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    Post [3.5] The Runeblade (Base Class and Accompanying items) (PEACH)

    The Runeblade

    Some warriors believe that the path to power lies in the sharpness of the blade and the strength of their arm. Some believe that lightning strikes before the opponent can react are the key to victory. The Runeblade understands that the most powerful force in the multiverse is command over the mysteries of the Arcane. However, the Runeblade is loath to completely surrender his martial talents to the study of magic, so he found a compromise. He uses an array of mix-and-match runes that allow him to change the magical properties of his weapon on the fly, giving him more sheer versatility than any fighter and more martial prowess than any wizard. He also uses his knowledge of Arcana to divine the strengths and weaknesses of his enemies. A well-equipped and supplied Runeblade is never caught without a solution.

    Race: Humans find the adaptability of the Runeblade attractive and thus are the most common race to become Runeblades. However, any member of any race could join.

    Alignment: Any. The runes can be used by those of any level of virtue or vice.

    Hit Die: d10. A worthwhile Runeblade needs to defend himself while he sizes the enemy up and alters his weapon accordingly.

    Skills: 2 + Int modifier (X4 at first level)

    Class Skills: Climb(Str), Knowledge(Arcana)(Int), Intimidate(Cha), Swim(Str), Spellcraft(Int), Jump(Str), Craft(Int), Profession(Wis), Use Magic Device(Cha);

    Weapon/Armor Proficiencies: Simple, Martial, and Runic(see below) weapons and light, medium, and heavy armor, but not shields.

    Spoiler
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    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Class Abilities

    1st|
    +1
    |
    +2
    |
    +0
    |
    +2
    | Runic Power +1, Runestrike, Mold Runic Energy

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +3
    |Replacement, Runes of Control +1

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +3
    |Analyze Weakness

    4th|
    +4
    |
    +4
    |
    +1
    |
    +4
    | Runic Power +2, Runes of Control +2

    5th|
    +5
    |
    +4
    |
    +1
    |
    +4
    |Improved Replacement

    6th|
    +6/+1
    |
    +5
    |
    +2
    |
    +5
    |Runic Power +3, Runes of Control +2

    7th|
    +7/+2
    |
    +5
    |
    +2
    |
    +5
    |Improved Analysis

    8th|
    +8/+3
    |
    +6
    |
    +2
    |
    +6
    |Runic Power +4, Runes of Control +4

    9th|
    +9/+4
    |
    +6
    |
    +3
    |
    +6
    |Greater Replacement

    10th|
    +10/+5
    |
    +7
    |
    +3
    |
    +7
    |Runic Power +5, Runes of Control +4

    11th|
    +11/+6/+1
    |
    +7
    |
    +3
    |
    +7
    |Greater Analysis

    12th|
    +12/+7/+2
    |
    +8
    |
    +4
    |
    +8
    |Runic Power +6, Runes of Control +6

    13th|
    +13/+8/+3
    |
    +8
    |
    +4
    |
    +8
    |Efficiency

    14th|
    +14/+9/+4
    |
    +9
    |
    +4
    |
    +9
    |Runic Power +7, Runes of Control +6

    15th|
    +15/+10/+5
    |
    +9
    |
    +5
    |
    +9
    |Instant Replacement

    16th|
    +16/+11/+6/+1
    |
    +10
    |
    +5
    |
    +10
    |Runic Power +8, Runes of Control +8

    17th|
    +17/+12/+7/+2
    |
    +10
    |
    +5
    |
    +10
    |Skill Focus(Knowledge(Arcana))
    18th|
    +18/+13/+7/+3
    |
    +11
    |
    +6
    |
    +11
    |Runic Power +9, Runes of Control +8

    19th|
    +19/+14/+8/+4
    |
    +11
    |
    +6
    |
    +11
    |Perfect Analysis

    20th|
    +20/+15/+10/+5
    |
    +12
    |
    +6
    |
    +12
    |Runic Power +10, Runes of Control +10[/table]


    Runic Power: Runic weapons are specially weighted and shaped to properly channel the raw energy emanating from the runes. This makes them unstable and unusable by a person with too little runic power. As the runeblade's experience with this effect grows, he becomes progressively more able to use this effect without shattering his bones. He can wield a runic weapon with a maximum number of sockets equal to his runic power score. Thus, a 10th level Runeblade can use a +5 or lower Runic weapon. Attempting to use a Runic weapon that has too much enhancement for a given person to handle is exceedingly dangerous. Any attempt to hold it deals 1d6 damage to the wielder times the difference of the weapon's enhancement bonus and the character's Runic power. This damage is repeated at the beginning of the wielder's action and at any time they attempt to make an attack with it until the weapon is dropped.

    Runestrike:
    A Runeblade can channel raw magical energy originating from the Astral Plane through his touch or a Runic Weapon. If the runeblade succeeds on a touch attack (Or a normal attack if a runic weapon is used), He may choose to inflict one of the following effects upon the target:
    Disjoining Rune: The target takes force damage equal to 1d6 + 1d6 /three class levels. The affliction continues for one additional round/three class levels, dealing the same amount each round this effect persists.
    Cancerous Rune: The target takes 1d4 Con Damage + 1d3 Con/four class levels. A successful Fortitude save halves the damage.
    If applicable, save DC is equal to 10 + Runic Power + Int modifier. This ability can be used a number of times per day equal to the Runeblade's Runic Power Score.

    Mold Runic Energy: At first level, The Runeblade gains the Mold Runic Energy Feat for free as a bonus feat.

    Replacement: As a full-round action, the Runeblade can replace one rune in his weapon with another rune on his person.

    Analyze Weakness: The Runeblade, as a standard action, can inspect an opponent within his line of sight that is directly related to Arcane Magic (Constructs, Abberations, Fey, and Dragons) and try to find it's weaknesses. If the Runeblade makes a successful Knowledge(Arcana) check (DC = 10 + HD of inspected creature), then the player is told the creature's weaknesses, if applicable. Weaknesses include elemental weaknesses and types of attacks that bypass Damage Reduction.

    Improved Replacement: As Replacement, but any number of runes can be replaced in one full-round action.

    Improved Analysis: As Analyze Weakness, but also describes any immunities or resistances that the Analyzed opponent may have. This ability cannot detect immunities and resistances that exist because of magic items.

    Greater Replacement: As Improved Replacement, except that this ability now requires only a standard action.

    Skill Focus: Skill Focus(Knowledge(Arcana)) is gained as a bonus feat.

    Efficiency: With all his practice at hitting where it hurts, the Runeblade now gains an automatic +1d6 damage bonus/ten class levels when bypassing Damage Reduction. The bonus damage is of the same type as the weapon dealing the damage.

    Instant Replacement: As Greater Replacement, except that this ability can now be used as a free action.

    Greater Analysis: As Improved Analysis, but can analyze creatures with a less direct connection to arcane magic (Undead, Magical beasts, Oozes, Outsiders, Elementals, and Monstrous Humanoids). This ability cannot detect immunities and resistances that exist because of magic items.

    Perfect Analysis: As Greater Analysis, except that any existing creature can be analyzed, Immunities and resistances from magic items are detected and described as such, Special and Spell-like abilities are detected and described, and this ability is now usable once per round as a swift action.

    Runes of Control: Once each time an even level of Runeblade is reached, The Runeblade learns a single one of these unique runes, which function as at-will spell-like abilities. Caster Level is equal to the Runeblade's Runic Power score. Save DCs, if applicable, are equal to the Runeblade's Int modifier + 10 + His Runic Power score. The runes that can be learned at a given level are determined by runic power:

    Spoiler
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    +1 Runic Power

    Runes of Amusement
    The hero lifted his hand and traced some ancient symbol into the air. Suddenly, the dishes were clean.
    This ability functions in all ways like a Prestidigitation spell.

    Brilliant Rune
    The hero makes a quick wave of his hand and a bright light suddenly begins to glow from his fingertips.
    This ability functions in all ways like a light spell.

    Rune of Distraction
    The caster stares at his opponent and makes a gesture at him. The target suddenly has difficulty thinking as small flashes of archaic text permeate his vision and his very thoughts.
    This ability is identical to a Daze spell.

    Spoiler
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    +2 Runic Power

    Rune of Instability
    The ground suddenly flashed in the bright light of some arcane sigil, and the very ground it appeared on was like ice in the difficulty to pass it.
    This Ability is identical to the Grease spell.

    Rune of Accuracy
    The Runeblade gestures and suddenly sees every chink in the armor, every unprotected point on his foe's body. He feels the arcane energy guiding his blade.
    This ability is identical to the spell "True Strike," except that it lasts a number of rounds equal to half of the Runeblade's Caster level or until discharged with an attack attempt.

    Rune of Sealing
    The opening suddenly grows cross-braced adamantine supports and a more complex lock. No one is coming through for a few minutes at least.
    The door or other opening that this ability affects becomes nigh-impossible to get through. Any attempts to break down the door take a -20 penalty to the strength check. Any attempts to pick the lock on the door take a -10 penalty on the check. The door's Hardness is multiplied by a factor of four.
    This ability is otherwise identical to Arcane Lock.

    Antirunes
    He passes his hand over a block of text and it simply disappears.
    This ability is identical to the Erase spell.


    Spoiler
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    +4 Runic Power

    Runes of Blindness
    The target sees only a brightly flashing and quickly fading rune that blocks all vision.
    This ability is identical to Blindness/Deafness, with the exception that it cannot inflict deafness.

    Rune of Shattering
    He eyes the lock and traces something in its direction. The complex device explodes, leaving shards of metal all over the room.
    This ability is identical to the Shatter spell, with the exception that it cannot be used to target crystalline creatures.

    Rune of Altitude
    He gestures at the Barbarian standing in front of him. The Barbarian panics as he rises into the air, unable to help his allies as they are slaughtered before him.
    This ability is Identical to the levitate spell, except that the Caster cannot be targeted.

    Adhesive Rune
    A huge sigil appears on the ground, and the warriors standing in it suddenly realize that they cannot lift their feet off the ground.
    This ability is identical to the web spell.

    Spoiler
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    +6 Runic Power

    Explosive Runes
    I prepared Explosive Runes this morning.
    This ability is identical to the spell of the same name.

    Rune of Paralysis
    The caster gestures at the rogue, who he doesn't want to let sneak around. The Rogue feels his limbs stiffening but cannot resist.
    This ability is identical to the spell Hold Person.

    Rune of Protection
    A sigil surrounds the caster, comforting, protecting him.
    This ability is identical to the spell Magic circle against Alignment.

    Rune of Dissipation
    The caster traces a rune and the mirror images of his enemy suddenly fade.
    This ability is identical to the spell Dispel Magic, Though the Runeblade's effective caster level for the caster level check is doubled.

    Spoiler
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    +8 Runic Power

    Rune of Binding
    The wizard, horribly injured, saw the bolt hit him, but he was so numb by now that he couldn't feel it. He was focused on his teleport spell to escape and live. The spell fizzled and he realized what exactly the Runeblade had cast.
    This ability is identical to the spell Dimensional Anchor.

    Rune of Resistance
    A fog suddenly drifted up. It was like wading through modeling clay.
    This ability is identical to the spell Solid Fog.

    Rune of Sudden Travel
    The Runeblade traced a Rune and vanished... ...and then appeared right behind the enemy wizard.
    This ability is identical to the spell Dimension Door.

    Rune of Caging
    The Runeblade was sick of the enemy Fighter, so he pinned him down for later.
    This ability is identical to the spell Otiluke's Resilient Sphere.

    Spoiler
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    +10 Runic Power

    Wall of Inpenetrable Runes
    A gigantic vertical Sigil appeared in the hallway, leaving the enemy wizard alone with the Runeblade in melee.
    This ability is identical to the spell wall of force.

    Rune of Pain
    Just viewing that accursed Rune caused searing agony among the warriors.
    This ability is identical to the spell Symbol of Pain.

    Rune of Manipulation
    Just as the Fighter seemed to get the upper hand, his opponent lifted the swords in the armory with his mind and threw them at him.
    This ability is identical to the spell Telekinesis.







    Runic Weapons

    Spoiler
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    Runic Weapons are simple and martial weapons uniquely redesigned to channel the power of runes. In order to use a runic weapon, you must have proficiency with them, enough runic power to maintain control of it, and proficiency with the base weapon. Every runic weapon has an enhancement bonus to attack and damage equal to the number of rune sockets it contains. You need runic power equal to or greater than this enhancement bonus to use the weapon. In addition, runic weapons act as exceptions to the usual rule limiting enhancement bonuses to +5 and can instead go all the way up to +10. However, they can no longer be enchanted normally. Instead, these slots are filled with runes (Each Sold Separately) that provide set bonuses. For example, the Rune of Flame uses one Rune Slot and provides +1d6 fire damage on a successful hit. Runes can be removed from the weapon. The cost of a runic weapon is calculated as 1.25 times that of an equal enhancement bonus, plus the cost of the masterwork weapon and any material-based modifiers. For example, A +2 Greatsword costs precisely 8350 gold pieces, so the +2 component costs 8000 gold pieces. A runic +2 component would cost 10000 due to the 25% price increase for a total of 10350 gold pieces. Ranged Weapons cannot be runic.


    Runes


    Spoiler
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    Rune of Flame
    Uses 1 Rune Slot
    Effect: +1d6 fire damage
    Cost: 500 gp

    Rune of Frost
    Uses 1 Rune Slot
    Effect: +1d6 cold damage
    Cost: 500 gp

    Rune of Shock
    Uses 1 Rune Slot
    Effect: +1d6 electrical damage
    Cost: 500 gp

    Rune of Corrosion

    Uses 1 Rune Slot
    Effect: +1d6 acid damage
    Cost: 500 gp

    Rune of Thundering
    Uses 1 Rune Slot
    Effect: +1d6 sonic damage
    Cost: 500 gp

    Rune of Ghost Touch
    Uses 1 Rune Slot
    Effect: Ghost Touch
    Cost: 500 gp

    Rune of Bane(Creature Type)
    Uses 1 Rune Slot
    Effect: +2d6 damage against Type
    Cost: 500 gp

    Rune of Keen Edge
    Uses 1 Rune Slot
    Effect: As a Keen Edge spell cast upon the weapon, though piercing and bludgeoning weapons are affected as if they were slashing weapons.
    Cost: 500 gp

    Rune of Vampirism
    Uses 1 Rune Slot
    Effect: +1d4 Negative Energy, +1d4 Healing on Wielder
    Cost: 500 gp

    Rune of Bleeding
    Uses 1 Rune Slot
    Effect: Opponent must make DC 15 Reflex save or suffer 1 point of bleeding damage per round until healed magically. Multiple effects are cumulative.
    Cost: 500 gp

    Rune of Silversheen
    Uses 1 Rune Slot
    Effect: As long as this rune is active, the weapon is treated as alchemical silver for all purposes.
    Cost: 500

    Rune of Iron Cooling
    Uses 1 Rune Slot
    Effect: As long as this rune is active, the weapon is treated as cold iron for all purposes.
    Cost: 500

    Rune of Dulling
    Uses 1 Rune Slots
    Effect: Thickens and Dulls the weapon, making it deal bludgeoning damage instead of it's original type. Damage is unchanged.
    Cost: 2000 gp

    Rune of Thinning
    Uses 1 Rune Slots
    Effect: Thins and Sharpens the weapon to a point, making it deal piercing damage instead of it's original type. Damage is unchanged.
    Cost: 2000 gp

    Rune of Sharpening
    Uses 1 Rune Slots
    Effect: Flattens and Sharpens the weapon on the edges, making it deal slashing damage instead of it's original type. Damage is unchanged.
    Cost: 2000 gp

    Rune of Power
    Uses 2 Rune Slots
    Effect: All damage-boosting runes currently on weapon are treated as one die size higher, e.g. +1d6 becomes +1d8.
    Cost: 4500 gp

    Rune of Adamantine
    Uses 2 Rune Slots
    Effect: As long as this rune is active, the weapon is treated as Adamantine for all purposes.
    Cost: 2000 gp

    Rune of Anarchy
    Uses 2 Rune Slots
    Effect: +1d6 vs Neutral, + 2d6 vs Law, Adds [Chaotic] Descriptor
    Cost: 2000 gp

    Rune of Order
    Uses 2 Rune Slots
    Effect: +1d6 vs Neutral, + 2d6 vs Chaotic, Adds [Lawful] Descriptor
    Cost: 2000 gp

    Rune of Profanity
    Uses 2 Rune Slots
    Effect: +1d6 vs Neutral, + 2d6 vs Good, Adds [Evil] Descriptor
    Cost: 2000 gp

    Rune of Holiness
    Uses 2 Rune Slots
    Effect: +1d6 vs Neutral, + 2d6 vs Evil, Adds [Good] Descriptor
    Cost: 2000 gp

    Rune of Wounding
    Uses 2 Rune Slots
    Effect: +1 CON damage on hit
    Cost: 2000 gp

    Rune of Greater Flame
    Uses 2 Rune Slots
    Effect: +3d6 fire damage
    Cost: 11000 gp

    Rune of Greater Frost
    Uses 2 Rune Slots
    Effect: +3d6 cold damage
    Cost: 11000 gp

    Rune of Greater Shock
    Uses 2 Rune Slots
    Effect: +3d6 electrical damage
    Cost: 11000 gp

    Rune of Greater Corrosion

    Uses 2 Rune Slots
    Effect: +3d6 acid damage
    Cost: 11000 gp

    Rune of Greater Thundering
    Uses 2 Rune Slots
    Effect: +3d6 sonic damage
    Cost: 11000 gp

    Rune of Death
    Uses 3 Rune Slots
    Effect: Vorpal Weapon
    Cost: 4500 gp

    Rune of Energy
    Uses 4 Rune Slots
    Effect: Brilliant Energy effect, as in the Dungeon Master's Guide.
    Cost: 8000 gp





    New Feats

    And as I edit this, I give you these feats. Thanks, Community!

    Mold Runic Energy
    You have learned the art of forging unique weapons that make use of runes, as well as the runes themselves, bending raw arcane energy to your Indomitable Will.
    Prerequisites: BAB +1, Runic Power +1 or higher
    Benefit: You can use the craft(Runecrafting) skill to create runes and runic weapons, spending one-third of the base price in gold and 1/25 of the base price in XP.
    Normal: Without this feat, you must buy any runes you want at the grocery store.

    Outmaneuver
    Your keen wit and steady hand allow you to trick your foes right into your actual blow.
    Prerequisites: BAB +3, Runic Power +1 or higher, Dex 13+
    Benefit: If your intelligence modifier exceeds your strength modifier, you may use it to calculate Melee attack bonus and damage instead.
    Normal: Melee attack bonus is based on strength.
    Last edited by BladeofOblivion; 2010-09-08 at 07:06 PM. Reason: Forgot UMD. Fixes Item prices significantly breaching Wealth-by-Level Guidelines.

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    Default Re: [3.5] The Runeblade (Base Class and Accompanying items) (PEACH)

    I like this a lot, though more runes would be good. <3
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    Default Re: [3.5] The Runeblade (Base Class and Accompanying items) (PEACH)

    Overall this concept seems like it would suit a 10-12 level Prestige Class better, with the requirements being based around BAB, Crafting and Awareness Skills.

    The runeblades and runes seem like they should just be class features rather than items they'll be picking up from the grocery store.

    The runes themselves could be like spells in that they pick from a list which ones they want to learn at each level, and can craft a certain amount of them to carry at any one time, when discarding a rune in favor of another, the discarded rune would be destroyed. I like specialization.

    This would also give them a good reason to seek out other Runeblades to trade/buy higher level (more specialized) runes for specific encounters they expect to come upon but not often enough to warrant it as one of their limited choices.

    The weapons could be created with the use of a bonus crafting feat that allows them to upgrade their previous weapons themselves as long as they keep their crafting skills up. Each upgrade shouldn't be so freakishly expensive that the player spends most of it just trying to get cash to be able to use the extra rune he earned the ability to slot two levels ago. Maybe I just play with stingy DMs more often than not, but I don't like seeing classes require so much money as a requirement to progression.

    Certain weapons might also have their own runic properties. Slicing weapons giving +1 bonuses to all damage runes, Stabbing weapons +1 to DC of all rune saves, whatever.

    I think there is a lot more you can do with this concept than this writeup suggests. I heartily approve of the idea though.

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    Default Re: [3.5] The Runeblade (Base Class and Accompanying items) (PEACH)

    While this might be an interesting concept, at the moment it's seriously underpowered and too poorly defined to be worthwhile.

    The ability to use a special kind of weapon that you still have to pay for is not a good starting point for a new base class.

    The other ability -- to see the strengths and weaknesses of creatures you encounter -- is fairly nice, but still nowhere near worthwhile.

    Now, as a concept, a class that works by applying nifty effects to equipment is pretty interesting, but you really need to expand on that a lot before you have a base class.

    And I certainly wouldn't implement runes as something you have to buy. Let them learn a large number of different runes, and give them runes that do things other than mess around with weaponry. Maybe they can draw a rune on the floor to make nearby objects levitate?

    Or a rune over a doorway to make it impassable?
    Last edited by lesser_minion; 2010-07-13 at 08:08 AM.

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    Default Re: [3.5] The Runeblade (Base Class and Accompanying items) (PEACH)

    At the moment, this is more of a proof of concept, as I am still working on it. The idea was to make a big NON-stupid fighter that can actually stand somewhat near the rest of the party in damage capability and versatility. Also, I checked the wealth by level guidelines and you are correct that the equipment costs more than it probably should. I will work on fixing that, but the reason for it to be so pricy is that without that limit, this can do WAY more damage than even an optimized Fighter. Then again, this is the same system where the developers actually consider the Wizard, Cleric, and Druid balanced with the rest...

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    Default Re: [3.5] The Runeblade (Base Class and Accompanying items) (PEACH)

    I've got it! Set Runic weapon cost increase to 25% instead of 50%, making them much more affordable, cut rune costs to Half Price and maybe add a list of Rune-Flavored Spell-like abilities (Thanks for being helpful, lesser minion!) that you can choose one from every 5 levels or something like that. Also, being a little underpowered at low level is fine. It isn't like there are any uber-powerful classes that are weaker than Fighters at level 1. (Cough "Wizard" Cough)
    Last edited by BladeofOblivion; 2010-07-14 at 04:51 AM.

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    Default Re: [3.5] The Runeblade (Base Class and Accompanying items) (PEACH)

    Quote Originally Posted by Lix Lorn View Post
    I like this a lot, though more runes would be good. <3
    Coming Right up! (As soon as I think of a few new effects and how to price them.)
    Last edited by BladeofOblivion; 2010-07-14 at 03:47 AM.

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    Default Re: [3.5] The Runeblade (Base Class and Accompanying items) (PEACH)

    Uh, I hate to say it, but this class is even worse than the Soulknife. The Soulknife's only class feature is having a magic weapon. This class's only class feature is being able to use an overpriced weapon. Having an uncapped enhancement bonus and being able to change weapon properties on the fly does not make a class, and being able to identify weaknesses that you cannot exploit does not make up for it. Even if you could stack the runes (I'm assuming you can't) the extra damage wouldn't make up for a lack of useful class features. A fighter will have more cash to spend on wondrous and charged items to give him the abilities he needs in combat at the drop of a hat, and will at least have bonus feats to let him choose how to fight his opponent.

    I'm not saying it's a bad idea or anything, dudes with magic swords are always good. But at the very least, if you're making a class that is focused on having a magic weapon, they need to get it for free, and it has to come as more of a perk on top of an otherwise solid class. If all the class does is give you a free magic weapon, it should be a prestige class like the Kensai.
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    sheer awesomeness

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    Default Re: [3.5] The Runeblade (Base Class and Accompanying items) (PEACH)

    Quote Originally Posted by Fizban View Post
    Uh, I hate to say it, but this class is even worse than the Soulknife. The Soulknife's only class feature is having a magic weapon. This class's only class feature is being able to use an overpriced weapon. Having an uncapped enhancement bonus and being able to change weapon properties on the fly does not make a class, and being able to identify weaknesses that you cannot exploit does not make up for it. Even if you could stack the runes (I'm assuming you can't) the extra damage wouldn't make up for a lack of useful class features. A fighter will have more cash to spend on wondrous and charged items to give him the abilities he needs in combat at the drop of a hat, and will at least have bonus feats to let him choose how to fight his opponent.

    I'm not saying it's a bad idea or anything, dudes with magic swords are always good. But at the very least, if you're making a class that is focused on having a magic weapon, they need to get it for free, and it has to come as more of a perk on top of an otherwise solid class. If all the class does is give you a free magic weapon, it should be a prestige class like the Kensai.
    You make some great points, but allow me to make some counterpoints:

    1: This one is more my problem, but I have no idea what a soulknife is. The comparison is useless to me.

    2: The Weapon isn't overpriced anymore. In fact, it is sometimes cheaper than an equivalent NORMALLY enchanted weapon: A +1 Runic Greatsword with a Flame Rune added costs a total of 3350 gp. The equivalent normal weapon is a +1 flaming greatsword, which has a price of 8350 gp.

    3: You can exploit these weaknesses if the monster actually has any of them. Being versatile enough to always break DR is useful. In addition, the "Efficiency" ability at level 13 further encourages Runeblades to play this way, giving 50% extra damage when he bypasses DR or exploits a true weakness, like using fire attacks on a Mummy. With that ability, DR actually can become a liability.

    4: You can stack the runes. After all, the point is that you are augmenting the device with energy-producing runes. Since you are releasing twice as much heat with two flame runes, does it not make sense that it does twice as much damage?

    5: A fighter may carry around wondrous items, but the Runeblade has UMD, which is alot better anyway on average.

    6: Also, past the first few levels, Fighters don't have many useful feats remaining to take. Some of the better ones (like weapon focus) give a +1 bonus to hit. Let's face it, most of these feats are pathetic at above level 6 or so. It's like someone at WOTC nerfed them because he thought they would overpower full casters.

    7: I am aware that Runic Weapons are generally not available at level 1 unless your DM is very generous. There is a reason I gave them regular simple and martial proficiency. At these first few levels the Fighter is stronger, indeed. But, in these early levels, the Fighter is also stronger than the wizard. (And we all know how that turns out by level 20.)

    In conclusion, I believe the Runeblade as written is significantly more powerful than the average Fighter if played correctly. Also, I wonder how this thing would do against a Skindancer from MM3...

    Edit: Oh, one more thing. If anyone has ideas for new runes or rune-flavored abilities, go ahead and post them. I'm open to new ideas.
    Last edited by BladeofOblivion; 2010-07-14 at 06:22 PM.

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    Default Re: [3.5] The Runeblade (Base Class and Accompanying items) (PEACH)

    Fizban's right. This class would be underpowered even if the runes were free.

    Fax posted a guide to what makes a good character class, and how. It's a little subjective, and I've seen it argued that some of the points are a little off, but I recommend you read it and the accompanying discussion:

    http://www.giantitp.com/forums/showthread.php?t=55902

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    Default Re: [3.5] The Runeblade (Base Class and Accompanying items) (PEACH)

    For rune ideas.. Any chance on a greater form of the basic +1d6 of damage. So that instead of using two slots for +2d6 fire, they could a have rune of greater flame that adds 2d6 of fire.. Might be workable. Also, is there any chance on the runes becoming an ability that the class manifests. Maybe a rune of reach, giving the weapon 5 ft reach. Perhaps a vampire like effect? Or even a wound effect?
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    Default Re: [3.5] The Runeblade (Base Class and Accompanying items) (PEACH)

    I am still working on a list of at-will spell-like abilities that you can choose from once every two to four levels, whichever seems right. CL equals Runic Power and DCs if applicable are 10 + runic power + Int mod. There will be more runes available and more custom feats to allow some help along the way.

    By the way, I took Venardhi's advice on one thing and made a crafting feat. As this is an Int-dependent class, why not add an extra craft skill to sink some points on? Anyway, they can make their own runes and runic weapons for a significantly reduced price and a small xp cost. Actually, the fact that the party Tank is crafting gives the casters the opportunity to craft around a bit too without worrying about slower leveling than the rest of the party.

    One more thing. You guys seriously think that the average FIGHTER is stronger than this class? Is it at least better than an unoptimized Truenamer?
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    Default Re: [3.5] The Runeblade (Base Class and Accompanying items) (PEACH)

    I think this would be stronger then the fighter as it leveled.. At first it wouldn't be since it only gains abilities tied to rune weapons for the first two levels. And as your post said, it would take a few levels to get a rune weapon so this classes chief ability is useless until then. But I have no doubt it's stronger then the fighter taken to lvl 20. And any thoughts on what I posted for rune ideas?
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    Default Re: [3.5] The Runeblade (Base Class and Accompanying items) (PEACH)

    You're worse off than this.

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    Default Re: [3.5] The Runeblade (Base Class and Accompanying items) (PEACH)

    Yes, I agree that the soulknife is Ineffective, but comparing it to this is a low blow. One, this class can alter abilities on the fly, making that ability actually useful. The intention of how this class is played is to use analyze to find a weakness, Alter your weapon to properly deal effective amounts of damage, and, if level 13 or higher, enjoy that +50% damage just for hitting them with something they can't defend against. I am still planning on adding those spell-like abilities, allowing more combat options. In addition, with the Outmaneuver feat I added, the class is almost entirely SAD(Int), the only other important stats being Dex for AC and to qualify for said feat, and Con, for obvious reasons.

    Mrcarter11, yes, I like your rune ideas. I plan on adding as many of those ideas as I can at the same time I finish and add the Spell-like abilities.
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    Default Re: [3.5] The Runeblade (Base Class and Accompanying items) (PEACH)

    While I may not know a lot about balance and what not.. I would still say that this class is better then some core classes. So I honestly don't see the problem with it. I like it and think it would work well in most games. More so ones that start at higher levels though.
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    Default Re: [3.5] The Runeblade (Base Class and Accompanying items) (PEACH)

    I can honestly say I like this class. It has good flavour, has some good (not gamebreaking, but still effective) abilities, and honestly looks fun to play. The only problem is that the Runic Weapons themselves make the class unplayable at lower levels. The two major issues with the runic weapons are as follows:

    1. The cost means that you can't start a Lvl.1 to x campaign as a Runeblade if you want to be a major player before Lvl.3.

    2. The cost increase of the Runic Weapon, while meaning well, will cause players to ignore this class. No player wants to pay more for an item that only gets really good because of class features, especially when their friends are finding better items. Also, you have to keep paying to upgrade your runic weapon or you will quickly be overshadowed.

    I would rather see the runic weapon be given to the class at first level as an ordinary weapon with one avalible rune slot. The runic weapon can be made masterwork or enchanted like any other weapon with the Runeblade adding a new rune slot to it whenever their runic power increases to warrant it.
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    Default Re: [3.5] The Runeblade (Base Class and Accompanying items) (PEACH)

    I like the input! Keep it up!
    By the way, I added Mrcarter11's rune ideas, which had good flavor and were fairly well balanced. I also finally added those spell-like abilities, focused around battlefield control.

    Level 20 Wall of Force at will = Win.

    If Lesser Minion STILL thinks this is underpowered, I give up.
    Last edited by BladeofOblivion; 2010-07-15 at 01:57 AM.
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    Default Re: [3.5] The Runeblade (Base Class and Accompanying items) (PEACH)

    Never give up.. As long as someone likes it isn't it worth it?
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    biggrin Re: [3.5] The Runeblade (Base Class and Accompanying items) (PEACH)

    I meant that I give up trying to make him/her happy with it. I'm beginning to think that underpowered actually means "not wizard/incatatrix multiclass."
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    Default Re: [3.5] The Runeblade (Base Class and Accompanying items) (PEACH)

    The half spellcasting is certainly an improvement, although it's still not much, and it's not unique either (warlocks can do almost exactly this)

    Remember that at-will isn't particularly significant -- the main cost of any given spell is the time it takes to cast.

    And no, underpowered doesn't mean "not wizard/incantatrix", it means underpowered.

    The usual consensus is that an ideal power level is about the same as a wilder or a psychic warrior, both of which are stronger than this.
    Last edited by lesser_minion; 2010-07-15 at 08:22 AM.

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    Default Re: [3.5] The Runeblade (Base Class and Accompanying items) (PEACH)

    How about a couple of abilities like this:

    Runestrike (Sp): With but a touch of his finger, the Runeblade forms a powerful rune on his opponent. They must succeed on a touch attack, in which case one of the following runes is formed on their opponent where they were struck.
    Alternatively, they may use this in combination with a weapon, in which case it does damage as the weapon and applies the rune, but is not a touch attack. (Unless the weapon used is.)

    (These would probably need minimum levels.)

    Flame Rune
    The foe is set alight. They suffer 1d6 fire damage, plus an additional 1d6 fire damage/three class levels. In addition, the flames continue to burn for one round/three class levels, doing the same damage each round.

    Affliction Rune
    As Contagion.

    Rune of Wounding
    The rune burrows into the targets flesh, causing agony and severe damage. 1d3 Con damage, + 1d3/three class levels. Fortitude negates(?)

    Runic Preperation (Su)
    The Runeblade can apply runes to himself and his allies (Allies? Hmm, maybe, maybe not. Thoughts?) that enhance their abilities.
    Lasting... I don't know, an hour/two class levels? An encounter? Uses per day? (Shrug)
    They probably need caps as well. I dunno.

    Rune of Might
    +1 Strength/two class levels enhancement bonus..

    Rune of Leadership
    +1 Charisma/two class levels enhancement bonus.

    Rune of Fortune
    +1/class level luck bonus to all saves

    Rune of Iron
    +1/two class levels enhancement bonus to armour.

    Rune of Safety
    +1/two class levels Deflection bonus to armour class.
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    Default Re: [3.5] The Runeblade (Base Class and Accompanying items) (PEACH)

    Quote Originally Posted by Lix Lorn View Post
    Runestrike (Sp): With but a touch of his finger, the Runeblade forms a powerful rune on his opponent. They must succeed on a touch attack, in which case one of the following runes is formed on their opponent where they were struck.
    Alternatively, they may use this in combination with a weapon, in which case it does damage as the weapon and applies the rune, but is not a touch attack. (Unless the weapon used is.)

    (These would probably need minimum levels.)

    Flame Rune
    The foe is set alight. They suffer 1d6 fire damage, plus an additional 1d6 fire damage/three class levels. In addition, the flames continue to burn for one round/three class levels, doing the same damage each round.

    Affliction Rune
    As Contagion.

    Rune of Wounding
    The rune burrows into the targets flesh, causing agony and severe damage. 1d3 Con damage, + 1d3/three class levels. Fortitude negates(?)

    Runic Preperation (Su)
    The Runeblade can apply runes to himself and his allies (Allies? Hmm, maybe, maybe not. Thoughts?) that enhance their abilities.
    Lasting... I don't know, an hour/two class levels? An encounter? Uses per day? (Shrug)
    They probably need caps as well. I dunno.

    Rune of Might
    +1 Strength/two class levels enhancement bonus..

    Rune of Leadership
    +1 Charisma/two class levels enhancement bonus.

    Rune of Fortune
    +1/class level luck bonus to all saves

    Rune of Iron
    +1/two class levels enhancement bonus to armour.

    Rune of Safety
    +1/two class levels Deflection bonus to armour class.
    I like this. I really do. Rune of Affliction is too powerful early on and doesn't scale well, so that one needs some changes. Other than that, setting Runestrike to (Runic Power)/per day and handing it to the player at level 1 helps to mitigate the relative weakness at first level, and then giving them Runic Preparation with the same restriction at level two would only add to the class' versatility. These are, for the most part, scaled to be useful at every level. Thanks!

    Also, Lesser Minion, Is there an "Ideal power level" In core? That's all I really have access to.
    Last edited by BladeofOblivion; 2010-07-15 at 11:40 PM.
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    Default Re: [3.5] The Runeblade (Base Class and Accompanying items) (PEACH)

    Glad to help!
    Those were just off the top of my head, you'd need more.
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    Default Re: [3.5] The Runeblade (Base Class and Accompanying items) (PEACH)

    Does rune of power effect any of the following: Bleeding, Wounding, Vampirism.
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    Default Re: [3.5] The Runeblade (Base Class and Accompanying items) (PEACH)

    Quote Originally Posted by BladeofOblivion View Post
    Also, Lesser Minion, Is there an "Ideal power level" In core? That's all I really have access to.
    Right between a rogue and a sorcerer.

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    Default Re: [3.5] The Runeblade (Base Class and Accompanying items) (PEACH)

    Lesser Minion: Thank you for installing some lights. I am no longer shooting in the dark. So that puts "Ideal" at about tier 3, right?

    Mrcarter11: Vampirism is affected, and positive energy is very technically a form of damage. Wounding and Bleeding are not affected, as they are not hit point damage. That would be quite scary, however. Way to think outside the box!
    Last edited by BladeofOblivion; 2010-07-15 at 05:35 PM.
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    Default Re: [3.5] The Runeblade (Base Class and Accompanying items) (PEACH)

    My favorite two classes in core.. But rogue sits like mid tier 3 and sorcerer is like high tier 2
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    Default Re: [3.5] The Runeblade (Base Class and Accompanying items) (PEACH)

    At least according to the guide, Rogue is high tier 4, but depending on how it is played, I think it can pass into tier 3 territory.
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    Default Re: [3.5] The Runeblade (Base Class and Accompanying items) (PEACH)

    Quote Originally Posted by BladeofOblivion View Post
    Lesser Minion: Thank you for installing some lights. I am no longer shooting in the dark. So that puts "Ideal" at about tier 3, right?
    Yes, that's right.

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