Luckbringer

Luckbringers cannot do the impossible, only the extremely improbable. However, in a world of magic nearly everything theoretically has a chance of happening, so when at the height of their powers, a luckbringer’s gifts can seem to warp the very nature of reality.

Role: Luckbringers often serve as jacks-of-all-trades but relying on their luck rather than any true skill.

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.

Table: Luckbringer
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +2 +2 +0 Moment of chance
2nd +1 +3 +3 +0 Improbable
3rd +2 +3 +3 +1 Nothing is written
4th +3 +4 +4 +1 Improbable
5th +3 +4 +4 +1 Longshot, nothing is written
6th +4 +5 +5 +2 Improbable
7th +5 +5 +5 +2 Nothing is written
8th +6/+1 +6 +6 +2 Improbable
9th +6/+1 +6 +6 +3 Longshot, nothing is written
10th +7/+2 +7 +7 +3 Highly improbable, improbable
11th +8/+3 +7 +7 +3 Nothing is written
12th +9/+4 +8 +8 +4 Improbable
13th +9/+4 +8 +8 +4 Longshot, nothing is written
14th +10/+5 +9 +9 +4 Improbable
15th +11/+6/+1 +9 +9 +5 Nothing is written
16th +12/+7/+2 +10 +10 +5 Improbable
17th +12/+7/+2 +10 +10 +5 Nothing is written
18th +13/+8/+3 +11 +11 +6 Improbable
19th +14/+9/+4 +11 +11 +6 Nothing is written
20th +15/+10/+5 +12 +12 +6 Improbable, major disaster

Class Features

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, that she can make even if it is not her turn, 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. She must be aware of this action to use this ability. She may declare the use of this ability after the original result is known. The character spends 1 moment of chance from her pool to force a reroll of the original d20 roll.
  • 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 100 ft. of the luckbringer. A luckbringer must be aware of the action and must declare the use of this ability before the roll is made.
  • 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 Reflex save (DC 10 + ½ the attack bonus or the DC of the spell/effect) though she adds her Charisma modifier to this save rather than her Dexterity modifier. 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.

Improbable (Su)

At 2nd level, a luckbringer gains one Improbable ability. She gains an additional 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 luckbinger 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.
  • Entropy Shield (Su): The luckbringer can cause a probability field to generate around her or an ally within 100 ft. This field deflects incoming arrows, rays, and other ranged attacks for 1 minute per luckbringer level you possess. 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 opponent extremely clumsy reducing all its movement rates 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 luckbringer level you possess.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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 hits. This effect lasts for 1 minute per luckbringer level you possess. If the target, which must be within 100 ft., makes a successful Will save (DC 10 + ½ the luckbringer’s class level + her Charisma modifier), the effect is negated. This ability does not stack with itself.
  • 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).
  • 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).
  • Twist the Pattern (Ex): a luckbringer can take 10 as a swift action or take 20 as a full-round action on one singular skill check that can normally be 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 10 or take 20.

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, rod 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 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.
  • Fool’s Luck (Ex): A luckbringer exudes luck and confidence. For one round after she activates this ability, as an immediate 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.
  • Fortune’s Favor (Ex): A luckbringer always seems to gain the advantages of concealment and other random protections, while her 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.
  • 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 GM 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 her 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 GM 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.
  • 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 applicable. 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.
  • 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 her 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.
  • 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 her 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. A luckbringer must be at least 11th level to select this ability.

Longshot (Su)

At 5th level, when first gained the luckbringer must select a single power from the list below, She can use her long shot ability once per day. She gains additional Longshot power at 9th, 13th, 17th, and 19th level. In addition, the luckbringer also gains an additional use per day of her Longshot power at each of these levels.

She activates these as free actions, even if it is not her turn, though the longshot power 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 luckbringer 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 equal 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 luckbringer level you possess), 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, it 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 effect. 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.
  • Lucky Strike (Su): As a free action, the luckbringer can declare one of her attacks to be a lucky strike. When she does so, she rolls 2d10 and adds her Charisma modifier. She subtracts this number from any miss chance she would normally need to roll for that attack, and adds that number as a luck bonus to her attack roll. If she hits with this attack, it is treated as a critical threat, and she must roll to confirm it. She does not gain this luck bonus on the confirmation roll.
  • 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 a coin (this coin flip or 1d2 roll cannot be modified by any other luckbringer ability, though the attack roll can be). If she calls it correctly 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. 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 and 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 immediately becoming 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 nature 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 minute per luckbringer level you possess. If the spell or spell-like ability fails to overcome her spell resistance, it results in one of the following random mishaps.
  • Table: Magical Mishap
    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 against her hazard ability. 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
  • Table: Improved Hazard Conditions
    Condition Duration
    shaken, sickened 1 round/luckbringer level
    deafened, blinded, confused, staggered 1d4 rounds
    dazed, cowering, nauseated, stunned 1 round
  • 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 the creature 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 ability 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, tornadoes touches down, tsunamis, massive cave ins, landslides, volcanic eruptions, meteors fall out of the sky, a deity’s avatar tramples though the area. The effect is similar to the hazard ability in 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 suffer 200 points of damage (10 points per luckbringer class level). The range of this ability is 1,200 ft., and the luckbringer does not need a line of sight or line of effect. She must still be familiar with the area.

A successful Fortitude save (DC 10 + ½ the luckbringer’s class level + Charisma modifier) results in only 10d6 points of damage. If the luckbringer has the Improved Hazard highly improbable ability, all surviving creatures can be affected by that ability.

Black Cat Burglar (Luckbringer Archetype)

The following are class features of a black cat burglar.

Moment of Chance Class Feature

Foul Fate (Su): A black cat burglar can cause a reroll of any d20 roll that an opponent within 100 ft. of her makes and she does not need to be aware of the action to use this ability. She can declare she is forcing a reroll even after the result of the roll is known. She spends 1 moment of chance from her pool to force a reroll of the original d20 roll her opponent takes the lower result of the two rolls. This moment of chance ability replaces the fatespin moment of chance ability.

Inflict Woe (Su): A black cat burglar may apply a –2 luck penalty to any single d20 roll resulting from an action by an opponent that occurs within 100 ft. of her. A black cat burglar need not be aware of the action and can declare the use of this ability after the result of the roll is known. This moment of chance ability replaces the weal or woe moment of chance ability.

Trapfinding (Ex)

A black cat burglar adds 1/2 her class level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A black cat burglar can use Disable Device to disarm magic traps. This ability replaces the narrow escape moment of chance class ability.

Improbable Class Feature

Improved Inflict Woe (Su): A black cat burglar increases the penalty of her inflict woe ability to –3. This ability does not use moments of chance though the inflict woe ability still does. A black cat burglar must choose this as her first improbable ability at 2nd level.

Highly Improbable Class Feature

Improved Inflict Woe (Su): A black cat burglar increases the penalty of her inflict woe ability to –4. This ability does not use moments of chance though the inflict woe ability still does. A black cat burglar must choose this as her first highly improbable ability at 10th level.

Luckbringer Feats

Advantageous Strike (General)

Your very nature can manipulate probabilities so you hit just the right spot.

Prerequisite(s): Improbable class feature (critically lucky).

Benefit(s): Once per day when you use critically lucky you can choose to roll two dice to confirm a critical hit taking the better of the two rolls.

Special: You can select this feat as an improbable ability so long as you meet its prerequisites.

Auspicious Escape (General)

You use your ability to alter probabilities, your body, or the flow of time to overcome adversity.

Prerequisite(s): Moment of chance, moment of change, or mote of time class feature.

Benefit(s): Once per day you can spend a moment of chance, moment of change, or mote of time to suppress the effects of any one detrimental condition for a number of rounds equal to your luckbringer, taskshaper, time thief, or time warden class level. If you are at least a 10th level in one of those classes, you instead suppress the effects of all detrimental conditions affecting you at the time you activate this feat for 1 minute.

Special: You can take this feat multiple times; each additional time you take this feat, you gain an additional use per day. You can select this feat as an improbable ability, a temporal talent or as an advanced temporal talent so long as you meet its prerequisites.

Break the Pattern (General)

You have happy accidents even when there is a minimal amount of chaos to take advantage of.

Prerequisite(s): Improbable class feature (twist the pattern).

Benefit(s): When you use your twist the pattern special ability and take a 10, roll 1d20 and take the higher result.

When you take a 20 roll a d20 and add the luck bonus to the skill check as listed below.

Table: Break the Pattern Luck Bonus
d20 Luck Bonus
1-10 +0
11-12 +1
13-14 +2
15-16 +3
17-18 +4
19-20 +5

Extra Improbable (General)

You have unlocked the secret of a new improbability.

Prerequisite(s): Improbable class feature.

Benefit(s): You gain one additional improbable ability. You must meet all the prerequisites for this improbable ability.

Special: You can gain this feat multiple times. Its effects stack, granting a new improbable ability each time you gain this feat, though you still cannot select an improbable ability you already possess.

Extra Moment of Chance (General)

You have learned how to draw more power from your pool of moments of chance.

Prerequisite(s): Moment of chance class feature.

Benefit(s): Your pool of moments of chance increases by 2.

Special: You can gain this feat multiple times. Its effects stack, granting you an increase to your pool of moments of chance each time you take this feat.

Extra Nothing Is Written (General)

You have learned how to avoid the designs of fate.

Prerequisite(s): Nothing is written class feature.

Benefit(s): You gain one additional nothing is written ability. You must meet all the prerequisites for this nothing is written ability.

Special: You can gain this feat multiple times. Its effects stack, granting a new nothing is written ability each time you gain this feat, though you still cannot select a nothing is written ability you already posses.

Fateful Strike (General)

Your very presence can change the amount of harm an attack does.

Prerequisite(s): Moment of chance class feature.

Benefit(s): You use your fatespin ability (spending a moment of chance) to force a reroll of one damage die (the damage dealt by a long sword) or set of damage dice rolls (damage dealt by a greatsword or fireball) dealt by single attack or effect. If the damage is from a continuous effect (such as acid arrow) you can only force the reroll of one set.

Special: You can select this feat as an improbable ability so long as you meet its prerequisites.

Fortunate Fate (General)

Even fate favors the outcome of your life.

Prerequisite(s): Moment of chance class feature.

Benefit(s): When you use your fatespin special ability you roll two d20s instead of one when rerolling an attack roll, combat maneuver check or skill check that occurs within 100 ft. (you still must be aware of the action to use the ability), and choose the dice roll that is more favorable to you.

Special: You can select this feat as an improbable ability so long as you meet its prerequisites.

Improved Narrow Escape (General)

You always seem to know the best way out of a horrible situation.

Prerequisite(s): Moment of chance class feature.

Benefit(s): You do not need to spend a moment of chance to use the narrow escape ability; you only need to have at least one point in your moment of chance pool.

Karmic Reaction (General)

You can spend the karma you have earned to protect yourself.

Prerequisite(s): Improbable class feature (good karma).

Benefit(s): You gain a karma token every time you use the good karma ability. If you have used your good karma special ability on an ally previously who in an adjacent square and you are subject to an attack, including an area effect, you can spend a karma token as a free action (though only once per round). When the karma token is spent, that ally though some random chance subjects itself to the attack in your stead and you take no damage. Resolve potential attacks against the ally normally, including to hit rolls and saving throws.

Special: You can select this feat as an improbable ability so long as you meet its prerequisites.

Last-Minute Gamble (General)

You use up all luck you might have in one final effort to take down a foe.

Prerequisite(s): Improbable class feature (hazard).

Benefit(s): You can empty your pool of moments of chance as a free action to add a +2 luck bonus to the DC of your hazard special attack and increase the damage 1d6 per luckbringer class level. You must have at least one moment of chance in your pool to empty after having spent a moment of chance to active the hazard special attack.

Special: You can select this feat as an improbable ability so long as you meet its prerequisites.

Martial Kismet (General)

The very forces of fate themselves seem to guide your attacks.

Prerequisite(s): Improbable class feature (entropy shield).

Benefit(s): You increase your chance to hit any target that has the benefit of a miss chance by 20%, though you must still know what square to attack if the miss chance is granted by concealment as long as you have at least on moment of chance in your pool.

Special: You can select this feat as an improbable ability so long as you meet its prerequisites.

Motion of the Moirai (General)

The Fates themselves bless your movements, and curse the movements of your foes.

Prerequisite(s): Improbable class feature (fateful footing).

Benefit(s): The movement rate benefit from fateful footing is continuous as long as you have at least one moment of chance in your pool. You can reduce an affected targets movement rate by 30 ft (still a minimum of 5 feet) and if you are a 5th level luckbringer or higher the negative effects of fateful footing are permanent as bestow curse (caster level equal to your luckbringer class level).

Special: You can select this feat as an improbable ability so long as you meet its prerequisites.

Opportunity Knocks Twice (General)

You always seem to find the right opportunity to attack an foe.

Prerequisite(s): Improbable class feature (opportunity knocks).

Benefit(s): You can make a second attack of opportunity if you miss the first attack of opportunity as long as you have at least one moment of chance in your pool.

Special: You can select this feat as an improbable ability so long as you meet its prerequisites.

Vulnerable Hazard (General)

Hazards caused by your luck strike a target’s weak spot.

Prerequisite(s): Moment of chance class feature, improbable class feature (hazard).

Benefit(s): If the target of your hazard ability has a vulnerability that you are aware of or has regeneration with a damage type that overcomes that regeneration that you are aware of, you can spend an additional moment of chance and the damage type dealt by your hazard ability becomes that of that creature’s vulnerability or regeneration (damage type).

Special: You can select this feat as an improbable ability so long as you meet its prerequisites.

Weal or Woe Focus (General)

Your dedication knows no limit. Your wrath dies hard.

Prerequisite(s): Moment of chance class feature.

Benefit(s): Increase the luck bonus granted by weal or woe, improved weal or woe, and/or greater weal and woe by 1.

Woe Unto Him (General)

You have a great gift for calling down ill fortune.

Prerequisite(s): Moment of chance class feature.

Benefit(s): You can apply the luck penalty of your weal or woe special ability to an opponent after the result is known and you no longer need to be aware of the action triggering the d20 roll to use this ability.

Special: You can select this feat as an improbable ability so long as you meet its prerequisites.

Section 15: Copyright Notice

The Secrets of Adventuring. Copyright 2013 Steven D. Russell, Authors: Steven D. Russell, Jonathan McAnulty, and T.H. Gulliver

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