Runesmith errata update


Pathfinder Second Edition General Discussion


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Saw a Reddit thread that pointed this out, and I'm super happy about it so I wanted to point it out here too (unless someone else did and I missed it).

Errata for impossible magic just updated with the following;

Pages 44–48: Tracing a rune was never intended to require a hand in the final version of the runesmith class. We are making the following changes to clarify the original intent and create a clear distinction between tracing and etching runes:

Page 44: Change the third sentence of Applying Runes to say: “Etching runes requires an artisan’s toolkit.”

Page 44: Remove, “Requirements You’re holding or wearing an artisan’s toolkit.” from the Trace Rune action.

Page 48: Change the second sentence of the Smithing Weapons feat to say: “While wielding a weapon in the hammer, knife, or pick weapon group, you can use that weapon to etch runes without an artisan’s toolkit.”

End of update. So it clears up a lot of confusion. Looks like you don't need a kit at all to trace, like in the playtest. Which is huge for me, personally, and bumps the class up to one of my favorites again.


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Thanks for sharing that here; that's an excellent update! Not only is there flexibility on hands, but we also get to avoid needing two bulk of kit during combat. Smithing Weapons works out to "save two bulk and deal a little extra damage".


Awesome; this is a great update to hear about.


That's a pretty big error to let slip through into release since the errata makes the class significantly more functional. Still, glad they fixed it.


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So, using nose to trace runes while both hands full. Goddit.


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Pinky trace while holding your greatsword.


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LandSwordBear wrote:
So, using nose to trace runes while both hands full. Goddit.

Which matches up with the Manipulate trait (formerly Somatic Components) for casting spells that spellcasters can do with both hands full.

Cognates

I do question how this one slipped through on printing and the errata pass but eh, we got there in the end.


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BotBrain wrote:
I do question how this one slipped through on printing and the errata pass but eh, we got there in the end.

Seems pretty obvious to me? "Yeah, playtest version of this is definitely too restrictive on hand usage. Let's go ahead and remove the hand requirement. Check over... yep, any references to needing a free hand are gone. On to the next change."


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Sweet! Runesmith just got even better!


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Finoan wrote:
LandSwordBear wrote:
So, using nose to trace runes while both hands full. Goddit.
Which matches up with the Manipulate trait (formerly Somatic Components) for casting spells that spellcasters can do with both hands full.

Right. Noses again.


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I don't really understand the complaining tbh. Tracing is as it was in the playtest, you can just quick trace a rune with your hand on a creature or weapon, with magic glowy light or whatever. You quickly to do that and put your hand back on whatever it's holding, or you like, hold out a finger to do it. How is that people think it's sillier to quickly take out like a paintbrush, paint the rune, and put the paintbrush away? The new version is waaay easier to see in my mind's eye or whatever.


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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I like to imagine using the ranged trace option is using my weapon or a finger to quickly draw the rune in midair the same way Rohan Kishibe draws Heaven's Door in the air to affect someone with his stand. It's fine, it just works.


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Karys wrote:
I like to imagine using the ranged trace option is using my weapon or a finger to quickly draw the rune in midair the same way Rohan Kishibe draws Heaven's Door in the air to affect someone with his stand. It's fine, it just works.

I like the description in The Search for Nex where Pallemi draws the rune in the air and then punches it towards his target.


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QuidEst wrote:
Thanks for sharing that here; that's an excellent update! Not only is there flexibility on hands, but we also get to avoid needing two bulk of kit during combat. Smithing Weapons works out to "save two bulk and deal a little extra damage".

Smithing weapons letting you save the bulk and the cost of artisans tools by replacing it with, say, a dagger is nice, especially at first level.

And if you already liked the idea of using a "smithy" weapon, then the occasional extra point of fire damage isn't a bad thing.

But there are a lot of really good low level feats that Smithing Weapons is competing with.


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One suggestion I saw is have it give critical specialization with those weapons at 5th.


Xenocrat wrote:
One suggestion I saw is have it give critical specialization with those weapons at 5th.

That does seem like a well-balanced way to combine mechanics with thematics.

Verdant Wheel

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Tight.

Back to wielding my Tetsubo!

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