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AttilaTheGeek
2012-12-31, 07:42 PM
The rune knight was originally an archetype for Pathfinder's Magus (http://paizo.com/pathfinderRPG/prd/ultimateMagic/spellcasters/magus.html), but I decided to make its own class because I realized I was changing more than I was keeping anyway. It was designed to combo with the fantastic Magus archetype bladebound (http://www.d20pfsrd.com/classes/base-classes/magus/archetypes/paizo---magus-archetypes/bladebound), so if you play a rune knight in a game, feel free to take it. It's still a Pathfinder class, but the only differences between a PF and 3.5 class are skills. Designer notes are in spoilers- please read them before commenting.


Rune Knight

A rune knight's weapon, called a runeblade, is covered in mysterious sigils, each representing a school of magic. The runeblade blends martial prowess and spellcasting, sending forth magic power through their blade.

Role: Rune knights are powerful melee damage dealers who supplement their martial ability with potent spellcasting.

Alignment: Any.

Hit Die: d8.

Class skills: The rune knight's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Dungeoneering) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier. One of the things I wanted to increase was player customizability, so I'm giving the class more skill ranks and less class skills than necessary. Does that make sense?

Starting Wealth: 4d6x10gp (average 140gp)

Starting Age: As Magus.

{table=head]{colsp=6}Rune Knight|{colsp=6}
Spells Per Day

Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th|5th|6th

1st|+1|+2|+0|+2|Runic casting, Bladecasting|
1|
|
|
|
|


2nd|+2|+3|+0|+3|Energy Runes, Bolt Strike|
2|
|
|
|
|


3rd|+3|+3|+1|+3|Bonus Feat, Returning Blade|
3|
|
|
|
|


4th|+4|+4|+1|+4|Runic Empowerment +1|
3|
1|
|
|
|


5th|+5|+4|+1|+4|Sure Strike|
4|
2|
|
|
|


6th|+6/+1|+5|+2|+5|Bonus Feat|
4|
3|
|
|
|


7th|+7/+2|+5|+2|+5|Crippling Strike|
4|
3|
1|
|
|


8th|+8/+3|+6|+2|+6|Runic Empowerment +2|
4|
4|
2|
|
|


9th|+9/+4|+6|+3|+6|Bonus Feat|
5|
4|
3|
|
|


10th|+10/+5|+7|+3|+7|Improved Sure Strike|
5|
4|
3|
1|
|


11th|+11/+6/+1|+7|+3|+7|Arc Strike|
5|
4|
4|
2|
|


12th|+12/+7/+2|+8|+4|+8|Bonus Feat, Runic Empowerment +3|
5|
5|
4|
3|
|


13th|+13/+8/+3|+8|+4|+8|Heavy Armor|
5|
5|
4|
3|
1|


14th|+14/+9/+4|+9|+4|+9|Blinding Strike|
5|
5|
4|
4|
2|


15th|+15/+10/+5|+9|+5|+9|Bonus Feat, Greater Sure Strike|
5|
5|
5|
4|
3|


16th|+16/+11/+6/+1|+10|+5|+10|Runic Empowerment +4|
5|
5|
5|
4|
3|
1

17th|+17/+12/+7/+2|+10|+5|+10||
5|
5|
5|
4|
4|
2

18th|+18/+13/+8/+3|+11|+6|+11|Bonus Feat|
5|
5|
5|
5|
4|
3

19th|+19/+14/+9/+4|+11|+6|+11|Brilliant Strike|
5|
5|
5|
5|
5|
4

20th|+20/+15/+10/+5|+12|+6|+12|Runic Empowerment +5, Runic Mastery|
5|
5|
5|
5|
5|
5

[/table]

I know about the dead levels. I intend to fill them. Please give feedback on what to fill them with rather than just pointing out "you have 3 dead levels fill them" and leaving. I've also received feedback that "6th level casting and full BAB is overpowered, period", but I'm doubtful as to how true that is.

Weapon and Armor Proficiency: A rune knight is proficient with all simple and martial weapons. She is also proficient with light and medium armor, but not with shields. She can cast rune knight spells while wearing light or medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a rune knight wearing heavy armor or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass rune knight still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Runic Casting (Su): At 1st level, a rune knight chooses one weapon, which is usually but not necessarily a sword (though the weapon must be primarily made of metal) and binds herself to it. It can be a two-handed weapon. She channels all her magical energy through her runeblade, which becomes more potent as the magus' power increases.

To learn, prepare, or cast a spell, the rune knight must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a rune knight's spell is 10 + the spell level + the rune knight's Intelligence modifier. In addition, a rune knight receives bonus spells per day if she has a high Intelligence score.

A rune knight prepares spells at a forge by engraving spell runes on her blade of the appropriate school and level of each spell she wants to prepare. For example, a 4th level rune knight with an Intelligence score of 16 can prepare four 1st level spells and two 2nd level spells. She might choose to carve two Evocation spell runes, an Abjuration, and one Conjuration as her 1st level spells, and a Transmutation and an Evocation as her 2nd level spells on her runeblade. She can then cast any Transmutation spell of 2nd level or lower in her Transmutation slot, chosen at the time of casting. Once each day, after 10 minutes of meditation, a rune knight can recharge her runeblade with magical energy, allowing her to cast spells again for that day. However, she can only change the runes she's prepared by spending one hour per two rune knight levels at a forge. Rune knights cast spells from the magus spell list. I'm not sure if this is badly worded and/or difficult to understand. Is it?To cast a spell, the rune knight must have her runeblade in hand. If the rune knight attempts to cast a spell without her weapon in hand, she must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. This is in addition to, and does not replace, an optional concentration check to cast defensively.

A rune knight knows every spell of first level and above from the Magus spell list. Cantrips do not need to be engraved into the runeblade and can be cast without the blade. Instead, a rune knight casts cantrips spontaneously, like a bard. A rune knight knows three cantrips at 1st level and learns an additional cantrip at 2nd and 3rd level.

A runeblade is nearly impossible to destroy. It has twice the normal hardness and hit points (http://www.d20pfsrd.com/equipment---final/damaging-objects#TOC-Hardness) of a normal weapon of its type. If the runeblade is lost or broken, it can be replaced in a special ritual that costs 200 gp per magus level plus the cost of the masterwork replacement item. This ritual takes 8 hours at a forge to complete. A rune knight can designate an existing magic weapon as her runeblade. This functions in the same way as replacing a lost or destroyed runeblade except that the new runeblade retains its abilities while gaining the benefits and drawbacks of becoming a runeblade. A runeblade always acts as a magic weapon for the purposes of overcoming DR.

Bladecasting (Su): The rune knight can cast a spell with a range of touch through her runeblade as an swift action anytime she touches a target with her runeblade, including when a weapon attack hits the target's touch AC but fails to hit its regular AC. Casting a spell through the runeblade does not provoke attacks of opportunity.

Unlike normal spellcasters, who cast a spell with a range of touch, "hold" the spell, then make a touch attack to deliver it as a free action (and can attempt again the following round if they miss), rune knights can only cast touch spells through their runeblade and cannot hold spells. If the attack is a critical hit, the spell deals double damage. Quickened spells cast through the runeblade are cast as free actions instead of swift actions.

Energy Runes (Su): At 2nd level, a rune knight's power over the symbols carved into her runeblade increases. A rune knight gains the ability to inscribe energy runes into her runeblade, as opposed to standard spell runes, which have different and varying purposes. When reforging her runeblade, a rune knight can choose to not inscribe any number of runes that would be granted by spells, instead inscribing energy runes. Choosing not to inscribe a spell rune allows a rune knight to inscribe energy runes equal to the level of that spell rune.

For example, a 2nd-level rune knight with 16 Intelligence could have two 1st-level spell runes, one 1st-level spell rune and one energy rune, or two energy runes engraved into her blade. The most common use of energy runes is the casting of spells unrestricted by school. To cast a spell using energy runes, a rune knight expends energy runes equal to one and a half times the spell's level, rounded up. The spell is then cast as normal. A Strike cannot be used to cast a spell through bladecasting.I have the energy rune system to present an alternative to casting the same damaging spell every round. (That spell being whatever one is the most optimized for the rune knight's level.) For a long time, I had the strikes as free actions, with the thought process that they already use daily resources, so they shouldn't use actions too. (As opposed to weapon strikes, which take actions but not resources). I changed them to swift actions to stop a rune knight from unloading all their power in a single round, soloing one encounter a day and being a fighter for the others.

I'm looking for feedback on the energy rune system more than on any of the strikes that go with it. I'm thinking about redoing it or dropping it completely, but I'd like a couple more opinions before I do.

Bolt Strike (Su): At 2nd level, a rune knight learns the most basic use of a single energy rune, which causes a bolt of lightning to travel down the runeblade as an immediate action. If her next attack that round hits, the lightning deals an additional 1d6 electricity damage per two levels, to a maximum of 10d6 at 20th level. This was formerly Arc Strike. For the damage on this, I compared it to Shocking Grasp, the quintessential Magus spell. At this level, it does the same amount of damage as Shocking Grasp, but the runes can be spent on other things (and there are more of them), making it strictly better. It's intentional because casters are frequently weak at low levels, and I hoped this would help account for that.

Bonus Feats: At 3rd level, and every 3 levels thereafter, a rune knight can select a bonus feat. must be selected from those listed as combat, item creation, or metamagic feats. He must meet the prerequisites for these feats as normal.

Returning Blade (Su): At 3rd level, a rune knight always knows the location of her runeblade and can teleport it to her hand. By spending 1 energy rune as a swift action, she can bring it to her hand from anywhere she can see (including from its scabbard). This does not provoke attacks of opportunity.

Runic Empowerment (Su): At 4th level, and every 4 levels afterward, the runeblade gains a +1 enhancement bonus, which replaces and does not stack with the weapon's enhancement bonus if it had one before. The enhancement bonus from Runic empowerment reaches a +5 maximum at 20th level. The enhancement bonus granted by runic empowerment can be used as the prerequisite for adding special abilities to the runeblade. The bonus only functions when the runeblade is wielded by its rune knight; in the hands of another, it merely functions as a masterwork weapon, but can be enchanted with special abilities.

Sure Strike (Su): At 5th level, a rune knight can expend any number of energy runes as a swift action to grant herself a bonus on any attack rolls this turn equal to one half times her Intelligence modifier times the number of energy runes spent.

Crippling Strike (Su): At 7th level, a rune knight learns to focus her runeblade's magic to debilitate a single opponent. As a swift action, she can spend any number of energy runes. The target of her next attack this round, if it hits, then makes a Fortitude save at a DC of 10 + the one half number of energy runes spent + the rune knight's Intelligence modifier. If it fails, it takes a penalty to STR and CON equal to one third the number of energy runes spent (rounded up) for a number of rounds equal to one third the number of runes spent (rounded up). Also, its speed is reduced by 5 feet for every three runes spent (rounded up), to a minimum of 5 feet. Too powerful?

Improved Sure Strike (Su):At 10th level, Sure Strike grants an attack roll bonus equal to the rune knight's intelligence modifier times the number of energy runes spent, and the critical threat range is increased by 1.

Arc Strike (Su): At 11th level, a rune knight learns to channel lightning through her blade powerful enough to arc between multiple opponents. By spending 4 energy runes as a swift action, a powerful surge of energy travels down the runeblade during her next melee attack, dealing 1d6 points of electrical damage per two caster levels to the target if the strike hits. If it misses, it jumps to the target anyway, dealing half as much damage. It then jumps to the nearest other creature, dealing 2d6 less than to the previous, and continues to jump until it would deal no more damage.

Heavy Armor (Ex): At 13th level, a rune knight gains proficiency with heavy armor. A rune knight can cast spells while wearing heavy armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a rune knight using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.

Blinding Strike (Su): At 14th level, a rune knight can cause her blade to glow brightly with energy. By spending 8 energy runes as a swift action, she can cause her next weapon attack (successful or not) to blind (http://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded) all creatures other than the rune knight within 20 feet before the attack is made. Creatures receive a Fortitude save to not become blinded at a DC of 14 + the rune knight's Intelligence modifier, and are blinded for one round every 3 by which they fail the save, to a maximum of 4 rounds. For the target of the weapon strike, the DC is increased by 2 because of its proximity to the blade.Also too powerful?

Greater Sure Strike (Su):At 15th level, sure strike grants an attack roll bonus equal to two the rune knight's intelligence modifier times the number of energy runes spent. The critical threat range is doubled (which replaces the bonus from Improved Sure Strike, and stacks with Keen or Improved Critical, but not both), and the critical multiplier is increased by 1.

Brilliant Strike (Su): At 19th level, by spending 3 energy runes as a swift action, a rune knight can cause her runeblade to reform into pure energy for all attacks made that round, granting it the Brilliant Energy special ability (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/brilliant-energy) for that attack.

Runic Mastery (Su): At 20th level, the runeblade's power reaches its apex. When a rune knight uses her bladecasting ability to cast a spell, she can expend energy runes equal to the spell's level to cast that spell as a free action instead of a swift action, allowing her to cast spells through her runeblade multiple times per round or as part of an attack of opportunity.I really like free actions instead of swift/immediate as a capstone, but if I get rid of energy runes I don't know how I'd make a cost for it. I could make all spells with bladecasting free actions, but that doesn't add anything to gameplay other than to let them cast 4+ spells every round. That would be one ridiculous capstone.

Overall, I'm proud of the class, but I do have a couple doubts, especially about a player's ability to customize the class. In lieu of rogue talents, magus arcana, revelations, or the like, I've considered giving a library of "strikes" and then letting the rune knight progress down them if they like. The rune knight's strikes are intended to let the class strike a balance between spells and not-spells, using both in melee without completely outdoing the magus. I know about the two dead levels, and I thought about writing more strikes to fill them, but I thought I'd wait for feedback to see if I'd wind up throwing the strikes out anyway. I'd love to hear your thoughts!

Spell list by level and school:
First level:
{table=head]School|Spell
Burning Hands (http://www.d20pfsrd.com/magic/all-spells/b/burning-hands)|Evocation
Color Spray (http://www.d20pfsrd.com/magic/all-spells/c/color-spray)|Illusion
Enlarge Person (http://www.d20pfsrd.com/magic/all-spells/e/enlarge-person)|Transmutation
Expeditious Retreat (http://www.d20pfsrd.com/magic/all-spells/e/expeditious-retreat)|Transmutation
Feather Fall (http://www.d20pfsrd.com/magic/all-spells/f/feather-fall)|Transmutation
Flare Burst (http://www.d20pfsrd.com/magic/all-spells/f/flare-burst)|Evocation
Floating Disk (http://www.d20pfsrd.com/magic/all-spells/f/floating-disk)|Evocation
Grease (http://www.d20pfsrd.com/magic/all-spells/g/grease)|Conjuration
Hydraulic Push| (http://www.d20pfsrd.com/magic/all-spells/h/hydraulic-push)Evocation
Jump (http://www.d20pfsrd.com/magic/all-spells/j/jump)|Transmutation
Magic Missile (http://www.d20pfsrd.com/magic/all-spells/m/magic-missile)|Evocation
Magic Weapon (http://www.d20pfsrd.com/magic/all-spells/m/magic-weapon)|Transmutation
Mount (http://www.d20pfsrd.com/magic/all-spells/m/mount)|Conjuration
Obscuring Mist (http://www.d20pfsrd.com/magic/all-spells/o/obscuring-mist)|Conjuration
Reduce Person (http://www.d20pfsrd.com/magic/all-spells/r/reduce-person)|Transmutation
Shield (http://www.d20pfsrd.com/magic/all-spells/s/shield)|Abjuration
Shocking Grasp (http://www.d20pfsrd.com/magic/all-spells/s/shocking-grasp)|Evocation
Silent Image (http://www.d20pfsrd.com/magic/all-spells/s/silent-image)|Illusion
Stone Fist (http://www.d20pfsrd.com/magic/all-spells/s/stone-fist)|Transmutation
True Strike (http://www.d20pfsrd.com/magic/all-spells/t/true-strike)|Divination
Unseen Servant (http://www.d20pfsrd.com/magic/all-spells/u/unseen-servant)|Conjuration[/table]

Second level:
{table=head]Spell|School
Acid Arrow (http://www.d20pfsrd.com/magic/all-spells/a/acid-arrow)|Conjuration
Alter Self (http://www.d20pfsrd.com/magic/all-spells/a/alter-self)|Transmutation
Bear's Endurance (http://www.d20pfsrd.com/magic/all-spells/b/bear-s-endurance)|Transmutation
Blur (http://www.d20pfsrd.com/magic/all-spells/b/blur)|Illusion
Bull's Strength (http://www.d20pfsrd.com/magic/all-spells/b/bull-s-strength)|Transmutation
Burning Gaze (http://www.d20pfsrd.com/magic/all-spells/b/burning-gaze)|Evocation
Cat's Grace (http://www.d20pfsrd.com/magic/all-spells/c/cat-s-grace)|Transmutation
Darkness (http://www.d20pfsrd.com/magic/all-spells/d/darkness)|Evocation
Elemental Touch (http://www.d20pfsrd.com/magic/all-spells/e/elemental-touch)|Evocation
Fire Breath (http://www.d20pfsrd.com/magic/all-spells/f/fire-breath)|Evocation
Flaming Sphere (http://www.d20pfsrd.com/magic/all-spells/f/flaming-sphere)|Evocation
Fog Cloud (http://www.d20pfsrd.com/magic/all-spells/f/fog-cloud)|Conjuration
Frigid Touch (http://www.d20pfsrd.com/magic/all-spells/f/frigid-touch)|Evocation
Glitterdust (http://www.d20pfsrd.com/magic/all-spells/g/glitterdust)|Conjuration
Gust of Wind (http://www.d20pfsrd.com/magic/all-spells/g/gust-of-wind)|Evocation
Invisibility (http://www.d20pfsrd.com/magic/all-spells/i/invisibility)|Illusion
Levitate (http://www.d20pfsrd.com/magic/all-spells/l/levitate)|Transmutation
Minor Image (http://www.d20pfsrd.com/magic/all-spells/m/minor-image)|Illusion
Mirror Image (http://www.d20pfsrd.com/magic/all-spells/m/mirror-image)|Illusion
Pyrotechnics (http://www.d20pfsrd.com/magic/all-spells/p/pyrotechnics)|Transmutation
Scorching Ray (http://www.d20pfsrd.com/magic/all-spells/s/scorching-ray)|Evocation
Shatter (http://www.d20pfsrd.com/magic/all-spells/s/shatter)|Evocation
Spider Climb (http://www.d20pfsrd.com/magic/all-spells/s/spider-climb)|Transmutation
Stone Call (http://www.d20pfsrd.com/magic/all-spells/s/stone-call)|Conjuration
Web (http://www.d20pfsrd.com/magic/all-spells/w/web)|Conjuration
[/table]

Other levels to come later.

Malroth
2013-01-01, 12:55 PM
Every Evil Lich would want one as a cohort to have their Phylacerly be a Runeblade.

AttilaTheGeek
2013-01-01, 12:57 PM
Every Evil Lich would want one as a cohort to have their Phylacerly be a Runeblade.

That is a good point. I wanted to make the runeblade very difficult to destroy, because getting it sundered is awful, but I wasn't sure how to do it. I was also considering taking a page out of the bladebound's book and just making it immune to the broken condition.

Paperback
2013-01-03, 05:23 AM
The magus being the first class I played in a pathfinder campaign, I do find this archetype interesting.

For example, a 4th level rune knight with an Intelligence score of 16 can prepare three 1st level spells and one 2nd level spell.
Question: Does the Rune Knight have a decrease in spells per day, or are you not including the bonus 1st and 2nd level spells from having a high intelligence? Base spells per day for a magus at 4th level is three 1st and one 2nd, and a high intelligence score should be modifying that to four 1st and two 2nd.

I particularly like the idea of not having to 'know' any spells, and can just pull them anywhere from the spell list by school. The balancing of only being able to change your selected spell schools at a forge is a nice touch (what with adventurers almost never being near a forge at all).

Spellstrike no longer grants additional attacks.
It was not until I read this sentence multiple times and then looked back at the spellstrike rules, then back at this sentence, then back at the rules again, that I realized that Spellstrike was granting additional attacks. And then I realized how broken that is at second level, and if I had known about it when I was a magus I would have been even more overpowered.

Universal Runes seems fairly balanced to me, and I would have used it so terribly much. Shocking Grasp seemed to be the only spell I ever cast anyways, and it frustrated me to no end when our DM threw a curveball at us which I could have easily avoided with, say, a Vanish spell.

Split Rune, if anything, actually seems a little bit weak to me, but that might just be my overwhelming desire to see Magi as the best class in the game talking. It does raise up another question though. Just How many runes can you inscribe on that weapon???

Runic Mastery is a nice capstone, allowing quickened spells like that. I approve heartily.

Overall Notes

This class seems quite balanced, replacing a couple of the abilities that make Magi powerful, and giving them the High progression of Base Attack Bonus which lets them scale better into the higher levels (I had this problem when I was a Magus. Too powerful early game but quite weak at the mid-high levels).

The idea of not preparing spells but instead Runes from different schools of magic is actually quite intriguing, possibly giving them the versatility they need to get through situations Other than combat (If one takes spells other than damaging touch spells to channel through your sword, then you aren't doing the base class right).

If I ever felt inclined to pick up the magus in a campaign again, I would most definitely come back to this Archetype as an alternative. A very nice job indeed.

AttilaTheGeek
2013-01-03, 07:07 AM
Question: Does the Rune Knight have a decrease in spells per day, or are you not including the bonus 1st and 2nd level spells from having a high intelligence? Base spells per day for a magus at 4th level is three 1st and one 2nd, and a high intelligence score should be modifying that to four 1st and two 2nd.

Nope, that was just a typo. The rune knight doesn't have diminished spellcasting like the kensai or skirnir archetypes, but the goal is that there's no way a magus is going to be able to use all their spells anyway (because they choose them by school and can't change easily), so they get less spells to use anyway. Adding diminished spellcasting on top of that would just make them a fighter anyway.


I particularly like the idea of not having to 'know' any spells, and can just pull them anywhere from the spell list by school. The balancing of only being able to change your selected spell schools at a forge is a nice touch (what with adventurers almost never being near a forge at all).

That was pretty much my only attempt to drag the magus into an RP situation by their mechanics. I wanted the decision of which runes the rune knight puts on their blade to be as difficult as the sorcerer's decision of what spells to learn.


It was not until I read this sentence multiple times and then looked back at the spellstrike rules, then back at this sentence, then back at the rules again, that I realized that Spellstrike was granting additional attacks. And then I realized how broken that is at second level, and if I had known about it when I was a magus I would have been even more overpowered.

Spellstrike and Spell Combat are horribly worded. As a person who also frequents the 3.5/PF section of these forums, I see threads saying "explain these to me?" about once a month.


Universal Runes seems fairly balanced to me, and I would have used it so terribly much.

Oh, but that means it's not balanced! :smalltongue:


Shocking Grasp seemed to be the only spell I ever cast anyways, and it frustrated me to no end when our DM threw a curveball at us which I could have easily avoided with, say, a Vanish spell.

That's my main worry with this class- that every rune knight would just prepare evocation anyway and nothing else.


Split Rune, if anything, actually seems a little bit weak to me, but that might just be my overwhelming desire to see Magi as the best class in the game talking. It does raise up another question though. Just How many runes can you inscribe on that weapon???

As many as you want. The idea was that higher-level runes are literally bigger, but as I'm going back to it now it doesn't make too much sense.


Runic Mastery is a nice capstone, allowing quickened spells like that. I approve heartily.

Thank you! It was originally my replacement for Spellstrike at 2nd level, but then I realized that I'd have an 8th level magus with Haste making three attacks, casting three Shocking Grasps in the same round, and basically soloing every encounter. I really liked the feel of not having to worry about actions, though, so, capstone.


This class seems quite balanced, replacing a couple of the abilities that make Magi powerful, and giving them the High progression of Base Attack Bonus which lets them scale better into the higher levels (I had this problem when I was a Magus. Too powerful early game but quite weak at the mid-high levels).

The idea of not preparing spells but instead Runes from different schools of magic is actually quite intriguing, possibly giving them the versatility they need to get through situations Other than combat (If one takes spells other than damaging touch spells to channel through your sword, then you aren't doing the base class right).

If I ever felt inclined to pick up the magus in a campaign again, I would most definitely come back to this Archetype as an alternative. A very nice job indeed.

Thank you! :smallbiggrin:

Zireael
2013-01-16, 04:56 AM
I thought there were tables for PF PrCs...?

Anyway, I like runeblade and the flavor is excellent.

AttilaTheGeek
2013-01-16, 05:58 PM
I thought there were tables for PF PrCs...?

It's not a PrC, it's an ACF. I might make it into its own class, though, just to eliminate confusion.


Anyway, I like runeblade and the flavor is excellent.

Thank you!

Zireael
2013-01-22, 05:35 AM
I like the change to base class.

You should put something at lvl 11 and 17 to avoid 'dead levels'.

AttilaTheGeek
2013-01-22, 06:50 AM
I like the change to base class.

You should put something at lvl 11 and 17 to avoid 'dead levels'.


I know about the two dead levels, and I thought about writing more strikes to fill them, but I thought I'd wait for feedback to see if I'd wind up throwing the strikes out anyway.

What do you think I should add? Do you have any feedback on the rest of the class?

Waddacku
2013-01-22, 07:19 AM
I like it.

Runic Mastery needs wording updates, though.
Also it has no skills or HD, and it never specifies Int as its spellcasting ability.

Arc Strike seems good, though if you're looking at including more customization in the class some ability to use other damage types is probably called for.

The numbers for the basic Sure Strike feel a bit low to me. When you first get it, expending so many energy runes as to make it worthwhile makes it close to a 1/day thing. Then the dramatic increase in both benefit per rune and amount of runes available at higher levels essentially turns it into only an action concern ("do I want a huge to hit bonus or the extra damage?"). Probably often still using Arc Strike rather than it at those levels, but when you first get it it's hard to imagine Sure Striking as anything more than a desperate measure.
'course, I'm not that familiar with PF, I might be completely off base.

AttilaTheGeek
2013-01-22, 08:23 PM
I like it.

Thanks!


Runic Mastery needs wording updates, though.
Also it has no skills or HD, and it never specifies Int as its spellcasting ability.

Whoops! Thanks for pointing those out. I'm thinking d8 HD so that it doesn't become the strictly-better Fighter.


Arc Strike seems good, though if you're looking at including more customization in the class some ability to use other damage types is probably called for.

Makes sense. I wanted another resource mechanic in addition to normal spells, so I'm looking for feedback on the energy rune system overall.


The numbers for the basic Sure Strike feel a bit low to me. When you first get it, expending so many energy runes as to make it worthwhile makes it close to a 1/day thing. Then the dramatic increase in both benefit per rune and amount of runes available at higher levels essentially turns it into only an action concern ("do I want a huge to hit bonus or the extra damage?"). Probably often still using Arc Strike rather than it at those levels, but when you first get it it's hard to imagine Sure Striking as anything more than a desperate measure.

That's a very good point. I did want it to be a big, dramatic thing, but I'm now realizing that it's incredibly overcosted. I was worried about it being too good and negating misses entirely. What do you think- if I halve the cost/ double the power, does that make it too strong?

As for the "action cost only", that's intentional. I wanted higher-level play to be about attacking and every round choosing a spell or a strike, the same way Vaarsuvius doesn't worry about running out of spells. Alternatively, I'm considering scrapping the energy rune system altogether.


'course, I'm not that familiar with PF, I might be completely off base.

It's pretty much the same. Thanks for the feedback. :smallsmile:

AttilaTheGeek
2013-01-23, 09:30 PM
Update: I've added class skills (not many), skills per level (quite a few), d8 HD, merged Split and Universal runes into energy runes, and fixed a bunch of typos.

Edit to add: I've also received feedback from a single person that I should reduce casting to four levels, like the Pathfinder paladin and ranger, and/or make it into a prestige class, but I'm hesitant to make such big changes without some more voices. What do you think?

Jormengand
2013-01-27, 04:32 PM
In my opinion - which has never been humble - having dead levels is fine if you have spells, though some fiddling to make the higher two fall on new spell level levels might be an idea.

What I'm thinking is that a successful disarm attempt on the rune weapon would righteously screw everything up. Also, what happens if you multiclass (for example using mystic theurge?)

The energy system seems to be the ability to cast spontaneously for double the normal spell level. That seems... slightly odd. Maybe have it work similarly to a metamagic feat (+ a flat number of levels).

The other uses of energy are stellar. Good job. Question: Can you use (for example) 2 arc strikes on the same hit? As part of the same full-round attack action?

Oh, and age/money as magus?


Edit to add: I've also received feedback from a single person that I should reduce casting to four levels, like the Pathfinder paladin and ranger, and/or make it into a prestige class, but I'm hesitant to make such big changes without some more voices. What do you think?No. You're a spellcasting class with martial ability, the paladin is a martial class with spellcasting ability. Difference.

AttilaTheGeek
2013-01-28, 10:38 PM
First and foremost, thank you for the feedback, Jormengand.


What I'm thinking is that a successful disarm attempt on the rune weapon would righteously screw everything up.

Maybe I could add in something like "As a move action, you can cause your weapon to teleport to your hand from anywhere within 30 feet" or something?


Also, what happens if you multiclass (for example using mystic theurge?)

You mean in regards to bladecasting?


The energy system seems to be the ability to cast spontaneously for double the normal spell level. That seems... slightly odd. Maybe have it work similarly to a metamagic feat (+ a flat number of levels).

I wanted it to be harsher on higher-level spells because it lets you spam your highest-level spells and none of the lower ones. Do you think 1+(1.5*spell level) would be more reasonable?


The other uses of energy are stellar. Good job. Question: Can you use (for example) 2 arc strikes on the same hit? As part of the same full-round attack action?

Thanks! I had some clarification on that before, but I guess I took it out when I rewrote that paragraph. You should be able to Arc/Sure/Whatever Strike all of your attacks in a round, but each attack can be only one strike. For example, your +20/+15/+10/+5 attacks could be Arc/Arc/Blinding/Sure, or Blinding/Brilliant/Arc/Arc, but not Arc Sure/ Arc Blinding/ Arc Brilliant /Sure Brilliant Arc Blinding. I really do need more than four strikes, though.


Oh, and age/money as magus?

Yep.

Jormengand
2013-01-29, 11:49 AM
You mean in regards to bladecasting?

I wanted it to be harsher on higher-level spells because it lets you spam your highest-level spells and none of the lower ones. Do you think 1+(1.5*spell level) would be more reasonable?

Yes and yes.

killer_monk
2013-02-03, 03:41 PM
I've got a fix for the disarming problem and a level 11 power: Drawmij's Instant Summons, but let it be used as a free action during your turn. Don't forget to make it At-Will, instead of using a spell slot

AttilaTheGeek
2013-02-03, 08:15 PM
I've got a fix for the disarming problem and a level 11 power: Drawmij's Instant Summons, but let it be used as a free action during your turn. Don't forget to make it At-Will, instead of using a spell slot

I still want being disarmed to cost something, though, and I don't want the solution to only fix high-level play.

Edit to add:


Returning Blade (Su): At 3rd level, a rune knight always knows the location of her runeblade and can teleport it to her hand. By spending 1 energy rune as a swift action, she can bring it to her hand from anywhere she can see (including from its scabbard). This does not provoke attacks of opportunity.

This was my solution. Thoughts?

Deviston
2013-02-08, 10:25 AM
Very nice, I'm a big fan! Would you mind if I add it into my Runic Compendium? The little guy in my sig labeled "Runic".

AttilaTheGeek
2013-02-08, 11:20 AM
Very nice, I'm a big fan! Would you mind if I add it into my Ruic Compendium? The little guy in my sig labeled "Runic".

Go for it!