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    wink (3.5 PrC) Rune Tank P.E.A.C.H.

    Rune Tank

    (Drawing by: ME!!!)


    "Was that supposed to hurt?"
    - Corack Stormblade, Human Rune Tank

    Rune Tanks are powerful melee fighters that use arcane runes to add to their fighting prowess.

    Becoming a Rune Tank

    ENTRY REQUIREMENTS
    Base Attack Bonus +5
    Skills Spellcraft (4 ranks), Any crafting skill (6 ranks).

    Class Skills
    Skills Points at Each Level: 4 + int
    Spellcraft, all crafting skills, jump, climb, swim, concentration, knowledge (arcana).

    Hit Dice: d10

    {table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special
    1st|+1|+0|+2|+2|Weapon rune
    2nd|+2|+0|+3|+3|Armor rune
    3rd|+3|+1|+3|+3|Runic resistance
    4th|+4|+1|+4|+4|Improved weapon rune
    5th|+5|+1|+4|+4|Improved armor rune
    6th|+6/+1|+5|+5|+5|Rune mantle
    7th|+7/+2|+2|+5|+5|Greater weapon rune
    8th|+8/+3|+2|+6|+6|Greater armor rune
    9th|+9/+4|+3|+6|+6|Adaptable runes
    10th|+10/+5|+3|+7|+7|Extra runes
    [/table]

    Weapon rune (SP)
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    At the beginning of the day you may choose to enhance one of your weapons with a Weapon rune, if you do so your weapon gains one of the following benefits for the rest of the day:

    (Note: a weapon can have up to 2 of runes on it at a time.)

    Fire rune
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    On a hit the weapon deals an extra 1d6 fire damage.


    Ice rune
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    On a hit the weapon deals an extra 1d6 cold damage.


    Shock Rune
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    On a hit the target can choose to be pushed 1 square or take 1d8 extra damage.


    Draining rune
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    On a hit the weapon deals 1 point of temporary damage to an ability score of your choice.


    Shattering rune
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    On a hit the target takes a -2 penalty to AC until the end of your next turn.


    Armor rune (SP)
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    At the beginning of the day you may choose to enhance one of your suits of armor or a shield with an armor rune, if you do so your armor or shield gains one of the following benefits for the rest of the day:

    (Note: a suit of armor can have up to 2 of runes on it at a time, a shield can only have 1.)

    Resistance rune
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    While wearing the armor you gain resist 5 to 2 energy types of your choice


    Life rune
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    While wearing the armor you can ignore the first 2 points of ability damage each round and gain a +5 bonus to saves vs disease and poison. You also recover an amount of ability damage equal to your constitution modifier every hour.


    Toughness rune
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    While wearing the armor you gain DR /- equal to your constitution modifier.


    Healing rune
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    While wearing the armor you regain 5 hp every 10 rounds (1 min).



    Improved weapon rune (SP)
    Spoiler
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    Functions like weapon rune but uses different runes.

    (Note: this does not replace weapon rune.)

    Storm rune
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    On a hit the weapon deals an extra 1d6 lightning damage and you move the target 1 square in any direction.


    Binding rune
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    On a hit if the target moves during their next turn they take 2d6 damage of a chosen energy type.


    Bloodletting rune
    Spoiler
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    On a hit the target must make a fortitude save (DC 10 + your Rune Tank level) or take 1d4 points of constitution damage.


    Law rune (Rune Tank must be lawful)
    Spoiler
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    On a hit chaotic targets take an extra 2d4 damage and take a -2 penalty to speed for 1 round.


    Chaos rune (Rune Tank must be chaotic)
    Spoiler
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    On a hit lawful targets take 1d10 extra damage and a -2 penalty to AC for 1 round.



    Improved armor rune (SP):
    Spoiler
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    Functions like armor rune but uses different runes.

    (Note: this does not replace armor rune.)

    Rune of storm control
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    While wearing the armor when an adjacent enemy moves they take 1d8 lightning damage.


    Rune of hope
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    While wearing the armor the first time in an encounter you drop to 0 hp or fewer (as long as you don't die) you come back the next round with hp equal to you constitution modifier x2.


    Corrosive rune
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    While wearing the armor when missed by a melee attack the attacker must drop their weapon or take 1d8 acid damage (if the attack was unarmed they just take 1d6 acid damage).


    Reflective rune
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    While wearing the armor when hit by a melee attack the attacker takes 1d4 force damage +1 point of force damage for every 5 points of damage done by the attack.



    Greater weapon rune (SP):
    Spoiler
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    Well folks, you know how this works!

    Shockwave rune
    Spoiler
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    On a hit the target is pushed 1 square and and must make a fortitude save (DC 12 + your Rune Tank level.) or take 2d6 extra damage.


    Elemental rune
    Spoiler
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    On a hit the target takes 1d6 extra cold damage and 1d6 extra fire damage.


    Portal rune
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    Your reach with this weapon increases by 2.


    Lifedrinker rune
    Spoiler
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    On a hit you regain hp equal to 1/4 of the damage dealt.


    Greater armor runes (SP)
    Spoiler
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    Needs no explanation.

    Fortification rune
    Spoiler
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    While wearing the armor and at more than half hit points you take half damage from melee and ranged attacks.


    Heal enhancing rune
    Spoiler
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    While wearing the armor you regain gain an extra number of hit points equal your Rune Tank level from magical healing.


    Shielding rune
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    While wearing the armor you gain a +3 bonus to AC vs ranged attacks and gain resist 5 to attacks from more than 5 squares away.



    Runic resistance (SP)
    Spoiler
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    You gain SR equal to 10 + your Rune Tank level and resist 5 to fire and cold damage.


    Rune mantle (SP)
    Spoiler
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    While wearing rune armor and wielding a rune weapon you gain a +2 bonus to saving throws.


    Adaptable runes (EX)
    Spoiler
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    At the beginning of an encounter (not the beginning of the day) you may enhance your arms and armor with runes, they instead wear off at the end of the encounter.


    Extra runes (EX)
    Spoiler
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    At the beginning of the encounter you may cast 1 extra rune of any kind.
    Last edited by Chainsaw Hobbit; 2010-06-17 at 12:18 PM.

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    Ogre in the Playground
     
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    Default Re: (3.5 PrC) Rune Tank

    I added armor runes!

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    Default Re: (3.5 PrC) Rune Tank

    a) you need to add more before people comment, and b) just too powerful. With a 1 level dip, they get to deal an extra 1d8+1d6 points of damage and damage to their constitution, which can drain alot of health quickly in a full attack.

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    Default Re: (3.5 PrC) Rune Tank

    I added more stuff.

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    Default Re: (3.5 PrC) Rune Tank

    Haven't read it all yet, but I love the concept. Elegant, and simple.
    However, I think there may need to be more information about scribing runes.

    Edit: Are the runes made from Arcane Mark-like magic, or are they painted using special paints? Can they be scrapped off/dispelled? How long do they last, what does it take to make them (time/money/exp?).



    Further, It seems three runes on weapons and armor is... well it's overpowered. Compared to the Kensai this guy wins every day of the week, with more powerful weapons and Armor.

    What about up to 3 runes, but it may not use 2 runes of the same 'quality' or 'level' on the same object? It would spread the class out and balance it a little more I think.
    Last edited by ChumpLump; 2010-06-16 at 09:57 PM.
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    Default Re: (3.5 PrC) Rune Tank

    Interesting idea. Seconding rune limit.
    Also above post you misspelled week.
    Really really really awesome avatar thanks to neoseph7

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    Default Re: (3.5 PrC) Rune Tank

    I fixed rune limit and added more armor runes.

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    Default Re: (3.5 PrC) Rune Tank

    2d6 points of damage of a type of your choice if they move? Well, 2d6 con damage isn't bad.

    The rest of it is... eh. The people saying it's OP to get to add 1d8+1d6 to your weapon have no clue what they are talking about. Most of the abilities are just slightly better weapon enhancements, and in no way worth actual class features, while some of them (2d6 con damage) are very powerful. The armor abilities vary from also being meh to being... still meh.

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    Default Re: (3.5 PrC) Rune Tank

    Quote Originally Posted by Milskidasith View Post
    2d6 points of damage of a type of your choice if they move? Well, 2d6 con damage isn't bad.

    The rest of it is... eh. The people saying it's OP to get to add 1d8+1d6 to your weapon have no clue what they are talking about. Most of the abilities are just slightly better weapon enhancements, and in no way worth actual class features, while some of them (2d6 con damage) are very powerful. The armor abilities vary from also being meh to being... still meh.
    Huh, you can only do 1 point of CON damage per round.

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    Default Re: (3.5 PrC) Rune Tank

    Quote Originally Posted by josha View Post
    Huh, you can only do 1 point of CON damage per round.
    One of your moves allows you to do 2d6 points of damage of the type of your choosing. I would chose constitution damage.

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    Default Re: (3.5 PrC) Rune Tank

    Quote Originally Posted by Milskidasith View Post
    One of your moves allows you to do 2d6 points of damage of the type of your choosing. I would chose constitution damage.
    Because of this, I'd say you have to provide a list of available damage types or say something like "other than ability damage."

    Spell slot damage!

    Nah. That wouldn't slide.
    Last edited by Temotei; 2010-06-16 at 10:51 PM.
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    Default Re: (3.5 PrC) Rune Tank

    As another note: Taking the ninth and tenth levels of this PrC are worthless.

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    Default Re: (3.5 PrC) Rune Tank

    Dead levels are dead. Add a capstone and at the very least some filler/fluff abilities to the dead levels.

    Maybe they can expend all of the energy from a rune, granting an instantaneous and powerful effect (based on the rune type) but rendering the rune useless for a few rounds?

    More runes would also be nice but I think that goes without saying. I like the concept though.
    Last edited by Vaynor; 2010-06-16 at 11:47 PM.
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    Default Re: (3.5 PrC) Rune Tank

    Quote Originally Posted by Vaynor View Post
    Dead levels are dead. Add a capstone and at the very least some filler/fluff abilities to the dead levels.

    Maybe they can expend all of the energy from a rune, granting an instantaneous and powerful effect (based on the rune type) but rendering the rune useless for a few rounds?

    More runes would also be nice but I think that goes without saying. I like the concept though.
    I'll add stuff, it's not yet completed.

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    Default Re: (3.5 PrC) Rune Tank

    I have a good quote
    Was that supposed to hurt?
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    Default Re: (3.5 PrC) Rune Tank

    I love the idea of a rune warrior, but this isn't it. It needs more flavor and differences to the abilities. Flat 1d6 of x type damage isn't interesting. Why not different effects for the different types of damage. You've already started that way with shock (which does more damage and is more versatile), why not with the others. Also why do they get two runes to start off with. Why not 1 weapon at every odd level and 1 armor at every even level. With the increases at the same place.

    With regards to the dead levels you should really fill in with things this player can't do with runes. Even just adding bonus feats would at least make this a viable alternative to the fighter, and that would be the minimum that I would give this class. Your picture has the rune warrior with runes on his face and boots and everywhere else that they can be put. Why doesn't this class.

    Also its ambiguous as to whether you can add runes to an already magical weapon. If you can than this could be a class is playable. If not than this class will only work in a low magic/money campaign.

    That's all for now. I'll check back up on it when some changes are made.
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    Default Re: (3.5 PrC) Rune Tank

    For the portal rune, what does it mean it increases your reach by 2?

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    Default Re: (3.5 PrC) Rune Tank

    Quote Originally Posted by radmelon View Post
    For the portal rune, what does it mean it increases your reach by 2?
    You can attack foes up to 3 squares away.

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    Default Re: (3.5 PrC) Rune Tank

    Quote Originally Posted by josha View Post
    [
    Shockwave rune
    On a hit the target is pushed 1 square and and must make a fortitude save (DC 10 + half your Rune Tank level.)
    I think you forgot to finish this one

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    Default Re: (3.5 PrC) Rune Tank

    Quote Originally Posted by Ehra View Post
    I think you forgot to finish this one
    Ah, yes thanks.

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    Default Re: (3.5 PrC) Rune Tank

    I finished the class!
    Last edited by Chainsaw Hobbit; 2010-06-17 at 09:54 AM.

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    Default Re: (3.5 PrC) Rune Tank

    Law and chaos have different effects, you might want to change that.
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    Default Re: (3.5 PrC) Rune Tank

    Quote Originally Posted by Dragon Elite View Post
    Law and chaos have different effects, you might want to change that.
    I made it to reflect the different alignments, chaos does more random damage and unravels your foe's defenses while law does more fixed damage and roots your foe in place.

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    Orc in the Playground
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    Default Re: (3.5 PrC) Rune Tank

    Seeing as you need a +5 BAB, the earliest you can enter the class is at about ECL 5. You get Runic Resistance at level 3, so at that level your SR is 7 + 3 = 10 for an ECL 8 character. That seems a bit weak. Even level casters will bypass your SR on a 2 or better, and 1st level casters will bypass your resistance more than 50% of the time.

    By level 20, you'll have a total SR of 17, meaning that a caster 4 levels lower than you succeeds even on a 1.

    I'd suggest either raising the amount of SR this class receives, or giving the class a method of raising its SR in another manner (for example, have the amount of SR = 12 + 2x (number of runes invested)).

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    Default Re: (3.5 PrC) Rune Tank

    Quote Originally Posted by Merk View Post
    Seeing as you need a +5 BAB, the earliest you can enter the class is at about ECL 5. You get Runic Resistance at level 3, so at that level your SR is 7 + 3 = 10 for an ECL 8 character. That seems a bit weak. Even level casters will bypass your SR on a 2 or better, and 1st level casters will bypass your resistance more than 50% of the time.

    By level 20, you'll have a total SR of 17, meaning that a caster 4 levels lower than you succeeds even on a 1.

    I'd suggest either raising the amount of SR this class receives, or giving the class a method of raising its SR in another manner (for example, have the amount of SR = 12 + 2x (number of runes invested)).
    Thanks, I fixed it.

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    Default Re: (3.5 PrC) Rune Tank

    Added shielding rune to greater armor runes.

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    Default Re: (3.5 PrC) Rune Tank

    Quote Originally Posted by josha View Post
    Storm rune
    On a hit the weapon deals an extra 1d6 lightning damage and you move the target 1 square in any direction.
    Shockwave rune
    On a hit the target is pushed 1 square and and must make a fortitude save (DC 10 + your Rune Tank level.) or take 1d12 extra damage.
    Why is the improved rune stronger than the greater rune (moving is almost always better than pushing because you choose the direction, and the first doesn't have a save) ?

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    Default Re: (3.5 PrC) Rune Tank

    Quote Originally Posted by Obamarama View Post
    Why is the improved rune stronger than the greater rune (moving is almost always better than pushing because you choose the direction, and the first doesn't have a save) ?
    The greater one does more damage, I will make it better though.

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