HD&D: The Luck Sphere

You know, I have this great post on Turning Undead but Steve just keeps sending me stuff! Here’s his take on the talents and feats associated with the Luck sphere. Don’t forget, there’s still time to pick try your hand at one of the outstanding spheres from the recent design call: Charm, Elemental Death, Healing, Magic, Order, Strength and Trickery are still up for grabs.

Now take it away, Steve:

Luck Sphere Talents

Aura of Calamity (Cleric Talent)
Others around you suffer adverse fortunes. They slip at the crucial moment, and miss you by a fraction.
Continuous Effect | Supernatural
No Action
Prerequisite:
Major access to Luck Sphere
Duration: 1 Die roll/continuous
Target: Individual within 10ft of you

Effect: You project an aura out to 10ft which causes bad fortune to your enemies.The first D20 Die roll which an enemy in the aura makes each round (beginning at the start of your turn) suffers a penalty of 2. If the roll would ordinarily succeed on 2+ or 3+ even when this penalty is applied then the roll is instead adjusted to 4+. You can voluntarily decide that this aura effects your allies too.

Boon of the Luck God (Cleric Talent)
The luck of the character is greatly enhanced.
Recharge (Special) | Supernatural
No Action
Prerequisite:
Major access to Luck Sphere
Duration: Instantaneous (1 Die roll)
Area of Effect: Personal

Effect: Once per game hour the player may re-roll one of their own die rolls three times and take the best result. They may not re-roll other people’s dice. Players do not need to declare they are using this ability before they first roll the die.

Daredevil (Cleric Talent)
You do not fear taking outlandish risks. In fact your god favours it.
Recharge (Special) | Supernatural
No Action
Prerequisite: Major access to Luck Sphere
Duration: Instantaneous (1 Die roll)
Area of Effect: Personal

Effect: Any single die roll that would otherwise require a natural 20 in order to succeed, will succeed on a roll of 16 or higher for you regardless of any modifiers. Please note that this will not increase rolls that require 17-19 to succeed, it only affects natural 20s. This is usable once per round

Luckless (Cleric Talent)
Some people wish each other luck. You quite literally don’t need it.
At-Will | Supernatural
No Action
Prerequisite: Major access to Luck Sphere
Duration: Instantaneous (1 Die roll)
Area of Effect: Personal

Effect: Once per round, instead of making a D20 die roll you can assume that you rolled an 11. This can be done in any circumstance.

Probability Control (Cleric Talent)
You are able to adjust your chances of success and failure to suit your needs.
At-Will | Supernatural
No Action
Prerequisite: Major access to Luck Sphere
Duration: Instantaneous (1 Die roll)
Area of Effect: Personal

Effect: You maintain a pool of luck points. Before making any D20 die roll you may declare that you wish to add or subtract up to three from the result. You may only add points to a die roll if you have points in your luck pool or subtract the balance from another roll which you make in the same round. For example you could add three to your first attack and subtract three from your second or vice versa. Luck points will only remain in your pool for 24 hours. You may have a maximum of 15 points in your luck pool at any one time and you can only add points to your luck pool if there is danger associated with failing a roll. For example before going into a fight you could not spend ten minutes attempting to weave baskets with penalties to the rolls in order tor build up your pool. The DM has complete discretion. 

Luck Sphere Feats

Enlarged Aura of Calamity (Cleric Feat)
Your Aura of calamity projects over a larger area.
Continuous Effect | Supernatural
No Action

Prerequisite: Major access to Luck Sphere, Aura of Calamity talent

Effect: The range of your Aura of Calamity is extended out to 20ft

Extraordinary Risks (Cleric Feat)
You become even more adept at taking risks that look ridiculous to most.
At-Will | Supernatural
No Action
Prerequisite: Major access to Luck Sphere, Daredevil talent

Effect: Any single die roll that would otherwise be a natural 20 will now succeed for you on a roll of 14 or greater.

Fearless Daredevil (Cleric Feat)
Your lack of fear over risk taking extends to a general lack of fear.
Continuous Effect | Mundane
No Action
Prerequisite: Major access to Luck Sphere, Daredevil talent

Effect: You may re-roll any fear saves that you are required to take.

Greater probability Control (Cleric Feat)
You are able to adjust your chances of success and failure to a greater extent
At-Will | Supernatural
No Action
Prerequisite: Major access to Luck Sphere, Probability Control talent

Effect: The maximum amount that can be added or subtracted from each roll is increased to five points

Improved Luck Pool (Cleric Feat)
Your pool of luck is enhanced.
Continuous Effect | Supernatural
No Action
Prerequisite: Major access to Luck Sphere, Probability Control talent

Effect: The maximum size of your luck pool is increased from 15 to 25. In addition your luck pool begins each day with 5 points of luck already banked.

Increasingly Luckless (Cleric Feat)
You can avoid the problems of probability more frequently.
At-Will | Supernatural
No Action
Prerequisite: Major access to Luck Sphere, Luckless talent

Effect: You may now apply your luckless talent to two dice rolls per round

Increased Boon (Cleric Feat)
Your luck is enhanced even further.
At-Will | Supernatural
No Action
Effect: Major access to Luck Sphere, Boon of the Luck God talent

Effect: Instead of one re-roll per hour you may make one re-roll per half hour.

Lucky Strike (Cleric Feat)
When striking your opponents your blows happen to land in the most damaging locations.
At-Will | Supernatural
No Action
Prerequisite:
Major access to Luck Sphere, Boon of the Luck God talent

Effect: You can choose to forego your hourly re-roll in order to gain a different type of boon which effects all damage rolls made during the hour. When you roll maximum damage on a damage die, such as an 8 on a d8, then you may roll the damage die again and add it to the first roll. If you also have the Increased Boon feat then you can forego a half-hourly reroll to gain the lucky strike boon for one hour.

Supremely Luckless (Cleric Feat)
To be the best, most people require good fortune as well as talent. You only need to will it.
At-Will | Supernatural
No Action
Prerequiste: Major access to Luck Sphere, Luckless talent, Increasingly luckless feat, Level 11

Effect: Once per hour instead of making a D20 Die Roll you can assume that you rolled a natural 20. This can be used in any circumstances

Targeted calamity (Cleric Feat)
You may choose to target one foe for even greater calamity.
At Will | Supernatural
Standard Action
Prerequisite: Major access to Luck Sphere, Aura of Calamity talent, enlarged aura of calamity feat
Duration: 3 rounds

Effect: Once per round as a standard action, you may target any enemy within your 10ft aura of calamity with a spellcraft versus will attack. If you succeed then all of your opponents D20 die rolls in the next three rounds suffer a penalty of three. In addition no roll which they make can have a greater chance of success than 5+.