most luck feats no longer counts against the one swift action per turn limit.[/sblock]</p><p></p><p>I think that covers everything. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> Should have a character sheet ready later today.</p></blockquote><p></p>
[QUOTE="Blind Azathoth, post: 3338040, member: 22041"] Oh, he'll definitely be taking the Luck domain. And as for the feats and the prestige class... [sblock]The luck feats are a subset of feats with abilities very similar to the Luck domain's granted ability. Taking luck feats creates a small pool of "luck rerolls" that can be used every day like the Luck granted ability, but in specific ways depending on which feats you have. Each luck feat gives you one extra luck reroll per day (except in the case of Unbelievable Luck, which I will mention below). A few early luck feats I am looking at possibly taking: - Healer's Luck (can reroll damage healed by a conjuration (healing) spell) - Unbelievable Luck (gives +2 luck bonus to my worst saving throw as long as I still have a luck reroll available for the day, and grants two rerolls instead of the usual one) - Good Karma (lets me redirect an attack aimed at an adjacent ally to me, with a 50% increase in damage) - Magical Fortune (spend one luck reroll to reroll a spell's damage, or two rerolls to reroll a caster level check) - Third Time's the Charm (allows me to reroll the reroll granted by the Luck domain) The Fortune's Friend is a five-level class based around good fortune and luck feats. Entry requirements are easy--8 ranks in any one skill, +3 BAB, and a single luck feat. d6 HD, 6+Int skills with a very rogue-like selection, bad BAB, good Ref save, +1 spellcasting on levels 2 and 4. Levels 1, 3, and 5 grant extra luck rerolls for the day, plus a little special ability; levels 2 and 4 give bonus feats (must be luck feats). The 1st, 3rd, and 5th special abilities all let the character add (as a swift action) his class level as a luck bonus to a certain type of roll until the beginning of his next turn; respectively, to skill checks, to saving throws, and to attack rolls. At 1st level, the class also gets "easy luck," which means the swift or immediate action required to use most luck feats no longer counts against the one swift action per turn limit.[/sblock] I think that covers everything. :D Should have a character sheet ready later today. [/QUOTE]
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