Talk:Lucky One (3.5e Class)

Falling off the RNG
So... by level 20 whenever you roll a die you add 20 to it on top of everything else you've got? Also, how is this not unquantifiable with the Allies ability? Or with the Apocalypse from the Sky ability? --Ghostwheel 08:06, August 1, 2010 (UTC)


 * How is Encounter Level unquantifiable? How is area of effect damage unquantifiable? --Foxwarrior 18:36, August 1, 2010 (UTC)


 * Oh, and it's 20 per round, not 20 per die. For example, if you make an attack, rolling 13 for the attack roll, you could boost it up to a natural 20 with 7 bonus points, and then boost your 8 on the confirmation roll up to a 20 as well. Once you'd done that, though, you'd be reduced to 1 bonus point for the rest of the round, and your pitiful +6 base save bonuses would be helpless to protect you. --Foxwarrior 18:57, August 1, 2010 (UTC)

Error?
Lucky Breaks and kin are not on the table, just in text. Also, Lucky Breaks are a non action... do I have access to the whole list at any point or do I choose one? If its a non action, can I do it NI times a round until they fail a save? It doesn't have limits right now... -- Eiji-kun 14:18, 17 January 2012 (UTC)


 * As written, it looks like you'd be able to do as many as you like in a round, but using abilities takes away uses for periods of time, so a level 15 person could try to trip the same person 8 times in a round, but would then need to wait 10 minutes before trying to trip anyone else with a lucky break. --


 * 35.16.1.64 is correct.
 * Lucky Breaks are on the table, immediately to the right of Luck Bonus/Round. You do have access to the whole list. Here's an example for you: Rintic the Level 7 Lucky One has 4 Minor Breaks and 1 Major Break. Because one of those Minor Breaks was used to trip someone 3 minutes ago, and another one was used to make someone drop something 5 minutes ago, he currently has 2 Minor Breaks available to use, will recover one more in 5 minutes, and the other 2 minutes later. If he uses Allies or Food Poisoning, he won't be able to use his Major Break again for an entire day; using a different one of the Major Break choices will put it on cooldown for a shorter period of time.
 * Does that make sense, and do you know how I should write it out to make it obvious on the page? --Foxwarrior 18:17, 17 January 2012 (UTC)


 * That doesn't seem right. I think it runs into the same problem that metabreath feats have: you can garanteed success, provided you're willing not to use it for a long time.  Unless I'm reading that wrong.  ....honestly, it's so confusing I'm still not sure I'm reading it right (which is a problem trying to figure out how your lucky one archetype feat works too).


 * I get that it's at will with cooldown, but the numbers for the cooldown seem arbitary. How are they determined? -- Eiji-kun 01:01, 18 January 2012 (UTC)


 * Your first statement made some sense to me, and I grudgingly accept the version of it that I have interpreted, so you can no longer dump all your Breaks onto the same character in a single round.
 * The numbers for the cooldown are pretty arbitrary. --Foxwarrior 04:38, 18 January 2012 (UTC)