Phthyan coin packed with luck


This Phthyan coin is completely nondescript. Nothing sets it out from others of its kind. It is a appears as any other Imperial gold Aureus, with the face of an ancient Emporor on one side and a centurion on the reverse. The odd thing about Luckbringer is, however, that the writing upon its face and back, although similar to Imperial Phthyan, is indecipherable, including to such magics that would easily give translation. Additionally, the likeness of the Emperor is no known ruler of the Empire. It is believed by some, that if one can decipher the writings, then one can become free of the coin’s influences (see below).

Using Luckbringer

Luckbringer has no effect until it attunes itself to a new owner. Should a character carry the Luckbringer on his person for 24 full hours without interruption, the Coin becomes linked to their fate and all of its constant powers come into effect.

Once the Coin is attuned to a bearer, it is almost impossible for him to dispose of it. Giving the Coin away or dropping it merely results in it mysteriously reappearing in the character’s money purse. The same result occurs if it is stolen or forcibly taken from the bearer. Even using magical spells to try to teleport or plane shift the Coin are of no use; only deific intervention can prevent the Coin from returning to the character to which it is attuned.

However, if the Coin-bearer dies, the artifact loses attunement with him for as long as he remains dead. During this time, any character that carries the Coin for 24 hours becomes the new bearer. Should any dead former bearer be raised or resurrected while the Coin is not currently attuned, it immediately resumes its link to that Coin-bearer, returning to him instantly. If the Coin is found in a treasure hoard or similar unattended manner, it is certain that all of its former owners are dead.

Constant Powers

Luckbringer subtly influences the luck of the bearer, making every positive occurrence a little more likely and every negative one less so. While carried, the Coin grants the wielder a +1 luck bonus to all attack rolls, skill checks, ability checks and saving throws, and a +1 luck bonus to AC.

The Coin has a special power when used as part of a game of chance. If the Coin is included as part of the ante for any bet where the result is based on chance, the bearer always wins. If there is a means in the particular game to achieve greater success with a more improbable combination of cards or dice rolls (such as rolling a “7” or getting a royal flush), the bearer always achieves that result. No magical effect short of direct divine intervention can prevent a bettor who antes with Luckbringer from winning.

Activated Powers

Most of Luckbringer’s powers cannot be consciously accessed, but if a bearer knows the Coin’s power and it is on his person (not in an extra-dimensional space, for example), he can use the coin in the following ways:

Push Luck

  • The owner of the coin can force the coin to “push luck” through strength of will. He may re-roll any die roll — even one rolled by another character — after he learns the results of that roll. This occurs as a free action that can take place whether or not it is the bearer’s turn. The effect usually has a noticeable physical effect that most would chalk up to unusual good or bad luck. For example, he could force an enemy to re-roll an attack roll against him after they successfully hit; if the second roll is a failure, then the enemy tripped over his cloak or got the sun in his eyes.
  • The bearer does not need either line of sight or line of effect to the beneficiary of the Coin’s luck, but he must be aware through one or more of his senses of the events surrounding the die roll in question. He could thus allow an ally to re-roll a failed grapple check when trying to escape an ogre, even if he can only hear their struggle from around a corner. There is no limit to the number of times per day the bearer can push luck. There are, however, potential drawbacks to pushing luck. First, if the bearer “pushes luck,” and the result of the second die roll is a critical failure, something bad happens. Additionally, it cannot be used to “push luck” again that day. Furthermore, pushing one’s luck may result in something bad happening. The DM will determine if and when the fate has decided to lay the proverbial smackdown on the bearer. The DM has the information regarding Something Bad Happening.

Disappearing Act

  • The bearer may rub the coin and utter a command word as a standard action to become invisible for 5 minutes. It emulates the invisibility spell (cast at 12th level) and does not provoke attacks of opportunity.
    Disappearing Act is usable once per day.

The Toss of a Coin

  • The bearer may utter a command word, then throw (or otherwise project) the coin to any open space . Wherever the coin lands, it immediately transports the bearer via a dimension door spell (cast at 12th level). This standard action and does not provoke attacks of opportunity. The bearer appears where the coin first impacts, be it on a flat surface or wall. The bearer might suffer falling damage, etc. The range increment for throwing the coin is 10 feet. Non-proficiency penalties apply. If used as a projectile in a sling, the range increment is 50 feet, but will suffer a −4 penalty as it is not balanced for slinging.
  • The DC to hit a particular spot on the ground is Armor Class 5, adjusted for range and other penalties. If you miss the target square, roll 1d8. This determines the misdirection of the throw, with 1 falling short (off-target in a straight line toward the thrower), and 2 through 8 rotating around the target square in a clockwise direction. Then, count a number of squares in the indicated direction equal to 1d3 times the range increment of the throw.
    The Toss of a Coin is usable once per day.

Requirements: Craft Wondrous Item, divine favor, change fate, sure bet, invisibility, dimension door; Cost: 15,000


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