Eagle's Splendor / Owl's Wisdom / etc with class abilities.


Rules Questions


I have an oracle who has class abilities which have a number of uses that is based on his charisma. Specifically, channeling. If I use Eagle's Splendor to increase his charisma, the number of times he can channel goes up by two. What I'm wondering is what happens after the spell runs it's course. Let's see, how do I phrase this so it's clear? Let's try this:

Let's say he uses three channels out of his seven with the spell running. He normally has a maximum of five, so after the spell is over, do I have 2 channels left or 4 channels left?
So like with extra hit points, the extra go away first, which means if I use them all and take additional damage, I don't then take the rest after whatever gives me the extra hit points expires.
Or does it work like the extra hit point barbarians get from rage, as in I lose all my original hip points first, and then the extra hit points last?

Am I making sense?

I get extra spells with eagle's splendor too, so do I loss the extra spells first?... Or last, after I have used all my normal slots?

I want this thread to answer any similar question about other spells like this (owl's wisdom, foxes cunning, etc) that add additional uses of things as well, so the question is answered in it's entirety, not just this case. :)

Thanks!


I believe for "extra uses" of class abilities you have to have the ability score increase for 24 hours before you gain anything.


Durngrun Stonebreaker wrote:
I believe for "extra uses" of class abilities you have to have the ability score increase for 24 hours before you gain anything.

So he would never gain the extra channels to begin with? Can you site any rules suggesting this?

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The rules clearly delineate what you get for temporary ability score increases:

PRD wrote:

Ability Score Bonuses

Some spells and abilities increase your ability scores. Ability score increases with a duration of 1 day or less give only temporary bonuses. For every two points of increase to a single ability, apply a +1 bonus to the skills and statistics listed with the relevant ability.

Strength: Temporary increases to your Strength score give you a bonus on Strength-based skill checks, melee attack rolls, and weapon damage rolls (if they rely on Strength). The bonus also applies to your Combat Maneuver Bonus (if you are Small or larger) and to your Combat Maneuver Defense.

Dexterity: Temporary increases to your Dexterity score give you a bonus on Dexterity-based skill checks, ranged attack rolls, initiative checks, and Reflex saving throws. The bonus also applies to your Armor Class, your Combat Maneuver Bonus (if you are Tiny or smaller), and your Combat Maneuver Defense.

Constitution: Temporary increases to your Constitution score give you a bonus on your Fortitude saving throws. In addition, multiply your total Hit Dice by this bonus and add that amount to your current and total hit points. When the bonus ends, remove this total from your current and total hit points.

Intelligence: Temporary increases to your Intelligence score give you a bonus on Intelligence-based skill checks. This bonus also applies to any spell DCs based on Intelligence.

Wisdom: Temporary increases to your Wisdom score give you a bonus on Wisdom-based skill checks and Will saving throws. This bonus also applies to any spell DCs based on Wisdom.

Charisma: Temporary increases to your Charisma score give you a bonus on Charisma-based skill checks. This bonus also applies to any spell DCs based on Charisma and the DC to resist your channeled energy.

You get exactly these things and nothing more.


Ok thanks. I'll check my core.

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