If there is more than one halfling in a party can they stack Luck bonuses ?
Imagine the party consists of 1 wizard and 3 halflings.
The wizard goes to cast a spell, the halflings transfer their Luck to him giving him a +6 outcome (and that's without adding caster level, bonus for high INT or him Spellburning) !
A 3rd level wizard with 18 INT (I know, but it's possible to roll an 18) and 3 halfling allies is gonna be able to add +12 to a roll even without spellburning.
Then apply that to the Magic Missile table. The wizard doesn't miss and he's likely to pull off some massive damage.
No wonder Gandalf survived the Balrog encounter, he had 4 halflings willing him on
One halfling then goes to strike a foe with his two weapons - he needs to get a max roll on one of his hit dice to crit (?), it's a a d16, with the other two halflings giving him luck as well as his own he only needs roll 10+ to crit. This is without other modifiers due to possible high AGL.
By then the Luck of the halflings has only decreased by 2 each. If multiple halflings Luck is stackable then that's a damn useful boon.
This would make a cleric + halflings combo pretty powerful, as they could offset any disfavour he has with his god, to keep him pulling off miracles all day.
Do NPC halflings get the bonus too ? - if so my evil overlord is recruiting them with generous offers of free pie and ale.
I've just re-read the above - it doesn't seem to give a maximum number of how many points a halfling can choose to burn at one time - is it static, level-related, or player choice ?goodmangames wrote:While all characters can burn Luck to modify any roll (at a consequence - get a low enough Luck score and your character will find himself tripping over loose flagstones in the dungeon), a halfling can burn Luck to modify OTHER PLAYERS' rolls. Additionally, it burns at a 2:1 ratio (so every point of Luck grants a +2 bonus), and halflings recover Luck at the rate of 1 point per day.
My examples above were just based on the 3 halflings just being able to generate 2 Luck each, if they could burn more - crikey - that 3rd Level Wizard is even more able to just sit at home, scry out his enemies with a crystal ball and magic missile them. At that point it becomes more like science than magic, with halflings adding that predictability of success.