Warrior Spirit


Advice


Let's say I have a fighter with a +5 weapon and Warrior's Spirit. Does the bonus from warrior spirit stack with the +5 enanchement?

Edit: Let's say the fighter il lvl 13 (Weapon Training 3) and has gloves of duelling.


No weapon can have an enhancement bonuses higher than +5, and now weapon can have an equivalent bonus greater than +10. (Note the partial exception of Bane which does allow you to exceed the +5 limit, but not the +10 limit.)

That's why Warrior Spirit contains the line "Enhancement bonuses gained by this advanced weapon training option stack with those of the weapon, to a maximum of +5." You can, however, add a weapon special ability with an equivalent bonus of +5 or less. So you use Warrior Spirit to add Vorpal, Corrosive Burst, Flaming, etc.


Gisher wrote:

No weapon can have an enhancement bonuses higher than +5, and now weapon can have an equivalent bonus greater than +10.

That's why Warrior Spirit contains the line "Enhancement bonuses gained by this advanced weapon training option stack with those of the weapon, to a maximum of +5." You can, however, add a weapon special ability with an equivalent bonus of +5 or less. So you use Warrior Spirit to add Vorpal, Corrosive Burst, Flaming, etc.

Ty. I think with careful planning you can keep the feat relevant even in high level play then.


I was editing while you were responding. You might want to check out the FAQ link that I added. Adding Bane can be really nice.

Warrior Spirit is basically the Legacy Weapon Occultist Focus Power but for Fighters. There are so many great options for special abilities that you might want once in a while but don't want to permanently place on your weapon. Ghost Touch is a good example. Bane, Sharding, and Training are more of my favorites.


Agreed.
A pity it isn't PFS legal (we can't have good fighters now, can't we?)


I have to say that I was surprised it was banned. It adds a little flexibility to Fighters, but it is hardly overpowered compared to some abilities that other classes have access to.


Gisher wrote:
I have to say that I was surprised it was banned. It adds a little flexibility to Fighters, but it is hardly overpowered compared to some abilities that other classes have access to.

Well, they banned a lot of fighter stuff from the handbook line. Most racial style feats for example (Dwarves and Half orcs must be running rampant I guess...), or the liberating magical weapon quality (heaven forbid a martial gets a better chance to survive hold monster if he's not a paladin!), or Armor Specialization (because good AC is for weaklings!).

And this is just the stuff coming to mind atm. Add that they promised to keep in consideration allowing stamina for fighters but nothing came of it and I'd say the only decision they took regarding PFS recent martial options I agree with is banning effortless lace because if not it would become mandatory for every martial out there to wield a large weapon.
Still, it boggles the mind that they ban martial stuff and allow some metamagic feats/rods, just to name an example (because we all know if you can use it a few times a day it's ballanced... right?).


I feel the reason they are banning this things is fear of power creep.

If the fighters go from 2.5 power in core to 2.7 power that 2.7 version is the "must play" version and you get criticized for power creep.

It doesn't matter that wizards are chilling at 10 power from core, so nothing new can be called power creep for a wizard.

This is super frustrating when you see archetypes and the like. They either are super gimped, or banned, because they can't increase the power of the class.

Take the child of A & A for fighter and compare it to a bloodrager. A&A is super gimped, because they don't want this archetype to be the new default version of the class and to be stronger than the base.

Warrior spirit is banned because it's a good option, at lv9 you can easily be adding +4 with the fighter gloves. So that makes it a must have by then and increases the fighters power pretty clearly and easily, thus it's banned to prevent power creep.

So the only way to fix the fighter is to unchain it, so that way they can set the baseline higher, because otherwise nothing that really fixes the fighter can be good or allowed.


Chess Pwn wrote:

I feel the reason they are banning this things is fear of power creep.

If the fighters go from 2.5 power in core to 2.7 power that 2.7 version is the "must play" version and you get criticized for power creep.

It doesn't matter that wizards are chilling at 10 power from core, so nothing new can be called power creep for a wizard.

This is super frustrating when you see archetypes and the like. They either are super gimped, or banned, because they can't increase the power of the class.

Take the child of A & A for fighter and compare it to a bloodrager. A&A is super gimped, because they don't want this archetype to be the new default version of the class and to be stronger than the base.

Warrior spirit is banned because it's a good option, at lv9 you can easily be adding +4 with the fighter gloves. So that makes it a must have by then and increases the fighters power pretty clearly and easily, thus it's banned to prevent power creep.

So the only way to fix the fighter is to unchain it, so that way they can set the baseline higher, because otherwise nothing that really fixes the fighter can be good or allowed.

Yet almost every Monk archetype including Quinggong, Zen Archer and Drunken were allowed well before Unchained was conceived


Sorry for the slight off topic, but what action does it take to activate warrior's spirit? I'm either going blind or it's not written anywhere in the ability description.


It's supernatural, so requires a standard action to activate unless stated otherwise.


Melkiador wrote:
It's supernatural, so requires a standard action to activate unless stated otherwise.

That sounds right but I just want to know where you got that from. I'm not questioning you just for personal self-reference.


It's from the combat chapter:
"Supernatural Abilities (Su): Using a supernatural ability is usually a standard action (unless defined otherwise by the ability's description). Its use cannot be disrupted, does not require concentration, and does not provoke attacks of opportunity."


Give it time. It can change for pfs.

As an aside, Furious weapons can go past 5 yeah?

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