A question about righteous vigor!


Rules Questions


Spell Description:

Righteous Vigor
School enchantment (compulsion) [mind-affecting] Level inquisitor 3, paladin 2

CASTING
Casting Time 1 standard action
Components V, S, DF

EFFECT
Range touch
Targets creature touched
Duration 1 round/level
Saving Throw Will negates (harmless)
Spell Resistance yes (harmless)

DESCRIPTION
Infusing the target with a surge of furious divine energy, you enhance a creature's ability to hit an opponent based on the number of times it has already hit that opponent with a successful attack. Each time the subject successfully strikes an opponent with a successful melee attack, the subject gains a cumulative +1 morale bonus on attack rolls (maximum +4 bonus) and gains 1d8 temporary hit points (to a maximum of 20 temporary hit points). If an attack misses, the attack bonus resets to +0 but any accumulated temporary hit points remain. The temporary hit points disappear at the end of the spell's duration.

So the spell states that you gain 1d8 temporary hit points every time you hit someone to a maximum of 20. Does that mean that you can only gain 20 total hit points with this spell? Or if someone is damaging you at the same time, you can use this spell to continue to replenish your 20-point reservoir as you continue attacking?


If I have 5 temporary hit points and I gain 3 more I have 8. If I'm then hit and take 7 points of damage I now have 1 temporary hit point. Next round I hit three times and gain a total of 19 temporary hit points -- I now have 20 temporary hit points. If I get hit again I lose them... which means I have less than 20 and can gain some more.

Not that people are idiots but that's the way I read it, and how I thought it out.


That's how i read the spell as well, Abraham.
I should point out that this appears to be an exception to the standard rules of temp HP. Usually, when you gain temp hp, you compare it to current temp hp and only take the higher result.

To Vip: yes, it appears you can gain more than 20 temp hp from this spell, so long as you keep taking damage to keep your temp hp total below 20


I was just checking... this seems to be a very powerful spell... Creating yourself a nice buffer of temporary hit points while boosting your attack every round seems like a huge deal for a second level spell.

On a side note, you can maximize this to gain a guaranteed 8 hp per hit, correct?

Liberty's Edge

vip00 wrote:

I was just checking... this seems to be a very powerful spell... Creating yourself a nice buffer of temporary hit points while boosting your attack every round seems like a huge deal for a second level spell.

On a side note, you can maximize this to gain a guaranteed 8 hp per hit, correct?

It would seem so, but you'd likely need a rod to maximize the effects as (I believe) Paladins only get 4 levels of spells.


Also most temporary hit points last an hour -- these last for a couple of rounds. Nice yes, but you are likely to "waste" potential when you full attack since the "over run" of temporary HP will disappear before it can be applied... this will probably save you from a hit a round though.

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