Kitsune

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42 people marked this as FAQ candidate. Answered in the errata. 4 people marked this as a favorite.

I've been gandering through my Advanced Class Guide PDF, and it is a beautiful thing; I especially love the Hunter and the Skald.

That aside, there I stumbled on a particular issue addressed in the title of this thread...

First, here, in Rage Powers.

Rage Powers (Ex):

Rage Powers (Ex): At 3rd level and every 3 levels thereafter, a skald learns a rage power (see pages 32–34 of the Core Rulebook) that affects the skald and any allies under the influence of his inspired rage...

Emphasis mine.

Now, notice the Spell Warrior archetype's Weapon Song...

Weapon Song (Su):

Weapon Song (Su): A spell warrior gains the following raging song, allowing him to grant his ally’s weapons enhancement bonuses and special powers.

Enhance Weapons (Su): At 1st level, the spell warrior can grant a +1 enhancement bonus to the weapons (including ammunition) of allies within 60 feet. At 5th level and every 5 levels thereafter, this enhancement bonus increases by 1. The maximum bonus gained is based upon the number of weapons affected: +5 to one weapon, +4 to two weapons, +3 to three weapons, or +2 to four or more weapons. Fifty pieces of ammunition count as one weapon for this purpose. These bonuses can also be used to add any of the following weapon special abilities to the weapons enhanced by this ability: dancing, defending, distance, flaming, frost, ghost touch, keen, mighty cleaving, returning, shock, seeking, or speed. Adding these weapon special abilities consumes an amount of bonus equal to the special ability’s cost (see the Core Rulebook). These enhancement bonuses and special abilities overlap with any enhancements or special abilities the weapon already has, though duplicate special abilities do not stack. If an affected weapon is not magical, at least a +1 enhancement bonus must be added before any other special abilities can be.

The bonus and special abilities granted by this raging song are determined when the song begins, and cannot be changed until the raging song ends and another is begun. These bonuses apply to only one end of a double weapon. This ability replaces the inspired rage raging song.

Emphasis also mine.

I see no mention of using rage powers during this song, meaning the Spell Warrior Skald gains rage powers at level 3 and every 3 levels thereafter, but can never use them.

Am I missing something, or can the Spell Warrior actually just not use Rage Powers unless he takes levels in another class (such as Barbarian) to use them in conjunction with that class's Rage feature?


So, we have blocks that describe creatures. These assume that a creature is, in fact, aware of its own abilities and has used them at some time in the past.

Obviously a creature knows what senses it has; these actively return information.

However, I've been unable to find if a creature innately knows all of its abilities from the time it learns them.

For example, does a creature that gains one level of sorcerer(which is oft an unexplained, spontaneous thing) know it has spellcasting?

Does a Cleric, on his first day being accepted by a patron, know he can channel energy?

Does a dragon know the exact time between uses of its breath weapon? This one I'd presume so, since I've always thought of it as some kind of 'exhaustion'.


Greetings everyone,

I'm currently playing a Kobold Oracle 5/Dragon Disciple 10, who has been great fun(this combination is made possible due to the below):

Kobolds of Golarion wrote:

Scaled Disciple (Kobold)

Your draconic heritage manifests as divine power.

Prerequisite(s): Ability to spontaneously cast divine spells, kobold.

Benefit(s): You gain a +1 bonus to your caster level when casting spells included in the dragon domain* or subdomains. Your spontaneous divine spellcasting qualifies in place of arcane casting for the dragon disciple prestige class, and you may increase spellcasting in your spontaneous divine class as you progress in dragon disciple levels. Add the bonus spells gained from the blood of dragons ability to those you can cast as divine spells.

At this point, he's done with Dragon Disciple, and has a Robe of Arcane Heritage, leaving his effective sorcerer level for his bloodline at 14. This is annoying me because the Wings bloodline power would increase to flight 90 ft. at effective sorcerer level 15.

Aside from taking a level in sorcerer(and thus largely defeating the purpose of the class/PrC combination), is there a way to gain another effective sorcerer level for his bloodline that I'm blissfully unaware of?


5 people marked this as FAQ candidate.

I have a question to pose regarding how temporary hit points are considered in relation to determining current hit points.

Let's say I have 95 HPs remaining, and 20 hit points from a False Life I cast, for a total of 115. We're fighting a BBEG, and he uses Power Word Kill.

Do the temporary hit points count towards my total HPs, meaning I'm at 115, and survive?

Or do they count as a separate HP pool that's depleted first in addition to my normal HPs, in which case I have 95 HPs, and die?

A quote from the prd or recent FAQ would be awesome, but obviously there isn't always one.


Okay, so this might require a fair amount of prefacing.

My DM hates point-buy and the power-gaming it can promote, so he rolls stats this way:

Roll 4d6(drop lowest), assign to the ability score, in order.
If he likes the final set of ability scores(i.e. your primary scores are below 10 and you're probably CHA 16+), he gives you the roll and tells you to go with it.
The player can then make two scores 16s, or one an 18.

It admittedly does make us play characters far more interesting than we would have otherwise, although it's sometimes cruel to melee ones, especially Monks.

It has been ruled I am playing a Human, and I will use a two-handed weapon. Other than that, I have freedom on the matter. We have an Oracle, a Druid, a Wizard, and an Invulnerable Rager tank-barian. The first 3 are all going full caster, and I'm the only one who's played Pathfinder.

So, it's my job now to take a two-handed weapon and wreck stuff; I have to make that big bad very dead, very fast. I'm not going to play a Barbarian because I don't want to potentially outshine that player, and I simply can't roleplay a Paladin or Rogue.

My Ability Scores(before the freebies or racial bonuses) are:
STR 11, DEX 7, CON 15, INT 14, WIS 11, CHA 13

What class would be the best for kill big bad very hard, very fast?

The options are probably Ranger, Magus and Inquisitor, the way I see it right now.