qwertyu63
2014-09-08, 07:34 AM
The Luckmaster
BAB: 3/4; Saves: Poor Fort, Poor Ref, Good Will
Hit Die: d6
-1: Luck points, luck's armor, second chance (skill checks)
-2: Luck surge (skill checks), lucky life
-3: Second chance (initiative checks)
-4: Luck surge (initiative checks)
-5: Invert luck (skill checks), recursive luck (1)
-6: Second chance (attack rolls)
-7: Luck surge (attack rolls)
-8: Invert luck (initiative checks)
-9: Second chance (defense rolls)
10: Luck surge (defense rolls), recursive luck (20)
11: Invert luck (attack rolls)
12: Second chance (saving throws)
13: Luck surge (saving throws)
14: Invert luck (defense rolls)
15: Recursive luck (10)
16:
17: Invert luck (saving throws)
18:
19:
20:
Class Skills
The luckmaster can choose any ten skills to be class skills.
Skill Points: 6 + Int modifier ([6 + Int modifier] ×4 at first level)
Weapon and Armor Proficiency:
The luckmaster is proficient in the use of all simple weapons and with light armor but not shields.
Luck Points:
Luckmasters are very lucky. This great luck is tracked in their Luck pool. The maximum size of this pool is equal to double the luckmaster's class level. Once per day, a luckmaster can fill this pool to its maximum value. Doing this takes 1 minute. Luckmasters spend points from this pool to activate their various class features.
Luck's Armor (Ex):
Luckmasters rely on their luck to defend them. They use the Defense Roll variant from the Dungeon Master's Guide, page 25. In addition, if they roll a natural 20 on a defense roll, the attack can not be a critical hit.
Second Chance (Ex):
Luckmasters can spend luck points to get a second chance. By spending 1 luck point, the luckmaster can reroll any skill check they just made, so long as they have at least 2 ranks in the skill.
As the luckmaster gains levels, they gain the power to reroll other rolls (also at the cost of 1 luck point), as follows:
-At level 3, they can reroll initiative checks they make.
-At level 6, they can reroll attack rolls they make.
-At level 9, they can reroll defense rolls they make.
-At level 12, they can reroll saving throws they make.
No action is required to reroll a roll. However, no roll can be rerolled more than once.
Lucky Surge (Ex):
Luckmasters can also spend luck points to get things right the first time. Starting at 2nd level, the luckmaster can, by spending 1 luck point, add a +4 luck bonus to any skill check they are about to roll, so long as they have at least 2 ranks in the skill.
As the luckmaster gains levels, they gain the power to apply this bonus to other rolls (also at the cost of 1 luck point), as follows:
-At level 4, they can add the bonus to initiative checks they make.
-At level 7, they can add the bonus to attack rolls they make.
-At level 10, they can add the bonus to defense rolls they make.
-At level 13, they can add the bonus to saving throws they make.
No action is required to add this luck bonus. If they apply this bonus to a roll that they then reroll, the bonus applies to the reroll as well.
Lucky Life (Ex):
Where others have to work, the luck master just rides on his luck. A luckmaster of at least 2nd level can, by spending 1 luck point and searching for roughly an hour, obtain 1d20 silver pieces (or items that sell for that value, as appropriate).
Invert Luck (Ex):
When others would be at their worst, luckmasters luck out to their best. Starting at 5th level, if the luckmaster rolls a natural 1 on an skill check for a skill in which they have at least 2 ranks, they can spend 1 luck point to treat the roll as a natural 20 instead.
As the luckmaster gains levels, they gain the power to invert other rolls (also at the cost of 1 luck point), as follows:
-At level 8, they can invert initiative checks they make.
-At level 11, they can invert attack rolls they make.
-At level 14, they can invert defense rolls they make.
-At level 17, they can invert saving throws they make.
No action is required to invert a roll.
Recursive Luck (Ex):
Luckmasters find that even their bad luck comes back to help them. Starting at 5th level, whenever a luckmaster rolls a natural 1 on an attack or defense roll and keeps it rather than rerolling or inverting it, they regain 1 luck point.
More powerful luckmasters can also make the best of their victories. Starting at 10th level, whenever a luckmaster rolls a natural 20 on an attack or defense roll without rerolling or inverting to get it, they regain 1 luck point.
The greatest of luckmasters can squeeze some luck out of day-to-day life. Starting at 15th level, whenever a luckmaster rolls a natural 10 on an attack or defense roll and keeps it rather than rerolling it, they regain 1 luck point.
BAB: 3/4; Saves: Poor Fort, Poor Ref, Good Will
Hit Die: d6
-1: Luck points, luck's armor, second chance (skill checks)
-2: Luck surge (skill checks), lucky life
-3: Second chance (initiative checks)
-4: Luck surge (initiative checks)
-5: Invert luck (skill checks), recursive luck (1)
-6: Second chance (attack rolls)
-7: Luck surge (attack rolls)
-8: Invert luck (initiative checks)
-9: Second chance (defense rolls)
10: Luck surge (defense rolls), recursive luck (20)
11: Invert luck (attack rolls)
12: Second chance (saving throws)
13: Luck surge (saving throws)
14: Invert luck (defense rolls)
15: Recursive luck (10)
16:
17: Invert luck (saving throws)
18:
19:
20:
Class Skills
The luckmaster can choose any ten skills to be class skills.
Skill Points: 6 + Int modifier ([6 + Int modifier] ×4 at first level)
Weapon and Armor Proficiency:
The luckmaster is proficient in the use of all simple weapons and with light armor but not shields.
Luck Points:
Luckmasters are very lucky. This great luck is tracked in their Luck pool. The maximum size of this pool is equal to double the luckmaster's class level. Once per day, a luckmaster can fill this pool to its maximum value. Doing this takes 1 minute. Luckmasters spend points from this pool to activate their various class features.
Luck's Armor (Ex):
Luckmasters rely on their luck to defend them. They use the Defense Roll variant from the Dungeon Master's Guide, page 25. In addition, if they roll a natural 20 on a defense roll, the attack can not be a critical hit.
Second Chance (Ex):
Luckmasters can spend luck points to get a second chance. By spending 1 luck point, the luckmaster can reroll any skill check they just made, so long as they have at least 2 ranks in the skill.
As the luckmaster gains levels, they gain the power to reroll other rolls (also at the cost of 1 luck point), as follows:
-At level 3, they can reroll initiative checks they make.
-At level 6, they can reroll attack rolls they make.
-At level 9, they can reroll defense rolls they make.
-At level 12, they can reroll saving throws they make.
No action is required to reroll a roll. However, no roll can be rerolled more than once.
Lucky Surge (Ex):
Luckmasters can also spend luck points to get things right the first time. Starting at 2nd level, the luckmaster can, by spending 1 luck point, add a +4 luck bonus to any skill check they are about to roll, so long as they have at least 2 ranks in the skill.
As the luckmaster gains levels, they gain the power to apply this bonus to other rolls (also at the cost of 1 luck point), as follows:
-At level 4, they can add the bonus to initiative checks they make.
-At level 7, they can add the bonus to attack rolls they make.
-At level 10, they can add the bonus to defense rolls they make.
-At level 13, they can add the bonus to saving throws they make.
No action is required to add this luck bonus. If they apply this bonus to a roll that they then reroll, the bonus applies to the reroll as well.
Lucky Life (Ex):
Where others have to work, the luck master just rides on his luck. A luckmaster of at least 2nd level can, by spending 1 luck point and searching for roughly an hour, obtain 1d20 silver pieces (or items that sell for that value, as appropriate).
Invert Luck (Ex):
When others would be at their worst, luckmasters luck out to their best. Starting at 5th level, if the luckmaster rolls a natural 1 on an skill check for a skill in which they have at least 2 ranks, they can spend 1 luck point to treat the roll as a natural 20 instead.
As the luckmaster gains levels, they gain the power to invert other rolls (also at the cost of 1 luck point), as follows:
-At level 8, they can invert initiative checks they make.
-At level 11, they can invert attack rolls they make.
-At level 14, they can invert defense rolls they make.
-At level 17, they can invert saving throws they make.
No action is required to invert a roll.
Recursive Luck (Ex):
Luckmasters find that even their bad luck comes back to help them. Starting at 5th level, whenever a luckmaster rolls a natural 1 on an attack or defense roll and keeps it rather than rerolling or inverting it, they regain 1 luck point.
More powerful luckmasters can also make the best of their victories. Starting at 10th level, whenever a luckmaster rolls a natural 20 on an attack or defense roll without rerolling or inverting to get it, they regain 1 luck point.
The greatest of luckmasters can squeeze some luck out of day-to-day life. Starting at 15th level, whenever a luckmaster rolls a natural 10 on an attack or defense roll and keeps it rather than rerolling it, they regain 1 luck point.