Unfortunately, I haven’t been on top of this as much as I’d like in the last few days. Thus, I’m jumping into some of my backlog again, this time, my own take on luck feats. What I hoped to explore here was both a series of feats that emphasise “Better lucky than good”, and to poke at what a long feat chain might actually entail to be more fair than Greater Weapon Specialization.
When you first gain a Fate pool (usually through Touched by Lady Luck), this gives you the ability to actually use Luck Feats. At the beginning of every day, your fate pool starts at the number of fate points given by feats, class features, or racial features.
If Hero points are in play, a character can take any luck feat as if he had Touched by Lady Luck. In this case, unless he gains a fate pool, he does not gain any fate points, and when you can spend fate points, you must instead spend hero points.
Touched by Lady Luck (Luck)
Prerequisite: Charisma 13
You gain 2 fate points, and the ability to hold a fate pool. You may spend 1 fate point to reroll any roll. If the roll is a d20 roll, the reroll takes a -2 penalty. You must make this reroll before you see the results, but you may choose any roll that you make.
Better Lucky than Good (Luck)
Prerequisites: Charisma 13, Touched by Lady Luck
You gain 1 fate point. You can spend a fate point to attempt an untrained skill roll that you could otherwise normally not make. You gain your Charisma modifier to this roll, and if the skill is a class skill, you gain a further +3 bonus to the roll.
Fate of the Traveler (Luck, Grit)
Prerequisites: Charisma 13, Grit pool
You start with 1 more Grit point every day. You may use grit points as if they were fate points. If a feat gives you a fate point, you do not gain fate points unless you have Touched by Lady Luck. This feat counts as Touched by Lady Luck for prerequisites.
I wasn’t there (Luck)
Prerequisites: Charisma 13, Dexterity 13, Touched by Lady Luck
You gain 1 fate point. As a free action, once per turn, you can spend a fate point to move 10 feet before the start of a surprise round or just before a trap activates. If you have Trapfinding or Trap Sense, you can instead move the shorter of 30 ft or your movement speed.
My Twin (Luck)
Prerequisites: Charisma 13, Bluff or Disguise trained, Touched by Lady Luck
You gain 1 fate point. You may spend 1 fate point to make a disguise check as a standard action to look slightly not like yourself. If you make a bluff check within 1 minute of spending this fate point, the penalty for hard to believe stories is halved.
Double Down (Luck)
Prerequisites: Charisma 13, Deadly Aim or Power Attack, Touched by Lady Luck
You gain 1 fate point. You can spend a fate point as a swift action to make your next attack double its weapon dice and Power Attack or Deadly Aim modifier to damage. You take -2 to AC until the beginning of your next turn.
3 Sided Coin (Luck)
Prerequisites: Charisma 13, Touched by Lady LUck
You gain 1 fate point. While you have at least 1 fate point, reroll any 1 on any dice other than a d20.
Gifted Scrounger (Luck)
Prerequisites: Charisma 15, Touched by Lady Luck, 1 other luck feat
You gain 1 fate point. While searching in a bag, you may spend any amount of fate points. You grab a non-magical tool or a one-use magic item worth 10 times your Charisma Score per fate point spent. Until you can reasonably buy the items that you gained with this feat, your starting fate points every day is reduced by 1 for every time you have used this feat.
Special: To regain the fate points lost to this feat, you must spend gold equal to the price of all of the items in an area that would reasonably have the items you recieved. Once spent in this way, the gold is lost.
Prerequisites: Charisma 15, Touched by Lady Luck, 1 other luck feat, Use Magic device trained
You gain 1 fate point. You can spend 1 fate point while using a scroll to not consume that scroll if it’s spell level is less than 1/4 your HD. Otherwise, you instead must spend 3 fate points to do this.
Luck be a Lady (Luck)
Prerequisites: Charisma 15, Touched by Lady Luck, 2 other luck feats, One of BAB +8, Sense Motive 8 ranks, or Bluff 8 ranks
You gain 1 fate point. You may spend 2 fate points to ignore miss chances, penalties caused by Transmutation(curse) spells, circumstance penalties, or bonuses created by cover or concealment (other than total cover). If an creature forces you to reroll a dice, or rerolls a dice to respond to one of your effects, you choose what dice is kept, even if the effect otherwise requires you to replace one of the dice. This lasts for 2 rounds + 1 round/4 HD.
That’s it (Luck, Su)
Prerequisites: Charisma 15, Touched by Lady Luck, 2 other luck feats, one of BAB +8, Sleight of Hand 8 ranks, Craft(any) 8 ranks, or Perception 8 ranks
You gain 1 fate point. You may spend 2 fate points and choose any object that you can see. As long as the object’s Caster level is less than your Hit Dice + Charisma modifier, and is not an artifact, you can delcare the object to be the best or worst tool to work with in the whole room (Will DC 10 + 1/2 HD + Charisma modifier negates).
If you declare the object to be the best tool, for the next 5 minutes, no matter how unlikely the use of the object for the check would be, it gains +5 enhancement bonus on attack rolls, and +10 bonus on any other d20 roll that the object is used in. The object is considered a masterwork skill item, and as a weapon, it is considered a +5 weapon for the purposes of overcoming DR, and will negate any regeneration that can be stopped by any non-epic source.
If the object is the worst tool, for the next 5 minutes, any creature within 10 feet of the object takes -5 on attack rolls, and -20 on all other d20 rolls. If the object is being used as a weapon, it acts as a non-magical broken, improvised weapon.
Not Deep Enough (Luck, Su)
Prerequisites: Charisma 13, Touched by Lady Luck, 2 other luck feats, BAB +11 or Knowledge(Religion) 11 ranks
You gain 1 fate point. If any part of you remains after you die, and you have at least 1 fate point, after 1 round, you come back as an undead creature with your memories, skills, class features, feats, and maximium hitpoints. You take no negative levels from this, but you only have 1/2 of your maximium hit points. You become Undead(augmented), gaining all of the weaknesses and strengths, except that you keep your constitution score, still gaining bonus hp from constitution instead of Charisma, and your current hit dice do not change size. When you do this, you immediately spend at least 1 fate point. For every fate point that you spend, you remain in this form for 10 minutes. If you die again in this form, you cannot use this feat again until you are raised, and if you are raised, you will be raised with 3 negative levels (along with any negative levels from the spell).
A caster (or even yourself) may use Revivify or any spell that can normally raise a person from death on you as if you had just died in the same round, which will return you into your ordinary form, without taking a negative level. A caster can also use Animate Dead on you, changing you permanently into an Undead, applying the Zombie or Skeleton template onto you. You, however, keep your own memories, skills, class features, and feats. While in the undead form, temporarily or permanently, your alignment doesn’t immediately change, though it drifts towards evil. If you are killed after being turned into an undead through Animate Dead, and are then raised, you are raised as your original form.
Even though you have turned to an undead creature through this feat, you can still be affected by Raise Dead, even if the duration you are alive runs out, you are killed in the undead form, or even if you are kept alive by the Animate Dead spell.
Special: The Favored Enemy(Undead) class feature, and the feat Diehard can each be used to replace 1 luck feat.
If you die in a Consecrated zone, this feat does not function. If you die in a Desecrated zone, you do not gain the bonus hp from being an undead created in a desecrated zone, but each fate point allows you to survive for 24 hours instead of 10 minutes.
Auspicious Encounter (Luck, Su)
Prerequisites: Charisma 19, Touched by Lady luck, 2 other luck feats and 21+ HD, or 4 other luck feats.
You gain 1 fate point. You may spend 3 fate points as a Full Round Action. All creatures within 180 feet of you that have 1/2 your HD in Hit Dice or less are paralyzed for 1 minute (no save). All traps whose CR is less than 1/2 your HD do not activate for any reason for 5 minutes. Traps can be repaired with 1 full round action, and creatures can be moved outside the area to recover. This only affects creatures and traps in the area when you spend the fate points.