Lucky Bastards

There are two ways to survive as an adventurer – you can be good, or you can be lucky. The lucky bastard uses the latter approach. For him, the luck comes naturally – he’s always had it, and hope he always will.

Requirements & Restrictions
There are no ability score or alignment requirements for lucky bastards.

They are capable of wearing up to leather armor, but cannot use shields. They are limited to simple weapons like daggers, staves, spears and darts.

Special Abilities
Lucky bastards can find secret doors as an elf. Elven lucky bastards increase their chances to do this by 1 in 6.

Whenever an event in a game must target a random adventurer, a random determination of the lucky bastard is re-rolled. If the second roll targets the lucky bastard, then he is the target of the event.

Illustration by William Heath Robinson

Each game session, a lucky bastard starts with a luck score of 4. He can increase this by +1 if he holds a lucky rabbit’s foot*, by +1 if he holds a lucky horseshoe*, and by +2 if he happens upon a loose copper piece (only one) in a dungeon and repeats the magic phrase “Find a copper, pick it up, all day long you’ll have good luck”.

The luck score can be used for two things. First, it can be used as a bonus to any sort of d20 roll. Second, it can be used to negate damage. To negate damage, the lucky bastard must roll below his luck score on 1d6. If successful, hit point damage sustained from one attack form is negated. Whenever a lucky bastard uses his luck score (whether successfully or not), it is reduced by 1.

A 3rd level lucky bastard can, once per game, share his luck with another creature within 30’ of him. This means he lends his luck score to another creature for one round. When the luck score is shared and used, it is reduced by 2 points, rather than just 1 point.

A lucky bastard can re-roll one failed d20 roll per game session for every four levels he has attained (thus once at 4th level, twice at 8th level, thrice at 12th level, etc.).

A 6th level lucky bastard can steal an opponent’s luck once per day. When an opponent rolls a d20, the lucky bastard can, once he knows the result of the roll, take it for his own. The opponent must re-roll, and the lucky bastard must use his opponent’s first roll as his next d20 roll.

Lady Luck has smiled on the lucky bastard … but for how long. Every session a lucky bastard is played carries with it a cumulative 1% chance that Lady Luck turns her back on him. If this happens, the lucky bastard loses all special abilities for that session and the cumulative 1% chance resets itself for the next session.

A 9th level lucky bastard can build and operate a tavern/inn in a settlement, attracting 1d6 servers (one is an ex-thief, level 1d4), a bartender (ex-fighter, level 1d4), a groom and 1d10 regular customers (roll their identities as though they were henchmen). The tavern will, of course, be very successful. For every regular customer the lucky bastard has, he earns 1 gp per month. The tavern earns an additional 1d10 gp per month beyond the regulars. The lucky bastard can call on one favor per month from his regular customers, including using them as henchmen on his continuing adventures. If a regular customer is killed on an adventure, he is not replaced, and the lucky bastard must pay a 100 gp fee and lose all favors for 1d6 months.

* A rabbit’s foot and horseshoe are made lucky when they are blessed by a cleric (Lawful, if you use three alignments, Chaotic Good if you use nine) of at least 6th level.

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