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- Join Date
- Aug 2009
- The Beastlands
Bolverk Runecrafter (3.5, dwarf wizard PrC)
Introduction: So I'm building a world, and realized that I needed PrCs, feats, and crunch for the various organizations which I'm making. Because I've always loved dwarves and they've caught my interest, I've started with dwarven ones. This is the PrC for a clan of dwarven enchanters with a reputation for the dark arts dwelling in one dwarven kingdom of the world (see sig for the world). Figured that since this was mechanic heavy, and I wanted advice on if they should lose a level of casting and which level it should be, that I'd post it here instead of simply in the thread I've made for the world.
Deep within the Cloud Peak Mountains, clan Bolverk learns the secret of ancient and eldritch runes, the dwarven arts of magic which bind and channel the arcane power. The masters of the Bolverk arcane arts are the Bolverk Runecrafters, the greatest enchanters and necromancers of the dwarven nation. Mastering both the arts of enchantment and the ability to raise armies of the dead and never living, the runecrafters of the Bolverk have an ancient history stretching back thousands of years, and dozens of dwarven generations.
Becoming a Bolverk Runecrafter:
To become a Bolverk Runecrafter is simple, if you are a natural born member of Clan Bolverk; the Clan is jealous of its secret arts and no one who merely married in would be taught so easily. To attain such mastery also takes years of dedication, usually from childhood, and many Runecrafters were selected for such a path as soon as the first sparks of magical talent were observed in the young dwarves. The path of a runecrafter is one of specialized training and learning.
Feats: Art of the Bolverk, Craft Magic Arms and Armor, Scribe Scroll.
Spells: Ability to cast 3rd level arcane spells.
Skills: Knowledge (Arcana) 8 ranks, Use Magic Device 8 ranks, Spellcraft 6 ranks.
Special: Must be a member of Clan Bolverk in good standing with the Clan, born into the Clan.
Arts of the Bolverk (feat)
SpoilerYou have been trained in the magical arts of the Clan Bolverk, learning to eek out the full potential of magic items in your possession.
Prerequisites: Member of Clan Bolverk, Arcane Caster Level 3+, Spellcraft 6 ranks, Wis 13+.
Benefits: All magic items used by you, including both worn items and use activated items, have their caster levels increased by 2 (this cannot raise an item's CL to above 20 unless its CL is already above 20 or your character level is above 20).
In addition Use Magic Device is always a class skill for you and you may use Wisdom instead of Charisma for the purposes of Use Magic Device.
1|+0|+0|+0|+2|Brew Potion, Bolverk Runes|+1 existing arcane spellcasting class
2|+1|+0|+0|+3|Runic Targeting|+1 existing arcane spellcasting class
3|+1|+1|+1|+3|Forge Ring|+1 existing arcane spellcasting class
4|+2|+1|+1|+4|Bolverk Hex Magic|+1 existing arcane spellcasting class
5|+2|+1|+1|+4|Craft Wondrous Items|+1 existing arcane spellcasting class
6|+3|+2|+2|+5|Craft Spellstone|+1 existing arcane spellcasting class
7|+3|+2|+2|+5|Craft Rod, Superior Runes|+1 existing arcane spellcasting class
8|+4|+2|+2|+6|Animus Binding Runes|+1 existing arcane spellcasting class
9|+4|+3|+3|+6|Craft Construct|+1 existing arcane spellcasting class
10|+5|+3|+3|+7|Bolverk Enchanter|+1 existing arcane spellcasting class[/table]
Hit Dice: d4.
Class Skills: The Bolverk Runecrafter’s class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Heal (Wis), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skills per Class Level: 2 + Int.
Weapons and Armor Proficiencies: A Bolverk Runecrafter gains proficiency in all simple weapons, but no armor or shields.
Spellcasting: At each level your arcane casting for 1 class advances; you do not gain other abilities from that class.
Brew Potion: At 1st level you gain the Brew Potion feat as a bonus feat.
Bolverk Runes: At 1st level you gain the ability to inscribe eldritch runes. Creating a rune follows the rules for brewing a potion but you inscribe it upon a suit of armor or a weapon and any character wearing that armor or holding that weapon in hand can activate the rune with a command word as a standard action that does not provoke an attack of opportunity. For all other extents and purposes this functions as a potion, both the rules for what spells may be made into a rune, and number of uses. You may apply multiple runes upon a single weapon or suit of armor, to a maximum of 1 rune on a light weapon, 2 on a one-handed weapon, and 3 on a two-handed weapon and 1 rune per point of armor bonus provided by a non-magical version of that armor; if you do so each rune is crafted and activated separately.
Runic Targeting (Su): At 2nd level you may cast spells at an extended range when targeting creatures wearing or carrying objects enchanted with your runes. You may cast touch spells on a creature carrying or wearing an item bearing your runes or on such an item that is up to 30-ft away with you (this requires a ranged touch attack if the target is unwilling), and any spells you cast targeting or centered on such a creature or object is Enlarged with no increase to casting time or level.
Forge Ring: At 3rd level you gain Forge Ring as a bonus feat.
Bolverk Hex Magic (Ex): At 4th level you begin to truly understand the darker half of Bolverk magic, the art of curses and black magic. When you cast a Necromancy spell which is not a Death effect the save DC is increased by 1 and it becomes resistant to dispelling requiring either a Remove Curse (which functions as a targeted dispel), a Break Enchantment, or a Greater Dispel Magic spell to remove. If the spell inflicts a condition (such as blindness) or ability damage or drain this condition or damage is resistant to magical healing until a Remove Curse spell has been cast; natural healing still functions normally.
Craft Wondrous Item: At 5th level you gain Craft Wondrous Item as a bonus feat.
Craft Spellstone: At 6th level you have learned the art of using runes to strengthen your magic. By spending 1 hour you can cast a spell into a special rune stone the preparation of which costs 50 GP per spell level to be imbued. That rune stone can then be used as a special material component when casting that spell which replaces the Somatic component and any non-expensive material components and foci. Doing so destroys the stone but also increases your CL for that spell by 2 and the save DC by 1.
Craft Rod: At 7th level you gain Craft Rod as a bonus feat.
Superior Runes: At 7th level you gain the ability to imbue your runes with more powerful magic. You may place spells of up to 6th level into your runes; they otherwise follow all the rules for creation that were previously in place.
Animus Binding Runes (Su): At 8th level you have learned the darkest arts of the Bolverk, the power to reanimate the dead with your runes creating soldiers which will fight loyally for you long beyond their proper passing. By placing runes upon a relatively intact corpse a Bolverk Runecrafter can reanimate the corpse to fight on. Creating these runes takes ten minutes, and these runes can either permanently or temporarily bind the creature into undeath, the permanent version is an evil act as it requires channeling truly dark magical energies. The body can be animated as a skeleton, or a zombie; in the case of medium-sized humanoids it may also be brought back as a ghoul, a ghast, a wight, or a vampire spawn. Any creature created by this ability loses its ability to control any spawn it creates. The permanent version requires 1 lb of powdered silver and 15 GP worth of ground obsidian per hit die of the undead created. The temporary version only requires 5 GP of ground obsidian per hit die of the undead created. You may only have 4 HD of undead created with this ability per class level at one time; currently inactive creatures with temporary binding runes count against this limit.
Temporary runes: These runes do not immediately activate upon being placed, and can instead be activated from any distance via command word, at which point the bodies reanimate for 1 minute per class level before returning to the grave. A creature created with temporary runes loses any ability to Create Spawn that it previously had, although a creature killed by negative levels will still rise as a wight 1d4 days later.
A Bolverk Runecrafter can also apply runes to a corpse to prevent it from rising as undead. While it is still possible for the body’s spirit to rise as a ghost, it cannot be reanimated through necromancy or the spawn creating power of the undead, nor can its spirit be returned as undead by these effects. To craft such runes requires a vial of holy water and 1 lb of ground silver.
Craft Construct: At 9th level you gain the Craft Construct feat as a bonus feat.
Bolverk Enchanter: At 10th level you have obtained the pinnacle of the arts of the Bolverk. You can enchant runes with up to 9th level spells, although all such spells must be cast by you during their creation. In addition any magic item you make or use gains a +2 enhancement bonus to its CL, this does not increase the cost to create items (though you can certainly try and sale them for an increased profit in the case of scrolls, wands, and potions). Finally your magic has a permanency to it; any spell you cast is Extended for free and the DC to dispel them is increased by 4.
Last edited by Zaydos; 2012-07-18 at 09:35 AM.Half Peanut Dragon Wizard by Kurien
My homebrew If you want any of it expanded on post in the thread, make requests, send PMs, etc. Knowing someone is using it and wants more is one of the best ways to get me to make more and some of them (Doomsayer ) still have 2 or 3 half-finished PrCs somewhere on my computer.
If you ever want to try some of my homebrew and need a DM send me a PM, and if you are playing some, I'd love to know how it works out.