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    Default The Runescribe (3.5 Base Class)

    The Runescribe



    Image is Nicodemus by kerembeyit of deviantArt.


    Hit Dice: d6
    Starting Age: Complex
    Starting Gold: 4d4x10

    Class Skills
    The Runescribe's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Forgery (Int), Heal (Wis), Knowledge (all skills, taken separately) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int) and Spot (Wis)
    Skills Points at Each Level: 2 + int

    {table=head]TABLE 1: THE RUNESCRIBE|SPELLS PER DAY
    {table=head]Level|Base Attack|Fort|Ref|Will|Special
    1st|+0|+0|+0|+2|Blast Rune (1d4), Summon Runic Familiar
    2nd|+1|+0|+0|+3|Personal Rune, Runic Engraving
    3rd|+1|+1|+1|+3|Blast Rune (2d4)
    4th|+2|+1|+1|+4|Personal Rune Augmentation
    5th|+2|+1|+1|+4|Blast Rune (3d4), Bonus Metascribing Feat
    6th|+3|+2|+2|+5|Personal Rune Augmentation, Shared Runes
    7th|+3|+2|+2|+5|Blast Rune (4d4)
    8th|+4|+2|+2|+6|Personal Rune Augmentation
    9th|+4|+3|+3|+6|Blast Rune (5d4)
    10th|+5|+3|+3|+7|Bonus Metascribing Feat, Personal Rune Augmentation
    11th|+5|+3|+3|+7|Blast Rune (6d4)
    12th|+6/+1|+4|+4|+8|Personal Rune Augmentation
    13th|+6/+1|+4|+4|+8|Blast Rune (7d4)
    14th|+7/+2|+4|+4|+9|Personal Rune Augmentation
    15th|+7/+2|+5|+5|+9|Blast Rune (8d4), Bonus Metascribing Feat
    16th|+8/+3|+5|+5|+10|Personal Rune Augmentation
    17th|+8/+3|+5|+5|+10|Blast Rune (9d4)
    18th|+9/+4|+6|+6|+11|Personal Rune Augmentation
    19th|+9/+4|+6|+6|+11|Blast Rune (10d4)
    20th|+10/+5|+6|+6|+12|Bonus Metascribing Feat, Runecircles
    [/table]|{table=head]-0-|-1-|-2-|-3-|-4-|-5-|-6-|-7-
    3|1|-|-|-|-|-|-
    4|2|-|-|-|-|-|-
    5|3|-|-|-|-|-|-
    6|4|1|-|-|-|-|-
    6|5|2|-|-|-|-|-
    6|5|3|-|-|-|-|-
    6|5|4|1|-|-|-|-
    6|5|5|2|-|-|-|-
    6|5|5|3|-|-|-|-
    6|5|5|4|1|-|-|-
    6|5|5|5|2|-|-|-
    6|5|5|5|3|-|-|-
    6|5|5|5|4|1|-|-
    6|5|5|5|5|2|-|-
    6|5|5|5|5|3|-|-
    6|5|5|5|5|4|1|-
    6|5|5|5|5|5|2|-
    6|5|5|5|5|5|3|-
    6|5|5|5|5|5|4|1
    6|5|5|5|5|5|5|2[/table]|[/table]

    Class Features The following are all class features of the Runescribe.

    Weapon and Armor Proficiencies: Runescribes are proficient with all simple weapons and with light armor, but not with shields. Runescribe arcane spells with somatic components are affected normally by arcane spell failure incurred by wearing armor however.

    Spells: Runescribes use Runescribe spells to power their runic magic. Runescribes have no set spell list, instead forming their own spell list as they gain levels. As such, while one Runescribe may create scrolls of spells he knows, it does not necessarily follow that other Runescribes would be able to use that scroll, unless they had chosen the same spell for their spell list.

    At 1st level and each level thereafter, the Runescribe selects two spells, drawn from either the sorcerer or cleric spell list, and adds them to his spell list as spells of the same level. The highest level spells a Runescribe may select at a given level is shown on the table above. A Runescribe instinctively knows all spells available to him, like a sorcerer, though he cannot cast them normally. Instead, Runescribes prepare their spells as runes to be used later (see Runescribing, below).

    To learn or scribe a spell of a given level, a Runescribe must have an intelligence score equal to at least 10 + the level of the spell (Int 11 for 1st level spells, Int 12 for 2nd level spells, and so on). The saving throw for a Runescribe spell, if any, is equal to 10 + spell level + Int modifier.

    Runescribe spells are neither arcane nor divine, though they use the same restrictions and components as the class the spells were drawn from. That is, a fireball spell drawn from the sorcerer spell list would require a material component to scribe, and both vocal and somatic components to activate, and would incur arcane spell failure chance if activated while wearing armor. A heal spell drawn from the cleric spell list, however, would not incur arcane spell failure, as it was not an arcane spell to begin with, despite possessing a somatic component.

    A Runescribe knows either all cantrips from the sorcerer spell list or all orisons from the cleric spell list.

    Spells Per Day: Like other spellcasters, Runescribes have a base daily allotment of spells based on their level, as shown on the table above. Like a wizard, Runescribes receive bonus spells per day for having a high intelligence score. A Runescribe must rest for at least eight hours to recover his spells, though any active runes (see Runescribing, below) are counted against his spells for the day when he recovers them.

    Summon Runic Familiar: A Runescribe can obtain a runic familiar (see below). Doing so takes 24 hours and uses up magical materials that cost 100gp.

    Unlike the familiars available to sorcerers and wizards, a runic familiar does not inflict an experience loss upon the Runescribe if it dies, nor must he wait a year and a day to summon a new one. In all other respects, a runic familiar is identical to a familiar obtained by a sorcerer or wizard, and uses the same rules to determine its abilities, with the notable exception that a runic familiar's type does not change to magical beast.

    Runescribing (Su): In order to cast his spells, a Runescribe must first convert them into glyphs and sigils. To do so, a Runescribe brushes his flesh with a fingertip or writing instrument while concentrating on the spell he wishes to scribe, and a glowing trail of iridescent light follows the scribed path. Scribing a rune takes a full-round action that provokes attacks of opportunity.The light fades to less than that of a candle after the glyph is completed, but flares with the light of a torch when its power is tapped to cast the spell. After scribing the rune, the Runescribe loses a spell slot of the appropriate level for the day, as if the spell had been cast, though it lies dormant until he chooses to activate it. Activating a scribed rune follows all the rules for casting the spell imbued in it, except that any material or focal components must be provided at the time of scribing, as opposed to when the spell is cast. Experience costs are triggered when the rune is activated, not scribed.

    Scribed runes have no duration, existing until the Runescribe either activates their power or wills them to fade away to no effect as a standard action. While runes are scribed upon his flesh however, the Runescribe cannot recover the spell slots used to scribe the runes.

    At any given time, a Runescribe may have a number of active runes equal to his class level plus his intelligence modifier.

    Blast Rune (Sp): In addition to scribing runes of their spells, Runescribes can also scribe specialized blast runes. Blast runes count against the total number of runes a Runescribe can have active at one time, but there is no limit to the total number of blast runes that may be scribed in a day. Blast runes can be activated as a standard action if scribed on the Runescribe's flesh, and create a blast of force in a 5-foot burst up to 30 feet away, dealing 1d4 force damage. A successful reflex save, DC 10 +1/2 Runescribe level+Int modifier halves the damage dealt. Alternately, the Runescribe may make a melee touch attack as an attack action to activate a scribed rune, in which case only the struck foe is affected by the rune, and takes the damage with no save. At 3rd level and every two levels thereafter, blast runes deal an additional 1d4 damage.

    Runic Engraving (Su): Beginning at 2nd level, a Runescribe can engrave his spells and blast runes into inanimate objects instead of scribing them on his flesh. Blast runes always create their explosion atop the engraving, as opposed to at a distance. The object to be engraved must be of at least diminutive size or larger, and each such object may only hold a single rune, unless it is large enough to occupy multiple squares, in which case it may hold only one rune for each 5x5 square it occupies. Only spells with one or more non-personal targets or those that create area effects can be engraved upon objects. In the case of area effect spells, the effect is always directed toward the creature that triggered the rune, or the nearest creature in range if the rune was triggered by other means. If there are no valid targets within range when a rune detonates, the area of effect is always centered directly atop the rune itself.

    Once placed upon the chosen object, engraved runes are nearly invisible to casual observation. A search check, DC 20 + Runescribe level is necessary to detect such runes. Creatures that are able to see magical auras may be able to detect engraved runes without a search check.

    When 'engraving', the Runescribe draws the rune onto the object as if he were scribing a rune upon himself, except that he also chooses a trigger for how the rune will be activated:

    • Proximity: The rune activates when a creature enters its square, casting the spell on that creature (or detonating immediately, in the case of a blast rune).
    • Timed: The Runescribe chooses a precise amount of time up to one hour per class level, at which point the rune attempts to cast the stored spell on the nearest valid target.
    • Visual: Any creature that attempts to read the rune triggers its effects.
    • Command: When engraving the rune, the Runescribe chooses a verbal command trigger. Any creature within 100 feet of the rune may speak the command word as a standard action to trigger its effects.


    Engraved runes can be dismissed to no effect as a standard action, no matter the distance between the Runescribe and the rune. Engraved runes can be dispelled, and can be disabled as magical traps (Disable Device DC 15+1/2 Runescribe level + Int modifier).

    In a given round, only a number of engraved runes equal to the Runescribe's intelligence modifier -1 (minimum of 1) may be triggered. If more runes than this number would be triggered at one time, the remaining runes detonate on the following rounds, continuing to count against the limit of runes triggered per round.

    Personal Rune (Su): At 2nd level, a Runescribe creates a unique glyph that represents and helps to shape his abilities and sense of self. This glyph manifests itself in a place of prominence upon the Runescribe's body, generally on a palm or back of a hand, or upon the Runescribe's brow. Regardless of the details, the rune sheds light as a candle, unless the Runescribe chooses to suppress the effect as a standard action. While suppressed, the Runescribe does not gain the benefits of his personal rune. Returning the suppressed rune to its normal state is a free action.

    Upon obtaining this ability, choose from one of the glyphs below. The chosen glyph becomes the Runescribe's personal rune. Once made, this choice is permanent.
    Spoiler
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    Siwry: The Runescribe gains a +1 competence bonus on melee attack and damage rolls.
    Icliwry: The Runescribe gains a +1 insight bonus to all skill checks.
    Telbelciel: The Runescribe gains a +1 insight bonus to AC.
    Eihelselcyah: The Runescribe gains resistance 5 to an elemental damage type of his choice, stacking with other resistances to that element.
    Fihhboh: The Runescribe gains a +1 competence bonus to a save of his choice.


    At 4th level and every two levels thereafter, the Runescribe may select an augmentation from the following list, increasing the power of his personal rune.
    Spoiler
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    Sawiv: The Runescribe increases his caster level for a chosen school of magic by 1.
    Elsqufeln: When you select this augmentation, choose either acid, cold, electric or fire damage. While your personal rune is active, when you scribe blast runes, you may choose to alter them to deal the chosen damage type. Blast runes altered in this way increase their damage dice by one step. This augmentation may be chosen multiple times, but its effects do not stack; each time you select this augmentation, you may choose an additional damage type that you may change your blast runes to.
    Cyk: While your personal rune is active, the area of effect of your blast runes increases to a 10-foot burst. This augmentation may be selected again, in which case you gain the ability to scribe blast runes that detonate in a 15-foot cone or 30-foot line.
    Pnihiacvel: As a standard action, the Runescribe may cause his personal rune to emit light equal to that of a daylight spell for one round. Afterwards, the rune fades away for one round. The Runescribe loses the benefit of his personal rune while it is faded.
    Tyehugoraimy: As a standard action, the Runescribe may plunge the area around him into darkness for one round, as the darkness spell. While this effect is active, the personal rune is faded.
    Jiwun: As a swift action, the Runescribe may consume an unused spellslot to heal himself for 1d6 points of damage per spell level of the spell slot. After using this effect, the Runescribe's personal rune fades away for ten minutes.
    Chonstgo: Once per day as an immediate action, the Runescribe may reroll a single attack roll or saving throw he has made, before the results of the roll are known. The Runescribe must abide by the results of the second roll, even if it would be worse than the original roll. After using this effect, the Runescribe's personal rune fades away for one minute.
    Tidisduyr: The Runescribe may use detect magic at will as a standard action. While concentrating on the effect and for one round after, the Runescribe's personal rune is faded.
    Lifiby: As a swift action, the Runescribe may grant himself a +10 foot enhancement bonus to all forms of movement he possesses for one round. After using this ability, the Runescribe's personal rune is faded for one round.
    Tutwel: As an immediate action, the Runescribe may grant himself a dodge bonus against one attack equal to ¼ his Runescribe level. After using this effect, the Runescribe's personal rune is faded for three rounds.
    Woitelt: Three times per day as a swift action, the Runescribe may grant himself an insight bonus to the next attack roll he makes before the end of the round equal to ¼ his Runescribe level. After using this effect, the Runescribe's personal rune is faded for three rounds.


    Bonus Metascribing Feats: At 5th level, and again at 10th, 15th, and 20th level, a Runescribe gains a bonus metascribing feat.

    Shared Runes (Su): A Runescribe of 6th level or higher may transfer a single scribed rune from his flesh to that of a touched creature as a standard action. Any given creature may possess only a single rune from the Runescribe, and transferred runes still count against the number of active runes he may possess at one time. The creature to which the rune was transferred may activate the rune at its discretion using the normal activation time for the rune, and using the Runescribe's statistics to determine its effects.

    Runecircles (Sp): A 20th level Runescribe may scribe runecircles at will as a standard action. Runecircles are identical to the teleportation circle spell in all other respects, except that they automatically have a permanent duration. Runecircles count against the total number of active runes a Runescribe may have at one time, and may be dismissed at will as other active runes.


    Runic Familiar:
    Spoiler
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    Size/Type: Tiny Living Construct
    Hit Dice: ¼ d10 (1hp)
    Initiative: +2
    Speed: Fly 40 ft. (good)
    Armor Class: 15 (+2 size, +2 dex, +1 natural), touch 14, flat-footed 13
    Base Attack/Grapple: +0/-13
    Attack: Slam +4 melee (1d2-5)
    Full Attack: Slam +4 melee (1d2-5)
    Immune: Living construct immunities
    Special Attacks: -
    Special Qualities: Living construct traits, morphic form
    Saves: Fort +0, Ref +2, Will +2
    Abilities: Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 6
    Skills: Listen +5, Spot +7
    Feats: Alertness, Weapon FinesseB
    Alignment: Usually neutral
    Level Adjustment: -

    Morphic Form (Ex): A runic familiar's form is comprised of several thousand individual metal pieces, allowing it to reshape itself into a rough approximation of any Tiny creature at will as a standard action. Additionally, a runic familiar can take on precise glyphic forms, which can then be imbued with a single spell by a Runescribe. While in a glyphic form, a runic familiar can serve as an active rune to a Runescribe without counting against the total number of scribed runes their master may have active at one time. The runic familiar's master can activate a stored rune in this fashion with the effect originating from the runic familiar, provided the familiar is in a glyphic form and has line of sight and line of effect to its master.


    Metascribing Feats:
    Spoiler
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    Metascribing feats function much like metamagic feats do for other casters. Unlike most metamagic feats however, the spell level increase for metascribing feats cannot be reduced by any means. Metascribing feats can only be applied to runes scribed from spells, not blast runes. Multiple metascribing feats may be applied to the same rune, but the increases to spell level stack.

    Invisible Rune:
    As the name suggests, an invisible rune is invisible to the naked eye, and even to creatures that can detect magical auras. Only creatures capable of seeing invisible objects can see an invisible rune. Scribing an invisible rune consumes a spell slot one level higher than normal.

    Empowered Rune:
    All variable, numeric effects of a spell scribed in an empowered rune are increased by one-half. An empowered rune uses up a spell slot one level higher than normal.

    Maximized Rune:
    All variable, numeric effects of a spell scribed in a maximized rune are maximized. A maximized rune uses up a spell slot two levels higher than normal.

    Extended Rune:
    A spell scribed in an extended rune lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended rune uses up a spell slot one level higher than normal.

    Persistent Rune:
    A spell scribed in a persistent rune has a duration of 24 hours. The spell placed inside the rune must have a personal range or a fixed range. Spells of instantaneous duration cannot be affected by this feat, nor can spells whose effects are discharged. A persistent rune uses up a spell slot five levels higher than normal.

    Subdual Rune:
    A spell scribed into a subdual rune deals nonlethal damage instead of lethal damage. Only spells that deal hitpoint damage can be scribed into subdual runes. Unlike other metascribing feats, subdual rune may be applied to blast runes. A subdual rune uses up a spell slot of the same level as the normal spell.

    Widened Rune:
    A spell scribed into an enlarged rune doubles its area of effect. Only spells that create area effects can be scribed into widened runes. A widened rune uses up a spell slot two levels higher than normal.

    Linked Rune:
    Linked runes can only be formed as engraved runes. A linked rune may be connected to another rune up to 100 feet away. When either of the runes are triggered, the other triggers as well, targeting the same target as the first rune if possible. Linked runes can form chains, with one linked rune triggering another linked to a third, and so on, though each linked rune may only be connected to one other rune. A linked rune uses up a spell slot one level higher than normal. For each link already existing in a chain, a linked rune added to the chain uses up a spell slot of another level higher.


    Runescribes and Prestige Classes: For the purpose of Prestige Class qualification and advancement, a Runescribe is considered either an arcane or divine caster, at the player's choice, but never both at once.
    Last edited by Circle of Life; 2011-08-07 at 03:12 PM.

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    Default Re: The Runescribe (3.5 Base Class)

    Full disclosure: this class is heavily inspired by Realms of Chaos's amazing Runic Demolisher class. All credit to them for the excellent idea.

    The table is also shamelessly adapted from jiriku's Magician. It was too pretty not to copy.

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    Default Re: The Runescribe (3.5 Base Class)

    This class looks like a hell of a lot of fun to play.

    With that fluffy compliment out of the way, I'll now say some crunchy things.

    1. This class seems like an excellent attempt to give access to both arcane and divine magic without being utterly overpowered. The slow spell progression and lack of the real game-breakers should help, but this is definitely a solid Tier 2 caster.

    2. The spellcasting method is extremely interesting, and I like the limitation on how many runes can be scribed at once. Setting aside mechanics, Runescribes look awesome, and that makes me happy. Paying attention to mechanics, it seems like a great way to prevent the class from nova-ing too hard.

    3. That said, this class can nova hard. Setting up a load of short-duration spells to go off right before walking into a room with Runic Engraving could make this the ultimate buff-machine, especially since you can cherry-pick spells from both the sorcerer and cleric list. You just carry a bunch of nonmagical belts or something, engrave one of them with say, a Wraithstrike set to go off in thirteen rounds, then engrave the next one with a True Strike set to go off in twelve rounds, then the next with Swift Invisibility, etc. Walk into the room and make something explode in a spray of gore. That said, this is big shenanigans, and then you're spent for the day, but the option still exists. Perhaps a steeper limit on the number of items that can be engraved?

    4. I approve greatly of the Blast Runes, and giving the class something to fall back on when spells run dry is a nice thing to do. That said, I'm a little concerned about the damage, which is fairly tame. These seem like more of a "crap, I'm out of spells and the hobgoblins are coming" than something a Runescribe would usually prepare at the beginning of the day, unless they have little to no blasty spells.

    5. I like the way you handle arcane spell failure; as an optimiser it makes me sad, because divine spells are better for out-of-combat buffing and healing, when armor can be removed, whereas arcane spells are better for slaughter. The DM in me is pleased that this class isn't a way to start throwing around Scorching Rays or somesuch while tanking it up in full plate.

    6. The little bits and pieces of the class, like the cool familiar and the Personal Rune are interesting, flavorful, and strong without adding too much to the class's power or adding too much complexity. I feel like you nailed it with the class features.

    7. Metascribing feats seem fairly priced, especially with no reducers. Empower may be a bit strong at only +1, but that's what playtesting is for.

    8. Runecircles reminds me of the Truenamer's Say My Name and I Am There, which I've always thought of as the coolest capstone ever.
    Last edited by RaggedAngel; 2011-08-06 at 11:11 PM.
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    Default Re: The Runescribe (3.5 Base Class)

    I like the mechanics of this class. It beats having a spellbook.
    I would like to say though, that with the limitation of having to scribe them (and provoke attacks of opportunity) and with the limits to how many can be scribed, that you don't need to limit uses per day.Additionally its not a full spellcaster. The time it takes to scribe a rune is penalty enough.
    Additionally the familiars ability to turn into any tiny creature without a limitation to HD is a problem. Not only that, but it could conceivable turn itself into a swarm.

    edit- I might even suggest that if you remove the spells per day limitation you could change the class level + int limitation to number of runes, to limiting the total level of runes you can have ready.
    Last edited by eftexar; 2011-08-06 at 11:32 PM.

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    Default Re: The Runescribe (3.5 Base Class)

    Quote Originally Posted by eftexar View Post
    I would like to say though, that with the limitation of having to scribe them (and provoke attacks of opportunity) and with the limits to how many can be scribed, that you don't need to limit uses per day.Additionally its not a full spellcaster. The time it takes to scribe a rune is penalty enough.
    I think you're underestimating the power of unlimited spells per day, fullcaster or not. If the Runecaster was able to totally refill all their runes between every fight they'd be unstoppable; limitless healing, buffing, and blasting. Hell, you'd be able to outlast a DMM cleric or a Wildshaping Druid. Circle's limits on spells per day is very, very necessary.

    Additionally the familiars ability to turn into any tiny creature without a limitation to HD is a problem. Not only that, but it could conceivable turn itself into a swarm.
    The text pretty clearly states that it only changes in appearance; it's stats stay the same, it just looks different.

    edit- I might even suggest that if you remove the spells per day limitation you could change the class level + int limitation to number of runes, to limiting the total level of runes you can have ready.
    This still wouldn't be enough to counteract limitless healing/buffing/scrying etc. Spells are too powerful to be an unlimited resource.
    Last edited by RaggedAngel; 2011-08-06 at 11:55 PM.
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    Default Re: The Runescribe (3.5 Base Class)

    Hm, interesting class indeed.

    Gotta agree: amazing balance between fluff and crunch.

    But let's get into the class:
    What is it built for? Low HD, but loads of tanking options. (+AC, +Hit, etc).

    More than enough options for casting, but then a heavy delay (Full Round to set up, standard to cast.) Perhaps that just makes them a "Start of the day" prep-caster, but still... My DM would use that to nail me.

    Damage on that Blast Rune is pretty low... By comparison, a rogue (Solid tier 5ish) can deal an additional 10d6 (on top of the weapon, on top of other bonuses), while this deals 10d4, a loss of at least 10 on average. Boost to at least the d6, maybe 8? It seems like this'll be the main attack for the class, and deserves some attention. Perhaps you were trying to break out from the "+1d6 at every other level" stuff that coats homebrew (not bad, just a tad overused), but I'd go for d8, if possible.

    Spell casting seems a little slow. 2 spells known per level? Though, of course, you are getting the best of the best, so it might not be that bad. The progression is VERY slow as well, too.

    Fluffy stuff seems useful, though. I could see the familiar giving you some use (Secondary buffer!), as opposed to being "a glorified class feature." Oooh. Slap a fireball on it, then send it in...

    The Personal Augmentation seems like it needs a few more choices, as, by the end of the class, any two Runescribes are going to have 8/9 of the same Augmentations, which means that it's only the order that matters. If I have some more time, I'd love to suggest a few.

    I like that there aren't any dead levels. Something is always going on, verrrrry nice.

    Overall, the class is great, and well-designed. I'd like to play it whenever I get the chance.
    Last edited by SamBurke; 2011-08-06 at 11:56 PM.
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    I cannot tell you the number of times I laughed while reading this.

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    Default Re: The Runescribe (3.5 Base Class)

    Quote Originally Posted by SamBurke View Post
    More than enough options for casting, but then a heavy delay (Full Round to set up, standard to cast.) Perhaps that just makes them a "Start of the day" prep-caster, but still... My DM would use that to nail me.
    It's actually meant to be at the crossroads between spontaneous and prepared casting. There's no need to choose your spells ten hours in advance, but neither can you just go out with everything ready at a moment's notice.

    Damage on that Blast Rune is pretty low... By comparison, a rogue (Solid tier 5ish) can deal an additional 10d6 (on top of the weapon, on top of other bonuses), while this deals 10d4, a loss of at least 10 on average. Boost to at least the d6, maybe 8? It seems like this'll be the main attack for the class, and deserves some attention. Perhaps you were trying to break out from the "+1d6 at every other level" stuff that coats homebrew (not bad, just a tad overused), but I'd go for d8, if possible.
    Two things here: it's force damage, which is blocked by only one ability that I know of (forceward spell), and it's an SLA, which means there are a slew of ways to increase that damage without making it built in.

    Spell casting seems a little slow. 2 spells known per level? Though, of course, you are getting the best of the best, so it might not be that bad. The progression is VERY slow as well, too.
    Both absolutely intended. I believe that spells like limited wish should be the best there are for offer, as opposed to gate or whatever. And, as you say, you can cherry-pick the exact spells you want for your character.

    The Personal Augmentation seems like it needs a few more choices, as, by the end of the class, any two Runescribes are going to have 8/9 of the same Augmentations, which means that it's only the order that matters. If I have some more time, I'd love to suggest a few.
    Please do. My ideas petered out just as I managed to scrape past the finish line, as it were.

    Overall, the class is great, and well-designed. I'd like to play it whenever I get the chance.
    Thanks.

    Edit: With regards to nova-buffing potential, bear in mind that personal range spells are explicitly disallowed from the Runic Engraving feature.
    Last edited by Circle of Life; 2011-08-07 at 12:12 AM.

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    Default Re: The Runescribe (3.5 Base Class)

    Quote Originally Posted by Circle of Life View Post
    Edit: With regards to nova-buffing potential, bear in mind that personal range spells are explicitly disallowed from the Runic Engraving feature.
    Well, I suppose that means you're limited to a party buffer, then. Just walk behind your fighter, and he starts seriously kicking ass.

    Here's some:
    Mesilhse Choose one skill. This skill is always a class skill for you, and you receive a +2 bonus to it.
    Ftaghn Choose any one Knowledge Check. You may take 20 on this check once per day per Int Bonus.
    Eijlsoe You may increase the damage of your Blast Runes by one die step (d4 to d6).
    Ukliskol The damage type of your Blast Runes may be changed to Fire, Cold, Electricity, or Acid.
    Vowksn Instead of a ten-foot burst, you may emanate your Blast Runes as a 15 foot cone, or a 30 foot line. (Requires Hynsye)
    Hynsye Add 5 ft to the burst radius of your Blast Runes. This rune may be taken multiple times, but only once every 4th level. This adds 15 feet to your cone and 30 feet to your line.
    Last edited by SamBurke; 2011-08-07 at 12:45 AM.
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    Default Re: The Runescribe (3.5 Base Class)

    Quote Originally Posted by SamBurke View Post
    Well, I suppose that means you're limited to a party buffer, then. Just walk behind your fighter, and he starts seriously kicking ass.
    You could do that, I guess. Or you could just scribe one of these on yourself for when you need to participate in the face-bashing. Mm, full attack of force damage.

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    Default Re: The Runescribe (3.5 Base Class)

    I suppose you might be right about the power of unlimited spells, ragged angel. Even so I keep looking at some of the melee classes. A rogue could conceivably deal 30d6 damage in sneak attack damage alone in a single round (our DM limited it, to the first attack) and martial adepts have infinite uses of their abilities (some only need a fullround to prepare all of their maneuvers). I just worry that a class with uses per day abilities has limited use towards the end of each day, although I suppose the blast rune still allows the class to be useful once it runs out of spells. This is why I only played the sorcerer once. Sure I could go nova and deal more damage than unoptimized fighters could, but then I was screwed for the rest of the day. The only thing that allows spellcasters to be overpowered are autosuccess spells like wish.

    As far as the familiar goes it never specifically says that it doesn't shapeshift into another creature. It states roughly along the lines that 'it turns into an approximation of...' An approximation in this case (based on the wording) could be considered a near-copy of a tiny creature. For example turning into a rat construct (as this ability implies) is an approximation of a rat.
    Last edited by eftexar; 2011-08-07 at 12:50 AM.

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    Default Re: The Runescribe (3.5 Base Class)

    If people are going to take liberties with homebrew, there are a hundred thousand more glaring wording discrepancies out there. The ability says what it does, and offers nothing more, nor a hint of more.

    That said, I'll state here for the record that it is a cosmetic change, nothing more.

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    Someone is wrong on the internet, and it's my job to fix that.

    Quote Originally Posted by eftexar View Post
    I suppose you might be right about the power of unlimited spells, ragged angel.
    I agree.
    Even so I keep looking at some of the melee classes. A rogue could conceivably deal 30d6 damage in sneak attack damage alone in a single round (our DM limited it, to the first attack)
    Pure damage is almost never a problem. Damage can be dealt with, and if someone's doing 30d6 in a round it should be at a level where that isn't even close to an autokill, even assuming all the attacks hit (they won't, usually). To do this your rogue has to be quite close to the monster, unless they're going the archery route, in which case they can only do meaningful damage in the first round. Spells have none of these limitations.
    and martial adepts have infinite uses of their abilities (some only need a fullround to prepare all of their maneuvers).
    Yes, they do. They can use their maneuvers as much as they want. Maneuvers, however, are not spells. To put it simply, maneuvers can only destroy, while spells can either create or destroy. Infinite destruction is cool, but infinite creation is godlike.
    I just worry that a class with uses per day abilities has limited use towards the end of each day, although I suppose the blast rune still allows the class to be useful once it runs out of spells. This is why I only played the sorcerer once. Sure I could go nova and deal more damage than unoptimized fighters could, but then I was screwed for the rest of the day. The only thing that allows spellcasters to be overpowered are autosuccess spells like wish.
    I believe that you need to attempt to play a spellcaster a few more times. Except at very low levels, the number of spells you can cast every day should rarely be a problem, especially once you can buy wands. Additionally, a sorcerer should be doing more damage than all but the most cheesed-out fighters, and they can do a whole lot more than that besides. Also, Wish sucks unless you're making someone else cast it, but that's neither here nor there.
    Last edited by RaggedAngel; 2011-08-07 at 01:05 AM.
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    Default Re: The Runescribe (3.5 Base Class)

    Linked rune metascribing feat added. The possibilities for that are endless, but I think it's balanced with a +1 adjustment. Thoughts?

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    Default Re: The Runescribe (3.5 Base Class)

    Quote Originally Posted by Circle of Life View Post
    Linked rune metascribing feat added. The possibilities for that are endless, but I think it's balanced with a +1 adjustment. Thoughts?
    Ooh, that is interesting. You can scribe, say, a Fireball on an arrow, trigger the arrow to go off at the end of the next round, then shoot the arrow into the target's square (AC 5). The Fireball goes off, which then triggers the Slow rune it's linked too, which triggers the Glitterdust rune it's linked to.

    Yeah. I think I like this one. Of course, that Fireball and Slow are 6th level spells and the Glitterdust isn't much better, so while this trick may be nice it also completely burns out your higher level slots. Whether or not it's worth it remains to be seen.
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    Default Re: The Runescribe (3.5 Base Class)

    Quote Originally Posted by RaggedAngel View Post
    Yeah. I think I like this one. Of course, that Fireball and Slow are 6th level spells and the Glitterdust isn't much better, so while this trick may be nice it also completely burns out your higher level slots. Whether or not it's worth it remains to be seen.
    Slow (3rd) <- Linked Fireball (4th (+1 adjustment)) <- Linked Glitterdust (4th (+2 adjustment))

    Does the feat make a little more sense now?

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    Quote Originally Posted by Circle of Life View Post
    Slow (3rd) <- Linked Fireball (4th (+1 adjustment)) <- Linked Glitterdust (4th (+2 adjustment))

    Does the feat make a little more sense now?
    That makes a lot more sense, and it seems much more like something I would actually use than just a "eh, that's interesting" kind of feat. I would like to say that it's good you have a "no Blast Runes" rider.
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    Default Re: The Runescribe (3.5 Base Class)

    Quote Originally Posted by RaggedAngel View Post
    I would like to say that it's good you have a "no Blast Runes" rider.
    Well, you could in theory use a linked rune to connect to the blast rune initially, but you can't make blast runes as linked runes, no.
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    Default Re: The Runescribe (3.5 Base Class)

    this is probably too obvious for people to have mentioned it but:judging from how small the objects you can scribe stuff onto can go (tiny is 1ft in height) could you inscribe proximity attack spell runes onto say throwing daggers or hell, just onto sticks, and keep a few in your belt to wing at people?
    cuz that seems like it would remove the problem of people worrying about the perparation time.
    similarly, i LOVE all the little strategies you can come up with with this spell!
    especially support spells that usually wouldnt seem to have much use, can be turned into crazy good strategies.
    consecrate/on a belt with veral trigger, and there you go, instant undead protection for the party
    or hell, make rocks into grenades
    brilliant class, i Love it haha

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    Default Re: The Runescribe (3.5 Base Class)



    EXTREMELY well done I would say. Are you going to make a Pathfinder variant? If not, can I?

    Few thoughts though. How about adding in something called rune energy.

    Rune Energy: Upon casting a spell, you gain rune energy at a rate of 1 point per spell level. You have a maximum pool of rune energy equal to your class level plus your Intelligence modifier. If you attempt to cast a spell that would cause you to exceed your rune energy pool, the spell fails and the use per day is wasted. Your rune energy is depleted by a certain amount each round. The round after casting a spell, your rune energy is depleted by 1 point per Intelligence modifier. You lose 1 point of rune energy per round until you have none. Despite the first round rune energy is depleted, you may never lose more than 1 rune energy per round except on any round that a target makes a critical failure on a save derived from a spell that cost you rune energy, this immediately depletes the cost of a the spell in rune energy. If at any point you cast a spell with zero rune energy accrued, the following round grants you the Intelligence modifier depletion.

    You may attempt to cast a spell from levels which you have no more uses per day. However, spells cast in this manner generate three times the normal amount of rune energy and never grant the initial depletion equal to your Intelligence modifier. Additionally, spells cast in this manner permanantly give you 1 point of rune energy until you rest for 8 hours, in which all permanant points of rune energy are removed.


    Now, this does allow for a character to do near unlimited casting per day, which I admit is strong. However, like it has been said, one can just buy tons of rods and scrolls and wands. Well... if the money can be blown on these things, and money is rarely an issue, then just make it free casting for the class. Mind you this wouldn't work with most caster, but with this fella and his tiny spell list, I can't see it being freakishly disturbing.
    In my opinion, this is a form of body fuel, with less of a pain.

    Either way, well done, mightily impressed.

    Edit: Thread Necromancy fail, a thousand pardons. Didn't even look at dates. I have been looking up rune based classes via Google website targetting system for months and never came across this thread until tonight. Internal thoughts assumed it was new due to never discovering it. As I said, a thousand pardons.
    Last edited by Deviston; 2012-07-26 at 02:08 AM.

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    ... 2011...
    you PM the thread starer if you want to reopen it.
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