Blade Ally effects


Advice


Is it ever possible to add more than one effect from Blade Ally to your weapon, or does using any level lock you out from using every other level?
Do any other classes obsolete their choices like that?


You choose one effect that you have access to during your daily preparations.


So you can swap it out daily basically.


Throne wrote:

Do any other classes obsolete their choices like that?

Debilitating Strikes?


Are you talking about feats like radiant blade spirit?


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Throne wrote:

Is it ever possible to add more than one effect from Blade Ally to your weapon, or does using any level lock you out from using every other level?

Do any other classes obsolete their choices like that?

No. You only ever benefit from a single property at a given time for Blade Ally. The additional feats (Radiant Blade Spirit and Radiant Blade Master) only add to the list of properties to choose from for each daily preparation.

Rogues do have a similar conundrum when Debilitating Strikes comes online, where feats simply add to the list of things you can apply with Debilitating Strikes. There is the Double Debilitation feature, but it's still a case of adjudicating choices.


Ah, so it is like Familiar abilities. Once you level up enough to pick Spellcasting, then it takes up one of the familiar ability slots and you can't pick a different one for that slot.

Or maybe like prepared spellcasting where you only get one choice to put a spell in and you have to pick carefully during daily preparations.


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But yeah, Champion's Blade Ally rune effect is a bit more flexible than most classes get. Most classes don't get to pick each morning what their ability does. Monk for example can only change what stances they can use by retraining.


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Yeah the upgrades give you more options. You can train out of feats if you plan to use one rune all the time. Blade Ally is pretty handy considering that it doesn't count as a rune, just adds the "effects" of a rune. Effectively giving you an extra one to use. At least that's what I gathered from the text.


Eoran wrote:

Ah, so it is like Familiar abilities. Once you level up enough to pick Spellcasting, then it takes up one of the familiar ability slots and you can't pick a different one for that slot.

Or maybe like prepared spellcasting where you only get one choice to put a spell in and you have to pick carefully during daily preparations.

Exactly like that, where taking Enhanced Familiar doesn't actually double your familiar's number of master abilities each day, and you have to spend feats to learn new spells while being restricted to preparing the same spell in every slot.

I really don't understand why anyone plays a Wizard when they're that poorly designed.


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Combat Flexibility. Again, you have to choose one at the start of the day and stick with it.

Though there is Ultimate Flexibility that gives you 3 slots instead of 1. But that is a level 20 feat.


breithauptclan wrote:
But yeah, Champion's Blade Ally rune effect is a bit more flexible than most classes get. Most classes don't get to pick each morning what their ability does. Monk for example can only change what stances they can use by retraining.

It seems spectacularly less flexible to me.

A monk who learns more styles can adapt as the days fights call for. He doesn't have to decide 'today I'm going to use Tiger' and get locked out of Wild Winds until tomorrow. A rogue can decide which debilitation to apply on the fly, and won't have much trouble rolling through their whole selection on one target.

aobst128 wrote:
Yeah the upgrades give you more options. You can train out of feats if you plan to use one rune all the time. Blade Ally is pretty handy considering that it doesn't count as a rune, just adds the "effects" of a rune. Effectively giving you an extra one to use. At least that's what I gathered from the text.

It's a flexibility which is only really useful if you know what you're going to be fighting every day, and is very easy to end up with something you'll get no benefit from. And you can't train out of your level 10 feat if you want to use your level 20 feat. It's a prereq. You just can't use it.

breithauptclan wrote:

Combat Flexibility. Again, you have to choose one at the start of the day and stick with it.

Though there is Ultimate Flexibility that gives you 3 slots instead of 1. But that is a level 20 feat.

Again, not comparable. Neither of those prevent you from using your other class abilities, and the capstone doesn't lock you out of its own prerequisite.

It'd be a suitable comparison if I was complaining that Radiant Blade Spirit doesn't let you make your weapon Flaming and Good.
(I don't have a problem with a feat which says 'choose between this or that', I have a problem with a feat which says 'choose between this or that, and you also can't use that other stuff either')


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Nevermind on the retraining thing. I think we've answered the question then.


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Yeah, there may not be anything else that is exactly identical, but the flexibility of choosing anew each morning is more powerful than most classes get for their choices. I don't think there is a balance problem here.

And the rules are clear enough.


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The Cleric's Emblazon Armaments line of feats also carries the restriction of applying just a single effect. Later feats expand the choices that can be made for this ability but the limit of one remains.


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Throne wrote:
Exactly like that, where taking Enhanced Familiar doesn't actually double your familiar's number of master abilities each day,...

I don't understand what you're trying to say. If I have a familiar with two Master Abilities and I take Enhanced Familiar, my familiar can now have four Master Abilities. The capacity literally doubles.


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Divine ally blade is imo already too good.

1) Allows the champion to benefit from a free rune by lvl 3 ( you can go with ghost touch or disrupting if you know you'd be against undeads, or shifting just to change the weapon depends what maneuver you need or what physical DR the enemy has ).

2) Allows the champion to get the weapon critical specialization by lvl 3 ( rather than lvl 5 ).

3) by lvl 10, allows the champion to get a flaming rune in addition to any other rune the champion may have, resulting in double the elemental damage compared to any other class ( assuming 2 elemental runes ) or 50% extra elemental damage compared to any other class ( assuming 3 elemental runes ). Extremely powerful.

Not sure about the lvl 20 one, but I wouldn't give it too much credit since it's the final feat any character gets ( Good, now do your last task and you are done with this adventure. Enjoy your feat for a very limited time? More or less ).


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HumbleGamer wrote:

Divine ally blade is imo already too good.

1) Allows the champion to benefit from a free rune by lvl 3 ( you can go with ghost touch or disrupting if you know you'd be against undeads, or shifting just to change the weapon depends what maneuver you need or what physical DR the enemy has ).

2) Allows the champion to get the weapon critical specialization by lvl 3 ( rather than lvl 5 ).

3) by lvl 10, allows the champion to get a flaming rune in addition to any other rune the champion may have, resulting in double the elemental damage compared to any other class ( assuming 2 elemental runes ) or 50% extra elemental damage compared to any other class ( assuming 3 elemental runes ). Extremely powerful.

For an average extra 3.5 damage on a normal hit. With all the resistance problems of additional damage. Its good, its flexible, but its not anything too special. Seems about right for a good feat.


Gortle wrote:
HumbleGamer wrote:

Divine ally blade is imo already too good.

1) Allows the champion to benefit from a free rune by lvl 3 ( you can go with ghost touch or disrupting if you know you'd be against undeads, or shifting just to change the weapon depends what maneuver you need or what physical DR the enemy has ).

2) Allows the champion to get the weapon critical specialization by lvl 3 ( rather than lvl 5 ).

3) by lvl 10, allows the champion to get a flaming rune in addition to any other rune the champion may have, resulting in double the elemental damage compared to any other class ( assuming 2 elemental runes ) or 50% extra elemental damage compared to any other class ( assuming 3 elemental runes ). Extremely powerful.

For an average extra 3.5 damage on a normal hit. With all the resistance problems of additional damage. Its good, its flexible, but its not anything too special. Seems about right for a good feat.

That reasoning assume no intelligence work and a good amount of fire resistant enemies, which will eventually allow the champion to opt for a holy rune instead.

it's true that fire resistance is the most frequent one, but it's also true that you won't find a monster out of 2 resistant to fire. AP seems balanced around this idea too, but mostly it would be up to the DM not to just put fire resistant enemies.

And ofc, if a champion were to go on the fire plane to fight...well... he'd probably forgo either fire and holy rune for something else :d


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Gisher wrote:
Throne wrote:
Exactly like that, where taking Enhanced Familiar doesn't actually double your familiar's number of master abilities each day,...
I don't understand what you're trying to say. If I have a familiar with two Master Abilities and I take Enhanced Familiar, my familiar can now have four Master Abilities. The capacity literally doubles.

I think what Throne is trying to say is that Radiant Blade Spirit only gives new abilities but doesn't give any additional ability slots to put them in. Enhanced Familiar does give new ability slots.

Which is completely ignoring the fact that Enhanced Familiar only gives the additional ability slots but doesn't give any new abilities to put in them.

EKruze wrote:
The Cleric's Emblazon Armaments line of feats also carries the restriction of applying just a single effect. Later feats expand the choices that can be made for this ability but the limit of one remains.

That's a good example.

Another is Oracle's Divine Access: You get new spells to put in your spell slots, but don't get any new spell slots to put them in.

Liberty's Edge

Adapted Cantrip works similarly. And you do not get to change the cantrip every day.


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The base options are a 150gp, a 75gp, a 55gp, and a 225gp rune. The level 12 options are a 500gp and at least one 1400gp rune. The level 20 options are a 2700gp, a 3000gp, and a 4300gp rune.

If it turns out that you're going to want to use ghost touch every day, you can just buy it.


PossibleCabbage wrote:

The base options are a 150gp, a 75gp, a 55gp, and a 225gp rune. The level 12 options are a 500gp and at least one 1400gp rune. The level 20 options are a 2700gp, a 3000gp, and a 4300gp rune.

If it turns out that you're going to want to use ghost touch every day, you can just buy it.

Actually, if it turns out you are going to want to use ghost touch you should definitely get Divine ally blade as your ally.

Being able to benefit from the weapon critical specialization as well as an extra rune ( even assuming you'd always be using ghost touch, it would be in addition to other 1/2/3 runes rather than 1/2 ).

For example, during a campaign against undeads ( and incorporeal stuff ), a champion could benefit from ghost touch ( divine ally ) and an Disrupting rune by lvl 5, rather than just the ghost touch one you purchased.

What's challenging in terms of choice is imo to decide whether to get the improved version of divine ally or not.

For example, by lvl 10 a champion would probably get Devoted Focus, which is overall the best feat a champion could get ( the class which gets refocusing sooner ), rather than an extra 1d6 good/fire/alignment damage ( not that they are not good, but I consider more flexible/versatile a champion with the devoted focus ).

And as for the lvl 20 class feat, well... I won't give that much credit since it's unlikely the majority of players would play with it more than once.


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@HumbleGamer
I believe PossibleCabbage's point is that by the time the level 12 options unlock you should already be able to easily afford the earlier options like ghost touch.


Aw3som3-117 wrote:

@HumbleGamer

I believe PossibleCabbage's point is that by the time the level 12 options unlock you should already be able to easily afford the earlier options like ghost touch.

I think I don't entirely get that part then.

I mean, talking about a champion with divine ally blade, if that champion were to always use ghost touch, shouldn't be more at ease by just getting the base perk and rather spending his/her golds for other runes?

Or maybe was about entirely dropping the divine ally weapon perk?

Guess I am missing the point.


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I fail to see how this is a rule question. "But other classes/feat work this way" isn't really a compelling argument when blade ally's language is clear. You make your decision during daily preparations.


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HumbleGamer wrote:
Aw3som3-117 wrote:

@HumbleGamer

I believe PossibleCabbage's point is that by the time the level 12 options unlock you should already be able to easily afford the earlier options like ghost touch.

I think I don't entirely get that part then.

I mean, talking about a champion with divine ally blade, if that champion were to always use ghost touch, shouldn't be more at ease by just getting the base perk and rather spending his/her golds for other runes?

Or maybe was about entirely dropping the divine ally weapon perk?

Guess I am missing the point.

You can save money with divine ally by buying a ghost touch rune and setting your divine ally to be a better rune instead.


maelstromm15 wrote:
HumbleGamer wrote:
Aw3som3-117 wrote:

@HumbleGamer

I believe PossibleCabbage's point is that by the time the level 12 options unlock you should already be able to easily afford the earlier options like ghost touch.

I think I don't entirely get that part then.

I mean, talking about a champion with divine ally blade, if that champion were to always use ghost touch, shouldn't be more at ease by just getting the base perk and rather spending his/her golds for other runes?

Or maybe was about entirely dropping the divine ally weapon perk?

Guess I am missing the point.

You can save money with divine ally by buying a ghost touch rune and setting your divine ally to be a better rune instead.

That would require an extra investement in terms of class feats.

A lvl 10 champion with just the divine ally lvl 3 perk might expend 500 g for a Flaming rune and another 500g for a shocking rune, getting:

- Ghost touch Rune: Free
- Flaming rune: 500g
- Shocking Rune: 500g

He'd then be able to use his lvl 10 feat for anything else ( for example, refocusing x2, allowing the champ to use 2x lay on hand per encounter rather than 1x ).

If he were to take the lvl 10 feat to improve the sword it would be something like

- Ghost Touch Rune: 35g
- Flaming rune: Free
- Shocking Rune: 500g

465g difference.

Assuming a Holy Rune rather than a flaming rune, for example, the difference would be way higher, allowing the champion who took the lvl 10 feat to improve the weapon more richer ( 1365g difference ).

These are indeed alternatives, but given how downtime activities work, I tend to prefer getting 3 months of downtime to craft what I need rather than taking a class feat which gives me an item ( or allow me to save golds ).

Liberty's Edge

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It is a choice, by design. Choice is good.

Sovereign Court Director of Community

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Moved from Rules to Advice. Also removed a personally harassing post along with others quoting the removed post. Please keep conversations civil.


"A feat saves potentially saves you a bunch of money, and it increases your versatility" seems to be compelling enough for a feat, but it's not a "you must take it" feat.

That your choice of divine ally doesn't silo you into taking all or most of the subsequent feats that require that choice (like a druid/ranger who has an animal companion, or a barbarian's instinct choice) is not exactly a bad thing.


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Oracle feats quite often result in additional focus spells without increasing your focus points.

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