Another rules question here for the ever popular topic of the Skald Weapon Song ability. For todays question I am looking for a clarification on the interaction between Weapon Song, listed here:
Spoiler:
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. The wielder of a weapon enhanced by this raging song counts as if he were under the effect of an inspired rage raging song for all purposes involving the skald’s rage powers.
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 Table: Melee Weapon Special Abilities). 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.
And the ability to still cast spells as if under the effects of Raging Song listed here:
Spoiler:
Inspired Rage (Su) At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song’s bonuses on Will saves increase by 1; the penalty to AC doesn’t change. At 8th and 16th levels, the song’s bonuses to Strength and Constitution increase by 2. (Unlike the barbarian’s rage ability, those affected are not fatigued after the song ends.) If an ally has her own rage class ability (such as barbarian’s rage, bloodrager’s bloodrage, or skald’s inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). However, inspired rage does not allow the ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.
So the Weapon Song allows people effected to gain the benefits of rage powers as if under Inspired Rage but does that come with the detriments as well like not being able to cast spells, concentrate, and so on? I see that the Skald can continue to cast spells under Inspired Rage but I am trying to determine if Weapon Song allows a "soft rage" where characters are allowed access to Rage Powers but not suffer detriments of rage.
Further questions I had on this topic seems to have been answered in an FAQ about Bloodragers interactions with multiple rages under the Anger Management section. But while a Bloodrager can't get Inspired Rage Song to gain access to more rage powers in addition to their own Rage benefits can they instead take advantage of Weapon Song if its considered a "soft rage"?
I guess the final question is this, is Weapon Song considered a Rage since it gives Rage Powers or no?
Playing a character in Runelords for a bit now, see title, and I came across an interesting rules question that no one could quite answer.
The Life Revelation Channeling and the Sacred Scourge ability, both grant the ability to channel energy though one is standard cleric and the other is specifically based on Alignment Channel.
My original thought was that these two abilities had separate pools for each channel ability, making it so that feats like Extra Channel you would have to choose which to apply it to. However I recently started using Hero Lab for my character sheets and it had a very different perspective.
In Hero Lab it gives both abilities but pools their effects, making it so the character has 2+(Chax2) per day and uses dice pooled from both abilities. This got me wondering if Hero Lab does the same thing with Cleric and Paladin when Paladin gets Channel. It does not, the program specifically separates Cleric Channel Energy with Paladin Channel Energy.
Here are the two abilities for RAW
Channel (Su): You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier.
Sacred Scourge (Su): At 5th level, a purifier may channel holy power to harm evil outsiders as a cleric of her level using the Alignment Channel feat. She may use this ability a number of times per day equal to 1 + her Charisma modifier.
I can't find any other class examples that actually get Channel Energy from two sources in the same class so I found this to be a rather unique question. What is the RAW / RAI effects of this? Is Hero Lab just confused?
I am working on a concept for a character, a Pirate, who is considering alternative options for his future and came across Anti-Paladin.
This would fit his character fairly well when it comes to the general class abilities but my issue is specificly with its focus on Smite Good. Though I completly understand why it has this and the functions around it I struggle to accept a Pirate spreading Tyranny across the Shackles.
My question is if anyone is aware, considered, or had thoughts on a Anti - Law - Paladin.
Of course you would also have to consider the Anti - Chaos - Paladin concept, but that holds less relevance to the discussion. The main issue I have seen with having an Anti Law class would be that Anti-Paladin already has acess to many of the spells, Dispel Law, that you would consider a staple to the idea. Just like how Paladin has Dispel Chaos.
I have seen some people rule that Paladins and Anti-Paladins can be any Good or any Evil Respectivly and just removed and add spells to their list acordingly, something I can also see has a viable character building option.
The concern I have with just using Anti-Paladin straight is the lack of Good aligned foes we will be facing. And while I don't expect to rival the quantity of enemies that will certainly be Evil being able to Smite Law would be more common and likely much more useful.
So what are your thoughts? Concepts, ideas, tweaks, rants or all of the above. Could you use Anti-Paladin as writen, keeping the evil alignment or not, and just change the Smite Good to Smite Law?
Ok so, I am working on updating a Bard Arcane Dualist Build with some different feats from the levels 11-15, likely Fighter Levels, and came across an old question I have never quite figured out.
I found this peice here.
"When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver."
And started to wonder, again, if the bonus provided by Weapon Finess would apply to CMB attacks made. I understand it would not apply to effects like grapple, which is clearly not an attack, that is where the feat Agile Maneuvers comes into play.
Also if you are using a weapon as part of the CMB attack would you also include any Enhancment Bonus's on the weapon, or similar effects that apply only to the weapon in hand?
My goal is to try and fit Quick Dirty Trick into my Bard Captain for Skulls and Shackles, I can swing the three feats needed to get to that point but I am unlcear if I also need Agile Manuvers. Because some feats seem to change the action type used to perform the CMB attempt, like the Quick (Ability) feats, or Shield Master.
I know some of this may seem like real simple questions, I am doing this to get a second opinion from the community for our tables. Thanks for your time.
Ok so I am looking to clarify some Magic Item Crafting rules for a game I am playing in. I know there is a book and a FAQ coming out in the near future that might better clarify these but I figured I would ask now since it on my mind.
1. Are there still body slot afinities like there were in 3.5? Example, does it cost more to enchant an effect on one Item Slot than it would another? I had just kind of assumed they were still around, making sure that crafters couldn't just have their way with items, but I can not find the rules on it anywhere.
2. This sentance here from the Magic Item Creation section.
Multiple Similar Abilities : For items with multiple similar abilities that don't take up space on a character's body, use the following formula: Calculate the price of the single most costly ability, then add 75% of the value of the next most costly ability, plus 1/2 the value of any other abilities.
And this.
Multiple Different Abilities : Abilities such as an attack roll bonus or saving throw bonus and a spell-like function are not similar, and their values are simply added together to determine the cost. For items that take up a space on a character's body, each additional power not only has no discount but instead has a 50% increase in price.
How does this rules apply when enchanting weapons? If at all. Example being I have a character who has Arcane Bond (Weapon) and want to add the spell like abilities of the weapons from the foes he defeats. He sells their weapon to generate golf and then spends his time enchanting his own with their ability. Do multiple spell like functions count as different, similar or just not apply at all.
3. Still on Weapon enchanting, though for arguments Armor would be just as curious, can you enchant effects into weapons that are normally on other prebuilt items from various books. Example being adding Resistance, or Dexterity to a weapon.
4. If an Ioun Stone costs 10,000g would it be reasonable, by the way the equasions work, that the same effect would cost 5,000g if it ocupied an Item Slot of some sort. Leading back into can you enchant it back into a weapon?
5. While I agree that some combinations of spells should never be enchanted (At will Cure Light Wounds for something like 2,000g) what is the line? It is fair to be able to shoot a Schorching Ray 3/Day but not many other effects, even when used along the equasions provided. Without making the entire formula off limits how can it be used by people who craft items? This one is vauge, sorry about that. Just something that bothers me both as a GM and Player.
The basis of these questions is characters like mine with Arcane Bond (Weapon) or just straight up have the Craft Arms and Armor feat. Is there any reason why they can't just load all of their enchants they want on the weapon to avoid paying the +50% cost for Multiple Different Abilities?
I realize there are some major risks to this tactic, after all you never know whenyou might encounter a Rust Monster, Sunder Bot, or similar weapon crunching enemies. The question is mostly if you can or not.
Thanks in advance for any help you have to offer, the Pathfinder Community has helped me out with countless rule clarifications in the past and I am sure this will be no exception.
I apolagize for my spelling errors, writing from a tablet device withoit spell check right now.
This is my first real post into the PF advice forums so be gentle to me. Before i get into exactly what my idea is i want to set the concepts i am trying to achive for this character.
I will be starting this character in the Skulls and Shackles campain setting here soon, I am not looking for spoilers or meta gaming knowledge. The only reason i bring it up at all it so explain a couple of the feat choices.
The character is going for the epic pirate captain feel, a good blend of functional mecanics and flavor mecanics to fit the setting.
I know that I should be using a shield for am optimal build, but I will not do it. The idea of a dualist, let alone a pirate, using a shield bring me internal pain.
With that aside here is my build. 20 point by Kitsune Arcane Dualist.
Str 10
Dex 17
Con 12
Int 12
Wis 12
Cha 16
Feats
Race - Weapon Finess (GM allowed me to trade a racial feature for this)
Class 1 - Arcane Strike
Level 1 - Skill Focus Profession Sailor
Class 2 - Combat Casting
Level 3 - Pirahna Strike
Level 5 - Two Weapon Fighting
Class 6 - Disruptive
Level 7 - Skilled Driver
Level 9 - Improved Two Weapon Fighting
Class 10 - Spell Breaker
Level 11 - Double Slice (We allow this feat to add full Power Attack to the offhand)
Level 13 - Fast Shapechange (Required for Vulpine Pounce)
Class 14 - Penetrating Strike
Level 15 - Vulpine Pounce
Level 17 - Greater Two Weapon Fighting
Class 18 - Greater Penetrating Strike
At level 5 once I get Arcane Bond on my weapon I will nchant it with +1 Agile, hopefully at some point in the near future after that i can find or buy an offhand that is the same.
My biggest issue I am having is the 20 point by and wishing i could squeez my Dex up to 18, without having a negative stat, and the offhand weapon itself. Right now i have plans to off hand a decent dagger, they are common enough and it fits the whole Cervantes idea of the fighting style, could even get a dagger pistol at some point.
I am open to suggestions and tweaks, the general theme of the character is fairly cemented I just wanted to see if anyone else had any ideas on what i could do with this concept to really fit that pirate themed idea.
Thanks in advance for any and all ideas.
Oh and on a rather funny side note about Arcane Dualist with this build and in a pirate game, I can funtion this entire build with a Hook Hand weapoan. Made me laugh.