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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.

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Old 06-16-2010, 07:56 PM   Top  -  End  -  #1
Chainsaw Hobbit
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wink (3.5 PrC) Rune Tank P.E.A.C.H.

Rune Tank

(Drawing by: ME!!!)


"Was that supposed to hurt?"
- Corack Stormblade, Human Rune Tank

Rune Tanks are powerful melee fighters that use arcane runes to add to their fighting prowess.

Becoming a Rune Tank

ENTRY REQUIREMENTS
Base Attack Bonus +5
Skills Spellcraft (4 ranks), Any crafting skill (6 ranks).

Class Skills
Skills Points at Each Level: 4 + int
Spellcraft, all crafting skills, jump, climb, swim, concentration, knowledge (arcana).

Hit Dice: d10

LevelBABFort SaveReflex SaveWill SaveSpecial
1st+1+0+2+2Weapon rune
2nd+2+0+3+3Armor rune
3rd+3+1+3+3Runic resistance
4th+4+1+4+4Improved weapon rune
5th+5+1+4+4Improved armor rune
6th+6/+1+5+5+5Rune mantle
7th+7/+2+2+5+5Greater weapon rune
8th+8/+3+2+6+6Greater armor rune
9th+9/+4+3+6+6Adaptable runes
10th+10/+5+3+7+7Extra runes

Weapon rune (SP)
Spoiler


Armor rune (SP)
Spoiler


Improved weapon rune (SP)
Spoiler


Improved armor rune (SP):
Spoiler


Greater weapon rune (SP):
Spoiler


Greater armor runes (SP)
Spoiler


Runic resistance (SP)
Spoiler


Rune mantle (SP)
Spoiler


Adaptable runes (EX)
Spoiler


Extra runes (EX)
Spoiler

Last edited by Chainsaw Hobbit : 06-17-2010 at 12:18 PM.
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Old 06-16-2010, 08:15 PM   Top  -  End  -  #2
Chainsaw Hobbit
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Default Re: (3.5 PrC) Rune Tank

I added armor runes!
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Old 06-16-2010, 08:39 PM   Top  -  End  -  #3
DMofDarkness
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Default Re: (3.5 PrC) Rune Tank

a) you need to add more before people comment, and b) just too powerful. With a 1 level dip, they get to deal an extra 1d8+1d6 points of damage and damage to their constitution, which can drain alot of health quickly in a full attack.
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Old 06-16-2010, 09:31 PM   Top  -  End  -  #4
Chainsaw Hobbit
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Default Re: (3.5 PrC) Rune Tank

I added more stuff.
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Old 06-16-2010, 09:54 PM   Top  -  End  -  #5
ChumpLump
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Default Re: (3.5 PrC) Rune Tank

Haven't read it all yet, but I love the concept. Elegant, and simple.
However, I think there may need to be more information about scribing runes.

Edit: Are the runes made from Arcane Mark-like magic, or are they painted using special paints? Can they be scrapped off/dispelled? How long do they last, what does it take to make them (time/money/exp?).



Further, It seems three runes on weapons and armor is... well it's overpowered. Compared to the Kensai this guy wins every day of the week, with more powerful weapons and Armor.

What about up to 3 runes, but it may not use 2 runes of the same 'quality' or 'level' on the same object? It would spread the class out and balance it a little more I think.
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Last edited by ChumpLump : 06-16-2010 at 09:57 PM.
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Old 06-16-2010, 09:56 PM   Top  -  End  -  #6
demidracolich
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Default Re: (3.5 PrC) Rune Tank

Interesting idea. Seconding rune limit.
Also above post you misspelled week.
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Old 06-16-2010, 10:07 PM   Top  -  End  -  #7
Chainsaw Hobbit
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Default Re: (3.5 PrC) Rune Tank

I fixed rune limit and added more armor runes.
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Old 06-16-2010, 10:09 PM   Top  -  End  -  #8
Milskidasith
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Default Re: (3.5 PrC) Rune Tank

2d6 points of damage of a type of your choice if they move? Well, 2d6 con damage isn't bad.

The rest of it is... eh. The people saying it's OP to get to add 1d8+1d6 to your weapon have no clue what they are talking about. Most of the abilities are just slightly better weapon enhancements, and in no way worth actual class features, while some of them (2d6 con damage) are very powerful. The armor abilities vary from also being meh to being... still meh.
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Old 06-16-2010, 10:19 PM   Top  -  End  -  #9
Chainsaw Hobbit
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Default Re: (3.5 PrC) Rune Tank

Quote:
Originally Posted by Milskidasith View Post
2d6 points of damage of a type of your choice if they move? Well, 2d6 con damage isn't bad.

The rest of it is... eh. The people saying it's OP to get to add 1d8+1d6 to your weapon have no clue what they are talking about. Most of the abilities are just slightly better weapon enhancements, and in no way worth actual class features, while some of them (2d6 con damage) are very powerful. The armor abilities vary from also being meh to being... still meh.
Huh, you can only do 1 point of CON damage per round.
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Old 06-16-2010, 10:29 PM   Top  -  End  -  #10
Milskidasith
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Default Re: (3.5 PrC) Rune Tank

Quote:
Originally Posted by josha View Post
Huh, you can only do 1 point of CON damage per round.
One of your moves allows you to do 2d6 points of damage of the type of your choosing. I would chose constitution damage.
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Old 06-16-2010, 10:50 PM   Top  -  End  -  #11
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Default Re: (3.5 PrC) Rune Tank

Quote:
Originally Posted by Milskidasith View Post
One of your moves allows you to do 2d6 points of damage of the type of your choosing. I would chose constitution damage.
Because of this, I'd say you have to provide a list of available damage types or say something like "other than ability damage."

Spell slot damage!

Nah. That wouldn't slide.

Last edited by Temotei : 06-16-2010 at 10:51 PM.
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Old 06-16-2010, 11:26 PM   Top  -  End  -  #12
Milskidasith
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Default Re: (3.5 PrC) Rune Tank

As another note: Taking the ninth and tenth levels of this PrC are worthless.
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Old 06-16-2010, 11:45 PM   Top  -  End  -  #13
Vaynor
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Default Re: (3.5 PrC) Rune Tank

Dead levels are dead. Add a capstone and at the very least some filler/fluff abilities to the dead levels.

Maybe they can expend all of the energy from a rune, granting an instantaneous and powerful effect (based on the rune type) but rendering the rune useless for a few rounds?

More runes would also be nice but I think that goes without saying. I like the concept though.
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Last edited by Vaynor : 06-16-2010 at 11:47 PM.
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Old 06-17-2010, 12:42 AM   Top  -  End  -  #14
Chainsaw Hobbit
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Default Re: (3.5 PrC) Rune Tank

Quote:
Originally Posted by Vaynor View Post
Dead levels are dead. Add a capstone and at the very least some filler/fluff abilities to the dead levels.

Maybe they can expend all of the energy from a rune, granting an instantaneous and powerful effect (based on the rune type) but rendering the rune useless for a few rounds?

More runes would also be nice but I think that goes without saying. I like the concept though.
I'll add stuff, it's not yet completed.
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Old 06-17-2010, 12:58 AM   Top  -  End  -  #15
The_Admiral
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Default Re: (3.5 PrC) Rune Tank

I have a good quote
Was that supposed to hurt?
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Old 06-17-2010, 05:30 AM   Top  -  End  -  #16
Mangles
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Default Re: (3.5 PrC) Rune Tank

I love the idea of a rune warrior, but this isn't it. It needs more flavor and differences to the abilities. Flat 1d6 of x type damage isn't interesting. Why not different effects for the different types of damage. You've already started that way with shock (which does more damage and is more versatile), why not with the others. Also why do they get two runes to start off with. Why not 1 weapon at every odd level and 1 armor at every even level. With the increases at the same place.

With regards to the dead levels you should really fill in with things this player can't do with runes. Even just adding bonus feats would at least make this a viable alternative to the fighter, and that would be the minimum that I would give this class. Your picture has the rune warrior with runes on his face and boots and everywhere else that they can be put. Why doesn't this class.

Also its ambiguous as to whether you can add runes to an already magical weapon. If you can than this could be a class is playable. If not than this class will only work in a low magic/money campaign.

That's all for now. I'll check back up on it when some changes are made.
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Old 06-17-2010, 09:16 AM   Top  -  End  -  #17
radmelon
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Default Re: (3.5 PrC) Rune Tank

For the portal rune, what does it mean it increases your reach by 2?
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Old 06-17-2010, 09:20 AM   Top  -  End  -  #18
Chainsaw Hobbit
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Default Re: (3.5 PrC) Rune Tank

Quote:
Originally Posted by radmelon View Post
For the portal rune, what does it mean it increases your reach by 2?
You can attack foes up to 3 squares away.
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Old 06-17-2010, 09:28 AM   Top  -  End  -  #19
Ehra
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Default Re: (3.5 PrC) Rune Tank

Quote:
Originally Posted by josha View Post
[
Shockwave rune
On a hit the target is pushed 1 square and and must make a fortitude save (DC 10 + half your Rune Tank level.)
I think you forgot to finish this one
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Old 06-17-2010, 09:32 AM   Top  -  End  -  #20
Chainsaw Hobbit
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Default Re: (3.5 PrC) Rune Tank

Quote:
Originally Posted by Ehra View Post
I think you forgot to finish this one
Ah, yes thanks.
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Old 06-17-2010, 09:54 AM   Top  -  End  -  #21
Chainsaw Hobbit
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Default Re: (3.5 PrC) Rune Tank

I finished the class!

Last edited by Chainsaw Hobbit : 06-17-2010 at 09:54 AM.
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Old 06-17-2010, 10:06 AM   Top  -  End  -  #22
Dragon Elite
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Default Re: (3.5 PrC) Rune Tank

Law and chaos have different effects, you might want to change that.
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Old 06-17-2010, 10:12 AM   Top  -  End  -  #23
Chainsaw Hobbit
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Default Re: (3.5 PrC) Rune Tank

Quote:
Originally Posted by Dragon Elite View Post
Law and chaos have different effects, you might want to change that.
I made it to reflect the different alignments, chaos does more random damage and unravels your foe's defenses while law does more fixed damage and roots your foe in place.
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Old 06-17-2010, 10:22 AM   Top  -  End  -  #24
Merk
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Default Re: (3.5 PrC) Rune Tank

Seeing as you need a +5 BAB, the earliest you can enter the class is at about ECL 5. You get Runic Resistance at level 3, so at that level your SR is 7 + 3 = 10 for an ECL 8 character. That seems a bit weak. Even level casters will bypass your SR on a 2 or better, and 1st level casters will bypass your resistance more than 50% of the time.

By level 20, you'll have a total SR of 17, meaning that a caster 4 levels lower than you succeeds even on a 1.

I'd suggest either raising the amount of SR this class receives, or giving the class a method of raising its SR in another manner (for example, have the amount of SR = 12 + 2x (number of runes invested)).
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Old 06-17-2010, 10:29 AM   Top  -  End  -  #25
Chainsaw Hobbit
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Default Re: (3.5 PrC) Rune Tank

Quote:
Originally Posted by Merk View Post
Seeing as you need a +5 BAB, the earliest you can enter the class is at about ECL 5. You get Runic Resistance at level 3, so at that level your SR is 7 + 3 = 10 for an ECL 8 character. That seems a bit weak. Even level casters will bypass your SR on a 2 or better, and 1st level casters will bypass your resistance more than 50% of the time.

By level 20, you'll have a total SR of 17, meaning that a caster 4 levels lower than you succeeds even on a 1.

I'd suggest either raising the amount of SR this class receives, or giving the class a method of raising its SR in another manner (for example, have the amount of SR = 12 + 2x (number of runes invested)).
Thanks, I fixed it.
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Old 06-17-2010, 10:43 AM   Top  -  End  -  #26
Chainsaw Hobbit
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Default Re: (3.5 PrC) Rune Tank

Added shielding rune to greater armor runes.
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Old 06-17-2010, 12:13 PM   Top  -  End  -  #27
Dead_Jester
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Default Re: (3.5 PrC) Rune Tank

Quote:
Originally Posted by josha View Post
Storm rune
On a hit the weapon deals an extra 1d6 lightning damage and you move the target 1 square in any direction.
Shockwave rune
On a hit the target is pushed 1 square and and must make a fortitude save (DC 10 + your Rune Tank level.) or take 1d12 extra damage.
Why is the improved rune stronger than the greater rune (moving is almost always better than pushing because you choose the direction, and the first doesn't have a save) ?
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Old 06-17-2010, 12:15 PM   Top  -  End  -  #28
Chainsaw Hobbit
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Default Re: (3.5 PrC) Rune Tank

Quote:
Originally Posted by Obamarama View Post
Why is the improved rune stronger than the greater rune (moving is almost always better than pushing because you choose the direction, and the first doesn't have a save) ?
The greater one does more damage, I will make it better though.
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