Alignment: Neutral
Unholy creatures: Champions of Law, lawful creatures, prophets, diviners, beings who control fate or foresee the future, cheaters, illusionists, invisible creatures, constructs (they have no souls!)
Spells: curative, divination, protection, and incapacitating - those that "even the odds" of battle.
Additional spell access:
L1: Comprehend Languages, Read Magic, Sleep
L2: Detect Invisible, ESP, Locate Object, Mirror Image
L5: Paroxysm of Enlightenment (Dying Earth)
Holy symbol: A mace with a six-sided die as a head
Trained weapons: Mace, warhammer, blackjack, club, flail, sling, staff
Atone:
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Decisions must be made with dice
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Roll dice: increase or decrease luck, depending on if luck is average or not
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Inversion of above (high luck? gain luck! low luck? lose luck)
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Gain a point of fleeting luck. Teammates can gain fleeting luck while you have this token. All fleeting luck is lost at next critical fumble.
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Cannot spend luck
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Next time you make a successful check, make a luck check: If you fail, you must reroll the initial check.
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Lose a point of luck. An item becomes lucky. Must give that item away and can never hold it again.
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Until next day, use luck modifier instead of personality modifier for spell check
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Gain a point of luck
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Reroll your luck score
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Set luck to 20-luck score
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Reroll luck score but with a d20