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  1. - Top - End - #1
    Dwarf in the Playground
     
    ElfWarriorGuy

    Join Date
    May 2010

    Default Runic Trickster (D&D 3.5)

    Rogues benefit from being smart. Your average trickster is probably a certified engineer who just took all his classes in Trap Disabling 211 instead of Architecture and Engineering 101. But you'd think, after disabling their 20th Explosive Rune, they'd figure out how to make physics bend over and lick their shoes clean. Or, at the very least, make the walls blow any passing goblins up. Presenting... the Runic Trickster.

    Think gestalt rogue/wizard. Now take away all direct offensive magic capabilities, all Item Creation feats except maybe Scribe Scroll, the rogue's class feature progression (no sneak attack dice here), and make the time to prepare spells based on the number and complexity of spells (instead of being a flat "one hour"), and cast your spells as a move action. Oh and, like the other Trickster PrC's found in Complete Scoundrel, this class only has three levels, so no inscribing your armor with Wish.

    Prerequisites to be a Runic Trickster:
    Knowledge (Arcana) -or- Spellcraft: 6 ranks
    Sneak Attack +2d6
    Skill Tricks: any 3
    Special: must have "read" and correctly interpreted the written version of at least 3 different spells (scrolls, a wizard's spellbook, etc.)

    {table]Level|Base Attack Bonus|Fortitude Save|Reflex Save|Will Save|Special|Inscriptions Per Day
    1st|+0|+0|+1|+1|Bonus Trick,Runic Inscriptions|2/1/-/-
    2nd|+1|+0|+2|+2|Quick Inscription|3/2/1/-
    3rd|+2|+1|+2|+2|Bonus Trick, Runic Finesse|4/3/2/1[/table]

    Runic Inscriptions: A Runic Trickster's signature feature is his ability to use magic quickly without being able to cast spells like a wizard or sorcerer.
    A Runic Trickster can make a number of inscriptions per spell level as given on the table, plus a bonus for having a high intelligence score. His ability to inscribe runes is replenished by 8 hours of rest. If, prior to resting, a Runic Trickster's rune has not been activated, he does not regain that inscription slot from resting.
    To make an inscription, a Runic Trickster must have studied the spell extensively, and made notes (which he must consult). The Runic Trickster keeps his notes in a pocketbook, which is much smaller than a wizard's spellbook and has less pages (weighs 1 lb). The notes for an inscription in a Runic Trickster's pocketbook take up 1 page per spell level (minimum 1), and require ink and a writing utensil. A Runic Trickster starts with 2 0th level and 2 1st level spells 'mastered' (he must still take the time to write these, see below), plus an additional number of 0th or 1st level spells equal to his intelligence modifier. At 2nd and 3rd levels, he may write an additional 2 spells of any level he can inscribe.
    Runic Tricksters are restricted to using arcane spells. In order to successfully use an inscription meant to affect anyone but the Trickster, the inscription must be put on a weapon, activated during (or immediately before) combat, and succeed on a touch attack against the target. Tricksters are not able to inscribe summoning, healing, or teleportation spells.
    A Runic Trickster may research new inscriptions by spending 72 hours (not necessarily consecutive), 20 pages of paper, and an ounce of ink doing the necessary calculations to master the new spell. The time and resources necessary for this process are halved if the Runic Trickster has access to a written version of an equivalent spell, such as a scroll or a wizard's spellbook. Runic Tricksters can teach each other their spells, which takes 30 (not necessarily consecutive) hours of teaching, 30 pages of paper, and 1.5 ounces of ink; or, a Runic Trickster who captures/steals another Trickster's pocketbook may attempt to interpret and master the enemy's spells with the same time and resources as teaching, plus a Knowledge (Arcana) or Spellcraft check against DC 20 + 2 per spell level.
    Only the Runic Trickster who inscribed the rune may activate it, and doing so is a move action. Inscribing a rune takes 2 minutes per spell level, and requires appropriate writing supplies. Inscriptions can only be made on certain types of equipment (see individual spell descriptions)


    Bonus Trick: At 1st and 3rd levels, a Runic Trickster learns one skill trick for which he qualifies that does not count against the normal limit.

    Quick Inscription: By 2nd level, a Runic Trickster has practiced his inscriptions enough to write them in half the time; making an Inscription now takes him 1 minute per spell level.

    Runic Finesse: By level 3, a Runic Trickster has incorporated the use of the runes into their fighting style. In any round when he performs a skill trick, a Runic Trickster may activate one of his runes as a swift action.


    --end cheaply done mockery of Complete Scoundrel--

    Comments? Questions? Queries? Concerns? Criticisms? Critiques? Other relevant words that probably start with C or Q? I'd like to hear it, I'm a leetle new to homebrewing (not to mention this forum) and could use the advice.
    Last edited by Shoruke; 2010-05-25 at 01:35 PM.
    Chaotic Good means "Get out of the way or die, I've got people to save."

    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature. Where did you start yours?
    In the town hall tent, discussing the city council's mission for the party: to ascertain the location of any other city from the kobolds.

  2. - Top - End - #2
    Dwarf in the Playground
     
    GnomeWizardGuy

    Join Date
    Oct 2008
    Gender
    Male

    Default Re: Runic Trickster (D&D 3.5)

    It's a cool concept, but i do have a few nitpicks:

    You don't mention if there's a range requirement on activating the runes. Do a clever trickster get to take a rock, inscribe it with loads of Explosive Runes, toss it, then activate and do heaps of damage? Can he do it from across planes or overseas?

    Also, any spell is probably a bit too much, many area spells remain useful for the entirety of the game, and you can fire multiples per round, even if limited to lvl 3(You also didn't specify Arcane or Divine spells..).... Invisibility + Haste, you take 2 move actions and bam, you're already 2 steps ahead of your enemy... Also, he isn't really gimped at all by the cast time, because the runes have no time-limit. As is, he can just take a week off adventuring, and just have heaps of inscriptions ready, firing off multiple spells a round. With a few items and a bit of optimization, it's not hard to get multiple move actions and swift actions.

    As is, i think it's easy to abuse the mechanic and make loads of runes for buffing/attacking/controlling the battlefield. It also makes healing really easy, he can easily be the best healer in the game, both out of combat and in combat.


    TL;DR version: Limit the range on activating runes; Create a "decaying" mechanic to prevent rune stacking; Limit to either Arcane or Divine spells; Hard-Limit the number of rune activations to 2 per round, maybe 3; Address problems with adding too much versatility.
    ----------------------------------------------------
    Do i or do i not?

    - Now i'm an ORC in the playground! Hooray =] -

  3. - Top - End - #3
    Barbarian in the Playground
     
    HalflingPirate

    Join Date
    Nov 2009

    Default Re: Runic Trickster (D&D 3.5)

    I concur with everything brujon stated.
    Spell lists have to be limited to either Divine or Arcane, though I assume you intend for Arcane casting based on the skill pre-reqs.
    Limit on number of runes per square of space is needed, along with a limit on duration, and the distance the Trickster can be from the rune while still being capable of activating it.
    Also, standard PrC have +2 as starting for strong saves. Does the choice of +1 have something to do with the Gestalt mechanics you mentioned above (I'm not overly familiar with Gestalt rules)?
    You're missing the backslash on the second syntax for bolding Bonus Trick.
    I didn't notice a class skill list or skill points per level. Is that coming, or even meant to be included?
    Over all, I agree with the concept and think it's a cool idea. Needs some work, but keep at it; I look forward to seeing the final product.

  4. - Top - End - #4
    Dwarf in the Playground
     
    ElfWarriorGuy

    Join Date
    May 2010

    Default Re: Runic Trickster (D&D 3.5)

    Thanks for the advice, guys; I actually meant to have a lot of that stuff in the original description, but I guess I was tired (and did a lot of on-the-fly rewriting) at the time.

    I edited the OP, the new stuff is in red to be eye-catching.

    I think I should make a spell inscription list...
    Chaotic Good means "Get out of the way or die, I've got people to save."

    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature. Where did you start yours?
    In the town hall tent, discussing the city council's mission for the party: to ascertain the location of any other city from the kobolds.

  5. - Top - End - #5
    Dwarf in the Playground
     
    ElfWarriorGuy

    Join Date
    May 2010

    Default Re: Runic Trickster (D&D 3.5)

    Done the levels 0 and 1 spell lists. Please excuse the double post.

    Level 0:
    Spoiler
    Show
    Name: Resistor
    Original Spell: Resistance
    Target Object: any worn garment
    Duration: 1 minute
    Effect: The wearer of the garment gains a +1 resistance bonus to saves.

    Name: Poison Detection
    Original Spell: Detect Poison
    Target Object: any small rock or gemstone
    Duration: instantaneous
    Effect: When the inscription is activated, the object will magically determine if there are any poisons within its range, which is determined by the Runic Trickster at the time of inscription (maximum range is 25 feet, plus 5' per class level). If poison is found, the item will glow red; otherwise it will glow blue.
    Note: This inscription will respond to any poison, whether it is within a poisoned person or not.

    Name: Dazing
    Original Spell: Daze
    Target Object: bludgeoning weapon
    Duration: until the end of your next turn or until used
    Effect: When a humanoid creature of 4 HD or less is struck, it becomes dazed (will negates). Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it.

    Name: Dancing Torch
    Original Spell: Dancing Lights
    Target Object: any small rock or gemstone
    Duration: 1 minute
    Effect: When the inscription is activated, the rock or gemstone (plus up to three others with 1' of it) will shed light as a torch. The rocks can then be separated as desired.

    Name: Flashing
    Original Spell: Flare
    Target Object: bullseye lantern
    Duration: Instantaneous
    Effect: When activated, the bullseye lantern will flash brightly for a moment, dazzling anyone in its cone of light (fort negates) for 1 minute. Sightless creatures, as well as creatures already dazzled, are not affected by this effect.

    Name: Lighting
    Original Spell: Light
    Target Object: A stick, or rigid melee weapon
    Duration: 10 minutes/level
    Effect: The object gives off light as a torch. It does not function in magical darkness, except for a darkness spell of equal or lower level, which it dispells.

    Name: Disrupting
    Original Spell: Disrupt Undead
    Target Object: any weapon or one piece of ammunition
    Duration: until the end of your next turn or until used
    Effect: An undead who is hit by a weapon with this effect takes an additional 1d6 damage from the attack.

    Name: Fatiguing
    Original Spell: Touch of Fatigue
    Target Object: Any weapon or 1 piece of ammunition
    Duration: See text
    Effect: After activation, this inscription lasts until the end of your next turn, or until used. A creature hit with a fatiguing weapon must make its fortitude save or be fatigued for 1 round/level. Creatures who are immune to fatigue or who are already fatigued are not affected. Unlike with normal fatigue, the effect ends as soon as the spell’s duration expires.

    Name: Fixing
    Original Spell: Mending
    Target Object: Any tool of repair (hammer, sewing needle, etc.)
    Duration: 10 minutes; see text
    Effect: When the target tool is used to repair any broken or damaged object, it will repair small breaks or tears in the material. It can repair only one small break in a metal object.

    Name: Marking
    Original Spell: Arcane Mark
    Target Object: Writing utensil
    Duration: see text
    Effect: The target writing utensil, if used to write something within 10 minutes of activation, will permanently inscribe the first six characters as invisible writing without damaging the writing surface. The invisible characters can be seen with See Invisibility, True Seeing, a gem of seeing, or a robe of eyes, and a Detect Magic spell will cause the characters to glow and become visible. The invisible characters can be erased with an Erase spell.


    Level 1:
    Spoiler
    Show
    Name: Enduring
    Original Spell: Endure Elements
    Target Object: clothing
    Duration: 24 hours
    Effect: The caster, when wearing these clothes, suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves). The caster’s equipment is likewise protected.
    Endure elements doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.

    Name: Held
    Original Spell: Hold Portal
    Target Object: any solid door or portal
    Duration: 1 min/level
    Effect: This inscription magically holds shut a door, gate, window, or shutter of wood, metal, or stone. The magic affects the portal just as if it were securely closed and normally locked. A knock spell or a successful dispel magic spell can negate a hold portal spell.
    For a portal affected by this spell, add 5 to the normal DC for forcing open the portal.

    Name: Greasy
    Original Spell: Grease
    Target Object: solid ground
    Duration: 1 min/level
    Effect: a 10' radius area of the ground is covered with slippery grease. Each round a creature spends in the greased area, they must make a reflex save or fall. A creature can walk through a greased area at half speed with a DC 10 balance check. Failing the balance check means the creature loses that move action (and must again make the reflex save or fall prone), and failure by 5 or more means the creature falls automatically.
    NOTE: when this inscription is mastered, the Greased inscription is considered mastered as well

    Name: Greased
    Original Spell: Grease
    Target Object: any object that can be picked up normally
    Duration: 1 round/level
    Effect: the creature attempting to use or hold an object with this effect must make a reflex save each round or drop it. If this effect is placed upon worn armor, the wearer receives a +10 circumstance bonus on escape artist checks to escape ropes or grapples.
    NOTE: when this inscription is mastered, the Greasy inscription is considered mastered as well

    Name: Armored
    Original Spell: Mage Armor
    Target Object: clothing
    Duration: 1 hour/level
    Effect: the clothing provides its wearer with a +4 armor bonus to AC

    Name: Undead Detecting
    Original Spell: Detect Undead
    Target Object: A small rock or gemstone
    Duration: 1 minute/level
    Effect: the item will glow a faint blue if no undead are within range (60 feet), faint red if there is an undead the strongest of which has <1 HD, brighter red if there is a 2-4 HD undead, and gives off light as a torch if there is a 5-10 HD undead within range. If an undead with 11 HD or more is present, the target item crumbles to fine powder.

    Name: Truestriking
    Original Spell: True Strike
    Target Object: any weapon or 1 piece of ammunition
    Duration: until the end of your next round or until used
    Effect: The single next attack you make with the inscribed weapon gets a +20 insight bonus to the attack roll. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.

    Name: Floating
    Original Spell: Floating Disk
    Target Object: a circular sheet of metal or piece of wood, no more than 3' diameter
    Duration: 1 hour/level
    Effect: The inscribed item floats 3' off the ground, follows you around (at a maximum speed of 30 feet per round), and carries up to 100 pounds per level. If you get more than 30 feet away from the disk, it stops moving and will remain in place in midair until you are within 30' of it again.

    Name: Face-altering
    Original Spell: Disguise Self
    Target Object: any part of a disguise
    Duration: 10 min/level
    Effect: Your disguise provides an additional +10 bonus on your disguise check while worn. All who interact with you get a will save to see through your illusion, nullifying the +10 on your disguise check. This inscription will not grant you the ability to mimic anyone else's mannerisms.

    Name: Aura-altered
    Original Spell: Magic Aura
    Target Object: any solid object
    Duration: one day/level
    Effect: You can suppress an item's faint magic aura, change it to a different aura, or make a nonmagical item seem to have a faint magical aura. If the object's aura is examined, the observer must succeed on a will save to see through to the item's real aura. This inscription has no effect on anything with an aura of stronger than "faint".

    Name: Frightening
    Original Spell: Cause Fear
    Target Object: a painting or piece of scripture
    Duration: see text
    Effect: after activation, this rune will last for up to 10 minutes/caster level. When it is viewed (or read, in the case of scripture), the viewer becomes frightened for 1d4 rounds, unless it passes its will save, in which case it is shaken for 1 round. Creatures with 6HD or more are immune to this effect.

    Name: Chilled
    Original Spell: Chill Touch
    Target Object: any weapon or 1 piece of ammunition
    Duration: 2 rounds/level or until used up; see text
    Effect: A weapon with this effect does an extra 1d6 of cold damage, and the defender must make a fortitude save or take 1 point of strength damage.
    Undeads do not take the cold damage or strength damage, but must instead pass a will save or become panicked for 1d4+1 rounds.
    This effect does not dissipate after the first attack; it can be used for a number of attacks up to your caster level.

    Name: Feebling
    Original Spell: Ray of Enfeeblement
    Target Object: any weapon or 1 piece of ammunition
    Duration: until the end of your next turn or until used
    Effect: an enemy strick by a weapon with this effect takes 1d6+1 strength damage, or 1d6+2 at caster level 3.

    Name: Expeditious
    Original Spell: Expeditious Retreat
    Target Object: footwear
    Duration: 1 min/level
    Effect: You gain a 30' enhancement bonus to your land speed. This will provide you a bonus on jump checks.

    Name: Softfalling
    Original Spell: Feather Fall
    Target Object: cloak or cape, or other billowy garment
    Duration: until landing, or 1 round/level
    Effect: Your rate of freefalling descent lowers to 60 feet per round. If you hit the ground while this spell is still active, you take no damage from the fall. If the spell wears off before you hit the ground, you begin falling at the normal rate again, and treat your fall as if you had fallen from where you were when the spell ended.

    Name: Bouncing
    Original Spell: Jump
    Target Object: footwear
    Duration: 1 min/level
    Effect: Your footwear provides you a +10 enhancement bonus on jump checks.

    Name: Enhanced
    Original Spell: Magic Weapon
    Target Object: any weapon, or container <51 pieces of ammunition
    Duration: 1 min/level
    Effect: Your weapon or ammunition receives a +1 enhancement bonus (does not stack with the bonus from masterwork quality items).

    Name: Shocking
    Original Spell: Shocking Grasp
    Target Object: weapon or 1 piece of ammunition
    Duration: until the end of your next round or until used
    Effect: your weapon does an additional +1d6 lightning damage per caster level (max 3d6). You also get a +3 bonus to your attack roll if the defender is wearing metal, carrying lots of metal, made of metal, etc.
    Chaotic Good means "Get out of the way or die, I've got people to save."

    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature. Where did you start yours?
    In the town hall tent, discussing the city council's mission for the party: to ascertain the location of any other city from the kobolds.

  6. - Top - End - #6

    Default Re: Runic Trickster (D&D 3.5)

    I dig this concept, bro. Great when comboed with a Spellthief/Sorcerer/Unseen Seer/Arcane Trickster

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