====== Luck Domain ======
//You are infused with luck, and your mere presence can spread good fortune.//
===== Primus - Leave It To Luck (Ex) =====
You are capable of accomplishing incredible feats...of both success and failure. Any time you would normally roll a d20, you may instead roll 1d2 by spending a [[game_systems:hero_points|Hero Point]]. On a 2, the result is treated as a natural 20, and on a 1, the result is treated as a natural 1. You may do this for any roll of your choice, as a non-action.
===== Enlightenment - Fortune's Favored (Ex) =====
You have a way of twisting fate around everyone who gets close to you. You may designate a number of allies equal to your Secondary Attribute Modifier by spending 1 hour of time. Upon doing so, you and those allies become intertwined in fate - all members of the group who possess physical line of sight to one another may freely share their Hero Points in a communal pool. Joining the group is completely voluntary, and thus a creature may never be forced to share in this way by any means.
===== Zenith - The Time You Almost Caught Me (Su) =====
Whenever you spend a [[game_systems:hero_points|Hero Point]] to reroll a check, you may add 20 to the result instead of 10. This effectively means that your minimum check when spending a Hero Point is 21.
Secondly, any time you burn a [[game_systems:hero_points|Hero Point]], roll 1d20 - on a 20, it is not consumed. You may not use Leave It To Luck on this roll.
===== Favored Spells =====
* [[priority:magic:spells:tier1:true_strike|]]
* [[priority:magic:spells:tier2:aid|]]
* [[priority:magic:spells:tier3:protection_from_energy|]]
* [[priority:magic:spells:tier4:freedom_of_movement|]]
* [[priority:magic:spells:tier5:break_enchantment|]]
* [[priority:magic:spells:tier6:mislead|]]
* [[priority:magic:spells:tier7:spell_turning|]]
* [[priority:magic:spells:tier8:moment_of_prescience|]]
* [[priority:magic:spells:tier9:foresight|]]