Whats the point of the Luck Domains Good Fortune power?


Rules Questions


It's stated in the description of the power:

"as an immediate action, you can reroll any one d20 roll you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it’s worse than the original roll. You can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th."

Now, why would I want to do that? Is there any point or reason to reroll a roll you haven't even seen yet? Am I missing something here? Is there a benefit to doing this that I'm not seeing?


Natural 1


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Before the results of the roll are revealed by the gm. You know what you rolled and would use this if you guess you didn’t roll high enough.


It’s a gamble. If you roll low enough that you don’t think it is going to succeed this give you a chance to do better. Let’s say I roll a 3 on a perception roll and don’t have a good bonus. Chances are I am going to fail. At this point I can reroll and hope I get something better. It not designed for near misses, but rather for really bad rolls.


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What you are missing is due to poor wording of the ability, «the results of the roll» isn't the same thing as the result of a roll. «Results» are the consequences of a «result».
Rolling a 2 on a d20 is the result of a roll, if you have a +5 to Will saves, it makes a result of 7 to your Will save. The results of your save are failure, meaning the spell - or whatever ability you were saving against - takes hold with what consequences go with it.


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Oh right.

You get to see what number the die landed on, but you have to decide to use this ability before the GM tells you the result. Some rolls (nat-1/nat-2 etc) are pretty obvious without the GM telling you anything so they're a good time to use it.


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Yeah, the clarification here is you have to choose to reroll before the GM announces whether it's a hit or miss, but you get to see what number the die landed on.

Typically you will have a good idea if your roll would succeed or not based on the number you have. 5 or less, good chance you want to reroll if it's an important roll. Say like your roll against a will save. Or that important spell attack roll.


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Claxon wrote:
Yeah, the clarification here is you have to choose to reroll before the GM announces whether it's a hit or miss, but you get to see what number the die landed on.

And in actual play you could know if the roll was good(a hit or a save) without the DM telling you. If you have been hitting a foe on a 9 and missing on an 8, then if you roll an 8 (assuming no change in the combat circumstances) you can assume you miss and reroll. Often times a DM will say something like, "make a will save, dc 18".


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It's a fantastic ability with much point. Rerolling low die rolls for saves of rerolling after getting a 20 to crit chance and a 3 to confirm... yeah it's great.

Liberty's Edge

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Valandil Ancalime wrote:
Often times a DM will say something like, "make a will save, dc 18".

As I had characters with this ability or others that allow rerolling, I avoid giving the DC before the roll unless they had to do the same roll more than once in that encounter or situation.

After the characters have made an attack against that creature AC, rolled the save against that specific at will ability of the creature or something similar I will give the target number to the players, as the characters would have got a solid idea of the difficulty, but I will never give it the first time they have to roll,
The exceptions are targets that are only chaff put there to soak hit and have them spend time, like level 1 goblins against level 7+ characters. At that point not giving the AC or the ability save DC will slow play, not enhance it.


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Valandil Ancalime wrote:
Often times a DM will say something like, "make a will save, dc 18".

I have a character with a dip in DUAL-CURSED ORACLE who uses the Misfortune Revelation (force enemies to reroll 1/day/enemy using similar language). Since moving to online play the way we've had trouble with this exact problem since ememy rolls are usually macro'd and I won't actually see the dice rolls, I'll just see the final result.

The way we handle it is that I'm given free reign to force a reroll if it's a Nat-20 (stop them from critting my allies) and if I really want to debuff an enemy's attack rolls or saves I'll give the GM parameters for what would I'm looking for before the roll, eg. "If he rolls a 16 or higher on this save I'll force him to reroll".

It's not perfect but it lets me use the ability and I certainly haven't regretted choosing that Revelation.


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I think that's an honestly fair way to do it, at least for the first few rounds when you dont know the exact number to "guess"

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