Wilkins

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** Pathfinder Society GM. Starfinder Society GM. 4 posts (13 including aliases). No reviews. No lists. No wishlists. 42 Organized Play characters.



Grand Lodge

Good day.

I was thinking of making a Shaman with the Battle Spirit. The Greater spirit ability allows you to bane your weapon for a round as a swift.

My question is can I use the bane ability with the Prehensile Hair Hex?
If you can point me to the actual rules that would be great.

Grand Lodge

Greetings and Salutations.

Now that Undine are legal for PFS play I want to use the Watersinger Archetype for Bard. I've searched the internet but I couldn't find any concrete answers on how the WaterSong or WaterStrike abilities work.

There are not enough mechanics in the Watersong to tell me how exactly it works. Do I control water in a 5ft cube, or do I control water within 30 ft of me up to a 5ft cube? Can I move the water or pool it into any square within the 30ft?

For Waterstrike do I end the Watersong to make the strike? Watersong does last 1 round after you end it. Or after you start Watersong you maintain as a free, do you get to attack as a free action if you spend 2 rounds of bardic performance?

I mostly want the archetype to get Hydraulic push and take the Undine feat to expand the maneuver you can do with the spell. However it Would be nice if I knew how my other abilities worked.

I appreciate any help or input.

Watersong

Spoiler:
Watersong (Su): At 1st level, a watersinger can use bardic performance to manipulate and control the shape of water within 30 feet. A successful Perform check allows the bard to animate and control a 5-foot-cube of water. The watersinger can command the water to take various forms, bend, rise, fall, or sustain a shape, and can make it support weight as if it were solid ice. For example, the watersinger could create a pillar of water (to provide cover), ladder, channel, bridge, stairs, slide, and so on. The manipulated water is as slippery as normal ice. This ability cannot create forms more fragile or complex than what could be carved in normal ice. While under the bard's control, the water has hardness 0 and 3 hit points per inch of thickness. At level 3, the manipulated water gains hardness 1, and this increases by +1 for every 3 bard levels beyond that. At 5th, 10th, 15th, and 20th level, the volume affected increases by an additional 5-foot cube (these cubes must be adjacent to each other). The manipulated water retains its shape for 1 round after the bard stops spending bardic performance rounds to maintain it.
This ability replaces fascinate, suggestion, and mass suggestion.

Waterstrike
Spoiler:
Waterstrike (Su): At 3rd level, the watersinger can spend 1 round of bardic performance to command any water he is currently manipulating with his watersong performance to lash out and strike an opponent with a slam attack. The watersinger uses his base attack bonus and Charisma bonus to make this attack, and deals 1d6 points of bludgeoning damage plus his Charisma bonus. The attack can originate from any square of water the bard is manipulating, and the water can get a flanking bonus or help a combatant get one, but cannot make attacks of opportunity. The water can make multiple attacks per round if your base attack bonus allows you to do so. At 10th level, the water's slam damage increases to 1d8 points and the water gains a reach of 10 feet. At 15th level, the water's slam damage increases to 2d6 points. At 20th level, the water's slam damage increases to 2d8 points.

This performance replaces inspire competence.