Feat that grants reroll 1/day

Plane Sailing said:
Wheel of Time d20 by WotC has the following:

The Dark Ones Own Luck
You have extraordinary but unpredictable luck
Benefit Once per day you may reroll any one die roll you have just made, provided the issue being decided is primarily or largely dependent upon luck rather than skill. (it goes on to list examples of what are not - craft skills, perform skills, fort & will saves; and what are - Ref saves, attack rolls, spot checks).

We used that in our Birthright game, but retitled it "(young deity)'s Own Luck". I think we may've limited to people who had the Luck domain...then again, the only person who had it was my character, who did have the Luck domain out of his cleric level.

This feat saved my character's behind more times than I can count.

Brad
 

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Hehe, yeah, but I think I had seen an official one afterwards, must have been the races of stone stuff. :)

The feat to reroll a failed save can be a life saver, literally. :D

Bye
Thanee
 

There's also a feat in the latest Dragon magazine called Pirate's Luck that allows the re-roll of a saving throw once per day. It has a Charisma pre-requisite, but it doesn't require you to be a goliath.
 

You could houserule Great Fortitude, Iron Will, and Lightning Reflex to be:

"Once per day, when you fail a saving throw of this type, you may immediately reroll. You must take the result of the second throw, even if it is worse than the first one."

While most reroll feats require you to declare whether you are using them before the DM tells you about success or failure, I personally see that as rather metagamey, and I think the increased benefit of these feats (no chance to waste the reroll when you would have succeeded anyway) is counterbalanced by their rather limited scope.

As for whether or not they are worse, I guess that depends on how many times your players have to save on a typical day. If it's only once, then these feats will be considerably stronger, unless the DC is such that the PC can only pass on a 1, but not lower than that (meaning that the standard +2 boost makes him succeed on a 3). If it's a large number, then these feats will be considerably weaker. I think that in a typical game, the difference will be largely thematic; the re-roll versions will make the hero or villain have a 'buffer' to wear down before he is really exposed, while the standard versions make him just a little bit stronger overall.
 

Thanee said:
Hehe, yeah, but I think I had seen an official one afterwards, must have been the races of stone stuff. :)

The feat to reroll a failed save can be a life saver, literally. :D

Bye
Thanee

Only if you remember to use it.

A player IMC has a cleric with the Luck domain. the cleric keeps on dying, because the player can't remember the ability. SO there is now a running joke, every time he gets mangled, mashed, smashed, broken, melted, wilted or otherwise crippled, someone breaks out: "...and he's the Lucky One!"

Well, its funny at our table...
 
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