6/4/2013 - Free Wallpaper (and Mini Release)
5/29/2013 - Important: GiantITP Server Compromised
2/28/2013 - Update on Thumb
12/31/2012 - There's a New Comic
Frequently Asked Questions (FAQ)

Order of the Stick 894 The Last Room
Erfworld 163 The End of Book One
Erfworld Now at Erfworld.com!
RSS Feeds: OOTS

The Duke's Wolf, Part Four by Amber E. Scott
The Duke's Wolf, Part Three by Amber E. Scott
The Duke's Wolf, Part Two by Amber E. Scott

The New World, Part 9: Barbarians by Rich Burlew
The New World, Part 8: Gnomes by Rich Burlew
The New World, Part 7: Names and Cultures by Rich Burlew
Looking for the Gaming Articles?

 



Welcome back! Be sure you have read and understand the Forum Rules.


Go Back   Giant in the Playground Forums > Gaming > Homebrew Design
Register FAQ Members List Mark Forums Read End

Homebrew Design Roll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.

Reply
 
Thread Tools
Old 05-17-2010, 01:19 AM   Top  -  End  -  #1
Shoruke
Orc in the Playground
 
ElfWarriorGuy
 
Join Date: May 2010
Default Runic Trickster (D&D 3.5)

Rogues benefit from being smart. Your average trickster is probably a certified engineer who just took all his classes in Trap Disabling 211 instead of Architecture and Engineering 101. But you'd think, after disabling their 20th Explosive Rune, they'd figure out how to make physics bend over and lick their shoes clean. Or, at the very least, make the walls blow any passing goblins up. Presenting... the Runic Trickster.

Think gestalt rogue/wizard. Now take away all direct offensive magic capabilities, all Item Creation feats except maybe Scribe Scroll, the rogue's class feature progression (no sneak attack dice here), and make the time to prepare spells based on the number and complexity of spells (instead of being a flat "one hour"), and cast your spells as a move action. Oh and, like the other Trickster PrC's found in Complete Scoundrel, this class only has three levels, so no inscribing your armor with Wish.

Prerequisites to be a Runic Trickster:
Knowledge (Arcana) -or- Spellcraft: 6 ranks
Sneak Attack +2d6
Skill Tricks: any 3
Special: must have "read" and correctly interpreted the written version of at least 3 different spells (scrolls, a wizard's spellbook, etc.)

LevelBase Attack BonusFortitude SaveReflex SaveWill SaveSpecialInscriptions Per Day
1st+0+0+1+1Bonus Trick,Runic Inscriptions2/1/-/-
2nd+1+0+2+2Quick Inscription3/2/1/-
3rd+2+1+2+2Bonus Trick, Runic Finesse4/3/2/1

Runic Inscriptions: A Runic Trickster's signature feature is his ability to use magic quickly without being able to cast spells like a wizard or sorcerer.
A Runic Trickster can make a number of inscriptions per spell level as given on the table, plus a bonus for having a high intelligence score. His ability to inscribe runes is replenished by 8 hours of rest. If, prior to resting, a Runic Trickster's rune has not been activated, he does not regain that inscription slot from resting.
To make an inscription, a Runic Trickster must have studied the spell extensively, and made notes (which he must consult). The Runic Trickster keeps his notes in a pocketbook, which is much smaller than a wizard's spellbook and has less pages (weighs 1 lb). The notes for an inscription in a Runic Trickster's pocketbook take up 1 page per spell level (minimum 1), and require ink and a writing utensil. A Runic Trickster starts with 2 0th level and 2 1st level spells 'mastered' (he must still take the time to write these, see below), plus an additional number of 0th or 1st level spells equal to his intelligence modifier. At 2nd and 3rd levels, he may write an additional 2 spells of any level he can inscribe.
Runic Tricksters are restricted to using arcane spells. In order to successfully use an inscription meant to affect anyone but the Trickster, the inscription must be put on a weapon, activated during (or immediately before) combat, and succeed on a touch attack against the target. Tricksters are not able to inscribe summoning, healing, or teleportation spells.
A Runic Trickster may research new inscriptions by spending 72 hours (not necessarily consecutive), 20 pages of paper, and an ounce of ink doing the necessary calculations to master the new spell. The time and resources necessary for this process are halved if the Runic Trickster has access to a written version of an equivalent spell, such as a scroll or a wizard's spellbook. Runic Tricksters can teach each other their spells, which takes 30 (not necessarily consecutive) hours of teaching, 30 pages of paper, and 1.5 ounces of ink; or, a Runic Trickster who captures/steals another Trickster's pocketbook may attempt to interpret and master the enemy's spells with the same time and resources as teaching, plus a Knowledge (Arcana) or Spellcraft check against DC 20 + 2 per spell level.
Only the Runic Trickster who inscribed the rune may activate it, and doing so is a move action. Inscribing a rune takes 2 minutes per spell level, and requires appropriate writing supplies. Inscriptions can only be made on certain types of equipment (see individual spell descriptions)


Bonus Trick: At 1st and 3rd levels, a Runic Trickster learns one skill trick for which he qualifies that does not count against the normal limit.

Quick Inscription: By 2nd level, a Runic Trickster has practiced his inscriptions enough to write them in half the time; making an Inscription now takes him 1 minute per spell level.

Runic Finesse: By level 3, a Runic Trickster has incorporated the use of the runes into their fighting style. In any round when he performs a skill trick, a Runic Trickster may activate one of his runes as a swift action.


--end cheaply done mockery of Complete Scoundrel--

Comments? Questions? Queries? Concerns? Criticisms? Critiques? Other relevant words that probably start with C or Q? I'd like to hear it, I'm a leetle new to homebrewing (not to mention this forum) and could use the advice.
__________________
Chaotic Good means "Get out of the way or die, I've got people to save."

78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature. Where did you start yours?
In the town hall tent, discussing the city council's mission for the party: to ascertain the location of any other city from the kobolds.

Last edited by Shoruke : 05-25-2010 at 01:35 PM.
Shoruke is offline   Reply With Quote
Old 05-17-2010, 10:54 PM   Top  -  End  -  #2
brujon
Orc in the Playground
 
GnomeWizardGuy
 
Join Date: Oct 2008
Gender: Male
Default Re: Runic Trickster (D&D 3.5)

It's a cool concept, but i do have a few nitpicks:

You don't mention if there's a range requirement on activating the runes. Do a clever trickster get to take a rock, inscribe it with loads of Explosive Runes, toss it, then activate and do heaps of damage? Can he do it from across planes or overseas?

Also, any spell is probably a bit too much, many area spells remain useful for the entirety of the game, and you can fire multiples per round, even if limited to lvl 3(You also didn't specify Arcane or Divine spells..).... Invisibility + Haste, you take 2 move actions and bam, you're already 2 steps ahead of your enemy... Also, he isn't really gimped at all by the cast time, because the runes have no time-limit. As is, he can just take a week off adventuring, and just have heaps of inscriptions ready, firing off multiple spells a round. With a few items and a bit of optimization, it's not hard to get multiple move actions and swift actions.

As is, i think it's easy to abuse the mechanic and make loads of runes for buffing/attacking/controlling the battlefield. It also makes healing really easy, he can easily be the best healer in the game, both out of combat and in combat.


TL;DR version: Limit the range on activating runes; Create a "decaying" mechanic to prevent rune stacking; Limit to either Arcane or Divine spells; Hard-Limit the number of rune activations to 2 per round, maybe 3; Address problems with adding too much versatility.
__________________
----------------------------------------------------
Do i or do i not?

- Now i'm an ORC in the playground! Hooray =] -
brujon is offline   Reply With Quote
Old 05-20-2010, 03:56 PM   Top  -  End  -  #3
Tibbaerrohwen
Barbarian in the Playground
 
HalflingPirate
 
Join Date: Nov 2009
Default Re: Runic Trickster (D&D 3.5)

I concur with everything brujon stated.
Spell lists have to be limited to either Divine or Arcane, though I assume you intend for Arcane casting based on the skill pre-reqs.
Limit on number of runes per square of space is needed, along with a limit on duration, and the distance the Trickster can be from the rune while still being capable of activating it.
Also, standard PrC have +2 as starting for strong saves. Does the choice of +1 have something to do with the Gestalt mechanics you mentioned above (I'm not overly familiar with Gestalt rules)?
You're missing the backslash on the second syntax for bolding Bonus Trick.
I didn't notice a class skill list or skill points per level. Is that coming, or even meant to be included?
Over all, I agree with the concept and think it's a cool idea. Needs some work, but keep at it; I look forward to seeing the final product.
Tibbaerrohwen is offline   Reply With Quote
Old 05-25-2010, 12:48 AM   Top  -  End  -  #4
Shoruke
Orc in the Playground
 
ElfWarriorGuy
 
Join Date: May 2010
Default Re: Runic Trickster (D&D 3.5)

Thanks for the advice, guys; I actually meant to have a lot of that stuff in the original description, but I guess I was tired (and did a lot of on-the-fly rewriting) at the time.

I edited the OP, the new stuff is in red to be eye-catching.

I think I should make a spell inscription list...
__________________
Chaotic Good means "Get out of the way or die, I've got people to save."

78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature. Where did you start yours?
In the town hall tent, discussing the city council's mission for the party: to ascertain the location of any other city from the kobolds.
Shoruke is offline   Reply With Quote
Old 05-25-2010, 12:56 PM   Top  -  End  -  #5
Shoruke
Orc in the Playground
 
ElfWarriorGuy
 
Join Date: May 2010
Default Re: Runic Trickster (D&D 3.5)

Done the levels 0 and 1 spell lists. Please excuse the double post.

Level 0:
Spoiler


Level 1:
Spoiler
__________________
Chaotic Good means "Get out of the way or die, I've got people to save."

78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature. Where did you start yours?
In the town hall tent, discussing the city council's mission for the party: to ascertain the location of any other city from the kobolds.
Shoruke is offline   Reply With Quote
Old 05-25-2010, 01:00 PM   Top  -  End  -  #6
Machiavellian
Banned
 
 
Join Date: May 2010
Default Re: Runic Trickster (D&D 3.5)

I dig this concept, bro. Great when comboed with a Spellthief/Sorcerer/Unseen Seer/Arcane Trickster
Machiavellian is offline   Reply With Quote
Reply


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT -5. The time now is 04:59 PM.



Powered by vBulletin®
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.
Usage of this site, including but not limited to making or editing a post or private message or the creation of an account, constitutes acceptance of the Forum Rules.