Fortune


Rules Questions

Dark Archive

"The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours."

Ok, so i can buff this as often as I want, util a person actually uses it. But I need to keep track of the time passed between the last time the effect was granted?
This is pretty cumbersome.

Also, "Once a creature has benefited" - does that mean if the reroll is lower than the first roll, it does not count, since the person didn't get a benefit from the roll?


Pathfinder Lost Omens Subscriber

once they have obtained a 2nd roll they have benefited by obtaining a 2nd roll.

Dark Archive

Yeah, that's what I thought, the other way would have been too good to be true.

What about the other points?

Grand Lodge

"Once a creature has benefited" means once you've put the Hex up on them. It doesn't matter whether they've re-rolled or not, and they can re-roll multiple times if the duration is long enough.

Here's the clarification.

Dark Archive

What time does start the 24h? The time I put the hex on him, or the time the hex ends?

The thread says "benefit" means "put on."
The FAQ reads "Once it ends, the creature cannot again be the target of that hex for 24 hours."
So, if the hex ends around Midnight, it cannot be used the next day at all, no matter when it was put on the creature?

I place the hex on somebody in the morning, cackle all day that means the next day is "no fortune day"?

Also, I cannot cackle when silenced, and cackle doesn't work on a creature that cannot hear the cackle.
Is the latter still true if the creature is also scarred?


Glord Funkelhand wrote:
What time does start the 24h? The time I put the hex on him, or the time the hex ends?

If I'm reading things right, the maximum difference is three rounds. Does 18 seconds really matter over 24 hours?


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GinoA wrote:
If I'm reading things right, the maximum difference is three rounds. Does 18 seconds really matter over 24 hours?

My friend, the only time some witches stop cackling is when they're asleep.

Dark Archive

chuffster wrote:
GinoA wrote:
If I'm reading things right, the maximum difference is three rounds. Does 18 seconds really matter over 24 hours?
My friend, the only time some witches stop cackling is when they're asleep.

The hex will be on everybody as long as the witch cackles. So basically: all day.

That was the thing I got wrong, I thought it was only valid until used, which made it a bit underwhelming.
No it seems like I can be used every other day, which is way better but "feels strange."


Yeah... I still have problems with the always-cackling thing. Really shouldn't be able to do that.

When do you eat, drink, speak, breathe in,...

Dark Archive

It's a move action. So, the only time you couldn't do it would be while running away. And that's what mounts are for ;)

The problem isn't that one shouldn't be able to do that, the point is, one shouldn't have to.

Right now, I have to (buff and cackle) for each member of the party. And I must not stop cackling, or the buff will vanish one round later.

All that, so the other party members get the benefit.

I love to buff/ debuff.
But the current mechanic makes it either a stupid hex to choose (usable once per person per day, for a single round) or pain in the a** which is almost too good to be true.
I'd love to be able to give an ally something like the effect of "Dream Journal of the Pallid Seer" once per day. Sound more powerful but will most likely isn't. It's just "one reroll" but one that counts.
Allow the char to change the effect to a single +10 bonus to any dice roll (before you roll).
That way you could exchange your lifeline with a better chance to achieve something important. But it's still a non trivial choice to make.

Dark Archive

Well, this hex is far more potent and easy to use if you look beyond just this one hex.
First, invest in the Soothsayer hex so you don't have to cackle until combat starts and the hex stays active.
And depending on your GM some will allow you to use Hex Vulnerability to allow you to reuse this hex on them.

Soothsayer is awesome, invest in it asap if you want to be a buffing witch.

Dark Archive

Yeah, but you only postpone your cackling to the first combat. From there, you'll still have to do the whole thing.
And you just spend a feat to make your buffing a little bit less sucky.

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