Hypersmurf said:
These are hit dice which, unlike the general rule for hit dice, grant temporary hit points (change); which, possibly unlike the creature's normal hit dice, are d10s (change); and which count as regular hit dice with regard to spells (repetition of general rule). Nothing else is addressed; therefore nothing else about these hit dice differs from the general rules for hit dice.
Except they're not. You're insisting on reading "hit dice" while ignoring the modifier "bonus". This is equivalent to reading "hit points" while ignoring the modifier "temporary".
In the case of the Paladin's mount, this ignorance makes sense, because in the description the term "bonus" is often omitted -- the Paladin's mount's benefit uses "extra" instead, and equates the bonus HD with regular HD in many ways.
However, in the case of Inspire Greatness, the modifier is
never omitted. We are not free to chop it off and pretend only the base term applies.
The fact that Inspire Courage's bonus hit dice only count as regular hit dice in one case (spells that check HD) is damnation, not confirmation. Confirmation looks like this:
SRD said:
Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to that of a cleric of a level equal to the mount’s HD. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.
The full benefits of Inspire Greatness are:
- 2 "bonus hit dice", which are not defined, and of no benefit in themselves
- +2d10 +2xCon temporary hit points
- +2 competence bonus to attack
- +1 competence bonus to Fort save
- the two "bonus hit dice" count as regular hit dice against spells
... and that's all. If you can find an instance of "hit dice" which is
not preceded by "bonus", you'll have a case.
Cheers, -- N