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 Post subject: Re: unarmed attack and Runes
PostPosted: Sat Jun 22, 2019 9:23 am 

Joined: Fri Sep 27, 2013 8:36 am
Posts: 1554
No worries, my character is a highly effective pugilist. But my chief weapons for being awesome is body of the warrior and shape change (and suprise.. no my 4 chief weapons are....ty python)

Imagine, highly advanced body of the warrior, shapechange for 15 foot reach, combined with whirlwind strikes and vital strike.
(It gets even more rediculous paired with a priest that is willing to cast vindication on the party

But, magic might be becoming more available in the ARG campaign, bands of irons might are becoming an option, and the ring of shocking something might be viable as well (but that would lead to additional stacking questions about virtual runes on magic items stacking with runes on weapons

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 Post subject: Re: unarmed attack and Runes
PostPosted: Sat Jun 22, 2019 10:24 pm 

Joined: Thu Nov 07, 2013 9:37 pm
Posts: 801
Location: Michigan
I also fight using unarmed and have Body of the Warrior, but I am trained with a gauntlet because baring any magic I often find it difficult for the unarmed damage die from Body of the Warrior to exceed the helpfulness of having a fervidite gauntlet. That (usually) +3 damage from the gauntlet turns the d4 damage die into approximately the equivalent of a d10 unarmed from Body of the Warrior - and that's without adding in the lost action/strain of often having to cast Body of the Warrior (or getting a much lower bump from it by combining it with Shape Change to make it a Binding).

I've found being trained in the Gauntlet to be very useful as grasp the blade can occasionally be cool, and mighty swing is amazing - especially as it replaces your prowess for the attack roll with your might.

And all that is without taking into account the possibility of putting a damaging rune (frost/fire/necrotic) that would essentially drive your average damage up by one die, a rune like an avalanche rune that would help buff one big hit, or putting a exceptional rune to allow you to attack ghostly creatures, or a celerity rune to reduce your recovery from combat maneuvers.

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 Post subject: Re: unarmed attack and Runes
PostPosted: Thu Sep 05, 2019 4:56 am 

Joined: Thu Sep 05, 2019 4:39 am
Posts: 1
mighty28 wrote:
As stated in Forged in Magic pg.5 armor runes may be placed on appropriate quality garb, not weapon runes.


Item quality is no longer a thing and Forged In Magic - Reforged says nothing about allowing runes on clothing (gloves/shirts). I think this is an oversight as it means a Sorc won't ever be using an Armour Rune, and an unarmed fighter won't ever be using a Weapon Rune, but that is rules as written.


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 Post subject: Re: unarmed attack and Runes
PostPosted: Thu Sep 05, 2019 3:32 pm 
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Joined: Fri Sep 27, 2013 1:06 am
Posts: 1958
Location: Portland OR
ShadowOfSelf wrote:
mighty28 wrote:
As stated in Forged in Magic pg.5 armor runes may be placed on appropriate quality garb, not weapon runes.


Item quality is no longer a thing and Forged In Magic - Reforged says nothing about allowing runes on clothing (gloves/shirts). I think this is an oversight as it means a Sorc won't ever be using an Armour Rune, and an unarmed fighter won't ever be using a Weapon Rune, but that is rules as written.
This is where having two different rule sets & catalogues of Books creates some confusion. In the ARP rule set there is a Forged in Magic (and a Forged in Magic 2...). Its these books that are being quoted. Item quality is a big deal in the ARP rule set. Reforged is for the 5E ruleset. And I believe that you are correct that there isn't anything said about unarmed fighters etc etc... That said there is nothing to stop a module writer from added non-standard (but hopefully balanced0 loot to an adventure.

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Formerly Sir Jaeger val'Holryn. Weilder of the Holy Avenger: Thonanos. Gave his soul to help free King Noen


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