Fax Celestis
2007-07-16, 02:14 PM
http://fc01.deviantart.com/fs9/i/2006/055/c/0/Lady_Luck_by_wolfmorphine.jpg
Luckthieves are lucky bastards, those scant few who always manage to scrape by somehow without even appearing to try. Some call it a blessing from the gods; others call it a curse from the hells. Luckthieves themselves say they're "borrowing" it from those around them.
Luckthief Class Features
HD: d6
Skills: A luckthief chooses three skill sets. 6 + Int skill points per level, x4 at first level.
Prowess: A luckthief gains four points of prowess per level.
Proficiencies: A luckthief is proficient with all simple weapons and with light armor (but not shields). He is capable of casting luckthief spells (and only luckthief spells) while wearing light armor without risk of spell failure.
Spells: A luckthief casts arcane spells, which are drawn from the luckthief spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a luckthief must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a luckthief's spell is 10 + the spell level + his Charisma modifier.
Like other spellcasters, a luckthief can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table. In addition, he receives bonus spells per day if he has a high Charisma score. When the table indicates that the luckthief gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.
The luckthief's selection of spells is extremely limited. A luckthief begins play knowing three 1st spells of your choice. At each level, he gains the knowledge of one additional spell of a level he can cast.
Upon reaching 5th level, and at every third luckthief level after that (8th, 11th, and so on), a luckthief can choose to learn a new spell in place of one he already knows. In effect, the luckthief "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level luckthief spell the luckthief can cast. A luckthief may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
As noted above, a luckthief need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level.
Lucky Shot (Ex): When attacking, a luckthief has the chance of getting in a lucky shot. Whenever a luckthief successfully strikes a foe, he rolls another attack roll. If the second roll succeeds in striking his foe, he deals an extra 1d6 points of damage. If it does not beat his opponent's armor class, he still hits but only deals normal damage.
This extra damage is not multiplied by critical hits. It is precision damage, so it is not effective against opponents without discernible anatomies and those who are immune to critical hits.
The extra damage increases to 2d6 at 4th level, 3d6 at 7th level, 4d6 at 10th level, 5d6 at 13th level, 6d6 at 16th level, and 7d6 at 19th level.
Steal Fortune (Su): A luckthief may forgo any number of the extra dice of damage he receives when making a Lucky Shot. If he does so, he gains a number of Luck Points (see the Luck Pool class feature below) equal to the number of dice he gives up. In addition, his opponent takes a penalty to saving throws equal to the number of dice he gives up for one round.
Luck Pool: A luckthief is a being of supreme fortune, and as such has access to a pool of disposable luck. Luck Points are used to power most of the luckthief's class features (such as Fortunate Evasion and Cheat Death). A luckthief can have a number of Luck Points stored at any given time equal to his class level plus his Charisma modifier. Luck Points are temporary, and disappear if they are not used during the same day of their acquisition.
Trapfinding: Like a rogue, a luckthief can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Luckthieves can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A luckthief who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Aura of Unluck (Su): A luckthief siphons off the luck of his enemies and makes it his own. Starting at second level, foes of the luckthief take a -1 penalty on ability and skill checks when they start their turn within 10' of the luckthief and persisting for for as long as they remain within 10' of him. Whenever an opponent is affected by this ability, the luckthief gains a luck bonus to ability and skill checks equal to the penalty his foes take.
The penalty increases to -2 at 6th level, -3 at 10th level, -4 at 14th level, and -5 at 18th level.
Good Fortune (Su): A luckthief is incredibly blessed in his ability to survive effects that would kill others. Starting at third level, he adds his Charisma modifier to all saving throws as a luck bonus.
Fortunate Evasion (Ex): At fifth level, a luckthief in light or no armor and who is not using a shield can avoid attacks through sheer happenstance. By spending a Luck Point as an immediate action, a luckthief can gain the evasion ability. If the luckthief makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. An unconscious or helpless luckthief cannot make use of this ability.
Steal Morale Effect (Su): At sixth level, a luckthief is capable of stealing magical effects directly from his opponents. When making a Lucky Shot, he can forgo a die of Lucky Shot damage and spend a Luck Point. By doing so, the luckthief can cause an ongoing effect that grants a morale bonus to cease affecting the target of his Lucky Shot and begin affecting him. All other aspects of the spell (duration, caster level, etc.) remain the same; only the target changes.
Cheat Death (Ex): At eighth level, a luckthief is capable of cheating death itself. Whenever he would be dropped to -10 or below, he may spend a Luck Point. If he does so, he is instead at -9 and stable--though unconscious. An unconscious or helpless luckthief cannot make use of this ability.
Fortuitous Dodge (Ex): At ninth level, a luckthief is cannily able to avoid the attacks of others through grace of chance. He may spend any number Luck Points as an immediate action. He may spend these Luck Points to either augment the percentage or its duration. Each Luck Point spent grants him either a 5% miss chance or one round of duration, to a maximum chance of 30% and duration of 5 rounds. An unconscious or helpless luckthief--or one wearing heavier armor than light or using a shield--cannot make use of this ability.
Improvisation (Su): At eleventh level, a luckthief may add his Charisma modifier to all skills as a luck bonus by spending a Luck Point as an immediate action. He is also considered trained for these skills. This bonus lasts for one round.
Improved Fortunate Evasion (Ex): At twelfth level, a luckthief's ability to avoid attacks improves. By spending two Luck Points, he can gain the improved evasion ability. See the monk class feature of the same name. An unconscious or helpless luckthief--or one wearing heavier armor than light or using a shield--cannot make use of this ability.
Cheat Fate (Su): At fifteenth level, a luckthief is capable of surviving even the most lethal blows through sheer virtue of his luck. As an immediate action, he may spend three Luck Points to weather a blow that would otherwise kill him. He is treated as having been struck by the attack, but does not suffer its full effects. Instead, he loses all but 3d6 hit points. If his hit point total before the attack was lower than the die roll, then he keeps those hit points instead. An unconscious or helpless luckthief--or one wearing heavier armor than light or using a shield--cannot make use of this ability.
Improved Fortuitous Dodge (Ex): At Seventeenth level, a luckthief's ability to avoid attacks improves again. This ability functions the same as Fortuitous Dodge, but each Luck Point spent increases the miss chance gained by 10% or improves the duration by three rounds--to a maximum of 50% and fifteen rounds. An unconscious or helpless luckthief--or one wearing heavier armor than light or using a shield--cannot make use of this ability.
Incredible Luck : At twentieth level, a luckthief's attunement to the powers of chance is complete. A number of times per day equal to his Charisma modifier, you may treat a roll--any roll, including one that has already been rolled--as though you got a twenty on your roll (before modifiers). No other benefits (automatic success, vorpal weapons) of rolling a twenty are gained; only the numeric value.
Luckthief Progression
{table=head]Level | BAB | Fort | Ref | Will | Special | 1 | 2 | 3 | 4 | 5
1st | +0 | +0 | +2 | +2 | Lucky Shot +1d6, Steal Fortune, Luck Pool, Trapfinding | 1 | - | - | - | -
2nd | +1 | +0 | +3 | +3 | Aura of Unluck (+1/-1) | 1 | - | - | - | -
3rd | +2 | +1 | +3 | +3 | Good Fortune | 2 | - | - | - | -
4th | +3 | +1 | +4 | +4 | Lucky Shot +2d6 | 2 | 0 | - | - | -
5th | +3 | +1 | +4 | +4 | Fortunate Evasion | 3 | 1 | - | - | -
6th | +4 | +2 | +5 | +5 | Steal Morale Effect, Aura of Unluck (+2/-2) | 3 | 1 | - | - | -
7th | +5 | +2 | +5 | +5 | Lucky Shot +3d6 | 3 | 2 | - | - | -
8th | +6/+1 | +2 | +6 | +6 | Cheat Death | 4 | 2 | 0 | - | -
9th | +6/+1 | +3 | +6 | +6 | Fortuitous Dodge | 4 | 3 | 1 | - | -
10th | +7/+2 | +3 | +7 | +7 | Lucky Shot +4d6, Aura of Unluck (+3/-3) | 4 | 3 | 1 | - | -
11th | +8/+3 | +3 | +7 | +7 | Improvisation | 5 | 3 | 2 | - | -
12th | +9/+4 | +4 | +8 | +8 | Improved Fortunate Evasion | 5 | 4 | 2 | 0 | -
13th | +9/+4 | +4 | +8 | +8 | Lucky Shot +5d6 | 5 | 4 | 3 | 1 | -
14th | +10/+5 | +4 | +9 | +9 | Aura of Unluck (+4/-4) | 5 | 4 | 3 | 1 | -
15th | +11/+6/+1 | +5 | +9 | +9 | Cheat Fate | 6 | 5 | 3 | 2 | -
16th | +12/+7/+2 | +5 | +10 | +10 | Lucky Shot +6d6 | 6 | 5 | 4 | 2 | 0
17th | +12/+7/+2 | +5 | +10 | +10 | Improved Fortuitous Dodge | 6 | 5 | 4 | 3 | 1
18th | +13/+8/+3 | +6 | +11 | +11 | Aura of Unluck (+5/-5) | 6 | 5 | 4 | 3 | 1
19th | +14/+9/+4 | +6 | +11 | +11 | Lucky Shot +7d6 | 7 | 6 | 5 | 3 | 2
20th | +15/+10/+5 | +6 | +12 | +12 | Incredible Luck | 7 | 6 | 5 | 4 | 2[/table]
Spell List
Core-Only
1st Level
Entropic Shield
Expeditious Retreat
Grease
Prestidigitation
Touch of Fatigue
Undetectable Alignment
2nd Level
Aid
Bane
Bless
Blindness/Deafness
Blur
Heroism
Invisibility
Misdirection
Touch of Idiocy
3rd Level
Blink
Clairaudience/Clairvoyance
Glibness
Good Hope
Protection From Energy
4th Level
Bestow Curse
Crushing Despair
Greater Invisibiliity
Fly
Freedom of Movement
5th Level
False Vision
Greater Heroism
Mislead
Modify Memory
Rainbow Pattern
Non-Core Additions
Spell Compendium
1st Level
Accelerated Movement
Backbiter
Camouflage
Cheat
Climb Walls
Critical Strike
Distort Speech
Distract
Distract Assailant
Focusing Chant
Improvisation
Incite
Inhibit
Master's Touch
Phantom Threat
Ray of Clumsiness
Shock and Awe
2nd Level
Curse of Ill Fortune
Curse of Impending Blades
Delusions of Grandeur
Swift Invisibility
Nature's Favor
Ray of Stupidity
Ray of Weakness
3rd Level
Cone of Dimness
Mass Curse of Impending Blades
Find the Gap
Puppeteer
Spell Vulnerability
4th Level
Backlash
Ruin Delver's Fortune
Vulnerability
5th Level
Mass Curse of Ill Fortune
Graymantle
Indomitability
Complete Scoundrel
1st Level
Armor Lock
Lucky Streak
2nd Level
Opportune Dodge
3rd Level
Disobedience
5th Level
Spell Theft
Player's Handbook II
2nd Level
Black Karma Curse
Insight of Good Fortune
3rd Level
Curse of Arrow Attraction
Halt
Hesitate
Luckthieves are lucky bastards, those scant few who always manage to scrape by somehow without even appearing to try. Some call it a blessing from the gods; others call it a curse from the hells. Luckthieves themselves say they're "borrowing" it from those around them.
Luckthief Class Features
HD: d6
Skills: A luckthief chooses three skill sets. 6 + Int skill points per level, x4 at first level.
Prowess: A luckthief gains four points of prowess per level.
Proficiencies: A luckthief is proficient with all simple weapons and with light armor (but not shields). He is capable of casting luckthief spells (and only luckthief spells) while wearing light armor without risk of spell failure.
Spells: A luckthief casts arcane spells, which are drawn from the luckthief spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a luckthief must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a luckthief's spell is 10 + the spell level + his Charisma modifier.
Like other spellcasters, a luckthief can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table. In addition, he receives bonus spells per day if he has a high Charisma score. When the table indicates that the luckthief gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.
The luckthief's selection of spells is extremely limited. A luckthief begins play knowing three 1st spells of your choice. At each level, he gains the knowledge of one additional spell of a level he can cast.
Upon reaching 5th level, and at every third luckthief level after that (8th, 11th, and so on), a luckthief can choose to learn a new spell in place of one he already knows. In effect, the luckthief "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level luckthief spell the luckthief can cast. A luckthief may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
As noted above, a luckthief need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level.
Lucky Shot (Ex): When attacking, a luckthief has the chance of getting in a lucky shot. Whenever a luckthief successfully strikes a foe, he rolls another attack roll. If the second roll succeeds in striking his foe, he deals an extra 1d6 points of damage. If it does not beat his opponent's armor class, he still hits but only deals normal damage.
This extra damage is not multiplied by critical hits. It is precision damage, so it is not effective against opponents without discernible anatomies and those who are immune to critical hits.
The extra damage increases to 2d6 at 4th level, 3d6 at 7th level, 4d6 at 10th level, 5d6 at 13th level, 6d6 at 16th level, and 7d6 at 19th level.
Steal Fortune (Su): A luckthief may forgo any number of the extra dice of damage he receives when making a Lucky Shot. If he does so, he gains a number of Luck Points (see the Luck Pool class feature below) equal to the number of dice he gives up. In addition, his opponent takes a penalty to saving throws equal to the number of dice he gives up for one round.
Luck Pool: A luckthief is a being of supreme fortune, and as such has access to a pool of disposable luck. Luck Points are used to power most of the luckthief's class features (such as Fortunate Evasion and Cheat Death). A luckthief can have a number of Luck Points stored at any given time equal to his class level plus his Charisma modifier. Luck Points are temporary, and disappear if they are not used during the same day of their acquisition.
Trapfinding: Like a rogue, a luckthief can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Luckthieves can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A luckthief who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Aura of Unluck (Su): A luckthief siphons off the luck of his enemies and makes it his own. Starting at second level, foes of the luckthief take a -1 penalty on ability and skill checks when they start their turn within 10' of the luckthief and persisting for for as long as they remain within 10' of him. Whenever an opponent is affected by this ability, the luckthief gains a luck bonus to ability and skill checks equal to the penalty his foes take.
The penalty increases to -2 at 6th level, -3 at 10th level, -4 at 14th level, and -5 at 18th level.
Good Fortune (Su): A luckthief is incredibly blessed in his ability to survive effects that would kill others. Starting at third level, he adds his Charisma modifier to all saving throws as a luck bonus.
Fortunate Evasion (Ex): At fifth level, a luckthief in light or no armor and who is not using a shield can avoid attacks through sheer happenstance. By spending a Luck Point as an immediate action, a luckthief can gain the evasion ability. If the luckthief makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. An unconscious or helpless luckthief cannot make use of this ability.
Steal Morale Effect (Su): At sixth level, a luckthief is capable of stealing magical effects directly from his opponents. When making a Lucky Shot, he can forgo a die of Lucky Shot damage and spend a Luck Point. By doing so, the luckthief can cause an ongoing effect that grants a morale bonus to cease affecting the target of his Lucky Shot and begin affecting him. All other aspects of the spell (duration, caster level, etc.) remain the same; only the target changes.
Cheat Death (Ex): At eighth level, a luckthief is capable of cheating death itself. Whenever he would be dropped to -10 or below, he may spend a Luck Point. If he does so, he is instead at -9 and stable--though unconscious. An unconscious or helpless luckthief cannot make use of this ability.
Fortuitous Dodge (Ex): At ninth level, a luckthief is cannily able to avoid the attacks of others through grace of chance. He may spend any number Luck Points as an immediate action. He may spend these Luck Points to either augment the percentage or its duration. Each Luck Point spent grants him either a 5% miss chance or one round of duration, to a maximum chance of 30% and duration of 5 rounds. An unconscious or helpless luckthief--or one wearing heavier armor than light or using a shield--cannot make use of this ability.
Improvisation (Su): At eleventh level, a luckthief may add his Charisma modifier to all skills as a luck bonus by spending a Luck Point as an immediate action. He is also considered trained for these skills. This bonus lasts for one round.
Improved Fortunate Evasion (Ex): At twelfth level, a luckthief's ability to avoid attacks improves. By spending two Luck Points, he can gain the improved evasion ability. See the monk class feature of the same name. An unconscious or helpless luckthief--or one wearing heavier armor than light or using a shield--cannot make use of this ability.
Cheat Fate (Su): At fifteenth level, a luckthief is capable of surviving even the most lethal blows through sheer virtue of his luck. As an immediate action, he may spend three Luck Points to weather a blow that would otherwise kill him. He is treated as having been struck by the attack, but does not suffer its full effects. Instead, he loses all but 3d6 hit points. If his hit point total before the attack was lower than the die roll, then he keeps those hit points instead. An unconscious or helpless luckthief--or one wearing heavier armor than light or using a shield--cannot make use of this ability.
Improved Fortuitous Dodge (Ex): At Seventeenth level, a luckthief's ability to avoid attacks improves again. This ability functions the same as Fortuitous Dodge, but each Luck Point spent increases the miss chance gained by 10% or improves the duration by three rounds--to a maximum of 50% and fifteen rounds. An unconscious or helpless luckthief--or one wearing heavier armor than light or using a shield--cannot make use of this ability.
Incredible Luck : At twentieth level, a luckthief's attunement to the powers of chance is complete. A number of times per day equal to his Charisma modifier, you may treat a roll--any roll, including one that has already been rolled--as though you got a twenty on your roll (before modifiers). No other benefits (automatic success, vorpal weapons) of rolling a twenty are gained; only the numeric value.
Luckthief Progression
{table=head]Level | BAB | Fort | Ref | Will | Special | 1 | 2 | 3 | 4 | 5
1st | +0 | +0 | +2 | +2 | Lucky Shot +1d6, Steal Fortune, Luck Pool, Trapfinding | 1 | - | - | - | -
2nd | +1 | +0 | +3 | +3 | Aura of Unluck (+1/-1) | 1 | - | - | - | -
3rd | +2 | +1 | +3 | +3 | Good Fortune | 2 | - | - | - | -
4th | +3 | +1 | +4 | +4 | Lucky Shot +2d6 | 2 | 0 | - | - | -
5th | +3 | +1 | +4 | +4 | Fortunate Evasion | 3 | 1 | - | - | -
6th | +4 | +2 | +5 | +5 | Steal Morale Effect, Aura of Unluck (+2/-2) | 3 | 1 | - | - | -
7th | +5 | +2 | +5 | +5 | Lucky Shot +3d6 | 3 | 2 | - | - | -
8th | +6/+1 | +2 | +6 | +6 | Cheat Death | 4 | 2 | 0 | - | -
9th | +6/+1 | +3 | +6 | +6 | Fortuitous Dodge | 4 | 3 | 1 | - | -
10th | +7/+2 | +3 | +7 | +7 | Lucky Shot +4d6, Aura of Unluck (+3/-3) | 4 | 3 | 1 | - | -
11th | +8/+3 | +3 | +7 | +7 | Improvisation | 5 | 3 | 2 | - | -
12th | +9/+4 | +4 | +8 | +8 | Improved Fortunate Evasion | 5 | 4 | 2 | 0 | -
13th | +9/+4 | +4 | +8 | +8 | Lucky Shot +5d6 | 5 | 4 | 3 | 1 | -
14th | +10/+5 | +4 | +9 | +9 | Aura of Unluck (+4/-4) | 5 | 4 | 3 | 1 | -
15th | +11/+6/+1 | +5 | +9 | +9 | Cheat Fate | 6 | 5 | 3 | 2 | -
16th | +12/+7/+2 | +5 | +10 | +10 | Lucky Shot +6d6 | 6 | 5 | 4 | 2 | 0
17th | +12/+7/+2 | +5 | +10 | +10 | Improved Fortuitous Dodge | 6 | 5 | 4 | 3 | 1
18th | +13/+8/+3 | +6 | +11 | +11 | Aura of Unluck (+5/-5) | 6 | 5 | 4 | 3 | 1
19th | +14/+9/+4 | +6 | +11 | +11 | Lucky Shot +7d6 | 7 | 6 | 5 | 3 | 2
20th | +15/+10/+5 | +6 | +12 | +12 | Incredible Luck | 7 | 6 | 5 | 4 | 2[/table]
Spell List
Core-Only
1st Level
Entropic Shield
Expeditious Retreat
Grease
Prestidigitation
Touch of Fatigue
Undetectable Alignment
2nd Level
Aid
Bane
Bless
Blindness/Deafness
Blur
Heroism
Invisibility
Misdirection
Touch of Idiocy
3rd Level
Blink
Clairaudience/Clairvoyance
Glibness
Good Hope
Protection From Energy
4th Level
Bestow Curse
Crushing Despair
Greater Invisibiliity
Fly
Freedom of Movement
5th Level
False Vision
Greater Heroism
Mislead
Modify Memory
Rainbow Pattern
Non-Core Additions
Spell Compendium
1st Level
Accelerated Movement
Backbiter
Camouflage
Cheat
Climb Walls
Critical Strike
Distort Speech
Distract
Distract Assailant
Focusing Chant
Improvisation
Incite
Inhibit
Master's Touch
Phantom Threat
Ray of Clumsiness
Shock and Awe
2nd Level
Curse of Ill Fortune
Curse of Impending Blades
Delusions of Grandeur
Swift Invisibility
Nature's Favor
Ray of Stupidity
Ray of Weakness
3rd Level
Cone of Dimness
Mass Curse of Impending Blades
Find the Gap
Puppeteer
Spell Vulnerability
4th Level
Backlash
Ruin Delver's Fortune
Vulnerability
5th Level
Mass Curse of Ill Fortune
Graymantle
Indomitability
Complete Scoundrel
1st Level
Armor Lock
Lucky Streak
2nd Level
Opportune Dodge
3rd Level
Disobedience
5th Level
Spell Theft
Player's Handbook II
2nd Level
Black Karma Curse
Insight of Good Fortune
3rd Level
Curse of Arrow Attraction
Halt
Hesitate