Spell Warrior Skald's Enhance Weapon Ability


Rules Questions

Grand Lodge

I am playing a Spell Warrior Skald in a home campaign and wanted to make sure I am fully understanding how the Enhance Weapons ability works.

At 6th level, I am able to enhance four or more weapons to a +2 equivalent bonus. At 10th level, if I choose to enhance up to a +3 equivalent bonus, I can only use it on three weapons.

Right now, I am enhancing party members' weapons to make them +1 Shock. No party member has a +2 equivalent weapon at the moment, so I assume my benefit works on all nonmagical, masterwork, and +1 weapons to make them +1 Shock. Once someone has a +2 weapon, I assume the enhancement ability wouldn't work.

I have some time before hitting level 10, but since the weapons' owners are also recipients of raging song, it seems beneficial to stick with +2 bonuses and not move to +3 too soon in a melee-heavy party, because I am sharing multiple rage powers.

At the moment the rage powers are providing one point of electricity damage on each attack, 1d6 elemental damage once per rage for a round, and doing full damage against incorporeals. (Linnorm Death Curse - Taiga, Lesser Elemental Rage, and Ghost Rager)

We have an Oracle in the party, whom I also imagine would not want to accept the Enhance Weapons ability, because he would want to use other abilities which qualifying for Inspired Rage rage powers would not allow. Does this also mean a paladin couldn't channel energy or smite?

Does all that sound correct?


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I have been playing a Spell Warrior Skald in a home game as well, she is the Cohort of my Magus. The way I have been using it, and think it works is that a bonus of the same type does not stack.

So +1 and Shock would stack with Non-magical, and Masterwork weapons, +1 weapons would gain shock, becoming +1 and Shock, and a +2 Weapon would also gain the Shock, becoming +2 Shock. Once everyone has a +1 weapon, then you could add Keen and "energy", which is what I do. So could not add shock to a weapon that already has shock, but if someone has a +2 Icy Burst weapon, then you could still add Keen and Shock to it, making it a +2 Icy burst, shocking, keen weapon.

Because of "This ability replaces the inspired rage raging song" you are not using inspired rage, your using weapon song, which does not say anything about...

"While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration." - this is specifically mentioned only in the song which weapon song replaces.

But they do still get the Rage feats because they did add this under weapon song, "The wielder of a weapon enhanced by this raging song counts as if he were under the effect of an inspired rage raging song for all purposes involving the skald's rage powers."

So your Oracle and Paladin should be fine with being affected by weapon song.


Landerk has it correct, spellwarrior works great with melee caster types.

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