Luck Domain - the most powerful 8th level ability?


Combat & Magic


I was looking through the domain powers and I had to read the Luck (page 75) level 8 power twice to make sure I wasn't reading it wrong, it is amazing! Too amazing.

In a 30ft radius no more critical failure, enemies lose concealment, automatic stabilization, and a flat +2 to all d20 rolls just for kicks. This seems like way too much and is more powerful IMO than the other domain level 8 powers. I don't know if just removing the +2 to d20 is enough, but it might be, the other benefits are just amazing.

Am I overreacting or is this truly the most powerful domain level 8 power? Comments?

Dark Archive RPG Superstar 2013 Top 32

Lord Tataraus wrote:

I was looking through the domain powers and I had to read the Luck (page 75) level 8 power twice to make sure I wasn't reading it wrong, it is amazing! Too amazing.

In a 30ft radius no more critical failure, enemies lose concealment, automatic stabilization, and a flat +2 to all d20 rolls just for kicks. This seems like way too much and is more powerful IMO than the other domain level 8 powers. I don't know if just removing the +2 to d20 is enough, but it might be, the other benefits are just amazing.

Am I overreacting or is this truly the most powerful domain level 8 power? Comments?

Eh. At a glance, it doesn't seem too powerful to me. The "enemies lose concealment" part is the only portion of it that's really terribly useful and the +2 to d20 rolls is a nice benefit.

No more critical failures? Well... those don't happen terribly often to start with. 5% of d20 rolls will come up as a natural 1 and then you must confirm the failure, so in reality, this will effect less than 5% of all the rolls made. Also, it prevents the critical mishap, but it doesn't turn failure into success. So the fighter still misses, he just doesn't wind up prone after the attack (or whatever).

As for auto stabilization? Not that big of a deal either, especially once 8th level powers have come into the fore. Most of the time, characters at those levels go from being healthy to dead in one shot. They generally skip over negative HP altogether, so this benefit also won't see a lot of "screen time" but it is a nice little safety net "just in case."

So no, at first glance, doesn't look overpowered to me at all. It's like a super-powered bless with a couple of bonus perks. Not unreasonable for an 8th level power.

The Exchange Contributor, RPG Superstar 2008 Top 6

I definitely think it is over the top, since you get it in every fight due to the splittable duration.

Consider what +2 luck on d20s is adding to:
Attack rolls
CMB checks
Caster level checks (free Spell Penetration)
Saves
Skill checks

That's an awful lot of boosts to get in every battle for all or most of the party.

But I'll be playtesting it this weekend. I do wish it was clear what kind of an action invoking an aura is. I have a lot less issues if starting the aura is a standard action.


Russ Taylor wrote:

I definitely think it is over the top, since you get it in every fight due to the splittable duration.

Consider what +2 luck on d20s is adding to:
Attack rolls
CMB checks
Caster level checks (free Spell Penetration)
Saves
Skill checks

That's an awful lot of boosts to get in every battle for all or most of the party.

But I'll be playtesting it this weekend. I do wish it was clear what kind of an action invoking an aura is. I have a lot less issues if starting the aura is a standard action.

A lvl3 Divine Spell: gives +2 or +3 (If you share the same god with the caster) to Attacks, Saves, and Damage. A level 8 Spell giving +2 to Attack Rolls/CMB checks/Caster Level Checks/Saves/Skill Checks doesnt seem over powering to me.

The Exchange Contributor, RPG Superstar 2008 Top 6

Zohar wrote:


A lvl3 Divine Spell: gives +2 or +3 (If you share the same god with the caster) to Attacks, Saves, and Damage. A level 8 Spell giving +2 to Attack Rolls/CMB checks/Caster Level Checks/Saves/Skill Checks doesnt seem over powering to me.

Are you talking about Recitation? Level 4 spell, Attacks, Saves and AC. The luck domain ability is gained at class level 8, not spell level 8.


Russ Taylor wrote:
Zohar wrote:


A lvl3 Divine Spell: gives +2 or +3 (If you share the same god with the caster) to Attacks, Saves, and Damage. A level 8 Spell giving +2 to Attack Rolls/CMB checks/Caster Level Checks/Saves/Skill Checks doesnt seem over powering to me.
Are you talking about Recitation? Level 4 spell, Attacks, Saves and AC. The luck domain ability is gained at class level 8, not spell level 8.

And on top of that Recitation does negate your enemies' concealment, negate critical fumbles, and auto-stabilize (yes those are situationally, but definite perks)


Russ Taylor wrote:
But I'll be playtesting it this weekend. I do wish it was clear what kind of an action invoking an aura is. I have a lot less issues if starting the aura is a standard action.
Pathfinder Alpha 2.0 wrote:
Unless otherwise noted, these abilities are activated by using a standard action.

I think the aura's would be better as free or swift actions, but it looks like they definitely are intended to be standard, which brings them about in line, power wise.

If the power is that close to Recitation, it's probably what they based it on.

The Luck is pretty strong, but so is Liberation, negating all the fear type effects, confusion, grappe, etc. A party of 8th level clerics who all activate their auras would be pretty damn powerful (especially since they all get two!).

Here's all the auras I found:
Darkness - 20% concealment to allies
Community - Prayer luck bonus (and penalty to enemies) - doesn't stack with the +2 from Luck
Glory - Mass Sanctuary
Healing - fast healing 1/4 caster level
Liberation - immune: confusion, grapple, fear statuses, paralyzation, & pinning
Luck - auto stabilize, auto make concealment, +2 luck bonus on all d20 rolls, no auto fails
Madness - enemies confused
Protection - +1 res & def, +1/4 caster levels
Repose - immune: death effects, energy drain, negative levels
Sun - 1d8 + 1/2 caster levels damage to undead

Stacks, but hurts allies as well:
Destruction - +1/2 level to damage to Everyone

Gods that get two or more:
Desna (2), Iomedae (2), Pharasma (2), Sarenrae (3), Shelyn (2). Nethys and Zon-Kuthon get 2, but one of them is Destruction.

So a party of a cleric each from Desna, Iomedae, Pharasma, and Shelyn could have 7 different, helpful auras up, with double duty on the Luck one.

With all 7 up at once, they would all have (at 8th level):

    A Sanctuary effect until attacking
    Fast Healing 2
    Immunity to confusion, grappling, paralyzation, and shaken, frightened, and panicked
    Automatically Stabilize below 0 hp
    Automatically make concealment miss chance rolls
    +2 on all d20 rolls
    No automatic failure on rolling a 1
    +3 resistance bonus to saves
    +3 deflection bonus to AC
    Immunity to Death effects, Energy Drain, and Negative levels
    & 1d8+4 damage to all undead within 30'

That's in two rounds of actions, with the Sanctuary going up the first round to reduce attacks. Quite potent :)

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