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Old 04-28-2010, 10:55 PM   Top  -  End  -  #1
Averagedog
Bugbear in the Playground
 
SamuraiGuy
 
Join Date: Jun 2009
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Default The Runesword [DnD 3.5 Base Class][PEACH]

DISCLAIMER: This Class was deemed nigh unbalanceable by my friendly dnd 3.5 gurus. Please prove me wrong.

Some solutions I have considered:
1. Decrease the number of bonus feats the Runesword recieves.
2. Decrease the number of enhancement runes that are obtained.
3. Get rid of Runesurge.
4. Decrease the power level of the Basic Runes.
------------------------------------------------------------------

The Runesword



Alignment: Any
Hit Die: D6

Class Skills
Concentration (con), Climb (Str), Craft (Int), Diplomacy (Cha), Jump(Str), Swim (Str), Profession (Wis), Spellcraft (Int), Knowledge Arcane(Int), Knowledge Planes(Int), Spot (Wis), Decipher Script (int), search, concentration.

Skill Ranks Per level: 4 + int modifier

Class Features
The following are class features of the RuneSword.

Weapon and Armor Proficiency: A RuneSword is proficient with all simple and melee martial weapons, Bastard Swords, two bladed swords, light armor, medium Armor.

Armored Caster (Ex): level 1: The RuneBlade has no arcane spell failure in light armor and shields and 10% failure in medium armor or less if it becomes available. Regular penalties for heavy armor applies.

Rune Powers (Su): level 1: The RuneSword works his magic through employing Arcane Runes that float in an Aura around him. Runes are personal only and cannot be used to buff allies. As a Standard Action he can disable them to hide them from view, but doing so will disable the RuneSwords buffs. Spells are drawn from these Runes depending on the combination of 3 that are activated. Refer to the spell list for the combination that is in conjunction with the spell. Spells are cast by expending the summoned runes as a standard action. Unless stated explicitly, all of the Runesword’s spells allows spell resistance. Unless stated explicitly, no spells under the same combination will stack with any other spell under that combination. A Runesword can invoke up to 3 runes at a time as a swift action. As a part of the same actions runes may also be expended without invoking a spell. These Runes may be invoked in any combination, even invoking runes of the same type for stacking affects. A Runesword can invoke one rune at level 1, at every odd level hereafter. Starting at third level, the Runesword can choose enhancement runes instead of a normal rune. See Enhancement Runes for a more detailed explanation.

As a reminder, a combination of Runes are summoned as a swift action and are expended to invoke spells as a standard action. When the Runes are invoked, they disappear removing the benefits of the activated runes from the Runeblade until he re-summons them the next turn. Invoking runes casts a spell that corresponds with the rune combination. In addition to this the Runesword limited to a certain amount of Runes per day. This reflects his mental and physical stamina when summoning arcane energies into the physical world. This value is calculated as follows. 6 + Runesword level x (int mod. + con mod.). This value is determined at the start of the day and buffs from his own spells do not add to this value. Runes cannot be summoned or expended if the RuneSword is incapacitated. Examples include but may not be limited to Stun, Nausea, Insanity, confusion, paralysis, sleep, and Death. Should the Runeblade be grappled, the Runeblade must make a concentration check equal to 10 + the difference in grapple check to cast his spells. Unless otherwise noted, to save against Runesword spells are 10 + half the Runesword’s level + intelligence modifier.

“Vita”: Life. Summoning each Life Rune Cures the caster of 1 + half runesword level(minimum 1) + con modifier hit points. Expending each life rune in a spell cures con modifier in hit points. At 5th level this can instead be sacrificed to remove one point of stat damage. At 10th level this can instead be sacrificed to remove 1 ability drain damage. If all 3 runes expended were life runes, remove some and eventually all negative affects from yourself. At first Level this can remove non magical diseases and sickening affects. At 5th level this includes magical diseases, 1d6 stat damage per ability score, and confusion affects. At 10th level this removes all poisons, paralysis, and insanity and 1d6 points of ability drain.

“Destructo”: Destruction. Summoning a Destruction Rune adds 1 + 1/4 Runesword level damage to all of his attacks as long as the runes are activated or until the start of his next turn. Expending each Destruction Rune temporarily increases the reach of the wielder by 5 feet until the end of his next turn. If all 3 runes expended were Destruction runes, the RuneSword’s Reach becomes 15 more than his natural reach until the end of his next turn. If the Destruction rune is enhanced by an enhancement rune the RuneSword’s attacks while expending the destruction runes affects all enemies within his temporary range in addition to all his other range benefits assuming all 3 runes were expended.

“Vis” Strength. Summoning a Strength Rune adds 1 + 1/4 runesword level(round down) to all saves as long as the runes are activated or until the start of his next turn. Expending each Strength rune in a spell adds Damage reduction that stacks with each strength rune equal to 2/magic.The affect lasts until the end of the RuneBlade’s next turn. At 10th level the DR type changes to the opposite alignment of the Runesword. If the Runesword is neutral he may choose. At 20th level the DR type changes to DR/-. If the character is neutral it will instead add + 1 to the DR given by each rune. If all 3 runes expended were Strength runes, the RuneSword‘s DR becomes 10/the appropriate material for his level. If the Strength rune is enhanced by the enhancement rune the RuneSword gains SR 11 + class level in addition to all his other benefits until the start of his next turn assuming all 3 runes were expended.

“Celeritas”: Movement. Summoning a Movement Rune adds + 5 movement speed per rune as long as the runes are activated or until the start of his next turnTreat this as an enhancement bonus. Expending each Movement rune in a spell adds 1 to the RuneSword’s dodge bonus until the start of his next turn. If all 3 runes expended were Movement runes, the RuneSword gains mobility, spring attack, and evasion until the end of his next turn. If the Movement rune is enhanced by the enhancement rune, the RuneSword gains the Pounce ability and gains improved evasion instead of evasion assuming all 3 runes were expended.

Enhancement Runes (Su):
Enhancement Runes are unrefined runes that can latch onto and empower other non Enhancement runes. At any time of the day, a Runesword can spend a full round action to reconfigure the distribution of his Enhancement Runes. Enhancement runes not only empowers other non enhancement runes, but also empowers spells that enhanced runes use. Some spells have level restrictions to the number of enhancements available. Enhancement runes are powerful tools to increase a Runesword’s power, but even they have their limits. A Runesword can have up to 1 + 1/3th his Runesword level enhancement runes on each other rune type.
Starting at second level, the RuneSword can choose an Enhancement rune as one of the available bonus feats. Starting at third level and at every time he gains a new rune, a Runesword can instead choose to gain an enhancement rune.

Weak Rune Surge (Su) (Note: As the Runeblade gains level and gains more powerful Rune surges, these new rune surgers override the weaker rune surges. They do not stack. The Runesword has the option to use weaker version of Runesurges though.)
(1/day)

Once per day, as part of a full, attack action, you can channel the remnants of your spent runes into your blade to deal extra damage. For each 2 expended runes fed into your blade add 1 damage to all attacks. The channeled expended runes are now completely spent and cannot be used for further purposes. If 10 expended runes are channeled the foe being attacked must make a fortitude save equal to 10 + half the RuneSword’s level + con modifier or be dazed for one round.

Lesser Rune Surge (Su)
(2/day)

As Weak Rune Surge, except instead of being dazed, the primary enemy is stunned for one round. In addition if 20 expended runes are channeled the arcane energies of the attack continue to surge through the main target and strike the first being in a line behind the main target up to 30 feet. There is no save but the attack roll the RuneSword rolled must hit the secondary target’s AC. The Damage the victim takes is equal to the number of channeled expended runes times the number of attacks that would hit the victim‘s AC.

Great Rune Surge (Su)
(3/day)
As Lesser Rune Surge with the following differences. If 30 expended runes are channeled the arcane energies of the attack the sheer power of the surge spreads in a cone behind the primary target in a 30 foot cone. The Primary target is stunned even if it is immune to such affects, all the secondary targets must make a save or be dazed for 2 rounds.

Greater Rune Surge (Su)
(4/day)

As Great Rune Surge with the following differences. If 40 expended runes are channeled through the arcane energies of the attack, the sheer power of the surging runes cause the RuneSword’s current activated runes, if any, to expend and channel themselves into the attack. When these runes are expended the spell effect is cast. Should this spell be under a combination that already has an activated spell on the Runesword or on the foe, the spell will stack for its duration. The formula for the save the primary target needs to make is changed to 10 + half Sword Rune level + con modifier + Int modifier. The saves of the secondary targets remain the same.

Epic Rune Surge (Su)
(5/day)

As Greater Rune Surge with the following differences. If 50 expended runes are channeled through the arcane energies of the attack, the sheer power of the surging runes cause the RuneSword’s blade to pierce through all resistances. The magical damage goes through spell resistance, elemental resistance, adamantine and all lesser materials, alignment based damage reduction, and even epic resistances. The Formula for the saves of the secondary targets change to the formula for the primary target. In addition, if the secondary targets fail, they are also stunned for 1 round.

Runic Shield(Su): At level 3, the RuneSword with his connections to the magical runes of power, creates a floating shield made of his runes that becomes stronger as his magic does. This shield grants a shield bonus and floats around him slowly blocking enemy attacks but never hindering the wielder in any way. This shield grants a bonus of 2 to his shield bonus to AC. At Level 5, the RunicShield gains the ability to emulate an active rune while activated. While this activated rune does NOT stack with the other 3 normal runes, it does give the benefits as if one of the normal runes of that type was active. . At Level 7, the shield bonus increases by another 1. At level 9, the Runesword gains the ability to have a second rune constantly active in the manner of the first. At Level 11, the Runesword gains another addition of 1 to his shield bonus. At level 13, the Runesword benefits as if 3 of another rune was constantly active. At level 15, the shield bonus increases by a final one with a total shield bonus of 5. Note: the constantly active runes of the shield Can NEVER be expended. The 3 of a type of Runes the shield is powered by is chosen every morning or whenever the shield manifests at the RuneSword’s discretion. The runeSword can summon or dispel the shield at any time he wants. Note: To change the rune type of the shield, it costs the normal amount of runes to summon it.

Extract Runes: The power of Magic is in the RuneSwords blood and his very soul. Even when his daily amount of rune usage per day is expended, a RuneSword can replenish a portion of his available runes at a sacrifice. A Runesword can replenish half of his daily amount of runes per day, if he takes 2 constitution and 2 Intelligence drain. In addition, for all intents and purposes he is under the affects of level drain without the hitpoint loss. This drain cannot be healed by the Runesword’s spells or abilities. He must either wait until the next day, where the drain will disappear, or take two castings of restoration, or one casting of greater restoration or heal or other spells that emulates them. He may only do this as long as his intelligence and Constitution does not fall under 10.

Bonus Feats(Ex): All bonus feats except for Extra Rune Enhancement may be selected with regular feats.
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Combination Spells List:
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Last edited by Averagedog : 04-28-2010 at 11:00 PM.
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Old 04-28-2010, 11:32 PM   Top  -  End  -  #2
Jack of Spades
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DwarfBarbarianGuy
 
Join Date: Mar 2010
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Default Re: The Runesword [DnD 3.5 Base Class][PEACH]

As a rule, I'm rubbish at balancing, but my suggestion to lower power would probably be to either knock the BAB down to medium or to remove the melee capabilities (or at least the emphasis on melee). Alternatively, you could tone down the benefits from having the various runes active.

Other stuff: You'll want to proofread that post, there's a plethora of simple mistakes laying around. Also, if you'd like, here are a few names of proto-Norse runes so those names sound less like Final Fantasy spells (just my impression, and merely suggestions):
For Life-- Wunjo ("Joy"), Jera ("(Good) Harvest", pronounced Yera) or Gebo ("Gift").
For Destruction-- Hagl ("Hail").
For Strength-- Ur ("Aurochs" or "Strength") although a better fit may be Algiz ("Elk" or "Elk sage" [the plant], a rune of protection).
For Movement: Raidho ("Travel" or "Journey") or Ehwaz ("Horse")
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Old 04-28-2010, 11:53 PM   Top  -  End  -  #3
Averagedog
Bugbear in the Playground
 
SamuraiGuy
 
Join Date: Jun 2009
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Default Re: The Runesword [DnD 3.5 Base Class][PEACH]

I was using real latin :P. As for the BAB, I kind of felt that a higher bab was needed to compensate for the lower hit die, but then again, some of the spells solves some of those problems altogether.
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