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Vult Wrathblades wrote:
So, once you cast it on someone you gain a +20 on perception checks against them, period. Is this right?

The spell text is as follows:

"Sharpening your perceptive abilities and tuning them against
obfuscating effects, hunter’s eye greatly enhances your senses
against the target creature. You gain the ability to perceive
the target when it is invisible or ethereal as though using the
see invisibility spell, and receive a +20 competence bonus on
Perception checks to locate the target. You ignore concealment
provided by fog or mist, blur, displacement, invisibility, and similar
effects affecting the target, but not concealment provided by
darkness. This spell provides no benefits to your allies, and no
benefits against creatures other than the target."

Pay special attention to the line:
"You gain the ability to perceive the target when it is invisible or ethereal as though using the see invisibility spell,"

Nowhere does this even list someone that is stealthed.
This refers strictly to Invisible or ethereal.


Lathiira wrote:
Umbral Reaver wrote:
As a rule of thumb, mass versions of spells are four levels higher.
While you're correct, this isn't a combat spell like mass hold monster. I'd probably make it 3rd level.

If you consider it has a 24 hour duration, I'd go with 4 levels higher as well. The alternative to the original problem is to allow the caster to burn a higher level slot for the lower level spell.


OK, let's try this from a different direction ...

You are within the cloud and you are in the space next to your attacker thus you gain partial concealment because they are looking ~through~ 5' of mist. Someone 10' away gains total concealment because you are looking ~through~ 10' of mist.

The rules do not specify that everyone within the mist gains total concealment because the further you try to look ~through~ the mist, the more difficult it becomes. If everyone in the mist gained total concealment (even at 5') then I would concede to the point that someone attacking from outside the mist to someone on the edge would also have the 50% miss chance.

But, since I am attacking from outside and I am only looking ~into~, not even ~through~, a space covered by the mist, that defender is only partially covered.


Our group needs some clarification on this.

The spell description is as follows:
"A misty vapor arises around you. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target)."

Now, the point of contention is a creature standing at the edge of the spell and being targeted (ranged) from outside the spell. I contend that this creature is only partially concealed, thus allowing the 20% miss chance while the other person holds to the point that it should be total concealment, thus allowing the 50%.

While the attack in question was ranged, the same situation would apply for a melee attack (non-reach).

The spell description doesn't address those attacking from outside to inside the spell, just those inside the effect.


My question is... Can the Divine Bond add enhancements to an existing weapon if it already has a total # of enhancements above what the bond would give?

Thus- if the Weapon is already a (+1) Holy (counts as 2 more for a total of 3 CURRENT enhancement levels)- can a 7th level Paladin enhance it further?

My contention is that is cannot. According to the numbers given by the rules it gains 1 at 5th and a max of 6 at 20th level. Thus 5th (+1), 8th (+2), 11th (+3), 14th (+4), 17th (+5) then 20 (+6).

Input please and thanks.
Randy

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Rules per the book:
At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level.

These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed.

Adding these properties consumes an amount of bonus equal to the property's cost (see Table 15–9). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added.


Jason Bulmahn wrote:
The plusses do not stack, you take only the highest plus. The powers, so long as they are not identical, do add on. So, if you have a +1 sword. At 5th level, you could make it a +1 flaming sword for 5 minutes per day. You could not make it a +2 sword. I will see that this is made more clear in a future update. Jason Bulmahn

Per the Beta book: ""At 5th level, this spirit grants the weapon a +1 bonus. For every three levels beyond 5th, the weapon gains another +1 bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon or they can be used to add any of the following weapon properties: ..."

The next question is... The Paladin is 6th level, the sword is already a (+1) Holy sword, making it effectively a (+2).. He does not gain the next ability until 8th level. Can this Pally add anything else to the weapon before he gains 8th level?