Warrior spirit AWT = bane?


Rules Questions


Just checking if you can use warrior spirit to add whatever bane you need to your weapon. It seems way too good, considering that it only costs a +1 bonus.


Yes, it is legal.

I agree that is probably a little too good and a list of allowed enhancements should probably be added to the ability. Or maybe that one specifically just called out as not working.


It's maybe a little too good, but it takes a standard action to activate and only lasts a minute. So, you basically have to give up a round of attacking to use it.


It's basically Legacy Weapon on a Fighter, except the Occultist can do it at level 1 and can do it more often. Doesn't seem unreasonable to me.


Also, you are limited to only one special ability per use of Warrior Spirit, and the enhancement bonus can only go up to +5. So, you'll probably want to go after abilities with a higher bonus cost by a certain point.


PossibleCabbage wrote:
It's basically Legacy Weapon on a Fighter, except the Occultist can do it at level 1 and can do it more often. Doesn't seem unreasonable to me.

Well, it's better when you compare it to *one* of your other options, which is just a plain +1 bonus.

In fact it's a lot better, which is why I asked.


Other classes get the ability as a swift action and can do so more times per day.


inquisitors do this alredy and way better as they have more knoledge skills so they can identify things better


I think a thing worth noting is that under optimal conditions, yes Bane is amazing, but those conditions (i.e. you're fighting things which share a type) are less common in my experience in big meaningful fights than one would think. Additionally, if the GM thinks "your standard action bane" is abusive, it's very little work to just make fights include enemies of multiple types.

But all in all "this ability gives you good accuracy and damage" is a thing the fighter ought to have.


I assume you would have to make a knowledge/identify creature roll to be able to apply a bane in a lot of situations.


Eh, there are like two things that are kind of maybe a little OP with that ability.

Training, from either ultimate intrigue or inner sea..i forget which, that lets you pick up a feat while wielding it and is part of the schrodingers fighter build, and bane. Neither of those should break your game that badly, but if you have a highly system skilled player as the fighter and lower system skilled party members it might shine a little too brightly by comparison.

By comparison, the magus has enhanced his weapon as a swift action and has a spell list to fall back on, the Inquisitor also has bane as a swift action and a spell list to fall back on, and the brawler is one level away from getting 2 feats for the same action investment, or one as a swift.

The magus by that level has a pretty solid chance of stacking like entangled, fatigued, and shaken onto the target during his first full attack sequence, or dropping 60+ damage on a crit Edit:(15-20)because of course you pick keen. The fighter MAY have weaponized intimidate for shaken.

The inquisitor gets to dip into teamwork feats (which can be REALLY powerful) has alignment/lie detection, and with judgement can bypass damage reduction. The fighter may have a silvered weapon and will have to either plan with the party for teamwork feats, or wait til level 9 if he wants them.

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