Spicing up the runeforged weapons.


Homebrew and House Rules


Me and my party of friends have gotten to AP6 in runelords finally.

We got the runeforged weapons and after playing through once with my fiance and without the adventure guide I'm pretty underwhelmed with the runeforged weapons.

You get a grand total of one enemy to use them against.

And the negative effects in the adventure guide, which I assume is also in the adventure path is nowhere to be found.

So I brainstormed a couple effects, since these are supposed to be forged with the powers of Lust and greed.

An example of where I'm going with this.

Runeforged Weapons

*Pretty weapon art*

Display this card when it enters your hand.

Add 2 to any check to acquire an ally without the animal or dragon traits.(Note there is no choice in this. It just happens, the weapons tempt sentient beings with lustful thoughts)

At the end of your turn bury any allies in your hand.(The weapons incite sentient mortals to go and seek soft company and allies walk off)

Add 2 to any check to acquire a boon. (No choice in this, it's greedy)

When you move or another character moves to your location you must attempt to acquire a random boon from their hand.

Add 2d4 to any combat that occurs during a turn where one of the above effects was triggered. (Including the initial display for free)

Succeed at a Intelligence, Wisdom, Divine or Arcane check of 15 to shuffle this card into your deck.

*end of card*

So you can't really get rid of them, except maybe through some edge cases of burying or banishing the top cards of your deck. But how does the idea sound? Good? Bad? Rpg all stars material?


Pathfinder Roleplaying Game Superscriber
ryanshowseason2 wrote:


You get a grand total of one enemy to use them against.

If I remember correctly, there are a couple of Henchmen in AD6 that are transmuters, so you'd get the bonus against them. Also, they apply to all the checks against them (such as the one to allow you to cast a spell, or avoid Poison damage, in the case of Karzoug.)

Also, that's a *lot* of text to put on one card, with a lot of powers. It's hard to tell on the forums, but if you tried to type that all into the Community Card Creator to see what the mockup would look like, I think you might not be happy with the result. Getting rules text succinct enough to be clear and fit on a card seems to be a good chunk of work for Mike, Vic, and company.


Ah you're right, a total of 3 enemies to use against.

Any other trait bonus card though has a far greater wealth of foes to provide a bonus for though. Outsider/Undead/Aquatic/Human/Pirate.

And my real point is I don't feel any of the flavor that the story is providing except that the weapons are more effective vs transmuters.

It is a lot of text. Would probably have to split out the effects to multiple weapons and keep the display and shuffle effects on each one and add either only the ally or boon stealing effect.

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