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![]() There are two schools of thought regarding how this enhancement bonus works. One is that you can have an enhancement bonus to melee attacks (Warpriest Blessing), and an enhancement bonus to your weapon. Since the bonuses affect different things, they both count. This aligns with the idea that you can have an enhancement bonus to Natural Armor, and an enhancement bonus on your actual armor, and that they both apply to your total Armor Class. The other thought is that you can only ever have one enhancement bonus apply to any given thing. If you had a +3 weapon, and a +5 Strength Blessing, only the greater of the two applies. This would consequently mean that a 10th level Warpriest automatically overcomes DR/Alignment, and a 12th level Warpriest overcomes DR/Epic. To me, that seems unintended. I personally go with #1. My Warpriest is about to reach 15th level this upcoming weekend, and it's how nearly every GM I've ever had decided to rule it. ![]()
![]() This is indeed a case of the wrong section being bolded. The natural attacks themselves are being affected. As I explained earlier, that would increase an unmodified d3 to a d6, but it would not affect a Monk or Warpriest's d6, since that is based solely on their class level and size. And since I'm just repeating myself at this point, and you disagree anyways, I'll leave it at that. This isn't new information. It's been discussed ad nauseum since the Warpriest came out. ![]()
![]() Fuzzy-Wuzzy wrote:
It's in the FAQ I linked earlier. We now have a solid definition and distinction between an "actual" size increase and an "effective" size increase. The target line of the spell does not matter. The effect is described as an "effective" size increase. You're bolding the wrong words. ![]()
![]() Strong Jaw is an "effective size increase" to the weapon itself ("Each natural attack"). It is not an "actual size increase" to the user, which is what matters for Monks and Warpriests. So, for example, a Warpriest with Sacred Weapon (Unarmed Strike) can choose between 1d3 (the damage of a medium-sized Unarmed Strike) or 1d6 (the damage of a medium-sized Warpriest). Drinking a potion of Strong Jaw increases the effective size of their Unarmed Strike. They can now choose between 1d6 (the damage of a huge-sized Unarmed Strike) or 1d6 (the damage of a medium-sized Warpriest). Same for Monks. ![]()
![]() That does not work, either, as far as I understand it. For the Warpriest specifically, though, this question comes up fairly often (and did during the Playtest). It's worded the way it is to eliminate any ambiguity. Otherwise every Warpriest would default to using a Bashing Shield (+2 size increases). The Monk may be different, but I don't see why it would be. ![]()
![]() Damage dice increases do not work with Sacred Weapon. Sacred Weapon is based solely on the size of the Warpriest. Say you have a +1 Impact Longsword (2d6 damage). In the hands of a medium-sized Warpriest, you choose either 2d6, or whatever the size chart shows for that level of Warpriest. Lead Blades, Improved Natural Attack, Strong Jaw, all of them increase the damage of the weapon. You then choose the better between that and the Warpriest chart. ![]()
![]() Ferious Thune wrote:
Those rules aren't actually legal, so you're good. There are several Additional Resources that grant access to spells while specifically leaving out the deity's code of conduct. This was famously explained when a dwarf paladin tried to justify a murderhobo spree by claiming he followed Torag's code, which justified the slaying of "non-dwarves". It was pointed out that Torag's code isn't legal in Society. Plus, I've always read Mike Brock's final statement to be all encompassing, regardless of how his post began. ![]()
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![]() I remember this coming up with the Warpriest early on in the playtest. The combo was to enchant a shield with Bashing, and you'd have a Sacred Weapon that dealt damage two steps higher. The current wording prevents that (and it doesn't surprise me that HeroLab is wrong, again). Now you either choose the Weapon's damage, or your Warpriest's damage. Either or. ![]()
![]() Having a 14th level Shoanti Thunder-and-Fanger myself, conversations like these always turned into fun in-character discussions: One of Bear's many sayings wrote: "We Shoanti are often looked down upon by those that call themselves more 'civilized'. They hold their noses when we drink our kumis, or they tell us our klars would be better made of metal, but the one thing they would not ask us to change are the promises we keep. When a Shoanti gives his word, people across the seas recognize it for its value." Since a skull Klar is the trophy of a Shoanti's "Quest for Klar", usually marking their transition into adulthood or warrior status, having to explain why you left it behind and opted for a modern recreation can be great character development. Maybe you don't care about tradition, maybe you didn't want to mar your shiny trophy with combat, maybe it's mounted somewhere at home, or maybe [insert reason here]. But as long as you're describing it at the table as a "Klar", mechanically, and not reskinning it as something else, you're good. ![]()
![]() I don't think that quote means what you think it means. I could be wrong, but I read it as: [Fervor] + [ability to Spontaneously cast cure spells] = [reduces worry about what spells to prepare] not that [Fervor] + [ability to Spontaneously cast cure spells] = [can use Fervor to Spontaneously cast cure spells] I've never believed that Fervor allowed you to Spontaneously cast cure spells as a swift action. EDIT#1: posted with Warpriest alias so I can find it better in the future.
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![]() CampinCarl9127 wrote:
I believe that the PFS community actually requested that it be banned because it offers a large increase in damage output for a mediocre cost. ![]()
![]() I figured the last sentence was the one to focus on: "So, all spells are available to all characters as long as any prerequisites are met." I mean, he started off talking about Traits and Feats, in general. Makes sense that he'd end on a general note for spells, as well, and not just those from Inner Sea Gods. ![]()
![]() Scythia wrote:
Which then relies on an interpretation of "counts as". I believe it "counts as" a light spiked shield; that does slashing instead of piercing. EDIT: I mentioned this in the other thread, but it bares repeating - it would be helpful if this FAQ was placed in the Golarion Rules and Questions FAQ, since Klar text has been reprinted in so many sources. Plus, it's one of those iconic elements of the game world. ![]()
![]() Personally I find the whole concept of "shield bash" redundant and confusing. You're just attacking with your shield; why the need for different language? Also, I think 1d6 slashing/1d6 bludgeoning (when enchanted with Bashing) should be on the list; that's how I rule it when I GM. It's essentially a spiked shield that does slashing instead of piercing. If you're instead going to use the cranium to inflict damage, it would then be bludgeoning. Piercing never enters the equation. ![]()
![]() Scott Wilhelm wrote:
Indeed. The implication of my quip was that, since he's a Warpriest with Weapon Focus, nothing anyone says about Klar damage matters to him. I never mentioned Bashing. And I'll bet Mark is quietly laughing to himself after posting his "typo" in this thread. He meant to say "Klar", not "Light Shield", but I'll bet he foresaw the endless mayhem it would have (and has begun to) cause. ![]()
![]() I, also, rule that Bashing does nothing for a Klar. I used to wield a +1 Bashing Klar (simply thinking 1d6 => 2d6) until I ran into the controversy. After listening to the arguments I now see multiple reasons why it doesn't work: 1) We know that Bashing and Shield Spikes don't stack*. If a Klar counts as a Light Shield with 2) I've seen people argue that you should "reverse engineer" the damage from 1d6 to 1d4 (essentially "removing" the Spikes and lowering the damage one step), and then increase it to 1d8. Although I don't subscribe to this idea, it's still more reasonable than 2d6. 3) There's the viewpoint that you can't even enchant a Klar with Bashing (which can only be placed on Light and Heavy Shields to begin with). If your immediate reaction to this is "But the Klar counts as a Light Shield!", then we have to consider whether Spiked Shields are their own items (as is often argued in the "Bashing does stack with Shield Spikes" controversy). If so, then you can't enchant a Spiked Shield with Bashing anyways. If not, then we're back to point #1 above regardless. 4) Consider game design. Having a 2d6 off-hand weapon should be more difficult to acquire than spending 4000gp. Even a Bashing Heavy Shield only deals 1d8 damage. I find it incredibly difficult to believe that 2d6 is the intended end result, on top of all the arguments presented above. * I say "we" in the majority sense. I recognize there are dissidents that still believe Shield Spikes stack with Bashing. But, as the creator of the FAQ request that asked that very question, to which the PDT responded, I can't see how people can continue to hold out (other than relying simply on denial). ** The Klar has been reprinted 3 times since its introduction in the Inner Sea World Guide. Only in Ultimate Equipment is it referred to as having "armor spikes". In 75% of its publications it's written as having "shield spikes". Since there's no general rule stating that newer sources supercede older ones, I will maintain that the Ultimate Equipment version is in error, and that the other 3 sources are correct. ![]()
![]() Del_Taco_Eater wrote:
That possibility never even entered my mind until you explained it just now. ![]()
![]() Melkiador wrote: You'd have a point if INA said it affected the "base" damage of the weapon. It affects the damage, in general, as if the creature was one size larger. As we've bolded and quoted for you, it is worded "The damage for this natural attack increases". The attack itself. The weapon itself. That's what's dealing more damage. The reason size is mentioned at all is so ppl can reference the size chart in the Bestiary (where the feat is published). Likewise, the spell Strong Jaw, which has the exact same language as Improved Natural Attack, would not stack with Sacred Weapon, either. *imagines the heyday that low level Tengu Warpriests in PFS would have dealing 2d6 with their claw/claw/bite after drinking a potion of Strong Jaw* ![]()
![]() Although Klars are a mess, they're still basically treated as spiked shields. They can be enchanted both as a weapon, and as a shield. Just pay for each enhancement/ability separately. Edit: using this character as an example, he wields a +2 Keen, +2 Klar. I paid 18000gp for the +2 Keen part (as a +3 weapon), and 4000gp for the +2 part (as a +2 shield). ![]()
![]() The part that should be bolded wrote: The damage for this natural attack increases It only references creature size so that people could then easily thumb to the back of the Bestiary and find out how much damage the attack does. Your Tengu Warpriest remains medium-sized. With Improved Natural Attack you could then choose between dealing (1d3 => 1d4) damage, or sticking with 1d6 damage. ![]()
![]() You highlighted the problem. Sacred Weapon is solely determined using the Warpriest's size. Effects that increase the damage of your weapon (Bashing, Impact, Lead Blades, etc.) don't stack with it. You simply choose the better of the two. Say your 1st level medium-sized Warpriest chose Light Shield (1d3) as their Sacred Weapon (1d6), and somehow activated a wand of Lead Blades. The spell increases the 1d3 to 1d4. When you attack, you then choose whether you want to deal the weapon's damage (1d4) or your Sacred Weapon damage (1d6). Sacred Weapon was worded to specifically prevent the sort of stacking you're suggesting. Otherwise every Warpriest would choose Heavy Shield and enchant it with Bashing for (1d6 => 1d8 => 2d6) at 1st level. ![]()
![]() Scott Wilhelm wrote: What you could do is be a Natural Attacking Warpriest. Take Weapon Focus for your Natural Attacks, and do Sacred Weapon Damage instead of your regular Natural Attack Damage. There's no reason you can't take Improved Natural Attack for your regular Natural Weapons. Improved Natural Attack doesn't stack with Sacred Weapon, though, so although there's no reason you can't take Improved Natural Attack, there's also no reason why you would want to. ![]()
![]() lemeres wrote: It is a 0.0729% chance for two 14 dex characters to go through all their AoOs going off of eachother's keen rapier attacks by constantly confirming crits. Disposable Weapon + Butterfly Sting is what our Swashbuckler uses. His Initiative is crazy high so he almost always goes first. He uses non-magical Obsidian Rapiers, which for him have a crit range of 15-20. So the chance of him scoring a crit is literally 6 out of 20. The blending happens the moment anyone else gets up there to hit. We all (Swashbuckler, Magus, Warpriest, Cleric) have Paired Opportunist + Outflank. The Magus has a menacing Mongoose that we all laugh about. Somebody has something where you don't need to be flanking to flank. The Wizard in the party is the only one of the five of us that doesn't blend, but he's usually Jester's Jaunting the rest of us into position (it was the first spell he acquired being a Pathfinder Savant). It's crazy effective. The crits are automatically confirmed and chain more crits. No homerules, we're all PFS characters. The Emerald Spire taking up most of our careers allowed us to build this way. And it's not terribly resource demanding (except for the Swashbuckler), so outside of it we're still a very flexible party. ![]()
![]() In my Emerald Spire group we call this "The Blender". Our Swashbuckler added Quickdraw and fragile Obsidian Rapiers to the mix, and a couple feats that allow him to break his weapons to confirm crits, and Butterfly Sting. For grins we did a round surrounding an enemy and counting the damage totalled. It was over 300. At like level 9. ![]()
![]() BlackPickle wrote: Still would like someone to explain sacred weapon to me & make it sound simple Sure.
EDIT: super ninja'd =(
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