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This seems to be one of those feats that Pathfinder 1 suffered from a lot. Highly situational with little bonus to make it worth while.

In this case the feat actually seems worthless, but maybe someone can provide some perspective on how this is not.

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(2 Actions) SWIPE FEAT 4
You take a mighty swing against two adjacent
enemies. Make a melee Strike and compare the attack
result to the AC of up to two foes, both of whom must be within your
melee reach and adjacent to each other. Roll damage only once, and
apply it to each creature you hit. If you critically hit one target and
not the other, roll the extra critical hit damage separately. A Swipe
counts as two attacks for your multiple attack penalty.

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- This requires two enemies to be adjacent to each other. A situation that isn't likely to come up all that often. Which is fine... if the bonus is powerful enough to make it worth it. Or if there were ways to help make certain the "situation" was more common. Which there isn't.

- You are sacrificing 2 attacks to do this, which means you could have already hit both of these "adjacent" foes with the number of actions being expended.

- You are gaining a +5 attack on the second foe, due to the first attack action not suffering any negatives. This seems like a net positive at first. Except you could roll badly on that first attack. Based on pathfinder 1 experience and reading on "Rolling twice" vs. "Rolling once". Rolls done at "advantage" effectively give you a +5 bonus. So you are sacrificing the ability to roll twice, which could result in a low roll. Which means the +5 bonus gained from this ability is effectively nullified by the fact that you are not rolling twice.

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I just don't understand this design philosophy. If you're going to introduce a feat that is only beneficial in limited situations, it should be worth it. Or you should have additional feats within the class that can help to ensure the situation is more likely. But even in the case of this ability/feat the benefit isn't really worth it even if you could consistently make this situation common.

I know you don't want to make situational feats overpowered... but the benefit should be large enough to warrant it being useless in most circumstances. Or there should be tools to help the character force the situation.


https://www.d20pfsrd.com/magic/all-spells/s/spirit-share/

School transmutation; Level alchemist 1, bard 1, cleric 1, druid 1, occultist 1, shaman 1, sorcerer/wizard 1, witch 1

CASTING

Casting Time 1 standard action
Components V, S, F (liquid to be shared)

EFFECT

Range personal
Target you
Duration 1 round/level

DESCRIPTION

For the duration of the spell, as a standard action you can touch a willing target to deliver 1 dose of a potable liquid (including alcoholic drinks and potions and elixirs, but not poisons or other liquids that are primarily harmful when drunk) in your possession (though not necessarily held in hand) into her.

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This sounds pretty powerful, though it does not elaborate on what 1 "dose" is supposed to do. I doubt it means gain the full effects of the potion/elixir you "shared". This would be more powerful than the extract option that investigators/alchemists can get (which is pretty broken already).

My guess is that it shares the effects for the duration of this spell? So for Class Level rounds you can touch people and up until the end of those rounds you will benefit from shared potions/elixirs? It would still make this powerful, but not completely broken.


"This ornate sash of embroidered velvet stretches across the chest from shoulder to waist.

If the wearer is an inquisitor, she is treated as five levels higher when using her bane and greater bane abilities . If the wearer is not an inquisitor, she gains the bane ability of a 5th-level inquisitor, but must first attune a light or one-handed melee weapon to the baldric by hanging it from the cloth for 24 hours, and can only use the bane ability with the attuned weapon. Attuning a new weapon to the baldric ends the attunement for the previous weapon."

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This seems a lot more powerful than a lot of people are making it out to be for an inquisitor. Nearly every post I read suggests this just increases the Bane ability for 5 additional rounds (effectively making it worse than an extended Bane feat at higher wisdom mods). Some even suggest it gives access to Greater Bane early; which many argue isn't true.

Obviously the cost is a bit low which is why people are reading into it like that. But this seems pretty clearly worded to mean:

"While Bane is active you are treated as 5 levels higher."

As in a similar but much more powerful "Judgment Surge" feat. So while bane is active your spells treat your level as higher, your Judgments treat your level as higher. Essentially any class feature that scales off of level is treated as 5 levels higher. Now you of course wouldn't have higher BAB or saving throws or hp. But your judgments clearly are more powerful the higher levels you are.

Non-Inquisitors are gaining access to a level 5 ability unique to the inquisitor class with an effective "Treated As" a 5th level Inquisitor for the duration of the buff.

If this was meant to just increase the number of rounds an inquisitor could have bane up; they worded this horribly. It also makes this inquisitor unique chest much better for non-inquisitors. Is this just a matter of the cost being too low to justify such a powerful effect?

Should the wording be: "If the wearer is an inquisitor, she is treated as five levels higher **in regards** to her bane and greater bane abilities."?