Sonic thrust + good hope + arcane strike + inspire courage / bardic luck ? legal


Pathfinder First Edition General Discussion


With sonic thrust you can hurl a bunch of weapons.

1. Can arcane strike can imbue them all
2.Does good hope apply
3.Does inspire/luck


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path Subscriber

1,2,3: Yes.

With the note, I don't know precisely what you mean by luck. Good hope and inspire courage effect all your attack rolls so I don't think there is much doubt there.

I conceptually don't really like the idea of arcane strike enhancing every possible improvised weapon on your body as a house rule I'd probably be tempted to restrict you to items you actually wield at the time you activate it. But that's not really RAW just my knee jerk reaction.


insaneogeddon wrote:


With sonic thrust you can hurl a bunch of weapons.

1. Can arcane strike can imbue them all
2.Does good hope apply
3.Does inspire/luck

1. Arcane Strike:
You draw upon your arcane power to enhance your weapons with magical energy.

Prerequisite: Ability to cast arcane spells.

Benefit: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.

This is an untyped bonus that lasts for a round so it should apply to all of the attacks made for that round.

2. Good Hope:
School enchantment (compulsion) [mind-affecting]; Level bard 3

Casting Time 1 standard action

Components V, S

Range medium (100 ft. + 10 ft./level)

Targets one living creature/level, no two of which may be more than 30 ft. apart

Duration 1 min./level

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

This spell instills powerful hope in the subjects. Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

Good hope counters and dispels crushing despair.

This gives a morale bonus, so it stacks with any other non-morale bonuses to attacks and damage (such as Arcane Strike).

3a. Inspire Courage:
A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

This gives a competence bonus, so it stacks with any other non-competence bonuses to attacks and damage (such as Arcane Strike or Good Hope).

3b. Archaeologist's Luck:
Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune's favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist's luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level.

This gives a luck bonus, so it stacks with any other non-luck bonuses to attacks and damage (such as Arcane Strike, Good Hope, or Inspire Courage). It should be noted that this requires a swift action to activate, so it would have to be active from the previous round in order to use Arcane Strike as well.

As a Bard, you could potentially use your move action to start Inspire Courage, swift action to activate Arcane Strike, and then a standard action to cast Sonic Thrust all in one round. It looks to me like all of them stack since they each give a different typed (or untyped in Arcane Strike's case) bonus to your attack and damage rolls. In fact, if you were an Archaeologist with another Bard buddy using Inspire Courage, all 4 bonuses would be applicable to the attacks made by Sonic Thrust.

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