
Renen |

Can you reroll a reroll? Like say, a time oracle rerolling her reroll with both fortune and misfortune revelations?
I think it'd work, because it doesnt say anything about rerolling the reroll. But if things like this feat DO say it: http://www.d20pfsrd.com/feats/arg-feats/defiant-luck-human
Then I assume that you ARE allowed, unless otherwise stated (like the feat).
Thoughts?

SlimGauge |

Most of the reroll abilities that I'm aware of have some verbage like this.
The result of the reroll must be kept, even if it is worse than the original roll.
It could be that "must be kept" prevents the use of another reroll ability. In fact, Fortunate Charm goes on to say "The charm may not be used on a skill check that’s already been rerolled by some other means."
Differentiate an ability that lets you reroll from an ability that lets you roll twice and take the better.
Let's say a Monk has Perfect Strike. He rolls twice and takes the better result, but the result he DIDN'T use becomes the confirmation roll if the result he did use is a critical threat. The Monk could use a re-roll ability on that confirmation roll.

Darksol the Painbringer |

So, why is there a feat like that with such different wording then?
Some abilities can be combined to reroll multiple times (for example, Defiant Luck as the Human Feat), others can't. It's a balance thing.
Other abilities do specifically state that they can or cannot be rerolled again, or that you can only use one type of reroll in a given round.
As far as your initial generation, you'd be correct in saying that if it doesn't say you can't reroll (or there is no language that says you have to keep a roll), then yes, you can use a reroll ability again. But if it does, for whatever reason, then you can't (and even if you do, it would do nothing because the ability would probably say you must take that worse roll). Then again, most abilities are generally "Roll Twice, take X/Y result" or "Reroll X check/save/roll," and it is very difficult (if not impossible) to have multiple versions of these same abilities being applicable.
In addition, it's also very gamebreaking to allow such abilities to stack "Oh, I rolled crappy with my 3 dice? That's fine, I'll just reroll it all." It defeats the point of having dice (and if you still fail with all 6 dice rolls, then the Dice Gods are hating you so much that you might as well not do actions that require dice).

![]() |

On a related topic. I have only seen this once, but it caused some problems.
A character is under the misfortune hex (roll twice and take the lowest on all d20 rolls that turn) and then gets hit with the fortune hex (roll twice and take the highest once per turn).
When they go to use the fortune to make an attack how many dice are rolled?
It does not state that Fortune counter acts misfortune (and it would only for 1 roll per round).
We ended up saying that fortune over-ride misfortune for one roll a round.

Darksol the Painbringer |

On a related topic. I have only seen this once, but it caused some problems.
A character is under the misfortune hex (roll twice and take the lowest on all d20 rolls that turn) and then gets hit with the fortune hex (roll twice and take the highest once per turn).
When they go to use the fortune to make an attack how many dice are rolled?
It does not state that Fortune counter acts misfortune (and it would only for 1 roll per round).
We ended up saying that fortune over-ride misfortune for one roll a round.
They both don't apply the same effect.
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.
Misfortune (Su): The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Emphasis mine. The relevant text says that Fortune is a Reroll, Misfortune is a Roll Twice Take Worst effect.
So here's what happens: Creature rolls twice. Dislikes results, so uses Fortune to do the same exact thing. Whichever result from the rolling of the 2 sets of dice is higher is the one the PC uses.
It's not too complicated. Now, if it was the Domain Power from the Luck Domain...

![]() |

One answer might be to make four rolls. Make two rolls, take the lowest, make another two rolls, take the lowest, and then take the highest of the two lowest. Or vice-versa. I'm not sure whether it matters which order you do them in.
It matters.
If you take the higher of two d20 rolls twice, and then take the lower of those two values, your expected result will be approximately 11 1/6. If you instead take the lower of two d20 rolls twice, and then take the higher of those two values, your expected result will be approximately 9 5/6.