Embracing the Shadows: The Aesthetic Allure of Goth Babe Surd Xurse

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Thread: Pathfinder Second Edition - PFRPG2 Ruleset - Status, issues and ongoing development

EG: Way weapon works in pf2 (my understanding still learning it) Is it can have (for example) a +1 potency rune which gives it +1 to hit (not plus one to damage)
Currently putting a 1 in the bonus field of a weapon gives it +1 to hit BUT also gives +1 to damage.
To increase damage on a PF2 weapon it needs a striking rune and giving it a +1 striking rune doesn't increase damage by +1 but instead increasing the number of damage die

You may be aware I was just checking.
ATM we can just manually change items

I would think Weapons are gonna need two Bonus Fields

Potency Rune: +1
Striking Rune : +2

and Armours are gonna need two as well

Potency Rune: +3
Resilient Rune: +1

Last edited by Willot; October 1st, 2019 at 22:45 .

"When questing once in noble wood of gray medieval pine, I came upon a tomb, rain-slicked, rubbed cool, ethereal, its inscription long vanished, yet still within its melancholy fissures."

October 1st, 2019, 23:01 #263 Moderators Immortal
Supreme Deity Join Date May 2011 Location Colorado, USA Posts 33,095 Originally Posted by Willot Currently putting a 1 in the bonus field of a weapon gives it +1 to hit BUT also gives +1 to damage.

Not in the test I just did. I created a basic +1 sword, dragged it to the PC inventory and the bonus is only added the attack.

I do, however, see an issue if the +1 weapon is added to the PC sheet unidentified and later identified. This will incorrectly add a +1 to damage - logged as RS2.055.

Originally Posted by Willot

I would think Weapons are gonna need two Bonus Fields

Potency Rune: +1
Striking Rune : +2

This is handled in the ruleset by adding the "striking" property before adding the weapon to the PC. See here: https://www.fantasygrounds.com/wiki/. PG2_Item_Sheet I haven't added greater striking or major striking yet.

Originally Posted by Willot

Armours are gonna need two as well

Potency Rune: +3
Resilient Rune: +1

This is similar to weapons, but has not been implemented. There will be a "resilient", "greater resilient" and "major resilient" property in a future release.

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October 1st, 2019, 23:28 #264 Saint Join Date Jul 2006 Posts 1,210 Blog Entries 1 Originally Posted by Trenloe

I do, however, see an issue if the +1 weapon is added to the PC sheet unidentified and later identified. This will incorrectly add a +1 to damage - logged as RS2.055.

AH yes that's exactly what I was doing, turning on/off the ID and watching the Damage getting increased. So worked out in the end cool.

"When questing once in noble wood of gray medieval pine, I came upon a tomb, rain-slicked, rubbed cool, ethereal, its inscription long vanished, yet still within its melancholy fissures."

October 2nd, 2019, 15:08 #265 Adept Join Date Jul 2019 Posts 3

I was wondering if there is a way to hide regeneration numbers from player? Just had a fight with a troll, and every round it announced the Regen 20 in the chat box to all. My options are set so players don't normally see what I roll, just the results. Could we have it so it just says Regen but hide the numbers?
Also, the weakness damage triggers even when no damage is received : the troll critical succeeded on a reflex roll against burning hand and still received the 10 dmg from weakness.
Finally, when the troll receives fire dmg, it writes in chat box that Regen is negated, but it will still Regen the next round. Is that supposed to be automated or does it just serve as a reminder and I need to cancel it manually?

Thanks for all the hard work, everything is amazing!

October 9th, 2019, 19:02 #266 Archangel Join Date Oct 2010 Location New Jersey, USA Posts 4,201 Blog Entries 4

A suggestion and an issue..
Perception - Since Perception is not a skill and there is already a place dedicated to it on the Main Tab. seems like the controls for perception could be moved there and it could be removed from the Skills Tab.
HP - HP don't seem to be linked in a way that causes them to update when level is changed manually.. if you wheel up and down on one of the values in HP it adjusts (a work around) but it should update when level is changed no?

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Potency rune pf2e

Is there a way to apply a property rune to armor when it�s equipped? My playtest fighter�s ring of cold resistance (lesser) shows in the Play tab under Energy Resistances as Resistance to Cold 5, but his +3 fire resistant master half-plate does not. The potency rune effect does show up in the AC and saving throw calculations, however.

jrcchicago
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September 6th, 2018, 06:35 AM

.
dovetail question on applying potency and rune: hand wrap (unarmed attacks)

i figured out how to apply potency to hand wrap, but only expert, master, etc.

how does applying potency +1 etc to hand wrap work, and how does runestone get added to hand wrap?

potency crystal only allow to be moved into weapon container but not fist/unarmed/wrap

Last edited by tahltwo; September 6th, 2018 at 06:54 AM .
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September 17th, 2018, 01:53 PM I want to know this as well, I cannot seem to add Runes to anything.
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September 18th, 2018, 07:11 AM

jrcchicago, that's definitely a bug. Did you report it via [email protected]? If not, please do and thank you!

tahltwo, the runes on a hand wrap is a previously-reported bug but I don't know what you're referring to in the last line about the potency crystal. What's a potency crystal?

rob1bynum, do you have any specifics you can share concerning not being able to add runes to anything?

Last edited by Rone; September 18th, 2018 at 09:31 AM .
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September 19th, 2018, 08:45 AM

@rone — don’t have rulebook currently but potency crystal is a consumable low-level magic item. it functions like the oil of potency but with limit of one-use and expended even on a miss.


update: potency crystal, pg 402, playtest rulebook

Last edited by tahltwo; September 19th, 2018 at 10:52 AM .
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September 19th, 2018, 10:48 AM

I am primarily concerned about adding a rune to the hand wraps, but I have tried to add runes to a weapon and cannot nor armor. Maybe I am doing something incorrectly?

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Senior Member Lone Wolf Staff Join Date: May 2005 Posts: 13,194
September 20th, 2018, 08:43 AM

tahltwo - the handwraps of mighty fists allow runes and item quality, but I see nothing in their rules that allows them to make use of weapon trinkets.


In the trinket rules on pg. 379, it says that they are affixed ". to armor, a shield, or a weapon. " The handwrap of mighty fists is not a weapon by itself, it is a magic item, and I don't think that the intent is that a chracter's fists or other unarmed strikes by themselves count as a weapon for the purpose of having trinkets attached.

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September 20th, 2018, 08:46 AM

rob1bynum, I just tested the following steps and they worked:
Add chain mail
Click on that chain mail to enter its customization form
In the Item Quality table, add Expert
In the Runes table, add "Armor Potency +1"


Could you please provide more information about specifically what items are you adding to what armors, so that I can test out the steps you're using?

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September 21st, 2018, 06:38 AM

@mathias yea that’s the thing about some of the weapon enhancement items is that they don’t consider the monk and his unaramed strike as a weapon. maybe they’ll add more items or creatively allow them to be used with unarmed as weapon.

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October 3rd, 2018, 10:30 AM

I should mention here as well. we are aware of the missing Rune Table for the Handwraps in question and are working on a fix now.

In the meantime, we do have a workaround from Ryan Furnas in Customer Support that enables them to function as intended.

"Add the Rune of your choice to another Weapon > Once added, Open the Rune from the Rune Table inside the Weapon > In the Rune Description Panel, click the Dropdown Menu to select the Handwraps > click Move

Once this is done, it's basically permanent because the Runes table on the Handwraps is missing, but it functions once equipped and invested. Instead of Upgrading or moving Runes from them you'll need to sell them and start over until we get the problem resolved.

This should enable you to gain the mechanical benefits from the Handwraps, even if it is a bit of extra paperwork and a big hassle to "Upgrade" or modify, as I said we hope to have this fixed soon."

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Dreamy Melodies: The Musical Influences of Goth Babe Surd Xurse

Theatrical Expression: The Performance Art of Goth Babe Surd Xurse