Skald + Amplified Rage Question


Rules Questions


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I was searching through the forums and some people discussed using the Skald's Raging Song + Amplified Rage teamwork feat to grant massive Str bonuses. Since I'm playing in a gestalt game soon, this seemed like an interesting combination to try out. However, I noticed that the skald's raging song notes:

"If a raging song affects allies, when the skald begins a raging song and at the start of each ally's turn in which they can hear the raging song, the skald's allies must decide whether to accept or refuse its effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song's effects last for that ally's turn or until the song ends, whichever comes first."

So, from what I'm understanding, since Amplified Rage requires two people to be raging at the same time, this is only applicable to allies and only during their turn; the Skald is raging at all times, so for allies during their turn, they can accept the Raging Song. However, their rage ends immediately at the end of their turn, meaning that when the Skald's turn comes, the Skald is the only one raging.

Is that correct?


Skalds starts song and fighter accepts
Fighter's turn, fighter accepts song again and is raging
skald is still raging and so is fighter
fighter's turn, he refuses and isn't raging
skald is still raging
Fighter's turn, fighter accepts song again and is raging
skald stops song, and fighter also stops raging
fighter's turn, no song is going.

This is how it works


Chess Pwn wrote:

Skalds starts song and fighter accepts

Fighter's turn, fighter accepts song again and is raging
skald is still raging and so is fighter

That's why the quote confuses me because the quote specifically says that the raging song's effect on the ally ends at the end of that allies' turn. This would imply that the third line is not true, because by the time the skald's turn comes around, the fighter is no longer in rage because the fighter's turn has ended.

Grand Lodge

I think you have to read "last for that ally's turn" as "last until the start of the ally's next turn." I know it's poorly written, a lot of the ACG suffers from bad editing. :(

Ignoring Amplified Rage, most of Inspire Rage is incoherent if it doesn't last between turns. +2 Con? You have a few meaningless HP that never last long enough to get hit, or prevent you from keeling over the second your turn ends. -1 AC? I guess if you provoke an AoO. +1 Will save? If the enemy readies an action to cast a spell at you?

It seems pretty clear that the intent is if the ally keeps accepting on their turn, they keep raging.

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