The Explorer- one lucky bastard- v 3.0 post #20

Felon said:
Sounds llike you're running into the same pitfall as all the folks who design their own ranger variants. Namely, you're defining a character's identity by what it doesn't do (cast spells) rather than what it has to offer. For all the ranting and raving and tinkering the rangerbois do, they never really come up with anything better than the PHB ranger, because their approach to "fixing" the ranger is taking away the spells and giving it a bigger hit die, and maybe co-opting fighter bonus feats and some of the barbarian's class features. Their ranger ultimately has nothing special or interesting about it.
Interesting point, your saying this character does not have anything special or interesting about it? I think you are mistaken. The explorer is lucky, knowledgeable, survivable and has a host of abilities/feats that can make for a very unique and interesting character.
Likewise, I can't see playing your class because it offers no sense of identity. I don't know what I can get from it that I wouldn't get from, say, a mulit-classed ranger/bard. By way of comparison, a lot of people like the scout from Complete Adventurer not only because it has no spells or supernatural abilities, but also because its unique skirmish ability ofers players something fresh and new to paly with (to "explore" if you will).
I think it has a clear sense of identity and it fills a perfectly valid niche. Look at the fighter, it has no clear sense of identity. It is a multi-tasking class that can do a whole host of things. Like archer, power attacker, tripper etc. This class is similarly broad enough (although not nearly as broad) that one could make a lot of character types using this class.

A ranger/bard combo is not very good and is not what I am looking for in this class (singing two weapon fighter/archer).

As far as the scout: the luck ability and skirmish ability are comparable.

I need to come up with some [Luck] feats that are powered by using one of the daily uses of luck and I think the ability would be a little more fleshed out.
Extra Luck (+2 usages)
Grant Luck (give another person a use 1/day)
Super luck (roll 3 dice and keep the highest)
Luck to AC (Add a +4 luck bonus to your AC for some duration)
etc.
On another note, you say the character's supposed to be lucky, but why then are his saving throws mediocre (saving throws being a prime area for indicating tthat fate favors a character)?
I thought that having all good saves would be too good, but maybe I was wrong... I suppose monks have all good saves. These guys could too. It will make them very- survivable. I think I will edit.
 

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I think it is a bit over the top.

You get decent BAB, Good saves for all, and Bonus Feats every 3 levels. Add to that DR and other abilities and I think its too much for a base class.

I would probably drop Will saves to Poor and drop Feats to one every 4 levels.
 

Sadrik said:
Interesting point, your saying this character does not have anything special or interesting about it? I think you are mistaken. The explorer is lucky, knowledgeable, survivable and has a host of abilities/feats that can make for a very unique and interesting character.

The luck ability is the only feature that's unique, and its not particularly enticing IMO. What I'm trying to tell you is, most players won't get the sense of something unique and interesting from a class design that is about 90% co-opted from other classes.

A ranger/bard combo is not very good and is not what I am looking for in this class (singing two weapon fighter/archer).

Again, you are focusing on what you don't want the class to have, which I guess is OK if the class is strictly designed for you to play, but don't expect other players to get what the point of this thing is just because it seems apparent to you.

I need to come up with some [Luck] feats that are powered by using one of the daily uses of luck and I think the ability would be a little more fleshed out.
Extra Luck (+2 usages)
Grant Luck (give another person a use 1/day)
Super luck (roll 3 dice and keep the highest)
Luck to AC (Add a +4 luck bonus to your AC for some duration)
etc.

That's a much better approach, though I'd expand these into class features and remove the ranger and rogue features from the bonus feat list (better yet, get rid of the bonus feat list altogether). Then you'd have a much-needed core idea to hang the class on.

I thought that having all good saves would be too good, but maybe I was wrong... I suppose monks have all good saves. These guys could too. It will make them very- survivable. I think I will edit.

Or, you could take a different approach, like let the class add its Int bonus to all saving throws and call it "Resourcefulness" or "Quick Thinking" or something like that. Resourcefulness is a quality I'd ascribe to Indiana Jones a lot more quickly than I would luck.
 
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I think you are right I'll focus in more on the luck thing and make some luck abilities and post it in a couple of days. Thanks for the feedback, its been very helpful.
 

This class seems great if you are literally an "explorer". However, as noted above, someone had said there are "plenty of archtypes for this class Indiana Jones being at the top of the list."

However let us note - Indiana Jones still knew how to swing a fist quite well and shoot a revolver (he did kill his fair share). Let us also note that shooting a revolver is a lot easier than swinging a sword - swords are up close and personal.

In any event this class has zero offensive abilities. Seeing as combat takes up so much of the DnD game this is indeed a signifigant downfall. Now this would make a great NPC class I would think - as in a "guide" through certain areas or even as a "woodsman" or "hunter". And also to note the character has an average BAB progression yet no way to use it.

If you really want to keep it I would say give him something offensive in tune with his major abiliies - like say Archery. Archey would work great with a "woodsman" concept - and the feats chosen to be class abilities could be the ones "less" fighter like as in:

Weapon Focus
Point Blank Shot
Far Shot
Precise Shot
Improved Precise Shot
*Any other feats from other supplemental books along these lines*

So feats like Many Shot and Rapid Shot would not be in here; but anything that extends range, improves aim etc. would be.

You could also allow the character to choose Skirmish or Sneak Attack (one or the other) with a very slow progression of the extra damage. Or perhaps using terrain types as the Horizon Walker has.

That all being said now I have an Idea of what to get rid of to add the above: Dump the DR, get a low Fort save, low Will save and high Reflex save, dump the rouge abilities as "Bonus Feats" (at least most of them) and resrict the list of bonus feats to all non fighter type feats. Things such as alertness, atheletc, etc. would be perfect for this class. Also dump the shield proficiency and make a many abilities as possible useless when using one (or wearing anything heavier than light armor; including mitheral). Cut down the list of avaialble skills drasticly but add the feats "jack of all trades" and/or "Able Learner" as a bonus feats at 1st, 2nd or 3rd level.

Skills: Appraise (Int), Balance (Dex), Climb (Str), Craft (Int), Decipher Script (Int), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge (all skills taken individually) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 6 + Int modifier.
 

Ok, here is the latest version of the explorer. Comments...

EXPLORER
The explorer is a traveler of the world. Along their travels they pick up a unique repertoire of skills and an uncanny sense of luck to help them on their travels.
Hit Die: d8.
Class Skills

The explorer’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Decipher Script (Int), Diplomacy (Cha), Excape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (all skills taken individually) (Int), Listen (Wis), Pilot (Dex), Research (Int), Ride (Dex), Search (Int), Sleight of Hand (Dex), Sneak (Dex), Speak Language, Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Wis), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 6 + Int modifier.

Code:
[B]Table: The Explorer[/B]
Level	BAB	Fort	Ref	Will	Special 
1st	+0	+2	+2	+2	Luck 1/day, Obscure Knowledge, Trapfinding
2nd	+1	+3	+3	+3	Bonus Feat
3rd	+2	+3	+3	+3	Luck 2/day
4th	+3	+4	+4	+4	Bonus Feat
5th	+3	+4	+4	+4	Luck 3/day
6th	+4	+5	+5	+5	Bonus Feat
7th	+5	+5	+5	+5	Luck 4/day
8th	+6	+6	+6	+6	Bonus Feat
9th	+6	+6	+6	+6	Luck 5/day
10th	+7	+7	+7	+7	Bonus Feat
11th	+8	+7	+7	+7	Luck 6/day
12th	+9	+8	+8	+8	Bonus Feat
13th	+9	+8	+8	+8	Luck 7/day
14th	+10	+9	+9	+9	Bonus Feat
15th	+11	+9	+9	+9	Luck 8/day
16th	+12	+10	+10	+10	Bonus Feat
17th	+12	+10	+10	+10	Luck 9/day
18th	+13	+11	+11	+11	Bonus Feat
19th	+14	+11	+11	+11	Luck 10/day
20th	+15	+12	+12	+12	Bonus Feat
Class Features
The following are class features of the explorer class.

Weapon and Armor Proficiency: The explorer is proficient in the use of all simple weapons and short sword, long sword, scimitar, and rapier and with light armor and shields.

Luck (Ex): At every odd level an explorer gains a daily use of the luck ability (1st, 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th and 19th). As an immediate action they may roll two dice instead of a single die and choose the die roll of the two that they want. If the explorer rolls more than one die, the luck only functions on a single die in the roll and not all of the dice in it.

Obscure Knowledge (Ex): An explorer picks up a vast repertoire of knowledge and may use her knowledge skills as untrained skills. Hence, they have a chance of knowing information in any given area even if they do not have a skill in it or they know where to find it. Their Obscure Knowledge ability also imparts a +2 bonus to the research skill.

Trapfinding: Explorers can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a non-magical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Explorers can use the Craft Traps (Disable Device) skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
An explorer who beats a trap’s DC by 10 or more with a Craft Traps (Disable Device) check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Bonus Feats: An explorer gains a bonus feat at every even level (2nd, 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th and 20th). She can choose a feat from the following list or from any of the new feats listed below.
[Any of the +2/+2 to two skills feats], Armor Proficiency (Medium), Combat Reflexes, Danger Sense (CA), Defensive Strike (CW), Deft Opportunist (CA), Dodge, Endurance, Improved Initiative, Mobility, Quick Draw, Skill Focus, Dash (CW), Die hard, Run, Track, Weapon Proficiency (Exotic) and Weapon Proficiency (Martial).
The explorer must still meet all prerequisites for the bonus feat. The class abilities that are feats can only be taken with the explorer’s bonus feats and not as feats from another source.
These bonus feats are in addition to the feat that a character of any class gets from advancing level.

New Feats:
Avoid Attack [General]
Prerequisite: 13 Dex, Dodge, Lucky Defense, Evade with Luck, Luck Ability.
Benefit: Spend a use of your luck ability as an immediate action, to make an attack that hit you miss you. Choose to use this ability before damage is rolled.

Dumb Luck [General]
Prerequisite: Luck Ability.
Benefit: Spend a use of your luck ability as a standard action, to give yourself another save against an ongoing effect, affecting you.

Evade with Luck [General]
Prerequisite: Luck Ability.
Benefit: Spend a use of your luck ability as an immediate action, to gain evasion as the rogue’s ability.

Lucky [General]
Benefit: You can use the luck ability like an explorer once per day. If you already have the luck ability you can use your luck ability two more times per day.

Grant Luck [General]
Prerequisite: Luck Ability.
Benefit: Spend a use of your luck ability as a free action, to give another willing recipient a +4 bonus that they can use on any one die roll until the end of the day.

Lucky Defense [General]
Prerequisite: 13 Dex, Dodge, Luck Ability.
Benefit: Spend a use of your luck ability as a free action, to add a +4 luck bonus to your AC until your next action 2 rounds from now.

Lucky Defense, Improved [General]
Prerequisite: Dex 13, Dodge, Lucky Defense, Luck Ability.
Benefit: Spend a use of your luck ability as a swift action, so that you cannot be flanked until your next action 2 rounds from now.

Lucky Opportunity [General]
Prerequisite: Combat Reflexes, Luck Ability.
Benefit: Spend a use of your luck ability as a swift action, to gain an attack of opportunity at your highest attack bonus against an opponent you are fighting.

Lucky Resiliency [General]
Prerequisite: Luck Ability, +4 base attack bonus.
Benefit: Spend a use of your luck ability as a swift action, to heal: 10 hit points, plus one more for every use of the Luck ability you can use a day.

Lucky Strike [General]
Prerequisite: Luck Ability.
Benefit: Spend a use of your luck ability as a swift action, to gain +1d6 damage on one of your attacks.

Lucky Strike, Improved [General]
Prerequisite: Lucky Strike, +4 base attack bonus and Luck Ability.
Benefit: Spend a use of your luck ability as a swift action, to gain +2d6 damage on one of your attacks.

Super Luck [General]
Prerequisite: Luck Ability, 10th level.
Benefit: When you use your luck ability you may now roll 3 dice and keep the highest.
Normal: The luck ability allows you to roll 2 dice and keep the highest one.
 
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Ok, comparing to a straight fighter, who gets a feat every other level as does your latest version it initially looks a bit overboard.

HD: d8 .vs. d10 (fighter)
Skill Points: 6 .vs. 2 (Explorer)
Saves: 3 Good .vs. 1 Good (Explorer)
Other: Luck .vs. able to take Weapon Spec (Explorer)

So an explorer gets +4 Skill points and 3 good saves for a cost of an average of 1hp? And thats not even counting the other catagory. Yes the feats that they get to select are probably less combat orientated than a fighter, but overall on a number of feat selections, comparable.

In looking closer at the feat selection though being that they require sacrificing Luck uses I think may balance it out. I would have to try it out. Still may be a bit up there. Thinking maybe drop skill points to 4, or again maybe make it two good saves Fort, Ref making Will a bad save.


I would also add more Feats otherwise, being you only have 12 and the full Explorer gets to select 10 doesn't give you much in the form of varience.

Some possible other feats:

I tried to make the follow with prerequisites to make them harder to get but they may be a bit early (as compared to a Monk's). You could just put the requirement of Super Luck as Prerequisite to make them post 10th level.

Magical Luck [General]
Prerequisite: Luck Ability, Dumb Luck, Evade with Luck, Lucky Resiliency
Benefit: Spend a use of your luck ability as a free action, to gain spell resistance of 10 + Explorer class levels for 1 round per Explorer level.

Lucky Dodge [General]
Prerequisite: Luck Ability, Improved Lucky Defense, Evade with Luck,
Benefit: Spend a use of your luck ability as a free action, to shrug off damage (equal to 1/2 your Explorer Level rounded down) from a single melee attack.
Basic DR ability to luckily dodge an incoming blow.
 

I would also add more Feats otherwise, being you only have 12 and the full Explorer gets to select 10 doesn't give you much in the form of varience.
They also get a few standard feats as well but the Luck based ones are the most interesting for the class.

Magical Luck [General]
Prerequisite: Luck Ability, Dumb Luck, Evade with Luck, Lucky Resiliency
Benefit: Spend a use of your luck ability as a free action, to gain spell resistance of 10 + Explorer class levels for 1 round per Explorer level.
This is good and you are right super luck should be the requirment. It should last 2 rounds or it could be an immediate action and only effect you for one round.

Lucky Dodge [General]
Prerequisite: Luck Ability, Improved Lucky Defense, Evade with Luck,
Benefit: Spend a use of your luck ability as a free action, to shrug off damage (equal to 1/2 your Explorer Level rounded down) from a single melee attack.
Basic DR ability to luckily dodge an incoming blow.
I actually think this is too weak. It should have super luck as a prerequisite and could give DR 5/- for two rounds or DR 10/- for a single attack. I actually had something like this in theri already like this but then I changed it to the heal ability which in effect works the same.
 

err...

This is better but I agree that the class has a bit much - a lot more than most other classes get. The Feat every other level is also extreme. Except for the fighter most other core classes have no "choice" of abilities or feats the get or they two, perhaps three (such as the Monk and Ranger) at a certain level.

Additionally, this class still has zero offensive abilities. Seeing as combat takes up so much of the DnD game this is indeed a significant downfall. In that sense, regardless of anything else it is of little use as a PC class. In addition exactly how many times per day would "luck" actually need to be used? The max recommended encounters are 4 per day...It seems as if you are using this “luck” ability in place of spell casting; but the luck bit is so limited in use.

Perhaps taking those feats of yours and sticking those in as core abilities and decreasing the progression of "luck" (which I think is way to powerful) and getting rid of so many bonus feats.

Another angle of opposition: Sure the player might have a blast playing a character such as this. However what can this guy do for anybody else? The Fighter can fight, the Wizard can cast spells, the rouge backstab and flank, the Cleric turn - all of which helps the entire party. What exactly does this guy offer he party itself? When the #$$% hits the fan? What can his guy do besides protect himself? This is a loner class - not a class anyone in the party would want with them.

I actually played with a similar character. The other player wanted a character such as this (well actually almost exactly like this). He took various Core and Prestige classes to get what he wanted then chose to essentially ignore his offensive abilities. However when it came down to it he was really of no use in the dungeon besides being a "scout" which the party rouge (if we had one at the time) could do better at. Sure when researching stuff and appraising the treasure he was great. Reading runes in the dungeons, Identifying monsters we faced and the like was handy but let me tell you - another Lightening bolt, volley of arrows or long sword would be far better. Which is why I had said this would be a great NPC class.



----------------



Besides the overbearing feats and "luck" abilities this guy needs to do something in combat. I originally offered up "Archery" as an idea:



...give him something offensive in tune with his major abilities - like say Archery. Archery would work great with a "woodsman" concept - and the feats chosen to be class abilities could be the ones "less" fighter like as in:


Weapon Focus

Point Blank Shot

Far Shot

Precise Shot

Improved Precise Shot

*Any other feats from other supplemental books along these lines*



So feats like Many Shot and Rapid Shot would not be in here; but anything that extends range, improves aim etc. would be.



You could also allow the character to choose Skirmish or Sneak Attack (one or the other) with a very slow progression of the extra damage. Or perhaps using terrain types as the Horizon Walker has.




If ya don't like this then you could go with a "Ranger like" choice; such as Archery or Unarmed Combat. Or go with Sneak Attack or Skirmish - the concept would call for skirmish I would think

Another idea is to look at it this way - the Hexblade from Complete Warrior; if you follow that Curse and "Aura of Unluck" progression and idea (but reverse the effects) you would have a balanced "luck" ability.



Level Ability

1st Curse 1/day

2nd Arcane resistance

3rd Mettle

4th Summon Familiar

5th Bonus feat, Curse 2/day

6th

7th Greater Hexblade curse

8th

9th Curse 3/day

10th Bonus Feat

11th

12th Aura of Unluck 1/day

13th Curse 4/day

14th

15th Bonus Feat

16th Aura of Unluck 2/day

17th Curse 5/day

18th

19th Dire Hexblades Curse

20th Aura of Unluck 3/day, Bonus Feat



The Hexblade also gets spells and as noted above a familiar - but Instead of spells you can then perhaps add in your "Evasion" and like abilities. "Mettle" is like evasion against spells - and I honestly think that would be right in line with this concept. Take a peak t the "Dungeon Delver" from CA; that might have some things to add to this as well.
 

EXPLORER
The explorer is a traveler of the world. Along their travels they pick up a unique repertoire of skills and an uncanny sense of luck to help them on their travels.
Hit Die: d8.
Class Skills
The explorer’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Decipher Script (Int), Diplomacy (Cha), Excape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (all skills taken individually) (Int), Listen (Wis), Pilot (Dex), Research (Int), Ride (Dex), Search (Int), Sleight of Hand (Dex), Sneak (Dex), Speak Language, Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Wis), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 6 + Int modifier.

Code:
Table: The Explorer
Level	BABonus	Fort	Ref	Will	Special 
1st	+0	+2	+2	+2	Luck, Minor Luck Ability
2nd	+1	+3	+3	+3	Minor Luck Ability
3rd	+2	+3	+3	+3	Minor Luck Ability
4th	+3	+4	+4	+4	Minor Luck Ability
5th	+3	+4	+4	+4	Minor Luck Ability
6th	+4	+5	+5	+5	Minor Luck Ability
7th	+5	+5	+5	+5	Major Luck Ability
8th	+6	+6	+6	+6	Major Luck Ability
9th	+6	+6	+6	+6	Major Luck Ability
10th	+7	+7	+7	+7	Major Luck Ability
11th	+8	+7	+7	+7	Major Luck Ability
12th	+9	+8	+8	+8	Major Luck Ability
13th	+9	+8	+8	+8	Extreme Luck Ability
14th	+10	+9	+9	+9	Extreme Luck Ability
15th	+11	+9	+9	+9	Extreme Luck Ability
16th	+12	+10	+10	+10	Extreme Luck Ability
17th	+12	+10	+10	+10	Extreme Luck Ability
18th	+13	+11	+11	+11	Extreme Luck Ability
19th	+14	+11	+11	+11	Extreme Luck Ability
20th	+15	+12	+12	+12	Extreme Luck Ability
Class Features
The following are class features of the explorer class.

Weapon and Armor Proficiency: The explorer is proficient in the use of all simple weapons and short sword, long sword, scimitar, and rapier and with light armor, medium armor and shields.

Luck (Ex): An explorer gains a daily use of the luck ability equal to their level.

Minor Luck Ability (Ex): An explorer at levels 1 through 6 can select a minor luck ability.

Chance Strike: Spend a use of your luck ability as a swift action, to deal +1d6 damage when you roll damage.

Evade with Luck: Spend a use of your luck ability as an immediate action, to gain evasion as the rogue’s ability.

Lucky: Spend a use of your luck ability as an immediate action, to raise or lower one of your die rolls by two. This cannot raise or lower a die roll below or past what the die could normally roll.

Lucky Defense: Spend a use of your luck ability as a standard action, to add a +4 luck bonus to your AC until your next action for 1 minute. Or use it as an immediate action, to gain +4 luck bonus to your AC for 1 round.

Lucky I Knew That: Spend a use of your luck as an immediate action to make a skill check in a trained only skill as if you had 1 rank in it.

Lucky Opportunity: Spend a use of your luck ability as a swift action, to gain an attack of opportunity at your highest attack bonus against an opponent you are fighting. This counts as your 1 attack of opportunity per turn.

Lucky Search: Spend a use of your luck ability as a standard action, to gain the trapfinding ability for 1 round

Major Luck Ability (Ex): An explorer at levels 7 through 12 can select a major luck ability.

Serendipitous Dash: Spend a use of your luck as a standard action to gain +10 speed for 1 minute. Or use it as a swift action to gain +20 speed for 1 round.

Inexplicably Lucky: Spend a use of your luck ability as standard action to take a 10 on any skill check even if you normally could not take a 10 in the situation.

Lucky, Improved: Spend a use of your luck ability as an immediate action, to roll 2 dice instead of 1 die and choose the die roll of the two that you want. It only functions on a single die in a roll and not all of the dice in the roll.

Grant Luck: Spend a use of your luck ability as a standard action, to give another willing recipient the ability to raise or lower one of their die rolls by two once. This cannot raise or lower a die roll below or past what the die could normally roll. When the explorer gets his daily uses back the ability does not function again

Lucky Defense, Improved: Spend a use of your luck ability as a standard action, so that you cannot be flanked until your next action for 1 minute. Or use it as a swift action, so that you cannot be flanked for 1 round.

Lucky Reserves: Spend a use of your luck ability as a standard action, to heal: 10 hit points to yourself.

Lucky Strike: Spend a use of your luck ability as a standard action, to gain +2d6 sneak attack for 1 minute. Or use it as a swift action, to gain +4d6 sneak attack for 1 round.

Extreme Luck Ability (Ex): An explorer at levels 13 through 20 can select a major luck ability.

A Little Luck Never Hurts: Spend a use of luck as an immediate action to go first in the round when initiative is rolled.

Avoid Attack: Spend a use of your luck ability as an immediate action, to make an attack that hit you miss you. Choose to use this ability before damage is rolled.

Dumb Luck: Spend a use of your luck ability as a standard action, to give yourself another save against an ongoing effect, affecting you.

Like a Duck’s Back: Spend a use of your luck ability as a swift action, to gain SR 10+ your character level for 1 minute. Or use it as a swift action to gain SR 10+ your character level for 1 round.

Lucky, Supreme: When you use your luck ability you may now roll 3 dice and keep the die roll you want. It only functions on a single die in a roll and not all of the dice in the roll.

Lucky Resiliency: Spend a use of your luck ability as a swift action, to gain DR 5/- for 1 minute. Or use it as a swift action, to gain DR 10/- for 1 round.

Nothing is Just Chance: Spend a use of your luck ability as a swift action, to automatically back up a critical threat.



NEW FEAT
Extra Luck [General]
Prerequisite: Luck Ability
Benefit: You can use the luck ability two more times per day.
 

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