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So, this was questioned during the playtest but never really addressed.
You can apply Runes to the Nails granted by this feat and they cost the same as those placed on Handwraps, function pretty much the same except that the Runes only apply to the Nail attacks and never any other Unarmed Attacks they possess or might gain through any number of the various Morph/Polymorph effects, Ancestry or Class Feats. It is straight-up inferior to just using the Handwraps.
So... this leads me to ask, why would a Witch ever choose to apply the Runes to their Nails, am I missing something?

TheFinish |

As far as I can tell, you're missing nothing. A Witch would be better off using normal handwraps, since they'll apply to all their unarmed attacks, including their claws.
The only reason would be the cool factor of etching their nails, I suppose. But mechanically that's just plain worse than handwraps.

Ezekieru |

It saves you an invested item slot, no? (Not that those are so scarce for most characters.)
That seems to check out. And while that by itself isn't compelling, combine it with getting a 1d6 agile and unarmed attack that you can get free Strikes with when casting spells to get a pretty solid package overall.

KrispyXIV |
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I feel like this is one of those things where its like -
Isn't having awesome, rune enhanced fingernails worth it in and of itself? Its cool!
...also the feat already gave you a nifty unarmed strike and 'HexStrike', so the 'rune enhancement' part doesn't really need to be super strong to carry the feat.

Runehacking |

I feel like this is one of those things where its like -
Isn't having awesome, rune enhanced fingernails worth it in and of itself? Its cool!
...also the feat already gave you a nifty unarmed strike and 'HexStrike', so the 'rune enhancement' part doesn't really need to be super strong to carry the feat.
I agree. It's clear the nails are meant as the 2e version of the Hex strike feat. Except you now start with the Hex, and get a free unarmed attack, rather than the other way around. (1e Hex strike: get a free hex upon an unarmed strike)

Ravingdork |

Why not do both? Have +2 greater striking flaming frost handwraps and nails engraved with +2 corrosive shock runes?
That attack bonuses won't stack, but it seems a nice way to get around the property rune limitations.
Makes your nail attacks seem extra magical.
EDIT: Man, the designers were really paying attention. Not so sure this would work after all.
The number of property runes a weapon or armor can have is equal to the value of its potency rune.
Rules don't seem to care what the source of the property runes is.

kaid |

The weirdest part of the hex strike part of it is there are only a couple hexes that curently from what I can see even would be allowable to use and both of them seem to be focus 5 so when you get the feat its going to be a number of levels before you can actually use that ability.
The issue being most hexes even non cantrip wise are 1 action spells or reactions or just not applicable to a strike.+

Gisher |

Why not do both? Have +2 greater striking flaming frost handwraps and nails engraved with +2 corrosive shock runes?
That attack bonuses won't stack, but it seems a nice way to get around the property rune limitations.
Makes your nail attacks seem extra magical.
EDIT: Man, the designers were really paying attention. Not so sure this would work after all.
The number of property runes a weapon or armor can have is equal to the value of its potency rune.
Rules don't seem to care what the source of the property runes is.
It wouldn't let you get extra property runes, but it is a way to get more flexibility with property runes. As an example let's consider a Winter Witch with +2 greater striking frost nails. They still have one extra slot for a property rune. They could buy +1 corrosive handwraps, +1 thundering handwraps, etc. and switch them out each morning based on current usefulness. Normally having multiple handwraps would be prohibitively expensive because of duplicating the costly maxed-out fundamental runes on each, but the Witch already has those on their nails. +1 potency runes only cost 35gp, and that's just a minor tax added to the costs of the property runes.

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The other question I have about this would then be regarding how incredibly burdensome it would ACTUALLY be for the Witch to have Runes applied to their Nails.
If they're Transfering the Runes from another Weapon or a Runestone they will need to be physically present during the entire day in which the transfer is taking place.
If they're getting new Runes etched directly to the Nails they lose four whole days of Downtime doing nothing but sitting around getting the world's longest manicure. Sure it works out just fine if the Witch does the work themselves but ... paying an NPC to do this for you is much more of a hassle than it would be for any other Weapon.

Dubious Scholar |
The weirdest part of the hex strike part of it is there are only a couple hexes that curently from what I can see even would be allowable to use and both of them seem to be focus 5 so when you get the feat its going to be a number of levels before you can actually use that ability.
The issue being most hexes even non cantrip wise are 1 action spells or reactions or just not applicable to a strike.+
Yeah, the restrictions on it mean that literally only Death Curse and Glacial Heart qualify for use with it... because almost all hexes are single actions... and the only other two-action offensive hex is an attack roll.
This one needs some errata. Honestly, the only way I see this being useful is if you can apply cantrips through it. Evil Eye or Clinging Ice as a rider on a strike would be solid.

Castilliano |
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6 h.p. classes shouldn't be making martial attacks against adjacent foes for relatively small damage. It's a death wish if they're a legitimate threat. About the only use I can think of is burrowing out when Engulfed or Swallowed, or similar situation.
That said, to a martial w/ MCD Witch the feat's as good as most that grant you an unarmed attack so there's that.
As for removing the Rune from your fingertips if you're captured, that's pretty simple actually. Fingernails, and for that matter fingers, aren't that difficult to remove if the target's your mortal enemy. If anything, you're worse off since instead of rewrapping Handiwraps when you get your gear back, you have to wait for your nails to grow back then transfer the Runes over.

kaid |

If the runes worked with your hair it gives you some decent options if you get forced into melee and or are sustaining a couple spells and want to throw an attack for some reason. As it stands if you really want a claw witch probably go with changeling for background take the cold iron claw option then you at least have an item that situational is handy to have a specialty material to abuse a specific weakness.