Runeforged Weapons


Rules Questions and Gameplay Discussion


To clarify, this card says special as a type, so I assume we don't add it to our deck but is still in our general possession, and we just automatically get to place it next to the Adv. 6 card later? The only reason I'm not 100% positive on this is that there is a checkbox for Runeforged Weapons in the loot section from the downloadable character sheets.

Thanks!

Grand Lodge

Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

As I understand it, you are correct. Runeforged Weapons never goes in a character deck.

It may be on the sheet to reference that your character has access to the benefits of this card.


Yeah, that's pretty much it.


cool, just making sure. I'll be tackling scenario 5 from sins of the saviors later tonight, and just wanted an idea of how to rebuild before I start catching up my alternate parties. Thanks for the responses

Pathfinder Adventure Card Game Designer

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Runeforged Weapons is the first appearance of a new ubertype of card called support cards (on the same level as story, boon, or bane). In a general sense, support cards are cards that affect characters but do not go in a deck. The first major cards of this type are the ships in Skull & Shackles.

If we'd started Skull & Shackles by the time we finished Runelords, there's a very good chance that Runeforged Weapons would have a very different physical layout. But it would still function the same.


Mike Selinker wrote:
Runeforged Weapons is the first appearance of a new ubertype of card called support cards (on the same level as story, boon, or bane). In a general sense, support cards are cards that affect characters but do not go in a deck. The first major cards of this type are the ships in Skull & Shackles.

Oh, man...that sounds cool. Can't wait!


Awesome! I hope we get to pick from ships with different effects... That would be awesome!


If we get to pick our ships, then that would be amazing. I bet when you beat other pirates, you can loot their ships. I guess then you would need to pick which one you actually wanted to sail, though. I am assuming that they are making that choice easy in the beginning, though, if this is indeed how it works. Do you want the dingy, or the galleon? Tough decisions...


Since this is the loot for finishing the fifth set, every party playing through the path is going to get it.

That being the case, why a card and not a special 'environmental' rule that's always in effect in the sixth adventure?

Or to ask a different way, is there any functional difference because it is a card (i.e. unlike a rule, it has traits that might interact differently with some situations)?

Sovereign Court

A card is a lot less difficult to forget about than a power you don't actually see sitting in front of you all the time.


Do Also playing croups using class decks get this "card". They normally only get cards From their own class deck...


Not sure what you mean. Groups using class decks are usually playing OP which means that Rise of the Runelords is not supported.

If they're playing through the Rise of the Runelords AP with OP class deck "rules", that's in houserule territory (the official rules don't cover this). It doesn't go into a character deck anyway so just assume you get it.


Yep, that is the case. Op characters seems to be a Little stronger than regular so does anyone have an idea if the quest is possible without the runeforget weapons?
This is in the house rule territory so any comments From more experienced players would be wellcome.

Maybe we just first try to solve the game without runeforget weapons and then "find" them if the game seems too hard without them...


Yeah, if you're playing a mishmash of RotR with class deck upgrade rules, I'd think you'd still take Runeforged Weapons, just like you'd still play S&S with ships.

I agree that the class deck weapons tend to be a little more impressive than most vanilla RotR AP6 weapons (Merisiel and the Returning Throwing Axe +1 that sat in her deck basically the entire campaign say hi), but it wouldn't make a huge difference either way. I loved the idea of Support cards when I turned over Runeforged Weapons, but the truth of the matter is it only gives you a bonus against, like, two monsters in all of AP6, and its best benefit is the 2d4 it gives you against the final villain's Before You Act (Constitution?) check. Otherwise, by that point, you probably have tons of blessings, items, allies, etc to buff up your combat, so the extra 2d4 is just a nice bonus to the actual combat checks, which are fairly high. In our 2 characters games, successes against Kazroug's fairly difficulty 40+ checks to defeat are only like 60% assured instead of the 90%+ that most combat checks in that set end up boiling down to.


Thank you very much for your insight!


Dave Riley wrote:
it only gives you a bonus against, like, two monsters in all of AP6, and its best benefit is the 2d4 it gives you against the final villain's Before You Act (Constitution?) check. Otherwise, by that point, you probably have tons of blessings, items, allies, etc to buff up your combat, so the extra 2d4 is just a nice bonus to the actual combat checks, which are fairly high. In our 2 characters games, successes against Kazroug's fairly difficulty 40+ checks to defeat are only like 60% assured instead of the 90%+ that most combat checks in that set end up boiling down to.

Our 6-man/woman/gnome/halfling party owned Karzoug's second Check 40 with a total of 161, so you can do the math how much of a contribution the 2d4 from Runeforge Weapons have.

Incidentally, if you have any elemental protection items, you may actually WANT to fail the BYA Constitution check, as that will deal Fire damage, while success deals you Poison damage.

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