Shifting weapon rune


Rules Discussion

Liberty's Edge

The Shifting weapon rune has the following effect:

“Shifting” wrote:
The weapon takes the shape of another melee weapon that requires the same number of hands to wield. The weapon’s runes and any precious material it’s made of apply to the weapon’s new shape. Any property runes that can’t apply to the new form are suppressed until the item takes a shape to which they can apply.

What does “requires the same number of hands” mean? A scimitar has 1 for its Hands statistic. A lance has two for its Hands statistic, but has the jousting trait, which reads, in relevant part, “while mounted, you can wield the weapon in one hand[.]”

So if you’re mounted, can you use the Shifting rune to turn a one handed weapon into a lance, and then use it to turn the lance into a different two handed weapon?


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IMO, A scimitar is "1 handed", even if you use it in both hands.

Similarly, a Lance is "2 handed", even if you use it in one.


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I would say that it is based on the number of hands listed in the column on the table. You could transform a light mace into a bastard sword, which has the two-handed weapon trait, but you could not transform from a bastard sword into a greataxe.


I think RAW number of hands is what it says in the properties. Some weapons like the Bastard Sword and Lance have traits that allow alternate uses, but the weapon hands is fixed to what it normally would be.

One interesting bit is that Shifting could let you use weapons you otherwise don't have access to because of rarity, but are proficient with. That to me is really its best feature.


Shield is a one hand weapon.

Shields can't use runes.

Transform your weapon into a shield and you won’t be ever able to return it the way it was.

Or maybe, since the rune will be suppressed, it will be reverted back his original form, without maintaing the shield form you needed to protection yourself.

Yuk

Liberty's Edge

K1 wrote:
Or maybe, since the rune will be suppressed, it will be reverted back his original form, without maintaing the shield form you needed to protection yourself.

I don’t think it’s clear that the weapon reverts if the rune is suppressed or even transferred. There’s nothing in the description indicating that the weapon changes form in any circumstance other than activation of the rune.

Strictly reading the rune text, you’d just permanently have a shield.


Interesting idea with the Shield. RAW only prohibits etching runes onto shields, while Blade Ally doesn't etch anything, it simply gives the chosen weapon the effect of a small sampling of runes. If it were treated as etched, it would already be breaking the limitation on how many property runes the weapon can have at once if you, say, selected a hammer that already had Returning etched.

It seems that you should be able to shift to and from a shield because the etching-on-shield rule isn't being broken, but any other etched runes that a shield couldn't have would be suppressed while in that form. Personally I would allow a shield with boss or spikes to retain use of weapon runes that would otherwise work with them.

If it were a permanent one-way transform, just think that a Champion could retire by turning a stick into a pristine Tower Shield every day. New best downtime activity - I'll just make 8 tower shields from nothing and sell them for half, thanks.


Shield boss, spikes or base shield to me is all the same. Shields were used as weapons regardless the fact they had spikes/boss or not.

Not to mention that blacksmithes/Carpenters were able to create a brand new shield provvided by boss or spikes, which wouldn't have been then an addon, but just part of the shield.

Liberty's Edge

Reldan wrote:
Blade Ally doesn't etch anything, it simply gives the chosen weapon the effect of a small sampling of runes.

That's an interesting distinction, and may matter. But the Shifting Rune itself says that "[a]ny property runes that can’t apply to the new form are suppressed until the item takes a shape to which they can apply." Does that mean that the Shifting quality it suppressed, or not because it's not actually a rune, but the effect of the rune?

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It seems that you should be able to shift to and from a shield because the etching-on-shield rule isn't being broken, but any other etched runes that a shield couldn't have would be suppressed while in that form.

It seems fairly clear you CAN shift to a shield, but I don't know why this rune, in particular, wouldn't be suppressed.

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just think that a Champion could retire by turning a stick into a pristine Tower Shield every day. New best downtime activity - I'll just make 8 tower shields from nothing and sell them for half, thanks.

A Champion could do that once per day and earn 5 gp, but that's only the "best" downtime activity if you can't beat it on the chart, which you eventually could.


Luke Styer wrote:
K1 wrote:
Or maybe, since the rune will be suppressed, it will be reverted back his original form, without maintaing the shield form you needed to protection yourself.

I don’t think it’s clear that the weapon reverts if the rune is suppressed or even transferred. There’s nothing in the description indicating that the weapon changes form in any circumstance other than activation of the rune.

Strictly reading the rune text, you’d just permanently have a shield.

A spear is 1sp.

A tower shield is 10GP
Aldori Dueling Sword is 20GP


Yeah but the sword would revert back at the end of the day if you were playing by the "shields are a one way shift" rule.

I think that's getting into silliness though that the rune would suppress itself. The point of not putting runes on a shield in the first place is to prevent them from providing more AC that would then stack with magic armor. They do want shields to have runes as weapons, hence the specific allowance for the boss or spikes to have weapon runes.

I mean, if you put your blade ally into you shield boss it what, falls off when you shift it?

But again, the champion ability specifically only provides the effect of a rune, not the actual rune. There is no property rune on such a shield to suppress, and shifting says nothing about suppressing any other magical effects except property runes. I think this provides a sufficient RAW logic to allow for the RAI to function as expected, since the "it gets stuck as a shield because of a technicality" is just silly.

Liberty's Edge

Reldan wrote:
Yeah but the sword would revert back at the end of the day if you were playing by the "shields are a one way shift" rule.

Why would the sword revert back at the end of the day? There is no duration listed, let alone “until the end of the day.”


Reldan wrote:
Yeah but the sword would revert back at the end of the day if you were playing by the "shields are a one way shift" rule.

Where does it say it reverts?


Great point! I guess Champion at level 3 just gets around all access restrictions for the whole party since by that logic you can simply produce as many copies as you want of any and every melee weapon in existence permanently.

I mean, provided you find a GM that would actually allow that.

Liberty's Edge

Reldan wrote:
I guess Champion at level 3 just gets around all access restrictions for the whole party since by that logic you can simply produce as many copies as you want of any and every melee weapon in existence permanently.

One per day, not necessarily “as many copies as you want.”


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Pathfinder Battles Case Subscriber; Pathfinder Roleplaying Game Superscriber

Regarding shifting to a shield, that is clearly not an option:

The shifting rule quite clearly states that the weapon can be shifted to "another melee weapon that requires the same number of hands to wield."

However, Shields are not weapons:
- They are listed in their own section in the equipment chapter, seperate from weapons.
- The shield table does not even list the number of hands needed, the shield bash action is listed in the weapon table as using "-" hands. (Yes, use on one hand/arm is easily assumed, but that doesn't make it a 1-handed weapon).
- "A shield can be used as a martial weapon for attacks,[...]" on p.277 is not the same as "...is a melee weapon". Just like the jousting and two-handed traits don't turn a weapon into a 1- or 2-handed weapon just because it "can be used" as such.
- The above sentence continues "[...]using the statistics listed for a shield bash[...]". The description of shield bash on p.286 quite clearly says "A shield bash is not actually a weapon, but a maneuver in which you thrust or swing your shield to hit your foe with an impromptu attack." That also quite clearly differentiates a shield from a weapon that would use the strike action to attack instead.

So no, shields are not weapons and thus no weapon can be turned into a shield using the shifting rune.

Now what is listed as a weapon are the shield boss/spikes themselves, which have to be attached to a shield to be used. Those are listed as 1-handed weapons and you could turn your dagger into a shield boss. But that still wouldn't come with a shield that it's attached to.


Pathfinder Battles Case Subscriber; Pathfinder Roleplaying Game Superscriber

Regarding getting access to rare or uncommon weapons, yes that is an advantage of this rune, but it comes at a cost, both for the actual rune itself but also since that rune takes up a rune "slot" on that weapon. As a GM I might limit its use to weapons the PC has at least reasonably come across before, though. But overall it has a cost that balances its advantages, so I'm generally fine with it.

Regarding what happens when the rune is removed from the weapon in its shifted form, that is not specified and as such subject to GM decision. Personally, I would definitely rule that the change is dependent on the rune still being on the weapon and removing the rune reverts the weapon to its original form. Other GMs' opinions may vary, but the abuse potential has been pointed out above and I don't think any rules would be intended to allow such abuse.


-Shields are weapons.

-they are on the list even as shield bash. So it is false that there are only boss and spikes.

-They have their weapons crit specialization

-they can be used to attack without improvised weapon penalty

-They simply cannot, for unknown reasons, get weapon runes, until you decide their dmg ( boss or spikes ). Even knowing the fact a shield can be created as a whole item.

The rules are definitely unclear regards the addons. It is like saying that a Pick is a modded club with a Pick head at the end. So the base item is a club. The Pick Head is a mod.

It is simply stupid and forced wanting to consider shields not weapons in a fantasy scenario. Imagine consider only the spikes part of a shield the weapon.


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K1 wrote:

-Shields are weapons.

-they are on the list even as shield bash. So it is false that there are only boss and spikes.

-They have their weapons crit specialization

Shields have attacks, but they're not "weapons" in the weapon category. You can't buy an item called "shield bash", it's an attack you can make with a shield, and that's a different thing. I'd agree regarding shield boss and shield spikes however, as they have a listed cost and are purchasable.

Regarding weapon crit specializations, sure, this is true, but fists also have a weapon group and they're explicitly not weapons.

EDIT: Similarly, a golden crown is something you can make improvised weapon attacks with, it doesn't make it a weapon ;).


Just use Aldori Dueling Sword.

You get twice the money, and it is definatly a weapon.


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Pathfinder Battles Case Subscriber; Pathfinder Roleplaying Game Superscriber
K1 wrote:

-they are on the list even as shield bash. So it is false that there are only boss and spikes.

Except that the description of shield bash specifically says it's not a weapon. There is no weapon entry for the shield alone, as it is no weapon.

K1 wrote:

-They have their weapons crit specialization

There are three entries in the "shield" weapon group where this might apply: the shield bash (which is explictly NOT a weapon), the shield boss and the shield spikes. The latter two are weapons, yes. They are however clearly a separate weapon from the actual shield, if you read entry for the "attached" trait that they both have.

K1 wrote:

-they can be used to attack without improvised weapon penalty

They can explicitly be used to make the special shield bash maneuver, which is a pseudo-attack specific to shields that does the damage listed under that entry in the weapons table, but which is unfortunately not very well explained. Why would the rules use this otherwise unusual construct, if the intention was to just let them be used as weapons, in which case they could just use the regular strike action? Answer: because the unmodified shields are not meant to be weapons!

K1 wrote:

The rules are definitely unclear regards the addons. It is like saying that a Pick is a modded club with a Pick head at the end. So the base item is a club. The Pick Head is a mod.

That would only be true if there were an item "Pick head" with the "attached to stick" trait. Which is exactly what the shield boss and the shield spikes are. Unlike the Pick head, they are meant to be relatively easily detachable and replacable.

K1 wrote:

It is simply stupid and forced wanting to consider shields not weapons in a fantasy scenario. Imagine consider only the spikes part of a shield the weapon.

A shield rules-wise is considered a shield. It's its own category, different from armor and different from weapon. It has some aspects that let it be somewhat similar to armor and some aspects that let it be somewhat similar to weapon. Yes, you can use it to protect yourself with. Yes, you can use it to bash someone with it, doing some damage. But that does not make it either weapon or armor.


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K1 wrote:
It is simply stupid and forced wanting to consider shields not weapons in a fantasy scenario. Imagine consider only the spikes part of a shield the weapon.

In real life, I agree a shield can be used as a weapon, and probably should be considered a weapon.

However, this is a made up shifting magic rune with made up restrictions. You can turn a bastard sword into a whip, but not a rope. You can turn it into a club or hammer, but not a shovel. It can become a dagger but not a shuriken. It can become a complicated flickmace thing, or an articulated gauntlet, but not a suit of armor. You can make it become a larger and more massive 1-handed weapon than some 2-handed weapons (dwarven waraxe is a bulk 2 one-handed weapon while a spiked chain is a bulk 1 2-handed weapon).

There are many "forced" restrictions on magic in general that would otherwise let logically inclined characters break the setting.

You are of course free to change how it works in your own campaign. But the current rules are pretty explicit on shields not being weapons and not being able to be inscribed with runes. Shield spikes and bosses are weapons, can be inscribed with runes, and you can turn your shifting bastard sword into a shield spike and then attach it to a shield with a check and 10 minutes of work if you want.

Its partly to future proof against items and weapons they might want to introduce, and partly to separate the material types of the shield and the attached spikes/boss. Note the hit points of the shield spike/boss is separate from the shield hit points, given they can be made of different material, and that you can salvage the spike/boss even if the shield itself is destroyed. By simply preventing it, they don't have to deal with a bunch of weird rules interactions. If the shield portion is destroyed, but not the spike, is the shifting bastard sword destroyed? What happens when you try to shift into a tower shield with spike attached from an adamantine bastard sword? There are no adamantine tower shields in the rules.

If they add armor spikes in some book down the line, with the attached to armor trait, would you let your bastard sword turn into full plate? Same type of rules.

The attached trait is clearly designed to be able to be used with other attachments, and I'm sure someone at Paizo was thinking about that kind of thing when they introduced it the way they did. Bayonets perhaps, armor spikes, and so on.

Liberty's Edge

albadeon wrote:
However, Shields are not weapons:

You’ve convinced me on that one.

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Regarding getting access to rare or uncommon weapons . . . I'm generally fine with it.

Yeah, it’s useful, but you’re paying for it, so it seems reasonable to me.

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Regarding what happens when the rune is removed from the weapon in its shifted form, that is not specified and as such subject to GM decision.

It probably should be specified.

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the abuse potential has been pointed out above and I don't think any rules would be intended to allow such abuse.

I’m not sure I have seen a potential for abuse because transferring the Rune is expensive in and of itself, and the Champion version only goes on one weapon per day, which is a limit in and of itself.


Leaving apart how you could consider shields

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Blade Ally: A spirit of battle dwells within your weapon. Select one weapon when you make your daily preparations. In your hands, the weapon gains the effect of a property rune. For a champion following the tenets of good, choose disrupting, ghost touch, returning, or shifting. You also gain the weapon’s critical specialization effect.

Let's start by understanding that runes are magic stuff created by magic crafters.

If the magic disappears ( dispell, antimagic field, etc ), the item will revert to his original form.

It has to be also noted that the weapon only mantains his rune property in the Champion's hands.

Which means that dropping it ( eventually, the returning trait shouldn't work too, because you will try to call back your weapon while it is in your hands no more, so during the throw the weapon, by reading the rules, should lose the returning trait as if you drop your weapon or it get disarmed, until you get it back ) will count towards the deactivation of a rune.

Same goes with a dancing weapon rune.

To think that without magic the weapon will maintain the last form would be the dream of every alchemist.

Gold daggers into bastard swords for everybody. Which is nuts.


Pathfinder Battles Case Subscriber; Pathfinder Roleplaying Game Superscriber
Luke Styer wrote:
I’m not sure I have seen a potential for abuse because transferring the Rune is expensive in and of itself

Transferring the rune once costs 22.5gp.

Turning an Orichalcum Dagger into an Orichalcum Dwarven Waraxe gains you a net 1,9 bulk of Orichalcum (just looking at the raw material here) worth 19,000gp. It's a dwarven legendary weaponsmith's wet dream! Of course that is an extreme example, still, even if you only used simple silver here, the 22.5gp is negligible. And every somewhat better smith in the country would have these runes lying around to provide himself an endless supply of superior materials.

And good thing we agree on the fact that shields are not weapons, otherwise you could even try to turn the dagger into a 4 bulk tower shield :).

I believe any computer game would call that a duplication bug...

Liberty's Edge

K1 wrote:
If the magic disappears ( dispell, antimagic field, etc ), the item will revert to his original form.

That’s only true if it is a continuous magical effect. If it’s an instantaneous magical effect there would be no reason for it to revert. Indeed, if it’s an instantaneous magical effect, then the magic that “disappears” is the ABILITY to revert to the original form.

Flesh to Stone reads “When a creature is unable to act due to the slowed condition from flesh to stone, the creature is petrified permanently.” That’s a permanent duration, so if you take away the magic, the effect ends.

Mending reads “You repair the target item. You restore 5 Hit Points per spell level to the target, potentially removing the broken condition if this repairs it past the item's Broken Threshold.” There is no duration listed because it’s an instantaneous effect. If I cast Mending on my shield, and carry it into an antimagic field it, the shield doesn’t break again.

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It has to be also noted that the weapon only mantains his rune property in the Champion's hands.

Well that’s a problem for Returning, which you point out yourself.

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.To think that without magic the weapon will maintain the last form would be the dream of every alchemist.

To think that without magic the shield doesn’t regain the broken condition would be the dream of every Alchemist.

To think that without magic the recipient of a Heal Spell will maintain the the hit points that were restored would be the dream of every Cleric.

To think that without magic the bag guy will maintain the damage he took from the Fireball is the dream of every Wizard.

No duration is given for any of these spells and we understand them all to be instantaneous — the magic happens, that causes an effect, the magic ends, and the effect remains.

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Gold daggers into bastard swords for everybody. Which is nuts.

Special materials and the amounts of value they generate is a decent argument against this.


- Damaging stuff and creations are different kind of magic dude.

Once the fireball happens it disappears.
Like when a transmutation ends, because of time, dispell magic or suppressed by other means, it reverts to its original form.

Check all the transmutation spells.

- It is not only the returning afflix which has issues. In fact if you let go your weapon, since you don't hold it anymore, the weapon reverts to his base form, because the rune stops working.

- the material stuff and the alchemy principle is the same.

The point here is that you all are carving too much into a rule which is lead by Common sense:

A champion will be able to use the returning afflix even if he won’t be holding the weapon for a while.

If the weapon, changee by shifting rune, is modified by other meaning ( melting, rune removed, etc ), it will cease to exist as it is, and revert to its original form

If you consider a shield a weapon,then you can form a shield and revert it. If you don't consider a shield a weapon,you will not be able to change your sword into a shield.

Since a shield is elegible as any other weapons to receive runes, but only when you decide if u want to add a bash or spikes, it is your choice to decide if the weapon is a spiked/boss shield, and then you can then Transform your sword into a shield, or it is not.

The rest is trying to interpretate the rules in a strict way to find bugs they don't exist.

Like pretending to use magic items, without the companion trait, on companions.

Liberty's Edge

K1 wrote:
- Damaging stuff and creations are different kind of magic dude.

Why? Where is the stated difference in duration, dude?

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Like when a transmutation ends, because of time, dispell magic or suppressed by other means, it reverts to its original form.

Check all the transmutation spells.

Mending is Transmutation. Is it your position, then, that if you cast Mending on a shield and then carry it into a zone of antimagic the shield breaks again?

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A champion will be able to use the returning afflix even if he won’t be holding the weapon for a while.

Why? If the effect ends when the weapon leaves the Champion’s hand, then why do you believe she can benefit from Returning?


Listen, I'd totally agree that RAW what happens to a weapon after the shifting rune is removed is ambiguous. Is there anyone here that thinks that RAI isn't that it reverts?

Making arguments about the "type" of magic is really just arguing RAI, as there's really nothing that says whether magical weapons are any different from magical spells, besides operating under a different system of rules.

Can we at least agree that while this may be ambiguous RAW, most GMs are going to rule it reverts, and it's likely to be errataed as such at some point if the devs deem it important enough?

Also, regarding it not being a big deal, even ignoring Dueling Sword, which we *know* is an error, being able to earn 5gp daily (Halfling Sling Staff), even on days that aren't downtime days is probably pretty game-breaking at level 1. Looking at PFS assumptions for downtime, that's effectively 120gp over the 24 days of downtime you get, which is 3x the amount of gold you're expected to get for the level. A normal day job gives you appriximately 0.05x. That seems a pretty stark difference.

EDIT: Just realized sling staff is ranged, so we'd have to go with sawtooth saber. Same diff.


A simple errata "Shifts for 1 minute" is very possible.

Though that kind of makes me want a lesser lesser rune of shifting "Shifts until the start of your next turn".


Mellored wrote:

A simple errata "Shifts for 1 minute" is very possible.

Though that kind of makes me want a lesser lesser rune of shifting "Shifts until the start of your next turn".

Honestly I think that nerfs the item quite a bit. If you want it in a different form for a particular adventure, you have to keep activating it, and what if it runs out during combat.

It's not too many additional words to say 'If the rune is ever removed from the weapon, it reverts to its original form.' That seems more straight-forward.

EDIT: Or, if people are going to be pedantic about paladins: 'If the weapon ever loses the shifting property, it reverts to its original form.'

EDIT EDIT: Also, can you imagining a swindling paladin trying to sell his shifted weapon to a merchant quickly before it reverts :-P.


@Luke: If you decide to complicate or even ruin your own plays the choice is yours.

Rules are clear, and there no chance for a musinderstanding either.

The only thing you have really to decide is if you consider modded shields a weapon as whole or not.

Apart from that, it is common sense.
Or you could wait for an errata and until then believing in whatever interpretation you think, if common sense is way too mainstream.

Ps: I mentioned the returning trait to mock the whole Topic.

What do you think is more probable.

- They did add the wrong rune.

- They consider that if the weapon has a returning trait is always in your hand.

No need to answer that.
Just think about it.

Then Repeat for the whole procedure for all the stuff you are arguing with.

Liberty's Edge

tivadar27 wrote:
Also, regarding it not being a big deal, even ignoring Dueling Sword, which we *know* is an error, being able to earn 5gp daily (Halfling Sling Staff), even on days that aren't downtime days is probably pretty game-breaking at level 1.

Champions don’t get the ability until level 3. Sawtooth Saber costs 5 go, so

It sells for 2.5 gp. So half the money you’re considering at a slightly later level.

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Looking at PFS assumptions for downtime, that's effectively 120gp over the 24 days of downtime you get, which is 3x the amount of gold you're expected to get for the level. A normal day job gives you appriximately 0.05x. That seems a pretty stark difference.

First, I’m almost certain this wouldn’t work in PFS. Second, PFS artificially limits the task level for earn income, so it doesn’t seem like a great yard stick.

Liberty's Edge

"K1” wrote:
Rules are clear, and there no chance for a musinderstanding either.

The rule is not clear. If anything, the fact that most transmutation spells have listed durations, but Mending doesn’t, and Mending clearly is not intended to be undone after the fact by antimagic points toward this effect, which has no listed duration, being an instantaneous effect rather than a continuing one.

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The only thing you have really to decide is if you consider modded shields a weapon as whole or not.

I’m pretty sure shields would be ineligible as discussed above.

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Apart from that, it is common sense.

I disagree that it’s common sense. It becomes an issue because of special material pricing opening the door to windfalls, but other than that I’ve not seen any particularly compelling argument against this. And that strikes me more as a lb argument to house rule it unless an erratum lands than an argument that this isn’t how it’s intended to work.

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Then Repeat for the whole procedure for all the stuff you are arguing with.

For Shifting, I think they didn’t give the effect a limited duration means they didn’t intend for it to have a limited duration, but they didn’t consider the potential for a windfall from special materials, so now it’s a problem.


tivadar27 wrote:
Mellored wrote:

A simple errata "Shifts for 1 minute" is very possible.

Though that kind of makes me want a lesser lesser rune of shifting "Shifts until the start of your next turn".

Honestly I think that nerfs the item quite a bit. If you want it in a different form for a particular adventure, you have to keep activating it, and what if it runs out during combat.

It's not too many additional words to say 'If the rune is ever removed from the weapon, it reverts to its original form.' That seems more straight-forward.

EDIT: Or, if people are going to be pedantic about paladins: 'If the weapon ever loses the shifting property, it reverts to its original form.'

EDIT EDIT: Also, can you imagining a swindling paladin trying to sell his shifted weapon to a merchant quickly before it reverts :-P.

The only possible use, nor to say logical, to me is this:

"The shifting lasts until you let the weapon go"

You won't have any tentative in terms of exploiting the game, and the full use of the weapon for the whole time you will need it.

Seathe the weapon won't be a problem either.

Liberty's Edge

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Mellored wrote:
A simple errata "Shifts for 1 minute" is very possible.

If I were going to put a duration on it, I’d probably say “until you activate the Rune again or until your next daily preparations.” That bypasses a lot of bookkeeping, but

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Though that kind of makes me want a lesser lesser rune of shifting "Shifts until the start of your next turn".

That’s a great idea.

Liberty's Edge

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tivadar27 wrote:
EDIT EDIT: Also, can you imagining a swindling paladin trying to sell his shifted weapon to a merchant quickly before it reverts :-P.

I can imagine a Liberator trying to trade his shifted high value weapon to some slaver before it shifts back to purchase some slaves whom he will free.


Luke Styer wrote:
tivadar27 wrote:
Also, regarding it not being a big deal, even ignoring Dueling Sword, which we *know* is an error, being able to earn 5gp daily (Halfling Sling Staff), even on days that aren't downtime days is probably pretty game-breaking at level 1.

Champions don’t get the ability until level 3. Sawtooth Saber costs 5 go, so

It sells for 2.5 gp. So half the money you’re considering at a slightly later level.

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Looking at PFS assumptions for downtime, that's effectively 120gp over the 24 days of downtime you get, which is 3x the amount of gold you're expected to get for the level. A normal day job gives you appriximately 0.05x. That seems a pretty stark difference.
First, I’m almost certain this wouldn’t work in PFS. Second, PFS artificially limits the task level for earn income, so it doesn’t seem like a great yard stick.

Yep, my math was completely off, sorry about that!

I don't think that PFS "artifically limits" task levels, they just provide a consistent standard for tasks available. The general advice can be a lot harsher at higher levels:

"You set the task level when someone tries to Earn Income.
The highest-level task available is usually the same as the
level of the settlement where the character is located. If
you don’t know the settlement’s level, it’s usually 0–1 for a
village, 2–4 for a town, or 5–7 for a city. A PC might need
to travel to a metropolis or capital to find tasks of levels
8-10, and to the largest cities in the world or another plane
to routinely find tasks beyond that."

Basically, even in a city, if you're level 10 or above, you're doing a lot worse than Society play. I'm just using Society as a way to guess at what the expectations are, since we don't have a GMG yet.

For the record, I'd agree with most of what you said, that this is mostly unclear by RAW. As a GM, even in society, there's no way I'm letting my players do it even during the course of the adventure (selling a shifted weapon). I just don't find the arguments in either direction very convincing. It wouldn't be too far a stretch given the "it remains" argument to say that that after removing "energy-resistant" armor you still have resistance 5, as it doesn't specify you gain the resistance *while wearing* the armor (Shadow rune does specify), or for that matter glamered armor, which has a similar effect. Though this does seem like the biggest outlier.


Pathfinder Battles Case Subscriber; Pathfinder Roleplaying Game Superscriber

Regarding the Champion ability if you took the RAW, you could add an additional rune every day, because it doesn't limit the duration or the total amounts of rune effects anywhere. That is obviously not intended.

The "in your hands" part can just as easily be read to simply refer to the moment of enchantment during your daily preparations. You hold it in your hands during your morning preparations and will the weapon to get a certain rune effect. Nowhere does it say the effect only *lasts* while it's in your hands.

I think (and I'm pretty sure we all agree) those rules as written are just not as precise, flawless, or complete as we'd like them to be, so some GM adjudication is always required.

Liberty's Edge

tivadar27 wrote:
Yep, my math was completely off, sorry about that!

No worries. The system is still new to all of us.

Quote:
I don't think that PFS "artifically limits" task levels, they just provide a consistent standard for tasks available. The general advice can be a lot harsher at higher levels:

I hadn’t noticed that text yet at all. I wasn’t sure how we were expected to set the task levels. So at some point, especially if you have the Experienced Smuggler background, PFS will probably overtake the general rules for Earn Income.

Quote:
For the record, I'd agree with most of what you said, that this is mostly unclear by RAW. As a GM, even in society, there's no way I'm letting my players do it even during the course of the adventure (selling a shifted weapon). I...

Again, I don’t think it would work in Society anyway because In that context the sale price is generally tied to what you paid for an item, not what it’s worth when you try to sell it. In a home game, I found the idea amusing until the special materials windfall ruined the fun.

Liberty's Edge

tivadar27 wrote:
I just don't find the arguments in either direction very convincing. It wouldn't be too far a stretch given the "it remains" argument to say that that after removing "energy-resistant" armor you still have resistance 5, as it doesn't specify you gain the resistance *while wearing* the armor

Armor is an invested item. “Certain magic items convey their magical benefits only when worn and invested using the Invest an Item activity, tying them to your inner potential.”

Weapons aren’t invested, and the Shifting rune doesn’t shift you, it shifts the weapon anyway.


albadeon wrote:

Regarding the Champion ability if you took the RAW, you could add an additional rune every day, because it doesn't limit the duration or the total amounts of rune effects anywhere. That is obviously not intended.

The "in your hands" part can just as easily be read to simply refer to the moment of enchantment during your daily preparations. You hold it in your hands during your morning preparations and will the weapon to get a certain rune effect. Nowhere does it say the effect only *lasts* while it's in your hands.

I think (and I'm pretty sure we all agree) those rules as written are just not as precise, flawless, or complete as we'd like them to be, so some GM adjudication is always required.

Since you are able to understand that the first part is, quoting you, "not intended", then should be the same the second one.

A champion choose a weapon during his daily preparations.
In his hands, because of divine power, his weapon is enhanched.

This means he gains the crit proficiency while using it, and he could also benefit from an additional rune, while the other characters will be limited to 3.

He will simply get 1 extra rune, whose power Depends on the feats you decide to take, and the critical proficiency with the weapon type ( changing with the shifting rune won't allow the champion to unlock a different critical specialization ).

Finally, we can agree that the rules could be way more clear, ok, but some interpretations, if you think about what could have intended the creators of this game, are definitely off.

We want to give a paladin the possibility to specialize in weapon shield or mount.

That's it, more or Less.

Hey, if you throw a weapon it is no long in your hand, so it loses the returning traits.

Or to think that a shifting rune will maintain his new form forever until you decide to change it, and not until is in your hands ( I am talking about the rune, and not the divine blade ).

If i throw a shifting bastard sword,morphed into a dagger,then the enemy will receive a bastard sword on his face? It is not written but for crying out loud, obviously not.

See, this is what i am talking about.
Discussing about obvious stuff which is not made clear by rules.


tivadar27 wrote:
Mellored wrote:

A simple errata "Shifts for 1 minute" is very possible.

Though that kind of makes me want a lesser lesser rune of shifting "Shifts until the start of your next turn".

Honestly I think that nerfs the item quite a bit. If you want it in a different form for a particular adventure, you have to keep activating it, and what if it runs out during combat.

It's not too many additional words to say 'If the rune is ever removed from the weapon, it reverts to its original form.' That seems more straight-forward.

EDIT: Or, if people are going to be pedantic about paladins: 'If the weapon ever loses the shifting property, it reverts to its original form.'

EDIT EDIT: Also, can you imagining a swindling paladin trying to sell his shifted weapon to a merchant quickly before it reverts :-P.

If you want to use an axe all the time, then don't get a sword of shifting.

But "until you stop wielding it" is probably better.


Mellored wrote:
tivadar27 wrote:
Mellored wrote:

A simple errata "Shifts for 1 minute" is very possible.

Though that kind of makes me want a lesser lesser rune of shifting "Shifts until the start of your next turn".

Honestly I think that nerfs the item quite a bit. If you want it in a different form for a particular adventure, you have to keep activating it, and what if it runs out during combat.

It's not too many additional words to say 'If the rune is ever removed from the weapon, it reverts to its original form.' That seems more straight-forward.

EDIT: Or, if people are going to be pedantic about paladins: 'If the weapon ever loses the shifting property, it reverts to its original form.'

EDIT EDIT: Also, can you imagining a swindling paladin trying to sell his shifted weapon to a merchant quickly before it reverts :-P.

If you want to use an axe all the time, then don't get a sword of shifting.

But "until you stop wielding it" is probably better.

A couple points on the response:

1. I may want to wield a Slashing weapon all the time, but I'm going underwater for the day, so I want to shift to a piercing weapon that day. Or I'm going to a skeleton infested area, so I want to have a bludgeoning weapon instead... I'd like for that case to be simply allowed.
2. "Until you stop wielding it" is problematic particularly for two-handed weapons, as wielding means having the required number of hands on it to make an attack. It'll make opening doors/drinking potions awful hard :). It also makes disarm a lot better... though disarm has its own issues as things currently stand...


tivadar27 wrote:
Mellored wrote:
tivadar27 wrote:
Mellored wrote:

A simple errata "Shifts for 1 minute" is very possible.

Though that kind of makes me want a lesser lesser rune of shifting "Shifts until the start of your next turn".

Honestly I think that nerfs the item quite a bit. If you want it in a different form for a particular adventure, you have to keep activating it, and what if it runs out during combat.

It's not too many additional words to say 'If the rune is ever removed from the weapon, it reverts to its original form.' That seems more straight-forward.

EDIT: Or, if people are going to be pedantic about paladins: 'If the weapon ever loses the shifting property, it reverts to its original form.'

EDIT EDIT: Also, can you imagining a swindling paladin trying to sell his shifted weapon to a merchant quickly before it reverts :-P.

If you want to use an axe all the time, then don't get a sword of shifting.

But "until you stop wielding it" is probably better.

A couple points on the response:

1. I may want to wield a Slashing weapon all the time, but I'm going underwater for the day, so I want to shift to a piercing weapon that day. Or I'm going to a skeleton infested area, so I want to have a bludgeoning weapon instead... I'd like for that case to be simply allowed.
2. "Until you stop wielding it" is problematic particularly for two-handed weapons, as wielding means having the required number of hands on it to make an attack. It'll make opening doors/drinking potions awful hard :). It also makes disarm a lot better... though disarm has its own issues as things currently stand...

1: I assume "I keep the weapon shifted" is all you need to say. No need to repeatedly say "i spend an action to shift the weapon" every minute of exploration.

2: Ehh... fair, I guess.


Also would love to get an understanding of the material that a shifting weapon is made from.

Can I have a sword (metal, leather) shift into a bow (wood, string)? If I shift into a bow, do I need to string the bow? What about a sling (cloth)?

Is there such a thing as a metal bow?

Also what about special materials? Does this mean that you can’t make a bow out of any special material that isn’t wood?

For me in general I don’t think that any/many/most of these things would break the game to allow them to work, however RAW suggests precious materials remain the same, though nothing is said for anything else, this seems this was intended as a positive bonus but in the case of something like orichalcum, as a metal, would stop you shifting into something that contained key alternate material.

Maybe you could state that changing into a metal weapon into a sling makes a chainmail like cloth to use for the weapon, maybe changing your bow into a sword grants the same properties of a standard sword (damage & perhaps durability?), it just happens to be made of wood


Runes pg 585 CRB wrote:

SHIFTING

RUNE 6
MAGICAL
TRANSMUTATION
Price 225 gp

Usage etched onto a melee weapon

With a moment of manipulation, you can shift this weapon into a different weapon with a similar form.

Activate [one-action] Interact; Effect The weapon takes the shape of another melee weapon that requires the same number of hands to wield. The weapon’s runes and any precious material it’s made of apply to the weapon’s new shape. Any property runes that can’t apply to the new form are suppressed until the item takes a shape to which they can apply.

*relevant parts in bold


Luke Styer wrote:
So if you’re mounted, can you use the Shifting rune to turn a one handed weapon into a lance, and then use it to turn the lance into a different two handed weapon?

You're limited to shifting the melee weapon to one with "a similar form" according to the rulebook. So dagger to greatsword may work but no dagger to axe or Lance.


"Similar form" I think refers to the requirement for number of hands. But I could be wrong. It would be way weaker if a sword could only transform into sword-like weapons, the whole point is to change damage type...

Dagger to greatsword doesn't work, they don't need the same number of hands to wield. In fact a lot of people are making arguments in this thread ignoring that requirement.

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