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Description:

Ever hear someone say that a person was just born lucky? Well, sometimes they are. Luck and fortune are an inherent part of their being, and for some it creates a very difficult adversary.

GAME RULE INFORMATION

Luckmasters have the following game statistics.

Abilities: Luck powers the Luckmasters special offensive and Defensive capabilities. Dexterity provides the unarmored Luckmaster with A better A/C and with bonuses to some class skills. Constitution Powers the Luckmasters Body of Luck Ability

Alignment: Any Non-Lawful.

Hit Die: d8.

Class Skills

The Luckmasters’ class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex). See Chapter 4: Skills in the PHB for skill descriptions.

Skill Points at 1st Level: (4 + Int modifier) × 4.

Skill Points at Each Additional Level: 4 + Int modifier.

Class Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +2 +2 +2 Bonus Luck Feat, Lucky Aura +1, Chance, Engineer Success
2nd +1 +3 +3 +3 Evasion
3rd +2 +3 +3 +3 Bonus Luck Feat, Lucky Defense +1, Hunter’s Luck
4th +3 +4 +4 +4 Hero’s Fortune +1, Uncanny Dodge, Lucky Slip
5th +3 +4 +4 +4 Bonus Fighter Feat, Lucky Aura +2
6th +4 +5 +5 +5 Bonus Luck Feat, Lucky Defense +2, Warrior’s Luck
7th +5 +5 +5 +5 Body of Luck
8th +6 +6 +6 +6 Hero’s Fortune
9th +6 +6 +6 +6 Bonus Luck Feat, Lucky Defense +3, Aura of Evasion, Hero’s Luck
10th +7 +7 +7 +7 Bonus Fighter Feat, Negate Power Attack, Lucky Aura +3
11th +11/+6/+1 +7 +7 +7 Improved Uncanny Dodge
12th +12/+7/+2 +8 +8 +8 Bonus Luck Feat, Lucky Defense +4, Hero’s Fortune +3, Craftsman’s Luck
13th +13/+8/+3 +8 +8 +8 Lend Luck
14th +14/+9/+4 +9 +9 +9 Battle Luck
15th +15/+10/+5 +9 +9 +9 Bonus Fighter Feat, Bonus Luck Feat, Lucky Defense +5, Lucky Aura +4
16th +12/+6/+1 +10 +10 +10 Refusal, Hero’s Fortune +4
17th +12/+6/+1 +10 +10 +10 Improved Warrior’s Luck
18th +13/+8/+3 +11 +11 +1 Bonus Luck Feat, Lucky Defense +6
19th +14/+9/+4 +11 +11 +11
20th +15/+10/+5 +12 +12 +12 Hero’s Fortune +5, Lucky Aura +5, Capitalize

Weapon and Armor Proficiency: Luckmasters are proficient with all martial weapons, and with Light Armor.

Bonus Feats: At 1st Level, 3rd Level, and every third level after that, The luckmaster gains a Bonus Luck Feat. This must be a luck feat for which the luckmaster meets the prerequisites.

At 5th, 10th, 15th, and 20th Level the luckmaster gains a bonus fighter feat. This may be any fighter feat for which he meets the prerequisites. A luckmaster is counted as a fighter of his luckmaster level for determining the fighter level prerequisites for the bonus feats granted at these levels only. A luckmaster does not count as a fighter for any feats besides these bonus feats.

Lucky Aura (Su): Any ally adjacent to a luckmaster gets a +1 Luck bonus to their lowest save. This Bonus increases to +2 at 5th level, +3 at 10th Level, +4 at 15th level, and +5 at 20th Level. If 2 or more saves are tied for the lowest value, that ally picks which save to apply the bonus to at the beginning of each round.

Chance (Su): Once per encounter, a luckmaster may spend 2 luck rerolls as a swift action to use the chance ability. This ability lasts for a number of rounds equal to their constitution modifier + three rounds after that. anyone attacking a Luckmaster during this time has a 10% miss chance; the miss chance goes up to 15% at 7th level, and 20% at 14th level. This miss chance does not apply if the luckmaster is denied his dexterity bonus to a/c, or if the attacker ignores concealment. This miss chance does not stack with concealment, or any other miss chance, it is instead replaced by the larger miss chance.

Engineer Success: whenever a luckmaster plays a game of chance, he may spend 1 luck reroll as a free action to win the current round of that game if he would otherwise lose. There is no check associated with detecting this ability. Even the luckmaster himself does not know that this is happening.

Evasion (Ex): A luckmaster 2nd level or higher gains Evasion see PH pg.41

Lucky Defense (Ex): At 3rd level a luckmaster can dodge blows almost on accident. A luckmaster of third level gets a +1 Luck bonus to A/C. This bonus increases by 1 for every three luckmaster levels after third to a maximum of +6 At 18th level.

Hunters Luck (Su): At 2nd level, when rolling initiative, a luckmaster may spend 1 luck reroll to roll 2 d20, and may use the higher result.

Hero’s Fortune (Su): At 4th level, a luckmaster’s lucky foibles help him avoid dangerous things. A luckmaster gets a +1 bonus to all saves. This bonus increases by 1 for every fourth level after that, to a maximum of +5 at 20th level.

Uncanny Dodge (Ex): At 4th level a luckmaster gains the Uncanny Dodge special ability. See PH pg. 26.

Lucky Slip (Ex): At 4th level a luckmaster somehow manages to slip past his opponent’s defenses to land a successful hit. A luckmaster who is fighting an opponent who is wearing medium or heavy armor may ignore 1 point of armor bonus to that opponents A/C per 4 class levels(to a maximum of 5 points at 20th level) when attacking.

Warriors luck (Ex): At 6th level whenever a luckmaster makes an attack of opportunity, a Luckmaster of 6th level or higher may spend 2 luck rerolls to roll 2 d20, and use the higher result. This abilitly can only be used once per round.

Body of luck (Ex): At 7th level a luckmaster’s body becomes attuned to the fortune that aids his combat. A luckmaster of 7th level or higher gains a number of Luck rerolls per day equal to his Constitution Modifier. This is in addition to luck rerolls from other sources.

Aura of evasion (Su): SP At 9th level and above, all allies adjacent to a luckmaster are considered to have evasion.

Hero’s Luck (Su): A luckmaster of 9th level or higher may spend 2 luck rerolls as an immediate action to roll 2 d20’s for a single saving throw, and take the higher result.

Negate Power Attack (Ex): At 10th level a luckmaster tends to lose his balance when a foe attacks him with a powerful swing, causing the attack to be less powerful. Any attacker using the power attack feat against a luckmaster of 10th level or higher still takes the penalties of using the feat, but does not deal any extra damage for using the feat. This functions against all enemies, not only the dodge partner of the luckmaster.

Improved uncanny dodge (Ex): a Luckmaster of 11th level or higher gains Improved Uncanny Dodge. See PH pg. 26.

Craftsman’s Luck (Su): At 12th level a luckmaster’s luck extends to his skills. A luckmaster may spend 1 luck reroll as a free action to roll 2d20 on any skill check and may use the higher result.

Lend Luck: SP A Luckmaster of 13th level or higher may spend 1 luck reroll plus the normal luck reroll cost of the luckmaster ability as an immediate action to grant the use of Hero’s Luck, Warriors Luck, Craftsman’s Luck, or Hunters Luck to an ally within 30 ft.

Battle luck: a 14th level Luckmaster gains a luck bonus equal to his constitution modifier on opposed Bull Rush, Feint, Grapple, Sunder, and Trip attempts and opposed strength or dexterity checks. This benefit applies only to checks made to oppose the special attacks, not on checks that the Luckmaster initiates.

Refusal (Ex): Against any Arcane or Divine Spell or Spell-like Ability that does not offer a save that targets the luckmaster, a Luckmaster of 16th level or higher may spend 2 luck rerolls to make a will save to negate all effects of any spell of a level equal to or lower than half his luckmaster level. This ability can only be used once per round. A spell that targets multiple creatures cannot be negated by this ability, though the luckmaster may will the spell to not affect himself.

Improved Warrior’s Luck (Su): At 17 level the luckmaster may use his Warrior’s Luck ability on any attack, not just attacks of opportunity, but still only once per round.

Capitalization (Ex): At 20th level a luckmaster finally learns to truly use his lucky footing to his advantage. A luckmaster may take a five foot step after any attack of opportunity made by or against him; this does not provoke attacks of opportunity. The damage is dealt if the attack hits whether or not the Luckmaster uses this ability. Whenever a Luckmaster is hit with a melee attack, he may spend a luck reroll to take a five-foot step. You take the damage from that attack as normal, but this ability may interrupt full round attacks. This ability may allow you to take more than your normal limit of five-foot steps per round. A luckmaster may only use this ability once per round.

Bio:

Custom

Gamers' House AveryASmith