Luck Master
"Better lucky than good, and I'm the best at being lucky." -Balazar the Scratchless
CLASS TRAITS:
Role: Leader
Power Source: No power source
Key Abilities: Charisma, Strength, Dexterity

Armour Proficiencies: Cloth
Weapon Proficiencies: Improvised melee, Improvised ranged
Implements:
Bonuses to Defense: +1 Fortitude, +1 Reflex, +1 Will

Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 7 + Constitution modifier

Trained Skills: From the class skills list below, choose 4 more trained skills at 1st level. Class Skills: Acrobatics, Athletics, Bluff, Diplomacy, Endurance, Heal, Insight, Perception, Stealth, Streetwise, Thievery

Class Features: Luck Master's Aura, Luck Burst, Lucky Number, Lucky Weapon Proficiency, Luck of the Trade
You have no martial training, no divine guidance, no arcane tutalage, no primal conections. You're just lucky. Whatever you try you seem to succeed at. The world seems to love you, helping with all your endevors. You may not be the smartest guy on the block, nor the strongest, but the every party wants you around. Good luck is hard to come by.
Class Features

LUCK MASTER'S AURA
Aura 8
You and each ally in the burst gain a +1 bounuses to hit, damage, defenses and saves.
Increase to +2 at 11th level and +3 at 21st lvl

LUCK BURST
When desperate times call for more than you posses you're luck steps in.

To use the Luck Burst ability you must sacrifice at least one Daily Power you have not expended. For every extra power you use you gain a +5 bonus to the roll.

roll a d20: you can use any ability equal to or below the value you roll
1-5: You or one ally saves vs. an ongoing effect excluding death/dying.
6-10: You or one ally gains +5 to their next d20 roll.
11-15: You or one ally gains temp hp = to their bloodied level.
16-20: Use two of the lower abilities.
21-25: Apply one of the lower abilites to all allies within your Luck Master's Aura. (8)
26-30: DM does something of limited wish level to benifit the party. Player has no input.
31-34: DM does something of wish level to benifit the party. Player has no input.
35: Make a wish.

LUCKY NUMBER
At First level choose a number 1-6 this is your lucky number and can affect some of your powers including your lucky number class power.
You gain the lucky number class power.

LUCKY WEAPON PROFICIENCY
You have proficiency with improvised weapons of +1 with fists, +2 one-handed, and +3 two-handed.
If you roll a 1-5 on an attack the weapon breaks.

LUCK OF THE TRADE
You gain "Jack of All Trades" as a bonus class feat.

Luck Master Powers
Lucky Number
Luck Master Feature
With the luck of the dice you heal your allies.
Encounter * Healing, Reliable
Minor Action                 Close burst 8
Target: You or one ally.
Effect: The target can spend a healing surge and regain an additional 1d6+Cha.
Level 6: 2d6+ Cha
Level 11: 3d6 +Cha
Level 16: 4d6 +Cha
Level 21: 5d6 +Cha
Level 26: 6d6 +Cha
Special: Recharge: At the begining of your turn roll a d6   if you roll your Lucky Number you regain this power but you must use it the turn in which you rolled your lucky number.
Level 1 At-Will Powers
Lucky Shot
Luck Master Attack 1
You pick up a chair and smash it over an ememy's head.
At-Will * Arcane, Weapon
Standard Action                 Melee or Ranged weapon
Requirement: You must be weilding an improvised weapon.
Target: One Creature
Attack: Charisma + 2 vs. AC
Hit: 1 [W]+ Str
Special: You can use this attack as a basic melee/ranged attack.
Unlucky Trade-off
Luck Master Attack 1
You know you may not hit this next attack but if you do it's gonna hurt.
At-Will * Weapon
Standard Action                 Melee or Ranged weapon
Requirement: You must be wielding an improvised weapon.
Target: One creature
Attack: Charisma - 2 vs. AC
Hit: 1 [W]+ 2 Str
Bad Luck Strike
Luck Master Attack 1
You strike your foe in a weak spot that takes a bit to recover from.
At-Will
Standard Action                 Melee or Ranged weapon
Requirement: You must be wielding an improvised weapon.
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W]+ Cha
Effect: The target takes a -2 penalty to one defense that you designate until the end of your next turn.
Level 1 Encounter Powers
Blind Swing
Luck Master Attack 1
You close your eyes and swing wildly around you and are surprised to find them on the ground.
Encounter * Weapon
Standard Action                 Close burst 1
Requirement: You must be wielding an improvised weapon.
Target: Each enemy in burst
Attack: Strength vs. AC
Hit: 2 [W]+ Cha and the target is knocked prone.
Effect: You are dazed until the end of your next turn.
Oh Look! A silver piece!
Luck Master Attack 1
You bend over to pick up a piece of silver and dodge an attack by inches.
Encounter * Stance
Immediate Interrupt                 Personal
Trigger: You are hit by an attack
Effect: You gain a +5 to your defenses.
You also gain 1 sp.
Level 1 Daily Powers
The Good Guys Comeith
Luck Master Attack 1
Your allies see your attack and back you up.
Daily * Weapon
Standard Action                 Melee weapon
Requirement: You must be wielding an improvised weapon.
Target:
Attack: Charisma vs. AC
Hit: 3 [W]+ Cha
Effect: Two allies within 5 squares of you can shift adjacent to the target and make a basic melee attack against it.
Seed of Fear
Luck Master Attack 1
You look at your foe and he remembers he left the oven on.
Daily * Fear
Standard Action                 Ranged 5
Target:
Attack: Charisma vs. Will
Hit: 3d8+Cha
Effect: The foe becomes afraid of you. (save ends) and has a -10 vs Intimidation until the end of the encounter.