Luck Domain and Bit of Luck Ability


Rules Questions

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Sczarni

"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."

Let's say I use this ability at the start of Round 1. Does this ability function:

1. Only for my Next round?
2. For the remainder of this round, and for my entire next round?
3. Only for the remainder of this round?

If this functions how I think it does... it'll greatly help with Flurry of Blows.


It functions until the beginning of your next turn.

Grand Lodge RPG Superstar 2012 Top 32

The normal english meaning of "for the next [time unit]" is that it lasts until exactly one [time unit] has elapsed.

For instance, if it's 2:35pm right now and I tell my wife I'm going to be busy "for the next hour", when would she think I would be done? At the end of this hour (3:00pm)? No. One hour after the end of this hour (4:00pm)? No. She'd expect me to be done one hour after I started: at about 3:35pm.

I don't see anything in the rules to suggest we shouldn't read Bit of Luck in the same normal, obvious manner.

Sczarni

Thanks guys! Perhaps I'll just stick with Repose then.


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Pathfinder Adventure, Adventure Path Subscriber

bit of luck isn't for you. It's for your allies. It's exceptionally useful when someone really needs to make a save, or hit something, or, or, or. But most cleric domain powers aren't really for the cleric.

Silver Crusade

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As people said above, this domain power is mostly for other people.

Bit of Luck lasts from when you activate it until the start of your next turn, and consumes your standard action. This generally makes it useless for your own attacks, as you won't get any.

There are a few personal ways to use Bit of Luck, but not for what you want.

Option 1: Bit of Luck does apply to your AoOs. So, if you're playing a Cleric who fishes for AoOs (e.g. a Reach Cleric) this domain power is great. Use this ability on yourself, then move into position to scoop up AoOs. Magda frequently does this. Misses become rare, critical hits become common, and you will rarely fail a saving throw.

Option 2: An obscure magic item, the Headband of Fortune's Favor, adds an extra round to the duration of Bit of Luck.


If you can take Quicken Spell-Like Ability then Bit of Luck becomes amazing.

You could also, for example, use it on yourself and then roll twice on an Acrobatics check to move through an opponent's square. Or, use it on yourself and use a quickened spell and roll twice on whatever rolls the spell requires.


That magic item takes the beadband slot, so it is total trash. Similar to every other item that takes the headband slot and is not + mental stats


90% of belts/cloaks/headbands are trash in pfs.

that's why home tables rule ^^


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CWheezy, depends on if it is PFS or not. If not then just stick it on an existing headband for +50% cost.

Silver Crusade

CWheezy wrote:
That magic item takes the beadband slot, so it is total trash. Similar to every other item that takes the headband slot and is not + mental stats

This depends entirely on whether one needs that slot for something else. For example, a Fighter who dips cleric probably doesn't care much about the headband slot, and could get great use out of that item.

Silver Crusade

Magda Luckbender wrote:
CWheezy wrote:
That magic item takes the beadband slot, so it is total trash. Similar to every other item that takes the headband slot and is not + mental stats
This depends entirely on whether one needs that slot for something else. For example, a Fighter who dips cleric probably doesn't care much about the headband slot, and could get great use out of that item.

A battle cleric probably isn't very worried about pumping his wisdom higher than 16 if it's for PFS. It's not like you're really going to need high DCs.

It could also be pretty useful for an inquisitor who took the luck domain, since they rarely cast spells that depend on DCs.


Magda Luckbender wrote:
CWheezy wrote:
That magic item takes the beadband slot, so it is total trash. Similar to every other item that takes the headband slot and is not + mental stats
This depends entirely on whether one needs that slot for something else. For example, a Fighter who dips cleric probably doesn't care much about the headband slot, and could get great use out of that item.

What? I thought fighters cared a lot about the headband slot, because it helps them with their terrible perception and will saves.


I have never seen a fighter use the headband slot for wisdom. Intelligence? Sometimes, but never wisdom. It is just too expensive for what amounts to just a Will save bump and bumping Perception by +5 is cheaper elsewhere.


What, int? That seems like the opposite of useful.

"just" a will save bump. Considering most will saves are save or die, I think saying just a will save bump is not very representative on how important it is. The perception is just a bonus, albeit a bonus on the best skill in the game


CWheezy, please try not to take my statements out of context. I said "too expensive for what amounts to just a Will save bump".

There are cheaper ways to achieve Will save bumps.

The word "just" in this case is not indicative of the importance of Will saves. It is indicative of what does the price tag for the magic item get you. A Headband of Wisdom does exactly two things for a (standard) fighter.
1) It raises Will saves. This can be accomplished cheaper using other means.
2) It raises wisdom based skills. This is primarily helpful for raising Perception which, again, can be accomplished cheaper using other means.

Spending 4k, 16k, or 36k for a limited effect when there are other, better ways to do the same thing is not something I regularly see fighters doing. If you are doing that then you are sacrificing other benefits that would probably be more effective.

BTW, I think you are exaggerating the 'save or die' element of Will saves. They are more often 'save or suck' or 'save or do nothing' at which point your party can help you deal with it.

Regarding Int, I said that sometimes I have seen Fighters take a headband for Int. I did not say it was advisable. Again, please do not take my statements out of context.

Sczarni

How much would a Headband of Wisdom +2 with Fortune's Favor cost me?

Silver Crusade

13,700g if I remember the price of the headband of fortune's favor correctly (7,700g).

The odd thing is that the pricing structure changes when you make it a headband of fortune's favor and inspired wisdom +4.

Sovereign Court

Bit of Luck is amazing for things making lots of attacks in a round. Plop it on your archer and watch bad guys wilt away in a hail of arrows that essentially double their chances of hitting.

Silver Crusade

The Human Diversion wrote:
Bit of Luck is amazing for things making lots of attacks in a round. Plop it on your archer and watch bad guys wilt away in a hail of arrows that essentially double their chances of hitting.

It doesn't even come close to doubling their chance of hitting. And, as a byproduct of the way math works, Bit of Luck gets worse the better your chance of hitting becomes.

Sczarni

Bigdaddyjug wrote:
The Human Diversion wrote:
Bit of Luck is amazing for things making lots of attacks in a round. Plop it on your archer and watch bad guys wilt away in a hail of arrows that essentially double their chances of hitting.
It doesn't even come close to doubling their chance of hitting. And, as a byproduct of the way math works, Bit of Luck gets worse the better your chance of hitting becomes.

That doesn't make any sense to me.

Your rolls are based off of the D20. This allows you to roll Every D20 for that turn, and take the better result. You then add that roll to your other bonuses. How would this "get worse"? Just think of all the things this applies to... Saves, Abilities like Snake Fang when attacking, or Snake Style and rolling Sense Motive as your new AC... etc.

Also, thank you for the total cost. That's fairly expensive, but very tempting.

Grand Lodge RPG Superstar 2012 Top 32

Kazumetsa Raijin wrote:
Bigdaddyjug wrote:
The Human Diversion wrote:
Bit of Luck is amazing for things making lots of attacks in a round. Plop it on your archer and watch bad guys wilt away in a hail of arrows that essentially double their chances of hitting.
It doesn't even come close to doubling their chance of hitting. And, as a byproduct of the way math works, Bit of Luck gets worse the better your chance of hitting becomes.

That doesn't make any sense to me.

Your rolls are based off of the D20. This allows you to roll Every D20 for that turn, and take the better result. You then add that roll to your other bonuses. How would this "get worse"? Just think of all the things this applies to... Saves, Abilities like Snake Fang when attacking, or Snake Style and rolling Sense Motive as your new AC... etc.

Also, thank you for the total cost. That's fairly expensive, but very tempting.

He didn't mean "worse than not having Bit of Luck", he meant "provides less benefit than it does when you have a lower bonus". That is, Bit of Luck makes a much bigger difference for someone who needs a natural 14 than it does for someone who needs a natural 3.

Sczarni

Jiggy wrote:
Kazumetsa Raijin wrote:
Bigdaddyjug wrote:
The Human Diversion wrote:
Bit of Luck is amazing for things making lots of attacks in a round. Plop it on your archer and watch bad guys wilt away in a hail of arrows that essentially double their chances of hitting.
It doesn't even come close to doubling their chance of hitting. And, as a byproduct of the way math works, Bit of Luck gets worse the better your chance of hitting becomes.

That doesn't make any sense to me.

Your rolls are based off of the D20. This allows you to roll Every D20 for that turn, and take the better result. You then add that roll to your other bonuses. How would this "get worse"? Just think of all the things this applies to... Saves, Abilities like Snake Fang when attacking, or Snake Style and rolling Sense Motive as your new AC... etc.

Also, thank you for the total cost. That's fairly expensive, but very tempting.

He didn't mean "worse than not having Bit of Luck", he meant "provides less benefit than it does when you have a lower bonus". That is, Bit of Luck makes a much bigger difference for someone who needs a natural 14 than it does for someone who needs a natural 3.

Aaahh. That makes much more sense! Thank you.

Silver Crusade

Yes, thanks for the clarification, Jiggy. To demonstrate what I was talking about, let's look at 2 different characters.

Joe the Mighty Barbarian has an attack sequence of +20/+15/+10.
Schmoe the Weakling Rogue has an attack sequence of +15/+10/+5.
Clyde the Cleric decides he's going to use Bit of Luck on each of them in consecutive rounds, and each of them will attack a creature with 25 AC.

For Joe's round of luck, his chances of hitting with each attack are: 96%/84%/64%
And for his round without luck, his chances of hitting with each attack are: 80%/60%/40%

For Schmoe's round of luck, his chances of hitting with each attack are: 84%/64%/36%
And for his round without luck, his chances of hitting with each attack are: 60%/40%/20%

Sczarni

Bigdaddyjug wrote:

Yes, thanks for the clarification, Jiggy. To demonstrate what I was talking about, let's look at 2 different characters.

Joe the Mighty Barbarian has an attack sequence of +20/+15/+10.
Schmoe the Weakling Rogue has an attack sequence of +15/+10/+5.
Clyde the Cleric decides he's going to use Bit of Luck on each of them in consecutive rounds, and each of them will attack a creature with 25 AC.

For Joe's round of luck, his chances of hitting with each attack are: 96%/84%/64%
And for his round without luck, his chances of hitting with each attack are: 80%/60%/40%

For Schmoe's round of luck, his chances of hitting with each attack are: 84%/64%/36%
And for his round without luck, his chances of hitting with each attack are: 60%/40%/20%

So that might actually be a wise choice for a Monk/Cleric then...


actually if memory serves correct (since i'm too bored to run calculations now):

rerolls offer the OPTIMUM benefit when you have exactly 50% benefit of succedding.

more than that AND less than that will reduce this bonus:

rerolling something that has 50% chance of success bumps it up to 75%.
(25% increase)
rerolling something that has 90% chance of success bumps it up to 99%
(9% increase)
rerolling something that has 10%chance of success bumps it up to 19%
(9% increase)


Gauss wrote:

(standard) fighter.

1) It raises Will saves. This can be accomplished cheaper using other means.
2) It raises wisdom based skills. This is primarily helpful for raising Perception which, again, can be accomplished cheaper using other means.

Correct, it is often cheaper to do other things. Once you have done those things, a headband is pretty nice. For example, after you have a +5 cloak, or after you have bought the best eye slot item in the game, eyes of the eagle.

Quote:


BTW, I think you are exaggerating the 'save or die' element of Will saves. They are more often 'save or suck' or 'save or do nothing' at which point your party can help you deal with it.

Save or do nothing might as well be dead, and I think saying save or suck actually is an understatement, for example things like dominate person or feeblemind (or colour spray or charm person or...). Will saves are just so brutal to fail.


Charm Person/Dominate Person has a massive achilles heal...PFE. I am almost never worried about control spells as a result of that. They are just too easy to stop. At most it is a 1 round effect until someone can cast PFE on the subject.

Color Spray is only a useful spell for the levels when you could not reasonably purchase a Headband of Wisdom anyhow.

Feeblemind on a Fighter...ok sure. How does that stop him from being a killing machine? Heck, it is only a problem for 2 levels (9th and 10th level, at 11th level the Cleric has Heal).

Yes, there are a few spells out there that hitting a fighter out there with them could really be a hindrance but I have never found them to really warrant wasting gold on a Headband of Wisdom. There are often other ways to deal with them (such as the party spellcaster dispelling the effect).


I was not referring to color spray related to headbands of wisdom, which is why I split it up.

I laughed at a permanent effect is only a problem for 2 levels. Also I don't know how having your int be 1 effects your combat.

Also, moving then casting protection from evil doesn't immediately dispel the effect, it gives you another save. This is nice, but not a guarantee. Also it makes those spells extra good because they are taking up the actions of 2 people instead of 1!

Silver Crusade

shroudb wrote:

actually if memory serves correct (since i'm too bored to run calculations now):

rerolls offer the OPTIMUM benefit when you have exactly 50% benefit of succedding.

more than that AND less than that will reduce this bonus:

rerolling something that has 50% chance of success bumps it up to 75%.
(25% increase)
rerolling something that has 90% chance of success bumps it up to 99%
(9% increase)
rerolling something that has 10%chance of success bumps it up to 19%
(9% increase)

It depends on how you look at it. 10% success chance to 19% success chance isn't really a 9% increase, it's a 90% increase. 50% to 75%, therefore, is only a 50% increase.


Bigdaddyjug wrote:
shroudb wrote:

actually if memory serves correct (since i'm too bored to run calculations now):

rerolls offer the OPTIMUM benefit when you have exactly 50% benefit of succedding.

more than that AND less than that will reduce this bonus:

rerolling something that has 50% chance of success bumps it up to 75%.
(25% increase)
rerolling something that has 90% chance of success bumps it up to 99%
(9% increase)
rerolling something that has 10%chance of success bumps it up to 19%
(9% increase)

It depends on how you look at it. 10% success chance to 19% success chance isn't really a 9% increase, it's a 90% increase. 50% to 75%, therefore, is only a 50% increase.

you can only say that if you are comparing them relativly.

so yeah, going from 10% to 20% is a 100% increase. great right?

nah.

it still means that out of the 10 hits, you will hit 1 more. and that's what count's the most (imo always).

p.e. if you hit only 1/20 then bumping that to 2/20, maybe double, but it's still terrible.
and if you miss only 2/20, missing only 1/100 is good but not as good as:
if you miss half the time, now you only miss a quartet of time.

the only time i find it more awesome, is when you miss 1/20, fail a save 1/20, and etc. then this becoming essentially 1/400 is huge.


Is the any time from this ability meant to be any one time or is it every time? In other words can the target reroll all the D20 rolls or just one?
I would read it as any one time.

Shadow Lodge

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Pathfinder Battles Case Subscriber
Umbranus wrote:

Is the any time from this ability meant to be any one time or is it every time? In other words can the target reroll all the D20 rolls or just one?

I would read it as any one time.

I don't see how it can be interpreted that way. It clearly says "any time the target rolls a d20". It doesn't say "the next time the target rolls a d20" or "any one time the target rolls a d20".


Because it doesn't say every time. I thought that was a difference. But I was not sure so I asked.
Edit: I suspected the same difference like with anyone and everyone.


Umbranus wrote:

Because it doesn't say every time. I thought that was a difference. But I was not sure so I asked.

Edit: I suspected the same difference like with anyone and everyone.

"Anyone" and "everyone" can still refer to multiple people; one is just non-specific.

"Any D20 roll" just means any rolls you make with the specified criteria, but there might not be any at all. In the context of "any roll in the next turn" and "every roll during the next turn", these two terms are essentially equivalent. It's entirely possible that they started with "every" and needed to copy fit the text, so they changed it to "any".

If it said "Any D20 roll you choose in the next turn", that would mean a single roll that occurs during the next turn, and you choose which roll. In those cases, though, they usually use some form of "a single d20 roll" and "this roll must occur before the start of your next turn."

Silver Crusade

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When under the effects of Bit of Luck the recipient must always roll each d20 twice and take the most favorable result.

Example: Magda intends to run a short gauntlet of three foes. She uses Bit of Luck on self (Standard Action), then moves. She uses acrobatics several times to attempt to evade AoOs. Each d20 roll for acrobatics is rolled twice. Not surprisingly she makes all the rolls. Magda clears the gauntlet and sets up to get AoOs, then ends her turn. During enemy turns Magda must make a saving throw, so she rolls twice and takes the best roll. Unsurprisingly, she makes the save. Now three enemies move up to attack her, each provoking an AoO. She rolls each AoO d20 twice, taking the best results. Two are just regular hits, but the third threatens a critical. She rolls the critical confirmation d20 twice, confirming a critical hit. Damage is rolled normally, since damage dice are not d20. The effect ends at the start of her next turn. Magda rolled d20 sixteen times for 8 events. Thats 3 Acrobatics rolls, 1 save, 3 AoO attacks, and 1 critical confirmation, each rolled twice.

The above represents effective use of Bit of Luck, taken from an actual game session. One GM called that sort of action a 'Matrix move'.


OK, thanks for the clarification.


I did the math for our campaign a while back on this, and figured it might be useful to people here. "Effective DC" is what you need to roll on the D20 to succeed (that is, the actual DC minus whatever bonuses you get to the roll):

{|class=wikitable
|-
!Effective DC!!Percent chance normally!!Percent chance with "A bit of luck"!!Equivalent bonus
|-
|1||100%||100.00%||+0.00
|-
|2||95%||99.75%||+0.95
|-
|3||90%||99.00%||+1.80
|-
|4||85%||97.75%||+2.55
|-
|5||80%||96.00%||+3.20
|-
|6||75%||93.75%||+3.75
|-
|7||70%||91.00%||+4.20
|-
|8||65%||87.75%||+4.55
|-
|9||60%||84.00%||+4.80
|-
|10||55%||79.75%||+4.95
|-
|11||50%||75.00%||+5.00
|-
|12||45%||69.75%||+4.95
|-
|13||40%||64.00%||+4.80
|-
|14||35%||57.75%||+4.55
|-
|15||30%||51.00%||+4.20
|-
|16||25%||43.75%||+3.75
|-
|17||20%||36.00%||+3.20
|-
|18||15%||27.75%||+2.55
|-
|19||10%||19.00%||+1.80
|-
|20||5%||9.75%||+0.95
|-
|}

Note that the people who indicated that the best bonus comes from when you're at 50% are exactly right--it's like getting a +5 bonus from some other source. It's still a +1 at the extremes, so it's never negligible, but if you need to choose between two targets for maximum efficiency, go with the one who's closer to 50% chance.


CWheezy wrote:
Magda Luckbender wrote:
CWheezy wrote:
That magic item takes the beadband slot, so it is total trash. Similar to every other item that takes the headband slot and is not + mental stats
This depends entirely on whether one needs that slot for something else. For example, a Fighter who dips cleric probably doesn't care much about the headband slot, and could get great use out of that item.
What? I thought fighters cared a lot about the headband slot, because it helps them with their terrible perception and will saves.

Then they should absolutely love the Headband of Fortune's Favored: Since it gives you a +1 Luck bonus to all saves, at worst it's as good as a headband of +2 Wis. (Better, really, I'll take +1 to Fort and Ref saves over +1 Perception any day of the week.) With the Fortune's Favored trait, it's better than a +4 Wis headband for half the cost, and stacks with Owl's Wisdom if you're really worried about Will saves.

It might not be a universal go-to item, but if you're playing a low Will save character in a group with a Luck domain Cleric, it's almost certainly worth the cash.

Calling it trash due to Will saves makes me think you might have posted without reading the item description. So here it is:

Headband of Fortune's Favor wrote:


Price 7,700 gp; Aura faint enchantment and evocation; CL 5th; Weight 1 lb.
----------------------------------
This multicolored headband with beaded tassels tips luck in the wearer's favor. The wearer gains a +1 luck bonus on saving throws.
Any effect that gives the wearer a luck bonus (such as a divine favor or prayer spell) or explicitly increases the wearer's good luck (such as a witch's fortune hex, the Luck domain's bit of luck domain power, and so on) lasts for 1 round longer than normal on the wearer. Abilities without a time-based duration (such as carrying a stone of good luck) are unaffected by the headband.

--------------------------
CONSTRUCTION REQUIREMENTS
--------------------------
Cost 3,850 gp
Craft Wondrous Item, ill omen or prayer

Back to the topic at hand. Even if you're hitting on a 2, Bit of Luck helps a ton on crit threats:

A weapon that only crits on a 20 threatens almost 10% of the time.

A 19-20 crit range weapon threatens 19% of the time.
A 17-20 weapon threatens 36% of the time.

An 18-20 crit range weapon now threatens 28% of the time.
A 15-20 weapon threatens 51% of the time!

Liberty's Edge

Umbranus wrote:
OK, thanks for the clarification.

I am using bit of luick intonights campaign which as a barbarian i can use six times per day. originally since i am hasted and have 5att per round i thought i would be using up 5 of my six times per day in my initial attack. but understanding what you are saying is with one casting i can withstand a hundred d20s as long as they all come before the end of the round. So what does the six times per day refer to? The number of times i can use it (it is a spell like ability)

"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."

Now i plan to move first then cast BOL. but either way the effects take place on the next round. so if i do this on round 1 then the effects take place on round two and last till round 2 is over thereby allowing me to make my attacks. is this correct? its all about the next round terminology

Silver Crusade

@ancientdm : Sounds like you are a bit confused about Bit of Luck. Bit of Luck requires a Standard Action to use, it takes effect immediately, and runs out at the start of your next turn. That means it's nearly pointless to use on yourself: after using it you have no actions remaining with which to attack.

If you can use Bit Of Luck six times per day (as with a 16 Wisdom) that means you can activate the ability, as a Standard Action, six times per day.

Generally, you use Bit of Luck on someone else, thus giving up your Standard Action in the hope someone else makes good use of their turn. It's not a very useful ability for a Barbarian. Instead, the Barbarian's small, wimpy friend should use it on the Barbarian. It's really only useful on self if you expect to get a lot of AoOs.

Did that answer your questions?


Magda Luckbender wrote:
@ancientdm : Sounds like you are a bit confused about Bit of Luck. Bit of Luck requires a Standard Action to use, it takes effect immediately, and runs out at the start of your next turn. That means it's nearly pointless to use on yourself: after using it you have no actions remaining with which to attack.

You're mistaken. Bit of Luck works is in effect for the next round. In a round all creatures have a chance to take a turn. So you'd gain the effect when the next round starts and it lasts 'till that round ends.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Rikkan wrote:
Magda Luckbender wrote:
@ancientdm : Sounds like you are a bit confused about Bit of Luck. Bit of Luck requires a Standard Action to use, it takes effect immediately, and runs out at the start of your next turn. That means it's nearly pointless to use on yourself: after using it you have no actions remaining with which to attack.
You're mistaken. Bit of Luck works is in effect for the next round. In a round all creatures have a chance to take a turn. So you'd gain the effect when the next round starts and it lasts 'till that round ends.
The actual rules wrote:
Effects that last a certain number of rounds end just before the same initiative count that they began on.

Unless you want to argue that "for the next round" doesn't count as lasting a certain number of rounds...?

Silver Crusade

Rikkan wrote:
You're mistaken. Bit of Luck works is in effect for the next round. In a round all creatures have a chance to take a turn. So you'd gain the effect when the next round starts and it lasts 'till that round ends.

I wish it worked as you seem to think it does: Magda's Luckbending ability would be that much better. Sadly, it is not so.

Yes, as you say, Bit of Luck is in effect for the next round from when you activate it. That means it ends at the start of your next turn.


If you are playing in second darkness, bit of luck is an awesome self buff because of optimistic gambler

Liberty's Edge

thank you for helping me to figure this out everything seems to be defined on what next round means. I did not get the answer in time for my game session so i presented it to the DM and the group. They as a whole body chose to define next round as the round after my usage of the ability. So when i use the ability say in round 3 of combat i do not get the extra d20 rolls until the start of round 4 and it lasts until the 1st segment of round 5. I have just leveled up and chose quicken special ability which makes everything moot. The reason i chose this for myself isa house rule goes that if you roll a natural 1 on your d20 as an attack regardless of the number of attacks still available you lose any attacks you have left because of a fumble. so if you have 5 attacks and you roll a 1 on the first one then you lose the other four. By using Bit o luck it is nearly impossible for me to roll a 1 unless i roll double 1's. so the odds are in my favor i wont lose any attacks.

Liberty's Edge

Magda Luckbender wrote:
Rikkan wrote:
You're mistaken. Bit of Luck works is in effect for the next round. In a round all creatures have a chance to take a turn. So you'd gain the effect when the next round starts and it lasts 'till that round ends.

I wish it worked as you seem to think it does: Magda's Luckbending ability would be that much better. Sadly, it is not so.

Yes, as you say, Bit of Luck is in effect for the next round from when you activate it. That means it ends at the start of your next turn.

Jiggys definition is the one the group decided on but thank you both for covering different aspects of the same rule.


Bit of luck is absolutely horrifying if your ally has a vorpal weapon and also that auto-crit-confirm rage power..

Also helpful if your ally is doing some kind of special attack (e.g. a combat maneuver, stunning fist, etc).

Grand Lodge

ancientdm wrote:

The reason i chose this for myself isa house rule goes that if you roll a natural 1 on your d20 as an attack regardless of the number of attacks still available you lose any attacks you have left because of a fumble. so if you have 5 attacks and you roll a 1 on the first one then you lose the other four. By using Bit o luck it is nearly impossible for me to roll a 1 unless i roll double 1's. so the odds are in my favor i wont lose any attacks.

@ OP's GM: Wow, what a horrible house rule! Very clever of the OP to get Bit Of Luck, to help escape from that awful, terrible, stinky, not-thought-through house rule. Way to penalize the martials, reward the already-overpowered casters, and make a 20th level fighter fumble more often than a commoner.

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