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  • #152633
    Anonymous
    Inactive

    I know that I haven’t gotten the cert for the add-on Rune yet, but I am still trying to speculate which would be a good uncommon rune to take. I have some ideas of fun ones. I do have a problem with already hitting my limit on attuned items, so I more looking for things that would not require attunement.

    Some of my thoughts:
    Endurance (Armor/Shield) – Resistance to P/S/B for 1/attack a short rest (my crit protection)
    Might (Armor) – Double Carrying Capacity (why yes I can carry that statute that I really like)
    Life (Weapon) – +1d6 Radiant Damage and DC 11 save or die if under 25HP (Nice situational backup weapon)

    Kinda just looking forward to hearing what runes people want to take and why.

    #275231
    Anonymous
    Inactive

    knowledge monkey so artificer rune on my armor, my nonmagical useful item will be a rare history tome (Can’t quite make out the title as it is heavily damaged, but it may say Codex Arcanis in Ancient Altheran) to give a +2 on knowledge history checks, and then have expertise in knowledge history.

    Not sure I’ll be any use in combat, but I should have a +9 knowledge history at level 1. \":)\" Useful in an archeologist I assume.

    #275236
    Anonymous
    Inactive

    If it’s really the Codex Arcanis, you’d also have to make a 50/50 roll to determine whether the information you ‘remember’ is true. *wry grin*

    #275252
    Anonymous
    Inactive

    I kind of like air rune on a thrown weapon since it will auto return to one’s hand.

Viewing 4 posts - 1 through 4 (of 4 total)
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