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Luck Doman's "A bit of Luck" power.. how does it work exactly?


Rules Questions


1 person marked this as FAQ candidate.

That is, taken from the srd:

Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

It doesn't say this only works for ONE roll. It implies it would work for any and all rolls for that round. Soo.. if say a character had 4 attacks that round they got to use 'bit of luck', they'd get to roll twice for each attack (and potentially other rolls as well), yes?

Silver Crusade

It works on EVERY d20 roll on their turn. So if they make 1 skill check, 1 save, and 4 attacks, that's 12 d20's being rolled.

This is why it's the best cleric power in the game.

Also, since it explicitly calls out d20s, not Attacks, Saves, and Skills like most powers, it can be used on things like concentration checks, caster level checks, and ability checks.

Silver Crusade RPG Superstar 2013 Top 8

Elamdri wrote:

It works on EVERY d20 roll on their turn. So if they make 1 skill check, 1 save, and 4 attacks, that's 12 d20's being rolled.

This is why it's the best cleric power in the game.

Not just on your turn, for one round. So you get to roll twice for saving throws and any d20 rolls that you make between the time the cleric uses the power and just before same initiative count on the following round.


If your GM allows you to take Quicken Spell-Like Ability, you'll even be able to use this on yourself and still take a full-round action. Unfortunately you can't take this before 11th level.


Wow,that is nasty!

For clarification: it says "For the next round", so when used it doesn't active immediately, it activates next round and functions until that round is over, correct?


Ryeookin wrote:
it says "For the next round", so when used it doesn't active immediately, it activates next round and functions until that round is over, correct?

The Combat Round: "Effects that last a certain number of rounds end just before the same initiative count that they began on."

It lasts from the time you use it, to just before that init count on the next round.


Hmm.. darn well then it doesn't look like I'll be able to use this on myself to deliver my standard full round attacks then (AOO's and quicken spell like ability feat aside).


Ryeookin wrote:
Hmm.. darn well then it doesn't look like I'll be able to use this on myself to deliver my standard full round attacks then (AOO's and quicken spell like ability feat aside).

Correct.

Some people use a house rule that a cleric can use his domain ability on himself as a swift action, similar to a paladin and lay on hands.


To some it may seem like a broken power, but in reality it isn't. Economy of actions is everything in Pathfinder. As far as a Cleric using Bit of Luck on himself in combat, using a Standard Action to re-roll dice doesn't have a significantly positive impact on damage output. If fact, using that standard action to attack is more effective than using it to give yourself a chance to roll the dice again for the same action next round. Put another way, it's exactly like choosing between rolling 2d6 and taking the best one, or rolling 2d6 and adding them together. Besides, thinking outside the box, if you have the power to give someone else a Bit of Luck for their full next round, why are you somehow a less valid recipient than them? It's somehow less broke for the cleric to stand by and give the Fighter with 6 attacks a Bit of Luck every single round than it is for the Cleric to use it on himself every OTHER round? The best Cleric attacks don't even involve a D20 roll! "Save vs Implosion"... 'nuff said.

Let your Clerics have some luck if they want. They're the ones paying the Standard Action for it.

Firelock


Bit of Luck really shines OUTSIDE of combat, when you want to minimize the probability of a really bad roll. The one for law domain that makes you 'take 11' is similarly good in such situations. Make sure you have one on hand if you do contact other plane with a GM that won't let you take 10 :-)

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