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Thread: The Runescribe (3.5 Base Class)

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    Default The Runescribe (3.5 Base Class)

    The Runescribe



    Image is Nicodemus by kerembeyit of deviantArt.


    Hit Dice: d6
    Starting Age: Complex
    Starting Gold: 4d4x10

    Class Skills
    The Runescribe's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Forgery (Int), Heal (Wis), Knowledge (all skills, taken separately) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int) and Spot (Wis)
    Skills Points at Each Level: 2 + int

    {table=head]TABLE 1: THE RUNESCRIBE|SPELLS PER DAY
    {table=head]Level|Base Attack|Fort|Ref|Will|Special
    1st|+0|+0|+0|+2|Blast Rune (1d4), Summon Runic Familiar
    2nd|+1|+0|+0|+3|Personal Rune, Runic Engraving
    3rd|+1|+1|+1|+3|Blast Rune (2d4)
    4th|+2|+1|+1|+4|Personal Rune Augmentation
    5th|+2|+1|+1|+4|Blast Rune (3d4), Bonus Metascribing Feat
    6th|+3|+2|+2|+5|Personal Rune Augmentation, Shared Runes
    7th|+3|+2|+2|+5|Blast Rune (4d4)
    8th|+4|+2|+2|+6|Personal Rune Augmentation
    9th|+4|+3|+3|+6|Blast Rune (5d4)
    10th|+5|+3|+3|+7|Bonus Metascribing Feat, Personal Rune Augmentation
    11th|+5|+3|+3|+7|Blast Rune (6d4)
    12th|+6/+1|+4|+4|+8|Personal Rune Augmentation
    13th|+6/+1|+4|+4|+8|Blast Rune (7d4)
    14th|+7/+2|+4|+4|+9|Personal Rune Augmentation
    15th|+7/+2|+5|+5|+9|Blast Rune (8d4), Bonus Metascribing Feat
    16th|+8/+3|+5|+5|+10|Personal Rune Augmentation
    17th|+8/+3|+5|+5|+10|Blast Rune (9d4)
    18th|+9/+4|+6|+6|+11|Personal Rune Augmentation
    19th|+9/+4|+6|+6|+11|Blast Rune (10d4)
    20th|+10/+5|+6|+6|+12|Bonus Metascribing Feat, Runecircles
    [/table]|{table=head]-0-|-1-|-2-|-3-|-4-|-5-|-6-|-7-
    3|1|-|-|-|-|-|-
    4|2|-|-|-|-|-|-
    5|3|-|-|-|-|-|-
    6|4|1|-|-|-|-|-
    6|5|2|-|-|-|-|-
    6|5|3|-|-|-|-|-
    6|5|4|1|-|-|-|-
    6|5|5|2|-|-|-|-
    6|5|5|3|-|-|-|-
    6|5|5|4|1|-|-|-
    6|5|5|5|2|-|-|-
    6|5|5|5|3|-|-|-
    6|5|5|5|4|1|-|-
    6|5|5|5|5|2|-|-
    6|5|5|5|5|3|-|-
    6|5|5|5|5|4|1|-
    6|5|5|5|5|5|2|-
    6|5|5|5|5|5|3|-
    6|5|5|5|5|5|4|1
    6|5|5|5|5|5|5|2[/table]|[/table]

    Class Features The following are all class features of the Runescribe.

    Weapon and Armor Proficiencies: Runescribes are proficient with all simple weapons and with light armor, but not with shields. Runescribe arcane spells with somatic components are affected normally by arcane spell failure incurred by wearing armor however.

    Spells: Runescribes use Runescribe spells to power their runic magic. Runescribes have no set spell list, instead forming their own spell list as they gain levels. As such, while one Runescribe may create scrolls of spells he knows, it does not necessarily follow that other Runescribes would be able to use that scroll, unless they had chosen the same spell for their spell list.

    At 1st level and each level thereafter, the Runescribe selects two spells, drawn from either the sorcerer or cleric spell list, and adds them to his spell list as spells of the same level. The highest level spells a Runescribe may select at a given level is shown on the table above. A Runescribe instinctively knows all spells available to him, like a sorcerer, though he cannot cast them normally. Instead, Runescribes prepare their spells as runes to be used later (see Runescribing, below).

    To learn or scribe a spell of a given level, a Runescribe must have an intelligence score equal to at least 10 + the level of the spell (Int 11 for 1st level spells, Int 12 for 2nd level spells, and so on). The saving throw for a Runescribe spell, if any, is equal to 10 + spell level + Int modifier.

    Runescribe spells are neither arcane nor divine, though they use the same restrictions and components as the class the spells were drawn from. That is, a fireball spell drawn from the sorcerer spell list would require a material component to scribe, and both vocal and somatic components to activate, and would incur arcane spell failure chance if activated while wearing armor. A heal spell drawn from the cleric spell list, however, would not incur arcane spell failure, as it was not an arcane spell to begin with, despite possessing a somatic component.

    A Runescribe knows either all cantrips from the sorcerer spell list or all orisons from the cleric spell list.

    Spells Per Day: Like other spellcasters, Runescribes have a base daily allotment of spells based on their level, as shown on the table above. Like a wizard, Runescribes receive bonus spells per day for having a high intelligence score. A Runescribe must rest for at least eight hours to recover his spells, though any active runes (see Runescribing, below) are counted against his spells for the day when he recovers them.

    Summon Runic Familiar: A Runescribe can obtain a runic familiar (see below). Doing so takes 24 hours and uses up magical materials that cost 100gp.

    Unlike the familiars available to sorcerers and wizards, a runic familiar does not inflict an experience loss upon the Runescribe if it dies, nor must he wait a year and a day to summon a new one. In all other respects, a runic familiar is identical to a familiar obtained by a sorcerer or wizard, and uses the same rules to determine its abilities, with the notable exception that a runic familiar's type does not change to magical beast.

    Runescribing (Su): In order to cast his spells, a Runescribe must first convert them into glyphs and sigils. To do so, a Runescribe brushes his flesh with a fingertip or writing instrument while concentrating on the spell he wishes to scribe, and a glowing trail of iridescent light follows the scribed path. Scribing a rune takes a full-round action that provokes attacks of opportunity.The light fades to less than that of a candle after the glyph is completed, but flares with the light of a torch when its power is tapped to cast the spell. After scribing the rune, the Runescribe loses a spell slot of the appropriate level for the day, as if the spell had been cast, though it lies dormant until he chooses to activate it. Activating a scribed rune follows all the rules for casting the spell imbued in it, except that any material or focal components must be provided at the time of scribing, as opposed to when the spell is cast. Experience costs are triggered when the rune is activated, not scribed.

    Scribed runes have no duration, existing until the Runescribe either activates their power or wills them to fade away to no effect as a standard action. While runes are scribed upon his flesh however, the Runescribe cannot recover the spell slots used to scribe the runes.

    At any given time, a Runescribe may have a number of active runes equal to his class level plus his intelligence modifier.

    Blast Rune (Sp): In addition to scribing runes of their spells, Runescribes can also scribe specialized blast runes. Blast runes count against the total number of runes a Runescribe can have active at one time, but there is no limit to the total number of blast runes that may be scribed in a day. Blast runes can be activated as a standard action if scribed on the Runescribe's flesh, and create a blast of force in a 5-foot burst up to 30 feet away, dealing 1d4 force damage. A successful reflex save, DC 10 +1/2 Runescribe level+Int modifier halves the damage dealt. Alternately, the Runescribe may make a melee touch attack as an attack action to activate a scribed rune, in which case only the struck foe is affected by the rune, and takes the damage with no save. At 3rd level and every two levels thereafter, blast runes deal an additional 1d4 damage.

    Runic Engraving (Su): Beginning at 2nd level, a Runescribe can engrave his spells and blast runes into inanimate objects instead of scribing them on his flesh. Blast runes always create their explosion atop the engraving, as opposed to at a distance. The object to be engraved must be of at least diminutive size or larger, and each such object may only hold a single rune, unless it is large enough to occupy multiple squares, in which case it may hold only one rune for each 5x5 square it occupies. Only spells with one or more non-personal targets or those that create area effects can be engraved upon objects. In the case of area effect spells, the effect is always directed toward the creature that triggered the rune, or the nearest creature in range if the rune was triggered by other means. If there are no valid targets within range when a rune detonates, the area of effect is always centered directly atop the rune itself.

    Once placed upon the chosen object, engraved runes are nearly invisible to casual observation. A search check, DC 20 + Runescribe level is necessary to detect such runes. Creatures that are able to see magical auras may be able to detect engraved runes without a search check.

    When 'engraving', the Runescribe draws the rune onto the object as if he were scribing a rune upon himself, except that he also chooses a trigger for how the rune will be activated:

    • Proximity: The rune activates when a creature enters its square, casting the spell on that creature (or detonating immediately, in the case of a blast rune).
    • Timed: The Runescribe chooses a precise amount of time up to one hour per class level, at which point the rune attempts to cast the stored spell on the nearest valid target.
    • Visual: Any creature that attempts to read the rune triggers its effects.
    • Command: When engraving the rune, the Runescribe chooses a verbal command trigger. Any creature within 100 feet of the rune may speak the command word as a standard action to trigger its effects.


    Engraved runes can be dismissed to no effect as a standard action, no matter the distance between the Runescribe and the rune. Engraved runes can be dispelled, and can be disabled as magical traps (Disable Device DC 15+1/2 Runescribe level + Int modifier).

    In a given round, only a number of engraved runes equal to the Runescribe's intelligence modifier -1 (minimum of 1) may be triggered. If more runes than this number would be triggered at one time, the remaining runes detonate on the following rounds, continuing to count against the limit of runes triggered per round.

    Personal Rune (Su): At 2nd level, a Runescribe creates a unique glyph that represents and helps to shape his abilities and sense of self. This glyph manifests itself in a place of prominence upon the Runescribe's body, generally on a palm or back of a hand, or upon the Runescribe's brow. Regardless of the details, the rune sheds light as a candle, unless the Runescribe chooses to suppress the effect as a standard action. While suppressed, the Runescribe does not gain the benefits of his personal rune. Returning the suppressed rune to its normal state is a free action.

    Upon obtaining this ability, choose from one of the glyphs below. The chosen glyph becomes the Runescribe's personal rune. Once made, this choice is permanent.
    Spoiler
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    Siwry: The Runescribe gains a +1 competence bonus on melee attack and damage rolls.
    Icliwry: The Runescribe gains a +1 insight bonus to all skill checks.
    Telbelciel: The Runescribe gains a +1 insight bonus to AC.
    Eihelselcyah: The Runescribe gains resistance 5 to an elemental damage type of his choice, stacking with other resistances to that element.
    Fihhboh: The Runescribe gains a +1 competence bonus to a save of his choice.


    At 4th level and every two levels thereafter, the Runescribe may select an augmentation from the following list, increasing the power of his personal rune.
    Spoiler
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    Sawiv: The Runescribe increases his caster level for a chosen school of magic by 1.
    Elsqufeln: When you select this augmentation, choose either acid, cold, electric or fire damage. While your personal rune is active, when you scribe blast runes, you may choose to alter them to deal the chosen damage type. Blast runes altered in this way increase their damage dice by one step. This augmentation may be chosen multiple times, but its effects do not stack; each time you select this augmentation, you may choose an additional damage type that you may change your blast runes to.
    Cyk: While your personal rune is active, the area of effect of your blast runes increases to a 10-foot burst. This augmentation may be selected again, in which case you gain the ability to scribe blast runes that detonate in a 15-foot cone or 30-foot line.
    Pnihiacvel: As a standard action, the Runescribe may cause his personal rune to emit light equal to that of a daylight spell for one round. Afterwards, the rune fades away for one round. The Runescribe loses the benefit of his personal rune while it is faded.
    Tyehugoraimy: As a standard action, the Runescribe may plunge the area around him into darkness for one round, as the darkness spell. While this effect is active, the personal rune is faded.
    Jiwun: As a swift action, the Runescribe may consume an unused spellslot to heal himself for 1d6 points of damage per spell level of the spell slot. After using this effect, the Runescribe's personal rune fades away for ten minutes.
    Chonstgo: Once per day as an immediate action, the Runescribe may reroll a single attack roll or saving throw he has made, before the results of the roll are known. The Runescribe must abide by the results of the second roll, even if it would be worse than the original roll. After using this effect, the Runescribe's personal rune fades away for one minute.
    Tidisduyr: The Runescribe may use detect magic at will as a standard action. While concentrating on the effect and for one round after, the Runescribe's personal rune is faded.
    Lifiby: As a swift action, the Runescribe may grant himself a +10 foot enhancement bonus to all forms of movement he possesses for one round. After using this ability, the Runescribe's personal rune is faded for one round.
    Tutwel: As an immediate action, the Runescribe may grant himself a dodge bonus against one attack equal to ¼ his Runescribe level. After using this effect, the Runescribe's personal rune is faded for three rounds.
    Woitelt: Three times per day as a swift action, the Runescribe may grant himself an insight bonus to the next attack roll he makes before the end of the round equal to ¼ his Runescribe level. After using this effect, the Runescribe's personal rune is faded for three rounds.


    Bonus Metascribing Feats: At 5th level, and again at 10th, 15th, and 20th level, a Runescribe gains a bonus metascribing feat.

    Shared Runes (Su): A Runescribe of 6th level or higher may transfer a single scribed rune from his flesh to that of a touched creature as a standard action. Any given creature may possess only a single rune from the Runescribe, and transferred runes still count against the number of active runes he may possess at one time. The creature to which the rune was transferred may activate the rune at its discretion using the normal activation time for the rune, and using the Runescribe's statistics to determine its effects.

    Runecircles (Sp): A 20th level Runescribe may scribe runecircles at will as a standard action. Runecircles are identical to the teleportation circle spell in all other respects, except that they automatically have a permanent duration. Runecircles count against the total number of active runes a Runescribe may have at one time, and may be dismissed at will as other active runes.


    Runic Familiar:
    Spoiler
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    Size/Type: Tiny Living Construct
    Hit Dice: ¼ d10 (1hp)
    Initiative: +2
    Speed: Fly 40 ft. (good)
    Armor Class: 15 (+2 size, +2 dex, +1 natural), touch 14, flat-footed 13
    Base Attack/Grapple: +0/-13
    Attack: Slam +4 melee (1d2-5)
    Full Attack: Slam +4 melee (1d2-5)
    Immune: Living construct immunities
    Special Attacks: -
    Special Qualities: Living construct traits, morphic form
    Saves: Fort +0, Ref +2, Will +2
    Abilities: Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 6
    Skills: Listen +5, Spot +7
    Feats: Alertness, Weapon FinesseB
    Alignment: Usually neutral
    Level Adjustment: -

    Morphic Form (Ex): A runic familiar's form is comprised of several thousand individual metal pieces, allowing it to reshape itself into a rough approximation of any Tiny creature at will as a standard action. Additionally, a runic familiar can take on precise glyphic forms, which can then be imbued with a single spell by a Runescribe. While in a glyphic form, a runic familiar can serve as an active rune to a Runescribe without counting against the total number of scribed runes their master may have active at one time. The runic familiar's master can activate a stored rune in this fashion with the effect originating from the runic familiar, provided the familiar is in a glyphic form and has line of sight and line of effect to its master.


    Metascribing Feats:
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    Metascribing feats function much like metamagic feats do for other casters. Unlike most metamagic feats however, the spell level increase for metascribing feats cannot be reduced by any means. Metascribing feats can only be applied to runes scribed from spells, not blast runes. Multiple metascribing feats may be applied to the same rune, but the increases to spell level stack.

    Invisible Rune:
    As the name suggests, an invisible rune is invisible to the naked eye, and even to creatures that can detect magical auras. Only creatures capable of seeing invisible objects can see an invisible rune. Scribing an invisible rune consumes a spell slot one level higher than normal.

    Empowered Rune:
    All variable, numeric effects of a spell scribed in an empowered rune are increased by one-half. An empowered rune uses up a spell slot one level higher than normal.

    Maximized Rune:
    All variable, numeric effects of a spell scribed in a maximized rune are maximized. A maximized rune uses up a spell slot two levels higher than normal.

    Extended Rune:
    A spell scribed in an extended rune lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended rune uses up a spell slot one level higher than normal.

    Persistent Rune:
    A spell scribed in a persistent rune has a duration of 24 hours. The spell placed inside the rune must have a personal range or a fixed range. Spells of instantaneous duration cannot be affected by this feat, nor can spells whose effects are discharged. A persistent rune uses up a spell slot five levels higher than normal.

    Subdual Rune:
    A spell scribed into a subdual rune deals nonlethal damage instead of lethal damage. Only spells that deal hitpoint damage can be scribed into subdual runes. Unlike other metascribing feats, subdual rune may be applied to blast runes. A subdual rune uses up a spell slot of the same level as the normal spell.

    Widened Rune:
    A spell scribed into an enlarged rune doubles its area of effect. Only spells that create area effects can be scribed into widened runes. A widened rune uses up a spell slot two levels higher than normal.

    Linked Rune:
    Linked runes can only be formed as engraved runes. A linked rune may be connected to another rune up to 100 feet away. When either of the runes are triggered, the other triggers as well, targeting the same target as the first rune if possible. Linked runes can form chains, with one linked rune triggering another linked to a third, and so on, though each linked rune may only be connected to one other rune. A linked rune uses up a spell slot one level higher than normal. For each link already existing in a chain, a linked rune added to the chain uses up a spell slot of another level higher.


    Runescribes and Prestige Classes: For the purpose of Prestige Class qualification and advancement, a Runescribe is considered either an arcane or divine caster, at the player's choice, but never both at once.
    Last edited by Circle of Life; 2011-08-07 at 03:12 PM.