
Errenor |
2 people marked this as a favorite. |
So for now main ways to trace runes freely and have a weapon and a shield are those:
1) a buckler and a weapon
2) a shield with shield attachment or boss or other way to combine a shield and a weapon, plus free hand/free hand weapon
3) a shield and a free hand weapon
4) a shield and an unarmed attack
5)...6) ...?
Are those totally bad and unsuitable for playing this class?

Errenor |
I think the question may be why use weapons regularly instead of using your actions for runes?
Yes, personally I would try to build runesmith which makes (traces, I guess) runes non-stop. So this question about weapons isn't very important to me (and there are some solutions above). But other people like striking with weapons, so I guess it's worth discussing.

SuperBidi |

So for now main ways to trace runes freely and have a weapon and a shield are those:
1) a buckler and a weapon
2) a shield with shield attachment or boss or other way to combine a shield and a weapon, plus free hand/free hand weapon
3) a shield and a free hand weapon
4) a shield and an unarmed attack
5)...6) ...?
Are those totally bad and unsuitable for playing this class?
1) Shield Blocking with a Buckler...
2 and 3) Super convoluted setups.4) Ancestry dependent. Not everyone can have valid unarmed attacks.
A class should be playable without jumping through tons of hoops.

Errenor |
2 people marked this as a favorite. |
Errenor wrote:...
1) a buckler and a weapon
2) a shield with shield attachment or boss or other way to combine a shield and a weapon, plus free hand/free hand weapon
3) a shield and a free hand weapon
4) a shield and an unarmed attack ...1) Shield Blocking with a Buckler...
2 and 3) Super convoluted setups.
4) Ancestry dependent. Not everyone can have valid unarmed attacks.A class should be playable without jumping through tons of hoops.
1) yes, I forgot specifics
2)...3) You are not serious. What's convoluted about it at all and moreover 'super'? Free hand weapons are ... just weapons. Shield bosses/spikes/attachments are ... just weapons. I thought complaints would be about dice sizes for example, but not this.4) On this forum people speak about unarmed attacks as options non-stop. Yes, for me ancestry would always be more than just a way to get specific unarmed attack, so personally I ignore all mentions of 'just take this unarmed attack from ancestry'. But I also (almost) don't play melee chars... And their mindset is not 'wrong'.

SuperBidi |

2)...3) You are not serious. What's convoluted about it at all and moreover 'super'? Free hand weapons are ... just weapons. Shield bosses/spikes/attachments are ... just weapons. I thought complaints would be about dice sizes for example, but not this.
If a class can only use a couple of weapons then it shouldn't give Martial Weapon Proficiency. So you just moved the issue but it's still there.

SuperBidi |

I think the question may be why use weapons regularly instead of using your actions for runes? Tracing runes is, crit success aside, guaranteed damage. Strikes can be a total waste more often.
And twice the damage output of the game top damage dealers. I agree, runes are totally busted as is. I'll open a discussion.

Errenor |
Errenor wrote:2)...3) You are not serious. What's convoluted about it at all and moreover 'super'? Free hand weapons are ... just weapons. Shield bosses/spikes/attachments are ... just weapons. I thought complaints would be about dice sizes for example, but not this.If a class can only use a couple of weapons then it shouldn't give Martial Weapon Proficiency. So you just moved the issue but it's still there.
1) then. Yes, you need to choose. You always have to choose.

Trip.H |

So for now main ways to trace runes freely and have a weapon and a shield are those:
4) Ancestry dependent. Not everyone can have valid unarmed attacks.
A class should be playable without jumping through tons of hoops.
Uhh, you do know that everyone has a 1d4 base unarmed, right?
Moreover, there are *loads* of non-build ways to get unarmed attacks. There's plenty of temporary yet dependable effects via spells and alchemy.
Even *before* Grafts were added, there was the fleshgem implant to get a 1d6 piercing fist.
After Grafts, you've got teeth, horns, hand/foot claws, even a tail unarmed attack.
All of which can easily get a coating of homebrew flavor-paint if desired.

Xenocrat |
2 people marked this as a favorite. |

You can use a shield, traced runes, and a (held) weapon. Unless you commit to a buckler you can’t use them all at once. There’s nothing wrong with this anymore than a targe magus having to decide between the shield cantrip and 2H or 1H and real shield. Or fighters getting both shield block and an incentive to use 2H reach weapons with RS. Having multiple tools that are somewhat incompatible is good flexibility in build options.

Easl |
3 people marked this as a favorite. |
You can use a shield, traced runes, and a (held) weapon. Unless you commit to a buckler you can’t use them all at once. There’s nothing wrong with this anymore than a targe magus having to decide between the shield cantrip and 2H or 1H and real shield. Or fighters getting both shield block and an incentive to use 2H reach weapons with RS. Having multiple tools that are somewhat incompatible is good flexibility in build options.
This is how I've been reading the class. It is not set up so that everything works simultaneously, it is set up to support several different rune-use configurations.
One is: you are a "fully hand-loaded" martial that primarily relies on your engraved runes in combat.
One is: you are a light gish with either unarmed + shield or 1-H + empty/buckler and some use of tracing.
One is: you are a switch-grip martial (bastard sword, bow, etc.) who incorporates some tracing.
One is: you are a ranged "blaster" whose standard rotation is a 2a 30' Atryl or Ranshu trace on an enemy each round, with an invoke/detonation either as your third action or after you've built up a few.
RuneSinger is the blaster's "focus spell," good for one use per combat. Though any of the other configurations might find it useful. Backup is for the fully armed smith who wants to focus on letting their weapon attacks do most of the damage, the Gish might prefer Engraving Strike to let them strike+trace+move each turn, and remote detonation is obviously there for a ranged attacker configuration.

![]() |

This is where I really want to see playtest results.
Yeah, my expectation is that you could trace once before drawing your weapon, and then Rune Singer + etched runes will get you through most fights.
After that you start having to mix in swap actions to get a free hand to "reload" your Runes in a very gunslinger-esque fashion. If that happens every once in a while, that's fine and Working as Designed. If it happens most fights it is unreasonable.

![]() |

Maybe there should be feature or feat that allows you to etch/trace a rune with a weapon's pointy end (sword) or as a stamp (hammer) or whatever other imaginative way a player comes up with.
We never got the Iron Brush weapon in this edition did we? Cause that would be perfect. (I mean, it's trash as a weapon, but would still be cool to use.)

Mathmuse |

I created a 4th-level playtest Rune Smith who fights with one hand free and the other hand holding a minor sturdy shield with a +1 striking shield boss: Virgil Tibbs, Playtest Rune Smith. I will see how that style performs.
He is a police detective and needs to capture hostile suspects alive if possible. Thus, he relies on weapons to deal nonlethal damage. He has both the shield boss and a mambele that he can draw in his free hand. I looked that the list of weapons with the nonlethal trait, and none seemed suitable, so he will have to put up with the -4 penalty instead.
I wish that ZOHK, RUNE OF HOMECOMING could be applied to objects. Then Virgil could etch zonk on his mambele and not worry about the weapon being stolen if he drops it to free his hand.

Squiggit |
5 people marked this as a favorite. |

I'm inclined to think there's an error somewhere tbh.
The shield support doesn't make a lot of sense if you always need a hand free.
"Just be unarmed" ignores that the class doesn't have very good unarmed support either.
Nor does it make any specific mechanical or thematic referencing to the idea of being stuck with a single one-handed weapon only, like the Swashbuckler or Thaumaturge are.
The idea of making choices between different options is nice, but the Runesmith to me feels less like it has a bunch of mutually exclusive options and more like there are a bunch of ideas that are all undersupported or don't come together properly.
The Fighter and Magus have obvious combat style choices, yeah, but those choices are both somewhat clearly delineated and don't break core class features in the process, so I don't think the analogy really works.

Mathmuse |

I'm inclined to think there's an error somewhere tbh.
Something is odd with the starcrossed mixture of themes. But for now, I will accept that the developers are experimenting with ideas, and the playtest will help resolve which ones go together.
The shield support doesn't make a lot of sense if you always need a hand free.
"Just be unarmed" ignores that the class doesn't have very good unarmed support either.
Nor does it make any specific mechanical or thematic referencing to the idea of being stuck with a single one-handed weapon only, like the Swashbuckler or Thaumaturge are.
Shield Block and medium armor proficiency imply that the Runesmith will be a frequent target of Strikes, up close and personal with their enemies. Most spellcasters prefer to be 30 feet away from their enemies. The melee-range magic-caster could be a niche that the developers are aiming for. I could envision a Runesmith on the battlefield, their armor and shield ablaze with active runes, but their non-shield hand holds no weapon. Instead, that hand is slapping enemies with offensive runes as powerful as any weapon Strike.
But the manipulate trait on Trace Rune and the martial weapon proficiency suggest that my vision is probably wrong. The Runesmith would have to step back from melee to reapply runes to their weapons and armor, and then step forward to for rune-enhanced weapon Strikes the following turn. Oh wait, that won't work because both hands will be full with a shield and a weapon. The Runesmith would need John R.'s idea to operate that way:
Maybe there should be feature or feat that allows you to etch/trace a rune with a weapon's pointy end (sword) or as a stamp (hammer) or whatever other imaginative way a player comes up with.
The idea of making choices between different options is nice, but the Runesmith to me feels less like it has a bunch of mutually exclusive options and more like there are a bunch of ideas that are all undersupported or don't come together properly.
Another thread asks, Why No Subclasses. Perhaps subclasses could straighten out this tangle. Let me call the subclasses "Displays."
Martial Display You can trace runes with pointy objects. You may use a hand holding a melee piercing weapon rather than a free hand to Trace Runes.
Musical Display You trace runes more easily while chanting. When you Trace Rune, you may replace Manipulate trait with Auditory trait. The target of the rune does not need to hear the auditory chanting. [Also add an interaction with Rune-Singer feat]
Runedagger Display Your runes are solid energy in your hands. When you Trace Rune, you may have the rune appear as a dagger in your free hand. You may use it the same as a dagger. If you release it, it disappears. If you successfully Strike with it, then after damage dealing it converts into a rune afixed to the target, if appropriate. [Also add an interaction with Backup Runic Enhancement feat]

Xenocrat |
1 person marked this as a favorite. |

Bad ones. Why do we have to juggle a g!+ d!+n shield boss when Fighters and Maguses are doing just peachy
Because they do other things.
You can mag dump damaging runes that do fine damage without any weapons, and therefore need to be protected from your foolish desire to use weapons.
You can prevent an enemy from running away from you or a party member without burning (at least) one action first, forcing casters/ranged enemies to either commit to a reactive strike, melee, or suffering a no save effective slow 1 (plus wasted stride/step).
You can spend an action to (with etching) gift multiple free Raise a Shield actions across the party with an AC bonus attached on top of triggering your offensive stuff you laid down that and the previous round.
Etc.
You can do 2H weapons or full sword and board, just forsake tracing runes without your once per fight Rune Singer and rely on your etched runes and basic strikes with nothing else going on. No one is compelling you to play smart. Rogues can use Greastswords, too.
All this unecessary melee angst aside, there's the entirely viable "I'm an infinite ranged 2d6/rank ranged focus spell equivalent blaster" option, too. You can just two action trace and detonate on someone every round in range. With Rune Singer and the rune of preservation you can pull off three ranged runes in two round once per fight. With Trace Trance at 6th you can always pull off three every two rounds and hold Rune Singer in reserve to save an action for a Stride or other action when you need it.
It's comparable to a somewhat action disadvantaged (except on your three per two round cycles) Psychic with Amped Ignition/Frostbite (Ignition ranged damage and range, Frostbite fort save) but with no resource cost.

NorrKnekten |
Honestly it feels like Shield Block is just there to make more playstyles viable.
Currently I can see;
-One hand weapon
-Two hand weapon (Trace runes, then regrip and strike for passives. invoke next round, Better yet I have evil ideas about Rune of Homecoming)
-Shield + unarmed (Fill your allies/enemies with runes then invoke them all for a single action)
-Shield + weapon (Raise shield effectively becomes two actions after a trace)
Considering how many feats there are to effectively remove the action needed to trace a rune per round, and the ability to become quickened by giving up your invocation for that round. It seems like the free hand requirement has a purpose, Though not a satisfying one for sure.

![]() |
1 person marked this as a favorite. |
Guys the shield bow is where it is at. Then add a bladed gauntlet in blunt mode with the splash damage rune for fun and blazons of shared power. Now you have a Dex forward build with a shield, a 1H+ ranged option, and a rune upgraded 1d6 finesse free hand option.
Take all of the action compression feats in L1 to L2 and have fun tracing runes on your shield raises, on your strikes, or having and increased invocation ranged strike.
Get a familiar with the tattooed ability for artist's attendance 100% gusrantee for free runes while striding. Then grab transpose and trace trance at L6 and L8.
You basically can't help but get extra runes and move them around at will from range.
Iruxi with the L9 terrain advantage feat plus the 20 ft aura of difficult terrain rune will also make nearly everyone flat footed. Tien xia irixi can even get a familiar and early ghost touch. Get adopted by humans for the extra L1 class feat by L5. Perfection.

![]() |

All the class needs is a feat similar to Nimble Shield Hand that gives a free hand for Trace Runes for the shield hand.
Thinking more about the Free Hand problem, what if there was a Rune you could etch on a weapon or shield that allowed you to Trace a Rune while holding it?
I think making that a Rune is more interesting than making it a Class Feat.
It would need an invoking effect, of course. I'm thinking something like giving someone a Free Action Escape Check with big bonuses. (Something very situational, because the point of the rune is not to invoke, but good enough that if that situation does come up that it tempts you to use it, and thematically related to freely moving/being unencumbered.)

Xenocrat |
1 person marked this as a favorite. |

Don't bucklers count as a free hand?
Yes, but people are finding it a depressing solution because it sort of mandates the +1 circumstance rune to get you back to par, effectively reducing your etched runes by 1 or mandating the Fortifying Knock feat just to have a normal shield effect, and the easily breakable nature of shield before you get a reinforcing rune means Runic Reprisal is less useful as an option.
Although if you're willing to forgo shield blocking in most cases Fortifying Knock, Runic Reprisal, and Transpose Etching as a three feat combo still lets you raise (an etched +2 buckler), free action trace a shock/fire rune, then transpose next round, saving you an action on the ranged trace while keeping your defenses up.

YuriP |

No the people are considering a depressing solution because they doesn't have enough Hardness and HP to use Shield Block reaction. That's the OP point.
Block with buckler means break or even destroy it in the probably first block that you do with it. About AC bonus, every single character can use a shield and rise it so it doesn't make difference here.

YuriP |

For me my build probably would be a pure no weapon rune Runesmith with a shield.
Let's be honest in current state do a Engraving Strike may improve your damage because can allow to Trace and Strike in same action but at same time you a Int key class so Strikes won't be your best. Maybe probably is more safe and efficient to just Trace a rune without risk of failures and Invoke it!

Alchemic_Genius |
2 people marked this as a favorite. |

Howl of the wild introduced grafts for unarmed attacks, and and shield bosses/spiked shields are only one die size smaller than the highest damage 1h weapon.
Not having a 2h option is almost certainly intentional; you get some pretty high damage spikes through invoked rune blasting; and that says nothing to the potential damage you're dealing through ally buffing.

SuperBidi |

Howl of the wild introduced grafts for unarmed attacks, and and shield bosses/spiked shields are only one die size smaller than the highest damage 1h weapon.
Not having a 2h option is almost certainly intentional; you get some pretty high damage spikes through invoked rune blasting; and that says nothing to the potential damage you're dealing through ally buffing.
If it's intentional, then why is there a Runesmith pictured with a Maul?

YuriP |
8 people marked this as a favorite. |

It's a reuse just to illustrate the document. They are images are from other books they just take them to illustrate some characters full of runes.
Designers never created full colored pictures for playtest documents they utilizes already existing images from other books not fully related to proposed class or they put sketches instead.

Tridus |
5 people marked this as a favorite. |

Alchemic_Genius wrote:If it's intentional, then why is there a Runesmith pictured with a Maul?Howl of the wild introduced grafts for unarmed attacks, and and shield bosses/spiked shields are only one die size smaller than the highest damage 1h weapon.
Not having a 2h option is almost certainly intentional; you get some pretty high damage spikes through invoked rune blasting; and that says nothing to the potential damage you're dealing through ally buffing.
Why is the Battle Oracle pictured with armor that it doesn't have the proficiency to wear? ;)
I don't think you can take the art to convey intention in a playtest.

Xenocrat |
2 people marked this as a favorite. |

Alchemic_Genius wrote:If it's intentional, then why is there a Runesmith pictured with a Maul?Howl of the wild introduced grafts for unarmed attacks, and and shield bosses/spiked shields are only one die size smaller than the highest damage 1h weapon.
Not having a 2h option is almost certainly intentional; you get some pretty high damage spikes through invoked rune blasting; and that says nothing to the potential damage you're dealing through ally buffing.
“Go find some art slop from our existing catalog that features a warrior and some glowing runes. I know 99.9% of runes stuff is spellcasting, just use anything you can find. I’ll be impressed if you can find more than two.”

SuperBidi |

It's a reuse just to illustrate the document. They are images are from other books they just take them to illustrate some characters full of runes.
Designers never created full colored pictures for playtest documents they utilizes already existing images from other books not fully related to proposed class or they put sketches instead.
Ok, I didn't know :)

ElementalofCuteness |

Also aren't shields considered free hand till you raised them? At leasrt that is what my DM told me so I dunno and if you want to do something silly just use a gauntlet for your weapon or I know many, may tables use Free-Archetype rules just grab Buckler Expertise from Swashbuckler boom, +3 AC Buckler.

Errenor |
Also aren't shields considered free hand till you raised them?
No. The rules aren't very clearly written, but that's definitely not the intent. The only free-hand shield is buckler (well, unless we've got some analogue somewhere...), all others fully occupy a hand while being wielded. New thing is that shields are also strapped to a hand, so when you release them they don't drop on the ground. Which allows one action to re-grip and wield.

Gisher |

Guys the shield bow is where it is at. Then add a bladed gauntlet in blunt mode with the splash damage rune for fun and blazons of shared power. Now you have a Dex forward build with a shield, a 1H+ ranged option, and a rune upgraded 1d6 finesse free hand option.
...
Despite the name, a shield bow isn't a shield. It's just a weapon with the parry trait.
So you can't use shield block with it or trace shield runes on it.