Lucky Power 6: Hybrids and Multiclassing

This is the sixth 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 rules for hybrids and multiclassing Lucky classes.

General Rules

When a lucky class combines as a hybrid or multiclasses with another lucky class, the class may pool the boosts that each class receives. However, flourishes may only be applied to the at-will power for the class related to that flourish.

Hybrid versions of and multiclass feats for the retrofitted classes (thief, healer, aggravator, and magic-user) are not provided. The retrofitted classes exist for those who don’t want the added roleplay of the lucky power sources, but still want the simplified mechanics. The complexity of hybrids and multiclassing is antithetical to that design goal. However, for those who want a hybrid or multiclass version of these retrofitted classes, it would not be hard to apply the same retrofitting guidelines given for the lucky class to its hybrid version and multiclass feats.

When hybridizing with a class from a non-lucky power source, a minor boost is treated as if it were an encounter attack power, a major boost is treated as if it were a daily attack power, and a flourish is treated as if it were a utility power for purposes of choosing powers at each level of play.

The hybrid versions of lucky classes do not receive any of the features listed in the class features Buffoonish Advancement, Jinx Advancement, Mascot Advancement, or Savant Advancement. Rather, hybrid classes may take Paragon Paths and Epic Destinies for which they qualify, even if the character combines hybrid versions of two lucky classes. Please note that hybrid lucky classes can never have more than four minor boosts and four major boosts.

Unlike other lucky classes, hybrid lucky classes do not have preselected feats. Rather, they choose feats as normal, and may only choose feats for which they are qualified. There are no feats made specifically for the lucky power source, so feats will either be generic, or related to the hybrid class with which the lucky class is combined.

Hybrids

HYBRID BUFFOON
Class Traits
Role: Striker.
Power Source: Luck.
Key Abilities: Charisma, Dexterity.

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: 7+ Constitution Score.
Hit Points per Level Gained: 3
Healing Surges per Day: 3.5

Class Skills: Acrobatics (Dex), Stealth (Dex), Thievery (Dex).

Class features: None

Suggested Combinations
Hybrid buffoons combine well with other classes that use Charisma and Dexterity, particularly strikers. Rogues are an obvious choice and provide good synergies. However, an even better combination is the sorcerer and the assassin. Other feasible combinations include warlocks, monks, and avengers. (A hybrid buffoon/avenger dedicated to Avandra would play very well.)

HYBRID JINX
Class Traits
Role: Defender.
Power Source: Luck.
Key Abilities: Charisma, Constitution

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

Hit Points at 1st Level: 7.5+ Constitution Score.
Hit Points per Level Gained: 3
Healing Surges per Day: 4.5

Class Skills: Acrobatics (Dex), Athletics (Str_, Endurance (Con).

Class features: Jinx’ Luck (Hybrid)

Jinx’ Luck (Hybrid)
While you are not wearing heavy armor, you can use your Constitution modifier in place of your Dexterity or Intelligence modifier to determine your AC.

Suggested Combinations
A jinx’ best fit is with the psionic battlemind class, both thematically and harmoniously with the classes’ roles and primary attributes. Other good combinations include wardens, warlocks, and ardents.

HYBRID MASCOT
Class Traits
Role: Leader.
Power Source: Luck.
Key Abilities: Charisma, Wisdom

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: 6+ Constitution Score.
Hit Points per Level Gained: 2.5
Healing Surges per Day: 3.5

Class Skills: Heal (Wis), Insight (Wis), Perception (Wis).

Suggested Combinations
Mascots have two ideal combinations: clerics and ardents. However, paladins and psions can also make strong combinations with the mascot.

HYBRID SAVANT
Class Traits
Role: Controller.
Power Source: Luck.
Key Abilities: Charisma, Intelligence

Armor Proficiencies: Cloth.
Weapon Proficiencies: Simple melee, simple ranged.
Bonus to Defense: +2 to Fortitude.

Hit Points at 1st Level: 5.5+ Constitution Score.
Hit Points per Level Gained: 2.5
Healing Surges per Day: 3

Class Skills: Arcane (Int), History (Int), Religion (Int).

Class features: Weirdness (Hybrid)

Weirdness (Hybrid)
You may use the wizard power Prestidigitation once per encounter as a standard action. Often the player will invoke this without the character’s choice to create the illusion that the character does not have control over his magic. A character may attempt an epic enchantment, or even a ritual, and end up creating only a shower of sparks or puff of smoke.

Suggested Combinations
Savants combine best with Psions. However, with a little work, savants can also be combined to make lucky bards, warlocks, warlords, and wizards.

Multiclassing

The following multiclassing feats allow a character to multiclass with a class form the lucky power source.

Acolyte’s Luck (Multiclass Utility)
Prerequisite: Any multiclass feat specific to a lucky class, 8th level
Benefit: You can swap one utility power you know for one flourish of the same level or lower from a lucky class you multiclassed into.

Adept’s Luck (Multiclass Daily)
Prerequisite: Any multiclass feat specific to a lucky class, 10th level
Benefit: You can swap one daily attack power you know for a major boost. You cannot increase the number of major boosts you possess above four.

Beginner’s Luck (Multiclass Encounter)
Prerequisite: Any multiclass feat specific to a lucky class, 4th level
Benefit: You can swap one encounter attack power you know for a minor boost. You cannot increase the number of minor boosts you possess above four.

Cheerleader (Multiclass Mascot)
Prerequisite: Cha 13, Wis 13
Benefit: You gain training in the Heal skill. You gain the ability to use the Cheer at-will knack as an encounter power.

Danger Hovers (Multiclass Jinx)
Prerequisite: Cha 13, Con 13
Benefit: You gain training in the Endurance skill. You gain the ability to use the Near Hijinks at-will knack as an encounter power.

Danger Lurks (Multiclass Jinx)
Prerequisite: Cha 13, Con 13
Benefit: You gain training in the Endurance skill. You gain the ability to use the Far Hijinks at-will knack as an encounter power.

Lucky Charm (Multiclass Mascot)
Prerequisite: Cha 13, Wis 13
Benefit: You gain training in the Heal skill. You gain the ability to use the Trash Talk at-will knack as an encounter power.

Rake’s Bravado (Multiclass Buffoon)
Prerequisite: Cha 13, Dex 13
Benefit: You gain training in the Acrobatics skill. You gain the ability to use the buffoonery at-will knack as an encounter power.

Touch of Strangeness (Multiclass Savant)
Prerequisite: Cha 13, Int 13
Benefit: You gain training in the Arcane skill. You gain the ability to use the Hocus Pocus at-will knack as an encounter power. In addition, you can wield savant implements.

Paragon Multiclassing

A character that has taken one of the lucky multiclassing feats, as well as Acolyte’s Luck, Adept’s Luck, and Beginner’s Luck before 11th level may choose to “paragon multiclass” the lucky class into which they have multiclassed rather than choosing a paragon path.

A character who chooses a lucky class as a paragon multiclass gains the following benefits:
At-Will: At 11th level, you lose the use of one of your class’ at-will powers. You gain the use of all the luck class’ at-will powers. (Most lucky classes have only one at-will.)

Encounter: At 11th level, you gain another minor boost.

Utility: At 12th level, you learn a flourish from your paragon multiclass.

Daily: At 20th level, you gain another daily boost.

Well, that’s all folks. I hope you find the lucky power source as much fun to play as it was for me to design. Please let me know if you use these classes and how well they play. Thanks for reading!

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