Runesmith as Striker


Runesmith Class Discussion


This is a spinoff of the "The dilemma between strike and trace / invoke" thread, with the premise that Paizo solves that dilemma. Then what tools would we have to build a martial-leaning Runesmith? Runesmith has the chassis, but does it supply the working parts?

General
-Backup Rune Enhancement (1)
Thankfully it's open about being a backup. Hardly supports Strikes being primary.
-Ghostly Resonance (4)
-Elemental Revision (8)
Good, but awkward because both work just as well on ally's weapons, and they'll usually make better use.

Melee
-Engraving Strike (1)
As noted by many, it's a gamble. Even with Strike/Rune parity, one would need to hit half the time to get an even return (noting that crits don't augment the Rune's damage which also still rely on Int). So iffy even if free to use, and hardly worth a feat much less the build & free hand to make it function.
-Smithing Weapon Familiarity (2)
Decent in principle, but the Advanced selection is poor and the level 2 class feat measures poorly against level 1 Ancestry feats which unlock better weapons and give the Critical Specialization.
-Drawn in Red (8)
I really like this feat, and it strongly encourages Striking. Once per enemy. In sequence. It improves Runes to a point it dissuades more Strikes.

Ranged
-Remote Detonation (1)
Similar to Engraving Strike, but for the Invoke half, it's superior because it can be used in some instances where Invoke does not function.
-Overloaded Ammunition (10)
Two below-level fireballs, when there's a Diacritic that would make your unlimited Runes do a similar effect? Hmm. And still Int dependent. Runesinger (1) is superior IMO.
-Henge Gate (14)
OMG. It's strong enough to use on oneself, adding a lot of range to Runes. Pair this with the Commander's Tactic to launch extra missiles (if it survives) and a party ready to exploit this, and the force multiplier becomes astronomical. Everyone cranking out max strength Runes on top of what could be a barrage of ranged Strikes? Gulp.

Shields
-Fortifying Knock (2)
-Runic Reprisal (6)
-Dwarven Ramparts (Rune 1)
I'm lumping them together since IMO these dissuade Striking since a shield lowers the size of one's weapon, takes away to free hand to Trace Runes, and uses an action to Raise Shield. Even if Runes match Strikes, the feats are like getting a free Strike (if hit).

More Runes
Whetstone & Impact can add some minor damage, if target's not already bleeding and you're okay with Splash damage. So kinda iffy even on allies.
Gravity & Dragon Fury aid a bit, though easily replicable with tactics or other resources.

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If Runesmith is going to keep its martial promises, it'll require more feat support (or subclass, etc.). Engraving Strike is the only bread-n-butter Strike feat, and it's drawn a lot of flak. It deserves it, which is a shame since its concept & action-economy are cool design ideas. It seems that if Strikes & Runes match up more evenly that there's too little return on investment (& hands) into a martial build (w/ a possible exception for a ranged weapon).

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