Luck

## What is Luck?

Luck is an intangible force of nature that effects random probabilities in ways that are either beneficial (for good luck) or detrimental (for bad luck) relative to the person using it. Luck is fickle and fleeting, and even those that claim to understand it know that none shall truly control it.

Feats utilizing these rules can be found here.

​**Luck Checks:**

Luck Checks are made by rolling 3d6 in secret and asking the player to choose odd or even numbers. Success or failure are based on the number of numbers that match the player's choice. If all 3 match, it is a critical success, and things go better than expected. If 2 match, it is a success, and things go in their favor. If only 1 matches, it is a failure and things do NOT go in their favor. If 0 match, it is a critical failure, and things have an extra negative impact. Luck Checks sometimes, but not always, accompany other checks.

For example, a player asks if they find any evidence as to who has been pilfering money from the local temple while searching in the middle of the night. The DM states he'll make a luck check, and asks the player odd or even. The player selects "odd". The following are some possible results:

* 1, 1, 5; critical success: You've caught the thief in the act, and the guards are nearby to assist should you need it.
* 3, 6, 1; success: You find a personal affect of the thief, such as a family ring that was dropped into the coffee when they last stole. If you were to inform the guards of this, you could likely draw he thief out by feigning you found the run elsewhere, leading to the thief inadvertently admitting to the crime when they claim the ring as their own.
* 2, 6, 5; failure: you find no concrete evidence pointing to who this thief could be.
* 6, 4, 6; critical failure: the guards have caught you sneaking around the temple, and believe YOU are the thief, detaining you for questioning. The priest will be able to clear things up should he be awoken.

**Gaining and Increasing Luck**Luck points are given by the DM when they see fit. They may be awarded due to having incredibly good OR bad luck, for example Rolling 3 natural 1s in a row. The maximum amount of luck points a player may have is equal to their HD, but can be increased in a number of ways. For example:

* You may spend 3 hero points to permanently increase the number of luck points you may have by 1. You may only do this once.
* You may spend 100 Mana to permanently increase your maximum luck points by 1. You may only do this once.
* You may spend a Divine Intervention to increase your maximum Luck points by 3.
* Your Special Ability may be that you increase your maximum number of Luck points by 1 for every 4 HD (max +5 at 20 HD)
* Possessing a Luckstone increases your maximum number of Luck points by 1.
* The Luck domain of a cleric and the Destined bloodline of a Sorcerer each increase the maximum number of luck points by 1.
* The feats Black Cat, Defiant Luck, and Lucky Halfling all increase a character's maximum luck points by one.

**Spending points of Luck**Spending Luck requires no action and can be done at any time. A creature, generally, will not be consciously aware of the fact they are affecting their luck, it will seemingly just happen. The Player, however, will obviously be aware of the choice. Unless otherwise stated, you may only spend 1 Luck point per round. You may use luck for any of the following:

* Force a creature to reroll an attack against you or a saving throw you caused them to make.
* Gain a +2 luck bonus on all D20 rolls for one round per HD, or a +2 luck bonus to AC. This effect stacks with itself.
* Have the DM reroll a single non-matching number in a luck check. You may do this only once per luck check.
* You may spend a point of luck on any d% roll to change it by 5% in whichever direction you'd like.
* replicate the effects of an Embrace Destiny spell. You may spend 2 luck points to use this retroactively, meaning if you roll a d20 for something (or even just when randomly rolling dice while sitting at the table) you may decide afterward to save the roll for later.
* You may spend luck points to attempt something that would normally be impossible. Generally the DM chooses how many you must spend based on how impossible the feat you are trying to accomplish is, but it should always be more than 1.