Champion's 3rd level Feature "Blade Ally / Blessed Armament" Errata?


Pathfinder Second Edition General Discussion

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The premaster Champion feature for years was (bolding mine):

Quote:
Blade Ally: A spirit of battle dwells within your armaments. Select one weapon or handwraps of mighty blows when you make your daily preparations. In your hands, the item gains the effect of a property rune and you also gain the weapon's critical specialization effect. For a champion following the tenets of good, choose disrupting, ghost touch, returning, or shifting. For a champion following the tenets of evil, choose fearsome, returning, or shifting.

In the remaster it was replaced with (bolding mine):

Quote:
Blessed Armament: Select one weapon or handwraps of mighty blows. You gain that armament's critical specialization effect, and you grant the armament a property rune of your choice from the following list: fearsome, ghost touch, returning, shifting, or vitalizing. During your daily preparations, you can change the spirit to inhabit a different armament, grant a different rune, or both.

This relatively minor wording change is an absolutely massive change in how these things work and makes the new version infinitely worse to the point of being nigh useless. Whereas before it was an extra benefit any Champion could add onto their weapon regardless of what kind, now it is just saving them a bit of gold and taking up an actual Rune slot - with all the restrictions and caveats that that implies. Everyone seemed pretty sure this was 'a change for seemingly no reason/too bad to be true' on release that would be dealt with via a Day 0 errata, but none came.

Then to make matters 'clearer' a few months later the Battle Harbinger Class Archetype for the Cleric came out, which has the Harbinger's Armament feat shown here (bolding still mine) at level 8:

Quote:
Your deity grants you extra power that you have learned to channel into your weapons. Select one weapon or handwraps of mighty blows when you make your daily preparations. While in your hands it gains the effect of one property rune. Choose either fearsome, ghost touch, returning, shifting, or vitalizing. This rune does not count toward your maximum rune count, and this choice lasts 24 hours or until you make your next daily preparations, whichever comes first.

This is clearly a riff on the Champion feature and it uses the aforementioned original wording.

But despite the Battle Harbinger seemingly proving the case that this was the intended wording for all along not we not only did we still not get the errata people expected with WOI, but just the other day we got a huge errata drop without a word on this subject let alone any errata to it.

So to quote the Rogue Resiliency errata thread: "What is it? Bug or Feature?" And either way, do any players here think the way it works now is a good change?


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Gorgo Primus wrote:
Whereas before it was an extra benefit any Champion could add onto their weapon regardless of what kind, now it is just saving them a bit of gold and taking up an actual Rune slot - with all the restrictions and caveats that that implies.

Or hidden option #3: Run it the way that Magus: Runic Impression works. You can use the Champion's Blessed Armament ability to give your weapon a property rune if it is full of runes, but you have to suppress one of the existing ones.

It is a middle ground between 'the ability is unusable if the weapon is already full on property runes' and 'the ability gives an additional rune above the normal maximum'.

Would be nice to know which option the devs intended to run the game with.


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Finoan wrote:
Gorgo Primus wrote:
Whereas before it was an extra benefit any Champion could add onto their weapon regardless of what kind, now it is just saving them a bit of gold and taking up an actual Rune slot - with all the restrictions and caveats that that implies.

Or hidden option #3: Run it the way that Magus: Runic Impression works. You can use the Champion's Blessed Armament ability to give your weapon a property rune if it is full of runes, but you have to suppress one of the existing ones.

It is a middle ground between 'the ability is unusable if the weapon is already full on property runes' and 'the ability gives an additional rune above the normal maximum'.

Would be nice to know which option the devs intended to run the game with.

Anything but pre-Remaster effect is bad, to be honest. If that is the case. At least with Blessed Shield gaining Reinforced Rune, you actually get more options of shield, while Armament occupying a Rune Slot pretty much forces you into mostly niche runes that feel nice when they're added on top of normal runes, but feel like dead weight if they occupy rune space.


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Pathfinder Lost Omens, Rulebook Subscriber

My guess is that it was always meant to provide a rune without counting toward the rune limits a weapon can have.


Well, then that’d be the premaster wording. But based on what they’ve said about Rogue Resiliency, I’m even more pessimistic about that now.

Dark Archive

+1 for blade ally clarification. Its a feel bad nerf because adding a free returning rune was one of two ways to build thrown builds (that or quick draw) or three if you include exemplar MC shadow sheaths.

Personally, I thought it was a nice to have for Champion since the bespoke list of what you could add were generally low level/low cost runes and helped you experiment with things like shifting/fearsome/returning without having to pay a real rune slot in damage from L8+

Implementing the 'magus style' version would be generally pointless. You need to have some of these runes for your build at all times (i.e., returning). Doing a mix and match, while fun, is missing the value of the pre-remaster class feature.


never pay much attention to blade ally since they are so weak

but more concered about wording of shield one make it sound like champion can just pick up any regular level 0 shield and give it on level reinforce rune with no limitation


I have a Champion that reached 8th level right now and I've been very satisfied with the options of Blessed Armaments, specially Shifting Rune.
But I don't think I will feel the same way about it if I have to decide between its daily utility (hard to plan for) and an Elemental Rune that I very much intend to have.


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I think this is the case of overly lawyerly (coming from an IRL lawyer) reading of the rules. I don't see any reason for the granted rune to count against your rune total.


Because it doesn't say otherwise and that's how Runes work?


Kelseus wrote:
I think this is the case of overly lawyerly (coming from an IRL lawyer) reading of the rules. I don't see any reason for the granted rune to count against your rune total.

The worrisome part is that prior to the Remaster it stated you gained the effects of the rune. That means that you had an ability that was not a Rune, but used those mechanics for the sake of balance and simplicity.

With the Remaster, it says you gain the Rune, which is a small but meaningful difference.

I would like to think that it was changed to make the writing of the ability more elegant, but ended up causing confusion.

However, given the recent Rogue buff, I think there's more chance that the current Remaster reading is how it was supposed to be all along. After all, the class is called "Champion" not Rogue.


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Pathfinder Lost Omens, Rulebook Subscriber

Well that is how a rune as an item works. There is a limit to how many of those can be etched into a weapon.
The rune from the class ability isn't an item, it isn't etched into the weapon, instead a spirit inhabits the weapon and grants the rune. So I would say it doesn't count against the number of property runes that can be etched on a weapon. And for the same reason doesnt count against the number active rune effects on that weapon.


Blessed Armament says you grant a property rune. Nothing really prevents the feature from granting the actual rune engraved in the weapon and counting towards the limit.

Quote:
Blessed Armament: Select one weapon or handwraps of mighty blows. You gain that armament's critical specialization effect, and you grant the armament a property rune of your choice from the following list: fearsome, ghost touch, returning, shifting, or vitalizing. During your daily preparations, you can change the spirit to inhabit a different armament, grant a different rune, or both.

Blade Ally, on the other hand, is very specific about its language.

Quote:
Blade Ally: A spirit of battle dwells within your armaments. Select one weapon or handwraps of mighty blows when you make your daily preparations. In your hands, the item gains the effect of a property rune and you also gain the weapon's critical specialization effect. For a champion following the tenets of good, choose disrupting, ghost touch, returning, or shifting. For a champion following the tenets of evil, choose fearsome, returning, or shifting.

Do you see the difference? Your opinion of Blessed Armament not counting towards the max number of runes is purely due to you knowing previously what it did before. A new player that isn't going to check the legacy version will far more likely assume the ability gives the actual runes and the won't even have the know-how to understand why it isn't that good and catch the "issue".

Given the difference in text, I think that this was also intentional.


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Pathfinder Lost Omens, Rulebook Subscriber
Lightning Raven wrote:

Blessed Armament says you grant a property rune. Nothing really prevents the feature from granting the actual rune engraved in the weapon and counting towards the limit.

Quote:
Blessed Armament: Select one weapon or handwraps of mighty blows. You gain that armament's critical specialization effect, and you grant the armament a property rune of your choice from the following list: fearsome, ghost touch, returning, shifting, or vitalizing. During your daily preparations, you can change the spirit to inhabit a different armament, grant a different rune, or both.

Blade Ally, on the other hand, is very specific about its language.

Quote:
Blade Ally: A spirit of battle dwells within your armaments. Select one weapon or handwraps of mighty blows when you make your daily preparations. In your hands, the item gains the effect of a property rune and you also gain the weapon's critical specialization effect. For a champion following the tenets of good, choose disrupting, ghost touch, returning, or shifting. For a champion following the tenets of evil, choose fearsome, returning, or shifting.

Do you see the difference? Your opinion of Blessed Armament not counting towards the max number of runes is purely due to you knowing previously what it did before. A new player that isn't going to check the legacy version will far more likely assume the ability gives the actual runes and the won't even have the know-how to understand why it isn't that good and catch the "issue".

Given the difference in text, I think that this was also intentional.

Yeah i see it. But the difference doesnt force any interpretation that the rune given is etched or that it counts against the number of runes (items) etched into a weapon normally

But to say the rune given by the spirit inhabiting the weapon etches into the weapon the same way an item is etched is adding in language that isnt there to make it more restrictive.

I don't presume I know what any given new player will think about it but i can say my players would just assume its an extra rune from a cool ability.


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As an aside, the new wording indicates that you can now hand your weapon to an ally and let them use it - runes and all.

The new wording doesn't include the 'in your hands' clause.


If some groups legitimately think this doesn’t count against the Rune slot limit despite not indicating that anywhere, then maybe it needs an errata for clarity alone one way or the other. If it had a sentence that said “this does not take up a rune slot or count towards your limit” then it’d be effectively the same as premaster and be fine - though it’d also be longer than just revering it to the premaster text to match the Battle Harbinger.


Gorgo Primus wrote:
If some groups legitimately think this doesn’t count against the Rune slot limit despite not indicating that anywhere, then maybe it needs an errata for clarity alone one way or the other. If it had a sentence that said “this does not take up a rune slot or count towards your limit” then it’d be effectively the same as premaster and be fine - though it’d also be longer than just revering it to the premaster text to match the Battle Harbinger.

To me, it was the opposite. Before playing champion (pre-remaster), I was under the impression that Blade Ally gave the rune itself. Like it apparently is in Blessed Armament, only once giving a more thorough read while making my champion (still pre-remaster), was that I realized what the effects of a rune were meant to be.

Dark Archive

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We'll just have to wait for Maya to weigh in with the designer's voice. First with RAI, then wait for it to be polished up formally in the next errata cycle of spring 2025.


Before Battle Harbinger I felt like this was probably a deliberate change, probably in the sense of "this is what they intended originally and we were all doing it wrong, so they clarified it."

... but then Battle Harbinger showed up with the old wording and now I don't really know what to think. Because it's not a confusion problem if an even newer thing can use the old wording still.

So is this a nerf or just a wording error?


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For me I feel like if we'd have never had the first wording we'd have two groups of understanding of the current wording:

Group A being the people that are sure that it doesn't count against rune limits because that feels like a feature that you could end up feeling is useless if the GM happens to hand out a bit of treasure that you end up using that is already rune-filled, and find extra confidence in their conclusion from the lack of mentioning the details of how an already-full-runed weapon and this feature interact (pick a rune to have be "turned off", the whole item shuts off, you choose between what the item actually has or what you can effectively provide it, etc.). As there is effectively a lack of information explaining how besides "it just works" to handle the situation.

And Group B being the people that are either feeling sure about that it counts as a rune but might confront problems from the mentioned lack of information later on if the situation even comes up, or are already in a state of thinking they know how it is supposed to work yet are also aware the text doesn't cover that functionality explicitly.

So mostly the reason why we could use a clarification in the FAQ is to make sure that people aren't having a bad experience as the result of making up some of that missing information in a way that their group isn't actually a fan of. And until then we should all stick to the advice given for when rules seem to cause problematic or nonfunctional outcomes and not stick strictly to "it doesn't say it does let you have an extra rune" and instead stick strictly to "it does not explain what happens if you do the thing you theoretically aren't supposed to do, so it just works."


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Truthfully, I think the rewording was done to reduce word count and the rune count confusion is an unintended consequence.

The rule is you can only etch a number of runes onto a weapon equal to its potency rune value. But this is not etching a rune, it is being granted by the spirit.


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Pathfinder Lost Omens, Rulebook Subscriber

There is an argument to be made for blessed armaments with either wording to not count against the total runes a weapon can have etched.

From the start a champion can take a weapon with no potency runes and grant it a property rune using blessed armaments. It already doesn't play by those rules.
If blessed armaments only could be applied to a weapon with a potency rune and counted against the total property runes that it could have active then a lot more text would need to be added to explain it.


Tridus wrote:

Before Battle Harbinger I felt like this was probably a deliberate change, probably in the sense of "this is what they intended originally and we were all doing it wrong, so they clarified it."

... but then Battle Harbinger showed up with the old wording and now I don't really know what to think. Because it's not a confusion problem if an even newer thing can use the old wording still.

So is this a nerf or just a wording error?

The Battle Harbinger but makes me lean towards it being intentional and the better version moved to them for...reasons?


Bluemagetim wrote:

There is an argument to be made for blessed armaments with either wording to not count against the total runes a weapon can have etched.

From the start a champion can take a weapon with no potency runes and grant it a property rune using blessed armaments. It already doesn't play by those rules.
If blessed armaments only could be applied to a weapon with a potency rune and counted against the total property runes that it could have active then a lot more text would need to be added to explain it.

Sure, I get it. But a core assumption of the system is that players will have weapons with runes by the time they have access to Blessed Armament.


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Pathfinder Lost Omens, Rulebook Subscriber
Lightning Raven wrote:
Bluemagetim wrote:

There is an argument to be made for blessed armaments with either wording to not count against the total runes a weapon can have etched.

From the start a champion can take a weapon with no potency runes and grant it a property rune using blessed armaments. It already doesn't play by those rules.
If blessed armaments only could be applied to a weapon with a potency rune and counted against the total property runes that it could have active then a lot more text would need to be added to explain it.

Sure, I get it. But a core assumption of the system is that players will have weapons with runes by the time they have access to Blessed Armament.

Right they would have a weapon with a +1 but does that assumption apply to all weapons they possess?

What about a champion that has a longsword and shield but also has a throwing weapon .
They used some money to upgrade the longsword but not the throwing weapon but decided to use bless armaments on the throwing weapon for returning.
Doing so is perfectly fine right? The throwing weapon isnt even a +1 but blessed armaments still applies.

Or if the party has been captured and their equipment taken. The champion can imbue a stick they find on the ground with blessed armaments if they wish.

I would say etched rules for runes dont apply to this ability even with the new wording.


Kelseus wrote:

Truthfully, I think the rewording was done to reduce word count and the rune count confusion is an unintended consequence.

The rule is you can only etch a number of runes onto a weapon equal to its potency rune value. But this is not etching a rune, it is being granted by the spirit.

That's what I was meaning when I said that if we didn't have that original version of the text I don't think we'd have people expecting that the limit would apply.


thenobledrake wrote:
Kelseus wrote:

Truthfully, I think the rewording was done to reduce word count and the rune count confusion is an unintended consequence.

The rule is you can only etch a number of runes onto a weapon equal to its potency rune value. But this is not etching a rune, it is being granted by the spirit.

That's what I was meaning when I said that if we didn't have that original version of the text I don't think we'd have people expecting that the limit would apply.

Actualy the rules say: "The number of property runes a weapon or armor can have is equal to the value of its potency rune."

it dont mention if they are etched or not.

and we dont need the old text since RAW it follows the intent of the developers.

I preferred the old one aswell, but we use the new version. just as we prob are going to have to deal with 10min cd sure strike

Dark Archive

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I mean Maya said to make a new thread for this and the rogue save question. So we did that so we wouldnt have to just live with it. We'll just have to be patient while Paizo works out this new process. I'm sure we'll get an update from Maya soon and we'll all know for better or for worse.


Pathfinder Lost Omens, Rulebook Subscriber
Nelzy wrote:
thenobledrake wrote:
Kelseus wrote:

Truthfully, I think the rewording was done to reduce word count and the rune count confusion is an unintended consequence.

The rule is you can only etch a number of runes onto a weapon equal to its potency rune value. But this is not etching a rune, it is being granted by the spirit.

That's what I was meaning when I said that if we didn't have that original version of the text I don't think we'd have people expecting that the limit would apply.

Actualy the rules say: "The number of property runes a weapon or armor can have is equal to the value of its potency rune."

it dont mention if they are etched or not.

and we dont need the old text since RAW it follows the intent of the developers.

I preferred the old one aswell, but we use the new version. just as we prob are going to have to deal with 10min cd sure strike

What page are you referencing?

I was using page 236 PC
Magical enhancements make this weapon strike true. Attack
rolls with this weapon gain a +1 item bonus, and the weapon
can be etched with one property rune.

This continues in the upgraded descriptions using the words etched saying the amount of property runes that can be etched. The rune from blessed armaments is not etched.


Runes wrote:
The number of property runes a weapon or armor can have is equal to the value of its potency rune.

Runes: GM Core pg.224


Pathfinder Lost Omens, Rulebook Subscriber
Guntermench wrote:
Runes wrote:
The number of property runes a weapon or armor can have is equal to the value of its potency rune.
Runes: GM Core pg.224

Thank you.

And I mistyped PC I meant 236 GM core.


Pathfinder Lost Omens, Rulebook Subscriber

So which section is providing the more specific information about property runes?
224 or 236?

I would say 236 since it describes how many runes may be etched into a weapon. This clarifies more specifically what is meant on 224.

Then looking at PC 2 pg 89

Blessed Armament: Select one weapon or handwraps
of mighty blows. You gain that armament’s critical
specialization effect, and you grant the armament a property
rune of your choice from the following list: fearsome, ghost
touch, returning, shifting, or vitalizing. During your daily
preparations, you can change the spirit to inhabit a different
armament, grant a different rune, or both.

These are clearly granting the weapon a property rune in a different manner than etching. Instead a spirit inhabits the weapon providing the rune.

Now I dont see any reason to limit the number of runes etched into a weapon because there is a spirit granting an additional one. The rune is attributed to a blessing from an inhabiting spirit rather than an etched rune physically placed on the weapon. And because I can cleanly narrative and mechanically distinguish this the alternative interpretation is not forced or the only interpretation possible.

Now let me argue the other way.
just above the blessed armaments passage is this paragraph.

Your deity blesses your service with a boon. This might
come in the form of a spirit that visits you and inhabits
your items or body, a mysterious divine tattoo upon your
body, or the like. Choose one of the following blessings, or
any other to which you have access.

This implies some sort of mark the spirit leaves on the weapon. Kinda similar to an etching. Given that a property rune is granted and the result is possibly similar or even the same as an etched rune the runes would require a +1 weapon at least to bless and follow the limit of runes per potency rune.

IMO the second argument is more of a stretch.
If that seems like a strawman it isnt cause I am not saying i am presenting anyone elses argument. You can make your own argument if you have a stronger one.

Dark Archive

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I think it just does not feel good to have a key class feature be "get x gold free at lvl 3"
(even if it may be a considerable sum with shifting as a lvl 6 item).


Dr. Frank Funkelstein wrote:

I think it just does not feel good to have a key class feature be "get x gold free at lvl 3"

(even if it may be a considerable sum with shifting as a lvl 6 item).

Yeah, exactly. The value of this class feature actually goes down as you level because the cost of those runes becomes trivial. The version that was "you just get an extra rune" was a unique thing that added something. "You have a rune slot reserved for a small list that you may not even want to use any from" is... not that.


"I refuse to believe in Power Creep, I do, I do! If I believe hard enough it will go away!"

But i feel power creep has taken hold of PF-2E lately for better ro for worse. The biggest complaints about this is Spirit Warrior Archetype somehow allowing you to Flurry of Blows with your fist, which came months after Monk Multiclass got nerfed in PC2 to having Flurry of Blows being on a 1d4 cool down. Monk should really be unnerfed because 2 feats for Tiger Stance D8 stance is barely any different then Elven Curved Blade d8 + d6 Fist.

Or Animist class or the Exemplar MC Dedication. Look at the Playtest classes this time around, Necromancer & Runesmith both are great. Even the Archetypes in Divine Mysteries seem...crazy strong, Temp HP equal to your level for you entire team, Enter a spiritual rage for +1 Spirit damage and temp hp equal to your level? Get Expert in 2 skills at level 2 as well!?

Battle Harbinger being decisive topic and them getting potentially the more powerful feats in the game. Strike to auto sustain an aura, Critically hit to increase the bonus, free rune, so forth.

"If this isn't Power Creep, then what is?"


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Pathfinder Lost Omens, Rulebook Subscriber

Battle Harbinger has been getting a lot of hate actually.

Dark Archive

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ElementalofCuteness wrote:

"I refuse to believe in Power Creep, I do, I do! If I believe hard enough it will go away!"

But i feel power creep has taken hold of PF-2E lately for better ro for worse. The biggest complaints about this is Spirit Warrior Archetype somehow allowing you to Flurry of Blows with your fist, which came months after Monk Multiclass got nerfed in PC2 to having Flurry of Blows being on a 1d4 cool down. Monk should really be unnerfed because 2 feats for Tiger Stance D8 stance is barely any different then Elven Curved Blade d8 + d6 Fist.

Or Animist class or the Exemplar MC Dedication. Look at the Playtest classes this time around, Necromancer & Runesmith both are great. Even the Archetypes in Divine Mysteries seem...crazy strong, Temp HP equal to your level for you entire team, Enter a spiritual rage for +1 Spirit damage and temp hp equal to your level? Get Expert in 2 skills at level 2 as well!?

Battle Harbinger being decisive topic and them getting potentially the more powerful feats in the game. Strike to auto sustain an aura, Critically hit to increase the bonus, free rune, so forth.

"If this isn't Power Creep, then what is?"

Did you post to the wrong thread? This had nothing to do with blade ally and a potential nerf.

If you want to chat Power creep make a separate thread please.


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I’d add to this that lately we’ve seen several temp buffs that add a non stacking property rune which should also be errated so they don’t become useless. These are even worse than blade ally since they don’t really save your party gold. (since you still want to buy property runes because these buffs cost actions to activate in combat) Two that come to mind are:

1. Blade of the Heart, for the Starlit Sentinel Archetype.

2. The Kineticist Aura Kindle Inner Flames after it heightens at level 12 (this one is especially egregious since before level 12 it gives a flat 2 that does stack with runes, and then at level 12 it basically loses the damage bonus entirely because it no longer stacks. You also can’t choose not to heighten it.)


Pathfinder Lost Omens, Rulebook Subscriber

Yeah I would be surprised if the dev response is that they intended these abilities to count toward the limit.


I don't know if it is unrelated but I am mentioned the oddities of Blade Ally being nerfed while other classes - Battle Harbinger can get the SAME feature as a Feat but have it b the Pre-Remastered version. It seems odd that the Devs are nerfing things only for Archetypes to unnerf them. Champion - Battle Harbinger with Runes as Monk - Spirit Warrior - with their own version of Flurry of Blows.


ElementalofCuteness wrote:

I don't know if it is unrelated but I am mentioned the oddities of Blade Ally being nerfed while other classes - Battle Harbinger can get the SAME feature as a Feat but have it b the Pre-Remastered version. It seems odd that the Devs are nerfing things only for Archetypes to unnerf them. Champion - Battle Harbinger with Runes as Monk - Spirit Warrior - with their own version of Flurry of Blows.

Spirit Warrior is kinda strange indeed, but it's a bit restrictive on its own.


Peacelock wrote:

I’d add to this that lately we’ve seen several temp buffs that add a non stacking property rune which should also be errated so they don’t become useless. These are even worse than blade ally since they don’t really save your party gold. (since you still want to buy property runes because these buffs cost actions to activate in combat) Two that come to mind are:

1. Blade of the Heart, for the Starlit Sentinel Archetype.

2. The Kineticist Aura Kindle Inner Flames after it heightens at level 12 (this one is especially egregious since before level 12 it gives a flat 2 that does stack with runes, and then at level 12 it basically loses the damage bonus entirely because it no longer stacks. You also can’t choose not to heighten it.)

Considering the restrictions on Blade of the Heart, and it being a level 10 feat, AND requiring an action after transformation... yeah. It's current version if it takes up a rune slot is basically worthless.


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ElementalofCuteness wrote:

I don't know if it is unrelated but I am mentioned the oddities of Blade Ally being nerfed while other classes - Battle Harbinger can get the SAME feature as a Feat but have it b the Pre-Remastered version. It seems odd that the Devs are nerfing things only for Archetypes to unnerf them. Champion - Battle Harbinger with Runes as Monk - Spirit Warrior - with their own version of Flurry of Blows.

i question the notion it has changed at all.

The words are different but they dont change the meaning in a negatively impactful way at least as i see it.

The champion chooses a weapon and the spirit resides in that weapon and you grant it a property rune. No restriction is mentioned here so that will happen no matter what weapon is chosen by the champion. Even ones that have no potency runes. Even if the weapon already has max property runes you still have to grant the weapon a property rune from blessed armaments after choosing the weapon. It doesn't say you cant do it if the weapon already has max runes from etching. it doesn't say to shut one off if you already have max runes from etching. so you don't do those things.


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Bluemagetim wrote:
ElementalofCuteness wrote:

I don't know if it is unrelated but I am mentioned the oddities of Blade Ally being nerfed while other classes - Battle Harbinger can get the SAME feature as a Feat but have it b the Pre-Remastered version. It seems odd that the Devs are nerfing things only for Archetypes to unnerf them. Champion - Battle Harbinger with Runes as Monk - Spirit Warrior - with their own version of Flurry of Blows.

i question the notion it has changed at all.

The words are different but they dont change the meaning in a negatively impactful way at least as i see it.

The champion chooses a weapon and the spirit resides in that weapon and you grant it a property rune. No restriction is mentioned here so that will happen no matter what weapon is chosen by the champion. Even ones that have no potency runes. Even if the weapon already has max property runes you still have to grant the weapon a property rune from blessed armaments after choosing the weapon. It doesn't say you cant do it if the weapon already has max runes from etching. it doesn't say to shut one off if you already have max runes from etching. so you don't do those things.

Why change the words, and then change them back in Battle Harbinger, if not to change the meaning?

No restrictions are mentioned here, but a lack of restrictions is also not mentioned here. That means the only things we have to go on are the existing rules for Runes, and the fact that the wording was changed.

The rune rules aren't vague and have restrictions. These rules don't have anything in them to suggest they ignore those rules anymore, whereas they used to.

At this point, the main thing I have to go on to suggest the intent didn't change is that the new feature is "too bad to be true".


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Tridus wrote:


Why change the words, and then change them back in Battle Harbinger, if not to change the meaning?

You're presuming that a difference in wording was a planned thing. That's rarely the case when more than one writer is involved in writing something and no one is explicitly doing the job of checking every wording to make sure any time something is said it is with the exact same phrasing.

The game includes a mention that sometimes a rule will be referenced by a rule that interacts with it and sometimes it won't, yet the generally established case still applies even if it isn't referenced specifically because the writers don't want the readers to assume a difference in words used must be interpreted as a difference in meaning.

Tridus wrote:
No restrictions are mentioned here, but a lack of restrictions is also not mentioned here. That means the only things we have to go on are the existing rules for Runes, and the fact that the wording was changed.

We also have the game convention guidance on ambiguous rules that tells us, to paraphrase, not to stick to a wording's strict outcome if it makes for an unusable ruling.

Which not having any coverage of what happens should a champion attempt to use their blessed armament feature on a weapon that the general rules would not allow a rune to be added to unquestionably is.

Tridus wrote:

The rune rules aren't vague and have restrictions. These rules don't have anything in them to suggest they ignore those rules anymore, whereas they used to.

At this point, the main thing I have to go on to suggest the intent didn't change is that the new feature is "too bad to be true".

It is true that the rune rules aren't vague and that they have restrictions.

It's also true that the effects of blessed armament aren't vague. What's not true is the part about suggesting an exemption to the rune rules. The new text does suggest the normal rules don't apply because it says "select one weapon or handwraps..." rather than saying "select one weapon or handwraps... which has a potency rune", and by not re-stating the limit.

What it is that the wording no longer does that it use to is explicitly state not to follow the normal rules. And the only reason for any confusion is comparison between the two phrasings as there is literally no room in the new wording for rune rules to not be excepted by the wording used.


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Well correct me if I’m wrong but it looks like the next step is for Maya to confirm for us how this works and if it’s intentional.

I think it’s pretty clear cut that it takes a slot and is worthless, and that at least someone on the dev team (who worked on Battle Harbinger) doesn’t like it being worded/working this way, but it seems like until we get back word from the devs this is primarily going to be an echo chamber of people who want it reverted with a side a debate on if it somehow works the old way anyways but now has awful and incredibly misleading wording for seemingly no reason (and thus should be reverted).


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Something that gives me pause with interpreting Blessed Armament as a feature that takes a Rune Slot is because Runic Impression (Conflux Spell) goes out of its way to say that the Focus Spell takes a rune slot and suppresses existing runes.


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Bluemagetim wrote:
The champion chooses a weapon and the spirit resides in that weapon and you grant it a property rune. No restriction is mentioned here so that will happen no matter what weapon is chosen by the champion. Even ones that have no potency runes. Even if the weapon already has max property runes you still have to grant the weapon a property rune from blessed armaments after choosing the weapon. It doesn't say you cant do it if the weapon already has max runes from etching. it doesn't say to shut one off if you already have max runes from etching. so you don't do those things.

Great summary. It's written, and so it just happens. Nobody told anyone to check any normal item rune rules. So don't. Just do as written. This is specific over general as a case study.


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Gorgo Primus wrote:
Well correct me if I’m wrong but it looks like the next step is for Maya to confirm for us how this works and if it’s intentional.

And this would be why when I saw that Maya had responded to someone's inquiry with a definitive answer as was done, my only thought was "oh no... here we go again."

This is what always happens when someone presents the potential for a "truly official" answer; some people will argue against anything and everything else no matter the quality of the reasoning behind it or the clarity of cited evidence so that literally only "official comment" counts for anything.

And after "official comment" is made, what happens then? Somebody says the official stance is bad, if not also continuing to insist it is actually wrong.

Gorgo Primus wrote:
I think it’s pretty clear cut that it takes a slot and is worthless...

Then you have two questions to answer;

What positive evidence leads you to the conclusion? For clarity, I mean which words that are present in the feature itself indicate to you that your conclusion is the clear one, and why.

And why would it be worthless on purpose with the game including guidance telling us to make stuff work with our group instead of sticking to strict wording in the book? By which I mean to question you're entire ability to believe that you are correct when you actually want to be incorrect.

Dark Archive

thenobledrake wrote:
Gorgo Primus wrote:
Well correct me if I’m wrong but it looks like the next step is for Maya to confirm for us how this works and if it’s intentional.

And this would be why when I saw that Maya had responded to someone's inquiry with a definitive answer as was done, my only thought was "oh no... here we go again."

This is what always happens when someone presents the potential for a "truly official" answer; some people will argue against anything and everything else no matter the quality of the reasoning behind it or the clarity of cited evidence so that literally only "official comment" counts for anything.

And after "official comment" is made, what happens then? Somebody says the official stance is bad, if not also continuing to insist it is actually wrong.

Gorgo Primus wrote:
I think it’s pretty clear cut that it takes a slot and is worthless...

Then you have two questions to answer;

What positive evidence leads you to the conclusion? For clarity, I mean which words that are present in the feature itself indicate to you that your conclusion is the clear one, and why.

And why would it be worthless on purpose with the game including guidance telling us to make stuff work with our group instead of sticking to strict wording in the book? By which I mean to question you're entire ability to believe that you are correct when you actually want to be incorrect.

IMO what the wording of the rule says (i.e., RAW interpretation) only matters in the situation where you don't know the designer's intent. If intent is clarified the wording of the rule could be verbatim written as "ASDFASDFASDFASDFASDFASDFASDFASDFASDF" and I would know how to interpret it. It would be silly, inconvenient to explain to other players, and a bad way to do it, but nonetheless we would know that "ASDFASDFASDFASDFASDFASDFASDFASDFASDF" = you get an extra property rune on your weapon.

So what happens if you 'don't like the intent'. Then you can start complaining about it, requesting change, etc. and point to why the intent is bad. You can homebrew it away in a private game as desired. But what you neglect to state is that a significant amount of the community effectively runs the game as "PFS Rules". This has been true for PF1e and still in PF2e. If a GM wants a 'weigh in' on what to do with a weird case the first question that is often asked is 'what would Paizo do in PFS'. That is a combination of RAW + RAI statements that clarify what side of the fence to fall towards on an otherwise ambiguous rule reading.

PFS Rules guides a significant amount of discussion online and effectively formulates what I'd call the lowest common denominator baseline rules understanding. It establishes 'which interpretation' is really RAW and which is interpretation is fighting an uphill battle for adoption.

As to why the change leads folks to thinking we lost an extra property rune. Its the difference between getting a rune (which would follow rules for runes on weapons) and gaining the 'effect' of a rune which doesn't actually give a rune but only the benefit of it. That is the boiled down rationale. In light of losing that key word we don't have any direction to assume that gaining the rune this way follows any other rules than gaining a rune any other way.

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