PSA Champion Blade Ally / Blessed Armament - A Nerf No One Asked For


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Dark Archive

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Hyperbole intended.

A recent reddit thread has identified that the pre-remaster champion blade ally feature has likely, by RAW been nerfed. The wording implies it is no longer a rune effect that adds to your effective rune count (i.e., weapon potency number + 1) but just adds a property rune which will be capped by the normal property rune count.

The primary recipients of this nerf are thrown weapon builds who can't dedicate 2+ class feats to have their favorite weapon actually return to their hand (despite already being mostly 1d6 and short range ranges and being a very normal 'class fantasy'). Instead they now must use use a thrower's bandolier for quick drawing 20 weapons per combat (which carries with it better weapon versatility).

Was this really the design intent? The bespoke list of runes isn't some great list. They are situational or unreliable at best unless you invest a L10 feat to get an entry level damage rune.
- fearsome (not super useful on a non fighter/gunslinger since its a crit effect)
- ghost touch (highly situational and replaceable by many feats/consumables)
- returning (a 55gp saving feature since it no longer stacks to enable thrown weapon builds who now are forced to use the thrower's bandolier/quick draw path for no real reason now)
- shifting (highly situational and really only controversial for staves of divination)
- vitalizing (campaign dependent)

Even the higher level feats pre-remaster didn't net you the upgraded flaming rune and are pretty weak for L10+ feats.

I never heard people complaining about the weak bespoke list of runes on a champion dedication up to now. IMO we didn't need this nerf. Paizo, please bring some sanity here and just errata this back to what it was pre-remaster.


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It is pretty trash. Now you're better off either taking the Shield option so you can have a slightly better shield (that got super nerfed too compared to what it was before), or just getting the free bonus movement which gives even better Champion Aura benefits against reactive attacks.


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I'm hoping this was a mistake and will get an errata. If it's deliberate, it's a very weak class feature now. Having to leave a rune slot empty to use a class feature that gets you weaker runes than what you could just buy and put on is... not great.


I'd already feared I'd been misinterpreting the original version and that Blade Ally should use up a slot, so I'm unsure whether this is a change or a clarification of initial intent. I'd thought that the "free Rune" was a way for Champions to catch up on some damage later (or utility, etc.) since the class lacked a solid damage or attack bonus like other martial classes, but maybe with so much defense it really was meant to simply get the generic baseline on offense (w/ feats vs. types of enemies, albeit common ones like "evil" or that might suit specific campaigns).

I suppose the answer might be in whether the Remaster added offense elsewhere to where it had to balance the scales, or maybe Paizo had to balance the innate attraction of offense/Blade Ally with the other options so they align better. (Plus, since MCD allowed poaching, maybe it had become all to common to nab Blade Ally to break the power curve for other classes, esp. throwing builds I guess).


Red Griffyn wrote:

Hyperbole intended.

A recent reddit thread has identified that the pre-remaster champion blade ally feature has likely, by RAW been nerfed. The wording implies it is no longer a rune effect that adds to your effective rune count (i.e., weapon potency number + 1) but just adds a property rune which will be capped by the normal property rune count.

For now I just will never count 'rune' abilities as actual runes and won't apply any rune caps in my games. I see enough evidence that this just breaks abilities.

Another thing: why do people even think that any restrictions for real runes (apart from explicitly written) actually apply to 'rune' abilities?
One of the base principles of the game is that when something is written, it happens. Yes, there are 'hidden' rules in traits, subordinate actions and so on. But there's also 'specific overrides the general'. Why can't we use that for such abilities?


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Because, and I can't look it up right now but I'm sure someone will, but there's a rule explicitly stating what to do if an item gains more runes than its potency rune can support. That's why folks are upset by the change of wording from "gains the effects of X rune" to "gains X rune"


Baarogue wrote:
Because, and I can't look it up right now but I'm sure someone will, but there's a rule explicitly stating what to do if an item gains more runes than its potency rune can support. That's why folks are upset by the change of wording from "gains the effects of X rune" to "gains X rune"

Yes, in the Transferring runes section at least. That's for real magical-physical runes. The question remains: why people believe that 'rune' abilities work the same? As far as I see, there's no text in rune abilities 'these runes work with exactly the same restrictions as magic item ones' or 'these runes are fully equivalent to magic item ones in all ways'. Is there?


I think because it's simply called a "rune" and nothing is said to imply it works differently than other runes. If you had a spell that simply said you conjure a sword, how would you answer someone who asked, "why are you assuming you can strike with that sword? It's not a real sword"


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Baarogue wrote:
If you had a spell that simply said you conjure a sword, how would you answer someone who asked, "why are you assuming you can strike with that sword? It's not a real sword"

If? You mean Blazing Armory?

Though there is also Spiritual Armament (or even better, its predecessor Spiritual Weapon) that doesn't work like a weapon and you don't really make a Strike with it (Strike doesn't use spell attack rolls).

I'm pretty sure that I have always ruled and argued that Blade Ally rune effect counted against the limits of rune effects allowed on a single weapon. Yes, it means that you don't have a superpowered weapon that is better than anything money can buy. You do have the flexibility of choosing each day which rune effect your weapon has.

Some other things that behave somewhat similarly and may have similar questions on the rulings are Magus: Runic Impression and Conductive Weapon.


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Pathfinder Rulebook Subscriber
Finoan wrote:
Yes, it means that you don't have a superpowered weapon that is better than anything money can buy.

That's a really funny and not at all loaded way to describe someone using a class feature.


Squiggit wrote:
Finoan wrote:
Yes, it means that you don't have a superpowered weapon that is better than anything money can buy.
That's a really funny and not at all loaded way to describe someone using a class feature.

Sorry. Was meaning that quite literally.


Pathfinder Lost Omens, Rulebook Subscriber

I wouldnt count the spirit granting a rune against the total number of runes a weapon can hold.


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Pathfinder Lost Omens, Rulebook Subscriber

You know though, getting a rune for free that you can swap out each day and later get stronger runes like astral and holy you can swap out with 10 minutes is not terrible as a chassis feature even if it takes up a rune slot.

Dark Archive

Finoan wrote:

I'm pretty sure that I have always ruled and argued that Blade Ally rune effect counted against the limits of rune effects allowed on a single weapon. Yes, it means that you don't have a superpowered weapon that is better than anything money can buy. You do have the flexibility of choosing each day which rune effect your weapon has.

Some other things that behave somewhat similarly and may have similar questions on the rulings are Magus: Runic Impression and Conductive Weapon.

I'm not sure why you would have ruled it that way. You're the first person I've ever heard of doing that. The rules state that you get one property rune per fundamental potency rune modifier. Gaining the effect of a rune was never 'gaining' a rune. That is actually very well evidenced by the runic impression spell (which expressly describes that it does suppress runes) and the ghostly weapons errata that explicitly added that wording to supress/limit you to the baseline rune count. Even though blade ally was errata'd it survived 4+ erratas without that same ghostly weapon clarification, which means the status quo when the explicit limitation is not written is that you do get that extra rune.

I wouldn't call saving 55gp on a thrown weapon build user as 'making a super powered weapon'. Unless you're also going to consider spending the 60gp on a thrower's bandolier which gets you 20 super-powered quantum superposition weapons (is it a boomerang or is it a trident, let us find out on this turn!). All this has done is kill build diversity for...little to no reason. As per my original post, returning is the only rune even worth it. The rest of the stuff is super situational, niche, covered by consumables, and otherwise not worth it.

The flexibility to swap daily or later with a L10 feat every 10 minutes is a red herring because these aren't the runes you want to flexibly apply. The runes you want to flexibly apply are largely the ones in runic impression (i.e., things that will target monster weaknesses and that scale up to the greater versions without further feat investment). Even for those runes you're going to cut down half the situations you'd want to swap them in if you require a days or, at L10+, 10 minutes notice before a combat to pick the 'optimal thing'. Runic impression is > the new remaster blade ally class feature IMO (L8 feat or a class feature, L10 and L20 feat?).


Darksol the Painbringer wrote:
It is pretty trash. Now you're better off either taking the Shield option so you can have a slightly better shield (that got super nerfed too compared to what it was before), or just getting the free bonus movement which gives even better Champion Aura benefits against reactive attacks.

As Dark says, both shield and blade ally got hit hard, it's a rather throwaway ability now. It's not nothing, but it went from Nice to Meh.

I played with a dual weapon warrior paladin, hammer and shield boss, with special material to get 5 runes. It was strong, but still nothing compared to a fighter or barb. Was almost on the level of my STR based dragon form druid(with elemental damage runes.).


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What it means is the Divine Ally for both blade and shield got a significant nerf in the remaster.

Champion didn't need a nerf.

The archetype Champion did get some appropriate attention though.


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Pathfinder Lost Omens, Rulebook Subscriber

I'm gonna cite my "look the player in the eye" test. Player finds a runed up magic sword perfect for their character, says "sweet, i'm going to switch my blade ally to this thing!". Am I really going to tell them that their sweet loot deactivated their class feature?

Also, what about specific magic weapons?

I'm calling this one a mistake.

Scarab Sages

Or worse… their class feature deactivated the sweet loot. I was extremely disappointed in this change. For a class feature to, essentially, only save you around 50-200 gold depending is really bad. Sure, you can change it every day, choosing between the other meh runes.

Yes, later, you can expand the runes that you can choose. But that costs you a high level feat. It not just a benefit of the class feature. It’s the class feature plus a class feat. Now you have two major abilities essentially focused on saving gold. At 10th level, you’re saving 500-1,400gp?

My take as far as specific magic weapons go is that this does still work for them. But I haven’t looked through the minutia of the specific magic weapon rules.


WatersLethe wrote:

Also, what about specific magic weapons?

Lol. Yeah, using their logic it 100% won't work at all!

Ferious Thune wrote:


My take as far as specific magic weapons go is that this does still work for them. But I haven’t looked through the minutia of the specific magic weapon rules.

No, it 100% won't work with any of 'rune' abilities'. If they think

'The armor can be etched with one property rune' and
'The number of property runes a weapon or armor can have is equal to the value of its potency rune'
for actual item runes prevent rune abilities from working then
'You can’t etch or transfer any property runes onto a specific weapon that it doesn’t already have, and you can’t remove its property runes'
absolutely must too.
Either both of those allow adding property runes with abilities or both don't.
Another thing, some rune abilities explicitly suppress existing property runes on weapons and allow to choose which ones. But specific magic weapons forbid even that.


WatersLethe wrote:

I'm gonna cite my "look the player in the eye" test. Player finds a runed up magic sword perfect for their character, says "sweet, i'm going to switch my blade ally to this thing!". Am I really going to tell them that their sweet loot deactivated their class feature?

Also, what about specific magic weapons?

I'm calling this one a mistake.

Specific Magic Weapons is probably one of the few instances where this feature would actually make sense, and since you aren't etching or transferring runes, the feature works with it. Now you can have a Flaming Holy Avenger if you so wanted, which is neat.

That being said, "Specific Magic Weapon Handicap" is not exactly an exciting feature, especially at 3rd level where Specific Magic Weapons aren't really relevant.

Of course, you could always do the "cursed item" rule, where it functions like normal until the players use it, and now they are stuck with the consequences.


Pathfinder Lost Omens, Rulebook Subscriber

If the ability is not good when ruled as shutting down runes on a runed out weapon then why rule it that way?
Why not just rule it works?


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Yeah, I don't read this language as restrictive at all. I think if this was the intent of the ability, it would state specifically that this rune counts toward your total runes the weapon can have.

The other issue is this is a level 3 ability. Although unlikely, you could have still not have a +1 weapon at level 3. the restrictive reading then makes this ability completely useless.

If you can read something two ways, one that makes an ability work and one that makes it complete garbage, I think it is pretty clear which one is RAI until stated otherwise.


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Bluemagetim wrote:

If the ability is not good when ruled as shutting down runes on a runed out weapon then why rule it that way?

Why not just rule it works?

Because it's a matter of changing intent. The ability used to function as an added rune (which was already kind of weak, even with invested feats) that didn't count towards your limit, but now it does by RAW because it lacks the language needed to circumvent standard rules.

Maybe Paizo decided that with all of the other boosts and changes to Champions that they had to be nerfed in another aspect. Maybe Paizo pulled a Remastered Dying Rules and will maybe errata it back to function like before. But honestly, if all this is going to affect is home games, then I don't see the point in making a thread when you, as GM, can handwave that it works.


Pathfinder Lost Omens, Rulebook Subscriber
Darksol the Painbringer wrote:
Bluemagetim wrote:

If the ability is not good when ruled as shutting down runes on a runed out weapon then why rule it that way?

Why not just rule it works?

Because it's a matter of changing intent. The ability used to function as an added rune (which was already kind of weak, even with invested feats) that didn't count towards your limit, but now it does by RAW because it lacks the language needed to circumvent standard rules.

Maybe Paizo decided that with all of the other boosts and changes to Champions that they had to be nerfed in another aspect. Maybe Paizo pulled a Remastered Dying Rules and will maybe errata it back to function like before. But honestly, if all this is going to affect is home games, then I don't see the point in making a thread when you, as GM, can handwave that it works.

Is the word count for the ability shorter now?


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Red Griffyn wrote:

The wording implies it is no longer a rune effect that adds to your effective rune count (i.e., weapon potency number + 1) but just adds a property rune which will be capped by the normal property rune count.

I'm not entirely sure about this change.

you grant the armament a property rune of your choice

The rule now specifically grants a rune. It doesn't cleanly override the general rule on the number of runes you can have.
So yes the convention would be that the general rule still applies as it is not specifically negated.

The original rule said In your hands, the item gains the effect of a property rune. Which just provided the effect and not an actual rune.

Most existing players are just not going to notice the difference. New players might. It is going to be an annoying pain point.

I know Paizo doesn't mind if we all play the game differently, but a lot of groups try to carefully play by the rules. This will be very annoying for certain players. People always feel loses more than gains. I wish Paizo would articulate why they thought this was necessary in an update that was already handing out lots of goodies to most classes.

Rebalancing wise Blessed Armament is now probably the weakest option. Blade Ally was the most common, though the old Shield ally was stronger for shield champions.


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Pathfinder Rulebook Subscriber
Gortle wrote:


I wish Paizo would articulate why they thought this was necessary...

A blog post series from the designers about the changes for the classes in the remaster would help a lot. Like just a bullet pointed list of changes and a sentence on why it changed with some light comment section replies would go a long way.


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Kelseus wrote:
I think if this was the intent of the ability, it would state specifically that this rune counts toward your total runes the weapon can have.

That's the problem. It has to state that it doesn't, otherwise it does. Because if it doesn't, then it defaults to the general rules. You need Specific Trumps General to be able to benefit from runes without them actually taking slots. The Remaster has removed the necessary clause, therefore it's quite obvious it's a change of intent.

Again, the best we can hope for is that this is just another case of the Remaster Dying rules, but I wouldn't get my hopes up for it.


The problem for the champion is if they want weapon critical specialization, they have to take blessed armament or get it through say an ancestry feat. Blessed armament is the only way in class to get weapon critical specialization.


nicholas storm wrote:
The problem for the champion is if they want weapon critical specialization, they have to take blessed armament or get it through say an ancestry feat. Blessed armament is the only way in class to get weapon critical specialization.

Honestly, most critical specializations aren't that good. Very few of them are worth investing for, and the classes that get them innately aren't actually notable (especially with the Remaster), so taking Blessed Armament for critical specializations isn't worth it compared to free movement and added reaction buffs versus other reactions.

It's even worse for armor and armor specializations, but that is mostly an afterthought in this edition.


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Yeah, critical specs can do some fun things for e.g. Fighter, who crits a lot.

But for Champion? If you tell me this doesn't add on top of the normal rune limits, I'm just going to take the Swiftness blessing instead and buy an Astral rune at 8 since it works on 90% of enemies without issue as is.

But as has been noted, this is a broader issue with using "gains a rune" as a shorthand to add effects to weapons. There's multiple kineticist impulses that run up against this for example, including one where it goes from flat damage that stacks with anything to "add a rune" on heightening, and obviously you shouldn't be losing damage there but...


Dubious Scholar wrote:

Yeah, critical specs can do some fun things for e.g. Fighter, who crits a lot.

But for Champion? If you tell me this doesn't add on top of the normal rune limits, I'm just going to take the Swiftness blessing instead and buy an Astral rune at 8 since it works on 90% of enemies without issue as is.

But as has been noted, this is a broader issue with using "gains a rune" as a shorthand to add effects to weapons. There's multiple kineticist impulses that run up against this for example, including one where it goes from flat damage that stacks with anything to "add a rune" on heightening, and obviously you shouldn't be losing damage there but...

Critical Specializations are only good for a select few weapon types. Hammers/Flails, Picks, and Spears are probably the strongest, but those weapons aren't often chosen due to other drawbacks. And as you state, unless you have Fighter accuracy, planning around critting isn't exactly the most reliable.


Pathfinder Rulebook Subscriber

Champions don't have fighter accuracy but paladins do have one of the most easily accessible reactions, which is more mapless attacks, which is good for critting.

Though that has nothing to do with how broken and bad the strict RAW reading of the rest of blessed armament is.

Scarab Sages

Crit Spec, much like Reactive Strike/AoO, should have just been built into the natural progression of Martial classes. It feels bad having to devote a limited class feat or ability to get a generic mechanic. If 6th level is when it's ok for classes other than Fighter to get Reactive Strike, give it to them. Or give it to them when they get Expert Proficiency. Give them Crit Spec when they get Weapon Specialization. Maybe have limitations for 8hp classes (Rogue only getting it with sneak is fine). And don't give it to 6 hp classes. But, you have to select an inferior option just to get the same crit spec that several other Martials get for free isn't going to feel good. Just like spending a 6th level feat to get Reactive Strike doesn't feel good from a standpoint of getting a cool, unique class feature, but also feels necessary, because Reactive Strike is better than so many cool, unique class features mechanically.

Liberty's Edge

Once again, as this topic appears to have reared its head, I'll chime in to say that I NEVER interpreted the original language to allow Weapons to benefit from more abilities than is permitted normally on a weapon.

Getting a free property rune on a Weapon that you can swap out every day (and save you TONS of gold in the process) gives you an immense amount of functional utility, especially if you aren't the type to blindly just push ahead into areas/combats/dungeons/enemies that you know nothing about or just fail to even try to be prepared for.

Yes, it means you can't have X+1 Runes on your Champion Weapon where X is the number that is permitted via the Fundamental Rune rules but... why was that ever a question? The terminology update here isn't a nerf at all, it's a clarification that eliminates a silly interpretation that posited that Blade Ally Champions the best candidate to wield a capped-out Magic Weapon because by that logic it could be "overclocked" to do more than any Weapon is ever intended to be.

A bit of a dead-horse beating rant:
It was another hiccup in the rules that was ironed out over time that was caused by a failure to be more strict in usage of purely mechanical language when describing what things do/are, a flaw that has been patched up significantly with errata and the Remaster implementations but underneath it all it still exists despite many saying it's intentional so as to allow more "flexibility" at the game table to allow for different GM interpretations which is, to be candid, a cop-out load of malarkey excuse because they weren't willing to prescribe a truly universal, codified, and strictly followed manner in which rules could/should have been written with to deny as much ambiguity as possible. Yes, that means the various rules would have had less flowery language and that every author would be forced to work within a tight box of phrasing and words that are specifically defined in the Core books but it would have come with consistency, understanding, and above all else eliminated countless opportunities for different interpretations on how X or Y is "intended" to work now that direct developer feedback within the community is considered a no-no, generally because of toxicity, argumentativeness between fans and creators, and also for the purpose of eliminating time wasted at their office justifying and explaining things on the forums. In short, they decided it was better to allow more freedom for slapdash "natural language" and point to a MUCH larger and more imposing "rule 0" than had ever been seen before, ask your GM is good advice when trying to do things that operate outside of the bounds of what IS written but in PF2 it was pumped full of steroids and pointed to as being the way to write off things that objectively were supposed to mean one thing but weren't written in any iron-clad way which allowed for grubby little fingers and minds to insist on alternative interpretations out of either misunderstanding, vagueness, or even bad faith assertions of players and GMs who wanted things to work they way that THEY thought was the coolest/best/most powerful.

Scarab Sages

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The 3rd level ability does not save you tons of gold, and the runes it provides access to aren’t fantastic. If you didn’t have to spend a 10th level feat to expand that to allow you to take a rune that you should have bought at 8th level anyway, it would be better. If the list expanded automatically at 8th level. But it doesn’t. It’s not saving you the 450 gp for Astral, which is not a big savings at 10th to begin with. It’s costing you Devoted Focus or Elucidating Mercy or any of the multiple 8th level feats that are better than it, or an archetype feat that you could have taken. Or Reactive Strike if you couldn’t fit that in earlier. I think if someone could pay 450gp for Reactive Strike, they would do that without question.

Being able to swap daily is not great, particularly when none of the runes trigger a weakness. Ghost Touch, if you know that far in advance you’ll face incorporeal, is really the only one that would be likely. Otherwise, you’re building around whichever of the runes you’re choosing.

Being able to swap ever 10 minutes is better, but again, part of a 10th level feat. In most adventuring situations, 10 minutes is too late, as you don’t know what you’re fighting until you’re fighting it. In the situations where you know going in, sure, there’s some benefit… for a 10th level feat.

The cost of that feat to get useful options is far higher than any gold it’s saving you. And you carry a poor class feature for 7 levels before you can get there.


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Pathfinder Lost Omens, Rulebook Subscriber

Hmm wouldn't we be discounting the early access to those runes that a third level class ability is allowing?

fearsome 5, ghost
touch 4, returning 3, shifting 6, or vitalizing 5.

Only returning is of level for a 3rd level character and its 55 gp. Is that really so little of a third level characters budget?
What if you choose shifting for the day? That costs 225 gp is a level 6 rune.

As you can see i like to play devils advocate.

I said I would allow it to be in addition earlier in the thread but I acknowledge its providing sufficient benefit even with Themetricsystem's reading of it.

Scarab Sages

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You will carry those rune options until at least 9th level. It’s better at some levels than others, but falls off fast. And by 8th, you’re going to want to buy a damage rune, since you are already behind most other Martial classes in damage. It’s just not a good ability as is. It is entirely possible that it was never meant to stack, and then it would not have been a good ability pre-remaster, either.


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Pathfinder Lost Omens, Rulebook Subscriber
Ferious Thune wrote:
You will carry those rune options until at least 9th level. It’s better at some levels than others, but falls off fast. And by 8th, you’re going to want to buy a damage rune, since you are already behind most other Martial classes in damage. It’s just not a good ability as is. It is entirely possible that it was never meant to stack, and then it would not have been a good ability pre-remaster, either.

Ok i can see that but should the level 3 class feature do more than provide early access, money savings that are good early, and ability to choose daily?

I mean does a feature gained at level 3 have to do more than that to be good for a level 3 feature?

Scarab Sages

Bluemagetim wrote:
Ferious Thune wrote:
You will carry those rune options until at least 9th level. It’s better at some levels than others, but falls off fast. And by 8th, you’re going to want to buy a damage rune, since you are already behind most other Martial classes in damage. It’s just not a good ability as is. It is entirely possible that it was never meant to stack, and then it would not have been a good ability pre-remaster, either.

Ok i can see that but should the level 3 class feature do more than provide early access, money savings that are good early, and ability to choose daily?

I mean does a feature gained at level 3 have to do more than that to be good for a level 3 feature?

Yes, when it’s a main class feature, and the alternative is the equivalent of a general feat (fleet) plus a defensive benefit to any of your allies with your aura.

Edit: To expand, I’ll compare it to my previous least favorite martial 3rd level ability, Opportune Riposte. Opportune Riposte is so situational that it’s bad in comparison to other class abilities. But it is still situationally useful for your entire career, even if you never take a feat to improve it. Other than the crit spec, which is insulting to be an option instead of automatic, and only affects that single weapon, none of the things granted by Blessed Armament are useful past 8th level. You take it if you want the crit spec, and at some point you ignore the rest of the ability. (Or you spend a feat to get a better version at the expense of other, better things)

To put it another way, a bunch of middling abilities does not add up to one good ability.


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Pathfinder Rulebook Subscriber
Themetricsystem wrote:
because by that logic it could be "overclocked" to do more than any Weapon is ever intended to be.

This might come across as frightening but yeah that's how class features work.

... Like imagine replacing 'champion' and 'rune' with 'barbarian' and 'damage' and ranting and raving about how Rage lets barbarians cheat the natural order of things by doing more damage than weapons were ever intended to deal.


Themetricsystem wrote:
Yes, it means you can't have X+1 Runes on your Champion Weapon where X is the number that is permitted via the Fundamental Rune rules but... why was that ever a question? The terminology update here isn't a nerf at all, it's a clarification that eliminates a silly interpretation that posited that Blade Ally Champions the best candidate to wield a capped-out Magic Weapon because by that logic it could be "overclocked" to do more than any Weapon is ever intended to be.

As I've said, I don't see any reason for rune abilities to be capped by default. Because of that specific and general rule thing and also because these rune abilities aren't actual runes, and caps are written for those.

When some rune abilities explicitly impose caps it's only more convincing. Why would they do that if that was the default? Those aren't rule reminders either as it happens in the game, they are rather clearly meaningful additions to abilities.


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Themetricsystem wrote:
to say that I NEVER interpreted the original language to allow Weapons to benefit from more abilities than is permitted normally on a weapon.

RPGs have had these sorts of exceptions in them. That Paizo didn't make this clear would be sloppy on their part. That they never bothered to fix it till now means they never thought it a major concern. If true, it wouldn't be alone in this category.

Themetricsystem wrote:
Getting a free property rune on a Weapon that you can swap out every day (and save you TONS of gold in the process) gives you an immense amount of functional utility

How shocking that a character might get a good ability. Yes it was useful. It did enable the thrown weapon champion though which was kind of fun.


Kindle Inner Flames is a level 8 impulse feat. It allows for allies to do an extra 2 fire damage on strikes if they're near you.

It also says this:
Level (12th) The status bonus to Reflex saves and Acrobatics checks is +2, and the Strikes gain the flaming rune instead of the extra 2 fire damage.

Which, by the interpretation of "gain X rune" some people are putting forward, is a strict nerf from the level 8 version in damage, and too bad to be true.


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No, "the strikes gain" is different than "the weapon gains"


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Oh, and another thing. We've already talked about specific magic weapons. But what about common weapons without any runes? Or weapons with Striking runes only? So, (property) rune abilities don't work for them at all? That's laughable.


Errenor wrote:
Oh, and another thing. We've already talked about specific magic weapons. But what about common weapons without any runes? Or weapons with Striking runes only? So, (property) rune abilities don't work for them at all? That's laughable.

This is a good argument, and I'm glad you brought it up. It caused me to go looking for the exact rules for runes in the remaster and begin drafting a post in my head about another unintended consequences of reducing wordcount, but I can't find anything about extra property runes suppressing existing runes (yes, the "rule" I referred to above but couldn't look up right away but was sure someone would), nor can I find it in the premaster 2e CR. As you rightly answered, the only rule I could find is about if you transfer potency runes such that the weapon has more property runes than its potency one can support

Is the "if a weapon ends up with extra property runes" rule an actual rule that's just printed in a different place than the other rune rules, or have we been extrapolating it from the rules when you transfer the potency rune off a weapon such that it no longer supports its property runes, or from one of the spells like runic impression which does suppress extra property runes? Without a written rule to refer to, this actually might be a moot argument. Just because they work one way (go dormant if their potency rune is transferred off) or work a certain way because of some spells and abilities (do any of them say they're doing so "as normal?") does not mean they necessarily work in the way we've been arguing here IF we've only arrived at this argument due to extrapolation


Alwaysafk wrote:
Gortle wrote:


I wish Paizo would articulate why they thought this was necessary...
A blog post series from the designers about the changes for the classes in the remaster would help a lot. Like just a bullet pointed list of changes and a sentence on why it changed with some light comment section replies would go a long way.

Seriously. Why did this change? Was it intended to work this way originally and never clarified over 4 rounds of errata? Was the change an error and not intended (and given how many errors PC2 has, this is entirely believable)? Something to work with would help here.

Paizo's silence on some of this stuff doesn't do them any favors, really. Remaster Oracle has the same problem except worse, since there's fundamental questions about how some things are intended to work and we just have no way to answer them. The PF1 FAQ was at least something to work with.

Scarab Sages

The rewording was clearly intentional. Whether that was to make it work the way they always intended or to nerf it, we might never know. Combined with the nerf to Shield Ally/Blessed Shield, it seems pretty clear that they felt like this overall 3rd level ability needed to be reduced in power. I don't know why, but it has made 2 of the three options in the ability pretty bad. Blessed Shield at least continues to improve on its own without additional feats, and it can end up being a substantial gold savings. But it is essentially just saving gold, and that is not really ever going to scream Champion to me.

Unless Blessed Shield applies to any shield that you pick up, in which case, it's a fantastic ability, and Blessed Armament looks even more terrible. That is something that should get clarified, because I've seen plenty of people interpreting Blessed Shield that way. Including, I think, some of the preview videos on Youtube, which will only make that a wider reading.


Pathfinder Rulebook Subscriber

Blessed Shield got nerfed, but the final version both provides scaling gold savings and an evergreen improvement that cannot be simply paid for otherwise.

Which makes me more confused and skeptical of the idea that Armament is good being potentially a one time saving of 35 gold.

Scarab Sages

It’s a gold savings or the hardness. In order to get the hardness bonus, you need to spend the gold to keep your sturdy shield at level. But it is better than Blessed Armament, yes.

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