One-round effects on self: useless?


Rules Questions

RPG Superstar 2010 Top 16

This has come up a couple of times, but I can't find any of the relevant threads and I don't remember any official words coming down when I browsed through them. What's more, I just noticed that the common sentiment (including the way my group plays locally) directly contradicts RAW.

According to the PRD, top of the Combat section:

PRD wrote:
Effects that last a certain number of rounds end just before the same initiative count that they began on.

Several cleric domains have touch effects which grant a benefit for one round. Putting aside attacks of opportunity, is it intended that a cleric is unable to utilize any of these effects himself?


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

You can't even use these for opportunity attacks. Opportunity attacks give you one swing with a melee weapon. Most of these effects require a standard action to use. And unless you are a monk or have the improved unarmed feat you can not make opportunity attacks without a weapon in your hand.

I would love to see some improvement to domain abilities:

Charm Domain
Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Repose Domain
Gentle Rest (Sp): Your touch can fill a creature with lethargy, causing a living creature to become staggered for 1 round as a melee touch attack. If you touch a staggered living creature, that creature falls asleep for 1 round instead. Undead creatures touched are staggered for a number of rounds equal to your Wisdom modifier. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.


tejón wrote:
Several cleric domains have touch effects which grant a benefit for one round. Putting aside attacks of opportunity, is it intended that a cleric is unable to utilize any of these effects himself?

Looking through the domains, I couldn't find any abilities that the cleric would be "unable to utilize", although some would be of limited usefulness.

The worst example I could find would be the War Domain's Battle Rage, which would only apply to melee attacks the cleric made before his next turn (which pretty much limits it to any attacks of opportunity, as you say).

Did you have a specific ability in mind?

RPG Superstar 2010 Top 16

hogarth wrote:
Did you have a specific ability in mind?

You're right that Battle Rage is hit the worst, but Touch of Good, Touch of Law, Bit of Luck and Strength Surge all lose at least half of their functionality.

The actual thing have in mind is my Iron Mage's witching effect for the necromancy school, particularly before level 6. I was going to clerics for a core example. :)

Liberty's Edge

Those domain powers at level 1 that give bonuses would work well as swift actions. Then you would be still limited to once per round but would be able to incorporate them into an action on your turn.

Sovereign Court

Unfortunately, official word from SKR is that they are standard actions as written. I agree that they need to be swift actions, but right now, they ain't.

RPG Superstar 2011 Top 4

Well your party still benefits from them, makes it pretty useful for a 1st level power I think.

Liberty's Edge

Yeah, as written, they seem mostly to benefit others and not yourself. Promotes teamwork!

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