Base Class: Rogue
The rouge in combat gambles with his hp to do more dmg. also his equipment he uses is up for the god of luck to decide what the rouge uses.
the gift of lady luck
Starting at 3rd level, the rouge has swore him or herself to lady luck. Thier god is in control of what equipment the rouge uses for each day. In the pact the god of luck has given you plain commoners clothes and a handle to what you pursume is a bow handle. At the start of each day roll a blank die to determine what the clothes change to and again for the handle for the weapon. you get proficiency with what the god gives you for that day.
Armor roll two d10s to get a percentile. weapon roll two d10s to get a percentile. (if getting a ranged weapon it seems by luck everytime you aim and shoot and projectile apears and shoots out of the weapon no matter if its a crossbow or a sling.) 37
1. 1-6 plate 1 net 1-2 43-41 14 halberd 75-73 29 shortsword
2. 7- 13 splint 2 dart 3 46-44 15 Glaive 78-76 30 Scimitar
3. 14-20 chain mail 3 blowgun with basic needles 4 49-47 16 longsword 81-79 31 rapier
4. 21-27 ring 26 light hammer 5 52-50 17 battle axe 85-83 32 sling
5. 28-34 spiked 4 club 6 55-53 18 mual 88-86 33 short bow
6. 35-41 scale 5. sickle 9-7 58-56 19 great sword 91-89 34 crossbow light
7. 42-48 half plate 6 mace 13-10 61-59 20 great axe 94-92 35 cross bow hand
8. 49-55 chain 7 Quarterstaff 17-14 64-62 21 lance 97-95 36 long bow
9. 56-62 breast plate 8 warpick 21-18 67-65 22 javelin 100-98 37 crossbow heavy
10. 63-69 studded leather 9 warhammer 25-22 70-68 23 Trident
11. 70-76 hide 10 Morningstar 29-26 73-71 24 hand axe
12. 77-83 leather 11 Flail 32-29 76-74 25 spear
13.83-89 padded 12 Greatclub 36-33 69-77 27 dagger
14.90-100 pride silk outfit 13 pike 37-40 72-70 28 whip
Gamblers sacrifice
When you choose this archetype at 3rd level, your lady guides your weapon in combat. instead of using a d20 plus your attack mod you use this system instead gambling your hitpoints for extra dmg. on a succesfull strike you lose no hitpoints but on a fail you roll 2d10s and the percentage is what is taken from you and on a hit the percentage of your hitpoints is what extra dmg you do and divide in half round up.
the hit system through your lady luck is now roll 3 d12s unless you want to use a d13 dice roller on your phone or find the die for that. 's value is either 1 or 11 your choice everytime it lands, 2-10 are face value 11-13 value is ten. the first two dice are yours and the third is there to make you play more fairly and not meta game knowing somethings ac is like 10. the first two dice you add their total together and you see the third die is now a place holder. now youre basically playing blackjack but with dice. now you can "hit" roll another die and add it to your total or "stay" not roll and accept the number you rolled but you have to assume the placeholder die is your opponent's ac but add ten to that third die. you may stay at 17 and above 16 is optional if you can hit or stay, but if you go over 21 you "bust" you automatically miss the attack and take dmg. your sneak attack die now maxes out at 2d6s. you only have 1d6 until level 10 where you get your second d6. rolling a 21 on the first two dice you roll is a crit. if u crit you do not half your dmg from the precent roll.
examples: youre playing a rouge with 100 hp up agasint a target with 15 ac.
you roll a 4-6-11 you have 10 total and you assume the target has 20 ac you "hit" and roll a 11 you now "stay" because you dont want to go over 21 and you're above 17 which you dont want to hit anyways sense you're playing blackjack theory optimal. now you roll youre two d10s and get a 4 and 7 (also read the two dice from left to right or first roll then second roll) so you do 47% of your hitpoints halfed as extra dmg in this case it is 24 extra dmg. you only hit the target tho because you ended up getting to 20 which is above 15.
youre playing a rouge with 100 hp up agasint a target with 15 ac.
you roll a 5-7-4. you have a total of 12 against you assume a 14. you "hit" rolling a 4 you now have 16 and "stay". sense it is a hit you roll your two d10s but if you stayed there and the ac of the enemy is higher than 16 you miss the attack. you rolled a 9 and a 1 so 91% of your hp cut in half rounded up is 46 extra dmg.
youre playing a rouge with 100 hp up agasint a target with 15 ac.
you roll a 1-12-5. you crit becuase the 1 is worth either 1 or 11 giving you "blackjack". you roll your 2d10s getting a 0-8 sucks to suck but you only do 8 extra dmg.
youre playing a rouge with 100 hp up agasint a target with 15 ac.
you roll a 5-10-12. you have 15 but you assume the target youre trying to hit has 20 ac so you "hit" rolling a 7 you "bust" roll your 2d10s and got 60 percent half that and you lose 30 hitpoints lady luck was not on your side.
youre playing a rouge with 100 hp up agasint a target with 15 ac.
you roll a 5-6-5. you have 11 and the creature youre fighting you assume has 15 ac. you roll again getting a 11 which vaule is 10 so you have 21 you do not crit sense it took more than 2 dice to get to 21. you stay and roll your 2d10s sense 21 is higher than the enemys target ac. you roll a 4-9 which makes 49% you take 49% of your hps cut it in half getting 25 extra dmg.
Lucky strikes
Starting at 9th level. if the ac is 18 or higher of the enemy your third d12or13 is now no longer a place holder and is now the targets ac. but they get to roll just as you do to hit to see if you miss they can bust as well. the opponent has the stay on 17 or higher if it rolls that but not on a soft 17 which is a roll of something that involves the 1 which is the ace. so rolls like 6-1 16-1 the opponent has to hit. now on hits if you tie you do not get to add your bonus dmg you just hit normally.
for example:
your enemy ac is 26
you roll your 3d12s. you roll a 8-8-5. you have 16 assuming the enemy has 15 sense 16 is optional. youre not feeling to lucky so you stay. now or the dm rolls for the enemy. the dm rolls 4 so the ac is now 9 but the dm "hits" rolling a 11 which value is 10 so it's ac is now 19 and the dm stays. you miss the attack should've hit on 16.
your enemy ac is 26
you roll a 1-9-10 you have 20 the opponet has 10 you stay becuase you have to. the dm rolls a 8 getting 18 so you hit.
Lady luck's blessing
when you hit you have the option to instead use your extra dmg to heal your self can only do it as many times as your constitution modifier.
example: you hit a target, you say before the d10 rolls you want to use your lady's blessing and now you roll a 4-5 you get 45% you take 45% of your hitpoints half it round up and you heal for that amount.
All or nothing
you gamble everything on the attack you do. You bet all your hp doing 100% of your hp as extra dmg so you do not roll the 2d10s and must use this before rolling your 3d12s.
example:
you are a rouge with 100hp against a enemy that's ac is 15.
you roll a 5-6-5. you have 11 you assume the ac is 15 and roll getting a 8 you stay having 19. you hit because 19 is higher than 15. you do 100 extra dmg with the attack. but if you would've have missed you would go down.