Lucky to the Max


Advice


Considering a wierd character for an upcoming campaign. We will be using the optional hero point system. So I am thinking to make the most of that and anything else that can be a representation of phenomenal luck.

Human with the Heroic alternate racial trait.

Cleric of maybe Desna with the Luck domain
OR
Oracle dual cursed for the fortune and misfortune revelations.
(Not sure which seems more lucky?)

Doesn't one of them have an archetype that uses the harrow deck? Would that seem like an aspect of luck?

Take all 4 feats that deal with hero points.
Take all the spells that deal with hero points.

Can anyone think of anything else that can be worked in to represent being the luckiest b@$!@rd that has ever lived?


Halflings have some racial traits and some feats that are luck related.


Yeah, but they can't take the Heroic alternate racial trait.

Not sure which is better.


Here is a very rough first pass build concept for the Human Cleric version. The magic items aren't a real selection. That is just a collection of most things that mentioned luck or hero points.

Lucky:

Human (Mwangi) cleric (varisian pilgrim) of Desna 10 (Pathfinder Campaign Setting: Inner Sea Magic)
CG Medium humanoid (human)
Hero Points 5
Init +4; Senses Perception +21
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Defense
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AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 73 (10d8+20)
Fort +11, Ref +7, Will +14 (+1 vs. enchantment effects)
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Offense
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Speed 30 ft.
Melee +1 returning adamantine starknife +7/+2 (1d4/×3)
Special Attacks caravan bond, luck variant channeling 1/day (DC 13, 5d6 plus 3 channel bonus)
Domain Spell-Like Abilities (CL 10th; concentration +15)
. . 8/day—bit of luck
Cleric (Varisian Pilgrim) Spells Prepared (CL 10th; concentration +15)
. . 5th—communal air walk[UC], break enchantment[D], mass heroic fortune, communal spell immunity[UC]
. . 4th—blessing of fervor[APG] (DC 19), freedom of movement[D], communal protection from energy[UC], spiritual ally[APG], tongues
. . 3rd—prayer, remove curse[D], severed fate (DC 18), unravel destiny (DC 18), water breathing
. . 2nd—blessing of courage and life[APG] (DC 17), heroic fortune, communal protection from evil[UC], remove paralysis[D], silence (DC 17), spiritual weapon
. . 1st—ant haul[APG] (DC 16), entropic shield, liberating command[UC], moment of greatness[UC], remove fear[D], sanctuary (DC 16), shield of faith
. . 0 (at will)—detect magic, guidance, light, stabilize
. . D Domain spell; Domains Liberation, Luck
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Statistics
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Str 9, Dex 14, Con 14, Int 14, Wis 20, Cha 7
Base Atk +7; CMB +6; CMD 18
Feats Blood Of Heroes, Defiant Luck[ARG], Harrowed[ISWG], Hero's Fortune, Luck Of Heroes
Traits fate's favored, seeker, starchild
Skills Acrobatics +4, Appraise +4, Bluff +0, Climb +1, Diplomacy +4, Disguise +0, Escape Artist +4, Fly +4, Heal +11, Intimidate +0, Knowledge (arcana) +13, Knowledge (history) +12, Knowledge (nobility) +12, Knowledge (planes) +13, Knowledge (religion) +17, Perception +21, Profession (fortune-teller) +20, Ride +4, Sense Motive +20, Spellcraft +13, Stealth +4, Survival +7 (+11 to avoid getting lost), Swim +1; Racial Modifiers starchild
Languages Azlanti, Common, Polyglot, Sylvan
SQ blessing of the harrow, good fortune (1/day), hero points, heroic[ARG], human cleric, liberation (10 rounds/day), zealous
Combat Gear charm bracelet[UE], charm of fate, fortunate charm, staff of fortune; Other Gear +1 mithral chain shirt, +1 returning adamantine starknife, elixir of luck, headband of fortune's favor[UE], lesser talisman of good fortune[OA], lucky horseshoe[OA], stone of good luck (luckstone), traveler's grandiose carrying case, harrow carrying case, harrow deck[UE], harrow mat
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Special Abilities
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+10 vs. Spell Resistance of Outsiders Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders.
Bit of Luck (8/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Blessing of the Harrow (Freedom's Call [30 ft.], 1/day) (Su) 10 min, grant self and allies +1 insight bonus to a random type of roll for 24 hr.
Blood of Heroes Gain 2 Hero Points/level, rather than 1.
Caravan Bond (15 companions) (Su) After a minute of group prayer, may use a domain-granted power on up to 15 travelling companions within 30 feet.
Cleric (Varisian Pilgrim) Domain (Liberation) Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.
Cleric (Varisian Pilgrim) Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Defiant Luck (1/day) Reroll a natural 1 on a save, or force a reroll of a critical hit confirmation roll.
Good Fortune (1/day) (Ex) As an immediate action, reroll a die before result is known. Must take 2nd roll.
Harrowed +1 on saves vs. enchantment; can draw Harrow cards for bonuses.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Heroic Gain an additional hero point at each level.
Liberation (10 rounds/day) (Su) Act as if you had freedom of movement for 10 rounds/day.
Luck of Heroes Hero Points spent to reroll or grant bonuses before a roll are not used up on a d20 roll > 15.
Luck Variant Channeling (±3 Sacred) Bonus to one roll/penalty on all rolls
Luck Variant Channeling 5d6 plus 3 channel bonus (1/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Zealous -5 to hit and +2 to damage on your first attack against a target of a different religion than you


What does it mean to have Polyglot as one of your languages? You speak a little bit of everything?


Revolving Door Alternate wrote:

Yeah, but they can't take the Heroic alternate racial trait.

Not sure which is better.

Yeah, it really depends on what you're going for. I had a paladin with the feat lucky halfling and it was pretty amazing.

I haven't had a chance to look over your build but I'll respond again once I have if I see anything that could be improved.

Fuzzy-Wuzzy wrote:
What does it mean to have Polyglot as one of your languages? You speak a little bit of everything?

it's the racial language of Mwangi


luck manipulator
so i was looking at another thread about a leprechaun PC, and it gave me the idea for a halfling who thinks he's a leprechaun. Needs LOTS of luck stuff.
I know of the hexes fortune and misfortune, divine favor, ill omen, lucky numbers, the luck domain, fate's favored all have to do with luck. make him a halfling jinxer because I believe there are more sources of good luck than bad, and your virtually re-rolling every d20 with huge bonus.
The luck stone as well as the Jingasa of the Fortunate Soldier, headband of fortune's favored, fortunate charm and a few others.
Also considering the sleuth investigator archetype.
I was thinking

halfling- lucky Str- 8 Dex- 16 Con- 12 Int- 13 Wis- 13 Cha- 17
Archaeologist bard 1/shaman 2/witch 1/cleric 1/sleuth investigator 1/archaeologist 5

worshiper of Chaldira

unsure of feats except lucky halfling, and sluggish jinx
Lucky isn't an actual luck thing though. It is competence.
I bring this up because you can trade it in for Halfing Jinx, which brings bad luck to others (-1 to saves). And there is a feat, Malicious Eye, which lets the jinx to carry over with the evil eye hex. There are a ton of jinx feats that can build on that further.
Of course, that is not too great for this joke build, since hexes rely so much on your witch level. I mostly brought this up in case anyone wanted a similar concept. A halfling witch can be scary (-3 to saves, -1 to attack and initiative, and much more, all from 1 hex).
You're missing one level of Dual Cursed Oracle, for Oracles's Misfortune. No luck build is complete without both variants.
hmm, i think i need a halfling squad, a witch for misfortune re-rolls, a sleuth investigator for the luck pool, an archaeologist for the luck bonus, and a cleric that channels luck, only problem, no heavy hitter.

wait scratch that a shaman for fortune re-rolls instead of cleric.

here's to hoping it helps


LordKailas wrote:
Fuzzy-Wuzzy wrote:
What does it mean to have Polyglot as one of your languages? You speak a little bit of everything?

it's the racial language of Mwangi

Thanks! I didn't think to check the wiki.


Here is a very rough first pass build concept for the Halfling Oracle version. Not sure, but I think I might like this one better than the cleric version.

Lucky Too:

Halfling oracle (dual-cursed oracle) 10 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Ultimate Magic 58)
CG Small humanoid (halfling)
Hero Points 5
Init -1; Senses scent; Perception +15
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Defense
--------------------
AC 20, touch 14, flat-footed 17 (+6 armor, +3 Dex, +1 size)
hp 73 (10d8+20)
Fort +5, Ref +6, Will +8; +4 competence bonus vs. mind-affecting effects, +2 vs. fear
Immune charm, compulsion
--------------------
Offense
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Speed 30 ft.
Oracle (Dual-Cursed Oracle) Spells Known (CL 10th; concentration +13)
. . 5th (4/day)—mass cure light wounds, mass heroic fortune, overland flight
. . 4th (6/day)—blessing of fervor[APG] (DC 19), cure critical wounds, communal protection from energy[UC], rainbow pattern (DC 19)
. . 3rd (7/day)—bestow curse (DC 18), cure serious wounds, prayer, severed fate (DC 18), unravel destiny (DC 18)
. . 2nd (7/day)—blessing of luck and resolve[ARG], cure moderate wounds, heroic fortune, martyr's bargain, oracle's burden[APG] (DC 17), communal protection from evil[UC]
. . 1st (8/day)—ant haul[APG] (DC 16), bless, cure light wounds, entropic shield, hide from undead (DC 16), ill omen[APG], shield of faith
. . 0 (at will)—create water, detect magic, detect poison, guidance, light, mending, purify food and drink (DC 15), read magic, stabilize
. . Mystery Heavens
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Statistics
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Str 5, Dex 16, Con 14, Int 12, Wis 12, Cha 20
Base Atk +7; CMB +3; CMD 16
Feats Adaptive Fortune[ARG], Blood Of Heroes, Fortunate One[ARG], Hero's Fortune, Luck Of Heroes, Silent Spell
Traits fate's favored, seeker, starchild
Skills Appraise -1, Diplomacy +18, Handle Animal +14, Heal +9, Knowledge (planes) +3, Knowledge (religion) +3, Perception +15, Profession (fortune-teller) +12, Sense Motive +12, Sleight of Hand +4, Spellcraft +3, Survival -1 (+3 to avoid getting lost), Use Magic Device +15; Racial Modifiers +2 Perception, starchild
Languages Common, Elven, Halfling
SQ adaptable luck[ARG], hero points, oracle's curses (deaf, shattered psyche), revelations (coat of many stars, fortune[UM], misfortune[UM], spray of shooting stars), zealous
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Special Abilities
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Adaptable Luck +5/+4 (5/day) +2 to one ability check, attack, save, or skill check, +1 after the roll.
Blood of Heroes Gain 2 Hero Points/level, rather than 1.
Coat of Many Stars +6 (10 hours/day) (Ex) +6 AC.
Deaf Fail sound-based Perception, -4 opposed Perception. All spells have Silent Spell for free.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Fortune (1/day) (Ex) At 5th level, as an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll. You can use this ability onc
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Immunity to Charm You are immune to charm effects.
Immunity to Compulsion You are immune to compulsion.
Luck of Heroes Hero Points spent to reroll or grant bonuses before a roll are not used up on a d20 roll > 15.
Misfortune (Ex) At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it's worse than the o
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Shattered Psyche Your mind is crowded with dozens of voices, fragmented snippets of your past lives. You take a -2 penalty on all Intelligence-based skill checks, Wisdom-based skill checks, and concentration checks. You gain a +4 competence bonus on saving throws mad
Silent Spell Cast a spell with no verbal components. +1 Level.
Spray of Shooting Stars (60', 5' burst, 10d4, 3/day, DC 20) (Su) 5' burst within 60' deals 10d4 fire damage, Ref Half.
Zealous -5 to hit and +2 to damage on your first attack against a target of a different religion than you

Silver Crusade

Rather than comment directly on your build options, here's one effective way to play an Evangelist Cleric with the Luck Domain in combat. Includes some tips about how to get the most out of Bit of Luck.

Shadow Lodge

I've been having fun with a halfling with blundering defense giving the rest of my party +4 luck bonuses to AC.


The cyclopean seer archetype with the powerless prophecy curse seems at least as much about luck as dual-cursed. If it's slightly harder to use it's no less effective overall.


For the human build, the following feats are all great: Inexplicable Luck (1/day +8 untyped bonus to a single check), Lucky (an extra 2 uses of Defiant Luck or Inexplicable Luck), Surge of Success (an extra +2 to the next check when you confirm a crit or get nat 20 on a save), and Bestow Luck (an extra use of Defiant Luck and can use Inexplicable Luck on allies as an immediate action).

Not exactly "lucky" theme deity wise, but a 3 level dip makes you immune to forced rerolls against your will and roll twice take lowest. Allies within 10 ft that are forced to reroll can roll twice take highest; If they are forced to roll twice take lower, they roll thrice and use second lowest.
* In other words you and allies around you get "good luck".

Similarly (no real luck connection) taking the Legend subdomain gives Hero's Fortune as a bonus feat, but there is no deity that has Glory and Luck domain; and only 3 gods have the legend subdomain.

The next thing is the Reaver's Scythe, every time you drop someone to -1, they must make a DC14 save or die giving you a hero point in the process.

The Elixir of Luck is much more cost effective but it has a 1/month limit.


At least a dip into Bard with the Archaeologist archetype gives you more luck.
The Fate's Favored Trait is an excellent choice.
There are a lot of items that are thematic too, like Lucky Drunk's Mail


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Since we are throwing out a ton of luck options, i might as well bring up an interesting facet- sometimes, your luck can come from making sure that someone else's luck and life are as miserable as possible.

Luck bonuses give an extra special advantage- it makes you immune to pugwampis' unluck aura (or as I like to call it- 'AoE, no save misfortune hex', for when you want to just ruin all of their d20 rolls).

You can actively take advantage of this by having a party member that is a First World Summoner- they add pugwampis to their summoning ability. While most of the archetype sucks... the ability to get a small pack of living, walking debuffs is rather tasty (even if the enemy tries to kill the weak little guys, that is a turn spent NOT killing the party or getting into a good position, so still win).

And if you (or better yet- your entire party, since this thread is full of options) have luck bonuses, you are all immune.


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Check out:
5000 Charm of Fate
3750 Four-leaf Clover
2400 Charm of the Thriceborn
3000 Fortunate Charm
20000 Stone of Good Luck (Luckstone)
7700 Headband of Fortune's Favor
9000 Three Reasons to Live
6400 Dragonbone Divination Sticks

Also note this spell:
Lucky Number

/cevah

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