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 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.)
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)
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)
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)
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)
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.
Increased Rune Pool: add 9 runes to your maximum rune pool.
Empowered Life Rune: Can Only be taken Once. Minimum Level 6. For each Rune expended the Stat damage and drain damage affects are removed in increments of 2 instead of 1.
Empowered Destruction Rune: Can Only be taken Once. Minimum Level 6. The Reach of your attacks are increased by an additional 5 feet for each Rune Expended. This means the maximum Reach gained when all 3 are expended is now 30.
Empowered Strength Rune: Can Only be taken Once. Minimum Level 6. The DR you get is at + 1. If all 3 runes are expended your DR is 15/appropriate material until the end of the next round.
Empowered Movement Rune. Can Only be taken Once. Minimum Level 6. The dodge bonus’s received for expending the Movement Runes are increased by 1.
Greater Life Rune: Can Only be taken Once. Minimum Level 10. Must take Empowered Life Rune. The Health gained for each summoned Life Rune is now 1 + RuneSword level + con modifier.
Greater Destruction Rune: Can Only be taken Once. Minimum Level 10. Must take Empowered Destruction Rune. Damage increases at ½ instead of ¼.
Greater Strength Rune: Can Only be taken Once. Minimum Level 10. Must take Empowered Strength Rune. Save bonus is at ½ instead of ¼.
Greater Movement Rune: Can Only be taken Once. Minimum Level 10. Must take Empowered Movement Rune. The movement bonus’s are doubled, in addition as long as a Movement Rune is active, the RuneSword is Hasted.
Extra Enhancement Rune: Minimum Level 2. You gain an extra enhancement rune.( Available for regular feat starting at level 9.)
Combination Spells List:
Note: Enhancement Runes play a much bigger role in a lot of these spells to come.
Life Rune = A, Destruction Rune = B, Strength Rune = C, Movement Rune = D
AAA Rejuvenating Jaunt: Heal a target and remove some negative affects.
AAB Suppression Wave.
AAC Break the Chains:
AAD Slow Time
ABB Disintegrating Blade, acidic blade, Necromatic Blade: Your blade takes your enemy’s blood and converts it into temporary hit points.
ABC Summon Helpful Ally. Summon a Helpful Ally that damages an enemy and may slow them.
ABD Deafening Blast: damage your foes with wind and daze and deafen them.
ACC Repelling Runes:
ADD) Alter Self
BBB: explosive runes, Fire Strike: Fire Seeking Balls of Flame.
BBC: Deadly Aura: Damage opponents that attack you from a range.
BBD Lightning Slash
BCC: Weaken Enemy Resistances
BCD Chaos Meteor: a B.F.M.
BDD Flying Surge: Shoot up high into the air and glide slowly down while knocking enemies prone.
CCC Primal Self, Augment Self: Give yourself a physical Stat boost.
CCD Swift Skirmish: gain a shield bonus and movement speed
CDD Gauged Teleportation:
DDD Invisibility: You are Invisible! Enjoy.
Components: Vocal, Somatic
Your Runes glow with a warm and benevolent gold and green light, then move from you to the person you are healing. They start oscillating around the person faster and faster, their glow transferring to the target. The target’s wounds close and heal and the Runes fade away. The RuneSword Heals the target as if he was summoning a Life Rune and cures the target of ailments as if he expended all his runes (not available until level 8). The RuneSword invested in Life enhancement runes multiply the damage healed by 1 + enhancement rune number. If there are 4 Life Enhancement runes for all intents and purposes, the target regenerates lost limbs and other missing body parts he or she would normally have.
(AAB) Suppression Wave:(Not available until level 12)
Range: close, wide line (25 feet wide)
Saves: Will save to ignore
Your runes become transparent then smash themselves into a ball in front of you. With a word the ball explodes in one direction blasting an area with nulling magic. Anyone caught within it must make a will save or have their items temporarily suppressed, their spell like abilities and ability to cast spells suppressed, and supernatural abilities suppressed. All these things listed above are suppressed for the Runesword’s current class level. For Every enhancement Rune invested into Life or Strength, increase the DC of the save by 2. A spell that removes Silence, or silence affects counters and dispels this affect. The victims of the spell can make one will save every round until they either make the will save or the duration of the spell ends.
(AAC) Break the Chains (Not Available until level 6):
Components: Vocal, Somatic
Your Runes glow separate colors, one white, one red, one black. They flow into the target and removes the curses and enchantments upon them. The Runeblade removes Curses as Remove Curse If One enhancement rune was invested into the Life Rune, this spell removes paralysis affects. If three enhancement runes were invested into the Life Rune, this spell also removes curses and other binding affects as Break Enchantment.
(AAD) Slow Time (Not Available until level 17)
Range: Personal, 100 feet
Duration: 2 rounds, cool down 1 minute relative to the Runeblade.
Your runes shoot out into three directions then spin in a wide circle around you in an area. All within this area is frozen in time like the Time Stop spell. You can leave and enter the time bubble with ease. All foes and allies alike within it are trapped. The bubble stops any projectiles and all creatures from entering it. The Runeblade can still summon runes and cast spells as normal only the targets are not affected by the spells until Slow Time ends. If the Runesword attacks or touches any of the victims with any physical objects, they become immune to Slow Time’s affects for the duration of the spell and retain their dex bonus to the attack. Once the spell ends, flying projectiles continue on their current trajectory and the Runesword’s spells come into affect. For Every two runes invested into the Movement Rune, increase the duration of the spell by 1 round. For every rune invested into the Life Rune, increase the affected distance by multiplying the current distance by itself.
(ABB) Vampiric Blade:
Components: Vocal, S
Duration: Until Discharged.
Your Runes glow black with an inky malevolence, they slowly float down to the touched blade then get absorbed inside of it. The blade itself becomes chill and slowly turns black. Small red eyes appears on the blade darting hungering for living flesh. This spell can only be cast on Swords. The touched melee weapon becomes gains a life stealing property. The damage dealt by the weapon and strength bonus are converted into temporary hit points that last for one hour. For every enhancement rune in the Life rune, you gain an additional half the damage done by this spell in hit points. For every enhancement rune in the Destruction rune, you gain an additional amount of damage dealt by the spell in temporary hit points. Note: These temporary hit points do not stack with any other temporary hit points.
(ABB) Disintegration Blade:
Duration: Until Discharged.
Saves: Fort Partial.
Your Runes glow a sickly green as they slowly float down to the touched blade then get absorbed inside of it. The blade itself glows the same sickly green and crackles as if the very air it travels through is being completely and utterly destroyed. The Runesword attacks and damages the enemy as normal. This spell can only be cast on Swords. If the Runesword strikes an enemy with this blade, the green energy travels to the target and attempts to disintegrate it. If the Runesword misses, the spell remains on the blade until it hits. It deals 1D6 damage per level to a maximum of 20d6 at level 20. If the target makes the fortitude save, the Runesword only rolls 1/4th the damage dice when determining damage. Round down. The Disintegration blade otherwise disintegrates like the spell Disintegrate. For every enhancement rune invested into the Life Rune increase the spell DC by 2. For every enhancement rune invested into the Destruction Rune accelerate the damage scale by 1d6. If 3 enhancement runes are invested into both Destruction and Life, then increase the damage dice of the disintegration Blade by 1(D6 becomes D8). If 6 runes are invested into Destruction, double the amount of dice rolled.
(ABB) Acidic Blade:
Components: Vocal, S
Saves: Fort Partial.
Your Runes grow a dripping green then melts into your blade. Dripping glowing green acid falls from the blade constantly. This spell can only be cast on Swords. The Runesword strikes the enemy damaging him with the acid. Sometimes the acid lingers and deals further damage as time passes. The Runesword must succeed to hit the enemy on an attack roll. The Runesword deals his normal sword damage as normal. In addition, he deals an additional 1D6 acid damage. The enemy needs to make a fortitude save or else take lingering 1D6 acid damage for rounds equal to the Runesword’s class level. The linger damage stacks with 1 + 1/4th the Runesword’s class levels times with the newly applied linger damage. Every enhancement rune invested into the life rune increases the DC by 2. Every 2 runes invested into the destruction rune increases all the damage by a D6.
(ABC) Summon Helpful Ally:
Your Runes glow, then start to grow into a temporarily living creature of Arcane Origins, they emulate the appearance of anything your mind desires but in a small size shape. In addition, they appear to be made out of a certain element that depends on your alignment. At base, when this spell is cast you summon one of these creatures. They can fly but must stay within 30 feet of you with any mode of mobility. The Helpful Ally has 4 hit points per Sword Rune Level. The Helpful Ally has no Melee attack, but Has a ranged attack. The ranged attack starts at 1d4 damage that increases by 1d4 every 2 levels. The type of damage is the elemental type of the Ally. The Ally must make a ranged attack versus the target’s AC. Its to hit modifier is equal to the Runesword’s base attack bonus plus his dexterity modifier. The range of this attack starts at 15 feet. Allys’ do not get additional attacks from the RuneSword’s base attack bonus. The Ally’s AC is equal to 14 + half the Swordrune’s class levels + intelligence modifier.
Lawful Good/Evil : Fire
Neutral Good /Evil: Ice
Chaotic Good/Evil: Lightning
Lawful Neutral: Cold
Neutral Neutral: Sonic
Chaotic Neutral: Acid
For every enhancement rune invested in the Life rune, each Ally receives 10 bonus hit points. For every enhancement rune invested in the Strength rune, each Ally gains 1 to its AC and deals damage as if it was one size category higher. For every enhancement rune invested in the Destruction rune, the Ally‘s attack range is increased by 15 and damage is increased by 1. For every set of enhancement runes invested into Life, Strength, and Destruction, one more helpful ally will be summoned. When the third set is reached, the additional Ally comes into being and the Ally’s attack now has the ability to slow its target. The Save is equal to 10 + half the RuneSword’s level + Int modier. In addition, For every Ally focusing fire on one target add 2 to the save.
((Justification for Fort Save: when the Ally’s gain the ability to slow, I imagine the elemental projectiles sticking to the enemy and hindering their movements.))
(ABD) Deafening Blast:
Range: Close Cone: 30 feet.
Saves: Fort, Reflex
Your Runes glow with an ominous gray light. They flow in front of you, then start to vibrate violently. Suddenly they disappear. A howling wind rips through the area smashing into enemies and deafening them. The enemies caught within the cone take 3d6 force damage and 1d6 non-lethal damage but can roll a reflex save to take partial damage. In addition the victims also must make a fortitude save or be dazed for one round and deafened for 3 rounds. For Every enhancement rune invested into the Destruction rune, the force damage is increased by 2D6. For every enhancement rune invested into the Life rune, the nonlethal damage is increased by 1d6. For the first enhancement invested into the strength rune, the enemies that fail are stunned. For the second enhancement rune invested, enemies are knocked prone if they fail the fortitude save. For the third enhancement rune invested, enemies are knocked prone no save unless if they avoided it using reflex. For every enhancement rune invested into the Movement Rune, the force of the winds blow the enemies back half your movement speed unless they make a fortitude save. If your enemies fly into a large heavy object treat the damage they take from it as if they fell the feet you blew them back.
(ACC) Repelling Runes:
Your Runes glow white hot then grow to an enormous size and resonate creating waves of spreading arcane power that deflect ranged attacks, spells, and abilities. Any foe hitting the Runesword with a ranged attack must make a Will save to hit the enemy or else the waves of arcane energy may blast away the offending attack away. If the foe fails the save the Runesword rolls a d20 then adds the value rolled to his AC whether it is its total AC, touch AC, or even flat footed AC. If the spell targeting the Runesword does not allow a roll to hit, the spell goes through as normal. If an Enhancement rune is invested into the Life Rune, the activation of the spell has the possibility of dispelling any magical silence affects. The Runesword and the caster of the spell must roll an opposed caster level check. If a second enhancement rune is invested into the life rune, the silence affect is dispelled immediately. If two enhancement runes are invested into the Strength rune, deflected attacks that depend on a ranged roll are automatically repelled straight back to the person that fired the ranged attack or the spells cast if the foe failed the will save. If three enhancement runes are invested into the Strength rune, ranged targeted spells without a ranged attack roll can possibly miss if the foe that cast the spell failed the will save.
(ACD) Reincarnate: As Reincarnate with the following differences:
The Runeblade can choose any creature from the list, or he can choose any uncommon or rare creature he has explicitly met in the past. In the event of an alignment conflict, the recipient of the spell must make a will save or have his or her alignment changed. The Gender of the recipient must be rolled randomly. If the recipient is transformed into a creature that gets more powerful with age, the recipient is transformed into that creature not by the relative age, but by the raw number age.
(ADD) Alter Self: As the spell Alter Self
(BBB): Fire Strike:
Saves: Reflex Half.
Your Runes Glow with a Fiery Red Light. They move so that they form a Triangle in front of you. In the center of the triangle the Runes focus their energies into a ball of Fire. The Runes then Launch mini fireballs at the Target until the Runes are fully expended. The Damage Dealt is equal to 1D4 + int modifier. The Runesword throws an additional fireball at every odd level. The Runesword may divide his targets as many as he chooses so long as he has fireballs. Each target only makes one reflex save at 10 + half runesword level + int modifier. For Every Destruction Enhancement rune invested, another fireball launched dealing the same damage as the other fireballs. In addition to this, for every Enhancement rune there is, the Fireballs also deal a splash damage that extends + 5 feet per Enhancement Rune. If 2 enhancement runes are invested into destruction increase the damage die by one. Repeat this process every 2 enhancement runes invested.
Bonus Feats(These special bonus feats can be taken by any feat slot:
Sculpt Firestrike Spell: sculpt the area affected by the firestrike in any way you choose.
Change Firestrike elemental type: change the elemental type to either acid, cold, electricity or sonic if you sacrifice either all splash attack, or all the extra fireballs from the enhancement runes. If no enhancement runes are currently invested in the Destruction rune, you cannot change the elemental type.
(BBC): Deadly Aura:
Duration: See Text
Saves: Fortitude Half.
Your Runes Start spinning around you in a random spherical nature, they move so fast that eventually they become a black streak, then appear to create a black orb around you. Small charges of electricity start to crackle on this shield as the runes burn away leaving behind a most deadly aura. Any enemy that attacks you within 30 feet takes 3D6 Negative energy damage per attack. The shield lasts until it is hit 5 times, or 10 minutes, whichever comes first. For every enhancement rune in Destruction, the damage is increased by 1D6 and has its range increased by 20 feet. For every enhancement rune invested into the Strength rune the range is increased by 10 feet and the shield can take 3 more hits. When 3 enhancement runes are invested into strength, increase the duration to 10 hours.
(BBC): Explosive Runes: (Not available until level 5.)
Same as explosive runes, except the target no longer has a weight restriction. For every enhancement rune invested into the strength rune, the Runsword may create an additional explosive rune and link the former to it as long as it is within 30 feet. For every enhancement rune invested into the strength rune, increase the range of the links by 10 feet and the range of the blast radius by 10 feet. This does mean the range of the no save zone is also increased by 5 feet.
(BBD) : Lightning Slash
Components: Vocal, Somatic
Saves: Reflex avoids, Fort, see text.
You grip your sword as your runes suddenly flash brightly. There is a dull boom sound as the runes suddenly appear past the target. In an instant you appear within those runes, your sword dripping with the blood of your enemy. Your enemy jerks and cries out as a thunderbolt comes out of the sky and strikes him in the very spot you stabbed him. The Runesword travels at the speed of lightning to his destination. Along the way he stabs his target marking the spot where the lightning strikes. The Runesword moves up to his current movement speed and deals 1d6 lightning damage for every 10 feet he travels in addition to the damage he would normally deal on a regular attack. If the Runesword runs into a wall, he takes the movement he has left to travel in shunting damage. He cannot turn. For the first enhancement rune invested into the Movement Rune the Runesword no longer provokes attacks of opportunity for the duration of this spell. For the second rune invested, the Runesword gains spiderwalk, water walk, and airwalk for the duration of this spell. For the third rune invested, then Runesword no longer has to move in a straight line for his entire movement but must move 20 feet straight through the target enemy. For every enhancement invested in movement after that, add half his current movement to the distance traveled. For every enhancement rune invested into the Destruction Rune increase the DC of all saves associated with the spell by 2. If 3 enhancement runes are invested into both, the target must make a Fortitude save or be paralyzed for 1 round.
(BCC): Weaken Enemy Resistances:
Components: Vocal, Somatic
Saves: Will Partial
SR: Does not allow SR if SR is being weakened.
Your runes glow a pale blue then fly to the target, thin blue beams shoot out and attach themselves to the target, the target suddenly starts to feel more and more vulnerable. Craggy skin becomes softer, a magic resistant soul feels weaker. The Runesword Points a finger to his target and chooses Physical, Magic Reduction, elemental magic reduction, alignment based damage reduction, or Spell Resistance. The Target temporarily loses 4 of the respective reduction or resistance. If the target makes the save, the amount of resistances they lose is halved. For every enhancement rune invested into the Destruction rune, increase the amount of resistances weakened by 3. For every enhancement rune invested into the Strength rune, increase the amount of resistances weakened by 4. If at least two of each runes are enhanced elemental immune enemies are reduced to elemental resistance 15 if they fail the save. Their formerly immune elemental resistance is not
(BCD) Chaos Meteor:
Duration: See Text
Saves: Reflex, Fortitude Partial.
Your Runes Start glowing rapidly in a kaleidoscope of colors. They rise into the area spinning frantically above the area you indicate. Lightning crackles, winds blow, Dark clouds and great spouts of fire forms in a widening area in the sky where the runes were. Suddenly a Meteor falls from the sky and strikes the area, then rolls forward leaving destruction in its wake. The Meteor takes up enough space for a large sized Humanoid. Any creature coming in contact with it must make an opposed check vs. a Bull rush by the meteor, which has a modifier equal to the RuneSword’s current level plus the sum of his strength and intelligence modifier. In addition, those that fail the reflex save must make a fortitude save or be lit on fire by the Meteor’s impact. The fire damage dealt by the fire is 2d6 + ½ RuneSword Level per round until the victim spends a full round action putting out the flames. The Damage from the impact is 2d6 bludgeoning and increases by 2d6 for each enhancement rune invested in destruction. The Size of the Meteor increases by one size category for every enhancement rune in Strength. For every size increase the bludgeoning damage from the impact is increased by an additional 1d6 The Meteor moves in a straight line for 30 feet and moves an additional 30 feet for every enhancement rune invested into Movement. Once the movement is exhausted the Meteor disintegrates into nothing.
(BDD) Flying Surge:
Duration: minutes/ level.
Your Runes Glow a bright blue then violently shove themselves into your legs, You suddenly feel compelled to bend your knees slightly as you feel a power growing within them. Suddenly the ground beneath your feet trembles until the very air around you starts shaking. Suddenly the energy is released as the ground are you explodes knocking most enemies prone. You are launched straight up into the air. Your legs still propelling you, you glide seamlessly to the ground at a lazy dropping rate.
A Runesword launches himself into the air knocking enemies around him prone, possibly with some damage depending on the amount of energy channeled into the initial launch. A RuneSword can launch 30 times his level feet high. After reaching maximum height, the RuneSword loses 30 feet a round as he glide’s safely to the ground. He can travel 60 feet with clumsy maneuverability. If a Runesword launches for at least 30 feet, small and smaller enemies within 15 feet must make a fortitude save or be knocked prone from the force of the blast. If a Runesword launches for at least 60 feet, medium sized enemies within 30 feet must make a fortitude save or be knocked prone. If a Runesword launches at least 120 feet, large creatures must also make a save or be knocked prone. This pattern continues until the RuneSword reaches level 20. If they channel in such a way that the affected enemies are under 3 size categories than the channeled height is proportional to, the enemies in question are knocked prone automatically. For every enhancement rune invested into the Destruction Rune, the enemy within the radius of the prone effect will take 2d6 + str modifier damage. The same fortitude save that determines if the character falls prone also determines if the damage taken is halved or not. For every enhancement rune invested into the Strength Rune, increase the flight maneuverability by one category. Once the Runesword gains perfect maneuverability, he may fly at his leisure as long as he doesn’t touch the ground. The Duration of the spell is extended indefinitely until he touches a flat surface with both feet.
(CCC) Augment Self: (Not available until level 7) (2 different spells of this combination may be in affect a time.)
Duration: minutes/ level.
Your Runes glow with a Vibrant Green Light as they circle around you. After they expend their energy, you find yourself feeling Stronger, faster, and maybe even tougher! Your physical body does not change, but the aura of power around you grows considerably (imagine DBZ but without episode long buffing) Choose Strength, Dexterity, or Constitution. You gain a +4 morale bonus in that Attribute for the duration of this spell. At every odd Runesword level after 1 add a + 2 morale bonus to one of these three stats for the duration of this spell. The maximum value any stat can be increased is up to +10. For every enhancement rune invested into strength, increase the damage category of your weapon by 1.
(CCC) Primal Armor:
Duration: hours / level.
Your Runes glow a holy yellow, calm gray, or fiery red. They flow into your body and create an armor out of solid runes that covers and blends with your original armor, face, and limbs. These runes appear to emulate the fur and appearance of certain animals. Bear, Tiger, or Wolf. Based off of the Runesword’s alignment, the Runesword will benefit from their augmented armor. The alignment choice is tied in with the secondary part of the alignment. For instance, if the character was neutral good, he will benefit from the bear armor. The ability bonus’s are enhancement bonus’s. For every Enhancement Rune invested into the Strength Rune, the Primal Armor will become stronger with increased benefits.
Your runes move then absorb themselves into your armor. A shimmering transparent shield made of force appears around you, ready to protect you against the coming blows. You also feel faster and ready to cut and run. Until the end of the Runeblade’s next turn the Runeblade gains 4 to his shield bonus. In addition the Runeblade doubles his movement speed for the duration of the spell. For every enhancement rune invested into the Strength rune the shield bonus is increased by 2. For every enhancement rune invested in Movement your movement speed is increased by its original value. If 3 enhancement runes were invested into the Strength rune You gain additional protection as if lesser globe of invulnerability were cast upon you. This instead becomes greater when the Runeblade reaches level 12.
(CDD) Gauged Teleportation:
Range: see text
Your Runes shimmer then slowly disappear. You get a sudden sense of vertigo as the runes reappear coming out of the floor around you. Many ghostly shimmering copies of these runes slow out faster and faster until in a flash of light, at that moment you visualize the location you want to go to. You feel like you are being pulled in two directions at once, then suddenly you find yourself in a new location. The Runeblade has the ability to teleport himself varying distances depending on his own power and the amount of time and power he channels into the invocation. At level one A Runesword can teleport 30 feet times his current RuneSword level as a standard action or can channel his energies up to 10 minutes to teleport minutes channeled times his RuneSword Level in miles. At level five A Runesword can channel up to 20 minutes. At Level 10 A Runesword can channel up to 30 minutes. For each enhancement rune invested into the Movement Rune, decrease the maximum channeling time by half their minutes, but keep the distance traveled as if you channeled for the previously desired minutes. For each enhancement rune invested into the Strength Rune, increase the maximum channeling time by 10 minutes for the added affect.
Duration: 1 round/ level.
Your Runes glow with a subtle blue or violet light as they shimmer around you. After expending their energy you find yourself rendered invisible to the naked eye, and perhaps even other forms of detection.
You are invisible. For Every Enhancement run invested into Movement there are added benefits. 1 rune increases the duration to minutes/level. 3 runes makes you pass without traces of you moving around or making a sound. 5 runes eliminates your scent and puts you under the affects of greater invisibility. 7 runes will increase the duration to hours/level and is considered mind blanked.
Benedictus, Venit in Nomine, in Nomine, Domini, Hossanna in Excelsis........
Last edited by Averagedog : 04-28-2010 at 11:00 PM.
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")
If the above post was written any time between 4AM and noon Mountain Time (10:00-20:00 GMT), it was probably written while I ought to have been sleeping. So, sorry. Unless an apology isn't necessary and whatever I wrote was awesome. In that case, you're welcome.