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Thread: Runemage [PrC]

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    Default Runemage [PrC]

    Yes, I know there already are a few rune-based caster classes, but I don't like how they use runes, so here is my version:

    Runemage
    Hit Die: 1d6

    Prerequisites:
    Skills: Craft (Stonecarving) 10 ranks, Spellcraft 8 ranks
    Feats: One crafting feat
    Spells: Must be able to cast Dispel Magic

    Class Skills:
    Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int)
    Skill Points at Each Level: 2 + Int modifier.
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells per Day

    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Rune Focus, Augury 2/day, Call Rune|Ś

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    |Rune Scribe (Armor and Shield)|+1 Level of Existing Arcane Spellcasting Class

    3rd|
    +1
    |
    +3
    |
    +1
    |
    +3
    |Call Rune|Ś

    4th|
    +2
    |
    +4
    |
    +1
    |
    +4
    |Augury 3/day, Erase Runes|+1 Level of Existing Arcane Spellcasting Class

    5th|
    +2
    |
    +4
    |
    +1
    |
    +4
    |Call Rune|Ś

    6th|
    +3
    |
    +5
    |
    +2
    |
    +5
    |Rune Scribe (Weapons)|+1 Level of Existing Arcane Spellcasting Class

    7th|
    +3
    |
    +5
    |
    +2
    |
    +5
    |Augury 4/day, Call Rune|Ś

    8th|
    +4
    |
    +6
    |
    +2
    |
    +6
    |Erase Spell|+1 Level of Existing Arcane Spellcasting Class

    9th|
    +4
    |
    +6
    |
    +3
    |
    +6
    |Call Rune|Ś

    10th|
    +5
    |
    +7
    |
    +3
    |
    +7
    |Augury 5/day, Rune Scribe (Tablets)|+1 Level of Existing Arcane Spellcasting Class

    [/table]

    Class Features:
    Proficiencies: A Runemage becomes proficient with light and medium armor as well as all shields except tower shields.

    Rune Focus: The first ability a Runemage learns is to cast his spells through runes, increasing their power. A Runemage may create a focus by magically writing into the ground or floor a runic focus that consumes no materials but takes an hour per spell level after which the Runemage gains a rune imprinted into his palm that holds the spell to be cast as a swift action at anytime, the Runemage loses a spell slot as if he cast the spell. The Runemage may add his Runemage level to his caster level for determining the effects of this spell; the Runemage's caster level cannot be increased above his hit dice in this manner. This ability may only be used on spells with a range of personal or touch or has an area effect that emanates from the Runemage. A Runemage can have up to two Focus Runes prepared in this manner.

    Augury X/day: A Runemage use the spell Augury 2/day at first level. This is a spell-like ability. The Runemage gains an extra use of this spell at 4th, 7th, and 10th level.

    Call Rune: The main ability of a Runemage is to call upon the power of runes to create spell-like effects. Each rune has an observe and reverse ability as well as two options for each. At first level and every other level thereafter, the Runemage learns to call any two runes. A Runemage may use a rune as a spell that has no verbal or somatic components but requires the Runemage to concentrate for 1 round. Each Rune has a range of close and may only target one creature unless otherwise specified. A Runemage maust wait 1d4+1 rounds after each calling to call a new rune.

    Rune Scribe: A Runemage learns how to empower certain tools with the power of runes. By making the appropriate craft check with a DC 20 - his Runemage level and taking one week to craft, the Runemage can empower a set of armor or a shield with a rune he knows with either the observe or reverse. At 5th level the Runemage may scribe runes on weapons and at 10th level the Runemage may scribe a rune on a tablet, allowing any arcane caster to use the rune as a full-round action 2/day. The wearer of the armor or wielder of the shield or weapon may use either ability of the rune 1/day as a swift action but may only target himself. Calling a rune from a tablet does not incur the normal waiting time between rune calls. A non-caster must make a successful Use Magic Device or Dechipher Script check to call a rune from a tablet, the DC is equal to 10 + the Runemage's intelligence modifier. Light armor and shields can hold up to 2 runes, medium armor and heavy shields can hold up to 3 runes and heavy armor and extreme and tower shields can hold up to 5 runes. All weapons can hold one rune each.

    Erase Rune: A Runemage knows that runes and other magical writings are dangerous to remove and thus learns to prefect the art of erasure. A Runemage gains a +4 bonus on your dispel check when targeting runes, glyphs, or other magical writings. Additionally, whenever a Runemage dispels any form of magical writing all effects that would normally take effect due to the erasure are negated (such as explosive runes taking effect).

    Erase Spell: A Runemage has learned the secret art of removing writings that contain any amount of magic. A Runemage may use Dispel Magic to erase spells off of scrolls and spellbooks by targeting each spell individually, the spell's caster level is equal to the spell level +9 for making the dispel check (note that the Runemage retains his +4 bonus on the dispel check gained from the Erase Rune class feature).

    New Weapon Enhancement:
    Rune Carved: +1 - This weapon can hold up to 3 runes

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    Default Re: Runemage [PrC]

    fehu
    Observe:
    Luck - Target gains a +2 luck bonus on attacks and skill checks for a number of minutes equal to your intelligence modifier
    Social - Target gains a +6 bonus on all Bluff, Diplomacy and Gather Information checks for a number of minutes equal to 10 times your intelligence modifier.
    Reverse:
    Bad Luck - Target gains a -2 penalty on all attack rolls and skill checks for a number of minutes equal to your intelligence modifier.
    Recluse - Target gains a +6 bonus to hide and move silently for a number of minutes equal to 10 times your intelligence modifier.
    űruz
    Observe:
    Health - Target gains a +2 bonus to constitution for a number of minutes equal to 10 times your intelligence modifier.
    Speed - Target gains a +10ft increase to all of their speeds with a base speed of 20ft or greater or a +5ft increase if the base speed is less than 20ft for a number of minutes equal to your intelligence modifier.
    Reverse:
    Sickly - Target takes 2 constitution damage, fortitude save negates.
    Sloth - Target takes a -10ft penalty to all speeds for a number of minutes equal to your intelligence modifier.
    thurisaz
    Observe:
    Destruction - Target takes 1d6/level damage (max 20d6), fortitude save for half.
    Defense - Target gains DR 2/-, this stacks with other damage reduction for a number of rounds equal to your intelligence modifier.
    Reverse:
    Creation - You can summon up to 5 cubic feet of iron or stone.
    Offense - Target gains a +2 bonus to attack and damage rolls for a number of minutes equal to 10 times your intelligence modifier.
    ansuz
    Observe:
    Truth - Target is effected as if by the spell True Seeing for a number of rounds equal to your intelligence modifier.
    Wisdom - Target gains a +2 bonus to Wisdom for a number of minutes equal to 10 times your intelligence modifier.
    Reverse:
    Fraud - Target is effected as if by the spell Greater Invisiblity for a number of rounds equal to your intelligence modifier.
    Insanity - Target must make a will save or become confused for a number of hours equal to your intelligence modifier.
    raid˘
    Observe:
    Travel - Target gains one of the following: Swim speed equal to the targets base land speed, Burrow speed equal to 1/2 the target's base land speed, Fly speed equal to the target's base land speed with good maneuverability. This effect lasts for a number of minutes equal to 10 times your intelligence modifier.
    Rhythm - Target is effected as if by the spell Haste. This effect lasts for a number of minutes equal to your intelligence modifier.
    Reverse:
    Anchor - Target is effected by the spell Hold Person/Monster as appropriate as well as by the spell Dimensional Anchor. This effect lasts for a number of minutes equal to your intelligence modifier.
    Disruption - Target is effect by the spell Displacement for a number of minutes equal to 10 times your intelligence modifier
    kenaz
    Observe:
    Vision - Target gains Blindsight 60ft for a number of minutes equal to your intelligence modifier.
    Intelligence - Target gains a +2 bonus to Intelligence for a number of minutes equal to 10 times your intelligence modifier.
    Reverse:
    Blindness - Target must make a fortitude save. If the target succeeds the save he is dazed for 1 turn otherwise he is blinded.
    Ignorance - Target gains a -2 Penalty to Intelligence for a number of minutes equal to 10 times your intelligence modifier.
    geb˘
    Observe:
    Sacrifice - You may take up to your hit dice in damage to heal a target that much. You may call this rune as an immediate action but you must take twice the damage you normally would and this use confers temporary hit points rather than healing, these temporary hit points last for 1 round.
    Love - You may take a penalty to your AC up to your hit dice to give an AC bonus to the target equal to that amount for a number of rounds equa lt o1/2 your intelligence modifier. You may call this rune as an immediate action but you must take twice the penalty you normally would to confer the same bonus to AC this bonus lasts for 1 round.
    Reverse:
    Greed - Target must make a fortitude save or take 1d6 for every 3 total class levels you have. You heal a number of hit points equal to the damage dealt.
    Hate - Target must make a fortitude save or take a penalty to AC equal to your 1/2 your total class levels (max 10) for a number of rounds equal to your intelligence modifier.
    wunj˘
    Observe:
    Fellowship - All allies within a 60ft radius of the target gain a +2 morale bonus to attack and damage rolls as well as all saves and skill checks. Each effected ally keeps the bonus for a number of minutes equal to 10 times your intelligence modifier.
    Pleasure - ??
    Reverse:
    Loneliness - You gain a +2 bonus to all attack and damage rolls as well as all saves and skill checks, anyone trying to use an ability that requires an attack roll or skill check takes a -2 penalty on that roll, additionally, whenever you take damage, reduce the damage by 1 per die rolled.
    Pain - Target must make a fortitude save every turn of the duration or take 2d6 damage and become sickened for 1 round. This effect lasts for a number of rounds equal to your intelligence modifier.
    hagalaz
    Observe:
    Weather (Malign) - This counts as a use of the spell Control Weather but takes 10 minutes to cast and the effects occur immediately.
    Wrath - Target takes a number of d6 damage equal to your intelligence modifier and takes a -2 morale penalty on all saves.
    Reverse:
    Weather (Benign) - This rune takes 10 minutes to cast and causes the weather to become the following: temperature 65 degrees Fahrenheit with a light wind. This negates any storms, precipitation, or other natural or magical extreme conditions.
    Joy - Target gains a number of d6 temporary hit points equal to your intelligence modifier and gains a +2 morale bonus on all saves. The temporary hit points last for a number of minutes equal to 10 times your intelligence modifier.
    nauthiz - Resistance/Endurance
    ţsa - Challenge/Clarity
    jera - Hope/Success
    eihwaz - Strength/Trust
    perthr˘ - Secret/Female
    algiz - Protection/Instinct
    s˘wil˘ - Honor/Fire
    tţwaz - Leadership/Victory
    berkano - Liberation/Regeneration.
    ehwaz - Thoughtfulness/Loyalty
    mannaz - Friends/Skill
    laguz - Growth/Dreams
    ingwaz - Rest/Male
    dagaz - Light/Free will
    ˘■ala - Right/Spiritual

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    Default Re: Runemage [PrC]

    OOOOOOOOooooooooooooooooooooooo....

    I like the concept, idea and the way you do it.

    What are the effects of the runes?

    And why have Dispel Magic as a Prequisite?

    Also, could I suggest maybe increasing Hit Die and Base Attack Bonus?

    And why would he have access to Tower Shields but nto heavy armor? I would scratch the tower shields.

    And what effects would the runes have on weapons, shields, and armor?

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    Default Re: Runemage [PrC]

    Quote Originally Posted by Bago!!! View Post
    OOOOOOOOooooooooooooooooooooooo....

    I like the concept, idea and the way you do it.
    Thanks!
    Quote Originally Posted by Bago!!! View Post
    What are the effects of the runes?
    Some of them are up, the others are coming soon.
    Quote Originally Posted by Bago!!! View Post
    And why have Dispel Magic as a Prequisite?
    Because its used to erase runes, that's an ability I need to put in...
    Quote Originally Posted by Bago!!! View Post
    Also, could I suggest maybe increasing Hit Die and Base Attack Bonus?
    Increased the hit die, but that's all I want to do, there is no reason for the BAB to increase.
    Quote Originally Posted by Bago!!! View Post
    And why would he have access to Tower Shields but nto heavy armor? I would scratch the tower shields.
    Oh right, I'll fix that, they should not have tower shield proficiency.
    Quote Originally Posted by Bago!!! View Post
    And what effects would the runes have on weapons, shields, and armor?
    I'll be adding that later.

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    Default Re: Runemage [PrC]

    seems interesting. The only rune classes I know are Artififcer and Geometer. Artificer is okay, but geometer was designed specifically for npcs.

    I imagine the runemage looking a lot liek the geometer from cAr


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    Default Re: Runemage [PrC]

    There is also the Runesmith in Races of stone, but he simply gains the ability to cast spells in armor.

    I like this class!

    But what about the runes? Can you just chose a rune at any level? And when you say 1d6/level (max 20d6) do you include base class?
    Last edited by Bago!!!; 2007-12-06 at 07:51 PM.

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    Default Re: Runemage [PrC]

    Quote Originally Posted by Bago!!! View Post
    There is also the Runesmith in Races of stone, but he simply gains the ability to cast spells in armor.

    I like this class!

    But what about the runes? Can you just chose a rune at any level? And when you say 1d6/level (max 20d6) do you include base class?
    You can choose any rune at any level. Oh right, the 1d6/level reminded me I need to change it to total class level.

    Rune-based classes: Runesmith RoS, Geometer CAr, and Runecaster PGF

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    Default Re: Runemage [PrC]

    As usual Lord, nicely done!

    My nit picks:

    Heavy Armor & Tower Shields getting 5 runes seems high to me.

    I thought about pitching the idea of 4 + INT mod skill points per level but I talked myself out of it. LOL

    The 1 + Runemage's INT mod DC for Use Magic Device or Dechipher Script check to call a rune from a tablet seems low. Pretty much any idiot with at least 1 rank in either skill will have a really good chance to activate the tablet.

    What about scribing runes onto tools (lock picks, healing pack, disguise kit) ... 1 (maybe 2) slots? I could see fehu being really useful on tools. Or jewelry, that could be neat.

    Now this is going out there a little but what about making this a full on class? Gains 2 runes at 1st plus one every level (for a grand total of 21 out of 24) with a spell progression like bard (hell, maybe their list, or something close to it). I generally dislike PrC's ... on their merits in regards to balance (don't get me started in the whole +1 to existing caster level ) but this one seems really pretty well balanced. Besides this could allow for additional abilities like Mass Call Rune (to affect the party or the enemies as a whole) ... eh on second though a Mass affect could be a bad idea. Just my mind going bonkers.

    Again, well done!
    ~Lakoda~
    Last edited by Lakoda; 2007-12-07 at 10:22 AM.
    ~~Lakoda~~

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    Default Re: Runemage [PrC]

    Thanks Lakoda! I was debating weather to give heavy armor and tower shields 5 or 4 runes, I think I'll reduce that.As for the UMD and Decipher Script DCs, I just noticed that was a major typo, it should be 10 + Int mod. I was originally thinking of making a base class, but with the runes being all about the same power level it wouldn't work too well.

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    Default Re: Runemage [PrC]

    10+INT works a lot better, it is more inline with the DC20 of a wand. Depending on the runecaster I'd expect to see 14-16 DCs. that's works for me, especially on a CC skill.

    You're absolutely right about the power no increases that would put a real hamper on in if it was a full class.
    ~~Lakoda~~

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    Default Re: Runemage [PrC]

    I really like the flavor and idea of this class... I just have one question;

    Are those runes from Arx Fatalis? They really look/sound similar (Eihwaz, in particular).
    Now if you don't mind, I am somewhat preoccupied telling the laws of physics to shut up and sit down.
    I cast irresistable phantasmal killer as a 4th level spell. No save, just die.

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    Default Re: Runemage [PrC]

    Quote Originally Posted by RelentlessImp View Post
    I really like the flavor and idea of this class... I just have one question;

    Are those runes from Arx Fatalis? They really look/sound similar (Eihwaz, in particular).
    Elder Futhark, I'm using their divination meanings to determine spell effects.

    On that note, I'm having a bit of trouble determining what the Rhythm power of raid˘ should do. Any suggestions for the others (especially Female and Male) would be helpful.

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    Default Re: Runemage [PrC]

    Quote Originally Posted by Lord Tataraus View Post
    On that note, I'm having a bit of trouble determining what the Rhythm power of raid˘ should do.
    Haste? Or Dimension Door? Benign/Malign Transposition?

    Quote Originally Posted by Lord Tataraus View Post
    Any suggestions for the others (especially Female and Male) would be helpful.
    I'll continue to reflect and offer suggestions if/when I come up with them.
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    Default Re: Runemage [PrC]

    Quote Originally Posted by Lord Tataraus View Post
    On that note, I'm having a bit of trouble determining what the Rhythm power of raid˘ should do.
    You could do something similar to the bardic song or give bonuses to performance and art skills (non performance art does have rhythm as well).

    Quote Originally Posted by Lord Tataraus View Post
    Any suggestions for the others (especially Female and Male) would be helpful.
    The male symbol is also the Mars symbol ... you could do something along the lines with said god of war. Comparatively, the female symbol is the Venus symbol (gee, wonder where the book title came from ) ... you could do something along the lines with said goddess of love/beauty/fertility.
    ~~Lakoda~~

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    Default Re: Runemage [PrC]

    Quote Originally Posted by Lakoda View Post
    The male symbol is also the Mars symbol ... you could do something along the lines with said god of war. Comparatively, the female symbol is the Venus symbol (gee, wonder where the book title came from ) ... you could do something along the lines with said goddess of love/beauty/fertility.
    Well I looked at the meanings again and I think I'll change from male to something else, here are the descriptions:
    Quote Originally Posted by http://sunnyway.com/runes/meanings.html
    Perthro: (P: Lot cup, vagina.) Uncertain meaning, a secret matter, a mystery, hidden things and occult abilities. Initiation, knowledge of one's destiny, knowledge of future matters, determining the future or your path. Pertaining to things feminine, feminine mysteries including female fertility, and vagina. Good lot, fellowship and joy. Evolutionary change. Perthro Reversed or Merkstave: Addiction, stagnation, loneliness, malaise.

    Ingwaz: (NG: Ing, the earth god.) Male fertility, gestation, internal growth. Common virtues, common sense, simple strengths, family love, caring, human warmth, the home. Rest stage, a time of relief, of no anxiety. A time when all loose strings are tied and you are free to move in a new direction. Listen to yourself. Ingwaz Merkstave (Ingwaz cannot be reversed, but may lie in opposition): Impotence, movement without change. Production, toil, labor, work.

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