Unearthed Arcana: Strange Gods (Dragon #398)


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I can't believe nobody mentioned the simple fact that THERE WAS A RUNEPRIEST POWER IN THIS ARTICLE! AAAAHHHHH!

Unfortunately, not that great a one. The power it gives isn't bad - effectively 5/tier levels of permanent resistance for 2-3 PCs... but requires giving up the Runepriest's core leader feature (Rune of Mending).

In some campaigns, it may be worthwhile. In the vast majority, even if there are a lot of combats where that resistance would be nice, giving up the class's primary healing feature is gonna be pretty harsh the rest of the time.
 

Unfortunately, not that great a one. The power it gives isn't bad - effectively 5/tier levels of permanent resistance for 2-3 PCs... but requires giving up the Runepriest's core leader feature (Rune of Mending).

In some campaigns, it may be worthwhile. In the vast majority, even if there are a lot of combats where that resistance would be nice, giving up the class's primary healing feature is gonna be pretty harsh the rest of the time.
Actually, I don't even see anywhere that it scales with tier - looks like just flat resist 5. It should scale, but that's not what it says (unless it's been errata'd since I downloaded it).
 


Actually, I don't even see anywhere that it scales with tier - looks like just flat resist 5. It should scale, but that's not what it says (unless it's been errata'd since I downloaded it).

Yeah, apparently the flub with Divine Identification was that it was the recipient of elements intended for Rune of Elemental Attunement, thus leaving them both messed up.

Once fixed, it scales 5/tier, and can give a damage bonus if used as Rune of Destruction (or targets an extra person with Rune of Protection).

Being able to have half the party always having the right resistance for the situation is nice, but still doesn't quite make up for what the Runepriest has to give up.

That said, it certainly shows that they haven't abandoned the Runepriest entirely.
 

Thanks; I grabbed the updated version. That's much better. Still not worth swapping for Rune of Mending, but cool flavour, and, SOMETHING for the Runepriest.

I think I would like those powers a lot more if they were spontaneously usable in place of the ones they replace. Providing these options is a bit like some groups handled divine casters in some past editions - all those options were nice, but basically meaningless because all you ever filled your spell slots with were cures.
 

So there's finally a new option for Runepriest available, albeit a campaign situational one. But I can see it being useful for a party where the Runepriest is a second leader, with the other being very healer focused.

However, its in an UA article, which means its never getting added into the online character builder! This shows again why we need houserule ability in the program so people could at least write in their own version of the power.
 

Thanks; I grabbed the updated version. That's much better. Still not worth swapping for Rune of Mending, but cool flavour, and, SOMETHING for the Runepriest.

I think I would like those powers a lot more if they were spontaneously usable in place of the ones they replace. Providing these options is a bit like some groups handled divine casters in some past editions - all those options were nice, but basically meaningless because all you ever filled your spell slots with were cures.

Yeah, I think that feat would be better if you got the new power as an option. In fact it would be a nice CD power really (except hey, RP don't have CD, sigh...). Still, it would be worth a feat to have it as an extra option you could use in place of Mending now and then. As it is it's fun and someone will probably use it, but it really isn't a very viable option.
 

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