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View Full Version : My take on: Runecrafting! (WIP, PEACH)



Trodon
2012-12-02, 03:55 PM
Notes:
Okay, I've been working on this nearly non-stop for about five days, and it's probably horridly unbalanced. But this is still a work in progress. Basically what I need now are a few more Archaic runes, and general balance-fixing. This class was made for the dwarves in the setting I'm making, their god died, another one hasn't shown up yet, and they happened to find an ancient city and learned this from there. Thanks for reading it all I know it's a lot, and thank you in advance for your input.

Change log
12/02/12:Original Post.
12/03/12:Moved Craft construct to level 1, removed runed/magic item limitation.
12/29/12:Added Mettle class feature, condensed many rune trees to single runes, added shield rune section, fixed some typos.
12/30/12 #1:Added Symbol of X runes, added personal rune feature into Runecrafting.
12/30/12 #2: Removed Shield rune section, added deflection, shielding, and archaic shielding to armor runes.
12/31/12: Removed craft construct and archaic golem, most likely to be added into a future prc.
1/3/13: Added monster summoning rune.
1/17/13: Fixed a typo.

Runecrafter

(I can't find a decent picture.)

The art of runecrafting may seem relatively new to this ageís people but in reality itís older than most of the arts around today. Runecrafting isnít a quick process; the Runecrafter must etch the rune in (usually) stone or metal, then infuse the archaic energy into the rune to channel it.

Abilities: Strength and Wisdom are key abilities for the Runecrafter, as a few of the Runecrafterís abilities are based off of Wisdom, having a decent Intelligence for more skills is a good idea, and Constitution is needed for melee combat.
Alignment: Any.
Hit Die: d10.
Class Skills:
The Runecrafterís class skills (and the key ability for each skill) are Appraise (Int), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge (Arcana, Architecture and Engineering, Dungeoneering, History) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), and Spot (Wis).
Skill Points at 1st Level: (4 + Int modifier) ◊ 4.
Skill Points at Each Additional Level: 4 + Int modifier.


Runecrafter
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Runes

1st|
+0|
+2|
+0|
+2|Runecrafter|2

2nd|
+1|
+3|
+0|
+3|Personal Forge|3

3rd|
+2|
+3|
+1|
+3|Craft Focus, Mettle|4

4th|
+3|
+4|
+1|
+4|Wise Crafter|5

5th|
+3|
+4|
+1|
+4|Knowledge Focus|6

6th|
+4|
+5|
+2|
+5|-----|8

7th|
+5|
+5|
+2|
+5|Wise Sage|9

8th|
+6/+1|
+6|
+2|
+6|Master Crafter|10

9th|
+6/+1|
+6|
+3|
+6|Runed Body (1)|11

10th|
+7/+2|
+7|
+3|
+7|-----|12

11th|
+8/+3|
+7|
+3|
+7|-----|14

12th|
+9/+4|
+8|
+4|
+8|Extra Rune (1)|15

13th|
+9/+4|
+8|
+4|
+8|Craft Focus|16

14th|
+10/+5|
+9|
+4|
+9|Runed Body (2)|17

15th|
+11/+6/+1|
+9|
+5|
+9|Knowledge Focus|18

16th|
+12/+7/+2|
+10|
+5|
+10|-----|20

17th|
+12/+7/+2|
+10|
+5|
+10|-----|21

18th|
+13/+8/+3|
+11|
+6|
+11|Extra Rune (2)|22

19th|
+14/+9/+4|
+11|
+9|
+11|Runed Body (3)|23

20th|
+15/+10/+5|
+12|
+6|
+12|Rune Master|24[/table]


Class Features:
Weapon and armor proficiency: A Runecrafter is proficient with all simple and martial weapons, with light and medium armor, and with shields (except tower shields).

Runecrafter: At level one the runecrafter learns how to craft and imbue runes with archaic magic, and gains two minor runes at level 1, gaining a new rune known at every level except 6, 11, and 16, when the runecrafter gains two runes known. At level 1 the runecrafter may only learn minor runes, at levels 6, 11, and 16 the runecrafter may learn intermediate, greater, and archaic runes respectively. The runecrafter may craft any of his known runes at will. Furthermore, at levels 7, 12, and 17 the runecrafter may "swap out" any one known rune for any other rune that he could learn at his current level, loosing his old rune and learning a new rune in its place.

Crafting the rune and imbuing it with archaic energy takes five minutes of concentration where the runecrafter may perform no other tasks. Runes may only be placed on items with rune slots (see new uses for craft, below). A runecrafter may remove any rune he has previously made; this act requires one minute of concentration where the runecrafter performs no other tasks. A runecrafter may attempt to remove a rune crafted be someone else, this takes one minute and requires an opposed check (1d20+runecrafter level+Wis modifier) if successful, the rune is removed, should you fail by four or less you are unable to remove that rune for the next 24 hours, if you failed by five or more, the rune backfires, and you take (1d6/two runecrafter levels of the rune creator+Wis modifier) damage.

In addition, the runecrafter may have a personal rune, this rune may be crafted on piratically anything, and doesn't require an item to be of masterwork quality, and doesn't use a rune slot.

Personal Forge: At level two the runecrafter makes a personal forge at no cost, this acts as masterwork artisanís tools for any craft skill (other than alchemy) and is easily portable, weighing only 5 pounds. In addition, you gain a +1 to attacks with any weapon that you make yourself, and a -1 armor check penalty (minimum -0) with any armor you make yourself whether or not you use your personal forge, these bonuses stack with the masterwork quality (or similar abilities, such as dwarvencraft) that they item may possess.

Craft Focus: At level three the runecrafter selects one craft skill (other than alchemy), the runecrafter gains a bonus equal to 1/3rd his runecrafter level (rounded down) on all checks using that skill.
At level thirteen the runecrafter selects a second craft skill (other than alchemy) to gain this bonus. The runecrafter may not select the same craft skill a second time.

Mettle: At level three the runecrafter gains mettle, as the hexblade ability of the same name.

Wise Crafter: At level four the runecrafter adds his wisdom modifier to all craft check with his craft focus ability (including the second focus gained at level thirteen).

Knowledge Focus: At level five the runecrafter selects one knowledge skill, the runecrafter gains a bonus equal to 1/3rd his runecrafter level (rounded down) on all checks with that skill.
At level fifteen the runecrafter selects a second knowledge skill to gain this bonus; the runecrafter may not select the same knowledge skill a second time.

Wise Sage: At level seven the runecrafter adds his wisdom modifier to all knowledge check with his knowledge focus ability (including the second focus gained at level fifteen).

Master Crafter: At level eight the runecrafter learns to forge items much faster. When calculating progress for a crafted item (page 70-71 in the playerís handbook) the runecrafterís result is determined in gold pieces instead of silver, if the runecrafter are recording progress by the day, the runecrafterís result is in silver pieces instead of copper.

Runed Body: At level nine, the runecrafter learn the secrets of crafting runes into your own body. You may craft a rune onto your body, doing so deals 5/two class levels damage to you, which heal normally. You may benefit from only one rune on your body at a time.
At level 14 the runecrafter may craft and benefit from a second rune crafted on your body, doing this deal damage as normal.
At level 19 the runecrafter may craft and benefit from a third rune on your body, doing this deal damage as normal.

Extra Rune: At level twelve you may add an extra rune slot more than their normal maximum (see new uses for craft, below) to an item while youíre crafting it, or afterwards. A runecrafter may not add extra rune slots onto his own body using this power.
At level eighteen you may add a second extra rune slot onto an item.

Rune Master: At level twenty, the runecrafter has truly become a master of archaic runes. The runecrafter opens up a school (or collage, or any other center of learning that he wishes) dedicated to the art of runecrafting. The runecrafter may research and create new runes in half the normal time, in addition to furthering the study of runecrafting.


Runes:

Runecrafters choose the runes they learn as they level up, and in addition to grade (Minor, Intermediate, Greater, and Archaic), runes come in four categories; armor, object, shield, and weapon runes. Armor and weapon runes may only be crafted on armor or weapons that possess a rune slot respectively, shield runes may only be placed on shields, and object runes may be placed on nearly any object that has a rune slot (a runecrafter with the runed body class ability may craft any type of rune onto his body).
The item that is to be runed (be it a suit of armor, a weapon, or a shield) must be of at least masterwork quality before it can accept any rune slots. Unless otherwise noted, a rune lasts until itís removed (whether by the crafter or be someone else), and if it requires activation, it must be physically touched, and takes a standard action that provokes attacks of opportunity. A runed item may be magically or psionically enhanced later on, and a magic or psionic weapon may accept runes.

Armor Runes:
Minor:
Deflection: This rune may only be crafted onto a shield. When you activate this rune (a free action, once per round) you gain the benefits of the Deflect Arrows feat, without having to have one hand free (using the shield to deflect the projectile.)

Fitted, Lesser: This rune decreases the armorís armor check penalty by -1/four runecrafter levels (maximum +5.)

Graceful: This rune gives the equipped armor a +1 rune bonus to maximum Dex bonus/four runecrafter levels (maximum +5.)


Intermediate:
Arcane: This rune decreases the armorís arcane spell failure chance by 10%.

Bearís Endurance: When activated this rune gives the wearer a +4 rune bonus to his Con score for 1 minute/runecrafter level.

Bullís Strength: When activated this rune gives the wearer a +4 rune bonus to his Str score for 1 minute/runecrafter level.

Catís Grace: When activated this rune gives the wearer a +4 rune bonus to his Dex score for 1 minute/runecrafter level.

Flight: When this rune is activated it grants the wearer the effects of the Fly spell for 1 minute/level. This rune may be activated three times per day.

Fortified, Light: This rune duplicates the effects of the Light Fortification Armor enhancement.

Reinforced: This rune gives the equipped armor a +1 rune bonus to armor class/four runecrafter levels.

Lightweight: This rune decreases the weight of the armor by 50%

Shielding: This rune may only be crafted onto a shield. When you activate this rune (a free action, twice per day) you may substitute a fortitude or will save for a reflex save you were about to make, gaining the benefits of your mettle ability.


Greater:
Damage Reduction: This rune gives the wearer of this armor DR(1/2 runecrafter level)/adamantine.

Fitted: This rune decreases the armorís armor check penalty by -1/three runecrafter levels (maximum -5, minimum -1).

Fortified, Moderate: This rune duplicates the effects of the Moderate Fortification Armor enhancement.

Overland Flight: When this rune is activated it grants the wearer the effects of the Overland Flight spell for 1 hour/level. This rune may be activated once per day.


Archaic:
Alignment Warding: When this rune is activated it duplicates the effects of Cloak of Chaos, Holy Aura, Shield of Law, or Unholy Aura, chosen at the time of crafting, affecting only the wearer of the armor. A runecrafter may not choose an alignment opposed to his own, for instance, a NG runecrafter crafts this rune, and he may choose Cloak of Chaos, Holy Aura, or Shield of Law, but not Unholy Aura as it opposes the good component of his alignment

Archaic Shielding:This rune may only be crafted onto a shield. When you activate this rune (a free action, five times per day) you may substitute a fortitude or will save for a reflex save you were about to make, gaining the benefits of your mettle ability.

Fortified Heavy:This rune duplicates the effects of the Heavy Fortification Armor enhancement.



Object Runes:
Minor:
Fog: This rune when activated duplicates the effects of the Fog Cloud spell, using your square as the origin square. This rune may only be activated twice per day.

Light: When activated this rune acts as a Light spell was cast onto it, it lasts until the runecrafter deactivates it. Activating/deactivating this rune is a swift action.

Locked: This rune locks any container itís crafted on, which can only be opened by removing the rune, speaking the command word (chosen at the time of crafting the rune), or by picking the lock (DC 25+runecrafter's Wis modifier). The lock may only be picked by a character that can disable magical traps.

Trapped: This rune is usually on the handle of a door, or a weapon, or on the inside of a suit of armor, it activates when a creature comes in contact with the rune itself, and doesn't speak the command word (set at the time of crafting the rune, this rune may not be used to deal more damage with an attack, such as placing this rune on the head of a hammer). The creature that activated this rune takes 1d6/2 runecrafter levels+the runecrafter's level+the runecrafterís WIS modifier damage when they trigger it, this damage is halved with a successful will save (DC=10+ 1/2 runecrafter level+ runecrafterís Wis modifier). This rune lasts until it's removed, and deals damage every round a creature is in contact with it, giving the creature a new save every round. Speaking the command word once is enough to not trigger the rune, any creature that speaks the command word doesn't need to speak the command word every round.


Resistance: This rune gives the object a +1/three runecrafter levels (maximum +6) rune bonus on all saving throws

Silence: This rune when activated the object this rune is crafted onto acts as an object that has had the Silence spell cast on it for 1 minute per runecrafter level. This rune may only be activated twice per day.

Snake Sigil: This rune acts just like the spell Sepia Snake Sigil, using your runecrafter level as your caster level.

Sturdy: This rune increases an objectís hardness and hit points by 50%/five runecrafter levels.


Intermediate:
Geas, Lesser: This rune may only be placed on a willing, or restrained creature. This rune may be activated from up to 10ft/runecrafter level away. When this rune is activated it acts as a Geas, Lesser spell, the creator of the rune sets the instructions.

Resist Energy: This rune gives the wearer of the armor energy resistance 10 against one element type (Acid, Cold, Electricity, or Fire, chosen at the time of crafting) absorbs 10 points of damage per runecrafter level before burning out, leaving an empty rune slot.

Solid Fog: This rune when activated duplicates the effects of the Solid Fog spell, using your square as the origin square. This rune may only be activated twice per day.

Monster Summoning: When activated this rune summons an aberration, animal, construct, dragon, fey, giant, humanoid, monstrous humanoid, ooze, outsider, plant, undead, or vermin (hereafter referred to as "monster"), selected at the time of crafting. The monster appears in a space you designate within 20 feet of you, and acts on your initiative. It is friendly to you and your allies, and will aid you to the best of its ability for 1 round per runecrafter level, at which time it vanishes. You may select any creature of the above types with a challenge rating equal to (runecrafter level -2) or below. This rune may only be used once, at which point it burns out, leaving an empty rune slot.

Symbol of Fear/Persuasion: When crafted this rune may act either as a Symbol of Fear or a Symbol of Persuasion spell, chosen at the time of crafting.

Symbol of Pain/Sleep: When crafted this rune may act either as a Symbol of Pain or a Symbol of Sleep spell, chosen at the time of crafting.

Wall of Fire/Ice: This rune may be set as a trap, and if so activates when someone comes in contact with it. When activated this rune duplicates either Wall of Fire or Wall of Ice chosen at the time of crafting, these walls
become permanent, non-magical walls and the rune burns out after one use.

Water Breathing: When this rune is activated the creature in contact with this item becomes able to breathe water and air equally for 30 minutes/runecrafter level. This rune may be activated twice per day.


Greater:
Harden: This rune increases an objectís hardness and hit points by 100%.

Negate Magic: When activated, this rune duplicates the effects of Antimagic Field for 1 minute/runecrafter level; this rune may be activated three times per day.

Plane Shift: When activated this rune duplicates the effects of the Plane Shift spell. This rune may be activated once per day.

Quest: This rune acts as Geas, Lesser except that it duplicates the effects of Geas/Quest.

Stoneskin: When activated, this rune duplicates the effects of Stoneskin for 1 minute/runecrafter level except it can absorb 10 points of damage per runecrafter level. This rune may be activated three times per day.

Symbol of Stunning/Weakness: When crafted this rune acts as a Symbol of Stunning or a Symbol of Weakness spell, chosen at the time of crafting.

Teleport: When activated this rune duplicates the effects of the Teleport spell. This rune may be activated twice per day.

Wall of Force/Stone: This rune acts just like the Wall of Fire/Ice rune, except this rune creates either a Wall of Force or a Wall of Stone.


Archaic:
Archaic Energy Resistance: This rune acts just like the Resist Energy rune except as noted here; the energy resistance gained is 20, and it absorbs 15 points of damage per runecrafter level before burning out, leaving an empty rune slot.

Iron Body: Once activated this rune duplicates the effects of the spell Iron Body for 1 minute/runecrafter level, this rune may be activated three times per day.

Symbol of Death/Insanity: When crafted this rune acts as a Symbol of Death or aSymbol of Insanity spell, chosen at the time if crafting.

Teleportation Circle: This rune may not be crafted onto any armor, construct, shield, or weapon. When crafted, this rune acts as the Teleportation Circle spell, and the runecrafter may choose for the circle to either burn out after one use, or stay indefinitely, as other runes.

Prismatic Sphere/Wall: This rune acts exactly like the Wall of Fire/Ice rune except this rune creates a Prismatic Sphere or a Prismatic Wall.



Weapon Runes:
Minor:
Aligned: A weapon equipped with this rune is treated as having a certain alignment, chosen at the time of crafting (a runecrafter may not choose an alignment opposed to his own, for instance, a NG runecrafter crafts this rune, he may choose to make the weapon lawful, good, or chaotic, but not evil as it opposes the good component of his alignment).

Elemental, Minor: On a hit, a weapon with this rune deals damage of a type chosen at the time this rune was created (the runecrafter may choose Acid, Cold, Electricity, or Fire) instead of the weapon's normal damage type, this rune may be activated and deactivated at will.

Sundering: A weapon equipped with this rune deals 50% more damage against an object when used while the character wielding it attempts to sunder.


Intermediate:
Bane: This rune acts as a Bane weapon against a type of creature chosen at the time of crafting.

Ectoplasmic: This rune gains the Ghost Touch property.

Elemental: When activated, a weapon with this rune deals an extra 1d4 points of damage/four runecrafter levels on a hit (maximum +5d4); of a type chosen at the time this rune was created (the runecrafter may choose Acid, Cold, Electricity, or Fire). This lasts for 5 rounds, and may be activated as a swift action, three times per day.

Enchanted: This rune bestows a +1 rune bonus/4 runecrafter levels to attacks and damage with the weapon that this rune is crafted on.

Special Material: This rune allows a weapon to act as though it was made from a special material, even if it normally canít be made of such material. At runecrafter level 6, a weapon with this rune may act as though it was made of cold iron, at runecrafter level 9 this rune may cause a weapon to act as though it was made of alchemical silver, at runecrafter level 12 this rune may cause a weapon to act as though it was made of adamantine. You may activate/deactivate this rune as a swift action, you need not deactivate this rune before switching to a new material, and the new selection supersedes the old one.


Greater:
Aligned, Greater: This rune acts as an Anarchic, Axiomatic, Holy, or Unholy weapon as chosen at the time of crafting (a runecrafter may not choose an alignment opposed to his own, for instance, a NG runecrafter crafts this rune, he may choose to make the weapon Axiomatic, Holy, or Anarchic, but not Unholy as it opposes the good component of his alignment).

Keen: This rune duplicates the effects of the Keen weapon enhancement.

Sundering, Greater: A weapon equipped with this rune deals 100% more damage against an object when used while the character wielding it attempts to sunder.


Archaic:
Archaic Animation: When this rune is activated the weapon that this rune is crafted onto gains the Dancing property for 5 rounds, this rune may be activated twice per day.

Elemental Soul: When activated, a weapon with this rune deals an extra 1d6 points of damage/three runecrafter levels on a hit (maximum +6d6, minimum +1d6); of a type chosen at the time this rune was created (the runecrafter may choose Acid, Cold, Electricity, or Fire). This lasts for 3 rounds, and may be activated as a swift action, three times per day.

New uses for Craft:
Rune Slots:
With the Craft (Armorsmithing) or the Craft (Weaponsmithing) skills you may add rune slots to armor and weapons respectively. Light weapons, armors, and shields may only possess 1 rune slot. Medium armors, heavy armors and shields, one-handed, and two-handed weapons may possess 2 runes slots. To add a rune slot the runecrafter must make an appropriate craft check (DC 20+5 for every rune slot already on the item). Other items (such as a wall, chest, door, or another such object) need no check, just 5 minutes to prepare the section for a rune. Armor/Shield spikes count as a light weapon, and may not possess more than 1 rune slot (even with the extra rune ability of the runecrafter).

Amnoriath
2012-12-02, 11:14 PM
It isn't actually horridly unbalanced, but there are somethings that need clarification.
You clarified what it typically takes to activate a rune and how many can be applied but are they only usable by the runecrafter?
Why the restriction against runes on magic weapons when it is going to need one?
Constructs like magic items all require a caster level prequisite and a lot of them require more than two spells known.
A lot of your runes are either very limited in scope(sturdy, trapped, fitted, lightweight..etc) or have arbitrary copies of one another unnecessarily loading up your runes known in a long campaign.

Trodon
2012-12-03, 11:18 AM
It isn't actually horridly unbalanced, but there are somethings that need clarification.
You clarified what it typically takes to activate a rune and how many can be applied but are they only usable by the runecrafter?
Why the restriction against runes on magic weapons when it is going to need one?
Constructs like magic items all require a caster level prequisite and a lot of them require more than two spells known.
A lot of your runes are either very limited in scope(sturdy, trapped, fitted, lightweight..etc) or have arbitrary copies of one another unnecessarily loading up your runes known in a long campaign.

Hi, before I start thank you for replying.

Anyone may activate the runes, I guess I did for get to add that in.

Runes require a masterwork or better (such as dwarvencraft) to be fitted for rune slots, and I made them incompatible because I figured without it magical/runes weapons would get out of hand quickly.

That rune came out from right after I decided to make archaic a template, and A: Needed more runes: and B: felt like I needed something else for golems. It was supposed to make things easier for the runecrafter, but I thought that giving them a free golem (that can accept runes) in addition to their runes would be a bit much. But of course I could be wrong.

Yeah, I wasn't to sure about how to deal with that.

WyvernLord
2012-12-03, 12:16 PM
This looks pretty cool. I'll be playing this in a one-shot and I'll keep you informed on how it goes.
A question the capstone. What is the normal time for research and creation of runes?

Trodon
2012-12-03, 01:08 PM
This looks pretty cool. I'll be playing this in a one-shot and I'll keep you informed on how it goes.
A question the capstone. What is the normal time for research and creation of runes?

Awesome, thanks! :smallbiggrin:

I had made that capstone at 2 in the morning, thinking I'd just use the same times arcane spell, but upon looking I can't seem to find any guidelines... So I'm going to have to either make guidelines myself or come up with something else... or both. I don't know I'll think on it. And as for the time for now I guess get the DM's best judgement. I'll be thinking on it throughout the day and I'll get back to you if I come up with something.

Amnoriath
2012-12-03, 01:45 PM
Hi, before I start thank you for replying.

Anyone may activate the runes, I guess I did for get to add that in.

Runes require a masterwork or better (such as dwarvencraft) to be fitted for rune slots, and I made them incompatible because I figured without it magical/runes weapons would get out of hand quickly.

That rune came out from right after I decided to make archaic a template, and A: Needed more runes: and B: felt like I needed something else for golems. It was supposed to make things easier for the runecrafter, but I thought that giving them a free golem (that can accept runes) in addition to their runes would be a bit much. But of course I could be wrong.

Yeah, I wasn't to sure about how to deal with that.

1. Okay, that is something quite significant. A lot of buffs are either personal or touch so giving the team some personal use buffs before battle without cost is a strong feature. This frees up your action economy significantly as a party support allowing them to decide when they need to use them. The only way this is broken is what kind of and/or how many runes you can give.
2. If you are going to keep the previous feature you should realize you are taxing your dedicated fighters who will have magic weapons. You may think it is a bit overpowered but are they really more powerful than an Incarnum character or Tome of Battle maneuvers on characters with magical weapons? I would definitely say no. It also makes your weapon more of a target as it is your only source of offense and it will much more fragile than magic weapons(each level of bonus adds 2 to hardness and 10 to hit points). As a class that relies on items for runes to be crafted on it is a big liability.
3. Well, I think the question is how much do you want to tie items and/or constructs into the theme of your class? I will tell you right of the bat animal companions are by far more versatile than constructs or even golems as wealth isn't tied to having them and can always be counted as being intelligent. It would be interesting if it could make its own construct companion. In general what do you want this class to do?
4. Actually it is quite simple scaling bonuses based upon level should give you a ballpark on how strong something is toward the respective level.
Some other things that need to be answered:
1. Can they be dispelled or subject to spell resistance?
2. Why do two-handed weapons have the most slots? Armor is bigger and those weapons are already the largest damage dealers in the game.

Trodon
2012-12-03, 02:19 PM
1. Okay, that is something quite significant. A lot of buffs are either personal or touch so giving the team some personal use buffs before battle without cost is a strong feature. This frees up your action economy significantly as a party support allowing them to decide when they need to use them. The only way this is broken is what kind of and/or how many runes you can give.
2. If you are going to keep the previous feature you should realize you are taxing your dedicated fighters who will have magic weapons. You may think it is a bit overpowered but are they really more powerful than an Incarnum character or Tome of Battle maneuvers on characters with magical weapons? I would definitely say no. It also makes your weapon more of a target as it is your only source of offense and it will much more fragile than magic weapons(each level of bonus adds 2 to hardness and 10 to hit points). As a class that relies on items for runes to be crafted on it is a big liability.
3. Well, I think the question is how much do you want to tie items and/or constructs into the theme of your class? I will tell you right of the bat animal companions are by far more versatile than constructs or even golems as wealth isn't tied to having them and can always be counted as being intelligent. It would be interesting if it could make its own construct companion. In general what do you want this class to do?
4. Actually it is quite simple scaling bonuses based upon level should give you a ballpark on how strong something is toward the respective level.
Some other things that need to be answered:
1. Can they be dispelled or subject to spell resistance?
2. Why do two-handed weapons have the most slots? Armor is bigger and those weapons are already the largest damage dealers in the game.

It's not really much different then casting spells just before that battle, expect the character must be wearing the armor to gain the benefit.

I honestly don't know Incarnum at all, but I didn't think about ToB while making this class, I'll go ahead and remove that restriction.

The golem companion sounds like a good idea, I'll move the craft construct feat to a lower level then open up a word document on my computer to work out the companion, then add it in when I get it mostly done. What level do you think would be a good one for the golem companion?

Most of them can be, (not the wall runes, as those create actual mundane walls and not magical ones) but I don't know at the moment to handle it, if the dispel attempt succeeds should all of the runes be burned out? Spell resistance? I was trying to avoid runes that dealt direct damage or effects to enemies (except weapon runes, of course) Which runes were you talking about?

I was giving them an extra slot for their inability to use a shield, and therefore not having access to those rune slots.

Amnoriath
2012-12-03, 10:44 PM
It's not really much different then casting spells just before that battle, expect the character must be wearing the armor to gain the benefit.

I honestly don't know Incarnum at all, but I didn't think about ToB while making this class, I'll go ahead and remove that restriction.

The golem companion sounds like a good idea, I'll move the craft construct feat to a lower level then open up a word document on my computer to work out the companion, then add it in when I get it mostly done. What level do you think would be a good one for the golem companion?

Most of them can be, (not the wall runes, as those create actual mundane walls and not magical ones) but I don't know at the moment to handle it, if the dispel attempt succeeds should all of the runes be burned out? Spell resistance? I was trying to avoid runes that dealt direct damage or effects to enemies (except weapon runes, of course) Which runes were you talking about?

I was giving them an extra slot for their inability to use a shield, and therefore not having access to those rune slots.

1. If you are expecting it or if you are high level with spells with hours listed in the duration(only a couple of significance actually do though). The advantage of this is that they can use them during battle and not congregate around you or you to them. Against a tricky and/or divisive DM this could come in handy. Armor, weapons, or random object
2. Incarnum is a system with the right know how can stack some pretty high bonuses to various things depending on how essentia is shifted.
3. Well, do you want a golem or construct? Golems are constructs that are immune to most spells except for a key weakness depending on the golem. If you want an actual full golem this would entail a later level, however a construct could easily come in much earlier such as level 3. I would say to match the versatility of animal companions that at some point you can enhance its body by adding attachments which can be enchanted(if a weapon) as well as modify its stats like say through kinds of materials.
4. Dispels get rid of active spells so they would get rid of active runes. I would say runes not yet activated should be treated like spells in their slots in other words no amount of dispel would get rid of dormant runes.
5. They can wear a buckler.
In general I think you have a good start. You have a system functionally unique from others, however I think you are being a bit too hesitant with all these lesser versions, small deductive powers, and split uses for each rune. The thing is this class is only limited in uses per encounter via how many things he has on him so to put it simply get some unique powers in that fits the flavor and don't worry about multiple uses. I would also experiment a bit more with the idea of persistent runes. This class as of now pretty shares all it has except it gets more uses. I think being able to a graft special runes, maybe call them sigils, that only you and maybe your companion can use but you can only have one to maybe two on at a time.

Trodon
2012-12-04, 11:05 AM
1. If you are expecting it or if you are high level with spells with hours listed in the duration(only a couple of significance actually do though). The advantage of this is that they can use them during battle and not congregate around you or you to them. Against a tricky and/or divisive DM this could come in handy. Armor, weapons, or random object
2. Incarnum is a system with the right know how can stack some pretty high bonuses to various things depending on how essentia is shifted.
3. Well, do you want a golem or construct? Golems are constructs that are immune to most spells except for a key weakness depending on the golem. If you want an actual full golem this would entail a later level, however a construct could easily come in much earlier such as level 3. I would say to match the versatility of animal companions that at some point you can enhance its body by adding attachments which can be enchanted(if a weapon) as well as modify its stats like say through kinds of materials.
4. Dispels get rid of active spells so they would get rid of active runes. I would say runes not yet activated should be treated like spells in their slots in other words no amount of dispel would get rid of dormant runes.
5. They can wear a buckler.
In general I think you have a good start. You have a system functionally unique from others, however I think you are being a bit too hesitant with all these lesser versions, small deductive powers, and split uses for each rune. The thing is this class is only limited in uses per encounter via how many things he has on him so to put it simply get some unique powers in that fits the flavor and don't worry about multiple uses. I would also experiment a bit more with the idea of persistent runes. This class as of now pretty shares all it has except it gets more uses. I think being able to a graft special runes, maybe call them sigils, that only you and maybe your companion can use but you can only have one to maybe two on at a time.


I guess I'd better go with the construct companion then, it shouldn't* take to much longer now that I have a starting point for it.

Alright I'll assign effective spell levels to the runes and a bit about it in the rune section.

...I forgot the buckler existed. Alright I'll bump the two-handed weapon down to two.

*: Of course I say that, but who knows?

Amnoriath
2012-12-04, 02:07 PM
I guess I'd better go with the construct companion then, it shouldn't* take to much longer now that I have a starting point for it.

Alright I'll assign effective spell levels to the runes and a bit about it in the rune section.

...I forgot the buckler existed. Alright I'll bump the two-handed weapon down to two.

*: Of course I say that, but who knows?

Speaking of sheilds, have you thought about shield runes? The way you have it now is that you would get more runes from a sword and broad set up. In general there are only a couple of things for that kind of strategy which only makes them a defensive, limited two-weapon set up. The shield runes could be set in a way to give momentary defensive maneuvers to really save your self or ward against enemies. One could emulate the classic idea of covering against a breath weapon by automatically gaining cover and an evasion like feature against anything that allows a reflex save. Another could deflect ranged attacks of any kind.
The armor runes in general need some effectives. The fitted and lightweight line could easily be made into one where it reduces penalty, weight, and class of armor. This way they could have a mithral full plate and treat it as light. The fortification line is actually bested by one racial feat, Adamantine body. I also think a DR power is a must.

Trodon
2012-12-29, 05:31 PM
First off: I must apologies for my absence, I hit a brick-wall with the construct companion then it was the holidays. I'm back now, and hopefully will get this completed soon, as I have much more to write.


Speaking of sheilds, have you thought about shield runes? The way you have it now is that you would get more runes from a sword and broad set up. In general there are only a couple of things for that kind of strategy which only makes them a defensive, limited two-weapon set up. The shield runes could be set in a way to give momentary defensive maneuvers to really save your self or ward against enemies. One could emulate the classic idea of covering against a breath weapon by automatically gaining cover and an evasion like feature against anything that allows a reflex save. Another could deflect ranged attacks of any kind.
The armor runes in general need some effectives. The fitted and lightweight line could easily be made into one where it reduces penalty, weight, and class of armor. This way they could have a mithral full plate and treat it as light. The fortification line is actually bested by one racial feat, Adamantine body. I also think a DR power is a must.

Eh, I'll go ahead and add a few shield only runes, but I'd prefer not to have to many of them, and let shields have access to weapon, armor, and object runes. And once again, sorry for my absence.


Edit: Totally forgot this, how does this look for the companion?
Construct Companion: At level 3 the runecrafter may construct a companion; this companion is medium size uses the game statistic below. This companion gains benefits as you level up, as shown on the table below.

NAME OF CLASS
{table=head]Level|Bonus HD|Natural Armor|Strength Bonus|Special

3-4|
0|
+0|
+0|
-----

5-6|
2|
+2|
+1|
-----

7-9|
4|
+4|
+2|
Size Increase

10-12|
6|
+6|
+3|
-----

13-15|
8|
+8|
+4|
-----

16-19|
10|
+10|
+5|
Size Increase

20+|
12|
+12|
+6|
-----[/table]

Bonus HD: Extra ten-sided (d10) Hit Dice. Remember that extra Hit Dice improve the construct companionís base attack and base save bonuses. A construct companionís base attack bonus is the same as that of a runecrafter of a level equal to the constructís HD. A construct companion has no good save. A construct companion gains additional skill points and feats for bonus HD as normal for advancing a monsterís Hit Dice.

Natural Armor: The number noted here is an improvement to the construct companionís existing natural armor bonus.

Strength Bonus: Add this value to the construct companionís Strength score.

Size Increase: Your construct grows one size category, gaining all of the benefits and drawbacks for increasing in size.

Construct Companion
Hit Dice: 3d10+20 (36 hp)
Initiative: +1
Speed: 20ft
Armor Class: 17 (+1 Dex, +6 natural) touch 11, flat-footed 16
Base Attack/Grapple: +2/+6
Attack: Slam +6 melee (1d10+4/X2)
Full Attack: 2 Slams +6 melee (1d10+4/X2)
Space/Reach: 5ft/5ft
Special Attacks: -
Special Qualities: Construct traits.
Saves: Fort +1, Ref +2, Will +1
Abilities: Str 18, Dex 12, Con -, Int 10, Wis 10, Cha 10
Skills: Listen +6, Spot +6
Feats: Power Attack
Challenge Rating: 3

Frathe
2012-12-29, 07:43 PM
An Erilaz (https://en.wikipedia.org/wiki/Erilaz), eh? I realize this is strictly aesthetic, but if you want actual individual written runes (as in graphical letterforms) for each of the spells, I have a big pile of suggestions.

You might want to tie this system into existing rune-like spells, like sepia snake sigil, arcane mark, erase, explosive runes, glyph of warding, and the symbol of death, symbol of fear, symbol of pain line.

Trodon
2012-12-30, 11:22 AM
An Erilaz (https://en.wikipedia.org/wiki/Erilaz), eh? I realize this is strictly aesthetic, but if you want actual individual written runes (as in graphical letterforms) for each of the spells, I have a big pile of suggestions.

Hmm... Maybe a bit further into the future, but not at this time. Thanks though. :smallsmile:


You might want to tie this system into existing rune-like spells, like sepia snake sigil, arcane mark, erase, explosive runes, glyph of warding, and the symbol of death, symbol of fear, symbol of pain line.

That had crossed my mind, I'll go ahead and add some of them in.

On a side note: Does anyone have any suggestions for minor shield runes?

Frathe
2012-12-30, 01:26 PM
On a side note: Does anyone have any suggestions for minor shield runes?

I know it's boring, but you could just have one like the spell shield that the shield-user could choose to activate. You could also have things like shield of faith or entropic shield. To extend the elemental theme you've got going, maybe there could be a rune that makes a shield better against or impervious to attacks of a certain element. Of course, you could also just have a rune that toughens shields, like the Reinforced rune for armor.

Trodon
2012-12-30, 06:54 PM
I know it's boring, but you could just have one like the spell shield that the shield-user could choose to activate. You could also have things like shield of faith or entropic shield. To extend the elemental theme you've got going, maybe there could be a rune that makes a shield better against or impervious to attacks of a certain element. Of course, you could also just have a rune that toughens shields, like the Reinforced rune for armor.

You know, the more I think about it the more I don't like the idea of having a shield rune section. I'll just add a few runes into the armor section but restrict them to shield only.

Trodon
2012-12-31, 11:14 PM
Removed Craft construct and archaic golem, I'll probably make a PRC for a construct-maker runecrafter and add those in, also updated the change log.

Amnoriath
2013-01-01, 12:56 AM
Removed Craft construct and archaic golem, I'll probably make a PRC for a construct-maker runecrafter and add those in, also updated the change log.

While I can understand why you did so(that it may not fit thematically) you did eliminate a good feature. Have you thought about the permanent self runes I mentioned?

Trodon
2013-01-01, 02:26 AM
While I can understand why you did so(that it may not fit thematically) you did eliminate a good feature. Have you thought about the permanent self runes I mentioned?

Yeah, everything I make for my setting I try to always fit with the theme, and not give it a nice ability just because it's powerful.

I have, and it's a good idea. I just don't know where to start with it. I'm going through writer's block with short sections of inspiration dotted in it right now.

Erik Vale
2013-01-01, 04:58 AM
I'm not an expert and will leave this to homebrew experts, however it would be nice to get a pricing for the purchasing of runes.
As for magic/psionic/runic staking. You might want to look at whats worth + what, however this does look like it would make for better items.

However, good work so far, and I look forwards to using some rune craft, because I've always wanted to.

Trodon
2013-01-01, 12:26 PM
I'm not an expert and will leave this to homebrew experts, however it would be nice to get a pricing for the purchasing of runes.
As for magic/psionic/runic staking. You might want to look at whats worth + what, however this does look like it would make for better items.

However, good work so far, and I look forwards to using some rune craft, because I've always wanted to.

Yeah, I'm not quite sure what a good pricing formula would be. Maybe something like (grade of the rune) X (runecrafter level), I'll try to come up with the pricing for the grade.

Thanks! :smallbiggrin: I always love to hear that my homebrew isn't horrible. :smalltongue:

Amnoriath
2013-01-01, 02:45 PM
Yeah, I'm not quite sure what a good pricing formula would be. Maybe something like (grade of the rune) X (runecrafter level), I'll try to come up with the pricing for the grade.


I don't think that is at all necessary as this character can make runes for free aside from the rune slots.

Amnoriath
2013-01-01, 03:02 PM
I have, and it's a good idea. I just don't know where to start with it. I'm going through writer's block with short sections of inspiration dotted in it right now.

Well I think maybe we should start from the top and that is asking what is the theme of this class? Why would the character, not the person, choose to be a Runecrafter? Is it academic, elemental, or what? If you can answer this being able to figure out ways for a Runecrafter to modify himself will be a lot easier.

Erik Vale
2013-01-01, 03:07 PM
I don't think that is at all necessary as this character can make runes for free aside from the rune slots.

That was as to the thought that people other than the crafter will eventually want a runic this or that.

Trodon
2013-01-01, 04:28 PM
I don't think that is at all necessary as this character can make runes for free aside from the rune slots.

I'm trying to think of prices for hiring an npc for a rune.


Well I think maybe we should start from the top and that is asking what is the theme of this class? Why would the character, not the person, choose to be a Runecrafter? Is it academic, elemental, or what? If you can answer this being able to figure out ways for a Runecrafter to modify himself will be a lot easier.

Yeah I need to write some of the fluff down. For my setting runecrafting is an ancient form of magic used by one of the earliest civilizations known. It was discovered by [unnamed dwarven kingdom] roughly 50 years after their god abandoned them (or so they think, he was killed) and now, about 200 years later, it has become almost a signature dwarven tradition and is used all over the kingdom, there aren't many dwarven-made items that haven't been runed anymore, and they're very proud of their skill.

Amnoriath
2013-01-02, 07:02 AM
Yeah I need to write some of the fluff down. For my setting runecrafting is an ancient form of magic used by one of the earliest civilizations known. It was discovered by [unnamed dwarven kingdom] roughly 50 years after their god abandoned them (or so they think, he was killed) and now, about 200 years later, it has become almost a signature dwarven tradition and is used all over the kingdom, there aren't many dwarven-made items that haven't been runed anymore, and they're very proud of their skill.
Okay, but what does that mean? This civilization wasn't likely a dwarven one. Their are a couple of ways this could be taken. Runes in the real world were believed to call upon their ancestors or certain forces to aid them. This would entail a more historical and reverent tradition hence probably a system which gives more buffs and bonuses. You could also take a more academic approach where the mixing of symbols represent different elements of previously unknown earthly forces(ley lines?). This sort of system would probably look more like alchemy in the Fullmetal Alchemist.

Deviston
2013-01-03, 09:27 AM
Well hello there! Nice looking option here, I think I'll add it to my compendium! Speaking of, if you want some material to look at (inspiration, fluff, etc) feel free to jump into my Runic Compendium and dig around a bit. I'm sure I have a scroll or two lying around with useful tidbits in it ;)

Trodon
2013-01-03, 05:17 PM
Okay, but what does that mean? This civilization wasn't likely a dwarven one. Their are a couple of ways this could be taken. Runes in the real world were believed to call upon their ancestors or certain forces to aid them. This would entail a more historical and reverent tradition hence probably a system which gives more buffs and bonuses. You could also take a more academic approach where the mixing of symbols represent different elements of previously unknown earthly forces(ley lines?). This sort of system would probably look more like alchemy in the Fullmetal Alchemist.

I don't have it all decided yet, I wanted to get the class done before moving on to the next section of the history of the setting.



Well hello there! Nice looking option here, I think I'll add it to my compendium! Speaking of, if you want some material to look at (inspiration, fluff, etc) feel free to jump into my Runic Compendium and dig around a bit. I'm sure I have a scroll or two lying around with useful tidbits in it ;)

Thanks. :smallbiggrin: I will totally do that. :smallsmile:

Amnoriath
2013-01-03, 05:32 PM
I don't have it all decided yet, I wanted to get the class done before moving on to the next section of the history of the setting.


That isn't as good of an idea as you think. While it may make sense to put it off and concentrate on mechanics the truth is you said it yourself you have writer's block on appropriate ideas. You see making theme a now can give you new ideas for runes as well as new ways to advance them. It also makes sure that things make sense with another giving it outlines to what it is as well as what it does.

Vaynor
2013-01-03, 06:11 PM
When I was reading this I was hoping there would be an object rune for Summon Monster so I could pretend I was in Yu-Gi-Oh and put a bunch of Summon Monster runes on cards. :smalltongue:

Speaking of, is there any restriction like that on held objects for the object runes? You mention doors and walls and such, but it seems like someone could prepare a bunch of object runes ahead of time on various small objects (like cards) and basically have unlimited uses of the object runes. Personally, I think it would be pretty cool to have the object runes useable on small objects like that, but it might need some sort of limit. Maybe for the object runes with an activation limit per day would have that limit regardless of how many objects you put the rune on (so even if you had four objects with the Negate Magic rune on them, you could only activate the anti-magic field three times per day).

Overall, I really like this class's role as a party buffer. Kind of like a bard but less finicky, you just need to prepare ahead of time and don't need to waste your actions singing in combat. The stacking ability score buffs are quite powerful and very useful. I like it a lot.

Oh, and since you removed the construct companion, you might consider adding a minor/intermediate object rune that animates a small statue or something (limit one statue at a time, and a size limit as well) that could act as a kind of familiar. I think that could be a fun ability without improving their power too much, and also act as a basis for your PrC.

Trodon
2013-01-03, 09:27 PM
That isn't as good of an idea as you think. While it may make sense to put it off and concentrate on mechanics the truth is you said it yourself you have writer's block on appropriate ideas. You see making theme a now can give you new ideas for runes as well as new ways to advance them. It also makes sure that things make sense with another giving it outlines to what it is as well as what it does.

Hmm... You make a very good point, I will remember this for the future, thanks. :smallsmile:


When I was reading this I was hoping there would be an object rune for Summon Monster so I could pretend I was in Yu-Gi-Oh and put a bunch of Summon Monster runes on cards. :smalltongue:

Speaking of, is there any restriction like that on held objects for the object runes? You mention doors and walls and such, but it seems like someone could prepare a bunch of object runes ahead of time on various small objects (like cards) and basically have unlimited uses of the object runes. Personally, I think it would be pretty cool to have the object runes useable on small objects like that, but it might need some sort of limit. Maybe for the object runes with an activation limit per day would have that limit regardless of how many objects you put the rune on (so even if you had four objects with the Negate Magic rune on them, you could only activate the anti-magic field three times per day).

Overall, I really like this class's role as a party buffer. Kind of like a bard but less finicky, you just need to prepare ahead of time and don't need to waste your actions singing in combat. The stacking ability score buffs are quite powerful and very useful. I like it a lot.

Oh, and since you removed the construct companion, you might consider adding a minor/intermediate object rune that animates a small statue or something (limit one statue at a time, and a size limit as well) that could act as a kind of familiar. I think that could be a fun ability without improving their power too much, and also act as a basis for your PrC.

Ahahahahahaha! ...I want to do that now. We'll see what happens, I might just make a "joke" prc for that. :smallwink:

There... is not. But you bring up a a good point, I suppose I'll go through and give them each an individual use per day total, or maybe I'll add something about how big something must be to accept a rune. I'll think on it.

Thank you! :smallbiggrin: It always makes me happy to hear that I'm not the only one.

Hmm, I should. I'll make it an intermediate object rune, and restrict it to monsters of challenge rating equal to (Runecrafter level -2, maybe -3) and less. Probably a one-use rune? Burns out after it, and must select the monster when crafting the rune? Sounds good to me.

Trodon
2013-01-05, 11:24 PM
Okay, here's what I'd like so I could call this class done: #1: I'd like an ability at levels 10 and 17, I'm fine with leaving levels 6, 11, and 16 bland in the terms of the special section.

#2: A capstone of some sort, I might end up making 3-5 powerful runes that grant permanent bonuses that the level 20 runecrafter must select 1 of, however I'm very open to ideas (also for the level 10 and 17 abilities).

Aaaaaand... that's it? Huh, I figured there'd be more. Well I guess that's it. Time to brainstorm!

Frathe
2013-01-06, 12:04 AM
As a really powerful capstone rune, you could have a Rune of Metamagic. It could be applied to other runes to make them more powerful (maybe by increasing variable numeric effects, like in the feat Empower Spell [Metamagic]), or make their area of effect larger (like the feat Enlarge Spell [Metamagic]).

Edit: You could have a more powerful form of the Negate Magic rune that doesn't need activation; instead, it generates a constant and eternal antimagic field in its (relatively small) area of effect.

What about a special pair of runes where touching one teleports you to the location of the other? One of them could be cast on an object, so you could carry an escape route with you, not unlike Portkeys in Harry Potter.

Trodon
2013-01-10, 02:02 PM
As a really powerful capstone rune, you could have a Rune of Metamagic. It could be applied to other runes to make them more powerful (maybe by increasing variable numeric effects, like in the feat Empower Spell [Metamagic]), or make their area of effect larger (like the feat Enlarge Spell [Metamagic]).

Edit: You could have a more powerful form of the Negate Magic rune that doesn't need activation; instead, it generates a constant and eternal antimagic field in its (relatively small) area of effect.

What about a special pair of runes where touching one teleports you to the location of the other? One of them could be cast on an object, so you could carry an escape route with you, not unlike Portkeys in Harry Potter.

Wow really late reply sorry about this. Eh, I'm not really liking the idea of the metamagic and constant negate magic runes at first thought, I'll think on it more and see if I change my mind. I'm unsure about the Portkey rune, I'll be thinking on that too.

Trodon
2013-01-17, 05:50 PM
I'm really sorry, I've been having to deal with some family issues an not quite done.

But anyway I don't particularly like the idea of metamagic runes, or capstone runes for that matter, I'd personally rather have an inherent ability. I however am suffering from writer's block and can't think up of anything at this time, but I'll keep trying. I really just want to get this class finished.