Silva Stormrage
2011-12-19, 04:13 PM
The Luckamancer
http://images1.wikia.nocookie.net/__cb20130616020660/fireemblem/images/6/60/Joshua_(FE8_Artwork).png
GAME RULE INFORMATION
Luckamancers have the following game statistics.
Abilities: Charisma is the most important ability for a Luckamancer because it affects their save dc's and other class abilities. Strength is also important because it increases the damage of their melee attacks.
Goals: I wanted to make a melee skirmisher class that focuses on re rolls and being other luck based abilities.
Alignment: Any
Hit Die: d8
Starting Age: As sorcerer.
Starting Gold: As cleric
Class Skills
The Luckamancer’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information(Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Use Magic Device (Cha)
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
Luckamancer
Level
Base Attack Bonus
Fort
Ref
Will
Special
1st
+1
+2
+2
+2
Unlucky Strike, Luck Feat
2nd
+2
+3
+3
+3
Lucky Strike, Lucky
3rd
+3
+3
+3
+3
Luck Aura
4th
+4
+4
+4
+4
Luck Feat, Lucky Resistances
5th
+5
+4
+4
+4
Fortune Strike, Imbue Misfortune
6th
+6
+5
+5
+5
Improved Luckiness
7th
+7
+5
+5
+5
Blessing of Luck, Luck Feat, Luck Aura (Enemies)
8th
+8
+6
+6
+6
Improved Unlucky Strike
9th
+9
+6
+6
+6
High Roller
10th
+10
+7
+7
+7
No Sell, Luck Feat
11th
+11
+7
+7
+7
Greater Luckiness
12th
+12
+8
+8
+8
Curse of Unluck, Luck Aura (Charisma Mod/Encounter)
13th
+13
+8
+8
+8
Lucky Edges, Luck Feat
14th
+14
+9
+9
+9
Perfected Unlucky Strike
15th
+15
+9
+9
+9
Improved No Sell, Imbue Misfortune (At Will), Luck Aura (Increased Area)
16th
+16
+10
+10
+10
Greater Blessing of Luck, Luck Feat
17th
+17
+10
+10
+10
Lucky Tempo
18th
+18
+11
+11
+11
Ludicrous Luckiness
19th
+19
+11
+11
+11
Share the Good Fortune, Luck Feat, Luck Aura (Steal Luck)
20th
+20
+12
+12
+12
Devastating Critical
Class Features
All of the following are class features of the Luckamancer.
Weapon and Armor Proficiencies: Luckamancers are proficient with all simple and martial weapons and light armor but no shields.
Luck Feat: (Ex) At first level and every 3rd level after it: 4,7,10 etc, the Luckamancer gains a luck feat as a bonus feat.
Unlucky Strike: (Ex) Whenever the Luckamancer confirms a critical hit with a weapon attack the target is affected by the spell Unluck (SpC). A will save dc 13 + charisma modifier resists this affect. The caster level is equal to the Luckamancer's class level.
Lucky Strike: (Su) At second level the Luckamancer can add his charisma modifier as a luck bonus to all of his attack rolls.
Lucky: (Su) At second level once per round the Luckamancer can reroll any roll he made as an immediate action. This ability must be used before the Luckamancer knows the failure or success of the first roll. The second roll must be used even if it is worse than the first roll. This ability can be used once per encounter per class level.
At level 7 this ability can be used an unlimited times per encounter but is still limited in the number of times it can be used per round.
Luck Aura (Su) At third level the Luckamancer projects an aura that affects the fortune of those around him. At third level this ability allows any ally within the aura to reroll a roll that they failed with a +2 luck bonus as a free action if applicable. Each person can use the reroll from the luck aura once per encounter. The aura's radius is 5ft per class level.
At 7th level the Luck Aura increases. The Luckamancer can now force one enemy within the aura to reroll any roll he succeeded on. This ability can affect an enemy once per encounter.
At 12th level the Luck Aura increases again. Instead of being limited to once per encounter any effect of the Luck Aura can be used one per encounter/charisma modifier. This aura can still only affect a single target once in a given round.
At 15th level the aura increases to 10ft per level and any ally who rerolls using the Luck Aura has a +4 luck bonus on the save.
At 19th level the aura siphons the luck from enemies. Any enemy that rolls a natural 20 is treated as if he had just rolled a natural 1. In addition the next roll of the d20 the Luckamancer or an ally of the Luckamancer makes is treated as a natural 20.
Lucky Resistances: (Ex) The Luckamancer seems to always be at the right place at the right time. At 4th level he gains his charisma bonus as a bonus to all of his saving throws.
Fortune Strike: (Su) At 5th level the Luckamancer can add his charisma modifier to damage rolls on confirmed critical hits. In addition, three times per day when the Luckamancer threatens a critical hit he can confirm it automatically.
Imbue Misfortune: (Su) By forcing their attention on a creature or object they can cause misfortune to befall the target. As a standard action the Luckamancer must target a single creature or object within 100ft to become cursed for three rounds. The Luckamancer must select a curse from the list below to apply to the creature or object. Each curse notes if it is applicable for creatures, objects or both. Each curse can only affect a creature once in a given round regardless of how many times the creature triggers the curse, thus a creature affected by curse of clumsiness wouldn't have to make multiple trip attempts if they moved multiple times in a round. Some curses can possibly interrupt actions, such as Curse of Clumsiness tripping a creature as they make a move action. If a curse renders a target's action invalid such as falling prone after starting to take a move action then the target's action is wasted.
There is no saving throw to resist this curse but it is still a curse effect so remove curse removes this effect. A creature can only be affected by one of these curses at a time and the Luckamancer can use this ability a number of times per day equal to their charisma modifier. At 15th level this ability becomes usable at will.
Curse of Clumsiness (Creature): Whenever the target attempts to move they must make a trip attempt opposed by the Luckamancer. This trip attempt ignores size bonuses for both creatures and the Luckamancer uses their charisma modifier instead of strength as their relevant ability modifier.
Curse of Grease (Creature or Object): Whenever the target attempts to use a held item or a creature attempts to pick up the targeted object the creature must make an opposed disarm check versus the Luckamancer or drop the item. The Luckamancer's bonus to this disarm check is their BAB + their charisma modifier. A creature's size bonuses are ignored for both the Luckamancer and the creature trying to use the item for this disarm check.
Curse of Fragility (Creature or Object): Whenever the target takes damage while this curse is active by a manufactured or natural weapon, weapon damage is maximized.
Curse of Malfunction (Object): Whenever a creature attempts to use the item in question it's going to break, jam or fail in some manner, wagon's wheels might fall off, traps might jam, locks might fall off door handles. The Luckamancer may roll a disable device or open lock check using their class level + their charisma modifier in place of their skill ranks and int modifier if they wish to determine the effects of this curse. Regardless, this curse produces effects which are beneficial to the Luckamancer. This curse can not cause magical items to malfunction besides magical traps, which can be disabled as if the Luckamancer had the Trapfinding class features as Rogue.
Curse of Fumbling (Creature): Whenever a creature affected by this curse rolls a natural one on an attack roll with a manufactured weapon they somehow manage to hit themselves. Some quirk of fate causes that attack roll to hit the target of the curse, automatically hitting and rolling damage as normal.
Improved Luckiness: (Ex) At 6th level Lucky can be used 3 times per round as a reactive non action. The Luckamancer still can't reroll a single roll more than once.
Blessing of Luck: (Ex) At 7th level reality starts to acknowledge the Luckamancer's own luck. Once per week the Luckamancer can as a free action declare a "Lucky Coincidence" in response to a trail, combat or other situation. How this is resolved is up entirely to the DM. If he declares a lucky coincidence in regards to searching for a suspect of a crime inside a city he may be wandering around and overhear some individuals talking about where the suspect was seen hiding. If guards are storming up into his inn room and he wants to escape invoking a lucky coincidence may cause the guards to trip when marching up the stairs knocking themselves over and stalling them, or perhaps when they try to open the door it jams and they struggle to open it. In combat this is likewise up to the DM's digression but it should be either something like a sudden change in environment favoring the luckamancer or a sudden surge of misfortune upon his enemies. The lucky coincidence doesn't happen instantly and in combat one should expect it to happen within 1d6 rounds.
Impossible events are still impossible, this ability can't cause a meteor to crash down from the sky, nor could it even cause a solid building to collapse on an enemy inside a city. It can cause them to reroll saving throws at a penalty, have allies in the vicinity arrive to aid, or similar boons to occur. In essence this ability should grant a temporary bonus to a situation or reveal a plot hook or piece of information the luckamancer missed.
At 16th level this ability improves further allowing them to use it once per day.
Improved Unlucky Strike: (Su) At 8th Level unlucky strike increases in strength. Any target who the Luckamancer threatens a critical strike on has to make a save (DC 10 + 1/2 class level + charisma modifier) or suffer the effects of the unluck spell. If the Luckamancer confirms a critical hit then there is no saving throw.
High Roller: (Ex) Any weapon wielded by a level 9 Luckamancer is treated as having a +1 higher critical strike multiplier. For example a great sword wielded by a Luckamancer is treated as having a *3 multiplier. In addition, anytime the Luckamancer applies an Unluck effect onto a creature already suffering from Unluck that creature gains a -2 penalty to attack rolls, saving throws and skill checks. This stacks each time the Luckamancer applies an unluck effect onto the creature to a maximum penalty equal to the Luckamancer's charisma modifier.
No Sell: (Ex) At 10th level the Luckamancer gains evasion and mettle. At 14th level he gains improved evasion and at 19th level he gains improved mettle.
Greater Luckiness: (Ex) Now whenever lucky is used to reroll an ally's or the luckamancer's roll, that roll gains a luck bonus equal to the Luckamancer's charisma modifier. If used to reroll an enemy's roll it is treated as a penalty equal to one half of the Luckamancer's charisma modifier.
In addition, the Luckamancer's luck feats no longer require an immediate action to use and now are free actions that can be used at any point, even on another creature's turn or while flatfooted.
Curse of Unluck: (Sp) At 12th level the Luckamancer can cast the spell unluck as a spell-like ability at will. Unlike the normal spell though this ability affects three targets who can't be further than 30ft apart from each other. The DC is 10 + 1/2 class level + charisma modifier. The caster level is equal to the Luckamancer's class level.
Lucky Edges: (Ex) At 13th level the Luckamancer's blades become more prone to slice arteries and hit other vital places. The critical range on any weapon the Luckamancer wields is increased by two. This stacks with all other crit range increases but is applied after them. For example, a keen great axe normally has a 19-20 crit range with this ability it becomes 17-20 crit range.
Perfected Unlucky Strike (Su): At 14th level Unlucky Strike improves again. Unluck caused by Luckamancer class features now causes all critical hits against the target to be automatically confirmed. The penalty for applying Unluck to a target increases to -3 and there no longer is a cap on the penalty. The penalty lasts until removed by remove curse or similar effect (CL for the effect is the Cl for the unluck effect).
Improved No Sell: (Ex) At 15th level three times per day the Luckamancer can treat any d20 roll as a natural 20.
Lucky Tempo: (Ex) At 17th level Whenever the Luckamancer confirms a critical hit he gains another attack at a -5 penalty. This effect can happen 3 times per round and stacks with other abilities that grant extra attacks.
Ludicrous Luckiness: (Ex) At 18th level the Luckamancer can use lucky a number of times per round equal to his charisma modifier as a free action that can be done on other creature's turns.
Spreading the Good Fortune: (Su) At 19th level the Luckamancer shares his good luck with those around him. Whenever the Luckamancer rolls a natural 20 on a saving throw vs an effect that targets other creatures all other allies affected by that ability take the same effect that the Luckamancer did.
Devastating Critical: (Ex) At level 20 the Luckamancer can sometimes destroy a skilled opponent with a lucky hit. Anytime the Luckamancer rolls a natural 20 on an attack roll and confirms the critical hit the target must make a fort save or die. DC 10 + 1/2 class level + charisma modifier.
Lucky Items
And here are two custom items that I made for an NPC luckamancer.
Wondrous Items
Coin of the Inspiring Comeback: This golden coin is forged such that when flipped if the wielder calls out either heads or tails it will always land on that side. A spot check DC 25 notices this.
Beyond cheating at games of chance this coin has a more potent purpose which is harder to invoke. If the wielder of the coin ever rolls a natural one on a saving throw or attack roll and ends up succeeding on the saving throw or hitting on the attack roll despite their initial roll their nearby allies are inspired. Allies who can see the wielder gain a luck bonus to their saving throws and attack rolls equal to the wielder's charisma modifier. This bonus lasts for one round.
Strong transmutation; CL 12th; Craft Ring, Alter Fortune, Elation; Price 20,000 gp.
Minor Artifacts
Cursed Crescent: This deadly silver scythe was initially forged and designed to hunt and subdue lycanthropes but when it's wielder ran into a group of mercenary Lycanthropes he lost the scythe to the leader who used it as their mercenary company's symbol and insignia.
The Cursed Crescent is a +2 Silver Merciful Keen Bane (Shapechanger) Scythe. When it confirms a critical hit the target is cursed as the spell Bestow Curse (DC 20 Negates this). If the Cursed Crescent is used to coup de grace a target the wielder may choose to deal no damage but instead boost the DC to resist the curse to 30. Any particular creature can only have three curses from this scythe on them at any one time.
http://images1.wikia.nocookie.net/__cb20130616020660/fireemblem/images/6/60/Joshua_(FE8_Artwork).png
GAME RULE INFORMATION
Luckamancers have the following game statistics.
Abilities: Charisma is the most important ability for a Luckamancer because it affects their save dc's and other class abilities. Strength is also important because it increases the damage of their melee attacks.
Goals: I wanted to make a melee skirmisher class that focuses on re rolls and being other luck based abilities.
Alignment: Any
Hit Die: d8
Starting Age: As sorcerer.
Starting Gold: As cleric
Class Skills
The Luckamancer’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information(Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Use Magic Device (Cha)
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
Luckamancer
Level
Base Attack Bonus
Fort
Ref
Will
Special
1st
+1
+2
+2
+2
Unlucky Strike, Luck Feat
2nd
+2
+3
+3
+3
Lucky Strike, Lucky
3rd
+3
+3
+3
+3
Luck Aura
4th
+4
+4
+4
+4
Luck Feat, Lucky Resistances
5th
+5
+4
+4
+4
Fortune Strike, Imbue Misfortune
6th
+6
+5
+5
+5
Improved Luckiness
7th
+7
+5
+5
+5
Blessing of Luck, Luck Feat, Luck Aura (Enemies)
8th
+8
+6
+6
+6
Improved Unlucky Strike
9th
+9
+6
+6
+6
High Roller
10th
+10
+7
+7
+7
No Sell, Luck Feat
11th
+11
+7
+7
+7
Greater Luckiness
12th
+12
+8
+8
+8
Curse of Unluck, Luck Aura (Charisma Mod/Encounter)
13th
+13
+8
+8
+8
Lucky Edges, Luck Feat
14th
+14
+9
+9
+9
Perfected Unlucky Strike
15th
+15
+9
+9
+9
Improved No Sell, Imbue Misfortune (At Will), Luck Aura (Increased Area)
16th
+16
+10
+10
+10
Greater Blessing of Luck, Luck Feat
17th
+17
+10
+10
+10
Lucky Tempo
18th
+18
+11
+11
+11
Ludicrous Luckiness
19th
+19
+11
+11
+11
Share the Good Fortune, Luck Feat, Luck Aura (Steal Luck)
20th
+20
+12
+12
+12
Devastating Critical
Class Features
All of the following are class features of the Luckamancer.
Weapon and Armor Proficiencies: Luckamancers are proficient with all simple and martial weapons and light armor but no shields.
Luck Feat: (Ex) At first level and every 3rd level after it: 4,7,10 etc, the Luckamancer gains a luck feat as a bonus feat.
Unlucky Strike: (Ex) Whenever the Luckamancer confirms a critical hit with a weapon attack the target is affected by the spell Unluck (SpC). A will save dc 13 + charisma modifier resists this affect. The caster level is equal to the Luckamancer's class level.
Lucky Strike: (Su) At second level the Luckamancer can add his charisma modifier as a luck bonus to all of his attack rolls.
Lucky: (Su) At second level once per round the Luckamancer can reroll any roll he made as an immediate action. This ability must be used before the Luckamancer knows the failure or success of the first roll. The second roll must be used even if it is worse than the first roll. This ability can be used once per encounter per class level.
At level 7 this ability can be used an unlimited times per encounter but is still limited in the number of times it can be used per round.
Luck Aura (Su) At third level the Luckamancer projects an aura that affects the fortune of those around him. At third level this ability allows any ally within the aura to reroll a roll that they failed with a +2 luck bonus as a free action if applicable. Each person can use the reroll from the luck aura once per encounter. The aura's radius is 5ft per class level.
At 7th level the Luck Aura increases. The Luckamancer can now force one enemy within the aura to reroll any roll he succeeded on. This ability can affect an enemy once per encounter.
At 12th level the Luck Aura increases again. Instead of being limited to once per encounter any effect of the Luck Aura can be used one per encounter/charisma modifier. This aura can still only affect a single target once in a given round.
At 15th level the aura increases to 10ft per level and any ally who rerolls using the Luck Aura has a +4 luck bonus on the save.
At 19th level the aura siphons the luck from enemies. Any enemy that rolls a natural 20 is treated as if he had just rolled a natural 1. In addition the next roll of the d20 the Luckamancer or an ally of the Luckamancer makes is treated as a natural 20.
Lucky Resistances: (Ex) The Luckamancer seems to always be at the right place at the right time. At 4th level he gains his charisma bonus as a bonus to all of his saving throws.
Fortune Strike: (Su) At 5th level the Luckamancer can add his charisma modifier to damage rolls on confirmed critical hits. In addition, three times per day when the Luckamancer threatens a critical hit he can confirm it automatically.
Imbue Misfortune: (Su) By forcing their attention on a creature or object they can cause misfortune to befall the target. As a standard action the Luckamancer must target a single creature or object within 100ft to become cursed for three rounds. The Luckamancer must select a curse from the list below to apply to the creature or object. Each curse notes if it is applicable for creatures, objects or both. Each curse can only affect a creature once in a given round regardless of how many times the creature triggers the curse, thus a creature affected by curse of clumsiness wouldn't have to make multiple trip attempts if they moved multiple times in a round. Some curses can possibly interrupt actions, such as Curse of Clumsiness tripping a creature as they make a move action. If a curse renders a target's action invalid such as falling prone after starting to take a move action then the target's action is wasted.
There is no saving throw to resist this curse but it is still a curse effect so remove curse removes this effect. A creature can only be affected by one of these curses at a time and the Luckamancer can use this ability a number of times per day equal to their charisma modifier. At 15th level this ability becomes usable at will.
Curse of Clumsiness (Creature): Whenever the target attempts to move they must make a trip attempt opposed by the Luckamancer. This trip attempt ignores size bonuses for both creatures and the Luckamancer uses their charisma modifier instead of strength as their relevant ability modifier.
Curse of Grease (Creature or Object): Whenever the target attempts to use a held item or a creature attempts to pick up the targeted object the creature must make an opposed disarm check versus the Luckamancer or drop the item. The Luckamancer's bonus to this disarm check is their BAB + their charisma modifier. A creature's size bonuses are ignored for both the Luckamancer and the creature trying to use the item for this disarm check.
Curse of Fragility (Creature or Object): Whenever the target takes damage while this curse is active by a manufactured or natural weapon, weapon damage is maximized.
Curse of Malfunction (Object): Whenever a creature attempts to use the item in question it's going to break, jam or fail in some manner, wagon's wheels might fall off, traps might jam, locks might fall off door handles. The Luckamancer may roll a disable device or open lock check using their class level + their charisma modifier in place of their skill ranks and int modifier if they wish to determine the effects of this curse. Regardless, this curse produces effects which are beneficial to the Luckamancer. This curse can not cause magical items to malfunction besides magical traps, which can be disabled as if the Luckamancer had the Trapfinding class features as Rogue.
Curse of Fumbling (Creature): Whenever a creature affected by this curse rolls a natural one on an attack roll with a manufactured weapon they somehow manage to hit themselves. Some quirk of fate causes that attack roll to hit the target of the curse, automatically hitting and rolling damage as normal.
Improved Luckiness: (Ex) At 6th level Lucky can be used 3 times per round as a reactive non action. The Luckamancer still can't reroll a single roll more than once.
Blessing of Luck: (Ex) At 7th level reality starts to acknowledge the Luckamancer's own luck. Once per week the Luckamancer can as a free action declare a "Lucky Coincidence" in response to a trail, combat or other situation. How this is resolved is up entirely to the DM. If he declares a lucky coincidence in regards to searching for a suspect of a crime inside a city he may be wandering around and overhear some individuals talking about where the suspect was seen hiding. If guards are storming up into his inn room and he wants to escape invoking a lucky coincidence may cause the guards to trip when marching up the stairs knocking themselves over and stalling them, or perhaps when they try to open the door it jams and they struggle to open it. In combat this is likewise up to the DM's digression but it should be either something like a sudden change in environment favoring the luckamancer or a sudden surge of misfortune upon his enemies. The lucky coincidence doesn't happen instantly and in combat one should expect it to happen within 1d6 rounds.
Impossible events are still impossible, this ability can't cause a meteor to crash down from the sky, nor could it even cause a solid building to collapse on an enemy inside a city. It can cause them to reroll saving throws at a penalty, have allies in the vicinity arrive to aid, or similar boons to occur. In essence this ability should grant a temporary bonus to a situation or reveal a plot hook or piece of information the luckamancer missed.
At 16th level this ability improves further allowing them to use it once per day.
Improved Unlucky Strike: (Su) At 8th Level unlucky strike increases in strength. Any target who the Luckamancer threatens a critical strike on has to make a save (DC 10 + 1/2 class level + charisma modifier) or suffer the effects of the unluck spell. If the Luckamancer confirms a critical hit then there is no saving throw.
High Roller: (Ex) Any weapon wielded by a level 9 Luckamancer is treated as having a +1 higher critical strike multiplier. For example a great sword wielded by a Luckamancer is treated as having a *3 multiplier. In addition, anytime the Luckamancer applies an Unluck effect onto a creature already suffering from Unluck that creature gains a -2 penalty to attack rolls, saving throws and skill checks. This stacks each time the Luckamancer applies an unluck effect onto the creature to a maximum penalty equal to the Luckamancer's charisma modifier.
No Sell: (Ex) At 10th level the Luckamancer gains evasion and mettle. At 14th level he gains improved evasion and at 19th level he gains improved mettle.
Greater Luckiness: (Ex) Now whenever lucky is used to reroll an ally's or the luckamancer's roll, that roll gains a luck bonus equal to the Luckamancer's charisma modifier. If used to reroll an enemy's roll it is treated as a penalty equal to one half of the Luckamancer's charisma modifier.
In addition, the Luckamancer's luck feats no longer require an immediate action to use and now are free actions that can be used at any point, even on another creature's turn or while flatfooted.
Curse of Unluck: (Sp) At 12th level the Luckamancer can cast the spell unluck as a spell-like ability at will. Unlike the normal spell though this ability affects three targets who can't be further than 30ft apart from each other. The DC is 10 + 1/2 class level + charisma modifier. The caster level is equal to the Luckamancer's class level.
Lucky Edges: (Ex) At 13th level the Luckamancer's blades become more prone to slice arteries and hit other vital places. The critical range on any weapon the Luckamancer wields is increased by two. This stacks with all other crit range increases but is applied after them. For example, a keen great axe normally has a 19-20 crit range with this ability it becomes 17-20 crit range.
Perfected Unlucky Strike (Su): At 14th level Unlucky Strike improves again. Unluck caused by Luckamancer class features now causes all critical hits against the target to be automatically confirmed. The penalty for applying Unluck to a target increases to -3 and there no longer is a cap on the penalty. The penalty lasts until removed by remove curse or similar effect (CL for the effect is the Cl for the unluck effect).
Improved No Sell: (Ex) At 15th level three times per day the Luckamancer can treat any d20 roll as a natural 20.
Lucky Tempo: (Ex) At 17th level Whenever the Luckamancer confirms a critical hit he gains another attack at a -5 penalty. This effect can happen 3 times per round and stacks with other abilities that grant extra attacks.
Ludicrous Luckiness: (Ex) At 18th level the Luckamancer can use lucky a number of times per round equal to his charisma modifier as a free action that can be done on other creature's turns.
Spreading the Good Fortune: (Su) At 19th level the Luckamancer shares his good luck with those around him. Whenever the Luckamancer rolls a natural 20 on a saving throw vs an effect that targets other creatures all other allies affected by that ability take the same effect that the Luckamancer did.
Devastating Critical: (Ex) At level 20 the Luckamancer can sometimes destroy a skilled opponent with a lucky hit. Anytime the Luckamancer rolls a natural 20 on an attack roll and confirms the critical hit the target must make a fort save or die. DC 10 + 1/2 class level + charisma modifier.
Lucky Items
And here are two custom items that I made for an NPC luckamancer.
Wondrous Items
Coin of the Inspiring Comeback: This golden coin is forged such that when flipped if the wielder calls out either heads or tails it will always land on that side. A spot check DC 25 notices this.
Beyond cheating at games of chance this coin has a more potent purpose which is harder to invoke. If the wielder of the coin ever rolls a natural one on a saving throw or attack roll and ends up succeeding on the saving throw or hitting on the attack roll despite their initial roll their nearby allies are inspired. Allies who can see the wielder gain a luck bonus to their saving throws and attack rolls equal to the wielder's charisma modifier. This bonus lasts for one round.
Strong transmutation; CL 12th; Craft Ring, Alter Fortune, Elation; Price 20,000 gp.
Minor Artifacts
Cursed Crescent: This deadly silver scythe was initially forged and designed to hunt and subdue lycanthropes but when it's wielder ran into a group of mercenary Lycanthropes he lost the scythe to the leader who used it as their mercenary company's symbol and insignia.
The Cursed Crescent is a +2 Silver Merciful Keen Bane (Shapechanger) Scythe. When it confirms a critical hit the target is cursed as the spell Bestow Curse (DC 20 Negates this). If the Cursed Crescent is used to coup de grace a target the wielder may choose to deal no damage but instead boost the DC to resist the curse to 30. Any particular creature can only have three curses from this scythe on them at any one time.