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    Default Re: Base Class Contest XXXV - Schooling the Competition

    Theurge Prestige Classes

    General Note for Theurge PrCs and Balance: I intended for the theurge PrCs to be worth taking but not necessarily stronger than single class in the stronger class, or even probably weaker than it in the case of Symbolic Arcanist. This is why Symbolic Arcanist actually is stronger than Rune Dragon Aspirant even assuming Wizard and Dragonfire Adept were equal, they aren't and losing levels in Wizard loses you more than losing ones in DFA. This reasoning left as soon as I got to ToB, though, as I just based it on Jade Phoenix Mage... on the basis that it was between two full BAB classes and so wasn't getting a better chassis compared to either?

    Symbolic Arcanist

    A Symbolic Arcanist is a mage who has taken to the study of Symbol Magic due to its augmentative resonance with magic. They are students of the way that this resonance may augment their spells and maximize their effectiveness.

    Becoming a Symbolic Arcanist


    A Symbol Caster may become a Symbolic Arcanist without any levels in other classes at the earliest possible level, that said they gain less from it as their casting is sluggish and they already progress both casting and symbols (ironically they improve their BAB this way). Even so most Symbolic Arcanists are Wizards who dabble with Symbolist, Glyph Thief, or perhaps especially Glyph Knight (as the others don't actually exist yet, most likely Glyph Knight ). This simply requires 2 levels in Glyph Knight, 5 levels total, the ability to cast 2nd level arcane spells, and a +1 Intelligence or human to acquire the skill ranks to get the necessary grounding in magical principles.

    Prerequisites:
    Skills: Knowledge (arcana) 8 ranks, Spellcraft 8 ranks, Use Magic Device 4 ranks.
    Spellcasting: Ability to cast 2nd level arcane spells.
    Symbol Crafting: Ability to craft 2 or more symbols.

    Class Skills: The class skills for a Symbolic Arcanist (and their key ability scores) are Concentration (Con), Craft (Int), Knowledge (any, each taken individually) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
    Skill points per level: 2 + Int modifier.

    Hit Dice: d6.

    Level BAB Fort Ref Will Special Spellcasting Symbol Crafting
    1 +0 +0 +0 +2 Casting Resonance +1 level existing arcane spellcasting +1 level existing symbol crafting class
    2 +1 +0 +0 +3 - +1 level existing arcane spellcasting +1 level existing symbol crafting class
    3 +2 +1 +1 +3 Symbol’s Dispelling +1 level existing arcane spellcasting +1 level existing symbol crafting class
    4 +3 +1 +1 +4 - +1 level existing arcane spellcasting +1 level existing symbol crafting class
    5 +3 +1 +1 +4 - +1 level existing arcane spellcasting +1 level existing symbol crafting class
    6 +4 +2 +2 +5 Casting Harmonics - +1 level existing symbol crafting class
    7 +5 +2 +2 +5 Symbol’s Resonance +1 level existing arcane spellcasting +1 level existing symbol crafting class
    8 +6 +2 +2 +6 - +1 level existing arcane spellcasting +1 level existing symbol crafting class
    9 +6 +3 +3 +6 - +1 level existing arcane spellcasting +1 level existing symbol crafting class
    10 +7 +3 +3 +7 Symbol’s Metamagic +1 level existing arcane spellcasting +1 level existing symbol crafting class

    Weapon and Armor Proficiencies: A Symbolic Arcanist gains no new weapon or armor proficiencies.

    Spellcasting: At every level except 5th, a Symbolic Arcanist gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on), save for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a spellsword, he must decide to which class he adds the new level for purposes of determining spells per day.

    Symbol Crafting: Levels in Symbolic Arcanist add to your levels in classes which can Craft Symbols (as opposed to possess Inscribed Symbols) for the purposes of Symbol Wright level, number of Symbols Wrought, Essentia, number of Released Symbols, and access to Released States. They do not grant other class features including those like Improved Rune Release which improve your ability to use Symbols.

    Casting Resonance (Su): A Symbolic Arcanist learns to draw energy into their spells through the resonance their symbols possess with certain types of magic. Whenever a Symbolic Arcanist casts a spell which matches the school of one of their wrought symbols they gain a +1 competence bonus to caster leve. If the symbol is in a released state they also gain +1 to the spell save DC. If the symbol is in a greater released state both of these bonuses increase to +2.

    Symbol’s Dispelling: A Symbolic Arcanist learns how to use the resonance of their symbols and the energy released in one’s destruction to more perfectly dispel enemy magic. A 3rd level or higher Symbolic Arcanist with the ability to cast 3rd level arcane spells adds Dispel Magic to their spells known (if applicable) and spell list as a 3rd level spell, and if they are able to cast 6th level arcane spells they add Greater Dispel Magic as a 6th level spell. In addition when they cast Dispel Magic or Greater Dispel Magic they may erase one crafted symbol they possess, if they do so they gain a +10 bonus on a single dispel check to dispel an effect of the same school as the erased symbol, they may either select a single identified effect, or simply apply it against the first effect of that school they roll against. If the symbol was in a released state they gain a +5 bonus to all dispel checks against its school as well as +10 on a single one (these bonuses do not stack, they do not gain a +15 to one check), if it was in its intermediate released state they may additionally treat the check with a +10 applied to it as a natural 20 instead of rolling it, if it was in its greater released state they do not need to roll any dispel checks against the school of the symbol instead treating all of them as 20 before modifiers.

    Casting Harmonics (Su): A Symbolic Arcanist learns to actively harmonize their symbols with their spells, moving mana from the former to the latter. When a 5th level or higher Symbolic Arcanist casts an arcane spell they may choose to transfer essentia from one or more symbols of the same school into the cast spell (they may not transfer more essentia this way than their essentia capacity). If they do so the essentia becomes invested in the spell until its duration ends (at which point it does not return to the symbols but becomes uninvested requiring a swift action to reinvest) and they gain a bonus to caster level on that spell equal to the invested essentia and a bonus to the spell’s save DC (if any) equal to ½ that.

    Symbol’s Resonance (Su): A Symbolic Arcanist can draw otherwise wasted energy used in nearby spells (both theirs and others) through the resonance of their symbols. Beginning at 6th level when a 1st level or higher spell is cast (not a spell-like ability) within 30 ft of you (this includes spells you cast) which matches the school of one of a Symbolic Arcanist’s released symbols they can scavenge some of the energy from it. If you prepare arcane spells you may regain one expended arcane spell of the same school with a level no higher than 1/3rd the level of the triggering spell. If you cast arcane spells spontaneously you may instead select one spell you know of the same school with a level no higher than 1/3rd the level of the triggering spell and the next time you cast that spell without metamagic within 1 hour it does not expend a spell slot. If you do both you may select which of these abilities to trigger with each spell cast but no spell can trigger both. If the symbol is in a greater released state you may use this ability with spells of up to ½ the level of the triggering spell instead of 1/3rd. You’re either going Legacy Champion to extend the PrC and losing 9th level spells or losing 8th and 9th level spells to get a single Greater Symbol.

    Symbol’s Metamagic (Su): A Symbolic Arcanist learns to draw magical energy through their symbol to maximize the power of their spells even if it means destroying their carefully wrought symbols. Beginning at 10th level when you cast a prepared arcane spell you may erase a symbol to apply a +1 or less level metamagic to it spontaneously (with no change in casting time), or +2 if it is a released symbol, +3 if it is in its intermediate released state, or +4 if it is in its greater released state. When you cast a spontaneous arcane spell you may erase a symbol to negate the increase in casting time and reduce the metamagic increase applied to the spell by 1, 2 if it was a released symbol, 3 if it was in its intermediate released state, or 4 if it was in its greater released state; this cannot reduce the metamagic level adjustment to less than +0.


    Rune Dragon Aspirant

    A Rune Dragon Aspirant is a Symbol Wright who aspires to the powers and ferocity of a Runic Dragon (see bestiary). They combine draconic power with the ability to craft symbols even going so far as to inscribe the Hungry Rune upon their flesh to better emulate runic dragons.

    Becoming a Rune Dragon Aspirant


    Rune Dragon Aspirants typically begin as Dragonfire Adepts and Glyph Knights, although Symbolists, Glyph Thieves, and Symbol Casters are all possible. To become a Rune Dragon Aspirant one must have a solid understanding of the nature of magic and dragons, as well as a foundation in both draconic invocations and symbol crafting. Taking this further they must emulate the Runic Dragon and the final step is to inscribe the Hungry Rune on their flesh, either tattooing it there or using ritual scarification, a sign of the dedication to become like the Runic Dragon.

    Prerequisites:
    Breath Weapon: Must possess a breath weapon and at least 1 Breath Effect.
    Skills: Knowledge (arcana) 8 ranks, Spellcraft 8 ranks.
    Invocations: Ability to use least invocations.
    Symbol Crafting: Ability to craft 2 or more symbols.

    Class Skills: The class skills for a Rune Dragon Aspirant (and their key ability scores) are Appraise (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (any, each taken individually) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (n/a), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
    Skill points per level: 2 + Int modifier.

    Hit Dice: d6.

    Level BAB Fort Ref Will Special Invocations Symbol Crafting
    1 +0 +2 +0 +2 Inscribed Hungry Rune +1 level existing invocation-using class +1 level existing symbol crafting class
    2 +1 +3 +0 +3 - +1 level existing invocation-using class +1 level existing symbol crafting class
    3 +2 +3 +1 +3 Keen Senses +1 level existing invocation-using class +1 level existing symbol crafting class
    4 +3 +4 +1 +4 Invested Breath +1 level existing invocation-using class -
    5 +3 +4 +1 +4 - +1 level existing invocation-using class +1 level existing symbol crafting class
    6 +4 +5 +2 +5 Consuming Breath - +1 level existing symbol crafting class
    7 +5 +5 +2 +5 - +1 level existing invocation-using class +1 level existing symbol crafting class
    8 +6 +6 +2 +6 Released Hungry Rune +1 level existing invocation-using class -
    9 +6 +6 +3 +6 - +1 level existing invocation-using class +1 level existing symbol crafting class
    10 +7 +7 +3 +7 Increased Capacity (Draconic) +1 +1 level existing invocation-using class +1 level existing symbol crafting class

    Weapon and Armor Proficiencies: A Rune Dragon Aspirant gains no new weapon or armor proficiencies.

    Invocation: At each level other than 6th, you gain new invocations known and an increase in caster level as if you had also gained a level in an invocation-using class to which you belonged before adding the prestige class level. (This includes eldritch blast.) You do not, however, gain any other benefit a character of that class would have gained. If you had more than one invocation-using class before becoming a Rune Dragon Aspirant, you must decide to which class to add each level for the purpose of determining caster level and invocations known. If you increase your level in Dragonfire Adept with this ability you also gain increased breath weapon damage/save DC, range, and breath effects as if you had gained a level in Dragonfire Adept.

    Symbol Crafting: Levels in Rune Dragon Aspirant except 4th and 8th add to your levels in classes which can Craft Symbols (as opposed to possess Inscribed Symbols) for the purposes of Symbol Wright level, number of Symbols Wrought, Essentia, number of Released Symbols, and access to Released States. They do not grant other class features including those like Improved Rune Release which improve your ability to use Symbols.

    Inscribed Hungry Rune (Su): A Rune Dragon Aspirant emulates the runic dragon, as such they inscribe the Hungry Rune upon themselves and let their energies fill it. This inscribed symbol does not count against your maximum number of symbols wrought, nor does it count as a crafted symbol. A Rune Dragon Aspirant may suppress their Hungry Rune as a full round action causing it to no longer be considered to be wrought and have no effect. They may reactivate it at a later time as another full round action.

    Keen Senses (Su): A Rune Dragon Aspirant learns to extend their senses with divination symbols. Beginning at 3rd level as long as a Rune Dragon Aspirant has a symbol of the divination school wrought they suffer half the normal penalties for distance on Listen and Spot checks.

    Invested Breath (Su): A Rune Dragon Aspirant learns to augment their breath weapon with mana making it stronger. Beginning at 4th level a Rune Dragon Aspirant may invest essentia into any breath weapon they may possess as if it were an essentia receptacle. As long as they have essentia invested into a breath weapon they may choose to have it deal electricity damage instead of whatever damage it would normally deal (assuming it deals damage), in addition it gains a +1 to its save DC per 2 points of invested essentia, and if it deals hit point damage it deals +2 damage per point of invested essentia.

    Consuming Breath (Su): A Rune Dragon Aspirant learns how to modify their breath in new and dangerous ways. Beginning at 6th level they gain Consuming Breath as a breath effect. This effect, applied to a cone shaped breath, causes it to deal no damage but inflict 1 essentia damage per 2 dice of damage it would normally have dealt (Will halves) and functions as an area dispel magic with no cap to the bonus you receive to dispel checks. Your ‘caster level’ for this dispel magic effect is equal to your caster level for invocations and you may apply this breath effect to cone shaped breath weapons you possess other than that of Dragonfire Adept but you still may not apply it to 2 breath weapons in the same or consecutive rounds.

    Released Hungry Rune (Su): A Rune Dragon Aspirant’s Hungry Rune grows resonant with their soul, allowing them to shift its physical form upon their body. Beginning at 8th level a Rune Dragon Aspirant may release their Hungry Rune as an action requiring 1 minute of concentration or return it to its unreleased state with 1 minute of concentration. This does not count against their maximum number of released symbols, released intermediate symbols, or released greater symbols. A Rune Dragon Aspirant able to release symbols to their intermediate state may release their Hungry Rune to its intermediate state, and the same is true of one able to release symbols to their greater state, however they may not release it to its intermediate or greater state unless they possess the ability to do so more generally.

    Increased Capacity (Draconic) +1: A Rune Dragon Aspirant’s Hungry Rune and breath weapon is theirs to control and shape, easily drinking deep of their mana if allowed. Beginning at 10th level a Rune Dragon Aspirant may treat their essentia capacity as 1 higher for the purposes of their Hungry Rune and their breath weapon(s).



    Runeblade

    Most practitioners of Symbol Magic delve into the magical arts if they diverge from Symbol Magic or even while studying it directly, focusing on how their symbols resonate with the natural magic underlying reality. Some, however, look not at the arcane arts but the sublime, those semi-mystical, and sometimes wholly mystical, arts of martial combat. While the resonance with Symbols is less directly noticeable, one who walks the Sublime Way may notice a resonance still, a throb in their Symbols when they initiate a strike, a sense that the mana flows more easily into them when in certain stances. Runeblades are those who follow up these little feelings and learn how the Sublime Way meets the magic of reality, weaving it through themselves and their weapons, making their weapons part of them to strike against foes.

    Becoming a Runeblade


    To become a Runeblade one must have a solid understanding of both symbol crafting and the sublime way. Most Runeblades begin as Glyph Knights due to their martial focus, although Symbolists and Glyph Thieves are not unheard of, and mix such skills with those of a warblade, though some follow the path of the Crusader or Swordsage instead.

    Prerequisites:
    Martial Maneuvers: Must know a 2nd level or higher martial maneuver from each of two different disciplines.
    Martial Stances: Must know at least 1 Martial Stance.
    Skills: Knowledge (arcana) 8 ranks, Martial Lore 5 ranks.
    Symbol Crafting: Ability to craft 2 or more symbols.

    Class Skills: The class skills for a Rune Dragon Aspirant (and their key ability scores) are Appraise (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (any, each taken individually) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (n/a), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
    Skill points per level: 2 + Int modifier.

    Hit Dice: d8.

    Level BAB Fort Ref Will Special Maneuvers Known Maneuvers Readied Stances Symbol Crafting
    1 +1 +2 +0 +2 Tradition of the Rune Blade, Mana Gathering Stance 1 0 0 -
    2 +2 +3 +0 +3 Blade Runes 0 0 0 +1 level existing symbol crafting class
    3 +3 +3 +1 +3 - 1 1 0 +1 level existing symbol crafting class
    4 +4 +4 +1 +4 Rune Parry 0 0 0 +1 level existing symbol crafting class
    5 +5 +4 +1 +4 - 1 0 1 +1 level existing symbol crafting class
    6 +6 +5 +2 +5 Rune’s Warding 0 1 0 -
    7 +7 +5 +2 +5 - 1 0 0 +1 level existing symbol crafting class
    8 +8 +6 +2 +6 Releasing Stance 0 0 0 +1 level existing symbol crafting class
    9 +9 +6 +3 +6 - 1 1 0 +1 level existing symbol crafting class
    10 +10 +7 +3 +7 Stance Capacity 0 0 0 +1 level existing symbol crafting class

    Weapon and Armor Proficiencies: A Runeblade gains no new weapon or armor proficiencies.

    Maneuvers: At first level select up to 3 disciplines from which you know martial maneuvers, you add their discipline skill to the list of Runeblade class skills (if it was not there already). At each odd-numbered level, you gain a new maneuver known from one of the selected disciplines. You must meet a maneuver’s prerequisite to learn it. You add your full Runeblade levels to your initiator level to determine your total initiator level and your highest-level maneuvers known. At 3rd level, 6th level, and 9th level, you gain an additional maneuver readied per day.

    Stances Known: At 5th level, you learn a new martial stance from one of the disciplines you selected at 1st level for your maneuvers. You must meet a stance’s prerequisite to learn it.

    Symbol Crafting Levels in Runeblade except 1st and 6th add to your levels in classes which can Craft Symbols (as opposed to possess Inscribed Symbols) for the purposes of Symbol Wright level, number of Symbols Wrought, Essentia, number of Released Symbols, and access to Released States. They do not grant other class features including those like Improved Rune Release which improve your ability to use Symbols.

    Tradition of the Runeblade: Each of the Disciplines of the Sublime Way are associated with certain schools of magic. However these associations are loose and different traditions may possess different associations. For the purposes of the Runeblade PrC and all its class features the disciplines of the sublime way are associated with the following schools (only my brew and Tome of Battle covered, for disciplines from other sources ask your DM, or maybe me).

    • Desert Wind: Evocation and Illusion.
    • Devoted Spirit: Conjuration and Evocation (if Healing is changed to Necromancy change Devoted Spirit to Necromancy and Evocation).
    • Diamond Mind: Abjuration and Divination.
    • Iron Heart: Abjuration and Transmutation.
    • Setting Sun: Abjuration and Enchantment.
    • Shadow Sun: Illusion and Necromancy.
    • Stone Dragon: Evocation and Transmutation.
    • Tiger Fang: Necromancy and Transmutation.
    • White Raven: Divination and Enchantment.


    Spoiler: Homebrew Disciplines
    Show
    • Adamant Eagle: Abjuration and Divination.
    • Crone’s Hex: Necromancy and Transmutation.
    • Crushing Avalanche: Evocation and Transmutation.
    • Darting Viper: Abjuration and Necromancy
    • Edge of Apocalypse: Conjuration and Necromancy.
    • Eldritch Rain: Conjuration and Evocation.
    • Feral Hunger: Necromancy and Transmutation.
    • Flashing Lightning: Conjuration and Evocation.
    • Grown Blade: Evocation and Transmutation.
    • Hewn Tree: Abjuration and Transmutation.
    • Jeering Monkey: Conjuration and Illusion.
    • Lunar Spirit: Abjuration and Divination.
    • Perfected Style of the Grand Court: Divination and Enchantment.
    • Protean Hunter: Evocation and Transmutation.
    • Star Dream: Enchantment and Illusion.


    Mana Gathering Stance (Su): A Runeblade learns how to channel the energy from their stances in a new way. While you are in a stance from any discipline you know, you can forgo its normal benefit as a swift action to gain the effect of mana gathering stance. This ability lasts as long as you would maintain the stance, or as described below. You can also stop using mana gathering stance and resume gaining the normal benefit of the stance as a swift action. While you use this ability, you gain 1 essentia plus 1 per 6 character levels you possess. When you activate this stance you may immediately invest this essentia and when you cease maintaining this stance or return to gaining the normal benefit of the stance this essentia immediately disappears. Mana Gathering Stance is considered the same discipline as the stance you entered it from.

    Blade Runes (Su): A Runeblade learns how to perform their signature art of combat, the spreading of symbols across a weapon, the creation of the ‘runeblades’ from which they get their name, of course it takes time. Beginning at 2nd level a Runeblade may spend 1 minute to create a special symbol which spreads across a touched weapon. When a Runeblade creates these blade runes, as this symbol is called, they select a school, this symbol is considered to be of this school and as long as the Runeblade holds the weapon they are considered to have a symbol of this school wrought. A Runeblade may invest essentia into this symbol as normal for a symbol. When a Runeblade initiates a strike which matches the school of the Blade Runes (see Tradition of the Runeblade above) they gain an insight bonus to attack rolls made as part of that strike with that weapon equal to one half the essentia invested in their Blade Runes and +2 damage per point of invested essentia; this damage bonus only applies once per strike per enemy and only to damage dealt with the weapon with the Blade Runes. A Runeblade may not select their Blade Runes with the Expanded Symbol Capacity feat. While the Blade Runes remain visible even if another creature wields the weapon they only have an effect in your hands.

    A Runeblade may have up to two sets of Blade Runes wrought at a time. Each set must be on a separate weapon and may be of different schools however they share invested essentia. If you have two separate weapons with Blade Runes which would both be triggered by the same strike they both gain attack bonus but the damage is still only applied once per enemy. If you would create a third set of Blade Runes one of your former two (your choice) vanishes.

    Rune Parry (Su): A Runeblade learns to avoid hostile spells using their runes and Sublime skills to cut through their magic. Beginning at 4th level when you are targeted with a spell (or spell-like ability) that matches the school of one of your wrought symbols or included in the area of a spell that matches the school of one of your wrought symbols you may make an attack roll as an immediate action. This attack roll is opposed by a check by the caster of the spell using 1d20+Caster Level+Charisma modifier. If you win the opposed check the spell does not affect you. If it is a spell which has a continuous effect on its area (such as solid fog) you are unaffected by it for only 1 round; if it creates a physical object and you are within the spell’s area and thus able to use this ability (such as a forcecage made around you) you may pass through the object created as if it did not exist for 1 round. If you are in a stance which matches the school of the triggering spell (see Tradition of the Runeblade) you gain a +2 bonus on the attack roll. Once you have used this ability you cannot use it again until you recover it as if it were a maneuver; if you have granted maneuvers, you cannot use it again until your granted maneuvers all recover and reset.

    Rune’s Warding (Su): A Runeblade learns to draw defensive protection through centering themselves in the Sublime Way through their symbols. Beginning at 6th level when in a stance whose discipline matches the school of a symbol you possess in a released state you gain a +2 bonus to saving throws, this increases to +3 if it is in an intermediate or greater released state. If it matches a symbol in its greater released state you also gain a +2 bonus to AC.

    Releasing Stance (Su): A Runeblade learns to use the Sublime Way to coax more energy through their symbols and cause a symbol to temporarily release, or increase its release. Beginning at 8th level while you are in a stance from any discipline you know, you can forgo its normal benefit as a swift action to gain the effect of releasing stance. This ability lasts as long as you would maintain the stance, or as described below. You can also stop using releasing stance and resume gaining the normal benefit of the stance as a swift action. When you activate releasing stance select one unreleased symbol you have wrought of a school which matches the discipline of the stance you are forgoing the benefits of, that symbol enters its lesser released state for as long as you maintain releasing stance. If the stance you left was at least 5th level and you are able to release symbols to their intermediate states you may select a lesser released symbol and it moves to its intermediate released state instead of lesser for the duration of this stance. If the stance you let was at least 8th level and you are able to release symbols to their greater states you may select an intermediate released symbol and it moves to its greater released state instead of intermediate for the duration of this stance. The releasing stance is strenuous on the body and soul, however. A Runeblade may only maintain the releasing stance for 1 + Con modifier rounds safely, after which point they take a cumulative -1 penalty to attack rolls, AC, saving throws, skill and ability checks per round they maintain it until they leave the stance, if they take a -3 or greater penalty they become fatigued, if they take a -8 or greater penalty they become exhausted; ending the releasing stance removes the penalty but fatigue or exhaustion caused by it must be dealt with normally. In addition a Runeblade may only enter their releasing stance safely twice per day, each time they do so thereafter they suffer 1 negative level which lasts until they have 8 hours of rest. Releasing Stance is considered the same discipline as the stance you entered it from. The released symbol granted by this stance does not count against your maximum number of released symbols or maximum intermediate/greater released symbols.

    Release Blade Runes (Su): A Runeblade learns how to increase the power of their Blade Runes letting them cover their weapon completely and glow with a magical light. Beginning at 10th level when a Runeblade crafts symbols they can put their Blade Runes into a released state. When they do so they select a single discipline for each Blade Runes they have made releasing it in that state; you may only select disciplines which you selected to learn maneuvers from at 1st level in Runeblade. A weapon with a released Blade Runes sheds light as a daylight spell. A held released Blade Runes counts as having a lesser released symbol of each school related to the selected discipline as long as you hold it. A weapon with a released Blade Rune gains an enhancement bonus to attack and damage equal to the essentia invested into it and is considered a magic weapon (even if isn't), in addition you gain a benefit based upon the discipline chosen. Another creature wielding a weapon with a released blade runes gains no benefit from it except the enhancement bonus, although it does still shed light.

    • Desert Wind: Fire damage inflicted by attacks and strikes made with the weapon ignore fire resistance and deal 1/2 damage through fire immunity.
    • Devoted Spirit: Whenever you successfully make a melee attack with the weapon upon a creature whose alignment differs from yours and which poses an immediate threat to you or an ally, you may heal yourself or an ally within 20-ft 2 hp + 1 hp/point of essentia invested in your Blade Rune. If the attack was part of a Devoted Spirit strike this range becomes 200 ft and it heals 4 hp + 2 hp/point of essentia invested.
    • Diamond Mind: If you succeed on a saving throw for half or partial by 5 or more above the DC you take no effect (as if you had Evasion and Mettle).
    • Iron Heart: You suffer no miss chance due to concealment less than total and only a 20% miss chance due to total concealment. Likewise you suffer only a 20% miss chance due to incorporealness (if you aren't wielding a ghost touch weapon). Any other miss chances from unlisted effects are reduced likewise by 30% each. All these effects only apply with the released weapon. If you are using an Iron Heart strike you ignore miss chances entirely (you still need to be aiming for the right square).
    • Setting Sun: You gain a +1 dodge bonus to AC, this increases by +1 per size category larger than you the attacker is. In addition it increases by +2 against charges, and +2 against attacks gaining the benefit of the Power Attack feat (all these increases are cumulative).
    • Shadow Hand: Whenever you successfully hit a creature with a melee attack with the weapon you deal 1 point of Strength damage. If you are using a Shadow Hand strike which grants a single melee attack you instead deal 2 points of Strength damage (in addition to any ability damage from the strike). If you score a critical hit any Strength damage from this ability is multiplied by it in addition to the hit point damage.
    • Stone Dragon: Your attacks with the weapon ignore DR. If you use a maneuver with the weapon that would allow your attack to ignore DR you deal +3d6 damage with it.
    • Tiger Claw: The threat range of the weapon increases by 1; this is applied before Keen or Improved Critical and stacks with them.
    • White Raven: Whenever you strike an enemy with the weapon allies other than you gain a +2 bonus to hit that enemy for 1 round. If you strike an enemy with a White Raven strike this increases to a +4 bonus to hit that enemy.


    Spoiler: Homebrew Disciples:
    Show
    I have ~25 minutes and a hunger(?) headache. The PrC is technically complete for working with official material, so we'll see how many I get done.

    • Adamant Eagle: Allies within the area you threaten with the weapon gain +2 to their AC as your weapon moves of its own volition to defend them. Whenever you use an Adamant Eagle counter this bonus increases to +4 for 1 round.
    • Crone’s Hex: Targets you strike with the weapon suffer a -2 penalty to Fortitude saves for 1 round, this applies to any Will save made against a strike you hit them with. If you hit a creature with a Crone's Hex strike they suffer a -2 penalty to all saves instead of merely Will saves.
    • Crushing Avalanche: Cold damage inflicted by attacks and strikes made with the weapon ignore cold resistance and deal 1/2 damage through cold immunity.
    • Darting Viper: Whenever you successfully hit a creature with a melee attack with the weapon you deal 1 point of Dexterity damage. If you are using a Darting Viper strike which grants a single melee attack you instead deal 2 points of Dexterity damage (in addition to any ability damage from the strike). If you score a critical hit any Dexterity damage from this ability is multiplied by it in addition to the hit point damage.
    • Edge of Apocalypse: You gain a +2 to hit and damage against Servants of the Gods with the affected weapon; if you use an Edge of Apocalypse Strike this increases by +2d4 damage.
    • Eldritch Rain: You may apply any enhancement bonus that the weapon possesses to attack and damage with Eldritch Rain strikes and with your eldritch blast (if any), in addition you may apply any weapon enchantments the weapon possesses which could be applied to ranged weapons (with the exception of splitting) to Eldritch Rain strikes and Eldritch Blast.
    • Feral Hunger: The weapon is considered a natural weapon for Feral Hunger maneuvers and stances, in addition if you down an enemy with the weapon you may make a demoralize attempt as a free action.
    • Flashing Lightning: Electricity damage inflicted by attacks and strikes made with the weapon ignore electricity resistance and deal 1/2 damage through electricity immunity.
    • Grown Blade: Creatures treat any square you threaten as if it were difficult terrain (costs 2 squares of movement to enter).
    • Hewn Tree: The weapon is considered plant bane (its enhancement bonus increases by +2 against plants and it deals +2d6 damage against them).
    • Jeering Monkey: Whenever you strike a creature which poses a threat to you with the weapon you may make an immediate 5 ft step (this does not count against making a normal 5 ft step during the turn). If you strike them with a Jeering Monkey strike you may take 2 5 ft steps instead.
    • Lunar Spirit: Whenever you strike a creature with the weapon their Spell Resistance is lowered by 2 for 1 minute, or by 6 if you struck them with a Lunar Spirit strike.
    • Perfected Style of the Grand Court: -.
    • Protean Hunter: -.
    • Star Dream: Targets you strike with the weapon suffer a -2 penalty to Will saves for 1 round, this applies to any Will save made against a strike you hit them with. If you hit a creature with a Star Dream strike they suffer a -2 penalty to all saves instead of merely Will saves.


    Stance Capacity: A Runeblade’s mastery of the sublime way opens their soul to a closer connection with their symbols allowing a greater influx of mana into them. Beginning at 10th level a Runeblade may treat their essentia capacity as 1 higher for the purposes of any symbol they have wrought the school of which matches the discipline of their current stance.
    Last edited by Zaydos; 2016-10-01 at 11:55 PM.
    Peanut Half-Dragon Necromancer by Kurien.

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    Group: The Harrowing Halloween Harvest of Horror Part 2

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    Old: My homebrew (updated 9/9)