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Old 07-15-2011, 08:57 PM   Top  -  End  -  #16
C'nor
Ogre in the Playground
 
 
Join Date: Jul 2011
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Avatar by Kasanip
Gender: Male
Default Re: Gitp PrC Contest XXVIII: My Life in Runes

Well, the class is playable at this point, although it will take some substantial work on the GM's part to determine exactly what each unlisted combination of runes does.

Also: This is using the Pathfinder rules. If you need to look something up, there's an excellent SRD here: http://www.d20pfsrd.com/

Finally, I know that this is posted after the midnight deadline, but GitP was having server issues.
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Symbolist



Think of me like... An Alchemist. I take basic ingredients, mildly magical in their own right - in this case, basic runes, such as fire, ice, moon, and life- and combine them to create something far more powerful. --Dernis Maernik, Symbolist

Most Symbolists started out as adventurers, and chose to take up the art only after seeing what it was capable of. Others, however, were chosen by someone already a Symbolist, often for proficiency at copying or caligraphy. Some simply studied

BECOMING A Symbolist

Anyone can want to get an edge. Most who become Symbolists choose to do so because of competition in their chosen field.

Others, however, are simply ambitious. Many scribes who work for a Symbolist carefully study the runes that he or she makes, and learn them on their own.

The rarest, however, are those, usually sorcerers, that simply feel an urge to draw odd forms, and learn how to create runes spontaneously.

ENTRY REQUIREMENTS

Skills:Knowledge (Arcana) 5 ranks, Spellcraft 10 ranks, Craft (Caligraphy) 5 Ranks
Abilities: INT 16+, WIS 14+[/b]

Class Skills

The Symbolist's class skills (and the key ability for each skill) are: Craft (Caligraphy) (INT), Knowledge (Arcana) (INT), Spellcraft (INT), Linguistics (INT), Profession (Scribe) (WIS), Use Magic Device (CHA).
Skills Points at Each Level: 4 + INT

Hit Dice: d6

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+1
+1
+1
+2
Inscribe Runes
2nd
+2
+2
+2
+3
Personal Mark
3rd
+4
+3
+3
+4
Runic Affinity, Inscribe Runes (+1/+1)
4th
+4
+4
+4
+5
Sketch Runes
5th
+4
+5
+5
+6
Focused Mind
6th
+5
+6
+6
+7
Force of Will
7th
+5
+7
+7
+8
Inscribe Runes (+2/+2)
8th
+6/+1
+8
+8
+9
Practical Runemaking
9th
+6/+1
+8
+8
+9
Runic Affinity
10th
+6/+2
+8
+8
+10
Practiced Combination
11th
+7/+2
+9
+9
+11
Inscribe Runes (+3/+3)
12th
+7/+2
+10
+10
+11
Rune Smith
13th
+8/+3
+11
+11
+11
Elemental Affinity
14th
+4
+12
+11
+12
Runic Affinity
15th
+8/+4
+13
+12
+13
Inscribe Runes (+4/+4)

(Yes, this is a better progression than just about any other class. However, most classes don't have the chance to die, summon enraged creatures that attack them, or other nasty effects every time they cast a spell.)

Weapon Proficiencies: Becoming a Symbolist neither adds nor removes proficiency with any weapon. (Exception: A Symbolist is considered proficient with any specific weapon they have inscribed runes on for the duration of their use. This does not grant proficiency with that class of weapon. This does not apply to weapons another Symbolist has inscribed.)

Inscribe Runes (Su):
The character has gained the ability to draw magical runes. However, in order to use their abilities, the Symbolist must make a Craft (Caligraphy) check with a DC of 10+Rune DCs. For example, Create Fire (Create+Fire) would have a DC of 14, because each of those runes has a Rune DC of 2. Ranks of Profession (Scribe) may be added to this roll. They must also be able to concentrate well enough to draw accurately. Attempting to draw in combat, a storm, crowd, or other highly distracting place will apply a variable +3-10 circumstance modifier to the DC. Using a rune combination takes one turn per rune, and can continue over multiple turns. Each time the character gains a rank of Inscribe Runes after the first, it adds to the duration and effect of Personal Mark. (The bonus shown in the chart is the bonus, not the amount added per rank. Thus, if you have two additional levels of Inscribe Runes, the first of which is written as +1/+1 and the second +2/+2, the bonus and additional time for the current level is +2/+2, not +3/+3).

Personal Mark (Su):
The character has created a personal rune, which grants them a +3 circumstance bonus to all rolls made while under its effects. It lasts for one hour per level in any spellcasting class (arcane or divine). A Personal Mark has a Rune DC of 5. See also: Inscribe Runes.

Sketch Runes (Su):
The Symbolist has gained the ability to draw certain runes without the need for a surface. However, the DC for the craft (Caligraphy) check is increased to 20+Rune DCs. See also: Focused Mind

Runic Affinity (Su):
Choose one rune from the Symbolist Rune List. The Rune DC is now half of the Base Rune DC, and any damage or healing done by a spell containing it is doubled. If damage or healing is not done by a spell containing the rune, add 50% to the range and duration of it (Note: The combination for a Resurrection spell is not affected by this aspect of Runic Affinity). For each additional rank, choose another rune. You may choose the same rune multiple times. Each time you do so, subtract half of the Base Rune DC from the current value.

Focused Mind (Ex): The Symbolist has learned to draw runes even during distracting situations, such as combat. The DC for the Craft (Caligraphy) check to draw runes is halved, and they no longer suffer a penalty for using runes in combat or other distracting situations.

Force of Will (Ex): The Symbolist may make a Will save to avoid a spell failing. If they succeed, the spell works as normal, but with half effect (half damage, half healing, half duration, etc.).

Practical Runemaking: At the start of each day, if they know the Holding or Binding runes, the Symbolist may choose to prepare up to 6 scrolls, containing any combination of runes that they know. These scrolls take a standard action to use.

Practiced Combination (Ex): Choose one combination of symbols that you have known for at least 2 levels. You can now use this combination as though you had a level of Runic Affinity in each of the runes that compose it. This bonus stacks with any actual Runic Affinities you have. Any negative Rune DCs caused by this are subtracted from the total DC of the spell.

Rune Smith: Choose a word that is not currently a rune. You may now use it as one.

Elemental Affinity: Choose one Elemental Rune (Life, Death, Fire, Air, Water, Earth, Metal). Any damage or healing done by a spell containing it is doubled. If damage or healing is not done by a spell containing the rune, add 50% to the range and duration of it, or, if it creates a lifeform or undead, enhance it until it has an EL (or equivalent term) equal to the base EL + 1/2.
Symbolist Runes Known

Spoiler


Symbolist Rune List

Spoiler


Symbolist Rune Combinations


Spoiler


Note: Certain combinations of symbols, even when all component runes are sketchable, are not. This will be noted in the notes for that combination.

In addition, please keep in mind that runes for each type of creature exist, but are not listed here, simply because there's a huge number of them. In general, the Rune DC will be equal to the EL (or equivalent term) of the monster(s) being summoned or created. Unique monsters, such as He Who Walks in Blood, cannot be summoned.

Symbolist Feats

Spoiler


PLAYING A Symbolist


Combat: Mostly, this will depend on your base class, and what runes you took. However, it's important to remember what runes have what ranges, and to look at the long term combinations of each rune.

Advancement: In general, a Symbolist will advance somewhat differently from most other classes, as their magical abilities rely on combining runes, rather than casting stand-alone spells. However, it is probably best to focus on a specific branch of effects or two, to avoid ending with a character that is "able to do many things badly", or at least isn't really that good at any one thing.

Resources: Many people would be willing to help a Symbolist, simply for the amount of raw power they control. They are especially popular with mercenary companies, armies, and guilds.

Symbolists IN THE WORLD

There's not much to say, really. The door was locked when they woke up, and it hadn't been tampered with. We did find some odd shapes in paint on it though, and it wouldn't stay open until we washed them off. --Darig Jaern, Watchman

Symbolists are usually seen by the world according to their personal reputation. They interact with others according to their alignment and personality.

Daily Life: Some general information about the typical day in the life of your class.

Notables:

Organizations: While Symbolists don't really have any organizations dedicated to them, many guilds, mercenary groups, and mages colegia are friendly to them.

NPC Reaction

People will, in general, react more based on their experiences and prejudices than any common knowledge of Symbolists as a whole, since they tend to be highly individualistic.

CLASS NAME IN THE GAME

Be advised that, at high levels, Symbolists become one of the most powerful classes in the game, with the ability to create pure gold, kill with a touch, manufacture massive undead armies, or even make new species.

Adaptation: The Symbolist should need little, if any, adaptation to function in most settings.

Encounters: Symbolists
Sample Encounter



EL 10(?): Give the encounter level and description of a sample member of this class and a stat block for him/her.

Kaniya Romis

CG/Gender/Race/Levels

Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp (D8/D6)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

Last edited by C'nor : 07-16-2011 at 10:42 AM. Reason: Fixing a few typos. Things like eth for the, form for from.
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