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When selecting the armor as starting treasure, you pick the weapon or armor with the Potency Rune on it, for example, you can select +1 magic light or medium armor as a third level item, or a +1 light or medium armor potency rune as a 3rd level item if you wanted to add the rune to existing armor. Alternatively you purchase a +1 magic light or medium armor for 60 gp. You would likely have to purchase the property runes separately, but if you selected a +2 magic armor from the 7th level treasure table or purchased it for 360 gp, you would have to purchase a +1 armor potency rune for the item since items can only have one potency runes on them at a time. As the treasure tables are specific and the etching rules under runes is general, the treasure lists over rule the etching rules since Specific > General.


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On another note, People seem not to notice that Sorcerers have a specialty that they are better at than any other class, and that is Counterspelling. A sorcerer can Counterspell using a slot instead of a prepared spell that the wizard's Counterspell ability uses. As a divine caster, a sorcerer with the Heal spell as one of his heightened spell for the day can effectively block an enemy cleric from healing with his Heal at any spell level the sorcerer can cast. Even if this does not block all of the cleric's heals, it still blocks at least four of them and that can be incredibly useful especially if the enemy cleric is using the three action heal.

This also makes the Sorcerer the only Divine, Occult, and primal casting class so far capable of Counterspelling, and even though Wizard's can use it, the Sorcerer version of Counterspell is objectively better.