TEXT: Rite Publishing Presents
  Rite Publishing Presents
  Rite Publishing Presents
  Rite Publishing Presents    
  The Secrets of the 
  The Secrets of the 
  The Secrets of the 
  The Secrets of the 
  Luckbringer
  Luckbringer
  Luckbringer
  Luckbringer    
   
  A new base class 
  A new base class 
  A new base class 
  A new base class brought to
  brought to
  brought to
  brought to    you
  you
  you
  you        
      by
  by
  by
  by    Steven D. Russell
  Steven D. Russell
  Steven D. Russell
  Steven D. Russell    
      
  
   
  Rite Publishing Presents: 
  The Secrets of the 
  Luckbringer  
   
  Longshot
  Longshot
  Longshot
  Longshot (Designer): Steven D. Russell 
  Hazard
  Hazard
  Hazard
  Hazard    (Additional Design): Ben McFarland 
  Scarlet Witch
  Scarlet Witch
  Scarlet Witch
  Scarlet Witch (Editor): Stephanie Douglas 
  Black Cat 
  Black Cat 
  Black Cat 
  Black Cat (Cover Artist):  
  Michelangelo Merisi da Caravaggio 
  Gladstone Gander
  Gladstone Gander
  Gladstone Gander
  Gladstone Ganderssss    (Interior Artwork):  
  Michelangelo Merisi da Caravaggio and Toby Gregory 
  Shamrock
  Shamrock
  Shamrock
  Shamrock (Layout and Publisher): Steven D. Russell 
   
  Dedication: To Owen K.C. Stephens  
  —for the Time Thief.    
   
  Special Thanks to Clinton J. Boomer and Jonathan Roberts for their invaluable input 
   
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. 
  See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not 
  guarantee compatibility, and does not endorse this product. 
   
  The Secrets of the Luckbringer © 2011 Steven D. Russell, Open Gaming License Copyright © 2007   
  Wizards of the Coast. All rights reserved, Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder 
  Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used 
  under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more 
  information on the compatibility license.  
   
  
  1 
  New Base Class: Luckbringer
  New Base Class: Luckbringer
  New Base Class: Luckbringer
  New Base Class: Luckbringer    
  Owain Northway, 
   
  You have asked me to explain the nature of my 
  talents though I am loath to give away any edge, I 
  know when the odds are against me. So what follows 
  covers the nature of the class of individuals I account 
  myself a member of.  
   
  Rivka Cardsharp 
   
   I am a breaker of kismet, a defiler of odds, a 
  spinner of fate, a princess of possibilities, a vandal of 
  the random, an escape artist from karma; I am a 
  luckbringer and only fools make wagers against me 
  and my kind.  
  We are able to alter the laws of probability for a 
  local area, resulting in "good luck" for us and/or "bad 
  luck" for our opponents in the form of unusual and 
  often unlikely occurrences that seem to happen 
  spontaneously. Kah the Dark Captain of The Last 
  Warlord is chasing me over the bridge at Ashenfall?  I 
  use my gifts, combining my footfalls with those of my 
  pursuer to exploit imperceptible design flaws in the 
  substructure of the bridge; the result is a marvelously 
  improbable bridge collapse, culminating just as I 
  make it across but before the dreaded Kah does. Need 
  to stop a clockwork titan from trampling the city 
  underfoot? My power will cause its complex 
  mechanisms to act as if drunken gnomes built it on 
  the festival of Last Night, breaking into a thousand 
  spinning gears without a single spring or sprocket 
  landing on those below. 
  One bad thing, sometimes we do not have total 
  control over how we alter probabilities. We often have 
  a specific outcome in mind, but there is always a 
  possibility it will not work, or worse, turn against us at 
  the most inopportune time (this often seems to 
  happen to me just when I am about to save the day or 
  get the guy). Moreover, sometimes even our luck just 
  plain runs out.     
  Anyone can become a luckbringer but as with all 
  gifts, some are more gifted than others, in my case I 
  was simply born lucky.  
   We cannot do the impossible only the extremely 
  improbable. Remember however, in a world of magic 
  nearly everything theoretically has a chance of 
  happening, so when we are at the height of our 
  powers, our gifts can seem to warp the very nature of 
  reality. Sometimes however, it is too late, and there is 
  no longer a chance for success.  
   
  Adventures
  Adventures
  Adventures
  Adventures    
  Many of those like me live for adventure; we seek 
  the high-risk stakes of combat against limitless 
  hordes, raging dragons, and the endless death traps of 
  forgotten ruins. It is not that we seek to be heroes, and 
  many of us often are quite selfish,  it is just that we 
  find personal joy in putting ourselves in harm’s way so 
  that we can enjoy the thrill of escaping that peril, of 
  seeing what the next turn of the cards brings.  
  Surprisingly many of my fellow luckbringers are at  
   
   
  Rivka Cardsharp 
   
  first forced into this lifestyle by circumstance usually 
  resulting from them fleeing a far worse situation. I 
  believe this is because it is the most profitable, 
  exciting, and entertaining occupation in existence and 
  so fortune smiles upon us and sets us upon the road to 
  adventure. I have also come to believe over time that 
  it is a lifestyle most suited to changing the course of 
  the future, where we can choose our own fate, rather 
  than the winds of destiny simply blowing us about.   
   
  Characteristics
  Characteristics
  Characteristics
  Characteristics    
  We luck bringers are a wild and varied lot but we 
  have a few traits that we share between us beyond our 
  good and ill fortunes. First and foremost is that we are 
  nearly all troublemakers and if something is going on 
  we are usually right in the middle of it. If we hear a 
  call to adventure, we usually jump at that call. We are 
  fond of drinking, gambling, and various multiple 
  encounters of an amorous nature. I myself without a 
  single overt act attract the eye of many a lovely lad, 
  much to the chagrin of my companions. I like many 
  others also avoid the entanglements of marriage and 
  
  2 
  any serious commitment with a single companion, 
  though I do seem to run afoul of many a married 
  man’s wife, there is simply too much still to see and 
  do to settle down. I should like to be clear that many 
  of my fellow luckbringers do not just enjoy gambling 
  so much as it is a compulsion for us. We will bet on 
  anything and everything, the fact that we win far more 
  than we lose due to our ability to change the number 
  on our wheel of fortune, makes this far less an 
  affliction for us as it would be for those without our 
  capabilities.  
   
  Alignment
  Alignment
  Alignment
  Alignment        
  I used to believe that due to our erratic activities 
  and often simply trust in the blind forces of chance 
  that luckbringers were creatures of chaos, but over 
  time as I learned more about the wider world and 
  encountered others who shared my abilities, that the 
  law of probabilities is also part of our nature. 
  So in the same way that a soldier can serve the most 
  righteous or most vile of causes so are we as wild and 
  as varied in our principles of behavior.  We can serve 
  the forces of chaos, evil, good, or law or simply ignore 
  them completely.   
  Many think of me as little more than a rapscallion, 
  and this may be true, however I have met a woman 
  calling herself Abadama Annaer, and while perhaps 
  naïve she is the most unselfish and hopeful soul I have 
  ever encountered. A goodly number of luckbringers 
  have even started following her example for as she 
  puts it “There is always a chance to make things 
  better, and your chances are always better with a 
  luckbringer about.” 
   
  Religion
  Religion
  Religion
  Religion    
  Luckbingers tend to fall into two categories those 
  who thumb their nose at the powers that be believing 
  that as strong, free-willed individuals, there is no 
  reason why we should not decide our own futures. To 
  hell with the powers of heaven and all the others who 
  try to hinder us;  
   The second category we tend to fall into are those 
  of us who worship the deities whose portfolios grant 
  sovereignty over good and ill fortune, fate, karma, 
  kismet, gambling, liberation, and trickery. I myself 
  give praise to Our Laughing Traveler of Passages and 
  Messages who presides over diplomacy, good fortune, 
  foxes, jesters, joy, merchants, messengers, monkeys, 
  otters, ravens, rebels, rogues, scouts, silver, thieves, 
  trade, travelers, tricksters, and thieves.  
  This however is only what is most common amongst 
  us and is by no means true of all the luckbringers as 
  the aforementioned Abadama Annaer is a follower of 
  Our Queen of Wisdom and Mercy. While Jacobo 
  Stankovich Zott referred to by many who have been 
  the victim of his crimes as “The Crimson Chaos” gives 
  open praise to Their Vicious Brother of Destruction.  
   
  Background
  Background
  Background
  Background        
  While many of my kind are born lucky even those 
  with the greatest of good fortunes benefit from some 
  special training. We usually learn our special skills as 
  apprentices to more accomplished luckbringers who 
  often discover each other under highly improbably yet 
  fortuitous circumstances. It is possible for us to learn 
  these skills through happenstance, since that is often 
  what we do best, but the unique training provided by 
  other luckbringers makes this process go faster and 
  with much less angst on the part of the apprentice, 
  though we often cause angst for our mentors with our 
  rather troublesome ways.  
  Beyond this apprenticeship, we do not often stay 
  in each other’s company for long as we cause too 
  many bizarre and improbable things to happen 
  around us when we are together or perhaps it just 
  seems this way, and we just cannot stand anyone who 
  could interfere with our manipulation of probabilities.   
  Those of us who do not chance upon a mentor wander 
  about, seeking new experiences, and earning our 
  fortunes though practice and experimentation. These 
  luckbringers are often the most dangerous having 
  learned very little discipline while enjoying a 
  freewheeling lifestyle that makes them highly 
  adaptive. Because of our powers and abilities, we can 
  take on many trades simply relying on our luck rather 
  than any true skill.  
   
  Races
  Races
  Races
  Races    
  Fortune be it weal or woe, does not care about what 
  race a luckbringer is. You will find us amongst them 
  all. Our numbers are fewer in societies that promote 
  the idea that an individual cannot fight their fate, that 
  they are a prisoner to their own destiny. Cultural 
  barriers such as rigid caste systems also cause would-
  be-luckbringers to suppress their abilities but 
  occasional this repression can backfire creating that 
  societies most dangerous rebel.  
   
  Classes
  Classes
  Classes
  Classes    
  As with the various races, we luckbringers seem to 
  get along best with those who embrace the blind 
  forces of chance and I consider my roguish friends 
  amongst the most favored of companions. Though it is 
  a generality, I most often run afoul of those with a 
  divine view as their sometimes fanatical conviction 
  that their deities plan for the world is a foregone 
  conclusion.  
   
  Role
  Role
  Role
  Role    
  Within adventuring companies and especially the 
  Questor’s Society my brethren and I often serve as 
  trapspringers, (rather than trapfinders), trusting in 
  our gifts to avoid any potential dangerous outcomes. 
  It may seem like we have a plan or ploy but we are 
  most often simply making it up as we go along. We 
  also serve as jacks-of-all-trades when dealing with 
  various skills through we again rely on luck rather 
  than any true skill to such an extent that we are 
  considered masters of all skills. We can also serve as 
  bizarre close range snipers depending on our ability to 
  cause misfortune to our enemies.  
   
  
  3 
   
  Table: The 
  Table: The 
  Table: The 
  Table: The Luckbringer
  Luckbringer
  Luckbringer
  Luckbringer    
  Level  
  Base Attack Bonus 
  Fort Save 
  Ref Save 
  Will Save 
  Special 
  1  
  +0  
  +2 
  +2 
  +0 
  Moment of Chance 
  2  
  +1  
  +3 
  +3 
  +0 
  Improbable 
  3  
  +2  
  +3 
  +3 
  +1 
  Nothing Is Written  
  4  
  +3  
  +4 
  +4 
  +1 
  Improbable 
  5  
  +3  
  +4 
  +4 
  +1 
  Longshot, Nothing Is Written 
  6  
  +4  
  +5 
  +5 
  +2 
  Improbable 
  7  
  +5  
  +5 
  +5 
  +2 
  Nothing Is Written 
  8  
  +6/+1  
  +6 
  +6 
  +2 
  Improbable 
  9  
  +6/+1 
  +6 
  +6 
  +3 
  Longshot, Nothing Is Written 
  10  
  +7/+2  
  +7 
  +7 
  +3 
  Highly Improbable, Improbable 
  11  
  +8/+3 
  +7 
  +7 
  +3 
  Nothing Is Written 
  12  
  +9/+4 
  +8 
  +8 
  +4 
  Improbable 
  13  
  +9/+4 
  +8 
  +8 
  +4 
  Longshot Nothing Is Written 
  14  
  +10/+5  
  +9 
  +9 
  +4 
  Improbable 
  15  
  +11/+6/+1   
  +9 
  +9 
  +5 
  Nothing Is Written 
  16  
  +12/+7/+2   
  +10 
  +10 
  +5 
  Improbable 
  17  
  +12/+7/+2   
  +10 
  +10 
  +5 
  Longshot, Nothing is Written  
  18  
  +13/+8/+3   
  +11 
  +11 
  +6 
  Improbable 
  19  
  +14/+9/+4  
  +11 
  +11 
  +6 
  Nothing is Written 
  20  
  +15/+10/+5  
  +12 
  +12 
  +6 
  Improbable, Major Disaster 
      
  Alignment: Luckbringers may be of any alignment.  
  Hit Die: d8 
   
  Class Skills The luckbringer's class skills are 
  Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb 
  (Str), Craft (Int), Diplomacy (Cha), Disable Device 
  (Dex), 
  Disguise 
  (Cha), 
  Escape 
  Artist 
  (Dex),  
  Perception (Wis), Perform (Cha), Profession (Wis), 
  Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and 
  Use Magic Device (Cha). 
  Skill Ranks per Level: 6 + Int modifier 
   
  Weapon and Armor Proficiency: A luckbringer is 
  proficient with all simple weapons, and with a single 
  exotic weapon of the character’s choice. A luckbringer 
  is also proficient with all light and medium armors 
  and shields. 
   
  Moment 
  of 
  Chance 
  (Su): 
  Each 
  day, 
  the 
  luckbringer has a pool of moments of chance equal to 
  three plus her class level. Once a round, as a free 
  action, a luckbringer can expend a moment of chance 
  to do any one of the following things: 
   
  •
  Fatespin (Su): A luckbringer can cause a reroll of 
  one attack roll, combat maneuver check, or skill 
  check that occurs within 100 ft. of her though she 
  must be aware of the action to use this ability. 
  When an attack roll, combat maneuver check, or 
  skill check has failed or succeeded, a player may 
  declare that roll lucky or unlucky after the fact 
  and announce that she is forcing a fatespin. The 
  character spends 1 moment of chance from her 
  pool to force a reroll of the original d20 roll. A 
  blade bounces off a shield and finds its way into 
  the cracks of an opponent’s armor. An opponent 
  slips from her grasp only to find her foe as 
  entangled him in her legs. She loses her grip 
  while climbing a wall but catches hold of a tuft of 
  grass and surprisingly it holds.  
  •
  Weal and Woe (Ex): Apply a +1 luck bonus or -1 
  luck penalty to any single d20 roll resulting from 
  an action that occurs within 100ft of the 
  luckbringer. A luckbringer must be aware of the 
  action and must declare the use of this ability 
  before the roll is made. An opponent’s hand slips 
  slightly on his blade or her own blade finds a 
  missing scale on a dragon. A glint of light catches 
  her attention revealing a hidden foe, an owl 
  distracts a hunting party from her hiding place, 
  or she finds perfect traction granting her a 
  slightly faster reaction time than her opponent 
  does.   
  •
  Narrow Escape (Ex): the luckbringer gains a 
  chance of avoiding any confirmed critical hit or 
  any attack that would reduce her to 0 hit points 
  or fewer This ability only operates if she chooses 
  to avoid the critical hit. Avoiding the hit requires 
  a successful Will save (DC 10 + ½ the attack 
  bonus or the DC of the spell/effect). In the case of 
  a damaging spell or ability that would reduce the 
  character to 0 hit points or less, this effectively 
  grants the luckbringer a second saving throw to 
  negate the spell or effect. This ability expends a 
  moment of chance even if the luckbringer has 
  used one already for this round, however this 
  ability can only function once per round. A blade 
  thrust that would have found her heart, finds is 
  deflected at the last moment by the prayer book 
  she kept there, slashing her side. The lightning 
  bolt gets grounded out by an iron spike in 
  climbing gear 
   
  Improbable (Su) At 2nd level, a luckbringer gains 
  one Improbable ability. She gains an additional  
  
  4 
  Improbable ability every even level thereafter. A 
  luckbringer cannot select an individual Improbable 
  ability more than once. Improbable abilities require a 
  luckbringer to spend moments of chance, which she 
  may do only once per round as a free action.  
   
  •
  Critically Lucky (Ex): When a luckbringer uses 
  this ability (even after the result of the die roll is 
  known), she gains the benefit of the Critical Focus 
  or Improved Critical feat with the weapon she is 
  currently wielding even if she does not meet its 
  prerequisites. Upon reaching 11th Level she can 
  also choose any single Critical Feat and gain the 
  benefits of that feat, though she must still meet 
  the prerequisites of that feat, however for the 
  purposes of these prerequisites her Base Attack 
  Bonus is consider being equal to her luckbinder 
  class level. If she has the master luckbringer 
  ability (See Highly Improbable) and expends a 
  second moment of chance this round she can 
  choose a second Critical feat and use the first feat 
  chosen as part of the prerequisites for the second 
  feat. Her blade struck him a vicious blow to the 
  head causing a horrible bleeding wound just 
  above his eyes, blinding him.  
   
  •
  Entropy Shield (Su): The Luckbringer can cause 
  a probability filed to generate around her or an 
  ally within 100 ft. This field deflects incoming 
  arrows, rays, and other ranged attacks for 1 
  minute per class level. Each ranged attack 
  directed at the subject for whom the attacker 
  must make an attack roll has a 20% miss chance 
  (similar to the effects of concealment). At 5th level 
  this miss chance increases to 50%, Other attacks 
  that simply work at a distance are not affected. 
  The actual intervening factor is subject to GM 
  determination but the default is often a random 
  animal or vermin native to the area moving into 
  the line of fire at the wrong moment, a stone 
  causing the subject to stumble ruining the lead 
  time of targeting foe or an odd gust of wind 
  catching the projectile badly.  
   
  •
  Fateful Footing (Ex): The luckbringer alters 
  probabilities making her extremely dexterous; 
  she gains a +10 ft. enhancement bonus to her 
  base speed and a +2 inherent bonus to her 
  Dexterity. The luckbringer also can make a single 
  target opponent extremely clumsy reducing all its 
  speed ratings by 10 feet (to a minimum of 5 feet) 
  and bestowing a –2 penalty to the target’s 
  Dexterity (minimum 1). A successful Will saves 
  (DC 10 + ½ the luckbringer’s class level + her 
  Charisma modifier) negates this penalties for the 
  opponent but not her bonuses. This effect lasts 
  for 1 round per class level. On the loose shale 
  slope every step her foe took the rock slid out 
  from under him, while ever step she took the 
  ground seemed to flow with her. 
   
  •
  Good Karma (Ex) if the luckbringer is in a square 
  adjacent to an ally and the ally is subject to an 
  attack, including an area effect, the luckbringer 
  can subject herself to the attack in the ally’s stead 
  and the ally takes no damage. Resolve potential 
  attacks 
  against 
  the 
  luckbringer 
  normally, 
  including to hit rolls and saving throws. She 
  whips the mage and herself around as the blade 
  comes down on her shield rather than the mages 
  head.  
   
  •
  Hazard (Su): Using her ability to affect 
  probabilities a luckbringer can cause a hazardous 
  condition to affect a single target. This hazard 
  deals 1d6 points of damage + 1d6 points of 
  damage every two class levels. A successful Reflex 
  Save (DC 10+1/2 the fate spinner’s class level + 
  her Charisma modifier) results in half damage. 
  The actual damage type is subject to GM 
  determination 
  but 
  the 
  default 
  is 
  often 
  bludgeoning, 
  resulting 
  from 
  something 
  improbably falling from the sky (such as a dead 
  griffon) or a underground explosion (such as 
  caused by the rotting corpse of a purple worm), 
  but it can be as dramatic as a lightning strike 
  from a clear blue sky. This damage can be 
  something the target is resistant to but the 
  creature is never immune to the damage type 
  chosen and it could even result in multiple types. 
  A meteor falls out of the sky hitting her opponent 
  and nothing else.   
   
  •
  Ill-fortune (Su): You impart a streak of bad luck 
  on the target. Any actions the target takes in the 
  next round have a 50% chance of failing. A 
  successful 
  Will 
  saves 
  (DC 
  10 
  + 
  ½ 
  the 
  luckbringer’s class level + her Charisma modifier) 
  negates this effect. Just as the necromancer was 
  preparing to give orders to his companions his 
  childhood stuttering disorder came back.   
   
  •
  Improved Weal and Woe (Su): The luckbringer 
  increases the bonus or penalty of her weal and 
  woe ability to +2/-2. This ability does not use 
  moments of chance though the weal and woe 
  ability still does. She was just thinking about how 
  much she hated the witch when she ran right into 
  the witch’s charm spell, luckily, she resisted it.  
   
  •
  Jinx (Su): You alter the laws of probability so that 
  any time a target is missed by an attack, there is a 
  20% chance that it actually hit this effect lasts for 
  1 minute per class level. If the target, which must 
  be within 100 ft., makes a successful Will saves 
  (DC 10 + ½ the luckbringer’s class level + her 
  Charisma modifier), the effect is negated. This 
  ability does not stack with itself. She threw her 
  dagger but the Blood knights shield came up 
  deflecting it away in the nick of time,  but it 
  bounced off  the breast plate of the paladin into 
  the blood knights elbow joint 
   
  
  5 
   
   
  •
  Just a Scratch (Su): The luckbringer’s wounds 
  are never as bad as they first appear. The 
  luckbringer can heal a number of hit points equal 
  to her class level plus her Charisma bonus 
  (minimum +1). She thought she was in shock 
  from the  spear thrust going right threw her, later 
  she realized it had only nicked her while passing 
  under her arm. though it had gotten tangled in 
  her cloak.  
   
  •
  Opportunity Knocks (Ex): The luckbringer can 
  choose to gain an additional attack of opportunity 
  beyond the normal one per round you are limited 
  to (and beyond the normal limits of Combat 
  Reflexes), or she can prevent a single action that 
  occurs within 100 ft. of her from triggering 
  potential attacks of opportunity (no save). Her 
  opponent left himself so wide open to her; he 
  virtually leapt upon her blade. She hand to focus 
  all her attention on opening the door she did not 
  have time to defend herself, luckily her foe failed 
  to pay enough attention to her or take advantage 
  of the situation.     
   
  •
  Twist the Pattern (Ex): a luckbringer can take a 
  10 as a swift action or take a 20 as a full-round 
  action on one singular skill check that can be 
  performed in normally is performed in one round 
  even if she is distracted. She can grant this 
  benefit to a creature within 100 ft. if the skill 
  normally allows the creature to take a 10 or a 20. 
  She waits looking at the lock letting her hands 
  flow over the lock picks in front of her then 
  suddenly she grabs two of them and throws them 
  at the lock and twists them, there is an audible 
  click as the door unlocks.   
   
  Nothing Is Written (Ex) At 3rd level, the 
  luckbringer has the ability to change what the “Powers 
  That Be” have written in the book of destiny. When 
  first gained, the luckbringer must select a single 
  power from the list below. She gains an additional 
  Nothing Is Written power at 5th, 7th, 9th, 11th, 13th, 
  15th, 17th, and 19th level.  
   
  Divergent Fate (Su): When a purely random roll 
  (critical hit/fumble chart, wand of wonder, confusion, 
  prismatic effect etc.) or card (deck of many things, 
  critical/fumble card, plot card etc.) is drawn in  
  relation to the luckbringer, she rolls twice or draws 
  two cards, selecting the roll or card of her choice that 
  actually affects her.  
   
  Evasion 
  (Ex): 
  luckbringers 
  can 
  manipulate 
  probabilities to avoid even magical and unusual 
  attacks. If she makes a successful Reflex saving 
  
  6 
  throw against an attack that normally deals half 
  damage on a successful save, she instead takes no 
  damage. Evasion can be used only if the luckbringer is 
  wearing light armor, medium armor, or no armor. 
  A helpless luckbringer does not gain the benefit of 
  evasion. She found the perfect spot to avoid the 
  fireball right in the shadow of her allies shield.  
   
  Fool’s Luck (Ex): a luckbringer exudes luck and 
  confidence. For 1 round after she activates this ability 
  as a free action the luckbringer is entitled to two rolls 
  instead of one for every attack roll, check, or saving 
  throw, she makes, keeping the higher roll. She may 
  use this ability a number of times per day equal to her 
  Charisma bonus (minimum +1)  
  If a luckbringer spends a moment of chance to 
  fatespin an attack roll, combat maneuver check, or 
  skill check during a round when this ability is active, 
  she rerolls with two dice instead of one taking the 
  highest roll. She wanted to make sure there was no 
  one else trapped in the remorhaz’s belly.  
   
  Fortune’s Favor (Ex): A Luckbringer always seems 
  to gain the advantages of concealment and other 
  random protections, while his opponents never do. 
  When miss chances are rolled her and her opponent 
  must use two d10s, and the luckbringer chooses which 
  of the two die rolls are the 'tens' digit after the result is 
  known. For example, she activates her entropy shield 
  ability, and her opponent shots an arrow at her, her 
  opponent rolls a 7 and a 1. The luckbringer chooses 
  the 1 to be the ‘tens’ digit, resulting in a 17, failing the 
  20% miss chance, causing the arrow to miss her. 
  However if the luckbringer were fighting an invisible 
  opponent and knew what square he was in she could 
  roll a 7 and a 1 choosing the 7 to be the ‘tens’ digit, 
  successfully overcoming the miss chance. All 20 
  arrows missed her in the dark, but every shot she 
  made found its mark.  
   
  Lucky Guess (Ex): A luckbringer always seems to 
  guess the correct solution to any given situation. She 
  can improvise the right solution to most problems 
  faster and more often than almost anyone else can. In 
  game terms, the player can ask the DM to modify a 
  roll three times per game session as a free action, (but 
  no more than once per round), with regard to any 
  problem. This substitution should always be tied to a 
  game mechanic, such as: 
   
  • Rerolling a botched skill check with a second, 
  related skill. For instance, after failing a Bluff check, 
  the luckbringer may immediately use his lucky 
  guess ability to make a Diplomacy check. The first, 
  failed check is ignored. 
  • Changing the last move action in progress, such as 
  changing running movement down a hallway into a 
  Climb check when the luckbringer discovers a nest 
  of snakes in the hall. 
  • Substituting a skill check for a saving throw, such as 
  making a Acrobatics check to get over a pit instead 
  of a Reflex save to avoid it, or using a Survival check 
  instead of a Fortitude save after eating poisonous 
  berries. 
   
  An especially generous DM may choose to have the 
  lucky guess ability grant a good feeling about 
  something to the character as well. These good 
  feelings should always allow the luckbringer both a 
  chance at success and maximum peril on the way to 
  that success. She really did not think what had been 
  planned was going to work so at the very last moment 
  she made a wild guess at the lock's combination was 
  based on what she had learned about the man in the 
  tavern.   
   
  Lucky Break (Ex): a successful melee attack or 
  melee touch attack by the luckbringer reduces a 
  object, construct, or undead creature to one point 
  below half its hit point total and it gains the broken 
  condition. If it is already below this amount this 
  ability has no effect on the its hit point total, though it 
  still can gain the broken condition. Intelligent 
  construct and intelligent undead creatures receive a 
  Will saving throw (DC 10 + ½ the luckbringer’s class 
  level + her Charisma modifier) to negate the effect.   
  She can use this ability a number of times per day 
  equal to her Charisma bonus (minimum of 1) 
   
  More Luck than Skill (Ex): Even if the luckbringer 
  or another creature has some talent in a particular 
  area, they still depend on luck to see them through in 
  one way or another. So long as neither her nor her 
  target takes a 10 or a 20 she can grant or inflict a luck 
  bonus or penalty equal to her class level on a singular 
  skill check (no save). She can use this ability a number 
  of times per day equal to her Charisma bonus 
  (minimum of 1) 
   
  Opportunist (Ex): Once per round, a luckbringer 
  can make a melee attack of opportunity against an 
  opponent who has just been struck for damage in 
  melee by another creature. This attack counts as the 
  luckbringer’s attack of opportunity for that round. 
  Even a luckbringer with the Combat Reflexes feat or 
  the Opportunity Knocks ability cannot use the 
  opportunist ability more than once per round. The 
  luckbringer must be threatening her opponent to use 
  this ability. Well if he was going to turn his back to her 
  when her ally stabbed him then she was going to stab 
  him in the back.  
   
  Perfect Chase (Ex): A luckbringer is always 
  fortunate during a chase (whether he is pursuing or 
  being pursued). A boat is available when he leaps 
  from a bridge; a rope waits at every chasm, and so 
  forth. Whether his Acrobatics and Climb checks 
  succeed, of course, is another matter entirely, though 
  he does gain a +5 circumstance bonus to these checks 
  during a chase. She ran to the edge of the cliff jumping 
  off without even slowing down, just then a giant eagle 
  was rising up from catching a large fish in the water, 
  she landed on its back, and even managed to hang on 
  though it did try to scrape her off against the cliff face.  
   
  
  7 
  Stalwart (Ex): This ability grants the luckbringer 
  the ability to alter the likelihood of secondary effects 
  interacting with her; If she makes a Fortitude or Will 
  saving throw against an attack that has a reduced 
  effect on a successful save, she instead avoids the 
  effect entirely. This ability can only be used if the 
  luckbringer is wearing light armor, medium armor, or 
  no armor. A helpless luckbringer does not gain the 
  benefit of the stalwart ability. Only a luckbringer of at 
  least 11th level can select this ability. The finger of 
  death the mage cast upon could only have killed her 
  on her worst day; unfortunately for him today was her 
  lucky day.  
   
  Slippery Mind (Su): A luckbringer can learn to 
  manipulate probabilities to slip away from mental 
  control. If a luckbringer with slippery mind is affected 
  by an enchantment spell or effect and fails her saving 
  throw, she can attempt it again 1 round later at the 
  same DC. She gets only this one extra chance to 
  succeed on her saving throw. Only a luckbringer of at 
  least 11th level can select this ability. She just kept 
  running the odds repeatedly in her mind until the 
  spell seemed to lose its hold.  
   
  Longshot (Su) At 5th level, when first gained; the 
  luckbringer must select a single power from the list 
  below, and gains a single Longshot power per day to 
  spend. She gains additional Longshot power at 9th, 
  13th, 17th, and 19th level. In addition, the luckbringer 
  may also increases an additional Longshot use per day 
  at each of these levels. Use of these abilities is 
  considered free actions, though they cannot be used 
  more than once a round.  
   
  •
  Better Lucky than Good (Ex) You can manipulate 
  probabilities to have what would be a disastrous 
  outcome result in a fortuitous one and vice versa: 
  Any natural 1 on a d20 roll as the result of an 
  action that occurs within 100’ of the luckbringer 
  is treated as a natural 20. Any natural 20 on a 
  d20 as the result of an action that occurs within 
  100’ of the luckbringer can be treated as a natural 
  1. If you attempt to inflict a natural 1 on an 
  unwilling subject that creature receives a Will 
  saving throw (DC 10 + ½ the luckbringer’s class 
  level + her Charisma modifier), to negate the 
  effect.    
   
  •
  Betting Pool (Ex): A luck binder can gather up 
  lucky streak, and release it how she designates for 
  her own use. In game terms this gives the 
  luckbringer a total luck bonus equal her 
  luckbringer class level that she can add, in partial 
  increments, to her AC, CMD or to any die roll 
  including attack and damage rolls, combat 
  maneuvers, saving throws, skill checks and ability 
  checks even after determining the initial outcome 
  (excluding rolls for hit points). Whenever she 
  applies this luck bonus under any of the 
  preceding circumstances, she subtracts that 
  amount from her remaining luck bonus until it is 
  exhausted. A luck bonus added to her AC only 
  applies to one attack made against her. For 
  instance, a betting pool used by a 17th level 
  luckbringer grants the recipient a total luck bonus 
  of +17. If she adds a +5 luck bonus to a saving 
  throw, a +3 luck bonus to an attack roll and a +3 
  luck bonus to AC, she still has a +6 bonus that 
  she can add to any one die roll or to multiple die 
  rolls as long as the cumulative bonus does not 
  exceed +6. The effect ends when the luckbringer 
  has completely exhausted her luck bonus from 
  her betting pool or when 24 hours has expired. 
  The effects of multiple uses of this ability do not 
  stack. This ability can only be selected by a  
  luckbringer of at least 16th level   
   
  •
  Fate’s Saving Grace (Ex): You can manipulate 
  probabilities to affect the most perilous of 
  outcomes. The luckbringer can grant or inflict a 
  luck bonus or penalty equals to her half her class 
  level on a singular saving throw. If you inflict a 
  penalty the creature gains a Will saving throw 
  (DC 10 + ½ the luckbringer’s class level + her 
  Charisma modifier), a successful save halves the 
  penalty.   
   
  •
  Fortunate Strikes (Su) The Luckbringer gains the 
  ability to potentially deliver a lucky attack. If she 
  makes a successful attack (successful attack roll 
  and/or a failed saving throw) within the duration 
  of the effect (1 round per class level), the target 
  hit by that attack must make a Reflex save (DC 10 
  + ½ the luckbringer’s class level + her Charisma 
  modifier) or be knocked 10 feet in a direction the 
  luckbringer chooses and fall prone. she can only 
  make one successful Fortunate Strike per round; 
  she also can only cause the opponent to move in a 
  straight line. If an obstacle prevents the 
  completion of the opponent’s move, the opponent 
  and the obstacle each take damage as though 
  struck by a club sized for your opponent (1d6 
  points of damage for a Medium creature), and the 
  opponent stops in the space adjacent to the 
  obstacle, this movement does not provoke an 
  attack 
  of 
  opportunity. 
  For 
  example, 
  your 
  opponent fails his save against your Hazard 
  ability and when a piece of the ceiling falls on his 
  head, he causes him to fall and roll backwards 
  into his companion.  
   
  •
  Fortune’s Filch (Ex) You manipulate probabilities 
  so that one object you can carry (up to your 
  maximum load) within 100’ ends up in your 
  hand. If used against an attended or magical 
  object, the object gets a Will save (DC 10 + ½ the 
  luckbringer’s class level + her Charisma modifier) 
  to avoid this affect. You cannot use this ability if 
  both your hands are occupied. For example, the 
  last strike by your ally against your opponent 
  caused him to loosen his grip when suddenly just 
  as your foe is preparing his next swing a bat that 
  was hiding on the ceiling dies, falling and hitting 
  the tip of your foes sword causing the blade to 
  bounce end over end right into your hand.  
  
  8 
   
  •
  Lucky Strike (Su):  This singular attack reduces 
  all miss chances by and gains a luck bonus to the 
  attack roll equal to 2d10 plus her Charisma 
  modifier (for miss chances  the 2d10  is a % 
  result). If the luckbringer hits with this lucky 
  strike, make a normal attack roll (unmodified by 
  the +2d10 luck bonus) to confirm a critical as if 
  she had threatened with a critical (whether she 
  did or not). If she confirms the critical strike, 
  resolve it as if she had really rolled a critical hit. 
   
  •
  One More Chance (Su); By spending a Longshot, 
  the luckbringer can recharge her daily uses of 
  moments of chance. She regains a number of 
  moments of chance equal to three plus her 
  Charisma modifier. 
   
   
  Highly Improbable (Su): Beginning at 10th level, a 
  luckbringer 
  adds 
  the 
  following 
  advanced 
  improbabilities to her choices when picking a new 
  Improbable. Some highly improbable powers require 
  a luckbringer to spend two of her daily uses of her 
  moment of chance ability. This still qualifies as 
  spending a moment of chance once during her turn, 
  even though multiple moments of chance are 
  consumed: 
   
  •
  All In (Su): the luckbringer risks damage to 
  herself to cause maximum damage to an 
  opponent. Before an attack roll is made flip of a 
  coin (1d2 this cannot flip or 1d2 roll cannot be 
  modified by any other luckbringer ability, though 
  the attack roll can be) If she calls it correctly her 
  and then successfully hits her opponent with an 
  attack roll, her attack deals maximum damage. If 
  she misses, she provokes an attack of opportunity 
  from any creature that threatens her and takes 
  maximum damage from the next attack made by 
  the targeted opponent (if that attack is made 
  within one round).  
   
  •
  Improved Ill-fortune (Su): With this ability, a 
  luckbringer steals all the luck a creature 
  possesses and gives it all of her bad luck. If she 
  makes a successful attack, (successful attack roll, 
  and/or a failed saving throw), she permanently 
  negates any and all luck bonuses the target 
  benefits from and negates any luck penalties the 
  luckbringer currently suffers from. In addition, 
  any action the opponent takes has a 50% chance 
  of failing. A successful Will saves (DC 10 + ½ the 
  luckbringer’s class level + her Charisma modifier) 
  negates this effect. The curse bestowed by this 
  ability cannot be dispelled, but it can be removed 
  with a break enchantment, limited, miracle, 
  remove curse, or wish spell. A remove curse only 
  grants a second saving throw, if that save fails, 
  the spell has no further effect upon this curse. 
  She must possess the ill-fortune ability to be able 
  to select this ability 
    
   
   
   
  •
  Improved Just a Scratch (Su): The luckbringer 
  doubles the amount of damage healed by her Just 
  a Scratch ability and it heals all but 1 point of 
  ability damage It also negates all but 1 point of 
  ability drain/penalty, 1 negative level.) she gains a 
  luck bonus to her saving throw against death 
  from massive damage equal to her class level. 
  This ability does not use moments of chance 
  though the Just a Scratch ability still does. If she 
  has the master luckbringer ability and expends a 
  second moment of chance this round she can gain 
  a luck bonus to her save against massive damage 
  equal to her class level. She must possess the just 
  a scratch ability to be able to select this ability 
   
  •
  Inordinate Exchange (Ex):  you gain a +5 
  circumstance bonus to a single diplomacy or 
  intimidate check can attempt to make a dramatic 
  change in the target this check. If make a 
  successful check you cause the target to become 
  friendly and helpful but if you fail check the 
  target is offended become immediately hostile 
  and most likely violent. If she can makes a 
  successful diplomacy or intimidate check and has 
  the master luckbringer ability she can expend a 
  second moment of chance this round and can 
  retry a single skill check that normally does not 
  allow a retry (such as a knowledge check) within 
  the next minute.  
   
  •
  Magical 
  Mishap 
  (Su): 
  the 
  complex 
  and 
  unpredictable natural of magic can become 
  infested with the power of chaos when it relates 
  to a luckbringer. The luckbringer gains spell 
  resistance equal to 11 plus her class level for 1 
  
  9 
  minute per class level. If the spell or spell-like 
  ability fails to overcome her spell resistance, it 
  results in one of the following random mishaps. 
    
  d8 
  Mishap 
  1 
  A surge of uncontrolled magical energy 
  deals 1d6 points of damage per spell 
  level to the caster. 
  2 
  Spell strikes the caster or the caster’s 
  ally instead of the luck bringer. 
  3 
  Spell takes effect at some random 
  location within spell range. 
  4 
  Spell's effect on the luckbringer is 
  contrary to the spell's normal effect. 
  5  
  The caster suffers some minor but 
  bizarre effect related to the spell in 
  some way. Most such effects should last 
  only as long as the original spell's 
  duration, or 2d10 minutes for 
  instantaneous spells. 
  6 
  Some innocuous item or items appear 
  in the spell's area. 
  7 
  Spell has delayed effect. Sometime 
  within the next 1d12 hours, the spell 
  activates. The spell goes off in the 
  general direction of the luckbringer, up 
  to the spell's maximum range, if the 
  luckbringer has moved away. 
  8
  Roll twice; ignoring results of 8
   
  •
  Master Luckbringer (Su): The luckbringer may 
  now spend two moments of chance per round, if 
  she wishes.  
   
  •
  Greater Weal and Woe (Su): The luckbringer 
  increases the bonus or penalty of her weal and 
  woe ability to +3/-3. This ability does not use 
  moments of chance though the weal and woe 
  ability still does. If she has the master luckbringer 
  ability and expends a second moment of chance 
  this round she can apply the bonus or penalty of 
  her weal and woe ability after a result is 
  determined, possibly changing the final outcome. 
  She must possess the improved weal and woe 
  ability to be able to select this ability 
   
  •
  Improved Evasion (Ex): A luckbringer can 
  improve on her evasion ability by expending 
  moments of chance. She still takes no damage on 
  a successful Reflex saving throw against attacks, 
  but henceforth she takes only half damage on a 
  failed save. A helpless luckbringer does not gain 
  the benefit of improved evasion. She must 
  possess the Evasion ability to be able to select this 
  ability.  
   
  •
  Improved 
  Hazard 
  (Ex): A luckbringer 
  can also inflict any 
  one of the following 
  conditions when a 
  target fails its save 
  her hazard ability 
   
  Condition 
  Duration 
  shaken, sickened,  
   1 round/class level 
  deafened, blinded,  
  confused, staggered 
  1d4 rounds 
  dazed, cowering 
  nauseated, stunned 
  1 round  
   
  This ability does not use moments of chance 
  though the Hazard ability still does. She must 
  possess the Hazard ability to be able to select this 
  ability 
   
  •
  Improved Jinx (Su):  If the luckbringer makes a 
  successful attack (successful attack roll and/or a 
  failed saving throw), the subject gains a 
  permanent 50 % percent hit chance: 50 percent 
  of the attacks targeting the creature that normally 
  would miss it now hit. This curse negates the 
  effect of any other miss chances, whether it 
  comes from incorporeality, concealment, or a 
  similar source. In such a condition, however, the 
  effects of the curse are also negated. 
  The curse bestowed by this spell cannot be 
  dispelled, but it can be removed with a break 
  enchantment, limited wish, miracle, remove 
  curse, or wish spell. A remove curse only grants a 
  second saving throw, if that save fails, the spell 
  has no further effect upon this curse. She must 
  possess the jinx ability to be able to select this 
  ability 
   
  •
  Sudden Opportunity (Ex): A luckbringer can 
  cause an attack of opportunity to occur just for 
  her, this counts against her number of attacks of 
  opportunity allowed in a round. Opponents 
  subject to this attack of opportunity are 
  considered flat-footed (against this one attack 
  only). A luckbringer is considered to possess the 
  Unarmed Strike feat for the purposes of this 
  ability if she is not wielding a melee weapon or 
  does not possess a natural attack.   
   
  Major Disaster (Ex) At 20th level, a luckbringer 
  can once per day as a standard action cause disaster to 
  strike a large area: a supercell of lightning bolts falls 
  on the area, tornados touches down, tsunamis, 
  massive cave ins, landslides, volcanic eruptions, 
  meteors fall out of the sky, a god tramples though the 
  area. The effect is similar to the hazard ability that the 
  cause of the damage must be probable but cannot be 
  impossible. Regardless of the cause all creature and 
  objects, within a 40 ft. radius of a spot you designate 
  within a range of 1,200 ft., suffer 200 points of 
  damager (10 points per luckbringer class level) a 
  successful Fort save (DC 10 +1/2 the luckbringer’s 
  class level plus her Charisma modifier) results in only 
  10d6 points of damage.  
   
   
  
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