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- This topic has 3 replies, 4 voices, and was last updated 8 years, 12 months ago by Anonymous.
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- May 11, 2017 at 2:16 pm #152633AnonymousInactive
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.
May 11, 2017 at 7:35 pm #275231AnonymousInactiveknowledge 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.May 12, 2017 at 4:49 pm #275236AnonymousInactiveIf 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*
May 14, 2017 at 3:16 am #275252AnonymousInactiveI kind of like air rune on a thrown weapon since it will auto return to one’s hand.
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