power pkant

By admin

Dear Team, I hope this note finds you all well. I wanted to bring to your attention a matter that needs our immediate attention. It has come to my notice that there are certain divination materials in our possession that need to be surrendered to Kimiya. As you all know, Kimiya is a highly skilled divination expert who has been with our team for many years. She has been eagerly waiting for these specific materials as they hold great significance and will aid her in conducting accurate and insightful divination readings for our clients. The divination materials in question are **(list materials here)**.



Does the striking rune seem overpowered to anyone else?

I'm probably missing something, but it seems like it as it adds at least one more weapon die (which can be up to a d12), whereas the (usually) higher level "energy damage" runes only do xd6 damage (depending on the level.)

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Striking runes are the base line that makes your damage keep up with the increased HP of higher level enemies. Property runes like the elemental ones are extras you can add to that.

It seems a bit weird, especially if you come from PF1 or 5e, but it works perfectly fine in play. Note that the damage bonuses of all classes have taken a MAJOR hit in PF2. Without Striking runes, you'll fall behind in damage very badly rather quick. You don't want that to happen.

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The striking rune is an expected damage upgrade that doesn't compete with property runes. The two aren't meant to be comparable.

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Pathfinder Rulebook Subscriber

Yes, they are overpowered, but they're a basic assumption of the game's math.

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Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

In PF1 you collect bonuses, so you do 1d8+44 at high levels. In PF2 you collect dice and you do 4d8+10 maybe instead.

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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Comparing fundamental runes (a key part of the damage scaling of the game) to property runes (an optional bonus) isn't really a valid match up, I think. If you want to ask if Striking runes are overpowered, you need to compare martial damage with and without them to enemy HP at various levels.

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Striking runes are a vestigial mark of feedback from those back in the playtest who preferred upgrades to come from items over innate scaling (Automatic Bonus Progression), they're not "overpowered" because the math the game is built around assumes you'll have them at the appropriate levels, but yes compared to other items of similar level they are blatantly overturned.

As I personally run my home game utilizing the ABP optional rule from the GMG (and adjust loot accordingly), they don't stand out to me because I just have them apply automatically (as the game assumes). On a regular game of PF2 however getting striking runes is far and away the No.1 priority of a martial character around level 5, and a inevitable goldsink if you don't want to fall way behind the growing HP of monsters.

Note also that the entire balance of the game is based on the assumption that rogues have a d6 weapon (d8 with significant shenanigans), two handed fighters are wielding a d12 weapon (or a D10 fatal), reach weapons are a D10, etc.

And the assumption is that those dice increase at the designated levels.

If you mess with that logic suddenly the rogue will be overpowered or underpowered (depending on what changes you make) when compared to the two handed fighter.

Basically, the took stuff like 1e's power attack, and they put it into an item upgrade. Just think of it as another baseline upgrade like getting a +2 sword without any special energies on it.

Making these things into an upgrade isn't too much of a problem, since it is such a baseline that you are eventually going to get those items. It is likely everyone paying the feat tax to get power attack at early levels.

It does make some things funky. It makes smaller weapons into a bigger liability, when it was only just a slight addition to damage last edition, since all that damage comes from the dice. For example, I can't really see using a forceful weapon, since that property probably balanced by having a smaller damage dice when compared to a no frills raw damage weapon. However, it makes fatal weapons hilarious, since it increase dice size when you crit (so you are dealing tons of damage anyway).

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Saying the Striking Rune is overpowered is the same as saying higher level characters are overpowered. They are indeed extremely powerful in a vacuum, but in the context of the game, they're just a part of the power curve.

Lightdroplet wrote:

Saying the Striking Rune is overpowered is the same as saying higher level characters are overpowered. They are indeed extremely powerful in a vacuum, but in the context of the game, they're just a part of the power curve.

This, plus let's consider that curve.

Each level is supposed to make a significant difference, so much so that you should be twice as powerful ever two levels. That's a steep slope. So when you aren't getting a spike from weapon damage increase, maybe it's from a bump in proficiency, or specialization, or a new property rune should be available, etc.
Not every level has such an increase, but it's unusual to go two levels without something added to numbers (above the +1/level which is already about a +16% bump in PF2's crit/fail system). NPCs have a smoother curve, but both curves overlap for similar averages over the course of the career (though NPCs keep snug with the upper arc of the curve and don't rely on their equipment much).

And yes, the Striking Runes are one of the bigger bumps because it's tied to potentially d12 increases, which makes the levels right before getting the next one a bit rough. :)

Recall the playtest. Originally a +1 to a weapon had you roll an additional die instead instead of adding a static value to your weapon. So a +5 Greatsword would roll 6d12 for damage.

What we got was a scaled back version of that (since playtest feedback indicated that people wanted more impact from character competency versus gear) and since "weapons go up to +5" was a legacy thing, we got potency andd striking runes instead.

So that you'd always rather have a better fundamental rune than a property rune is like how PF1 characters would rather have a +4 weapon than a +2 Holy weapon, even though they were priced the same.

Anti-tank weapons seem overpowered in a game where infantry fight tanks, imo

Taçin wrote:

Striking runes are a vestigial mark of feedback from those back in the playtest who preferred upgrades to come from items over innate scaling (Automatic Bonus Progression), they're not "overpowered" because the math the game is built around assumes you'll have them at the appropriate levels, but yes compared to other items of similar level they are blatantly overturned.

As I personally run my home game utilizing the ABP optional rule from the GMG (and adjust loot accordingly), they don't stand out to me because I just have them apply automatically (as the game assumes). On a regular game of PF2 however getting striking runes is far and away the No.1 priority of a martial character around level 5, and a inevitable goldsink if you don't want to fall way behind the growing HP of monsters.

This is the kind of reply I was looking for when I run my campaign. I really don't want to make video game like rune replacement the norm. so I would prefer ABP but not in place of the idea of magic. Just additional dmg should be natural to the character gaining more knowledge of lethal hit areas.

Would love to discuss further how your campaign has worked out.
I envision some + weapons popping up but the dmg coming from characters. Some runes also seems ok but should not be transferable in terms of ambience and role play for the world I envision.

They are "fundamental" runes that are the base assumption of progression. The automatic bonus progression varient rule sets them in stone as just a part of class progression. Enemies scale their damage similarly.

Paltor wrote:

This is the kind of reply I was looking for when I run my campaign. I really don't want to make video game like rune replacement the norm. so I would prefer ABP but not in place of the idea of magic. Just additional dmg should be natural to the character gaining more knowledge of lethal hit areas.

Would love to discuss further how your campaign has worked out.
I envision some + weapons popping up but the dmg coming from characters. Some runes also seems ok but should not be transferable in terms of ambience and role play for the world I envision.

I can only second the suggestion to look at the Automatic Bonus Progression optional rule. It really makes the damage upgrades come from the characters themselves, and magic is left to do, well, magical things. Like enabling to fight incorporeal creatures, adding elemental damage, making the weapon able to shift form etc.

Random question: if Striking is so ingrained in enemy HP expectations, how much would you have to scale back enemy HP if Striking wasn't a thing?

I originally wanted to ask, "if Striking is so expected of players, why is it still a thing," but I guess that's already been answered. People want upgrades, that's all there is to it.

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It's not just HP expectations. Quite a few other abilities PCs might have add "X per weapon die". Where X is usually damage but not necessarily.

Also, if you reduce weapon damage dice, are you also going to reduce spell damage dice?

Are you also going to change monster damage output? Or do you make the game more asymmetric because players are then doing fewer damage than monsters, but monsters also have fewer HP?

I don't personally think that's practical. You basically have two solid choices:

* The classic system, where A% of your power increase comes from better gear, and B% from your levels.

* The ABP system, where a much smaller % of the power increase comes from gear, most of it is from levels.

Which one is best I think would really vary by the kind of campaign you want to do. For example in Edgewatch, I think ABP makes a lot of sense. Police shouldn't be looting the criminals for gear, just to stay level-competitive. With ABP, you don't have to.

The classic system on the other hand is much better at causing temporary ups and downs. If you find a striking rune at level 3 (which the treasure table shows is a real possibility), then for a short time you're punching above your weight, which is cool. But it doesn't cause long-lasting power shifts that the GM would have to worry about.

With ABP, your power-ups come much more at a scheduled pace; you're absolutely not getting Striking before level 4. That's safer but maybe lack the excitement of an early power boost.

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Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

I think the primary flaw with ABP is that it takes the premise that those bonuses that you enable granting via ABP need to be completely removed from the magic system and the treasure needs to be likewise reduced.

I'm fairly certain the original playtest survey question was something on the line of "Should magic items be able to be significant power increases." Or something like that.

The two options we have are. these things progress the same for everyone the same despite equipment. or these thing primarily progress only by means of the value of their equipment investments. It precludes a situation that I think many people out there might have been expecting. That magic items help push them into the next power curve, ahead of schedule. A relatively simple adjustment to the ABP, reducing perhaps the quantity of fundamental runes, but not removing them completely. But making a point to indicate that ABP and magic bonuses do not stack. So if you get a striking rune at level 2, you are ahead of your curve until you get to the level where it becomes standard by way of ABP.

There is also the somewhat unfortunate (although it does add flavor, which does add value) fact that most casters do not depend on fundamental runes or magic items for their damage progression, so the suggested changes to loot value has a different impact on them (in reduced flexibility) without giving them very real bonuses to their damage output they would utilize. I also don't necessarily see the need for a typical mage to be doing striking damage right at 4th level.

In a way, the existing rules for Striking runes might be comparable to if casters had to have some sort of item (or rune to be placed on an item) to enable them to cast spells of 3rd or higher level from their 3rd or higher spell slots. (and then perhaps likewise a greater item for 6th and 9th level spell casting) It actually is not a horrible sounding idea, if one liked the flavor of it. But is is rather impactful, and is a dividing line in how the martial and caster classes are being treated differently within this system.

I strongly suggest anyone with question about the impact and requirement of striking runes, absolutely examine and strongly consider using the ABP rules. but also consider if you really want to eliminate the ability for magic to interact with this scope. You almost assuredly would not want them to be able to stack, but I don't think eliminating them completely is really always the best choice for story, flavor and fun.

Pathfinder 2e armor potency rune

Crafter Level ; Crafting Proficiency Rank ; Crafting Feat

Formula Price

Tools You have an appropriate set of tools and, in many cases, a workshop; Crafting Materials You must supply raw materials worth

Extra Requirements

STEP 2: Setup Time

This setup time is the base number of days it takes to create the item. If you decide to take the slow and methodical approach (Core Rulebook 244), you spend that number of days of Regular Setup in Table 1, and then attempt the Crafting check to determine your success. You can instead rush the process (Treasure Vault 158), taking days off the time needed to setup the item while introducing a greater risk of failure.

Below, you may change your Crafting Proficiency Rank and your Crafter Level.

STEP 3: Crafting Skill Check

Take the DC from Table 1. When you take Rush Crafting, you have to decide on your approach to the job, from Trained to Legendary, which is limited by your proficiency. That choice sets the Setup Time and the Crafting DC.

Critical Success Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level + 1 and your proficiency rank in Crafting.

Success Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level and your proficiency rank.

Failure You fail to complete the item. You can salvage the raw materials you supplied for their full value. If you want to try again, you must start over.

Critical Failure You fail to complete the item. You ruin 10% of the raw materials you supplied, but you can salvage the rest ( 30 gp ). If you want to try again, you must start over.

STEP 4: Finishing the Project

If your Crafting check is a success, you expend the raw materials and can complete the item immediately by paying the remaining portion of the item’s Price in materials. Alternatively, you can spend additional downtime days working on the item. Above, you may change your Proficiency Rank and your Crafter Level. Below you can choose your Crafting Check Result from Step 3 and you may select the Additional Days of Work. This webtool calculates the Remaining Balance.

If you are at least an Expert in Crafting, you can rush the finishing process (toggle the Rush the Finish ), reducing the value of the materials you must expend to complete the item. Doing so comes at a risk; at the end of the creation process, once the item is finished, you must attempt a DC flat check.

Success the item is complete and works perfectly.

Failure the item is still completed, but it gains a quirk.

Critical Failure the item is ruined or might become a cursed item attached to you.

Close
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To use one of the NPCs in this section to represent an NPC of a different ancestry, apply the adjustments below for the desired ancestry. These provide the basic features from that ancestry, like darkvision, altered Speed, and unique abilities like a halfling’s keen eyes. For other ancestries, you can create similar templates following the same format. In addition to these base changes, you can add the effects of a specific heritage: you might apply the snow goblin heritage if your NPC is a Frostfur goblin and you want them to have cold resistance. You can also give them an ancestry feat, or even adjust their ability scores and skills to reflect the new ancestry’s strengths and weaknesses. For a half-elf, half-orc, or any other heritage essential to the character, you should always apply the heritage effect.

Anadi Anadi Android Automaton Automaton Azarketi Catfolk Conrasu Conrasu Doppelganger Doppelganger Dragon Dwarf Fetchling Ghoran Gnoll Gnoll Gnome Goblin Goloma Goloma Grippli Grippli Halfling Hobgoblin Human Kashrishi Kashrishi Kitsune Kobold Leshy Lizardfolk Nagaji Nagaji Ratfolk Shisk Shisk Shoony Skeleton Skeleton Slime Sprite Stheno Stheno Strix Tengu Vanara Vanara Vishkanya Vishkanya Apply Cancel
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Source Books

All data you can find in this website have been collected from official Paizo books. These are the source books used:

Adventure Path 66 books

Age of Ashes - Player’s Guide Age of Ashes - 01 - Hellknight Hill Age of Ashes - 02 - Cult of Cinders Age of Ashes - 03 - Tomorrow Must Burn Age of Ashes - 04 - Fires of the Haunted City Age of Ashes - 05 - Against the Scarlet Triad Age of Ashes - 06 - Broken Promises Extinction Curse - Player’s Guide Extinction Curse - 01 - The Show Must Go On Extinction Curse - 02 - Legacy of the Lost God Extinction Curse - 03 - Life’s Long Shadows Extinction Curse - 04 - Siege of the Dinosaurs Extinction Curse - 05 - Lord of the Black Sands Extinction Curse - 06 - The Apocalypse Prophet Agents of Edgewatch - player’s guide Agents of Edgewatch - 01 - Devil at the Dreaming Palace Agents of Edgewatch - 02 - Sixty Feet Under Agents of Edgewatch - 03 - All or Nothing Agents of Edgewatch - 04 - Assault on Hunting Lodge Seven Agents of Edgewatch - 05 - Belly of the Black Whale Agents of Edgewatch - 06 - Ruins of the Radiant Siege Abomination Vaults - player’s guide Abomination Vaults - 01 - Ruins of Gauntlight Abomination Vaults - 02 - Hands of the Devil Abomination Vaults - 03 - Eyes of Empty Death Fists of the Ruby Phoenix - player’s guide Fists of the Ruby Phoenix - 01 - Despair on Danger Island Fists of the Ruby Phoenix - 02 - Ready? Fight! Fists of the Ruby Phoenix - 03 - King of the Mountain Strength of Thousands - player’s guide Strength of Thousands - 01 - Kindled Magic Strength of Thousands - 02 - Spoken on the Song Wind Strength of Thousands - 03 - Hurricane’s Howl Strength of Thousands - 04 - Secrets of the Temple-City Strength of Thousands - 05 - Doorway to the Red Star Quest for the Frozen Flame - player’s guide Quest for the Frozen Flame - 01 - Broken Tusk Moon Quest for the Frozen Flame - 02 - Lost Mammoth Valley Outlaws of Alkenstar - player’s guide Quest for the Frozen Flame - 03 - Burning Tundra Strength of Thousands - 06 - Shadows of the Ancients Outlaws of Alkenstar - 01 - Punks in a Powder Keg Outlaws of Alkenstar - 02 - Cradle of Quartz Blood Lords - player’s guide Outlaws of Alkenstar - 03 - The Smoking Gun Blood Lords - 01 - Zombie Feast Blood Lords - 02 - Graveclaw Blood Lords - 03 - Field of Maidens Blood Lords - 04 - The Ghouls Hunger Pathfinder Kingmaker Adventure Path Blood Lords - 05 - A Taste of Ashes Gatewalkers - player’s guide Blood Lords - 06 - Ghost King’s Rage Gatewalkers - 01 - The Seventh Arch Gatewalkers - 02 - They Watched the Stars Gatewalkers - 03 - Dreamers of the Nameless Spires Stolen Fate - 01 - The Choosing Stolen Fate - player’s guide Stolen Fate - 02 - The Destiny War Stolen Fate - 03 - Worst of All Possible Worlds Sky’s King Tomb - player’s guide Sky’s King Tomb - 01 - Mantle of Gold Sky’s King Tomb - 02 - Cult of the Cave Worm Sky’s King Tomb - 03 - Heavy is the Crown Season of Ghosts - player’s guide Season of Ghosts - 01 - The Summer that Never Was

Lost Omens 16 books

Lost Omens World Guide Lost Omens Character Guide Lost Omens Gods & Magic Lost Omens Legends Lost Omens Pathfinder Society Guide Lost Omens Ancestry Guide Lost Omens Azarketi Ancestry Web Supplement Lost Omens The Mwangi Expanse Lost Omens The Grand Bazaar Lost Omens Absalom, City of Lost Omens Lost Omens Monster of Myth Lost Omens Knights of Lastwall Lost Omens Travel Guide Lost Omens Impossible Lands Lost Omens Firebrands Lost Omens Highhelm

Non-Paizo Rulebook 7 books

Battlezoo Bestiary BattleZoo Ancestries: Dragons BattleZoo Ancestries: Dungeons BattleZoo Ancestries: Slimes BattleZoo Ancestries: Doppelgangers BattleZoo Ancestries: Sthenos BattleZoo Ancestries: Mimics

Pathfinder 2e armor potency rune

Crafter Level ; Crafting Proficiency Rank ; Crafting Feat

Formula Price

Tools You have an appropriate set of tools and, in many cases, a workshop; Crafting Materials You must supply raw materials worth

Extra Requirements

STEP 2: Setup Time

This setup time is the base number of days it takes to create the item. If you decide to take the slow and methodical approach (Core Rulebook 244), you spend that number of days of Regular Setup in Table 1, and then attempt the Crafting check to determine your success. You can instead rush the process (Treasure Vault 158), taking days off the time needed to setup the item while introducing a greater risk of failure.

Below, you may change your Crafting Proficiency Rank and your Crafter Level.

STEP 3: Crafting Skill Check

Take the DC from Table 1. When you take Rush Crafting, you have to decide on your approach to the job, from Trained to Legendary, which is limited by your proficiency. That choice sets the Setup Time and the Crafting DC.

Critical Success Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level + 1 and your proficiency rank in Crafting.

Success Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level and your proficiency rank.

Failure You fail to complete the item. You can salvage the raw materials you supplied for their full value. If you want to try again, you must start over.

Critical Failure You fail to complete the item. You ruin 10% of the raw materials you supplied, but you can salvage the rest ( 30 gp ). If you want to try again, you must start over.

STEP 4: Finishing the Project

If your Crafting check is a success, you expend the raw materials and can complete the item immediately by paying the remaining portion of the item’s Price in materials. Alternatively, you can spend additional downtime days working on the item. Above, you may change your Proficiency Rank and your Crafter Level. Below you can choose your Crafting Check Result from Step 3 and you may select the Additional Days of Work. This webtool calculates the Remaining Balance.

If you are at least an Expert in Crafting, you can rush the finishing process (toggle the Rush the Finish ), reducing the value of the materials you must expend to complete the item. Doing so comes at a risk; at the end of the creation process, once the item is finished, you must attempt a DC flat check.

Success the item is complete and works perfectly.

Failure the item is still completed, but it gains a quirk.

Critical Failure the item is ruined or might become a cursed item attached to you.

Close
Change Ancestry NPC

To use one of the NPCs in this section to represent an NPC of a different ancestry, apply the adjustments below for the desired ancestry. These provide the basic features from that ancestry, like darkvision, altered Speed, and unique abilities like a halfling’s keen eyes. For other ancestries, you can create similar templates following the same format. In addition to these base changes, you can add the effects of a specific heritage: you might apply the snow goblin heritage if your NPC is a Frostfur goblin and you want them to have cold resistance. You can also give them an ancestry feat, or even adjust their ability scores and skills to reflect the new ancestry’s strengths and weaknesses. For a half-elf, half-orc, or any other heritage essential to the character, you should always apply the heritage effect.

Anadi Anadi Android Automaton Automaton Azarketi Catfolk Conrasu Conrasu Doppelganger Doppelganger Dragon Dwarf Fetchling Ghoran Gnoll Gnoll Gnome Goblin Goloma Goloma Grippli Grippli Halfling Hobgoblin Human Kashrishi Kashrishi Kitsune Kobold Leshy Lizardfolk Nagaji Nagaji Ratfolk Shisk Shisk Shoony Skeleton Skeleton Slime Sprite Stheno Stheno Strix Tengu Vanara Vanara Vishkanya Vishkanya Apply Cancel
Apply Adjustment to a Creature

To use one of the creature adjustments in this section, just click the adjustment and the changes will be present in the card.

No adjustment Ghost Ghoul Mindless Skeleton Mindless Undead Mummy Shadow Skeleton Undead Vampire Wight Zombie Experimental Mutant Primeval Rumored Secret Society Member Apply Cancel Close

Source Books

All data you can find in this website have been collected from official Paizo books. These are the source books used:

Adventure Path 66 books

Age of Ashes - Player’s Guide Age of Ashes - 01 - Hellknight Hill Age of Ashes - 02 - Cult of Cinders Age of Ashes - 03 - Tomorrow Must Burn Age of Ashes - 04 - Fires of the Haunted City Age of Ashes - 05 - Against the Scarlet Triad Age of Ashes - 06 - Broken Promises Extinction Curse - Player’s Guide Extinction Curse - 01 - The Show Must Go On Extinction Curse - 02 - Legacy of the Lost God Extinction Curse - 03 - Life’s Long Shadows Extinction Curse - 04 - Siege of the Dinosaurs Extinction Curse - 05 - Lord of the Black Sands Extinction Curse - 06 - The Apocalypse Prophet Agents of Edgewatch - player’s guide Agents of Edgewatch - 01 - Devil at the Dreaming Palace Agents of Edgewatch - 02 - Sixty Feet Under Agents of Edgewatch - 03 - All or Nothing Agents of Edgewatch - 04 - Assault on Hunting Lodge Seven Agents of Edgewatch - 05 - Belly of the Black Whale Agents of Edgewatch - 06 - Ruins of the Radiant Siege Abomination Vaults - player’s guide Abomination Vaults - 01 - Ruins of Gauntlight Abomination Vaults - 02 - Hands of the Devil Abomination Vaults - 03 - Eyes of Empty Death Fists of the Ruby Phoenix - player’s guide Fists of the Ruby Phoenix - 01 - Despair on Danger Island Fists of the Ruby Phoenix - 02 - Ready? Fight! Fists of the Ruby Phoenix - 03 - King of the Mountain Strength of Thousands - player’s guide Strength of Thousands - 01 - Kindled Magic Strength of Thousands - 02 - Spoken on the Song Wind Strength of Thousands - 03 - Hurricane’s Howl Strength of Thousands - 04 - Secrets of the Temple-City Strength of Thousands - 05 - Doorway to the Red Star Quest for the Frozen Flame - player’s guide Quest for the Frozen Flame - 01 - Broken Tusk Moon Quest for the Frozen Flame - 02 - Lost Mammoth Valley Outlaws of Alkenstar - player’s guide Quest for the Frozen Flame - 03 - Burning Tundra Strength of Thousands - 06 - Shadows of the Ancients Outlaws of Alkenstar - 01 - Punks in a Powder Keg Outlaws of Alkenstar - 02 - Cradle of Quartz Blood Lords - player’s guide Outlaws of Alkenstar - 03 - The Smoking Gun Blood Lords - 01 - Zombie Feast Blood Lords - 02 - Graveclaw Blood Lords - 03 - Field of Maidens Blood Lords - 04 - The Ghouls Hunger Pathfinder Kingmaker Adventure Path Blood Lords - 05 - A Taste of Ashes Gatewalkers - player’s guide Blood Lords - 06 - Ghost King’s Rage Gatewalkers - 01 - The Seventh Arch Gatewalkers - 02 - They Watched the Stars Gatewalkers - 03 - Dreamers of the Nameless Spires Stolen Fate - 01 - The Choosing Stolen Fate - player’s guide Stolen Fate - 02 - The Destiny War Stolen Fate - 03 - Worst of All Possible Worlds Sky’s King Tomb - player’s guide Sky’s King Tomb - 01 - Mantle of Gold Sky’s King Tomb - 02 - Cult of the Cave Worm Sky’s King Tomb - 03 - Heavy is the Crown Season of Ghosts - player’s guide Season of Ghosts - 01 - The Summer that Never Was

Lost Omens 16 books

Lost Omens World Guide Lost Omens Character Guide Lost Omens Gods & Magic Lost Omens Legends Lost Omens Pathfinder Society Guide Lost Omens Ancestry Guide Lost Omens Azarketi Ancestry Web Supplement Lost Omens The Mwangi Expanse Lost Omens The Grand Bazaar Lost Omens Absalom, City of Lost Omens Lost Omens Monster of Myth Lost Omens Knights of Lastwall Lost Omens Travel Guide Lost Omens Impossible Lands Lost Omens Firebrands Lost Omens Highhelm

Non-Paizo Rulebook 7 books

Battlezoo Bestiary BattleZoo Ancestries: Dragons BattleZoo Ancestries: Dungeons BattleZoo Ancestries: Slimes BattleZoo Ancestries: Doppelgangers BattleZoo Ancestries: Sthenos BattleZoo Ancestries: Mimics

Can you put an armor potency rune (+1) on a sturdy shield?

If you can't why not and is there a work around or do you house rule it?

Could you put one (armour rune) on a shield boss or spike and put THAT on a shield?

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

No. An armor potency rune could not go on any of those things.

Because they are not armor.

larsenex wrote:

Just like the title says.

If you can't why not and is there a work around or do you house rule it?

CRB page 586 wrote:

Shields All magic shields are specific items with a wide variety of protective effects, as described in their entries. Unlike magic armor, magic shields can’t be etched with runes.

larsenex wrote:
Could you put one (armour rune) on a shield boss or spike and put THAT on a shield?

Shield boss and spike are weapons that will accept weapon runes, not armor runes.

Pathfinder Lost Omens, Rulebook Subscriber

Shields were modified to provide extra tankiness not in pumping AC so that you're unhittable (although it does improve AC with the raise shield action), but by giving you options to significantly reduce the damage you take.

Pumping AC in 1e led to some players being challenged only by super high attack bonus enemies that absolutely shred everyone else, leading to un-fun fights where you either automatically get hit or never get hit.

WatersLethe wrote:

Shields were modified to provide extra tankiness not in pumping AC so that you're unhittable (although it does improve AC with the raise shield action), but by giving you options to significantly reduce the damage you take.

Pumping AC in 1e led to some players being challenged only by super high attack bonus enemies that absolutely shred everyone else, leading to un-fun fights where you either automatically get hit or never get hit.

Yes, the design philosophy in between editions has more or less changed to "if you have level appropriate armor nonethless expect to get hit more often than not". So armor is extremely less about not getting hit and more about not getting crit. And the additional AC from the shield helps here too.

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Mon–Fri, 10:00 a.m. to 5:00 p.m. Pacific

The divination materials in question are **(list materials here)**. These materials have been stored in our inventory for quite some time and it is now time to transfer them to Kimiya so that she can put them to good use. **The main idea:** Surrendering the divination materials to Kimiya will enable her to enhance her divination readings.

Power pkant

I kindly request each team member to gather all the divination materials from their respective areas and bring them to my office by **(insert date)**. Once we have collected all the materials, we will arrange for a formal handover ceremony to Kimiya, where she will be able to express her gratitude to all of us and provide insights on how these materials will benefit our divination services. Your cooperation in this matter is greatly appreciated. Let's work together to ensure that Kimiya has all the necessary tools for her divination readings. If you have any questions or concerns, please do not hesitate to reach out to me. Thank you, **(Your Name)** **(Your Position/Title)**.

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