View Full Version : GitP Prestige Class Contest II - Entry Thread - Luck of the Devil

Fax Celestis
2007-02-26, 01:10 PM

There are heroes of legend and of prowess, who defeat their foes through logic and might. But there are also 'accidental' heroes: those for whom the luck of the draw is an incredible advantage that seems to support their every turn. These are those heroes.


As soon as this post hits the fora, the contest has begun and will continue until midnight, March 23rd (PST). Shortly thereafter, a poll will be opened for everyone to vote for their favorite. This poll will last until midnight of the 30th.

1. You will be creating a unique prestige class, based around the theme of the month. In this case, it is Luck.

2. The entry must include the PrC name, a table designating the abilities of the PrC on a level-by-level basis, an in-depth denotation of the powers of the class, basic background information, and rules for adaptation. An example character is optional but preferred. Incomplete entries will be disqualified upon the deadline.

3. Entries must be 3.5 edition, using standard PrC format. See the "Guide to Homebrewing" thread for more details.

4. Post all entries on this thread. Any comments and discussions will take place on a seperate conversation thread (http://www.giantitp.com/forums/showthread.php?p=2099102).

5. One entry per participant.

6. Entries copied from some other source (splatbook, alternate website, etc) will be disqualified. All entries must be a new creation, not one already posted. Abilities that draw on existing material do not violate this rule.

7. No reserving posts. You may post a partially completed Prestige Class, however, and complete it at a later date.

That Lanky Bugger
2007-02-26, 03:50 PM
The Gambling Arcanist

Requirements: Ability to cast 3rd Level Arcane Spells, Sleight of Hand 7 Ranks, Skill Focus: Slight of Hand, Any Chaotic Alignment, Must have been the subject of a Bless spell, as cast by a Cleric with the Luck domain.

Class Information

Hit Die: d6+Con modifier

Skill Points: 4+Int modifier

The Gambling Arcanist’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Sleight of Hand (Dex) and Spellcraft (Int).

Gambling Arcanist
{table]Level|BAB|Fort|Ref|Will|Special|Spells per day
1|+0|+0|+2|+2|Luck of the Draw|
2|+1|+0|+3|+3| |+1 of existing class
3|+2|+1|+3|+3|Stacking the Deck|
4|+3|+1|+4|+4| |+1 of existing class
5|+3|+1|+4|+4|The Flop, LotD (2 Suit)|
6|+4|+2|+5|+5| |+1 of existing class
7|+5|+2|+5|+5|Spray of Cards|
8|+6|+2|+6|+6| |+1 of existing class
9|+6|+3|+6|+6|The Turn, LotD (3 Suit)
10|+7|+3|+7|+7|The River|+1 of existing class[/table]

Class Abilities

Luck of the Draw: Upon becoming a Gambling Arcanist, the spellcaster only requires a plain deck of playing cards as the focus of her arcane spells and does not require material components (unless they have a value of greater than 1 GP).

She must now choose a suit (Hearts, Diamonds, Clubs or Spades) which will grant a bonus to arcane spells she casts. All 13 Cards from the chosen suit must be seperated from the rest of a deck of cards and shuffled together, to be randomly drawn to form the Gambling Arcanist's deck.

Spades: Any spells which deal damage (or cure damage) are treated as being two levels higher for the purpose of damage rolls. In addition to this, the spell gains a bonus equal to the number on the card. Face cards are treated as +11 (Jack), +12 (Queen) and +15 (King).

Clubs: Saving Throw DCs and Spell Penetration Rolls are increased by +2. In addition to this, any card pulled which is a face card or an even number adds an additional +2 to the Saving Throw, while any card pulled which is a face card or an odd number adds an additional +2 to the Spell Penetration Roll.

Hearts: Any time a foe is effected by a spell, they must make a DC 10+Spell Level Will or Fort Save (whichever is better) or become negatively effected as determined by the card drawn:

1-3: Dazzled for 2d4 rounds
4-6: Deafened for 1 minute
7-8: Shaken for 1d10 minutes
9-10: Sickened for 1 hour
Jack: Stunned for 1 round
Queen: Blinded for 1d10 rounds
King: Nauseated for 1d10 rounds

Diamonds: Any time the Gambling Arcanist casts a spell, it will be augmented by a random feat based on the card drawn:

1-4: Extend Spell
5-7: Heighten Spell (+2 Spell Levels)
8-10: Empower Spell
Jack: Widen Spell
Queen: Maximize Spell
King: Quicken Spell(1)
1:After casting in this manner the Gambling Arcanist may not cast another spell this round, but may perform any other action she would normally be allowed to take.

If the Gambling Arcanist draws a card which cannot effect his spell in the manner described (for example, a Fireball which is treated to an Extend Spell augmentation) the effect is wasted.

At level 5, the Gambling Arcanist selects a second suit to mix into her deck. This suit must be the opposite color of the suit she chose first. At level 9, the Gambling Arcanist selects a third suit to mix into her deck which may be any of the two remaining suits.

Unless a Class Ability specifies otherwise, any time a Gambling Arcanist draws a card with which to augment her spells, the card is shuffled back into her deck after the spell has been resolved.

Stacking the Deck: Once per day, the Gambling Arcanist can opt to shuffle her deck and remove the top three cards to put to the side. These cards may be played at any time and in any order, but upon use are not shuffled into the deck. Instead, they are placed to the side again and may not be used until the Gambling Arcanist has had a chance to rest.

The Flop: The Gambling Arcanist can opt to draw three cards at once, applying the effects of two of the drawn cards to the spell she has just cast. All three cards are then placed to the side and may not be used again until the Gambling Arcanist has had the chance to rest.

Spray of Cards: Once per day, the Gambling Arcanist can channel the essence of her luck into a blast of power which effects her foes. She shuffles her deck and then turns over one card; the number on the card reveals how many cards are turned over to add to the effect of the ability. Jacks require the Gambling Arcanist to turn over 11 cards, and Queens require the Gambling Arcanist to turn over 12 cards. If the Gambling Arcanist turns over a King, all the remaining cards in her deck are used.

The Spray of Cards begins as a 60 foot cone of effect which deals a base of 6d6 damage with a base save of 10+(Spell Casting Attribute modifier), which is increased as follows:

Spades: Every Spade drawn in this manner adds 1d6 damage to the Spray of Cards effect.

Clubs: Every Club drawn in this manner adds +1 to the base saving throw and +1 to any Spell Penetration rolls.

Hearts: Every Heart drawn in this manner grants the Spray of Cards a side effect based on the table below:

{table]Cards Drawn|Effect
1|Dazzled for 2d4 rounds
2|Deafened for 1 minute
3|Shaken for 1d10 minutes
4|Sickened for 1 hour
5|Stunned for 1 round
6|Blinded for 1d10 rounds
7+|Nauseated for 1d10 rounds[/table]

Diamonds: Every Diamond drawn in this manner adds +10 feet to the range of the cone effect of the Spray of Cards.

Any cards the Gambling Arcanist has used for this effect are then placed to the side and may not be used again until the Gambling Arcanist has had the chance to rest.

The Turn: Whenever the Gambling Arcanist chooses to use The Flop, she may opt to either apply the effects of all three cards OR return one of the three cards to the bottom of her deck.

The River: Whenever the Gambling Arcanist uses a card put to the side due to her Stacking the Deck ability, she may draw another card and place it to the side.

Notes: Still a work in progress, but I wanted to get a rough draft up.

2007-02-26, 05:41 PM
Lucky Charmer
10 level Prestige Class

I was hot on the heals of that gnome, I mean really running hard. But it seemed that every time I'd catch up to him, something would happen... either a tree branch would reach out and strike my face, or a rock would trip me up... and that's only the beginning. I chased him right into the forest proper, and wouldn't you know it, he ran right under a bee's nest... which promptly fell on my head. Even though I tried to dodge it, it bounced off a branch on its way down, and landed square on my head anyway. I could swear I heard the little bugger yelling in the distance, "Ye'll never get me lucky charms!"

Luck is a capricious force that seems as fickle as fate itself. But there are some among the little folk with just a touch of the fae, whose very nature allows them to control the force of luck itself, and bind it to their will. These folk have found the secret of creating lucky charms for both themselves and others.

Game Rule Information
Abilities: The Lucky Charmer relies heavily on their Intelligence (to craft their charms), and to a lesser extent, charisma - to convince the luck to follow their bidding, dexterity - for throwing charms as needed, and wisdom - to notice the flow of luck in action.
Abbreviation: Lky
Hit Die: d8

Race:Gnome or Halfling
Skills: Craft (woodworking, goldsmithing, or silversmithing) (6 ranks), Knowledge (Arcana) (6 ranks), Spot (4 ranks)
Feats: Skill Focus (Craft [as appropriate])
Alignment: Any non-lawful

Class Skills
Skill Points at Each Level: 4 + Int modifier
Class Skills: The lucky charmer's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Sleight of Hand (Dex) and Taunt (Cha).

The Lucky Charmer
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

+2| Craft Charms +1, Charm slot

+3| Lucky Senses

+3| Craft Hex

+4| Craft Charms +3

+4| Lucky Guesses

+5| Craft Hex +1

+5| Multitude of Charms

+6| Craft Charms +5

+6| Craft Hex +3

+7| Lucky Being[/table]

Class Features
All the following are features of the Lucky Charmer prestige class:

Weapon & Armor Proficiency
A Lucky Charmer gains no weapon or armor proficiency.

Craft Charm
Lucky Charmers gain the Craft Charm feat for free at first level (even if they don't meet the prerequisites), and receive a +1 bonus to their Craft checks when making a charm. This bonus increases to +3 at 4th level, and +5 at 8th level.

Charm Slot
At 1st level, Lucky Charmers are able to craft a charm in such perfect unity with their own bodies that they can wear a single charm without having to sacrifice an equipment slot. The charm is considered to be worn underneath armor, and is crafted with a DC +2 greater than an ordinary craft check.

Lucky Senses (Ex)
At 2nd level, the Lucky Charmer develops a "sixth-sense" from working with the force of Luck. The character may re-roll any spot, listen, search, or sense motive checks, once per day plus their wisdom bonus (if positive). They may not re-roll the same check twice - for instance, a Lucky Charmer could re-roll a spot check to notice the goblin hanging on the celing once, but not a second time.

Craft Hex (Su)
At 3rd level, Lucky Charmers can twist any charm they can craft into a hex. A hex reverses the charms bonuses - for instance, a charm of armor (+1 to AC Deflection) becomes a hex of armor (-1 to AC Deflection). The charmer can throw these hexes at opponents in combat, making a ranged touch attack. If the attack succeeds, the opponent suffers the effects of the hex for a number of rounds equal to the Lucky Charmer's level. Alternatively, a secretive Lucky Charmer can use sleight of hand to place a hex within an enemy's equipment. In this case, the hex lasts until it is removed from the enemy's equipment, plus the length of time it remained with the enemy. A spot check to notice the hex is made (versus the sleight of hand result) every time equipment is added or removed from the enemy's inventory, or four times per day, whichever is greater. If the victim searches for the hex, they gain a +4 circumstance bonus to the search check.

For example, a lucky charmer attempts a sleight of hand check to place a hex in the backpack of a ranger. They make the check with a total of 14 from the roll and the bonuses. Over the next week, the ranger rolls spot checks with a -2 penalty, until they determine that they are under the influence of a hex, and actively search their pack for it, with a +4 bonus to their search skill.

At 6th and 9th level, the Lucky Charmer can increase the power of the hex by +1 and +3, respectively. At 6th level, for instance, a Charm of Damage +1 could be made into a Hex of Damage -2

Lucky Guesses (Ex)
At 5th level, the Lucky Charmer gains the ability to recall facts, figures, or faces just in the nick of time. They may re-roll any Knowledge, Bluff, Diplomacy, or Taunt skill check once per day plus their charisma bonus. They may not re-roll the same check twice - for instance, a Lucky Charmer could re-roll a bluff check to pass a sphinx once, but once the re-roll has been made, they may not do so again.

Multitude of Charms
Whereas a person may normally receive the benefits of one charm at a time, at 7th level a Lucky Charmer can receive benefits from one charm plus his Charisma bonus. The Charm bonuses of similar types of charms don’t stack - eg, a +1 attack bonus charm and a +3 attack bonus charm function as a +3 attack bonus charm, not a +4.

Lucky Being (Ex)
By 10th level, luck has so infused the Lucky Charmer that they are a physical embodyment of luck. They may re-roll any die once, and may use this ability once per hour up to ten times per day.

The Lucky Charmer class is easily adapted to other campaign settings. If a setting does not have gnomes or halflings, the race requirement can be waived, or changed to a race in the campaign setting at the DM's discretion.

New Feat
Craft Charm
Prerequisites: Wis 13+, Craft (Woodworking, Goldsmithing, or Silversmithing) 8 ranks, Knowledge (Arcana) 8 ranks.

Benefits: You may craft charms out of wood, gold, or silver. Any other material is incapable of holding the charm. Charms can be chosen from the list below, and can be crafted to fit any equipment slot. Each charm can contain only one type of bonus - a charm may be "+1 Silver Charm of Attack" or "+1 Silver Charm of Defense", but not both. Charm bonuses are considered luck bonuses for determining stacking.

If a charm is crafted for a specific slot, it may not be placed in a different slot thereafter. A character may have at maximum 1 charm active at any one time, but may carry multiple charms in the same equipment slot. Activating and deactivating a charm is a free action.

Special: Charms may be crafted from the following table:

Crafting Charms
{table=head]Charm Affects|Base DC of Craft|Base Price

Physical-based skills (Swim, Jump, Climb, etc.)|
+500 gp

Mental-based skills (Knowledge, Appraise, Craft, etc.)|
+500 gp

Physical attributes (Str, Dex, Con)|
+3,000 gp

Mental attributes (Int, Wis, Cha)|
+3,000 gp

Offensive traits (Attack, Damage, etc.)|
+2,500 gp

Defensive traits (AC - Deflection, Saving throws, etc.)|
+2,500 gp[/table]

Note that the price given, plus the cost of crafting, is the average market cost (the average of the buying and selling price). The materials cost (to the crafter) is given on the materials table below. The DC and price given are for a +1 to that attribute, skill, or trait. If the crafter wishes to improve the charm, improvements are made according to the following table:

Charm Improvements
{table=head]Bonus Desired|DC Modifier|Price Modifier|XP Cost





The above table assumes the modification of an attribute or trait. For skills, multiply each modifier by 3. For instance, a +2 Charm of Craft (Woodworking) would give a +6 bonus to the skill check, while a +2 Charm of Strength would give a +2 bonus to strength across the board.

The material a charm is made from affects its abilities as well as its cost to the crafter, as shown on this table:

Charm Material
{table=head]Material|DC Modifier|Cost|Effects

50 gp|+3 to mental skills and -1 to offensive traits

500 gp|+3 to physical skills and -1 to defensive traits

5,000 gp|+1 to offensive and defensive traits[/table]

These effects only affect abilities for which the charm is made. For instance, a +2 Gold Charm of Attack does not add +1 to AC in addition to the +2 to attack.

Modifying Charms
Once a charm has been crafted, it may be upgraded with a further bonus in the same type as though crafting a new charm, though with no actual material cost to the crafter. The DC and crafting target remain as normal. For instance, a +1 wooden charm of Knowledge (Nobility) could be upgraded to a +3 wooden charm of Knowledge (Nobility) with no material cost, though the crafter would still have to pay the 1,000 XP, and the DC would be 20, as normal. Charms can never be modified to contain more than one bonus type.

Sample Character:
Sean O'Wyrd (http://www.thetangledweb.net/profiler/view.php?id=10555), Rogue 5/Lucky Charmer 10

2007-02-27, 02:21 AM
The citizens finally cleared the last piece of rubble out of the south quarter of the city. They still couldn't believe the dragon had attacked the same day as the orcs. It was bad enough that they started fighting each other for dominance in the center of town, but when the dragon's breath melted the veneer off of the statue in town square, who would have thought it was an ancient stone golem sealed in the center of town. Of course, even then the only reason that the whole situation was too much for the city guard to handle was because the dormant volcano happened to erupt on that same day. Quietly, William snuck out of town, before anything else could go wrong.

Black Cat
Some are fated to have extreme luck, but luck can be bad as well as good. It's hardly unusual for someone to rely on good luck they recieve, but the odd individual who seems to harness bad luck is incredibly dangerous, both to himself and others.

Black Cat

Any Base Save: +5.
Special: Must have dropped below 0 hit points and survived.
Must have failed a saving throw against each of two different opponents.
Skill Points per Level: 4 + Int Modifier.
All skills are class skills for Black Cats.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

+2|Personal Jinx, Wrong Place

+3|+1 Existing Class Features

+3|Wrong Time

+4|+1 Existing Class Features

+4|Personal Misfortune

+5|+1 Existing Class Features

+5|Conflict Magnet

+6|+1 Existing Class Features

+6|Personal Curse

+7|Walking Disaster[/table]

Personal Jinx: A Black Cat is bad luck, and he seems to share his misfortune with those around him. As a free action, a Black Cat can take a penalty of up to -2 to his Attacks, Saves, Checks, and Defense. If he does, all enemies within 15 feet of him take an equal penalty.

Wrong Place: Trouble loves company, and Black Cats always seem to find themselves at a crossroads of danger. Once per day, during an encounter, a Black Cat can make a d20 check modified by their class level. The DM then rolls on a random encounter table corresponding to your result. The resulting creature or creatures join the encounter in 1d4 rounds. (The DM makes this roll secretly) The new creatures immediately attack the current enemies of the party, but may be hostile to the party after the original enemies are defeated. This is a Supernatural ability.

Class Features: At 2nd level, and again at 2nd, 4th, 6th, and 8th levels, a Black Cat gains class features, including spellcasting, as though he had proceeded in any previousy existing class he had.

Wrong Time: It isn't a question of if something will go wrong, only when. If a Black Cat knowingly fails a saving throw against a Compulsion, Enchantment, Fear, or Mind-Affecting effect, it instead takes affect in 1d6 rounds. (The DM makes this roll secretly) If he is Immune to this affect, this ability has no function. This is an Extraordinary ability.

Personal Misfortune: As Personal Jinx, except that you may now accept a penalty of up to -4 and it affects all enemies within 30 feet. This is a Supernatural ability.

Conflict Magnet: You don't know what it is, but people just really, really seem to have a problem with you. As a standard action, you may force any opponent aware of you to make a Will Save (DC equal to 10 + Class Level + Cha Modifier) or immediately attack you to the best of its ability for a number of rounds equal to your Charisma modifier. This is an Extraordinary ability.

Personal Curse: As Personal Jinx, but you may take a penalty of up to -6 and it affects all enemies within 45 ft.

Walking Disaster: A true Black Cat is more than just bad luck, he's a danger to all living things. Whenever anyone within sight range of a Black Cat fails any check, he must immediately attempt the same check. If he fails again, he critically fails that check. Anyone who does so must immediately roll a d8 on the following table and suffer the corresponding penalty with no saving throw. If a roll would cause a redundant effect (such as Deafening an already Deaf creature) roll again. This is a Supernatural ability.

1: Falls prone.
2: Drops all held items.
3: Deafened for 1d4.
4: Dazed for 1d4 rounds.
5: Blinded for 1d4 rounds.
6: Take a -1 penalty to Str, Dex, and Con for 1 minute.
7: Take a -1 penalty to Int, Wis, and Cha for 1 minute.
8: Roll again twice, ignoring future rolls of 8.

2007-02-27, 03:50 PM
Four-Leaf Evan looked up at the beast looming overhead. The Halfling was outmatched and ill-prepared. He’d run out of rations for this trip two days ago, out of companions yesterday, and out of luck today, it seemed. He had to make a break for it. He zigged, realized he should have zagged, and found his legs thrown out from under him by the tremor of the red monster’s stomp. It roared balefully, towering over his prone form.
“Thought to steal MY horde, did you?! I will burn you to a cinder!” It drew back its head and took in a prolonged breath—Evan cringed—
And a massive stalactite fell from the ceiling, piercing the dragon's throat, pinning it to the ground, and sealing its fate.
Evan opened his eyes, and then grinned at the floundering, rasping dragon.
He pulled out his dagger, intent on prying a claw free to decorate his mantle. “I know, one in a million occurence, right?” Evan chuckled as the dragon bled out and its eyes fluttered. “I get that a lot.”

GLORY: Sometimes, all you can do is draw your weapon, say “f$#@ it,” and see what happens.”

“Better lucky than good” isn’t a saying, it’s a way of life. Those who find themselves blessed with good fortune again and again will often put their trust into it.
Most of these don’t last. Those few that are truly blessed, however, will hurl themselves into wilder and more deadly situations, coming out on top time and again.
Most fatefighters are mercenaries, bravos, or bandits. They abandon their military training and cast themselves to the winds of fate.

Prerequisites: Fighter level eighth
Feats: Any one luck feat.
Special: Character must have made a total three natural twenties in combat, or been missed three times by natural ones.
HD: d10
Skills: The fatefighter does not gain any new skills.
Skill Points: 2+Int/level
Fatefighters gain no additional weapon or armor proficiencies.

{table=head]Level|Base AttackBonus|Fort Save|Ref Save|Will Save|Special

+0|Bonus Feat, That Was Luck

+0|Lucked Out

+1|Bonus Feat

+1|Somebody Up There Likes Me

+1|Bonus Feat, What’re The Odds?[/table]

Bonus Feats: The fatefighter gains bonus feats as a fighter. However, he must select them from the list of available feats with the Luck descriptor. He must fufill the prerequisites to take the feat.

That was Luck (Ex): The fatefighter may add a bonus to all of his saving throws equal to the number of Luck feats he has.

Lucked Out (Ex): Once per day, when affected by any form of damage, the fatefighter can choose to minimize the damage taken. You must declare you are using Lucked Out before damage is rolled.

For example, if Cedric the Exceptionally Fortunate, a fatefighter, is struck by a fireball and uses Lucked Out, every dice rolled for the fireball’s damage is reduced to a one. Even if metamagic is used, the effect is minimized.

Another example, Cedric is later traveling and slips from an edge. His fall would cause 8d6 damage, but each die of falling damage is reduced to the minimum, causing only eight damage.

Somebody Up There Likes Me (Ex): Once per week, whenever anything would bring the fatefighter to -10 HP or more, the effect is negated entirely. Even divine-ranked beings and abilities fail to slay the fatefighter.

What’re The Odds? (Ex): Physics, fate, and reality itself seem to bend improbably in the fatefighter’s favor. This provides the following effects:
Lucky Strike: Any natural one on an attack made by the fatefighter is rerolled.
Lucky Break: Any failure on a skill check is rerolled.
What?!: Once per day, any attack roll that would automatically hit a fatefighter instead is treated as a natural one.
Fortune's Friend: The DM may (and, at least sometimes, should) decide to provide a random luck event to the luckfighter, such as the listed dragon-stalactite encounter in the flavor text. This is representative of his fortune, and is the real cast-iron benefit to the capstone ability.

Variant: Make Your Own Luck

This variant allows more control and character involvement in his luck. The original version is intentionally designed with very little in the hands of the lucky character.

For the variant, rather than bonus feats, the fatefighter instead gains a pool of Fortune Points. In addition, the fatefighter gains as class skills Craft (Lucky Charm) and Profession (Gambler).

Fortune Points: Each spent fortune point allows the fatefighter to add his levels in fatefighter to a single roll, check, or save. At each level of fatefighter, your maximum fortune point pool increases. At level one, you start with a one point pool, and the pool increases by one each level in fatefighter, ending at a maximum of five.

Recovering Fortune Points: Fortune Points do not recover on their own. The Fatefighter must sacrifice a lucky charm with a certain value. Afterward, it is not lost, but the luck within it is drained, and needs to be replenished with another Craft (Lucky Charm) check.

Crafting a lucky charm: The DC of crafting a lucky charm 15, with an XP cost of 100 points. There is no gold cost for crafting a lucky charm.
At any time, you can only have a total number of lucky charms equal to your luckfighter levels, to a maximum of five.
A lucky charm can be anything, like a four-leaf clover, a coin, a rabbit’s foot, a horseshoe, or so on. The craft check is not a literal crafting, but instead imbuing luck into these items to be expended.
Non-Luckfighters and Lucky Charms: Even if their creator dies, lucky charms remain charged.
For those with levels of Luckfighter, they can use these charms as normal, as if they had crafted it. If they have the maximum lucky charms already, they gain no bonus and the charm is treated as expended. For those without, use the following statistics:

Lucky Charm:
Wondrous Item
This small token is said to provide good fortune and blessing.
Effect: Once per day, the charm provides a +1 to a single roll.
Minor divination; CL 1st; Craft Wondrous Item; Guidance, Price 100 gp; 1/4 pound.

Eberron Variant: Luck Action
In this Eberron variant, the Luck bonus feats are removed. Instead, the character recovers one action point per day.
Normal: You only recover action points when gaining a level.

2007-02-27, 06:23 PM
10-Level Prestige Class
With apologies to Terry Pratchett
(Aren't familiar with Pratchett? read the Adaptation section first.)

Fate waved his hand again. The playing pieces appeared, and started to move around the board as if they had a life of their own, which was of course the case.

“But”, he said, “we shall play without dice. I don’t trust you with dice. You throw them where I can’t see them. We will play with steel, and tactics, and politics, and war.”

The Lady nodded.
--Terry Pratchett, Interesting Times

The Lady (none dare call her by her true name, if she even has one) is the only god or goddess ever known to have defeated Fate. She’s the goddess of miracles, luck, and success for the grossly incompetent. Though those who follow her are often best known for running away, they a) almost always survive to tell the tale and b) are often agents of change in quite surprising circumstances.

The Lady sometimes chooses favorites, even among those who worship her. These are generally individuals whom she finds charming, for she is a capricious goddess. They’re also generally those who are better at getting out of danger than fighting through it. She signals her approval by rescuing them from a situation which seemed like certain death.

Character Level 5
Alignment: Any Chaotic
Religion: Allegiance to The Lady
Abilities: 13 or higher Charisma
Skills: 4 ranks in at least three of the following:

Escape Artist
TumbleSpecial: Must have had a seemingly miraculous escape from a situation that appeared to be certain death


Skill points/level: 4 + Int modifier

The Lady’s Favorite’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), and Tumble (Dex)

HD: d6

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+0|+0|+2|+0|Beginner’s luck
2nd|+1|+0|+3|+0|Lady Luck +1, Free from Fate
3rd|+2|+1|+3|+1| Lady’s Favor
4th|+3|+1|+4|+1|Lady Luck +2, Phew
5th|+3|+1|+4|+1|Better Part of Valor
6th|+4|+2|+5|+2|Lady Luck +3, Reprieve
7th|+5|+2|+5|+2|Agent of Chance
8th|+6/+1|+2|+6|+2|Lady Luck +4, Ready for Anything
9th|+6/+1|+3|+6|+3|Off the Map
10th|+7/+2|+3|+7|+3|Lady Luck +5, Miracles Happen[/table]

Class Features:

Beginner’s Luck (su): During first level, and only during first level, one of The Lady’s favorites can treat one d20 roll per day as if it were a 20. For most purposes, this is treated exactly as if a player had rolled a natural 20 (including, for example, threatening a critical). It does not, however, trigger special abilities that are triggered by rolling a natural 20 (such as a vorpal weapon's effect). The player can see the value of the roll before making a substitution. Taking a second level in this class or taking another level in any other class ends this ability.

Free from Fate (su, but see description): At second level, one of the Lady’s favorites has slipped free from the shackles of fate. This makes him immune to the spells (or SLAs duplicating the spells) Bestow Curse, Doom, Geas/Quest, Lesser Geas, Legend Lore (cannot be used to find out information about the favorite), Divination (may be inaccurate if he is involved in the outcome) and Mark of Justice, plus any effect that lowers his saving throws. He cannot, however, gain any benefit from Augury, Divination, Foresight, or Moment of Prescience, whether cast by himself or another. Oracular pronouncements regarding the character are regularly false, and even those made before gaining this level no longer necessarily apply. If this ability is suppressed (e.g., by an anti-magic zone), these spells can only effect the character as long as it remains suppressed. For example, a Mark of Justice will fade as soon as the ability returns, a Geas will end, and a divination about the character will reveal information only if it's likely that the character will remain in the anti-magic zone for the duration of the course of action.

Lady Luck (su): At each even level, one of the Lady’s favorites gains a cumulative +1 luck bonus to all saving throws.

Lady’s Favor (su): At third level, one of the Lady’s favorites can re-roll any one die, once per day. She takes the better of the two rolls. The player can decide whether to use this ability after seeing the value of the first roll, but before the results (e.g., whether the roll hits) are determined.

Phew! (ex): At fourth level, one of the Lady’s favorites gains a +4 circumstance bonus to any skill roll (such as certain uses of Bluff and Diplomacy) to defuse a situation personally dangerous to him, and a +4 circumstance bonus to any skill roll (such as certain uses of Hide, Move Silently, Escape Artist, Jump, Climb, etc.) to escape such a situation. This ability does not function as part of entering danger (such as Move Silently or Bluff to infiltrate a castle), but only as part of getting out of danger that already exists (such as Move Silently or Bluff to get back out again, or Hide to avoid being seen if one is trapped inside).

Better Part of Valor (sp): At fifth level, one of the Lady’s favorites gains the following spell-like abilities, at caster level 10:
• 3x/day: Expeditious Retreat, Jump
• 2x/day: Invisibility
• 1x/day: Fly

Reprieve (su): At sixth level, one of the Lady’s favorites can ask to re-roll a skill roll, opponent’s attack roll, or saving throw roll if the result of failure/being hit would kill him or bring him to negative hit points (this means damage must be calculated before this ability is used). There is no limit to the number of times per day he can use this ability, but only one reroll per event is allowed, and the second result stands (if the second roll does not allow the character to escape damage, the original damage is used). Forms of death not involving one of these three rolls do not permit the use of this ability.

Agent of Chance (su): At seventh level, one of the Lady’s favorites gains damage resistance 10/Law, and any weapon with which she strikes is considered Anarchic.

Ready for Anything (sp): At eighth level, one of the Lady’s favorites can use a special version of Contingency, as a spell-like ability, once per day. They can store any of their other spell-like abilities (or spells they have from another class, as long as they meet the requirements for Contingency) in the Contingency. For the purposes of this ability, and this ability only, levels in The Lady's Favorite count towards caster levels.

Off the Map (su, but see below): At ninth level, Divination magic (spells, SLAs, or any supernatural abilities that are similar to such) cannot be used to find out any information (including visual information) about the favorite. This includes spells that do not allow for spell immunity (Detect Evil, for example, simply will not register him as evil, even if he is). He cannot lower this protection, even for spells he casts himself (he can still gain information that isn’t about him from divination spells, however). Note that this is not exactly an immunity to divination spells; the character can, for example, receive a True Seeing spell, but cannot be seen via one. Suppressing this ability (e.g., through an anti-magic area) has similar effects to suppressing the Free from Fate ability.

Miracles happen (sp): At tenth level, the favorite gains the ability to use the new spell, Minor Miracle (see below), as a spell-like ability, once per week (caster level 15th). Unlike most seventh-level spells, this ability (but not a memorized version of the spell) can be stored in the Contingency SLA mentioned above, although the exact wording of the miracle must be specified when the Contingency is put in place. The character counts as having access to the Luck domain for the purposes of this ability.

Minor Mircale (V, S)
Clr 7, Luck 7
This spell is similar to Miracle, except that it is limited to the following abilities:

Duplicate any Divine spell of 6th level or lower, including spells you have access to via your domains
Duplicate any other spell of 5th level or lower
Undo the harmful effects of many spells (any that can be undone by limited wish)
Have any effect with a power level in line with the above effectsAdaptation:
Obviously, this class (with an appropriate change of name) can be adapted for campaigns which do not have The Lady amongst their pantheon. Subsitute the name of any chaotic god with luck or chance in his/her portfolio to adapt it.

Sample Character

Male Halfling Rogue 10 / The Lady’s Favorite 10
Chaotic Neutral

25 point buy
Strength 8 (-1)
Dexterity 22 (+6)
Constitution 12 (+1)
Intelligence 12 (+1)
Wisdom 8 (-1)
Charisma 14 (+2)

Size: Small
Height: 2' 11"
Weight: 32 lb
Skin: Yellow
Eyes: Light Brown
Hair: Dark Brown; Wiry

Total Hit Points: 99

Speed: 20 feet

Armor Class: 24 = 10 +3 [armor] + 5 [enhancement] +6 [dexterity] +1 [small]
Touch AC: 22
Flat-footed: 24 [uncanny dodge]
Initiative modifier: +6 = +6 [dexterity]
Spell resistance: 19 [armor]
Fortitude save: +13 = 6 +1 [constitution] +1 [halfling] +5 [lady’s favor]
[B]Reflex save: +26 = 14 +6 [dexterity] +1 [halfling] +5 [lady’s favor]
[B]Will save: +11 = 6 -1 [wisdom] +1 [halfling] +5 [lady’s favor]
vs. fear: +13 [+2 halfling]
[B]Attack (handheld): +14/+9/+4 = 14 -1 [strength] +1 [small]

[B]With rapier: +26/+26/+21/+17 = 14 +6 [dexterity] + 5 [enhancement] +1 [small], damage 1d4 + 4 (+2d6 vs. lawful), critical 16-20/x2
[B]With sap: +25/+20/+16 = 14 +6 [dexterity] + 4[enhancement] +1 [small] , damage 1d4 + 1d6 + 4 (+2d6 vs. lawful) nonlethal, critical x2[B]Attack (unarmed): +14/+9/+4 = 14 -1 [strength] +1 [small]
[B]Attack (missile): +21/+16/+11 = 14 +6 [dexterity] +1 [small]

[B]With sling and bullets: +26/+26/+21/+17 = 14 +6 [dexterity] + 5 [enhancement] +1 [small] +1 [Halfling], damage 1d3 + 4 + 1d6 electricity (+2d6 vs. lawful), critical x2 plus shocking burst[B]Grapple check: +9/+4/-1 = 14 -1 [strength] -4 [small]

[B]Languages: Common, Gnome, Halfling


+5 studded leather armor with Spell Resistance 19, Greater Silent Moves
+5 Keen Adamantine Rapier of Speed
+4 merciful Sap
Sling of Distance, Seeking, Shocking Burst, and Speed
100 +5 sling bullets
5 potions each of: spider climb, neutralize poison
Ring of Freedom of Movement
Gem of Seeing
Type II bag of holding
Lavender and Green Ioun Stone
Masterwork Thieves’ Tools
Silk RopeFeats:

Point Blank Shot
Shot on the Run
Weapon Finesse{table=head]Skill Name|Key Ability|Skill Modifier|Ability Modifier|Ranks|Misc. Modifier
Balance|Dex|8|+6||+2 [tumble]
Climb|Str|6|-1|+5|+2 [halfling]
Craft (Any)|Int|1|+1||
Disable Device|Int|16|+1|+13|+2 [tools]
Escape Artist|Dex|14|+6|+8|
Gather Information|Cha|12|+2|+10|
Hide|Dex|35|+6|+23|+4 [small] +2 [stealthy]
Intimidate|Cha|4|+2 ||+2 [bluff]
Jump|Str|-3|-1||+2 [halfling] +2 [tumble] -6 [speed 20]
Listen|Wis|1|-1||+2 [halfling]
Move Silently|Dex|38|+6|+ 13|+2 [halfling] +2 [stealthy] +15 [armor]
Open Lock|Dex|21|+6|+13|+2 [tools]
Perform (any) |Cha|2|+2||
Sense Motive|Wis|-1|-1||
Tumble|Dex|19|+6 |+13|
Use Magic Device|Cha|15|+2|+13|
Use Rope|Dex 6|+6||[/table]

Bluff >=5 ranks gives +2 on disguise checks to act in character.
Escape Artist >=5 ranks gives +2 on use rope checks for bindings.
Phew! gives +4 on skill checks to defuse or escape personal danger
Run gives +4 to jump with a running start
Always succeeds on grapple/escape artist checks to avoid/escape grapples and pins [ring]

• 3x/day: Expeditious Retreat, Jump
• 2x/day: Invisibility
• 1x/day: Fly, Contingency (special)
• 1x/week: Minor Miracle

Special abilities:

Sneak Attack +5d6
Improved Evasion
Improved Uncanny Dodge (included above)
Free from Fate
Lady Luck +5 (included above)
Lady’s Favor
Phew! (included above)
Better Part of Valor (included above)
Agent of Chance
Ready for Anything (included above)
Off the Map
Miracles Happen (included above)Contingency: Jack-Be-Nimble has, at long last, realized that a little preparation can go a long way. When he knows he’s going to go into serious danger, and if he hasn’t already used his Minor Miracle for the week, he places it in his Contingency. The miracle is used to duplicate Word of Recall, (to teleport him home, or whatever base camp he thinks he will use for the month) and is triggered whenever he’s helpless or at 25% HP or below. Otherwise, he generally puts a single use of his Invisibility SLA into the Contingency, to be fired when he’s at 25% HP or below. Since divinations cannot be used to find out information about him, this is a better idea than it sounds, even at 20th level.

Background and personality:

Jack-be-Nimble is not a typical one of the Lady’s Favorites, because he does not run away at the first sign of danger. Rather, he plunges in at the first side of danger, only to run away (or hide, or bluff) when (as often happens) he gets himself in over his head.

That’s the way he started life in his Halfling village: Picking fights with bullies, shoplifting from the toughest shopkeepers, taunting figures of authority…and then running and hiding when he found himself outmatched.

Although Jack-be-Nimble enjoys the life of an adventurer, he didn’t, really, get into it by choice. Rather, even with his skills as a diplomat and liar, he made his village too hot to hold him before his 30th birthday.

He made his living as an itinerant thief (both for-hire and self-employed) for several years, with little time for anything but excitement (though he swore nominal allegiance to The Lady, whom he relied on for the luck he so often needed, he rarely spent much time in devotions).

One day, it looked like Jack’s goose was well and truly cooked. He was attempting, of all things, to steal from the lair of a dragon, a huge blue thing with an amazing collection of sapphires, when a misstep woke the beast. Jack cowered down behind an urn, but the creature spotted him. It looked, certainly, like he was done for. But just at that moment, what seemed like an army of paladins marched through the cave door. The dragon swung around, and Jack was able to creep out in the confusion.

Clearly, The Lady had seen something in Jack, despite his lackadaisical attitude towards her worship--perhaps she saw in him a great tool in the war against Fate, or perhaps she just found his antics charming. From that day on, Jack was a little--though only a little--more serious in his devotions to The Lady, for he knows (or at least suspects) that, were it not for her, he’d be nothing but a cinder.

Jack has learned a bit more care in his days since what he now calls the “dragon incident.” He now thinks twice--though usually no more than twice--before heading into a situation where he’s clearly outmatched. Still, he manages to find himself in such situations regularly (there was, in fact, a near-repeat of the dragon incident recently, this time with an ancient Red), and when that happens, he relies upon The Lady’s gifts to get him out again.

Combat: Jack does not like to fight. He especially doesn't like to fight face-to-face. He'll usually do anything in his power (consistent with grabbing and keeping the loot he wants) to avoid combat. If he feels he must fight, he tries to get the drop on opponents. He'll use his merciful sap to sneak attack lone opponents who don't appear very dangerous; although he's a thief, and has killed innocents in his time, he finds murder quite distasteful. Against stronger opponents, or multiple opponents who may summon help if not dispatched quickly, he has no compunctions about using his rapier or sling (depending on situation). Jack's only moderately bright, but he's very good at saving his skin, and his combat tactics are in line with that talent: Get the drop on your opponent when possible, use features of the battlefield to your advantage, and get away whenever it's practical.

It's important to note that all of Jack's attacks are chaotic for the purposes of overcoming damage resistance, and he himself has DR 10/lawful.

Adventure idea: One of the characters with a stronghold (or the entire party, if they share one) gets an urgent message from their majordomo. Valuables have been disappearing at an alarming rate, and more go missing every day! Nobody has any idea who, what, or where the thief is, but he’s either got a regular way to break in, or is actually living there, beneath everyone’s watchful eyes. The guards have been put on double-shift, but nobody yet has managed to catch the thief in the act. Can the characters get home, root out Jack-be-Nimble, and recover their treasure?

Shiny, Bearer of the Pokystick
2007-02-27, 06:47 PM
"I wouldn't drink that if I were you," Threln mused, watching Dimmerth tip back yet another bizzare cocktail of unrelated potions, even as the squeals of the kobold horde drew closer.
"You aren't me," the eccentric mage giggled, moments before turning vibrant blue.

The humble potion- best friend to adventurers everywhere, capable of granting magical enhancement even to those without an inkling of the higher working of the arcane. Most adventurers don't hesitate to quaff them in great quantities, but arcanists of an alchemical perusasion are more loathe to do so, knowing the complications that may result from the mixture of two differing potions- the wild and wooly world of misciblity, a little-known branch of magical study dealing with the mixology of magical liquids.
Some arcanists, however, elect to harness rather than avoid this volatile mixture of science and art. These last are Miscibilists.
Adaptation: A potion-mixing prestige class is appropriate to almost any setting where potions are in common use- it can be fairly easily slotted into an Eberron campaign (rife with 'inventor' types), while Miscibilists might hail from eccentric Lantan in the Forgotten Realms campaign setting. In low-magic settings, the Miscibilist's skill at making lesser magic items and use of the lower-level spells involved in potions make this an especially interesting choice.
Hit Die:d6.

To become a miscibilist, a character must fulfill all of the following criteria.
Alignment: Any nonlawful.
Skills: Craft (alchemy) 10 ranks.
Feat: Brew Potion.
Special: Must have experienced firsthand the effects of unwisely or fortuitously mixed potions, whether via poisoning, explosion, or goodly effect.

{table=head]Level|Base Attack Bonus|Fort|Ref|Will|Special|Spells
1st|+0|+0|+0|+2|Stir, Brewer's Knowledge|+1 level of existing spellcasting class
2nd|+1|+0|+0|+3|Strong Stomach|+1 level of existing spellcasting class
3rd|+1|+1|+1|+3|Explosive Belch|+1 level of existing spellcasting class
4th|+2|+1|+1|+4|Discriminating Palate|+1 level of existing spellcasting class
5th|+2|+1|+1|+4|Acquired Taste|+1 level of existing spellcasting class
6th|+3|+2|+2|+5|Reverse Mixture|+1 level of existing spellcasting class
7th|+3|+2|+2|+5|Greater Brewer's Knowledge|+1 level of existing spellcasting class
8th|+4|+2|+2|+6|Potion Drunkard|+1 level of existing spellcasting class
9th|+4|+3|+3|+6|Bitter Bottle|+1 level of existing spellcasting class
10th|+5|+3|+3|+7|Weal of Roil|+1 level of existing spellcasting class[/table]

Class Skills
The Miscibilist's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int).
Skill Point at Each Level: 4+Int modifier.

Class Features
All of the following are class features of the Misciblist prestige class.
Weapon and Armor Proficiency: Miscibilists gain no proficiency with any weapon or armor.
Spells per Day/Spells Known: Each time he gains a level, a Miscibilist gains new spells per day (and spells known where applicable) as if he had gained a level in one (and only one) arcane spellcasting class he belonged to before adding the prestige class level; however, he does not gain any other benefit a character of his previous class would.
Stir (ex): Even at 1st level, a Miscibilist is adept at mixing potions for the purpose of gaining (or suffering) their effects simultaneously. By vigorously (and carefully) jogging a potion vial- which must be large enough to hold the mixed potion, of course- he can combine up to two potions into a single liquid, usually without incident.
Stirring two potions together successfully requires a successful Craft (alchemy) check against DC20; failure means the magical energies of the resultant liquid are unstable. If vigorously moved (such as by the bouncing of a horse's gait) or imbibed, such an unstable mixture deals 2d6 force damage to the imbiber in the latter case, or all creatures in the same square, in the former.
The Miscibilist is not aware of whether his check succeeds when using this ability- unstable potions are indistinguishable from stable ones.
Brewer's Knowledge (ex): When mixing potions, the danger primarily results from differing ingredients or processes of manufacture by their makers. A 1st-level Miscibilist, with his savant knowledge of magical liquids, can attempt to identify one or more of a potion's ingredients, thus gaining some insight into its compatibility with other potions of the same type (which may or may not have been produced in the same way).
To do so, he must attempt a Craft (Alchemy) or Knowledge (Arcana) check against a DC equal to 10+ caster level of the potion. For every three points by which he exceeds this DC, he can identify one of the potion's ingredients; tasting the same potion again may allow him to identify more. A Miscibilist who identifies all the ingredients in a given potion may thereafter produce it at 75% of its usual cost.
Greater Brewer's Knowledge (ex): A seventh-level Miscibilist can identify not only the ingredients of a single potion, but how those ingredients were prepared, increasing the likelihood that he can avoid incompatible potions.
If he succeeds on his Brewer's Knowledge check, he automatically rerolls any negative result on the Potion Miscibility table once- but only once. Even a Miscibilist can be unlucky.
Strong Stomach (ex): At 2nd level, a Miscibilist's familiarity with being poisoned by his creation grants him a +2 bonus to all saving throws against man-made poisons (but not natural venoms).
Explosive Belch (su): At 3rd level, a Miscibilist can turn even catastrophically bad fortune with potions into good; if he rolls a result of EXPLOSION! on the potion Miscibility table, he takes only half damage; the remainder of the damage is dealt to anyone standing in front of him when he belches forth a 30-ft cone of fire as a result of the chemical imbalance; characters caught in the blast may attempt a reflex save against DC20.
Discriminating Palate (ex): At 4th level, a Miscibilist becomes so familiar with the taste of unlucky magical mixture that he has an opportunity to spit them out even as they pass his lips. Any time he imbibes a potion that (according to the Miscibility table) will have a negative effect, he may reflexively attempt a DC20 Survival check. If he succeeds, he can spit forth the baneful mixture as a free action.
Acquired Taste (su): At 5th level, certain virulent mixtures have been inflicted on the Miscibilist so often by his dangerous experimentations that he is less likely to be harmed by them; any time the Misciblist would take ability damage from a mixture or particular poison he has encountered before (for this purpose, any mixture of potions he has already attempted and recieved a result of lethal or mild poison counts), that damage is halved.
Reverse Mixture (su): At 6th level, a Miscibilist's penchant for potion-mixing allows him to modify their magical energies by digestive means- for good or ill. A Miscibilist can elect to reverse the effects of any mixture he imbibes once per day; if no obvious inversion of the effect exists, the mixture simply fails to work. This attempt must be made before the Miscibilist knows the effects of the mixture.
Potion Drunkard (su): At 8th level, a Miscibilist can sometimes absorb a little of the raw magical power of the unstable mixtures he creates. Any time he drinks a mixed potion, he may roll 2d6; on a roll of twelve, his caster level is increased by one for the duration of the mixture's effect.
Bitter Bottle (su): At 9th level, upon imbibing a small amount of a mixed potion (for instance, to utilize Brewer's Knowledge) a Miscibilist who determines its nature to be harmful (or likely harmful) can attempt to imbibe it and turn its terrible energies to his own ends. After suffering any effects the mixed potion inflicts, the Miscibilist can imbue any magical or nonmagical liquid (such as another liquid, or even simply a vial of water) with those some effects; it can then be used as a poison, or as a grenadelike weapon (as holy water); those struck with a Bitter Bottle suffer its effects as if they had imbibed its contents.
Weal of Roil (su): At 10th level, a Miscibilist has likely ingested so much magical energy his stomach glows faintly by night. As a consequence of this (somewhat unhealthy) habit, the beneficial magical effects of his mixtures are more likely to be spectacular: the Miscibilist gains a result of 'Discovery!' on the miscibility table when rolling a 98-100, and on a 100, the effects of both potions are rendered permanent, rather than one. However, as the benefit increases, so too the dangers- on a roll of 1 or 2, rather than only 1, an Explosion results.

Potion Miscibility is an ancient rule the governs what happens when two potions are, by accident or intent, mixed. The details are as follows:

Potions not made the same way, and not curative, necessitate a check for compatibility/miscibility on the following table:
{table=head]D100 Result|Potion Compatibility
01|Explosion! If two or more potions are swallowed together (or a second is swallowed while the first's magic is still active), the drinker takes damage equal to 1d6 times MULTIPLE. For example, if a potion of fly (5th level caster) and a potion of owl's wisdom (3rd level caster) are involved, the drinker takes 15d6 points of damage. There is no saving throw allowed to reduce or negate this damage. If mixed externally, then the explosion detonates in a sphere of 10 ft. radius. All within take the damage, but a successful Reflex save DC (10 + SUM) halves the damage.
02-03|Lethal poison results. The drinker must make a Fort save DC (10 + SUM) or die. If the save is made, the drinker takes 2d6 points of Constitution damage. If mixed externally, then a cloud of poison gas spreads in a 10 ft. radius when the container is opened. All within must make a successful Fort save or die, and still take 1d6 Constitution damage if they make the Fort save. Creatures immune to poison are immune to this result.
04-07|Mild poison results. The drinker suffers nausea and 2 points of Strength and Dexterity damage. A successful Fort save DC (10 + SUM) negates the ability damage but not the nausea, which lasts for a number of minutes equal to SUM. If mixed externally, then a cloud of poison gas spreads in a 10 ft. radius. All within must make a successful Fort save or become nauseated and take 2 points of Strength and Dexterity damage. Creatures immune to poison are immune to this result.
08-11|Cursed mixture results. Neither potion works. Instead, they mix into a potion that acts as a bestow curse spell (-6 to any attribute chosen at random) that has a duration equal to that of the highest level potion involved in the mix. The duration cannot be instantaneous, so if one of the potions has a duration of instantaneous use the duration of the other one.
12-16|Hostile monster summoned. The vile mixture causes the drinker to vomit it up in a cloud. The cloud turns into a monster chosen at random from the summon monster table equivalent to HIGHEST. For example, if HIGHEST is 7, then a random monster from the summon monster VII table appears. This monster attacks the drinker and her allies in preference to any other targets. If mixed externally, the liquid turns into a gas and the monster appears out of the gas cloud. The monster's duration of stay is equivalent to HIGHEST.
17-26|Potions cannot be mixed. Both potions are totally destroyed, and their effects end immediately.
27-36|Potions cannot be mixed. The second potion drunk fails to function, but the first remains functional. If mixed externally, both potions are destroyed.
37-42|Potions cannot me mixed. One potion chosen at random has the opposite effect, while the second does not function. If there is no obvious opposite effect, then the drinker is affected by a confusion spell as if case by a SUM level caster.
43-47|Potions cannot be mixed. The first potion drunk ceases functioning immediately, but the second works normally. If mixed externally, the potions are destroyed.
48-52|Potions cannot be mixed. Both potions function, but at half strength and half the normal duration (if the duration is longer than instantaneous). Half-strength potions have all aspects of their function halved. For example, a halved potion of fly would grant fly speed of 30 ft. A halved potion of invisibility would make the drinker transparent rather than invisible. A halved potion of bull's strength would grant a +2 enhancement bonus to Strength. If mixed externally by active shaking or stirring, then the liquid is affected by the magic of both potions (ignore incompatible or impossible effects); anyone drinking the mix is not affected by either potion.
53-62|Potions can be mixed. They work normally, unless their effects would cancel each other out.
63-72|Potions cannot be mixed. One potion chosen at random has the opposite effect, which is treated as empowered by the Empower Spell feat. The other potion has its normal function. Both last for half the normal duration.
73-82|Potions cannot be mixed. The drinker turns bright blue, and then bright green, and then bright pink. This change occurs every 30 seconds and lasts for the HIGHEST duration. Neither potion works.
83-87|Friendly monster summoned. This is the same result as "Hostile Monster Summoned" above, except that the monster acts as if summoned by the drinker, and attacks the drinker's enemies. If mixed externally, the liquid turns into a gas and the monster appears out of the gas cloud. The monster's duration of stay is equivalent to HIGHEST.
88-92|Potions mix but not as expected. Neither potion works, but both turn into another potion. Roll randomly on Table 7-17: Potions and Oils in the Dungeon Master's Guide. Two oils turn into an oil (discard potion results), and any other combination turns into a potion (discard oil results). The duration cannot be instantaneous, so if one of the potions has a duration of instantaneous use the duration of the other one. The new potion has a duration equivalent to that of the highest caster level potion (or oil) involved in the mixing.
93-97|Compatible result. The first potion has its effects and duration extended 150% of normal. A potion of invisibility so affected would last longer but not make the drinker more invisible. A potion of bull's strength would grant a +6 enhancement bonus to Strength and last half again as long as normal. The second potion fails to work.
98-99|Compatible result. The second potion has its effects and duration extended 150% of normal (as above). The first potion fails to work.
00|Discovery. The mixing of the potions creates a special effect--one of the potions chosen at random fails to work, but the other has its effects made permanent on the drinker. If mixed externally, then the permanent effect is not discovered until the mix is consumed. The potion's effect becomes a spell-like ability that is always on for the drinker.
An explanation of some terms:

SUM = the sum of the caster levels of the potions involved. For example, if a potion of fly (5th level caster) and a potion of owl's wisdom (3rd level caster) are involved, the sum is 8.

MULTIPLE = the result when multiplying the caster levels of the potions involved. In the example above, the multiple is 15.

HIGHEST = the highest caster level of the two potions involved. For example, if a potion of fly (5th level caster) and a potion of owl's wisdom (3rd level caster) are involved, Highest is 5.

These rules are a variation/simplification on the rules presented by Robert Wiese in his article on Potion Miscibility, which can be found here (http://www.wizards.com/default.asp?x=dnd/dnd/20060401b); all credit to him for the initial inspiration of this class (though I had to deviate from his example somewhat for a few of my abilities).

Holocron Coder
2007-02-28, 11:06 AM
Hapless Bystander
A dragon? I've already faced a company of orcs, a tribe of angry kobolds, a mob, three trolls, and a particularly ornery hill giant, and I barely came out alive. I don't want to test my luck again today, thank you very much. - Hinger Messnich
O why me? - Hinger Messnich, after meeting the dragon later that day.

Hapless Bystanders generally hate their life. Luck seems to run their life while playing dice against itself. Things are never normal; extreme good luck or bad luck are the norm for a hapless bystander. Despite this, they always seem to survive in the end.
Hit Die: d6.

To qualify to become a hapless bystander, a character must follow all of the following criteria.
Alignment: Any non-evil, non-lawful.
Base Attack Bonus: Less than +4.
Feat: Any luck feat.
Special: Character must have run into extremely bad luck that was immediately encountered by ludicrous amounts of luck. Example: The low-level character runs into a group of high level monsters by himself, but somehow escapes or overcomes the encounter.

Class Skills
The hapless bystander's class skills (and key ability for each skill) are Bluff (Cha), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Move Silently (Dex), Survival (Dex), Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier.

Hapless Bystander
{table=head]Level|Base Attack[br]Bonus|Fort Save|Ref Save|Will Save|Special

+0|Happenstance (Ref), Luck of the Draw, Black Cat Syndrome

+0|Fortuitous Positioning

+1|Happenstance (Fort)

+1|Convenient Misstep

+1|Divine Intervention[/table]

Class Features
All the following are class features of the hapless bystander prestige class.
Weapon and Armor Proficiency: Hapless Bystanders gain no proficiency with any weapon or armor.
Happenstance: A hapless bystander gets a lucky bonus to his reflex saving throw equal to his class level. At 3rd level, this bonus also applies to his fortitude saves.
Luck of the Draw: A hapless bystander gains a "pool" of points that represent seemingly random luck. Each day, a hapless bystander has a number of points equal to his class level. These points may be added to any roll before the outcome of the roll is determined. They may be added one at a time, all at once, or any combination. These points are regained at the end of the day, regardless of rest or sleep.
Black Cat Syndrome: Whenever a random encounter table is rolled for a party that includes a hapless bystander, any resulting encounter is maximized. For example, if the rolled encounter provides 1d4+1 orcs, the encounter would always have 5 orcs. Additionally, whenever the table roll comes up with no encounter, roll the table again. Finally, at the DM's discretion, the hapless bystander and his party may have close encounters with various creatures that far oustrip the character's abilities, but the creatures fail to notice or simply ignore the party.*
Fortuitous Positioning: Sometimes the bystander's luck is just odd, causing him to by someplace he wasn't a moment ago. Whenever a spell or attack targets the square the hapless bystander is in, the bystander may move 15 feet in any direction, as long as it causes him to land outside the area of effect. If the square chosen has difficult terrain or another character inside it, both are knocked prone into adjacent squares outside the area of effect (DM's choice). This may be used a number of times per day equal to the hapless bystander's class level.
Convenient Misstep: A hapless bystander becomes extremely lucky in relation to attacks to his person. At 4th level, a hapless bystander may gain a dodge bonus equal to twice his class level for a single round, ending upon his next turn. This is due to him literally tripping over his own feet and falling prone to the ground, causing any and all attacks or spells aimed at his position to most likely miss. Spells that affect him regardless of direction or do area damage to the square he is in still affect him as normal. After using this ability, the hapless bystander is prone and takes all relevent penalties for such a position. Standing up at any time removes this dodge bonus. This ability can be used a number of times per day equal to half the hapless bystander's class level, rounded up and may be activated as an immediate action in response to another creature or character's actions. If it is not used as an immediate action during anothe person's turn, it takes a move action during his own turn to activate.
Divine Intervention: At 5th level, a hapless bystander becomes insanely lucky when it comes to saving his own skin. Once per day and for a number of rounds equal to his class level, a hapless bystander is automatically successful on all saves and cannot be hit by any spell, attack, or ability. This effectively means that the hapless bystander cannot take any damage or debilitating effects during the course of this ability. While taking advantage of this ability, the hapless bystander may not make a full attack, or take advantage of any spell or ability that requires a full attack action.

*Of course, if the party is stupid enough to engage the Tarrasque (or equivalent "scary" near-encounter), it's their funeral.

Sample Hapless Bystander
Hinger Messnich
Male Human Fighter 1 / Hapless Bystander 5
CR 6
Medium Humanoid
HD 1d10+5d6+12
HP 35
Init +6
Spd 30 ft.
AC 19*, touch 13*, flat-footed 16
Base Attack +3, Grp +2
Atk +2 melee (1d6/19-20, shortsword) or +6 ranged (1d8+1/20/x3, +1 masterwork longbow), Full Attack +2 melee (1d6/19-20, shortsword) or +6 ranged (1d8+1/20/x3, +1 masterwork longbow)
SQ Happenstance (Ref, Fort), Luck of the Draw, Black Cat Syndrome, Fortuitous Positioning (5/day), Convenient Misstep (3/day), Divine Intervention.
SV Fort +13, Ref +13, Will +1
Str 8, Dex 15, Con 14, Int 12, Wis 10, Cha 14
Skills and Feats: Jump +3, Swim +3, Hide +7, Move Silently +7, Survival +7, Tumble +7, Improved Initiative, Dodge, Lightning Reflexes, Point Blank Shot, Luck of the Stars
Languages: Common, Orc
*Includes +1 bonus from Dodge Feat
Luck of the Draw: Hinger Messnich has 5 "luck points" that may be added to any dice roll in any combination. These are regained at the end of each day, regardless of rest or sleep.
Black Cat Syndrome: Random encounters that Hinger Messnich participates in are maximized.
Fortuitous Positioning: Up to 5 times per day, Hinger Messnich may move up to 15ft away when he is in the zone of an area of effect spell or attack. If the square he moves to is of difficult terrain or occupied, he (and the occupant, if any), are knocked prone in adjacent squares outside the area of effect.
Convenient Misstep: Up to 3 times a day, Hinger Messnich slips and falls at a critical moment, granting him a +10 dodge bonus to his AC to avoid attacks and targeted spells. This bonus lasts until his next turn and may be activated as an immediate action. He is considered prone on his next turn and may not act the turn he used this ability.
Divine Intevention:Once per day for 5 rounds, Hinger Messnich is extremely lucky and can't be hit at all by any spell, effect, or attack. During those rounds, he cannot make a full attack action or make use of any feats or abilities that require a full attack action.
Possessions: +1 masterwork longbow, shortsword, +1 mithril breastplate

Duke of URL
2007-02-28, 11:37 AM
Song of Chaos

These peculiar performers, typically Bards, have pledged themselves to lead lives of chance. They have developed a performing style that throws caution to the wind, and begs the agents of luck to look kindly upon them, rather than necessarily trusting their own skill.

Hit Die


To qualify to become the song of chaos, a character must fulfill all the following criteria.

Alignment: Any Chaotic
Skills: Perform 10 ranks
Special: Bardic Music ability

Class Skills

The song of chaos's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha)

Skill Points at Each Level

6 + Int modifier.

Weapon and Armor Proficiency

A song of chaos gains no new proficiencies.

Table 1: Song of Chaos
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

|Chaos Song
|+1 level of existing bardic music class
|+1 level of existing bardic music class
|Song of Ultimate Chaos[/table]

Spells and Abilities per Day

When song of chaos class level 2 is gained, and every even level thereafter, the character gains new spells per day (if applicable) and uses of bardic music per day as if (s)he had also gained a level in the bardic music class he belonged to before adding the prestige class; (s)he does not, however, gain any other benefit a character of that class would have gained. If a character had more than one bardic music class before becoming a song of chaos, (s)he must decide to which class he adds the new effective level.

Chaos Song (su)

The song of chaos may use one use of bardic music to create a zone of randomness that affects every creature (including the singer and his or her allies) who can hear the song. Deaf creatures are not affected.

All Lawful creatures must attempt a saving throw, all Chaotic creatures must skip the saving throw, Neutral creatures (i.e., neither Lawful nor Chaotic) have the option of attempting a saving throw or just accepting the results. Anyone attempting the saving throw attempts a Will save against the singer's Perform check. Those succeeding on the saving throw use the "minor effects" table; those failing the saving throw or choosing not to attempt the saving throw use the "major effects" table. In any case, only one saving throw may attempted, regardless of the duration of the song, and any creature who elects to skip the saving throw may not attempt one later for the same chaos song.

At the start of each round, each affected creature rolls a d20, adds their charisma modifier and any other relavant modifiers to the result, and checks the result on the appropriate table. The effects last until the beginning of the following round; during the song's duration, the previous rounds effects are deemed to continue until after the rolls are made for the next round. All bonuses and penalties are considered Luck modifiers, and will override any existing Luck modifier that affects the same thing.

Table 2: Minor effects
{table=head]Modified Result|Effect
0 or less|Roll again on this table and roll once on the Major Effects table*
1|-1 on all die rolls
2|-1 to all ability scores
3|-1 on all saving throws
4|-1 on all skills
5|-1 to all attack rolls
6|-1 to AC
7|-1 to random ability score
8|-1 to random saving throw
9|-1 to random skill
10|No effect
11|No effect
12|+1 to random skill
13|+1 to random saving throw
14|+1 to random ability score
15|+1 to AC
16|+1 to all attack rolls
17|+1 to all skills
18|+1 to all saving throws
19|+1 to all ability scores
20|+1 on all die rolls
21 or more|Roll again on this table and roll once on the Major Effects table*

Table 3: Major effects
{table=head]Modified Result|Effect
0 or less|Roll twice on this table*
1|-2 on all die rolls
2|Random ability score set to 3, if not already lower**
3|-2 to all ability scores
4|-2 on all saving throws
5|-2 on all skills
6|-2 to all attack rolls
7|-2 to AC
8|-2 to random ability score
9|-2 to random saving throw
10|-2 to random skill
11|+2 to random skill
12|+2 to random saving throw
13|+2 to random ability score
14|+2 to AC
15|+2 to all attack rolls
16|+2 to all skills
17|+2 to all saving throws
18|+2 to all ability scores
19|Random ability score set to 25, if not already higher**
20|+2 on all die rolls
21 or more|Roll twice on this table*

* Values of less than 1 or greater than 20 are only valid for the first roll per round; additional rolls generated treat values less than 1 as 1 and values greater than 20 as 20.

** These values override the current scores, including current item, spells, and spell-like ability modifiers, and may not be further modified by items, spells, or spell-like abilities.

Luckmaster (ex)

By abandoning one's self to the forces of luck, the song of chaos gains some power to shape the events of the world around him or her. Once per day per song of chaos level, the character may choose to affect any die roll (not necessarily one he or she makes) by adjusting the result by an amount up to his or her charisma modifier, but not to be below the minimum possible or above the maximum possible result the roll could normally be. The choice to affect the roll can be made after the roll is made, but the decision must be immediate and without consultation with anyone else.

Song of Ultimate Chaos (su)

A total abandonment to the powers of luck and chaos, this functions exactly like Chaos Song, above, except that:

1. It requires three uses of bardic music

2. The effects for each round do not expire at the start of the next round, but carry forward to the end of the song -- all bonuses and penalties granted by the song stack with each other. If two effects conflict with each other and cannot be stacked, only the most recent effect applies.

Sample Character


2007-03-06, 11:39 PM
Lady / Lad of Luck

http://i18.photobucket.com/albums/b134/Ceres_de_Rehka/thedarkfuzz-edit.jpg (http://i18.photobucket.com/albums/b134/Ceres_de_Rehka/thedarkfuzz-small.jpg)
Click for larger version.

Portrait by Ceres deRehka

The halfling smiled faintly. "Now, listen, 'gents, I didn't do anything unfair..." he said, sitting quite calmly in the middle of a rapidly emptying bar. The five half-orcs that were standing in a semi-circle across the table looked, well, more orcish than not, and all of them seemed to be sporting singularly nasty temperaments.

"LIAR!" roared the most intelligent looking one, holding aloft a bottle and smashing the bottom off, holding the jagged glass at his side and pointing straight at the halfling. "You took all us's gold, and it weren't even a fair game! It were rigged, and you won, you slimy tiny cheat!"

The halfling cocked his eyebrow at this. "What? So I won at an unfair game, and I'm the one breaking the rules?" His eyebrow lowered again and the faint smile returned, his filthy feet propped casually on the table amongst piles of gold coins. "Well, gentlemen, I suggest you rethink your accusation, hmm?"

At that, the Orcish pack charged. The first, knocking the table and coins flying as if it weighed nothing, lunged with his broke bottle, grinning gleefully as it came towards the halfling’s chest, followed by a thud and a confused grunt.

The other Half-orcs laughed loudly, and watched as...their leader fell to the ground, his eyes glazed over and a dagger in his gut. They gathered closer together for a moment, staring at the still smiling halfling, then growled in anger and reached out, each picking up chairs, bottles, daggers, anything that could be a weapon...

A few minutes later, the halfling walked out of the building, his purse much heavier. The crowd that had so recently vacated it watched in amazement as he strode down the dark street, soon lost to the eye. Shaking their heads, they filed back in, muttering and crossing themselves...there was just something eldritch about that little fellow, but you couldn't deny he was lucky.

Flavor text by Galedeep

There are some who hope for luck and some who pray for it, but even fewer are those who experience the true control over chance and fate that good fortune can bring. Lads and ladies of luck are true disciples of that most fickle mistress, Lady Luck, and She rewards them generously.

Bards and rogues are the most likely candidates for becoming Lads or Ladies of Luck, because their skill-set and combat style are well supported by the Lady of Luck’s unique class features.

However, any character can become a Lad or Lady of Luck, and they truly do come in all shapes and sizes. Rangers, fighters and barbarians sometimes become Lads of Luck to augment their battle prowess with a little supernatural good fortune. Clerics with the Luck domain sometimes enter the class as well, although the loss of casting ability hurts them greatly. Primary arcane spellcasters generally prefer the Luckstealer class from Races of the Wild, which offers unique “luck” abilities designed to give arcanists a little extra edge. That said, sorcerers sometimes take up the class anyways, as its focus on natural, inborn ability syncs well with sorcerous talents, not to mention the fact that both classes benefit from a high charisma score.

Hit Die: d6


To qualify to become a Lady of Luck, a character must fulfill all of the following criteria.
Skills: Profession (gambler) 7 ranks, Bluff 7 ranks
Feats: The Lady's Blessing
Special: Lady Luck must be your chosen deity.
Special: Upon deciding to take this Prestige Class, roll a d100 – if the result is 75 or higher, you gain entrance into the class. If not, you must wait until your next level, at which point you may roll again, with the same consequence.

Class Skills

The Lady of Luck’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Skill points per level: 6+Int

Table 1-1: The Lady of Luck

Level BAB Fort Ref Will Special Fortune’s Favor
1st +0 +0 +2 +2 Lucky (2d6), Fortune’s Favor Stroke of Luck
2nd +1 +0 +3 +3 - Luck of the Draw
3rd +2 +1 +3 +3 Lucky (2d8), Lucky Strike (enhancement) Reversal of Fortune
4th +3 +1 +4 +4 - Good Fortune
5th +3 +1 +4 +4 Lucky (2d10), Lucky Charm Misfortune
6th +4 +2 +5 +5 Lucky Strike (damage) Lady’s Smile
7th +5 +2 +5 +5 Lucky (2d12) Lady’s Scorn
8th +6 +2 +6 +6 - Luck of the Lady
9th +6 +3 +6 +6 Lucky (2d20), Lucky Strike (threat range) Lady’s Favor
10th +7 +3 +7 +7 Improved Lucky Charm Luck of Legends
I apologize for the poor formatting, but I'm not familiar with the {table] tags on this board.

Class Features

All the following are class features of the Lady of Luck prestige class.

Lucky (Ex): At the start of each day, the Lady of Luck rolls 2d6 and adds her Charisma modifier. This determines the number of luck points in her pool for the day, which can be used to activate her class abilities. Luck points are lost overnight and a new set is rolled at waking. The die size improves by one step every two levels, to 2d8 at third, 2d10 at 5th, and so on.

Fortune’s Favor (Su): Lady Luck smiles upon her disciples, and bestows upon them her blessing, which grants unusual good fortune to their friends and dreadful misfortune to their enemies. At each level, a Lady of Luck gains a new Fortune’s Favor ability, which she is able to use by spending her luck points. Unless otherwise stated, using any Fortune’s Favor ability is an immediate action. The Lady of Luck may spend a number of luck points up to her charisma modifier on any one roll.

Stroke of Luck: The Lady of Luck can use her stored luck points to add bonuses to her saves and skills. At the cost of one luck point, the Lady may add a +1 bonus to any one skill check, attack roll or save she makes. She must declare the use of this ability before the roll is made.

Luck of the Draw: When it comes to games of chance, Lady Luck is always on the Lady's side. The lady of luck may spend one luck point to use the Cheat spell as a spell-like ability.

Reversal of Fortune: The Lady of Luck is adept at manipulating fate. At the cost of three luck points she may re-roll any roll she has just made, although she must use this ability before knowing the result of the roll. For two additional luck points, she may decide to re-roll after learning the result instead of before. She must keep the second roll, even if it is worse than the first.

Good Fortune: The Lady of Luck is able to extend Lady Luck's touch to her friends, imbuing them with her own natural good fortune. At the cost of one luck point, she may add a +1 luck modifier to the skill, save, or attack roll of any willing creature within 30 feet that she has line of effect to. She must declare the use of this ability before the roll is made.

Misfortune: The Lady of Luck is able to curse her enemies, causing them to fall prey to unlucky mishaps. At the cost of one luck point, she may impose a -1 luck penalty to the skill, save, or attack roll of any unwilling creature within 30 feet that she has line of effect to. She must declare the use of this ability before the roll is made.

Lady's Smile: The Lady of Luck may now extend her fate-twisting powers to her allies, saving them from bad fortune when they need it most. At the cost of four luck points she may cause any roll made by a willing creature within 30 feet of her that she has line of effect to to be re-rolled before knowing the result of the roll. For two additional luck points, she may decide to cause a re-roll after learning the result instead of before. The subject must keep the second roll, even if it is worse than the first.

Lady’s Scorn: The scorn of the Mistress of Fate is powerful indeed, and woe befalls any who come under her curse. At the cost of four luck points a Lady of Luck may cause any roll made by an unwilling creature within 30 feet of her that she has line of effect to to be re-rolled before knowing the result of the roll. For two additional luck points, she may decide to cause a re-roll after learning the result instead of before. The subject uses the worse of the two rolls. Creatures subject to this effect make a modified level check to resist it (DC 10 + character level + cha modifier) to which they add their charisma modifier. The creature has no knowledge that they have been targeted by an ability even if they succeed their check.

Luck of the Lady: The Lady of Luck gains a pervasive good fortune, and even her previous luck seems nothing compared to the unlikely events that follow in her wake. She may now add or subtract 1d4 instead of 1 when using her Stroke of Luck, Good Fortune, or Misfortune abilities, although the maximum number of points spendable on any one roll with these abilities decreases to half her charisma modifier (rounded up).

Lady’s Favor: The Lady of Luck is well on her way to becoming a true avatar of chance, and she is easily able to twist fate itself around her little finger. At the cost of 10 luck points she may automatically maximize or minimize any one roll made by herself or a creature within 30 feet that she has line of effect to. She may only use this ability on attack rolls, saves, and skill checks. If she chooses to maximize or minimize an attack roll, the attack does not cause a critical threat or a critical miss. Unwilling creatures subject to this effect may make a modified level check to resist it (DC 10 + character level + cha modifier) to which they add their charisma modifier. The creature has no knowledge that they have been targeted by an ability even if they succeed their check.

Luck of Legends: The penultimate culmination of the Lady’s ability is the full and true blessing of Lady Luck herself. By completely emptying her luck pool as well as her lucky charm, a Lady of Luck may create a Miracle effect as per the spell. There must be at least 20 luck points between her pool and charm in order to use this ability. She must pay all XP costs associated with the miracle she chooses to enact. This requires a standard action to use.

Lucky Strike (Su): The Lady of Luck is exceptionally lucky in combat. Any weapon she wields is considered to have the lucky enhancement- if it already has this enhancement, then she is instead allowed to use the lucky ability one additional time per day. In addition, as she becomes more attuned to the rhythm of fate and chance her luck with weapons increases.

At 3rd level she may choose to use the lucky enhancement of her weapon to re-roll either attack or damage (normally, you can only re-roll attack).

At 6th, she may spend a number of luck points up to her charisma modifier to increase the damage roll of her weapon by one point per luck point spent.

At 9th level, she is able to make uncanny strikes with her weapon, which seems to be guided by an unseen force to a creature’s most unguarded areas. At the cost of five luck points, she may add a +20 luck bonus to any attack roll she makes. She must declare the use of this ability before she makes the attack roll. This ability may not be used more than once per attack roll, and points spent on this ability count towards the limit for points spent on any one roll (luck bonuses stack).

Lucky Charm (Su): At 5th level, the Lady of Luck gains a physical manifestation of Lady Luck's favor, a lucky charm. She may designate any item to be her lucky charm- a rock, a clover, even a piece of cereal. A lucky charm allows the Lady to store luck points for later use- she may choose to lose a number of luck points from her daily luck pool up to a maximum of her charisma modifier to store them inside her charm. Any Lady of Luck may use points stored in a charm as though they were in her luck pool, regardless of whether she was the original creator.

Any other character that comes into possession of one of these objects simply finds themselves to be experiencing an extraordinary bout of luck. Each time the character makes any save, skill check, or attack roll, add a +1 bonus to the roll and subtract 1 from the number of luck points in the charm. If the charm is reduced to 0 points in this way it returns to being no different from any other object of its kind. If the charm is lost or destroyed, the Lady immediately subtracts her charisma modifier from the number of luck points she gains each morning for a week (after which she can designate a new object to be her lucky charm) or until the charm is regained.

At 10th level the maximum number of luck points that can be stored improves to twice the Lady's charisma modifier.


The Lady's Blessing

Prereqs: Cha 13+, 1st character level

Benefit: When you take this feat, choose one save (fortitude, reflex, will). Once per day you may add your charisma modifier as a luck bonus to the chosen save.