Bit of Luck / Shining Wayfinder questions


Rules Questions


Hi,

I'm playing a Luck/Travel domain Cleric, with Silver Crusade as his faction. The character is amazingly fun to play, and I have two questions regarding two of his most excessively used abilities.

I typically use Bit of Luck in preparation for reach attacks and as support for the front character in tight corridors. However, is it possible for me to use it before making a skill check? For example, if I was about to make a 10-foot jump using Acrobatics, is it allowed for me to cast Bit of Luck on myself and roll twice for the check?

As for the Shining Wayfinder - is it possible to cast Protection from Evil on someone else other than myself? Something along the lines of either placing it against someone and casting, or lending it to someone just so he can cast it on himself.

The question is asked in respect to legality when playing in the Pathfinder Society :)

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

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1) Bit of Luck lasts for 1 round, which means it ends at the start of your next turn. So it depends on the skill you're using. If it takes a standard action or longer, then you don't get another standard action before Bit of Luck runs out, and it won't work. But for your example of Acrobatics, that's part of a move action, so it would work because you can use Bit of Luck as a standard and still have your move.

2) Protection from Evil is not a personal range spell, so unless the Shining Wayfinder adds a restriction about casting it on yourself, you're good.

3) These are rules questions, so this should be in the Rules forum. Flagged to be moved.


Pathfinder Maps, Starfinder Maps, Starfinder Roleplaying Game Subscriber

There are some skill checks you could make with the Bit of Luck, others you couldn't. It takes a standard action to use the power, so any skill checks that can be done as a move action, part of a move action, a free action, or an immediate action would benefit from the power. Acrobatics can be done as part of a move action, so that would work. Disable Device requires a Full Round Action or longer, so that wouldn't work.

You can not use the Shining Wayfinder to give Protection from Evil to someone else without giving them the wayfinder.

Pathfinder Society Field Guide, pg. 55 wrote:
Once per day, a shining wayfinder can be used to cast protection from evil upon the wayfinder’s bearer.

Sovereign Court

i was always curious bout the 1 round thing where does it clarify that it ends at the start of ur next turn instead of the end of ur next turn. pls actually show where u found it dont just say somewhere in this chapter cause ive been looking and cant seem to find it.

Grand Lodge RPG Superstar 2012 Top 32

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Sarvei taeno wrote:
i was always curious bout the 1 round thing where does it clarify that it ends at the start of ur next turn instead of the end of ur next turn. pls actually show where u found it dont just say somewhere in this chapter cause ive been looking and cant seem to find it.

Sure thing:

Core Rulebook, Combat chapter, The Combat Round, third paragraph, second sentence wrote:
Effects that last a certain number of rounds end just before the same initiative count that they began on.

Sovereign Court

thanx jiggy


However, the design team has made (at least verbal) mention that if it's just 1 round, it simply makes sense to allow it to last through the next turn.

Grand Lodge RPG Superstar 2012 Top 32

Really? This has come up many times before, and I don't remember any designers weighing in, or anyone referencing past commentary. Got a link?

EDIT: Not that it matters too much for PFS, since "A designer said it would make sense to do it different than what the rules say" doesn't change anything. Still, I'm curious. :)


Thank you for the replies, I figured as much :) Giving Bit of Luck to someone else before an important check seems to be the way to go then.

Liberty's Edge

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FrothFrenzy wrote:
Thank you for the replies, I figured as much :) Giving Bit of Luck to someone else before an important check seems to be the way to go then.

Yes. I recommend using it on archers making full attacks. They get to roll twice on EVERY d20 roll for the round.

Silver Crusade

This belongs in the Rules Questions forum. Not the Advice forum.


Majuba wrote:
However, the design team has made (at least verbal) mention that if it's just 1 round, it simply makes sense to allow it to last through the next turn.

I don't believe this is correct and would like to see a source. I think abilities are specifically designed with the RAW interpretation of the 1 round time limit. Otherwise these abilities would simply say that they last until the end of the players next turn.

Silver Crusade

Amrel is absolutely correct. Bit of Luck lasts until the start of your next turn. It costs a Standard Action, and you don't get another Standard Action before it ends. Even with this strict one round limit, Bit of Luck is a very useful ability. Magda currently wears the Headband of Fortune's Favor, which extends the duration of Bit of Luck by one round. It's Magda's main Luck Bending technique.


Apologies for posting in the wrong forum. This was my first thread/post and I had no idea where to put it.

I've read about what this 'until next round' should be referring to, and so far it seems to me that if I was to use Bit of Luck at any time during the round, the effect would end at the end of that very round? Which implies that if I'm last on Initiative it has no point, but if I'm first - any ally can benefit from it. Or is it then the more practical way around - if I was to cast it when my Initiative begins in a round, it ends just as my Initiative begins in the next round?

Zrinka, that's exactly where it is used some of the time. Also, some of the encounters with ghouls could have ended really badly if an ally wasn't given a chance to roll twice. With either Protection from Evil cast or even Resistance, the chance to resist paralysis increases significantly. This is the main reason I inquired about the Shining Wayfinder.

Magda, this Headband you mentioned looks amazing. I'm actually considering not buying the Headband of Wisdom and taking it instead now. However, I only have 14 Wisdom. What do you recommend for increasing Wisdom, save for the regular every 4 level increase and the Ioun stones?

Sovereign Court

@Magda: you've given me quite something to think about.

Grand Lodge RPG Superstar 2012 Top 32

FrothFrenzy wrote:
I've read about what this 'until next round' should be referring to, and so far it seems to me that if I was to use Bit of Luck at any time during the round, the effect would end at the end of that very round? Which implies that if I'm last on Initiative it has no point, but if I'm first - any ally can benefit from it. Or is it then the more practical way around - if I was to cast it when my Initiative begins in a round, it ends just as my Initiative begins in the next round?

Keep in mind that activating Bit of Luck requires a standard action, so you're pretty much always going to be activating it during your own turn. Therefore, the 1-round duration will end just before your next turn starts.

Silver Crusade

FrothFrenzy wrote:
Apologies for posting in the wrong forum. This was my first thread/post and I had no idea where to put it.

No worries. My post was directed to the moderators because they had moved this to the wrong forum. :) This isn't the first time I've heard this question, so it is good to have it in the Rules Questions forum so that other people can benefit from the answers you get here.

FrothFrenzy wrote:
I've read about what this 'until next round' should be referring to, and so far it seems to me that if I was to use Bit of Luck at any time during the round, the effect would end at the end of that very round? Which implies that if I'm last on Initiative it has no point, but if I'm first - any ally can benefit from it. Or is it then the more practical way around - if I was to cast it when my Initiative begins in a round, it ends just as my Initiative begins in the next round?

RainyDayNinja has the correct answer for you, and Jiggy has the correct rules source to support it.

Game effects do not know when the initiative rounds end. Instead, effects that last one round expire at the beginning of your next turn. Effects that last two rounds expire at the beginning of your turn after your next turn, and so on.

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