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

SBMC,
The class is strong enough I think to warrant its inclusion. Yes it is sort of a loner class, but so is the rogue, ranger, and monk to a certain extent. I think they have a niche. I have gone with the luck thing pretty heftily now in my latest version. It is their sole ability now.

You thought that the explorer was too weak in combat so I pumped up their potential combat abilities (chance strike and lucky strike).

My original combat bent was to somehow make attacks of opportunity their forte. I would still like to develop that if anyone has any ideas.

I don’t like the ranger combat tracks and would not want to make a pigeon hole for this character to get stuck in. So Archery- no.

The hex blade is an interesting point. But they have a little more of a strange bent than this character does.

I think I might change all the names of the abilities to reflect being more intelligent and resourceful than lucky. Well keep some of the abilities with a lucky theme.

Instead of calling it the "Luck ability" call it "resourcefulness" or something...
 

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Sadrik said:
SBMC,
The class is strong enough I think to warrant its inclusion. Yes it is sort of a loner class, but so is the rogue, ranger, and monk to a certain extent. I think they have a niche. I have gone with the luck thing pretty heftily now in my latest version. It is their sole ability now.

You thought that the explorer was too weak in combat so I pumped up their potential combat abilities (chance strike and lucky strike).

My original combat bent was to somehow make attacks of opportunity their forte. I would still like to develop that if anyone has any ideas.

I don’t like the ranger combat tracks and would not want to make a pigeon hole for this character to get stuck in. So Archery- no.

The hex blade is an interesting point. But they have a little more of a strange bent than this character does.

I think I might change all the names of the abilities to reflect being more intelligent and resourceful than lucky. Well keep some of the abilities with a lucky theme.

Instead of calling it the "Luck ability" call it "resourcefulness" or something...

The rouge may be a "loner" but he is a "loner" in concept; not mechanics. The Rouge assists the party directly; open locks, find traps, etc. The abilities you ahve for this guy are for him alone; with no benefit to the party per se. I will concede that I have not read your latest version thouroughly however.

Combat ability needs to be consistant as well. All the classes have a consistant contribution that can be made; encounter in and encounter out. This class does not. He needs some kind of constant ability. The fighter uses feats, the Barbarian rage, the Ranger weapon styles (without having to have the ability prereqs), the rouge has stelth and backstabs, the casters have spells. This guy can do some extra damage a few times a day...

I brought up the HEx Blade so as to be an example of what one might do; with this class being the exact opposite of the hexblade (luck instead of unluck). What you really ahve here is a spellcaster with a whole new spell list dressed up as abilities.

The concept has merit; but the core abilities, IMO, still need some work. Your exploerer class went from a trap finding knowledgable guy to a lucky guy...the concept is lost from what it was.

Try looking at the dungeon delver; I think that might be more what you are looking for. you could have abilities be automatic successes on opening locks, taking 10's at will, sensing traps, snesing secret doors (like elves) and the like. Then perhaps add a funky weapon skill; perhaps the ability to use anythign as a weapon; the "sudden strike" ability would be a nice little addition I think...to the original concept that is.
 

Yeah, I agree the new incarnation should be called the "luckster" or something. That is is not the theme I really wanted.

How about this for combat abilities (the AoO theme):
They gain an attack of opportunity pool at the beging of combat.
They can gain extra attacks by spending from their attack of opportunity pool.
They can gain reach (even if wielding a dagger) by spending from their attack of opportunity pool.
Etc.

Then have the more non-cambatant themes running around too.
 

But then you redefine an AoO for this class; which mechanicly really should not be done IMO.

IMO there is nothing that can't be built with what is already out there. Things like "Sudden Strike" are little more than a slight modified sneak attack.

Instead of things like gaining "reach" why not give him dodge, mobility and spring attack as a class ability? You could modify spring attack to allow him, at higher levels, to make a full attack with it so long as X happens; such as (just as an example) he must still end up in the square he started in.

Add combat reflexes; then perhaps add in those types of combat feats that feed off of that. The CW has a number of those and I think CA has a few as well.

Your original idea is great - but it only needed combat ability added. I think many folks ehre thought the "luck" bit was a bit overdone; so why not take your first draft, back out the luck portion (maybe some other stuff as well) then add in feats as class abilities and see where that one goes.

Some feats that might fit:
Combat Expertise
Improved Combat Expertise
Dodge
Mobility
Spring Attack
Run
Endurance
Die Hard
Combat Reflexes
Hold the Line
Karmic Strike
Defensive Strike
Close Quarters Combat
"No Mercy" (From Knight Protector in CW)
 

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