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Skald's Vigor doesn't work with the Spell Warrior archetype as you do not get +STR bonus from the raging song. I did not take Shaman's apprentice so Diehard is out, as extra rage power I could always get the one that convert damages to non-lethal when I'm hit by something that puts me below zero (don't remember its name), but the fact that I cannot share it with the rest of the team makes it kinda meh... Lingering performance combines well with the skald's "finale" spells I think, I intend to keep it. ![]()
Hello there, My skald just reached level 9 and I'd like your advice on which feat to take next. To note: As per this discussion: http://paizo.com/threads/rzs2t052?Skald-Shared-Rage-Powers , I'll consider extra rage powers as not being shared to the group via my Raging Song ability, greatly reducing its attractiveness. My skald is a Level 9 Half-Orc Skald (Spell Warrior), wielding a +1 Cruel Adamantine Hammer. I currently have:
As my level 9 feat I'm seriously considering the following feats (in order of preference, Arcane Strike being the one I'm currently the most enclined to take): Arcane Strike
Do you think I'm overlooking any serious contender here ? Any advice on what should be next? ![]()
Lady Gragra, the famous half-orc singer, brings entertainment to a new level. Listening to her hit-list, with legendary songs like Dockerface, Just Pounce or Bad Performance will enlighten anyone's day. The fact that she brings neat melee buffs to the party is just icing on the cake. (Half-Orc Spell Warrior Skald) ![]()
Discussion I started on the same subject with some replies: http://paizo.com/threads/rzs2shml?Spell-Warrior-Skald-Who-choose-the-bonus Anyway, since this thread I (as spell warrior skald) have been choosing the bonuses provided to the whole party, leaving weapons that are not supposed to be affected unaffected (example: if I provide +1/keen to the group, monk only get his +1 on his unarmed strike because of blunt damages. ![]()
Question on the Holy Tactician Paladin. Battlefield presence state:
It has no listed duration, and it doesn't say granting a feat replaces the old one. The only limitation is that it shuts off when the paladin is flat-footed or unconscious. Can a Holy Tactician therefore choose to spend 2-3 standard action before entering a dungeon in order to share 2-3 teamwork feats with the whole group for the duration of the adventure? ![]()
Hello, to follow on Bad guy one post, My GF Sacred Fist Warpriest has a Master of Many Styles 1 level dip and she took Magical Knack as a trait to compensate the loss of caster level, following this errata she'll now drop the Master of Many style dip to go full Warpriest... is she allowed to change her trait to something useful ? ![]()
It was an absolutely awesome scenario, played the Slayer and we did really well. (5 man group, we didn't use the artist and dropped the brawler for the dragon) We started by sabotaging the cages while the Leader was busy talking with the staff and continued to the statues where the professional stuck 322's homunculus on the statues. We stole the key with the leader chatting up and charming Janira while having a walk in the garden, asking her to remove her cloak while the professional was doing what she does best. We then bluffed the chief of the guards, with the brawler paralyzing him when the leader was pretending to be sick and calling for help next to the forest. (left him with a nice Aspis Consortium badge on him, K-O'ed) We managed to get in without being spotted by the guards, crushed the foos with the slayer and rogue starting the fight with a surprise round while being invisible, and landed a neat confusion on the gunslinger while the paladin landed a smite evil on the chaotic neutral rogue, in the meantime the slayer was ripping the caster to shreds. We had a fantastic DM and had a bit of luck against the BBGG (DM rolled a 26 total damage on the first chain lightning, and I managed to land a 52 damages crit on the BBGG when he still had 6 mirror images up, followed by a steady 25-30 points of damages on the next turn... while he still had 5 mirror images up) ![]()
K, thanks for the confirmation :) ! So I can do the following:
... And kick ass with both styles actives, unlocking both of their specific "bonus" feats (i.e pummeling charge and dragon ferocity) ![]()
Hello there, My GF has a Sacred Fist warpriest with a one level dip in Monk (master of many styles). She's currently Warpriest 5 / Master of Many Styles 1 She has a quite usual feat setup for a sacred fist: Pummeling Style, Pummeling Charge, Dragon Style and Dragon Ferocity At her level she can combine two styles altogether, our usual DM tells us that using Pummeling Charge is already considered as fusing two style altogether with Pummeling Style, preventing her from fusing Dragon Style and Pummeling Style altogether. I tend to disagree, to me it looks like fusing styles is meant to fuse feat that have "Style" in their name, not feats improving a fighting stance like pummeling charge or dragon ferocity. In short: can she fuse Dragon Style and Pummeling Style, adding the goodies like Pummeling Charge and Dragon Ferocity for free? Or can she only fuse Pummeling Style + Pummeling Charge, or Dragon Style + Dragon Ferocity (or Pummeling Style + Dragon Style but w/o the bonuses from charge and ferocity) Many thanks in advance for your replies ![]()
I have the same opinion as you kinevon, that's how we've been playing it to avoid odd situation/questions for now (with people able to choose bonuses strictly affecting their weapon type only)... but this might seems a bit OP so I understand if Paizo would have us play it differently. Another odd question, as you said you can only enchant piercing/slashing weapons with keen bonus, Skald can provide this bonus to his mates given that their weapon is already +1... does it really affect only slashing/piercing weapons in this case? We've some example of weapons which can become keen weapons when they usually aren't (bow from Dragon's Demand part 1), but that's only through specific AR. ![]()
Hey there, Need your opinion on the Skald's Spell Warrior main attribute, the Enhance Weapons song: Text states: //
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.
Does the skald choose the bonus for the whole party? Does each player announce the chosen bonuses when the skald starts singing? If the skald choose the bonuses, if he's level 5 and decides to provide flaming/keen enchantments to the party, what about masterwork weapons? Are they unaffected? Do each players masterwork weapons become +1 and players choose the 2nd bonus? And finally, will this be covered in the ACG errata coming in a few days? So far we've been playing it with the option that when the skald starts singing each player choose based on it's character's knowledge of the fight which bonus he wants to apply (Skald grants you a +2 bonus, how will you spend it? Answer may varies depending if the character is crit oriented, ranged or melee), but not every one reads it the same way, so I wish to collect a bit of various point of views on the question, and maybe an official ruling. ![]()
UndeadMitch wrote:
Big question is: would changing it affect (negatively ofc) your gaming experience in any way ? Btw I brought up this issue because I honestly didn't know the answer to my question, not trying to lobby anything... ![]()
Glad my thread gets people to chat about the issue :) ! Indeed in this situation I'm not in any way trying to abuse the system (don't see how anyway...), it purely about letting two character catch up while keeping playing altogether, and the fact I'm 4.1 i/o 4.0 prevents me from doing so. Anyway, one of the player playing next Saturday is used to dm regularly, pretty sure I'll be able to play this module again soon. ![]()
Hey there, A small rule question for my first post here :) ! I'm not sure if I'm posting it at the right place but since it's PFS-related I'm hoping this is the place. Anyway. Here is small problem I'm facing. I'm usually playing a character exclusively altogether with my gf, next week-end I have the possibility to play a 3 xp module without her since she's out of the country for the week-end. Before playing this scenario we'll both be 4.1 (level 4, with one scenario played at level 4) Playing this scenario will earn me 3 xp. Can I choose to play level 5 on the slow track after that scenario (which will put me at 5.1 w/o playing at level 5) to allow our characters to catch up at level 6? at the moment: 4.1 4.1
Scenario 5.2 4.2
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