Lucky Power 2: Buffoons, the Lucky Strikers

This is the second in a series of blogs about a new power source I have developed called “Luck”.
The other blogs in this series are:
Lucky Power 1: A New Power Source
Lucky Power 2: Buffoons, the Lucky Strikers
Lucky Power 3: Mascots, the Lucky Leaders
Lucky Power 4: Jinxes, the Lucky Defenders
Lucky Power 5: Savants, the Lucky Controllers
Lucky Power 6: Hybrids and Multiclassing

Buffoon

“I killed him? Was he someone important?”

CLASS TRAITS
Role: Striker. You are deadly with a weapon, much to everybody’s surprise.
Power Source: Luck. You have received precious little training in weapons, and yet you remarkably manage to hit your targets without cutting off your own head.
Key Abilities: Charisma, Dexterity. Constitution never hurts.

Armor Proficiencies: Cloth, leather, hide; light shields.
Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged.
Bonus to Defense: +2 to Fortitude.

Hit Points at 1st Level: 14 + Constitution Score.
Hit Points per Level Gained: 6 Healing Surges per Day: 7 + Constitution Modifier.
Trained Skills: Acrobatics, Stealth, Thievery.
Class Skills: Buffoons do not select additional skills, unless they get one as a result of a racial power (like human) or feat. If so, they may choose any skill in which to be trained. Buffoons who choose a Background that adds a new Skill to their list of Class Skills immediately replace one of their Trained Skills with the new Skill from their Background.

Class features: Buffoonery, Boosts, Flourishes, Buffoonish Advancement

Buffoons manage to get themselves in the midst of the fray, often despite their best efforts. Some buffoons believe themselves to be masters of combat, a fact that any trained warrior would deride, after a few moments of watching the buffoon wield a weapon. Most buffoons, however, know they are in over their heads. And yet, their blade always manages to strike into the weak spot in a foe’s armor or slip past their defenses. Perhaps they lull their enemies into a false sense of security. Perhaps they are just lucky.

BUFFOONERY
Buffoons get only one class power: an at-will attack called Buffoonery. All of the other class features of the buffoon build off of these attack powers. If a character would be entitled to take an additional at-will power for any reason (such as the human racial ability to take a bonus at-will power), the character instead gets an additional minor boost (see below).

Buffoonery
Buffoon Attack Knack 1
You swing wildly and somehow manage to strike true.
At-Will ♦ Lucky, Weapon
Standard Action - melee or ranged weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Dexterity modifier damage. If no boost or flourish is added to the attack, apply a power bonus of +3 to the damage inflicted by the attack.
Level 21: The damage is increased to 2[W] + Dexterity modifier damage. If no boost or flourish is added to the attack, apply a power bonus of +5 to the damage inflicted by the attack

BOOSTS
Instead of choosing from an array of encounter and daily attack powers, buffoons get minor and major boosts that they apply to their Buffoonery knack to increase the damage they inflict. Buffoons who declare the use of one Buffoonish Strike may also declare that one minor or major boost will apply to the attack. If the attack hits the target, the minor boost adds 1[W]/tier and the major boost adds 2[W]/tier to an attack. If the attack misses, and the buffoon had invoked a major boost, the attack inflicts half the damage it would had it hit (including the extra damage of the major boost). Buffoons get 1 minor boost at 1st, 3rd, 7th, and 13th levels. Minor boosts replenish after a short rest. Buffoons get 1 major boost at 1st, 5th, 9th, and 15th levels. Major boosts replenish after an extended rest.

FLOURISHES
Instead of utilities, buffoons choose from a small selection of “flourishes”. Like boosts, the application of a flourish is announced when the buffoon declares the use of the Buffoonery knack. The buffoon trades in 1[W] or more in damage in return for imposing a status effect. Each flourish can be invoked once a day, but if the attack misses, the use of that flourish for the day is not expended. A buffoon learns a new flourish at 2nd, 6th, 10th, 12th, 16th, 20th, 22nd, 26th, and 30th levels. Flourishes can be combined with boosts, but no application of a flourish can reduce the number of [W] applied in an attack to less than 1. A buffoon can choose the same flourish multiple times, which allows the buffoon to use that flourish an additional time per day. One flourish can be retrained each time the buffoon increases a level, using the retraining rules.

The flourishes from which a buffoon may choose are:

Flourish: Adavntageous
Cost: 1[W]
Effect: Target grants combat advantage until the end of your next turn.

Flourish: Breaching
Cost: 1[W]
Effect: Your next attack with Buffoonery targets the lower of the target’s AC, Fortitude, or Reflex.

Flourish: Defensive
Cost: 1[W]
Effect: Target incurs -2 penalties to attack you until the end of your next turn.

Flourish: Predictable
Cost: 1[W]
Effect: The damage from the at-will attack inflicts maximum damage, and any additional [W] from the boost applies average damage. Additional damage from critical hits or other sources are unaffected.

Flourish: Probing
Cost: 1[W]
Effect: You gain a +1 power bonus to attack the target until the end of the encounter.

Flourish: Sundering
Cost: 1[W]
Effect: You inflict double damage if the target is an unattended object that is not a creature.

Flourish: Tripping
Cost: 1[W]
Effect: Target is knocked Prone.

Flourish: Undeniable
Cost: 1[W]
Effect: You mark the target until the end of the encounter.

Flourish: Lingering
Cost: 1[W]+
Effect: Target takes ongoing 5 damage per [W] spent until the end of your next turn.

Flourish: Pushy
Cost: 1[W]+
Effect: Push target 2 squares per [W] spent up to a maximum number of squares equal to your Strength (for melee attacks) modifier or Dexterity (for ranged attacks) modifier.

Flourish: Splitting
Cost: 1[W]+
Effect: Make a secondary attack against one additional target in range per [W] spent. Cha vs. AC. Roll remaining damage and divide equally amongst all targets you hit. If using a ranged attack, you must possess a magic weapon or enough ammunition or thrown weapons for each of your intended targets.

Flourish: Blinding
Cost: 2[W]
Effect: Target is blinded until the end of your next turn.

Flourish: Dazing
Cost: 2[W]
Effect: Target is dazed until the end of your next turn.

Flourish: Immobilizing
Cost: 2[W]
Effect: Target is immobilized until the end of your next turn.

Flourish: Weakening
Cost: 2[W]
Effect: Target is weakened until end of your next turn.

Flourish: Maneuvering
Cost: 2[W]+
Effect: For each [W] you spend after the first [W], slide target 1 square

Flourish: Shifty
Cost: 2[W]+
Effect: You may shift one square per 2[W] spent during your next move action taken before the end of your next turn.

Flourish: Countering
Cost: 3[W]
Effect: If the attack was a readied action to interrupt an enemy’s action, the enemy makes a saving throw. If the enemy fails, the interrupted action does not occur and the enemy loses that action.

Flourish: Restraining
Cost: 3[W]
Effect: Target is restrained until the end of your next turn.

Flourish: Stunning
Cost: 4[W]
Effect: Target is stunned until the end of your next turn.

Flourish: Lasting
Cost: Special
Effect: If the target is currently affected by a condition that lasts until the end of your current turn, that condition now lasts until the creature saves. You must spend the same [W] as you spent to initially impose the condition plus one additional [W].

Flourish: Sustaining
Cost: Special
Effect: If the target is currently affected by a condition that lasts until the end of your current turn, that condition now lasts until the end of your next turn. You must spend the same [W] as you spent to initially impose the condition.

BUFFOONISH ADVANCEMENT
Buffoons gain the following class features at 11th, 16th, 21st, 24th, and 30th level respectively:

Buffoonish Action: At 11th level, you can use one action point every encounter. You can never have more than one action point, but that action point replenishes after a short rest.

Paragon Buffoonery: At 16th Level, once per day, after a successful attack with the Buffoonery knack, spend all of your remaining minor boosts as a free action. The damage you inflict with this attack on the first target you hit is increased by 2d12 per minor boost spent (this damage is not maximized if the attack constitutes a critical hit). You cannot choose to spend less than all your remaining minor boosts when you invoke this feature.

Better Lucky than Healthy: At 21st level, once per day, as a minor action, if you have used all your major boosts, you may spend a healing surge. The next time you use the Buffoonery knack before your next extended rest, apply a major boost to the attack.

Lucky to be Alive: At 24th level, once per day, you may spend a major boost instead of rolling a death saving throw. This is treated as a natural 20 on the death saving throw.

Epic Buffoonery: At 30th Level, once per day, after a successful attack with the Buffoonery knack, spend all of your remaining major boosts as a free action. The damage you inflict with this attack on the first target you hit is increased by 4d12 per major boost spent (this damage is not maximized if the attack constitutes a critical hit). You cannot choose to spend less than all your remaining major boosts when you invoke this feature. You cannot use this feature and Paragon Buffoonery on the same attack.

FEATS
Buffoons’ feats are preselected. The character gains the benefit of this feat, even if the character would not otherwise qualify for the feat. The feats may be retrained per normal retraining rules. Any race entitled to a bonus feat may choose any feat for which the buffoon qualifies. If that feat appears at a higher level on the buffoon’s feat list, the buffoon may select a new feat upon achieving that level. (It is recommended that players retrain Paragon Defenses for Robust Defenses at 21st level.) All feats are from the Players Handbook or Players Handbook 2. The feats that buffoons automatically gain are:

1st: Weapon Expertise (player’s choice)
2nd: Jack of All Trades
4th: Melee Training (Charisma)
6th: Improved Initiative
8th: Weapon Focus (player’s choice)
10th: Durable
12th: Paragon Defenses*
14th: Fleet-footed
16th: Secret Stride
18th: Agile Athlete
20th: Vexing Flanker
22nd: Epic Reflexes
24th: Flanking Maneuver
26th: Epic Fortitude
28th: Triumphant Attack
30th: Epic Will
*It is recommended that you retrain this feat to Robust Defenses at 21st level.

Racial Synergies
The races that make the best buffoons include halflings, kenku, goblins, humans, and, oddly, drow, vryloka, and shades.

THE “THIEF” AS A RETROFITTED BUFFOON
If you do not want to play the buffoon as a lucky character, but still want the simplicity of play of the class, it is easy to alter the buffoon into a martial class, which I’ve called the “Thief”. Make the following changes:

Dexterity Primary: Change all references to “Charisma” to “Dexterity”.
Thief Flavor: Rename the powers to read “Thief” instead of “Buffoon”, “Thieving” instead of “Buffoonish”, “Thief’s Strike” instead of “Buffoonery”, “Martial” instead of “Luck”, and “maneuver” instead of “knack”.

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