Lucky Power 3: Mascots, the Lucky Leaders

This is the third 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

In this blog, I will present the second of four classes for the Luck power source: Mascots, the lucky leaders.

Mascot

“Woo hoo! That was great! When you when ‘whoosh’ and he was all ‘gaah’ and then you were all ‘aha’ and that thing went all ‘oozy’...”

CLASS TRAITS
Role: Leader. You don’t appear to do anything, but your allies notice that they always do remarkably better when you’re around.
Power Source: Luck. You are not lucky per se, but your friends seem to be remarkably lucky when you’re around.
Key Abilities: Charisma, Wisdom. Constitution never hurts.

Armor Proficiencies: Cloth, leather, hide, chainmail; heavy shields, light shields.
Weapon Proficiencies: Simple melee, simple ranged.
Bonus to Defense: +1 to Fortitude and Reflex.

Hit Points at 1st Level: 12 + Constitution Score.
Hit Points per Level Gained: 5 Healing Surges per Day: 7 + Constitution Modifier.
Trained Skills: Heal, Insight, Perception. Mascots 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. Mascots 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: Mascotry, Boosts, Flourishes, Mascot Advancement

Mascots are unique among all classes because they get not attack powers. A mascot who wants to attack an enemy will need to use a basic attack. For this reason, mascots, more than any other leader class, are dependent on their allies. Because mascots have no attack powers, they do not use implements, and many mascots will carry a magic weapon to boost their basic attacks. Mascots tend to run around the battlefield aiding allies. However, playing a mascot has a unique wrinkle. Mascots who concentrate more on healing their allies than helping their allies deal more damage will find that combat increases in length because the mascot is not inflicting damage on the enemy.

Having a mascot in the party means some measure of advanced roleplay for all the players, and not simply the mascot’s player. Mascots do not appear to do anything except, perhaps, cheer their allies onward. The benefits that mascots impart to their allies must be described by the players being benefited. They could simply describe the extra damage and effects as their own skill, or they could describe these effects as a result of dumb luck and happenstance. Did the party striker get in a good shot, or did the enemy slip and bang his head on the ground? This should be a decision of the individual players, but in the spirit of the lucky power source, they should at least consider adding an element of happenstance to their actions that are influenced by the party mascot.

MASCOTRY
Mascots get two class powers, but neither of them are attack powers. Rather they are the only at-will 1st-level utility powers: at at-will knack called “Cheer” and an at-will knack called “Trash Talk”. All of the other class features of the mascot 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).

Cheer
Mascot Utility Knack 1
Your allies feel better just being near you.
At-Will ♦ Healing, Luck
Standard Action ♦ Melee 1
Target: One ally
Effect: The target is healed Charisma modifier hit points damage
Level 21: The amount healed is increased to double Charisma modifier hit points damage. If no boost or flourish is added to the attack, apply a power bonus of +5 to the damage healed by the knack.
Special: No creature can be targeted by this knack more than once per encounter or more than five times between extended rests.

 

Trash Talk
Mascot Utility Knack 1
Your confidence that your enemies are no match for your allies emboldens your friends.
At-Will ♦ Luck
Standard Action ♦ Close burst 5
Target: One ally in burst
Effect: At any time before the end of the target’s next turn, the target may add 1d8 + your Charisma modifier damage to one creature hit by an attack of the target. This extra damage is not maximized on a critical hit.
Level 21: The amount of extra damage is increased to 2d8 + Charisma modifier damage. If no boost or flourish is added to the attack, apply a power bonus of +5 to the extra damage granted by the knack.

BOOSTS
Instead of choosing from an array of encounter and daily attack powers, mascots get minor and major boosts that they apply to their mascot knacks. Mascots who declare the use of a mascot knack may also declare that one minor or major boost will apply to the power. A minor boost adds 1d8/tier and the major boost adds 2d8/tier to the amount healed and/or inflicted by an attack. Mascots get 1 minor boost at 1st, 3rd, 7th, and 13th levels. Minor boosts replenish after a short rest. Mascots get 1 major boost at 1st, 5th, 9th, and 15th levels. Major boosts replenish after an extended rest.

FLOURISHES
Instead of utilities, mascots choose from a small selection of “flourishes”. Like boosts, the application of a flourish is announced when the mascot declares the use of a mascot knack. The mascot trades in 1d8 or more in damage (inflicted or healed) 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 mascot 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 dice applied in an attack to less than 1 (even for Cheer, which does not inflict any dice unless a boost is applied). A mascot can choose the same flourish multiple times, which allows the mascot to use that flourish an additional time per day. One flourish can be retrained each time the mascot increases a level, using the retraining rules.

The flourishes from which a mascot may choose are:
Flourish: Advantageous
Cost: 1d8
Cheer Effect: Target does not grant combat advantage until end of target’s next turn.
Trash Talk Effect: Target gains combat advantage against next enemy it attacks before the end of the target’s next turn.

Flourish: Excessive
Cost: 1d8
Cheer Effect: If target would be healed beyond its maximum hit points, the extra hit points are treated as temporary hit points
Trash Talk Effect: Before the end of the encounter, after the target reduces an enemy to zero hit points or less, the target gets a power bonus to its next successful attack in the encounter equal to the difference between the damage inflicted and the hp total of the creature killed before the attack was resolved.

Flourish: Interruptive
Cost: 1d8
Cheer Effect: Target makes an immediate save against one effect that a save ends (including a death save)
Trash Talk Effect: Target makes an immediate basic melee or basic attack on one enemy in target’s range

Flourish: Marking
Cost: 1d8
Cheer Effect: Target is not marked by any enemies.
Trash Talk Effect: Target marks next enemy it hits before the end of the target’s next turn.

Flourish: Personal
Cost: 1d8
Effect: You are the target of the knack.

Flourish: Skillful
Cost: 1d8
Cheer Effect: The target rolls twice for the next skill or ability check made before the end of the encounter and uses the higher die
Trash Talk Effect: The target rolls twice for the next skill or ability check made before the end of the encounter and uses the higher die.

Flourish: Surging
Cost: 1d8
Cheer Effect: The target may spend a healing surge
Trash Talk Effect: The target regains an action point that it spent in this encounter

Flourish: Distant
Cost: 1d8+
Cheer Effect: Increase the reach of the Cheer knack by 1/die spent
Trash Talk Effect: Increase the area of the burst of the Trash Talk knack by 1/die spent.

Flourish: Hastening
Cost: 1d8+
Cheer Effect: The target’s speed increases by +1 per die spent until the end of the target’s next turn
Trash Talk Effect: After the target’s next turn ends, the target may make a basic melee attack against one enemy in reach per die spent.

Flourish: Lingering
Cost: 1d8+
Cheer Effect: At end of target’s next turn, target regenerates 5 hp/die spent
Trash Talk Effect: Target’s next successful attack inflicts an additional ongoing damage of 5/die spent

Flourish: Powerful
Cost: 1d8+
Cheer Effect: Target gains power bonus of +1/die spent to each defense until end of target’s next turn
Trash Talk Effect: Target gains power bonus of +1/die to next attack roll before end of target’s next turn.

Flourish: Predictable
Cost: 1d8+
Cheer Effect: For each die spent, another die rolled on this power is maximized
Trash Talk Effect: For each die spent, another die rolled on this power is maximized

Flourish: Resistable
Cost: 1d8+
Cheer Effect: Until the end of the target’s next turn, the target gains resist 5/die spent against one damage type of the mascot’s choice
Trash Talk Effect: The target’s next successful attack against one enemy ignores resistance of the enemy hit equal to 5/die spent

Flourish: Shared
Cost: 1d8+
Cheer Effect: Roll the hp to be healed. Divide this amount by the number of dice spent. One ally in range per die spent heals this amount.
Trash Talk Effect: Roll the extra damage to be inflicted. Divide this amount by the number of dice spent. One ally in range gains a power bonus of this amount to the damage inflicted against the next enemy the target hits before the end of that target’s next turn.

Flourish: Concealing
Cost: 2d8
Cheer Effect: The target gains concealment until the beginning of the target’s next turn.
Trash Talk Effect: The target incurs no penalty to attack concealed targets until the end of the target’s next turn.

Flourish: Mobile
Cost: 2d8+
Cheer Effect: The target may immediately shift one square per die spent after the first.
Trash Talk Effect: The target slides the next enemy the target hits one square per die spent after the first.

Flourish: Covering
Cost: 3d8
Cheer Effect: If the target has cover, the cover is treated as superior cover until the end of the target’s next turn.
Trash Talk Effect: The target incurs no penalty to attack targets due to cover (but not superior cover) until the end of the target’s next turn.

Flourish: Fortunate
Cost: 3d8
Cheer Effect: The target rolls twice for its next attack and uses the higher of the two rolls.
Trash Talk Effect: The enemy that next attacks the ally rolls twice for the attack and uses the lower of the two rolls.

Flourish: Rechargeable
Cost: 4d8
Cheer Effect: The target regains the use of a daily or item-daily power it spent this encounter.
Trash Talk Effect: The next enemy the target hits incurs a -1 penalty to all attempts to recharge powers until the end of the encounter.

Flourish: Sustaining
Cost: Special
Cheer Effect: If target is under effect of one of your flourishes that last until the end of the target’s turn, the effect lasts until the end of the target’s next turn. This costs the same number of dice as the flourish being sustained.
Trash Talk Effect: If target is under effect of one of your flourishes that last until the end of the target’s turn, the effect lasts until the end of the target’s next turn. This costs the same number of dice as the flourish being sustained.

MASCOT ADVANCEMENT
Mascots gain the following class features at 11th, 16th, 21st, 24th, and 30th level respectively: Mascot 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 Mascotry: At 16th Level, once per day, spend all of your remaining minor boosts as a standard action. Until the end of your next turn, an ally you can see who hits an enemy with an attack will inflict an additional +1d12 damage. 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 Active: At 21st level, once per day, as a minor action, if you have used all your major boosts, you may spend an action point. Do not take the standard action usually granted by the action point. Instead, apply a major boost to the next mascot knack you use. This boost must be applied in the encounter in which this class feature is invoked.

Lucky I Was Here: At 24th level, once per day, you may spend a major boost as a standard action. All dying allies you can see are treated as if they had rolled a natural 20 on a death save.

Epic Mascotry: At 30th Level, once per day, spend all of your remaining major boosts as a standard action. Until the end of your next turn, an ally you can see who hits an enemy with an attack will inflict an additional +2d12 damage. 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 Mascotry in the same round.

FEATS
Mascots’ 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 mascot qualifies. If that feat appears at a higher level on the mascot’s feat list, the mascot may select a new feat upon achieving that level. All feats are from the Players Handbook or Players Handbook 2. The feats that mascots automatically gain are:

1st: Combat Medic
2nd: Melee Training (Charisma)
4th: Jack of All Trades
6th: Alertness
8th: Improved Initiative
10th: Quick Draw
12th: Paragon Defenses*
14th: Mettle
16th: Evasion
18th: Fleet-Footed
20th: Danger Sense
22nd: Epic Will
24th: Quick Recovery
26th: Epic Fortitude
28th: Unfettered Stride
30th: Epic Reflexes
*It is recommended that you retrain this feat to Robust Defenses at 21st level.

Racial Preference
Any race that receives a Charisma bonus can make a good mascot.

THE “HEALER” AS A RETROFITTED MASCOT
If you do not want to play the mascot as a lucky character, but still want the simplicity of play of the class, it is easy to alter the mascot into a divine class, which I’ve called the “Healer”. Make the following changes:

Wisdom Primary: Change each instance of “Charisma” to “Wisdom”.
Healer Flavor: Rename the powers to read “Healer” instead of “Mascot”, “Healing” instead of “Mascotry”, “Bless” instead of “Trash Talk”, “Cure” instead of “Cheer”, “Divine” instead of “Luck”, and “prayer” instead of “knack”.
Divine Class: Add the Divine keyword to the healer’s knacks. Healers may also select Channel Divinity feats.

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