Morth
2010-02-02, 09:56 PM
The Luck Child
"You think I'm great or legendary? Just lucky, my good sir." -Morth, a Luck Child of Ebberon
A Luck Child is someone who is so lucky that it seems the gods themselves take time to care and protect this person. They seem to avoid trouble just because of luck.
"...a child had been born, reported his spies, a Luck Child, poor as penance, rich as snow, the seventh son of a seventh son." - The Storyteller
Class Skills
The Luck Child's class skills (and the key ability for each skill) are Balance (Dex; Armor Check Penalty); Bluff (Cha); Diplomacy (Cha); Listen (Wis); Perform (Cha); Search (Int); Sense Motive (Wis); Sleight Of Hand (Dex; Trained Only; Armor Check Penalty); Spot (Wis); Swim (Str; Armor Check Penalty); Tumble (Dex; Trained Only; Armor Check Penalty); Use Rope (Dex)
Skills Points at Each Level: 6 + Cha
Luck Child
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+2|
+2| Lucky Charm; Bonus Luck Feat; Luck Beyond the Average; Lucky Knack; These Things Just Happen
2nd|
+1|
+3|
+3|
+3| Lucky Weapon (+1 to hit); Jack of All Trades
3rd|
+2|
+3|
+3|
+3| Additional Luck Reroll; Fortunate Dealings (To hit); These Things Just Happen
4th|
+3|
+4|
+4|
+4| Bonus Luck Feat; Fateful Intervention
5th|
+3|
+4|
+4|
+4| More Luck then Skill; Lucky Weapon (+1 to hit and damage); Aura of Luck (+1)
6th|
+4|
+5|
+5|
+5| Even the Odds; Evasion; These Things Just Happen
7th|
+5|
+5|
+5|
+5| Additional Luck Reroll;
8th|
+6/+1|
+6|
+6|
+6| Bonus Luck Feat
9th|
+6/+1|
+6|
+6|
+6| Lucky Weapon (+2 to hit and damage; Power Critical); These Things Just Happen
10th|
+7/+2|
+7|
+7|
+7| Double or Nothing; Uncanny Dodge; Aura of Luck (+2)
11th|
+8/+3|
+7|
+7|
+7| Additional Luck Reroll; Fortunate Dealings (Damage)
12th|
+9/+4|
+8|
+8|
+8| Bonus Luck Feat; Lucky Number; Lucky Dodge; These Things Just Happen
13th|
+9/+4|
+8|
+8|
+8| Lucky Weapon (+3 to hit and damage; Keen)
14th|
+10/+5|
+9|
+9|
+9| Lucky Shot; Repercussions of the Lucky
15th|
+11/+6/+1|
+9|
+9|
+9| Improved Evasion; Aura of Luck (+4); Good Reputation; These Things Just Happen
16th|
+12/+7/+2|
+10|
+10|
+10| Bonus Luck Feat
17th|
+12/+7/+2|
+10|
+10|
+10| Lucky Weapon (Vorpal)
18th|
+13/+8/+3|
+11|
+11|
+11| High Roller; Fortunate Dealings (Skills); These Things Just Happen
19th|
+14/+9/+4|
+11|
+11|
+11| Improved Fateful Intervention
20th|
+15/+10/+5|
+12|
+12|
+12| Bonus Luck Feat; Master of Fate; Aura of Luck (+5)[/table]
Hit Dice: d8
Weapon Proficiencies: A Luck Child is proficient with simple weapons and light armor.
Lucky Charm (Ex): Some people foolishly believe having an object with them will bring good luck. This is true for the Luck Child. When you take your first level of Luck Child, you must pick an object, such as a coin or necklace or even a helmet, to be your lucky charm. As long you it is on your person, you have a stacking +1 luck bonus to AC, to hit, damage, skills, and saves. If a Luck Child were to be separated from her lucky charm, she is stricken by much bad luck. She loses her aforementioned bonuses, she has a -1 luck penalty to AC, to hit, damage, skills, and saves, and she can't use any of your abilities from the Luck Child class.
Bonus Luck Feat: A Luck Child gets a bonus luck feat at levels 1, 4, and every fourth level thereafter.
Luck Beyond the Average: A Luck Child is based on luck alone. Luck to help you, and luck to hurt your opponents. All luck bonuses affecting a Luck Child stack.
Lucky Knack: Your skills don't come from your brain or brawn, but from your almost otherworldly luck. Your skill points from Luck Child levels are based on Charisma instead of intelligence.
These Things Just Happen (Sp): At levels 1, 3, and every third level after, choose one of the following abilities, to a total of 7 at 18th level. Activating one of These Things is an immediate action, but requires no physical action on your part, and no material components - you hope they happen, and they do. (DC = 10 + 1/2Luck Child levels + Charisma Modifier if applicable. Caster level = 1/2Luck Child levels.)
{table] Ability | Uses a day | Function
Pratfall | 3 | Functions as the spell Grease, except that it lasts for only one round. The Balance check DC is the same as your standard save DC.
Soft Landing | 3 | Functions exactly as the spell Feather Fall.
It Came Out of Nowhere | 1 | Functions as Summon Nature's Ally X, where X is your caster level.
I'll Get You This Time | 3 | Functions as True Strike.
It Was Open When I Got There | 3 | Functions as the spell Knock.
And Then I Found Five Gold | 3 | Functions as Charm Person, except that you must converse with the target for at least one minute first.
Wasn't So Bad | 3 | (Minimum level 3) Functions as Resist Energy, for 1 round per level.
There You Are | 3 | (Minimum level 3) Functions as See Invisibility, but for 1 round per level.
On a Clear Day | 3 | (Minimum level 6) Functions as the spell Call Lightning, except only one bolt, which strikes immediately.
Tougher Than I Thought | 3 | (Minimum level 9) Functions as Stoneskin, but only lasts 1 round per level.
A Sign From Above | 3 | (Minimum level 12) Functions as the spell Call Lightning Storm, except only one bolt, which strikes immediately.
Thought It Had Me For Sure | 3 | (Minimum level 15) Functions as Ethereal Jaunt, but only lasts one round. Dismissable at will.
I Only Touched It, I Swear | 3 | (Minimum level 18) Functions as Mordenkainen's Disjunction, except only for one object or spell that you are touching. [/table]
Lucky Weapon (Ex): Much like her lucky charm, a Luck Child will usually have a weapon that she is very much attached to, and it attunes to her luck. At first level, the Luck Child has a +1 luck bonus to hit while wielding her lucky weapon.
At level 5, the Luck Child gains a +1 luck bonus to damage in addition to the +1 luck bonus to hit while wielding her lucky weapon.
At level 9, the Luck Child seems to get more luck hits in then the normal fighter, giving her the affects of the Power Critical feat. The luck bonuses given to her earlier are also increased to +2/+2
At level 13, the Luck Child's ability to hit enemies' weak spots is even more greatly improved. The Luck Child's lucky weapon is now considered keen for all intents and purposes, and has the to hit and damage bonuses increased to +3.
At level 17, the Luck Child's weapon of choice seems to score some of the luckiest hits anyone has ever seen. The Luck Child may treat her lucky weapon as vorpal, and the to hit and damage bonuses increase to +4.
Jack of All Trades: At second level, a Luck Child gains Jack of All Trades even if she doesn't meet the requirements.
Additional Luck Reroll: The Luck Child gains an additional luck reroll at levels 3, 7, and 11.
Fortunate Dealings (Ex):The Luck Child learns to fight fire with fortune, making her seem like a skilled adventurer when she's just lucky. At level 3, a Luck Child can add his Charisma modifier as a luck bonus to hit.
At 11th level, she is known for the most lucky assaults, letting her add her Charisma modifier as a luck bonus to damage.
At 18th level, the Luck Child's abilities become so lucky that she can rely on luck to bring her through. She may add her Charisma modifier as a luck bonus to skills.
Fateful Intervention (Su): Some say the gods smile upon the Luck Child's very existence. By expending a luck reroll, a Luck Child of 4th level or higher can add his Charisma modifier as a luck bonus to his saves for a number of rounds equal to Luck Child level/2 rounded down.
At level 19, the Luck Child's divine protection extends to death itself. If an attack would kill the Luck Child, she may make a check (D20+Luck Child Level+Cha modifier) against a DC equal the damage of the hit. If you succeed, the attack misses. Otherwise, treat the attack normally.
More Luck then Skill (Ex): Some people criticize the Luck Child for lacking any real skill, and who can blame them? At level 5, a Luck Child can expend a luck reroll to add his Charisma modifier to his skill rolls for a number of rounds equal to Luck Child level/2.
Aura of Luck (Su): Sometimes, the luck of the Luck Child extends to even his friends, granting her allies within 30 feet a +1 stacking luck bonus to skills, Ac, and damage at level 5. This bonus increases to +2 at level 10, +4 at level 15, and to +5 at 20.
Even the Odds (Su): Sometimes, the odds are against even the Luck Child, but her luck doesn't completely abandon her. If a Luck Child of level 6 or higher would have to make a check or attack that you would fail on an 11 or less, you get a +1 luck bonus to that attack or check.
Evasion (Ex): At 6th level, if a Luck Child makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a Luck Child is wearing light armor or no armor. A helpless Luck Child does not gain the benefit of evasion.
Double or Nothing (Su): Sometimes, the fate of a battle can rest on a single attack, and the Luck Child plays a game of chance with fate itself. When a Luck child would make an attack roll that would hit, he can expend two luck rerolls to attempt a double or nothing. The luck child then flips a coin. If it lands heads up, the attack deals double damage and the Luck Child may chose to flip the coin again without expending any luck rerolls. If it lands tails up however, the attack is considered a critical failure.
Uncanny Dodge (Ex): A Luck Child never seems to be surprised by attacks. Some say that they are just perceptive, while others believe they are just lucky enough to move slightly before they are hit. Starting at 4th level, a Luck Child can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a Luck Child already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.
Lucky Dodge (Ex): Sometimes, it seems that a Luck Child is always elsewhere when the attack would hit and attacks happen to miss for the oddest reasons. A Luck Child of level 12 or higher may add his Charisma modifier to his AC while wearing Light armor or no armor. These bonuses to AC apply even against touch attacks or while the Luck Child is Flatfooted. She loses these bonuses when she is immobilized or helpless.
Lucky Number (Su): Some people claim to have a number that signifies luck for them, and Luck Children are no different. When a Luck Child reaches level 12, she chooses a number from 2 to 18. Anytime that you roll that number it is considered a natural 20 for all intents in purposes.
Lucky Shot (Ex): A Luck Child isn't known for great strength or dizzying intellect, but for her amazing luck. At level 14, the Luck Child gains the ability to expend four luck rerolls to make his next attack considered a natural twenty, confirmed critical, and you may add your Charisma modifier to your damage before critical multiplier.
Repercussions of the Lucky (Su): Not only does the Child of Luck radiate luck for her allies, she radiates bad luck to her enemies. Enemies within 30 feet of the Luck Child have a -5 penalty to Ac, Damage, and skill checks.
Improved Evasion (Ex): Even with her amazing ability to be somewhere else when disaster strikes, there is always room for improvement. This ability works like evasion, except that while the Luck Child of level 15 still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless Luck Child does not gain the benefit of improved evasion.
Good Reputation: A Luck Child and his compatriots are regarded better then other people, whether because they are just luckily likable, or the person knows the bad luck that can befall the Luck Child's enemies. The Luck Child and her compatriots get a luck bonus to their Bluff, Diplomacy, and Intimidate equal to the Luck Child's Charisma Modifier. (The bonus stacks with other luck bonuses.)
High Roller (Su): The Luck Child can grow so attuned to luck that she can do the impossible with her luck. A Luck Child may treat any die roll as 1 higher then it really is. (Example: If Morth the Luck Child rolls a 15, he can treat it as a 15 or 16. If he rolled a 19, he could count it as a 19 or natural 20.) You also may choose to take the original roll after you use a luck reroll. This doesn't restore the reroll use, you just ignore the reroll.
Master of Fate (Su): The Luck Child has grown so attuned to luck, chance, and fate that they have become one. The Luck Child may add his Charisma modifier as a luck bonus to AC, to hit, damage, saves, and skills. The Luck Child also may expend a luck reroll to let another ally reroll a roll the Luck Child could reroll herself.
Epic Child of Luck
{table=head]Level|Bonus Epic Attack Bonus|Bonus Epic Save|Special
21st|
+1|
+0| Bonus Feat
22nd|
+1|
+1| Improved Lucky Dodge
23rd|
+2|
+1| Bonus Feat
24th|
+2|
+2| Improved Repercussions of Luck
25th|
+3|
+2| Bonus Feat
26th|
+3|
+3| Aura of Luck (+10)
27th|
+4|
+3| Bonus Feat
28th|
+4|
+4| Lucky Weapon (+10 to hit and Damage)
29th|
+5|
+4| Bonus Feat
30th|
+5|
+5| Avatar of Fate[/table]
Bonus Feat: You may choose an additional feat at level 21 and every other level thereafter.
Improved Lucky Dodge (Ex): Your extraordinary ability to be somewhere your foes' weapons aren't is even greater now. At level 22, a Luck Child can choose to expend a luck reroll to add his Charisma modifier as a luck bonus to AC.
Improved Repercussions of Luck (Su): You amazing luck is only rivaled by your opponents' unluckiness. The penalty induced by this ability is increased to -10.
Aura of Luck (Su): You give even greater luck to your allies, increasing your aura's bonus to +10.
Avatar of Luck: You have become so entwined with fate that you transcend it's limits. You now may expend three luck rerolls to choose the result of a roll you could reroll. This ability can be used on a targets' roll by spending 6 rerolls instead. (Ex: Morth has to roll a d20 for an attack on a black dragon. He can expend three rerolls to choose 1-20 as the result of that roll. When it's the black dragon's turn, Morth can spend 6 rerolls to change a black dragon's attack roll, thus avoiding the attack.)
PLAYING A LUCK CHILD
Combat: A Luck Child will rely on lucky avoidance and his lucky weapon to bring him out on top.
Advancement: A Luck Child could easily multi-class into other classes without problem, and many take levels of Fortune's Friend to further their astounding luck.
LUCK CHILDREN IN THE WORLD
"Can you believe it? He's won at least one hundred games of High Roll, and the dice are loaded none the less!" - Greetz, a card shark at the Waycrest Tavern in Stormreach.
The Luck Child comes in two forms. One whom knows he has more then just luck, to the point that he does all he can to stretch his luck, and the one who just think he is pretty lucky.
Daily Life: Most Luck Children live just like anyone else.
Any tips or improvements you can think of? I'd love some feedback.
Edit: I added the Luck Beyond the Average ability to let the abilities stack and Fortunate Dealings to make it an all around more decent class.
Edit2: Thanks to the idea of Paddyfool, I made his skill points based on Charisma.
Edit3: These Things Just Happen credit all goes to Itastelikelove for his amazing creativeness!
"You think I'm great or legendary? Just lucky, my good sir." -Morth, a Luck Child of Ebberon
A Luck Child is someone who is so lucky that it seems the gods themselves take time to care and protect this person. They seem to avoid trouble just because of luck.
"...a child had been born, reported his spies, a Luck Child, poor as penance, rich as snow, the seventh son of a seventh son." - The Storyteller
Class Skills
The Luck Child's class skills (and the key ability for each skill) are Balance (Dex; Armor Check Penalty); Bluff (Cha); Diplomacy (Cha); Listen (Wis); Perform (Cha); Search (Int); Sense Motive (Wis); Sleight Of Hand (Dex; Trained Only; Armor Check Penalty); Spot (Wis); Swim (Str; Armor Check Penalty); Tumble (Dex; Trained Only; Armor Check Penalty); Use Rope (Dex)
Skills Points at Each Level: 6 + Cha
Luck Child
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+2|
+2| Lucky Charm; Bonus Luck Feat; Luck Beyond the Average; Lucky Knack; These Things Just Happen
2nd|
+1|
+3|
+3|
+3| Lucky Weapon (+1 to hit); Jack of All Trades
3rd|
+2|
+3|
+3|
+3| Additional Luck Reroll; Fortunate Dealings (To hit); These Things Just Happen
4th|
+3|
+4|
+4|
+4| Bonus Luck Feat; Fateful Intervention
5th|
+3|
+4|
+4|
+4| More Luck then Skill; Lucky Weapon (+1 to hit and damage); Aura of Luck (+1)
6th|
+4|
+5|
+5|
+5| Even the Odds; Evasion; These Things Just Happen
7th|
+5|
+5|
+5|
+5| Additional Luck Reroll;
8th|
+6/+1|
+6|
+6|
+6| Bonus Luck Feat
9th|
+6/+1|
+6|
+6|
+6| Lucky Weapon (+2 to hit and damage; Power Critical); These Things Just Happen
10th|
+7/+2|
+7|
+7|
+7| Double or Nothing; Uncanny Dodge; Aura of Luck (+2)
11th|
+8/+3|
+7|
+7|
+7| Additional Luck Reroll; Fortunate Dealings (Damage)
12th|
+9/+4|
+8|
+8|
+8| Bonus Luck Feat; Lucky Number; Lucky Dodge; These Things Just Happen
13th|
+9/+4|
+8|
+8|
+8| Lucky Weapon (+3 to hit and damage; Keen)
14th|
+10/+5|
+9|
+9|
+9| Lucky Shot; Repercussions of the Lucky
15th|
+11/+6/+1|
+9|
+9|
+9| Improved Evasion; Aura of Luck (+4); Good Reputation; These Things Just Happen
16th|
+12/+7/+2|
+10|
+10|
+10| Bonus Luck Feat
17th|
+12/+7/+2|
+10|
+10|
+10| Lucky Weapon (Vorpal)
18th|
+13/+8/+3|
+11|
+11|
+11| High Roller; Fortunate Dealings (Skills); These Things Just Happen
19th|
+14/+9/+4|
+11|
+11|
+11| Improved Fateful Intervention
20th|
+15/+10/+5|
+12|
+12|
+12| Bonus Luck Feat; Master of Fate; Aura of Luck (+5)[/table]
Hit Dice: d8
Weapon Proficiencies: A Luck Child is proficient with simple weapons and light armor.
Lucky Charm (Ex): Some people foolishly believe having an object with them will bring good luck. This is true for the Luck Child. When you take your first level of Luck Child, you must pick an object, such as a coin or necklace or even a helmet, to be your lucky charm. As long you it is on your person, you have a stacking +1 luck bonus to AC, to hit, damage, skills, and saves. If a Luck Child were to be separated from her lucky charm, she is stricken by much bad luck. She loses her aforementioned bonuses, she has a -1 luck penalty to AC, to hit, damage, skills, and saves, and she can't use any of your abilities from the Luck Child class.
Bonus Luck Feat: A Luck Child gets a bonus luck feat at levels 1, 4, and every fourth level thereafter.
Luck Beyond the Average: A Luck Child is based on luck alone. Luck to help you, and luck to hurt your opponents. All luck bonuses affecting a Luck Child stack.
Lucky Knack: Your skills don't come from your brain or brawn, but from your almost otherworldly luck. Your skill points from Luck Child levels are based on Charisma instead of intelligence.
These Things Just Happen (Sp): At levels 1, 3, and every third level after, choose one of the following abilities, to a total of 7 at 18th level. Activating one of These Things is an immediate action, but requires no physical action on your part, and no material components - you hope they happen, and they do. (DC = 10 + 1/2Luck Child levels + Charisma Modifier if applicable. Caster level = 1/2Luck Child levels.)
{table] Ability | Uses a day | Function
Pratfall | 3 | Functions as the spell Grease, except that it lasts for only one round. The Balance check DC is the same as your standard save DC.
Soft Landing | 3 | Functions exactly as the spell Feather Fall.
It Came Out of Nowhere | 1 | Functions as Summon Nature's Ally X, where X is your caster level.
I'll Get You This Time | 3 | Functions as True Strike.
It Was Open When I Got There | 3 | Functions as the spell Knock.
And Then I Found Five Gold | 3 | Functions as Charm Person, except that you must converse with the target for at least one minute first.
Wasn't So Bad | 3 | (Minimum level 3) Functions as Resist Energy, for 1 round per level.
There You Are | 3 | (Minimum level 3) Functions as See Invisibility, but for 1 round per level.
On a Clear Day | 3 | (Minimum level 6) Functions as the spell Call Lightning, except only one bolt, which strikes immediately.
Tougher Than I Thought | 3 | (Minimum level 9) Functions as Stoneskin, but only lasts 1 round per level.
A Sign From Above | 3 | (Minimum level 12) Functions as the spell Call Lightning Storm, except only one bolt, which strikes immediately.
Thought It Had Me For Sure | 3 | (Minimum level 15) Functions as Ethereal Jaunt, but only lasts one round. Dismissable at will.
I Only Touched It, I Swear | 3 | (Minimum level 18) Functions as Mordenkainen's Disjunction, except only for one object or spell that you are touching. [/table]
Lucky Weapon (Ex): Much like her lucky charm, a Luck Child will usually have a weapon that she is very much attached to, and it attunes to her luck. At first level, the Luck Child has a +1 luck bonus to hit while wielding her lucky weapon.
At level 5, the Luck Child gains a +1 luck bonus to damage in addition to the +1 luck bonus to hit while wielding her lucky weapon.
At level 9, the Luck Child seems to get more luck hits in then the normal fighter, giving her the affects of the Power Critical feat. The luck bonuses given to her earlier are also increased to +2/+2
At level 13, the Luck Child's ability to hit enemies' weak spots is even more greatly improved. The Luck Child's lucky weapon is now considered keen for all intents and purposes, and has the to hit and damage bonuses increased to +3.
At level 17, the Luck Child's weapon of choice seems to score some of the luckiest hits anyone has ever seen. The Luck Child may treat her lucky weapon as vorpal, and the to hit and damage bonuses increase to +4.
Jack of All Trades: At second level, a Luck Child gains Jack of All Trades even if she doesn't meet the requirements.
Additional Luck Reroll: The Luck Child gains an additional luck reroll at levels 3, 7, and 11.
Fortunate Dealings (Ex):The Luck Child learns to fight fire with fortune, making her seem like a skilled adventurer when she's just lucky. At level 3, a Luck Child can add his Charisma modifier as a luck bonus to hit.
At 11th level, she is known for the most lucky assaults, letting her add her Charisma modifier as a luck bonus to damage.
At 18th level, the Luck Child's abilities become so lucky that she can rely on luck to bring her through. She may add her Charisma modifier as a luck bonus to skills.
Fateful Intervention (Su): Some say the gods smile upon the Luck Child's very existence. By expending a luck reroll, a Luck Child of 4th level or higher can add his Charisma modifier as a luck bonus to his saves for a number of rounds equal to Luck Child level/2 rounded down.
At level 19, the Luck Child's divine protection extends to death itself. If an attack would kill the Luck Child, she may make a check (D20+Luck Child Level+Cha modifier) against a DC equal the damage of the hit. If you succeed, the attack misses. Otherwise, treat the attack normally.
More Luck then Skill (Ex): Some people criticize the Luck Child for lacking any real skill, and who can blame them? At level 5, a Luck Child can expend a luck reroll to add his Charisma modifier to his skill rolls for a number of rounds equal to Luck Child level/2.
Aura of Luck (Su): Sometimes, the luck of the Luck Child extends to even his friends, granting her allies within 30 feet a +1 stacking luck bonus to skills, Ac, and damage at level 5. This bonus increases to +2 at level 10, +4 at level 15, and to +5 at 20.
Even the Odds (Su): Sometimes, the odds are against even the Luck Child, but her luck doesn't completely abandon her. If a Luck Child of level 6 or higher would have to make a check or attack that you would fail on an 11 or less, you get a +1 luck bonus to that attack or check.
Evasion (Ex): At 6th level, if a Luck Child makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a Luck Child is wearing light armor or no armor. A helpless Luck Child does not gain the benefit of evasion.
Double or Nothing (Su): Sometimes, the fate of a battle can rest on a single attack, and the Luck Child plays a game of chance with fate itself. When a Luck child would make an attack roll that would hit, he can expend two luck rerolls to attempt a double or nothing. The luck child then flips a coin. If it lands heads up, the attack deals double damage and the Luck Child may chose to flip the coin again without expending any luck rerolls. If it lands tails up however, the attack is considered a critical failure.
Uncanny Dodge (Ex): A Luck Child never seems to be surprised by attacks. Some say that they are just perceptive, while others believe they are just lucky enough to move slightly before they are hit. Starting at 4th level, a Luck Child can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a Luck Child already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.
Lucky Dodge (Ex): Sometimes, it seems that a Luck Child is always elsewhere when the attack would hit and attacks happen to miss for the oddest reasons. A Luck Child of level 12 or higher may add his Charisma modifier to his AC while wearing Light armor or no armor. These bonuses to AC apply even against touch attacks or while the Luck Child is Flatfooted. She loses these bonuses when she is immobilized or helpless.
Lucky Number (Su): Some people claim to have a number that signifies luck for them, and Luck Children are no different. When a Luck Child reaches level 12, she chooses a number from 2 to 18. Anytime that you roll that number it is considered a natural 20 for all intents in purposes.
Lucky Shot (Ex): A Luck Child isn't known for great strength or dizzying intellect, but for her amazing luck. At level 14, the Luck Child gains the ability to expend four luck rerolls to make his next attack considered a natural twenty, confirmed critical, and you may add your Charisma modifier to your damage before critical multiplier.
Repercussions of the Lucky (Su): Not only does the Child of Luck radiate luck for her allies, she radiates bad luck to her enemies. Enemies within 30 feet of the Luck Child have a -5 penalty to Ac, Damage, and skill checks.
Improved Evasion (Ex): Even with her amazing ability to be somewhere else when disaster strikes, there is always room for improvement. This ability works like evasion, except that while the Luck Child of level 15 still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless Luck Child does not gain the benefit of improved evasion.
Good Reputation: A Luck Child and his compatriots are regarded better then other people, whether because they are just luckily likable, or the person knows the bad luck that can befall the Luck Child's enemies. The Luck Child and her compatriots get a luck bonus to their Bluff, Diplomacy, and Intimidate equal to the Luck Child's Charisma Modifier. (The bonus stacks with other luck bonuses.)
High Roller (Su): The Luck Child can grow so attuned to luck that she can do the impossible with her luck. A Luck Child may treat any die roll as 1 higher then it really is. (Example: If Morth the Luck Child rolls a 15, he can treat it as a 15 or 16. If he rolled a 19, he could count it as a 19 or natural 20.) You also may choose to take the original roll after you use a luck reroll. This doesn't restore the reroll use, you just ignore the reroll.
Master of Fate (Su): The Luck Child has grown so attuned to luck, chance, and fate that they have become one. The Luck Child may add his Charisma modifier as a luck bonus to AC, to hit, damage, saves, and skills. The Luck Child also may expend a luck reroll to let another ally reroll a roll the Luck Child could reroll herself.
Epic Child of Luck
{table=head]Level|Bonus Epic Attack Bonus|Bonus Epic Save|Special
21st|
+1|
+0| Bonus Feat
22nd|
+1|
+1| Improved Lucky Dodge
23rd|
+2|
+1| Bonus Feat
24th|
+2|
+2| Improved Repercussions of Luck
25th|
+3|
+2| Bonus Feat
26th|
+3|
+3| Aura of Luck (+10)
27th|
+4|
+3| Bonus Feat
28th|
+4|
+4| Lucky Weapon (+10 to hit and Damage)
29th|
+5|
+4| Bonus Feat
30th|
+5|
+5| Avatar of Fate[/table]
Bonus Feat: You may choose an additional feat at level 21 and every other level thereafter.
Improved Lucky Dodge (Ex): Your extraordinary ability to be somewhere your foes' weapons aren't is even greater now. At level 22, a Luck Child can choose to expend a luck reroll to add his Charisma modifier as a luck bonus to AC.
Improved Repercussions of Luck (Su): You amazing luck is only rivaled by your opponents' unluckiness. The penalty induced by this ability is increased to -10.
Aura of Luck (Su): You give even greater luck to your allies, increasing your aura's bonus to +10.
Avatar of Luck: You have become so entwined with fate that you transcend it's limits. You now may expend three luck rerolls to choose the result of a roll you could reroll. This ability can be used on a targets' roll by spending 6 rerolls instead. (Ex: Morth has to roll a d20 for an attack on a black dragon. He can expend three rerolls to choose 1-20 as the result of that roll. When it's the black dragon's turn, Morth can spend 6 rerolls to change a black dragon's attack roll, thus avoiding the attack.)
PLAYING A LUCK CHILD
Combat: A Luck Child will rely on lucky avoidance and his lucky weapon to bring him out on top.
Advancement: A Luck Child could easily multi-class into other classes without problem, and many take levels of Fortune's Friend to further their astounding luck.
LUCK CHILDREN IN THE WORLD
"Can you believe it? He's won at least one hundred games of High Roll, and the dice are loaded none the less!" - Greetz, a card shark at the Waycrest Tavern in Stormreach.
The Luck Child comes in two forms. One whom knows he has more then just luck, to the point that he does all he can to stretch his luck, and the one who just think he is pretty lucky.
Daily Life: Most Luck Children live just like anyone else.
Any tips or improvements you can think of? I'd love some feedback.
Edit: I added the Luck Beyond the Average ability to let the abilities stack and Fortunate Dealings to make it an all around more decent class.
Edit2: Thanks to the idea of Paddyfool, I made his skill points based on Charisma.
Edit3: These Things Just Happen credit all goes to Itastelikelove for his amazing creativeness!