Spell Warrior (Skald) Enhance Weapons Raging Song questions

Rules Questions

Grand Lodge

1 person marked this as FAQ candidate.

Enhance Weapons (Su):

At 1st level, the spell warrior can grant a +1 enhancement bonus to the weapons (including ammunition) of allies within 60 feet. At 5th level and every 5 levels thereafter, this enhancement bonus increases by 1. The maximum bonus gained is based upon the number of weapons affected: +5 to one weapon, +4 to two weapons, +3 to three weapons, or +2 to four or more weapons. Fifty pieces of ammunition count as one weapon for this purpose.

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.

This ability replaces the inspired rage raging song.

Been playing a spell warrior in PFS and some questions/irregularities have come up.

1) Does Enhance Weapons affect natural weapons/unarmed strikes? The ability doesn't have a clause saying otherwise like magic weapon does.

2) Can the skald choose different abilities to grant each target or must they all be the same? Say I'm a level 1 Spell Warrior buffing a fighter with a +1 katana and a rogue with two masterwork short swords. Can I give the katana frost and give the short swords +1 enhancement, or must I give them all +1 enhancement (which might be useless for the katana?) or give them all frost which would be useless for the short swords?

3) How do the terms "overlap" and "stack" apply to giving enhancement bonuses here? It's clear that I can't, for example, give a shock weapon another shock property, but if I give a +1 weapon another +1, does it become +2 or just have redundant +1s? Redundancy would only help in the edge case of dispel suppression I think.

1. Sure, don't see why not.

2. I believe it's the same, but I could be wrong.

3. Two redundant +1s - same as if you cast Magic Weapon on it.

Grand Lodge

After further review, I'm going to play it like this:

1) Enhance weapons works on all weapons, natural weapons, unarmed strikes. Can't find anything that says it wouldn't.

2) The skald can choose which abilities to grant each individual weapon. I feel like if the same bonus had to be granted to everything the ability would specify that.

3) The enhancement bonuses don't stack. This makes my position in #2 a little more reasonable.

Doubtless I'll encounter some GM variation on this but oh well. It's a cool ability.

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