Cleric domain's powers and duration question.


Rules Questions

Liberty's Edge

Hi dear PFSers!!

I have a cleric of Cayden Caileath with strenght and luck domains. Their powers say that can be used in one round, and then i have a question:

Can i use A bit of luck on myself and attack the next round with 2d20?

And Strenght Surge to rise my Strenght?

Thanks for all!!

Silver Crusade

A Bit of Luck wrote:
Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Note where it says "For the next round". This means 'until the start of your next turn'. So, it is only useful on yourself for Attacks of Opportunity and Immediate Actions. You can't use it to modify dice on your next turn.

Strength Surge wrote:
Strength Surge (Sp): As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to 1/2 your cleric level (minimum +1) to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Again, where it says "For 1 round, the target gains..." This means until the start of your next turn. It is only limitedly useful to use on yourself, i.e. for Attacks of Opportunity and Immediate Actions.

Liberty's Edge

There are powers to buff other players not yourself, isn't?

Silver Crusade

Flagged to be moved to the Rules Forum.

Core Rulebook > Combat Chapter > The Combat Round wrote:
Effects that last a certain number of rounds end just before the same initiative count that they began on.

Bit of Luck lasts only until the start of your next turn.

You can use it on yourself and it will apply to everything else you do on the same turn that you use it (such as a move action to jump a pit using Acrobatics, for instance) and for everything that requires you to roll a d20 on other creatures' turns before your next turn (such as a Fort save to avoid being poisoned, for example).

Strength Surge also lasts only until the start of your next turn.

You can use it on yourself and apply it to things like a Climb check (which requires only a move action) or, as Desolate Harmony pointed out, attacks of opportunity. Note that it also will boost your CMD by the same amount until the start of your next turn.

Grand Lodge

DesolateHarmony wrote:
Strength Surge wrote:
Strength Surge (Sp): As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to 1/2 your cleric level (minimum +1) to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Again, where it says "For 1 round, the target gains..." This means until the start of your next turn. It is only limitedly useful to use on yourself, i.e. for Attacks of Opportunity and Immediate Actions.

And move actions, some of which actually benefit from improved Strength. But generally, yes, these don't assist the cleric's own attacks.

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