Tempting fate [Archive] - Wizards Community

Post/Author/DateTimePost
control freak

08-06-07, 10:50 AM
the feat "tempting fate" claims that " you can expand a luck reroll as an immediate action to take you to -9 as long as you had 1 HP prior to death" does that mean you can be a 6th level character playing up to APL16, get blasted use this and your at -9 not dead? (thats an extream example but this is very very strong still)
Umbra_Kaitou

08-06-07, 12:23 PM
I dont have the full text wording with me to say for sure I'm afraid.

But from what I can gather from this, it might stop you from outright dieing from the attack, but you;d still be bleeding out with one turn only to heal.
RBNMare

08-06-07, 01:08 PM
I dont have it with me either, but i think it stabilize's you as well.
Jay_Ibero_911

08-06-07, 10:10 PM
the feat "tempting fate" claims that " you can expand a luck reroll as an immediate action to take you to -9 as long as you had 1 HP prior to death" does that mean you can be a 6th level character playing up to APL16, get blasted use this and your at -9 not dead? (thats an extream example but this is very very strong still)

Yes, it doesn't matter how much damage the attack would have done, you end up at -9 and stable. Kind of a waste of a feat though, because you can't take it till 9th level and at that point any death puts you above the GP curve anyway...
control freak

08-07-07, 07:49 AM
no i believe you can take it at 6th ill look any way though

and still, even if its not its very strong in LG thats a great feat in home games where death isnt benificial
RBNMare

08-07-07, 10:37 AM
Im pretty sure you can take it at 6th level as well, you do need to have another luck feat though.
Jay_Ibero_911

08-07-07, 11:17 AM
Yeah, looks like 6th is right...but still, I'd rather spend the feats on stuff to make sure I never get knocked to negative than something to save me if I do.
RBNMare

08-07-07, 11:44 AM
Yeah, looks like 6th is right...but still, I'd rather spend the feats on stuff to make sure I never get knocked to negative than something to save me if I do.


I also would like to take some of those feats, other than Toughness and improved toughness, what would be some other good ones?
Jay_Ibero_911

08-07-07, 02:13 PM
I also would like to take some of those feats, other than Toughness and improved toughness, what would be some other good ones?

Well not toughness for one...just focus on being able to take out the enemy before they take you out. Easiest way to do that is an optimized full caster, because magic beats anything.
Hariman

08-07-07, 02:32 PM
I also would like to take some of those feats, other than Toughness and improved toughness, what would be some other good ones?

Lucky Start is good. It lets you reroll initiative. NO PREREQS!

Better Lucky Than Good and Dumb Luck let you treat a Natural 1 on an attack or save as a natural 20. But I think it's only once per day. And you need two other luck feats.

Fortuitous Strike lets you reroll an attack or damage, depending on how many luck rerolls you spend. One luck feat, 6th level.

Unbelievable Luck adds extra rerolls and give your character a +2 on his worst save. One luck feat.

Magical Fortune lets you reroll the damage done by a spell or reroll a caster level check. Caster level 3rd, one luck feat.

Tempting Fate DOES protect a character from dying in one blow. And it does stabilize the character as well. Great for negating critical hits and damage spells.

Healer's Luck lets a character reroll the healing done by a healing spell. No prereqs.

The great flaw of Luck Feats is that you could be spending these feats on making your character a better fighter, spellcaster or whatever.

Hariman
control freak

08-07-07, 07:23 PM
im starting to think that no one likes the luck feats because they keep you alive (some thing apperantly frowned upon in greyhawk...?)
Jay_Ibero_911

08-07-07, 07:54 PM
im starting to think that no one likes the luck feats because they keep you alive (some thing apperantly frowned upon in greyhawk...?)

They keep you alive...but that's all they do. Being better at what you do keeps you alive too, and makes you a better contributor to the party.
control freak

08-07-07, 08:02 PM
if you combo it with diehard its really strong... >>
clannagh

08-07-07, 08:05 PM
if you combo it with diehard its really strong... >>

diehard = instead of safely stabilised at -4 while the party tidies up the monster gets one last swing at you and drops you to -437
Jay_Ibero_911

08-07-07, 08:05 PM
if you combo it with diehard its really strong... >>

Or a really good way to make sure you die because you still take damage from doing stuff, and at -9 already it's guaranteed to kill you. And even if it doesn't, the next attack from the enemy would, because you can only use the luck feat once per day.
control freak

08-07-07, 08:34 PM
all the better to revivify you my dear
Banor

08-07-07, 08:37 PM
You mean that closed spell ?
control freak

08-07-07, 08:38 PM
yes but then its a terrible spell for grey hawk any way because you pay 1000 GP to NOT lose a level (how stupid)
Hariman

08-07-07, 08:56 PM
They keep you alive...but that's all they do. Being better at what you do keeps you alive too, and makes you a better contributor to the party.

Actually, Magical Fortune and Better Lucky than Good can both increase the damage that you do.

If you have a weapon with a high crit multiplier that only crits on a 20, then having a 1/day crit chance on a natural 1 (which hits anyway, instead of automissing) can be huge.

And rerolling spell damage when you roll mostly ones and twos can be huge.

Healer's Luck can turn +6 HP into +12. (Although rerolls ARE a fickle thing.)

Luck feats are lousy on feat shy classes. BUT they're better on feat heavy classes like Wizard and Fighter.

But, yes, they only provide limited benefits and often, just taking a regular feat is better.

Hariman

PS: Tempting Fate reminds me of the feat that lets a master and a familiar switch who takes the damage for one attack, once a day. It's useful, but only so useful.
clannagh

08-07-07, 09:04 PM
Actually, Magical Fortune and Better Lucky than Good can both increase the damage that you do.

If you have a weapon with a high crit multiplier that only crits on a 20, then having a 1/day crit chance on a natural 1 (which hits anyway, instead of automissing) can be huge.

And rerolling spell damage when you roll mostly ones and twos can be huge.

Healer's Luck can turn +6 HP into +12. (Although rerolls ARE a fickle thing.)

Luck feats are lousy on feat shy classes. BUT they're better on feat heavy classes like Wizard and Fighter.

But, yes, they only provide limited benefits and often, just taking a regular feat is better.

Hariman

PS: Tempting Fate reminds me of the feat that lets a master and a familiar switch who takes the damage for one attack, once a day. It's useful, but only so useful.

A good crit fight build would be to take a few levels of Fortunes Friend and use the bonus luck feats for Victors Luck and the other feat that gives you two luck rerolls.
Hariman

08-07-07, 09:24 PM
A good crit fight build would be to take a few levels of Fortunes Friend and use the bonus luck feats for Victors Luck and the other feat that gives you two luck rerolls.

Make it a rogue/fighter build with Telling Blow, Weapon Specialization, Improved Critical and Weapon Mastery and you're golden. All you'd need access to is Keen, Bursting enhancements or Deadly Precision. (Sacred and Holy would work too,)

Hmmm. A human with a Keen, Sacred, Deadly Precision Rapier, Telling Blow, and the ability to reroll threats.

Toss in a level of Cleric and it's unholy.