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Skimmed the treasure vault and wow, there are several new items to get excited about. I don’t have time to post a full rundown right now, so I’ll just post the few that stood out. Anyone else feel free to join in and maybe this will help stir some character ideas.
1) Dancing Spear: Wow! A reach finesse weapon that isn’t uncommon? Not only is this just fantastic for investigators, it also make a great rogue weapon if you can get proficiency (like fighter dedication). I particularly love the versitile B to deal with all those ochre Jellys or skeletons. Not to mention, swashbucklers can use it too!
2)The Falcata. A single handed fatal d12 sword that is common? That means we finally have a weapon that works with Tengu Weapon Familiarity. Great for any Tengu martials that want to use a 1-handed weapon.
3) Whipstaff: I always thought a staff should be finesseable. Plus the parry trait, what’s not to love??
4) Dragonturtle Shell Armor: Druids rejoice! If you want heavy armor all you need is to get this common level 9 armor instead of the super expensive level 12 uncommon dragon hide (at level 12)

graystone |

Just got my copy. Lets see.
1) Dancing Spear: Wow! A reach finesse weapon that isn’t uncommon? Not only is this just fantastic for investigators, it also make a great rogue weapon if you can get proficiency (like fighter dedication). I particularly love the versitile B to deal with all those ochre Jellys or skeletons. Not to mention, swashbucklers can use it too!
Well, as usual, a rogue is going to have to roll some acrobatics checks to jump through hoops to get this marital weapon's proficiency.
2)The Falcata. A single handed fatal d12 sword that is common? That means we finally have a weapon that works with Tengu Weapon Familiarity. Great for any Tengu martials that want to use a 1-handed weapon.
Yeah, as an advanced weapon, you'll need something like Tengu Weapon Familiarity to use it.
3) Whipstaff: I always thought a staff should be finesseable. Plus the parry trait, what’s not to love??
Well, uncommon isn't the best and it's 2 handed. But for a dex first monk, it's a contender.
EDIT: myself, Sukgung is looking pretty sweet for a sniper gunslinger. 200' range and fatal aim 1d12 work for me. ;)

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Just got my copy. Lets see.
VampByDay wrote:1) Dancing Spear: Wow! A reach finesse weapon that isn’t uncommon? Not only is this just fantastic for investigators, it also make a great rogue weapon if you can get proficiency (like fighter dedication). I particularly love the versitile B to deal with all those ochre Jellys or skeletons. Not to mention, swashbucklers can use it too!Well, as usual, a rogue is going to have to roll some acrobatics checks to jump through hoops to get this marital weapon's proficiency.
VampByDay wrote:2)The Falcata. A single handed fatal d12 sword that is common? That means we finally have a weapon that works with Tengu Weapon Familiarity. Great for any Tengu martials that want to use a 1-handed weapon.Yeah, as an advanced weapon, you'll need something like Tengu Weapon Familiarity to use it.
VampByDay wrote:3) Whipstaff: I always thought a staff should be finesseable. Plus the parry trait, what’s not to love??Well, uncommon isn't the best and it's 2 handed. But for a dex first monk, it's a contender.
EDIT: myself, Sukgung is looking pretty sweet for a sniper gunslinger. 200' range and fatal aim 1d12 work for me. ;)
A fighter that takes the advanced weapon training feat can treat a falcata as a martial weapon by level 6, which is pretty good.

graystone |
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A fighter that takes the advanced weapon training feat can treat a falcata as a martial weapon by level 6, which is pretty good.
True, but 6th level is a bit late for me to really get my signature weapon: until you get it, you're better off using another weapon that has a +2 to hit over it.
I heard the nature skill is usable as a crafting skill now. Is this true, and how does it work?
Let me see...
It gets the rare trait and you grow items. Works as usual for Crafting but "GMs can choose to have Grow use Nature instead of Crafting."

graystone |

Noticed something... odd about the new energy mutagen. You when "hit with a melee weapon, add the listed amount of damage of the attuned energy type." That's cool, but that means natural attacks don't get it. ;(
EDIT:
4) Dragonturtle Shell Armor: Druids rejoice! If you want heavy armor all you need is to get this common level 9 armor instead of the super expensive level 12 uncommon dragon hide (at level 12)
Noticed here is the Bone Dreadnought Plate that's under permanent alchemy items, which is "bone-based fortress plate" and is a common 10h level item.

ottdmk |

As far as Energy Mutagen goes, it never worked with Unarmed. It's always been for use with Melee Weapons, which has irritated me in the past.
I'm just glad it's now Common and not broken anymore. I can see a Melee Mutagenist using this from levels 1-3 until they can get Fury Cocktail at L4.
There is so much fun stuff for Alchemists in this book. Just the Alchemical Foods section alone has so much fun. I swear, Greater Cooperative Waffles might as well have a subheading that reads "Created by the Pathfinder Society *for* the Pathfinder Society." (Aid comes up a lot in PFS play.)

gesalt |

I enjoy comedy so I'm looking forward to generic bow fighter #6732 using bola shot and greater phantasmal doorknob to inflict prone+stun+blind+immobilize on crit.
I'm actually just going to put the doorknob on everything I think. Crits effects might not be the most reliable, but when every martial on the team is rocking blind on crit, somebody is going to land it between the usual buff and debuff loadouts and reaction attacks.
Weapon siphon on dual-wield or rogue preparation setups for free damage? Please and thank you. Energy mutagen too? Why, you shouldn't have.
Fortress shield monks? Well we were already doing that with tower shield so this is a direct upgrade since we can offset the speed penalty.
Suffocation monk? Once, before the gm throws a virtual book at me.
1/day speed based free action teleport on my magus and a free focus point? Every time.
Elemental ammo to beat troll-like regen effects and proc persistent weakness? And they only cost 3gp per shot? Can't hurt to pick up a bundle or two.
Greater cooperative waffles for a 1fA bard and diverse lore tome thaumaturge or a rogue? Delicious.
Flight tattoo for the best flying item for levels 9-16 and 19-20.
Eye slash is a half-spyglass but is always on and doesn't need hands. Can even just leave it at level 1.
A bevy of sabotage and spy-like items for those intrigue campaigns. Much appreciated. The glimmering missive doubles as one of those booby trapped packages you prank porch thieves with.
A few interesting talismans like emergency eye for when you whiff your save. Only problem is they compete with some very useful spellhearts.
Wind ocarina is a personal wind wall which has a few uses.
Cube of Recall reminds me of an item from The Shadow of What Was Lost. Great plot item if used properly.
Jolt coil removes the need to cheat electric arc onto your spell list.
Wand of choking mist is great fun even outside of making unconscious enemies stay that way.
Cassian helmet is an easy passive bonus in most standard campaigns.
All-in-all a lot of neat stuff that'll be useful on a broad spectrum of characters. Even for someone like me primarily interested in power.

ottdmk |

I enjoy comedy so I'm looking forward to generic bow fighter #6732 using bola shot and greater phantasmal doorknob to inflict prone+stun+blind+immobilize on crit.
I'm actually just going to put the doorknob on everything I think. Crits effects might not be the most reliable, but when every martial on the team is rocking blind on crit, somebody is going to land it between the usual buff and debuff loadouts and reaction attacks.
I don't understand why the Doorknob doesn't require you to Activate it by Casting a Spell. Doesn't make any sense to me.
I'm not entirely sure how much uptake Weapon Siphons and Elemental Ammo will get. Popular opinion seems to be against Activation costs, which both have. Weapon Siphon also adds to MAP and requires a steady stream of Bombs (although thankfully Lesser Bombs do nicely.) Mind you, if I ever make a Melee Weapon Alchemist, I'll definitely be using one.
I fully expect the Cassian Helmet to get nerfed in Errata somewhere. It's too good.

gesalt |
1 person marked this as a favorite. |

gesalt wrote:I enjoy comedy so I'm looking forward to generic bow fighter #6732 using bola shot and greater phantasmal doorknob to inflict prone+stun+blind+immobilize on crit.
I'm actually just going to put the doorknob on everything I think. Crits effects might not be the most reliable, but when every martial on the team is rocking blind on crit, somebody is going to land it between the usual buff and debuff loadouts and reaction attacks.
I don't understand why the Doorknob doesn't require you to Activate it by Casting a Spell. Doesn't make any sense to me.
I'm not entirely sure how much uptake Weapon Siphons and Elemental Ammo will get. Popular opinion seems to be against Activation costs, which both have. Weapon Siphon also adds to MAP and requires a steady stream of Bombs (although thankfully Lesser Bombs do nicely.) Mind you, if I ever make a Melee Weapon Alchemist, I'll definitely be using one.
I fully expect the Cassian Helmet to get nerfed in Errata somewhere. It's too good.
It only takes the interact action to set the bomb and it lasts indefinitely and only starts to expire after the first attack. Set at start of day and between combats for 0 action loss. Energy ammo is niche but so cheap you may as well carry some.

PossibleCabbage |

VampByDay wrote:A fighter that takes the advanced weapon training feat can treat a falcata as a martial weapon by level 6, which is pretty good.True, but 6th level is a bit late for me to really get my signature weapon: until you get it, you're better off using another weapon that has a +2 to hit over it.
Since you don't have to spend feats on things like "weapon focus" anymore, I don't see a reason you can't get a new "signature weapon" every level until you find one you like. After all, you can transfer runes from one weapon to another. So it's totally viable to use a longsword until level 6 then pick up a Falcata.
Like I've found in my games that players are absolutely not tied to specific weapons as long as they fall in the same broad categories (e.g. reach weapons, finesse weapons, 2h weapons, etc.)

aobst128 |
graystone wrote:VampByDay wrote:A fighter that takes the advanced weapon training feat can treat a falcata as a martial weapon by level 6, which is pretty good.True, but 6th level is a bit late for me to really get my signature weapon: until you get it, you're better off using another weapon that has a +2 to hit over it.Since you don't have to spend feats on things like "weapon focus" anymore, I don't see a reason you can't get a new "signature weapon" every level until you find one you like. After all, you can transfer runes from one weapon to another. So it's totally viable to use a longsword until level 6 then pick up a Falcata.
Like I've found in my games that players are absolutely not tied to specific weapons as long as they fall in the same broad categories (e.g. reach weapons, finesse weapons, 2h weapons, etc.)
Yeah. Going with that will also give proficiency with the nodachi, the other common advanced sword so you've got a couple options.

graystone |

graystone wrote:VampByDay wrote:A fighter that takes the advanced weapon training feat can treat a falcata as a martial weapon by level 6, which is pretty good.True, but 6th level is a bit late for me to really get my signature weapon: until you get it, you're better off using another weapon that has a +2 to hit over it.Since you don't have to spend feats on things like "weapon focus" anymore, I don't see a reason you can't get a new "signature weapon" every level until you find one you like. After all, you can transfer runes from one weapon to another. So it's totally viable to use a longsword until level 6 then pick up a Falcata.
Like I've found in my games that players are absolutely not tied to specific weapons as long as they fall in the same broad categories (e.g. reach weapons, finesse weapons, 2h weapons, etc.)
My point was about getting full proficiency at 6th, and not about other weapons you can opt for. The OP was about how good the falcata was and not about what other weapons a fighter can use after all: You don't take a feat to get a falcata with the intent to NOT use one.

aobst128 |
Tentacle Potion [base level] plus Flexible Tail/Skillful Tail feats/Tailed Goblin heritage can, for 1 hr, get you a tail that can hold items for 33 gp. It can allow a Thaumaturge to hold 3 implements easier than before.
Good catch for use with implements. Unfortunately, only the moderate version allows you to hold items at 10th level for 155g.

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Looked through a bit more of these, found some interesting stuff in the weapons and armor section.
Buckle Armor: Now we know what the hell the 3.0 sorcerer was wearing!. On a serious note, now lets you hang healers tools, alchemists tools, and one other toolset from your armor. Plus theieve’s tools because they are light. Great for alchemists/alchemical investigators.
We also have more options for Druids now, though sadly none offer +4/max dex +1 (why does everyone hate Druids?!). Ceramic plate, Coral armor, Niyahaat, and wooden breastplate. Wooden breastplate can even be made of ironwood from the core rulebook.
Frying pan: I need to find a way to make this viable. My PF1 friend made a ‘Battle Chef’ and his legend must live on. I must craft a mithral frying pan!
Longhammer/ Bec De Corbin: I am a fan of anything that is able to do bludgeoning AND some other type of damage. Too many skeletons/ocher jellies have made me too cautious. And with the longhammer being a dwarf weapon, that opens us the possibilities for things like a Dwarven strength witch.
Boomerangs would be good, but they only come back after you MISS, so you are better off with a returning rune for your thrown build.
Stupidly, as far as I can the Bow Staff is a whipstaff with integrated shortbow and it is COMMON whereas the base whipstaff is uncommon so just. . . Buy a bowstaff? Investigator’s best friend as it is a melee and ranged weapon all in one. Also great for a swashbuckler, or a monk, or a rogue who has martial weapon proficiency. Just one action to switch it from melee mode to bow mode.
Phalanx Piercer: Ha! A bow with such a heavy pull that it has a reload of 1. Actually great for a hobgoblin archer as it is the only non-firearm I know that has the concussive trait, (other than the taw launcher) meaning it does piercing OR bludgeoning, whichever is better.

graystone |
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graystone wrote:Tentacle Potion [base level] plus Flexible Tail/Skillful Tail feats/Tailed Goblin heritage can, for 1 hr, get you a tail that can hold items for 33 gp. It can allow a Thaumaturge to hold 3 implements easier than before.Good catch for use with implements. Unfortunately, only the moderate version allows you to hold items at 10th level for 155g.
You missed the part where you increase the effect.
"If you have the Flexible Tail or Skillful Tail feats, the Tailed Goblin heritage, or a similar feature the GM believes would benefit, this potion can instead fortify your tail. A fortified tail benefits from any tentacle potion as if the potion were the next better type."

graystone |
1 person marked this as a favorite. |

Frying pan: I need to find a way to make this viable. My PF1 friend made a ‘Battle Chef’ and his legend must live on. I must craft a mithral frying pan!
Ruffian Rogue can sneak attack with one and Inventor can use Complex Simplicity/Dynamic Weighting with one. Now if you can find a god that uses one as a favored weapon, you could use Deadly Simplicity.
Boomerangs would be good, but they only come back after you MISS, so you are better off with a returning rune for your thrown build.
They are good even if you ignore Recovery: 1d6B, L and a 60' range put it in the top of thrown weapons.

aobst128 |
aobst128 wrote:graystone wrote:Tentacle Potion [base level] plus Flexible Tail/Skillful Tail feats/Tailed Goblin heritage can, for 1 hr, get you a tail that can hold items for 33 gp. It can allow a Thaumaturge to hold 3 implements easier than before.Good catch for use with implements. Unfortunately, only the moderate version allows you to hold items at 10th level for 155g.You missed the part where you increase the effect.
"If you have the Flexible Tail or Skillful Tail feats, the Tailed Goblin heritage, or a similar feature the GM believes would benefit, this potion can instead fortify your tail. A fortified tail benefits from any tentacle potion as if the potion were the next better type."
Right. Gotta have a tail though.

aobst128 |
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Does fortress sheild take two actions to raise?
I think I saw a Hide Shield that is resistant to bludgeoning.
Not what wanted from a Hide Shield.
Shrug.The weapon siphon works on melee weapons only?
Fortress shield takes 1 like normal. It just weighs 5 whole bulk and comes with a -10 foot speed penalty. Weapon siphon is melee only yeah.

The Ronyon |

I can imagine a character mounted,on a Rootball Companion, with a Fortress Shield...
The harness shield does something for lance wielders, I'm not sure what.
Is it a particular shield, or a modification for any shield?
Growing crafted items seems cool.
What does it mean that it gets the Rare trait?
Is that to help game masters say no ?

HenshinFanatic |

Fortress shield takes 1 like normal. It just weighs 5 whole bulk and comes with a -10 foot speed penalty.
Actually, it only does so if you have 14 or more STR, otherwise 2 thanks to that Hefty trait. Furthermore, Unburdened Iron does reduce Fortress Shields speed penalty to the regular one from Tower Shield, but it won't reduce the Hindering armor trait's speed penalty (though others are fair game).

Gisher |

Just got my copy. Lets see.
VampByDay wrote:1) Dancing Spear: Wow! A reach finesse weapon that isn’t uncommon? Not only is this just fantastic for investigators, it also make a great rogue weapon if you can get proficiency (like fighter dedication). I particularly love the versitile B to deal with all those ochre Jellys or skeletons. Not to mention, swashbucklers can use it too!Well, as usual, a rogue is going to have to roll some acrobatics checks to jump through hoops to get this marital weapon's proficiency.
...
Mauler Dedication is probably the simplest way to get scaling proficiency, but the 14 Str prerequisite is a little inconvenient for a Dex-based rogue.

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Ok, maybe I'm missing something... How does the dart shield work? Launching says it takes the same number of hands, has the same reload as the weapon and says nothing about the range. Does it mean a thrown dart, a blowgun dart or maybe something else?
page 220 explains some more, between the launching property, 220, and the fact that it launches darts, I think we can reasonably assume . . .
Basically the shield fires off darts. Use the range and damage die of a dart. It takes 2 hands to reaload, but 1 hand to fire. (so it is like a dart-launching crossbow built into a shield.)

graystone |

Basically the shield fires off darts.
Sure, but the game has multiple types of darts [a dart umbrella isn't using a dart weapon as ammo for example] and even if you just take it to be the thrown dart weapon, there are various ranges for that, like a dart fired from an Atlatl has a 60' range: we just don't have a base for a thrown weapon as a projectile and I'd rather not assume as it's like just saying 'bolt launcher' or 'arrow launcher' and leaving it at that.
Use the range and damage die of a dart.Could be. Just not sure how we're meant to be sure of that: this seems like something they could have given an example for how it works. I hope they say something about it to give it clarity.
It takes 2 hands to reaload, but 1 hand to fire.
If it's meant to use dart stats, it only takes 1 hand just not the hand holding the shield. If we're basing everything off of dart, then I'd have to ask if it works like a thrown weapon, ie quickdraw works with it, or does it work like a normal projectile weapon, ie running reload works with it.
It's overall not something I NEED to know about right now but I'd like to know eventually how it's meant to work.

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Boomerangs are fantastic just for that range. Basically a shortbow with returning. A little too good in my opinion.
Its not. You're trading a 1D6 damage rune for ~+2 vs a propulsive weapon at L8+ (maybe +3 if you bump STR to 20 by L15). 2<3<1D6 damage, especially if you consider:
1.) doesn't work with blazons of shared power since it leaves your hand.
2.) 1D6 thrown is not as much damage as 1D8 thrown (i.e., isn't on the meta's heels here)
3.) Deadly D6-D10 on bows is worth a chunk of damage not on the boomerang
4.) Longbows/Horngali 1D8 bows already exist and are easily obtainable and do much more damage.
5.) Many elemental runes have crit effects like adding persistent damage.
The only way around a returning rune right now is the blade ally with the champion. Thats really only available at L6 as a MC at the earliest and carries a bunch of 'now I'm a champion' baggage with it.

Castilliano |

aobst128 wrote:Boomerangs are fantastic just for that range. Basically a shortbow with returning. A little too good in my opinion.Its not. You're trading a 1D6 damage rune for ~+2 vs a propulsive weapon at L8+ (maybe +3 if you bump STR to 20 by L15). 2<3<1D6 damage, especially if you consider:
1.) doesn't work with blazons of shared power since it leaves your hand.
2.) 1D6 thrown is not as much damage as 1D8 thrown (i.e., isn't on the meta's heels here)
3.) Deadly D6-D10 on bows is worth a chunk of damage not on the boomerang
4.) Longbows/Horngali 1D8 bows already exist and are easily obtainable and do much more damage.
5.) Many elemental runes have crit effects like adding persistent damage.The only way around a returning rune right now is the blade ally with the champion. Thats really only available at L6 as a MC at the earliest and carries a bunch of 'now I'm a champion' baggage with it.
Yeah, I don't think they compete well with bows, at least not as a primary weapon. And they shouldn't since they're one-handed. Their main rival is the javelin, which functions well a backup weapon when you don't want to sheathe your main one, for an opening salvo, or perhaps combined with a shield (which if a Champion of Kurgess makes for a viable defensive-thrower build). That 60' range gives boomerangs their niche as the martial-javelin, not any sort of domination over bows, and without a bump to d8 or melee option, it'll have other competition too.

Gisher |

...
1) Dancing Spear: Wow! A reach finesse weapon that isn’t uncommon? Not only is this just fantastic for investigators, it also make a great rogue weapon if you can get proficiency (like fighter dedication). I particularly love the versitile B to deal with all those ochre Jellys or skeletons.
...
We did already have a common, reach, finesse weapon in the case of the whip, but I agree with you that the Dancer's Spear is great.
As you say, the flexibility of 1d6 P/B is really useful.
Also, with both backswing and sweep you've got two ways to get a +1 circumstance bonus on a follow up attack.
Plus, spears are cool. :)

aobst128 |
aobst128 wrote:Boomerangs are fantastic just for that range. Basically a shortbow with returning. A little too good in my opinion.Its not. You're trading a 1D6 damage rune for ~+2 vs a propulsive weapon at L8+ (maybe +3 if you bump STR to 20 by L15). 2<3<1D6 damage, especially if you consider:
1.) doesn't work with blazons of shared power since it leaves your hand.
2.) 1D6 thrown is not as much damage as 1D8 thrown (i.e., isn't on the meta's heels here)
3.) Deadly D6-D10 on bows is worth a chunk of damage not on the boomerang
4.) Longbows/Horngali 1D8 bows already exist and are easily obtainable and do much more damage.
5.) Many elemental runes have crit effects like adding persistent damage.The only way around a returning rune right now is the blade ally with the champion. Thats really only available at L6 as a MC at the earliest and carries a bunch of 'now I'm a champion' baggage with it.
There's the thrower's bandoliers too to avoid the rune tax if you wish. For a one handed thrown weapon, it seems a little overtuned to me with just how much range it has compared to other thrown weapons. The comparison to a shortbow is in regards to it's effective functionality. boomerang functions very similarly to a shortbow because of its range.

shroudb |
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I don't think it's overturned, I think it's on par with shortbow.
Both have same base damage and range.
Shortbow has deadly
Full strength vs propulsive for boomerang means that it has a bit more damage in a str secondary build.
So those two seems to make their damage more or less equal, as long as they have the same runes, which brings us to:
Bow can more easily and cheaper get 2 property runes (boomerang requires the bandolier which is more expensive).
Boomerang also requires an extra feat, quick draw.
But on the other hand it only requires 1 hand, which means that it's much more usable as a secondary weapon without dropping/sheathing your primary.
So overall I think they are pretty much comparable. One is better if it's your main weapon, the other one is better if it's a secondary, or if you require 1 handed weapons for a feature. But the difference is small in either case.

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Red Griffyn wrote:There's the thrower's bandoliers too to avoid the rune tax if you wish. For a one handed thrown weapon, it seems a little overtuned to me with just how much range it has compared to other thrown weapons. The comparison to a shortbow is in regards to it's effective functionality. boomerang functions very similarly to a shortbow because of its range.aobst128 wrote:Boomerangs are fantastic just for that range. Basically a shortbow with returning. A little too good in my opinion.Its not. You're trading a 1D6 damage rune for ~+2 vs a propulsive weapon at L8+ (maybe +3 if you bump STR to 20 by L15). 2<3<1D6 damage, especially if you consider:
1.) doesn't work with blazons of shared power since it leaves your hand.
2.) 1D6 thrown is not as much damage as 1D8 thrown (i.e., isn't on the meta's heels here)
3.) Deadly D6-D10 on bows is worth a chunk of damage not on the boomerang
4.) Longbows/Horngali 1D8 bows already exist and are easily obtainable and do much more damage.
5.) Many elemental runes have crit effects like adding persistent damage.The only way around a returning rune right now is the blade ally with the champion. Thats really only available at L6 as a MC at the earliest and carries a bunch of 'now I'm a champion' baggage with it.
Bandolier only carries 2 bulk of items. Boomerang is 1 bulk. Only having 2 boomerangs won't really carry you anywhere.

aobst128 |
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aobst128 wrote:Bandolier only carries 2 bulk of items. Boomerang is 1 bulk. Only having 2 boomerangs won't really carry you anywhere.Red Griffyn wrote:There's the thrower's bandoliers too to avoid the rune tax if you wish. For a one handed thrown weapon, it seems a little overtuned to me with just how much range it has compared to other thrown weapons. The comparison to a shortbow is in regards to it's effective functionality. boomerang functions very similarly to a shortbow because of its range.aobst128 wrote:Boomerangs are fantastic just for that range. Basically a shortbow with returning. A little too good in my opinion.Its not. You're trading a 1D6 damage rune for ~+2 vs a propulsive weapon at L8+ (maybe +3 if you bump STR to 20 by L15). 2<3<1D6 damage, especially if you consider:
1.) doesn't work with blazons of shared power since it leaves your hand.
2.) 1D6 thrown is not as much damage as 1D8 thrown (i.e., isn't on the meta's heels here)
3.) Deadly D6-D10 on bows is worth a chunk of damage not on the boomerang
4.) Longbows/Horngali 1D8 bows already exist and are easily obtainable and do much more damage.
5.) Many elemental runes have crit effects like adding persistent damage.The only way around a returning rune right now is the blade ally with the champion. Thats really only available at L6 as a MC at the earliest and carries a bunch of 'now I'm a champion' baggage with it.
Boomerangs are light bulk.