Talk:Lucky One (3.5e Class)

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Falling off the RNG[edit]

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?[edit]

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)
Could be fixed if you were to define how long a turn lasts. Turns (in the way I see it) could equate from 5 to 10 seconds, and using Lucky Breaks that have 10min cooldowns as an example, this means it could take 60 to 120 rounds to recover a Lucky Break. Going by how long fights typically go for, Lucky Breaks would recover after an encounter or two. Unless your fighting a prolonged fight/war, which means you'll probably recover them halfway through, or towards the end of the fight. However, this relies on the DM's sense of how time correlates to turns, and if such values vary dependant on circumstances. This would just require that people who use this ability to consider its parameters sensibly otherwise. -- ShadowVR2 1:06, 4 October 2015 (UTC)

Uhhh...[edit]

I could break the game HARD with this. HAAAAAARD. -SecondDeath777 22:08, 19 February 2018

Not that I disagree per se, but I inquire for more detail. -- Eiji-kun (talk) 18:44, 20 February 2018 (MST)
Heck the police, where do I even? Walk up to the king. Bluff that you're the god-emperor. You Nat 20 dat boi. He buys it, and now serves you. Rinse and repeat until you really ARE the god-emperor. Not convinced? Good. There's more.
Sublime Inspired. Grab the flavor. Get it again, grab the silver tongue. Argument from Small Numbers. Everything is Nat 20. Get Vorpal anything. Not good enough? Get it one last time. Slayer of Worlds. That's the whole Balor Death Squad, fucked dead, guaranteed. 6 seconds. All gone.
Should I continue? I have more. BOY do I have more. -SecondDeath777 21:51, 20 February 2018
That's quite the combo. Some minor objections: Lucky One doesn't have Profession or Intimidate as class skills. Nat 20 doesn't automatically succeed on skill checks. You can't normally get the same feat more than once. --Foxwarrior (talk) 22:40, 20 February 2018 (MST)
This class has a feature that causes a Nat 20 to succeed on skill checks. Sure, it's limited, but you can strike political deathblows with single skill checks, so it's enough. You can easily gain such things as class skills. This comes to mind. And although it is true you normally can't grab a feat several times, I can think of a few DMs who might let you take that one a few times. Even if they don't, my point still stands that all you need is a Vorpal weapon, and the BBEG goes down like a Level 1 Commoner. It's just too powerful. -SecondDeath777 01:13, 21 February 2018
...hey...you know what this needs? A cap on how much luck bonus you can put on one die! That would fix everything! Do that, and I'll even give you a favor. -SecondDeath777 04:25, 21 February 2018
I'm thinking 5. I'll settle on 7, but no higher. Sound good? Then I'll be satisfied. -SecondDeath777 17:52, 21 February 2018