Optimizing the Luckbringer


Advice and Rules Questions

Grand Lodge

I find the Luckbringer from Rite Publishing a mechanically tantilizing class but I am struggling to bring one into fruition. The main questions that I have are:

-Whats the best race?

Thoughts:
I would think it would be H/Orc with Sacred Tattoo and Fate's Favored but with the amount of Luck bonuses I could get to my saves, it seems somewhat wasted

-Str or Dex?
Thoughts:
I am leaning towards Str since luckbringers are proficent with medium armor. And it needs less feats (something the Luckbringer is seriously lacking)

-How much Charisma?
Thoughts:
So much of the class utilizes Charisma that it seems like a good idea to invest in however, most of those options are avoidable if I wanted to skimp on it. Would I be ok with a 14 to start or do I really want to start with a 16 or higher?

-What exotic weapon would you choose?
Thoughts:
I was thinking, Elven Branched Spear (combined with opportunist), Fauchard (for crit fishing reach shinanigans), or Falcata (for heavy criticals).

-What are the top 3 abilities you would recommend from Improbable, Nothing Is Written, Long Shot, and Highly Improbable?

-Any feats you can recommend?

Finally
What role does a Luckbringer best fill in a party and what is his Tier?

Edit: As a follow up question does is the Improbable: Improved Weal or Woe limited to once per round? It says that it does not use moments of chance? Does that mean that it has unlimited usage?

Grand Lodge

1 person marked this as a favorite.

Anybody have some input for me?


We put some thought into it, hope it helps:

Luckbringer Roles: http://wp.me/p3b3nl-rU

Grand Lodge

Thank you so much!

Follow up question, what can (should?) a Jinxer or Hazard Boomer do with his standard actions?


Ready or stay mobile generally. Readied attacks with a reach weapon are great discouraging people from closing on your while you work your mojo. If you need to be more "effective" consider ranking UMD and using wands/scrolls/etc to working off roles like support healing or damaging. Otherwise range attacks, aid another or even going full defensive are good options.

Grand Lodge

I hadn't thought of an Aid another build but that could be alot of fun!

What do you think of going Halfling Jinxer? I know that it would be very feat intensive but it covers all the bases.

Ability scores- CHECK
Halfling Jinx (aka something to do offensively with standard action)- CHECK
Helpful Halfing trait (aka something nice to do for a friend with standard action)- CHECK

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