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Old 07-26-2010, 10:25 PM   Top  -  End  -  #1
zenanarchist
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Default Rune Lord (3.5)

Rune Lord

Rune Lords are warriors who delved further into the arcane plumes of existence than any mortal should. They exited the experience extremely powerful and capable warlords. They have the ability to meld their own energies with powerful glyphs called runes. These runes enable them to perform great feats, cause damage to foes, grant them different types of movement, enhance their abilities and at higher levels, kill. Most of these runes may be utilised by other members of a Rune Lords party, making a Rune Lord a versatile and valuable companion. They are fearsome in battle and one always prays that a Rune Lord fights on their side.

Weapon and armour proficiencies:

Rune Lords are proficient with all simple and martial weapons and one exotic weapon. They also may choose one weapon (Simple, proficient or martial) to become their Rune Weapon. This weapon acts as if the Rune Lord had Weapon Focus and Weapon Specialisation with that weapon. Rune Lords also have access to all shield types.

Special: Upon multi-classing a Rune Lord loses all weapon and armour runes, but retains Power and Personal Runes.

Rune Lord
LevelBABFortRefWillSpecial
1st+1+2+2+0Runic Abilities, Runic Weapon
2nd+2+3+3+0Combine Runes (2)
3rd+3+3+3+1Fighter Bonus Feat
4th+4+4+4+1Extend Rune power
5th+5+4+4+1Improved Runes
6th+6/+1+5+5+2Greater Extend Rune power
7th+7/+2+5+5+2Combine Runes (3)
8th+8/+3+6+6+2Fighter Bonus Feat
9th+9/+4+6+6+3Power Word: Rune
10th+10/+5+7+7+3Improved Runes
11th+11/+6/+1+7+7+3Master Writer
12th+12/+7/+2+8+8+4Combine Runes (4)
13th+13/+8/+3+8+8+4Fighter Bonus Feat
14th+14/+9/+4+9+9+4Perfect Writer
15th+15/+10/+5+9+9+5Improved Runes
16th+16/+11/+6/+1+10+10+5Rune Safeguard
17th+17/+12/+7/+2+10+10+5Fighter Bonus Feat
18th+18/+13/+8/+3+11+11+6Explosive Runes
19th+19/+14/+9/+4+11+11+6Runic Storm
20th+20/+15/+10/+5+12+12+6Improved Runes, Runic Armageddon


Alignment: Any
Hit Die: d10

The Rune Lord’s class skills (and the key ability for each skill) are Climb (Str), Decipher Script (Int), Jump (Str), Knowledge (Runes) (Int), Listen (Wis) Search (Int), Spellcraft (Int) Survival (Wis), Use Magic Device (Cha)

Class Skills:

Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier

Hit Die: D10

Class Features


Inscribing Runes (Ex)

Inscribing runes on a piece of armour is an hour long process that requires no material components. No check needs to be made; the lord is proficient with his runic skill and may swap out these runes as often as he desires. If the Rune Lord is inscribing the rune onto a weapon, the process takes 15 minutes rather than an hour.

Inscribing any Power rune is a full round action unless stated otherwise. The Rune Lord may have two active Power runes at first, three at fifth, four at tenth and five at fifteenth. These runes last for two rounds plus the Rune Lords Constitution modifier unless stated otherwise.

Personal Runes take two full round actions to remove and inscribe (one to remove, one to inscribe). A rune lord may have one active at first level, two at fifth, three at tenth, four at fifteenth and five at twentieth.

At first level a Rune lord may have one active armour rune and two active weapon runes. At tenth level the Rune lord may have two active armour runes, at fifteenth level he may have three active weapon and two armour runes.

Runic Weapon (Ex)

At the beginning of his life a Rune Lord chooses one type of weapon that he will forever be bound to. His fighting style is adapted primarily to the use of this weapon. His runes seem to make a better fit, his grip seems to hold the weapon sturdier and his cuts seem deeper with this weapon. At level one he gains Weapon Focus with this weapon, at level five he gains weapon specialisation, at level 10 this weapon automatically transmutes to adamantine and cold iron and gains a +10 to disarming attempts , at level 15 he may mentally manifest this weapon to his hand from anywhere within a 10 mile radius.

Additionally, the weapon gains a modifier based on the Rune Lords current level. At first, the weapon is considered a +1 weapon, +2 at fifth, +3 at tenth, +4 at fifteenth, +5 at twentieth. This effects chances to hit magical monsters and overcomes DR. This enhancement bonus instantly lost when the Rune Lord releases his grip on the weapon and instantly regained upon picking it up.

Combine Runes (2)(Su)

At the cost of one constitution point per rune the Rune Lord may merge two runes together to allow the benefit of both. These points are only a temporary loss and return after one hour. The merged rune exists for as long as the longest duration either of the original two offered. It takes a standard action to inscribe and combine two runes and the Combined Rune is considered to only use one "Rune slot". The Lord may only combine Runes of the same type. E.g Power with power. Armour with armour. Etc.

Fighter Bonus Feat (Ex)

The Rune Lord may choose any feat he wishes so long as he meets the prerequisites from the list of Fighter Bonus Feats.

Extend Rune Power (Su)

The Rune Lord may now choose to extend any of his inscribed runes by two rounds, or two hours depending on if the original runes duration was measured in rounds or hours. For example a rune that originally lasted for two rounds, would now last for four. A rune that lasted for four hours, would now last for a total of six hours.

Improved Runes (Ex)

With further delving into the arcane mystery of glyphs, the Rune Lord has discovered the secrets of greater and more powerful runes.

Greater Extend Rune power (Su)

The Rune Lord may now choose to extend any of his inscribed runes by four rounds, or three hours depending on if the original runes duration was measured in rounds or hours.

Combine Runes (3)(Su)

At the cost of one constitution point per rune, the Rune Lord may now meld three runes into the one Rune, to gain the benefit of all three. The points are a temporary loss and now return after half an hour. The combined rune lasts for as long as the shortest duration of those combined.

Power Word: Rune

The Rune Lord may now speak a single, powerful word and verbally inscribe any rune he knows as a swift action. This may also be used to remove any inscribed rune as a swift action (Two swift actions to remove and then inscribe). This Power Word may also be used to utilise the ability from a rune without inscribing it. For example he may summon a pole to his hand by speaking the Power Word Rune: Pole. The pole lasts for as long as the ability normally states it would. This ability also works for damage causing runes such as Guard or Shard, but does not work for permanent runes with no duration, such as the armour rune: Rock.

Master Writer (Ex)

The Rune Lord, after years of delving into his arcane glyphs, understanding their secrets and making use of their varied capabilities is considered an adept at their inscriptions. First, he gains +1 to all bonuses applied to his person from any rune active but not to Power Runes or Weapon/Armour runes. Secondly, he may now choose to inscribe or remove any rune as a move action rather than a standard action.

Combine Runes (4)(Su)

At the cost of one constitution point per rune, the Rune Lord may now meld up to four runes into the one Rune, to gain the benefit of all four. The points are a temporary loss and now return after an amount of rounds equal to the Consitution points spent. The rune lasts for as long as the shortest duration of any one rune in the combination.

Perfect Writer (Ex)

The Rune Lord may now inscribe upon any surface within 60ft of his person. This allows him to inscribe personal runes on allies too far to reach or otherwise stranded by obstacles. Also, he now does not need to spend any actions to remove glyphs, this is now considered a free action for the Rune Lord.

Rune Safeguard (Ex)

The Rune Lord may now safeguard all his runes. No one else other than those designated by the Rune Lord may utilise the runes, the runes are not visible to any individuals not designated by the Lord. Prior to this ability if a hostile creature could reach and see a rune, they could access its power.

Explosive Runes (Su)

Similar to the spell of the same name with a few differences. First, the Rune Lord may designate any runes within his sight line to explode. These runes do not need to be visible or read by a hostile creature. He may designate any amount of runes up to the maximum of those he can see and with a standard action, cause them all to explode. Each rune exploding in this fashion causes 6d10 untyped magic damage in a 15ft radius to all creatures, this ability is not subject to magic or spell resistance. Any combined runes deal an additional +1d10 per every rune in the combination. E.G: A total of 10d10 from a combined rune containing four runes.

Weapon Rune List
Spoiler


Armour Rune List

Spoiler




Power Rune List

These runes are inscribed onto surfaces that any character can touch and interact with. Hostile enemies cannot see them unless it is stated that they are visible to the enemy. The Rune Lord creates these runes to assist both himself and his allies on their adventure. All power runes remain until the Rune Lord chooses to uniscribe them or the Rune describes a duration.

1st level

Spoiler


5th Level

Spoiler


10th level

Spoiler


15th level

Spoiler


20th Level

Spoiler

Personal Runes

These marks are inscribed onto other the Rune Lord’s skin; they are his own personal set of runes, however, the Rune Lord may choose to use them on other individuals twice per day total. They are used to boost attributes, skills or combat abilities and one creature may be bestowed one Personal Rune per day that lasts for one hour. Runes upon the Rune Lord last for a ten hour period before needing to be renewed.

1st Level

Spoiler


5th level

Spoiler

10th level

Spoiler


15th level

Spoiler


20th Level

Spoiler

Last edited by zenanarchist : 08-05-2010 at 12:40 AM. Reason: Runes Re-worded/Re-done
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Old 07-27-2010, 12:23 AM   Top  -  End  -  #2
Temotei
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Default Re: Rune Lord (3.5)

I'll wait for everything to be finished before I really take a good look.
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Old 07-27-2010, 12:24 AM   Top  -  End  -  #3
zenanarchist
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Default Re: Rune Lord (3.5)

Quote:
Originally Posted by Temotei View Post
I'll wait for everything to be finished before I really take a good look.
Tem! A hoy hoy! Welcome back. No worries.

If you get a glance by look, let me know what you think of concept.

Still got a lot of fluff/runes/class features to come.
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Old 07-27-2010, 01:32 AM   Top  -  End  -  #4
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smile Re: Rune Lord (3.5)

If you are looking for ideas, check out my Runeblade class, which is different in the Exact mechanics used, but is similar to the concept and fluff. There is a link in my sig.
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Old 07-27-2010, 01:35 AM   Top  -  End  -  #5
zenanarchist
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Default Re: Rune Lord (3.5)

Quote:
Originally Posted by BladeofOblivion View Post
If you are looking for ideas, check out my Runeblade class, which is different in the Exact mechanics used, but is similar to the concept and fluff. There is a link in my sig.
Bugger it! I was hoping I wasn't stepping on any homebrews toes with this class. Luckily however a lot of your abilities seem to mimic spells.

Mine mimic one or two but the rest are reasonably free standing.

Also I have "fonts" that other classes can take from.... i didn't see that on yours...

Although I did love some of your mechanics. I may nab a few lol
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Old 07-27-2010, 01:50 AM   Top  -  End  -  #6
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Thumbs up Re: Rune Lord (3.5)

As Zoidberg once said: "Take! I've got four of them!"
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Old 07-27-2010, 01:52 AM   Top  -  End  -  #7
zenanarchist
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Default Re: Rune Lord (3.5)

Quote:
Originally Posted by BladeofOblivion View Post
As Zoidberg once said: "Take! I've got four of them!"
Haha! Love futurama.

And thank you good sir.
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Old 07-27-2010, 02:09 AM   Top  -  End  -  #8
Temotei
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Default Re: Rune Lord (3.5)

Quote:
Originally Posted by zenanarchist View Post
I was hoping I wasn't stepping on any homebrews toes with this class.
There's a ridiculous amount of rune-based classes on this board. Search "rune" in the search function and you'll likely find at least ten.

Last edited by Temotei : 07-27-2010 at 02:10 AM.
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Old 07-27-2010, 07:38 AM   Top  -  End  -  #9
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Default Re: Rune Lord (3.5)

Firstly: I like the concept.
Secondly, some of those abilities simply replace magic items (+x to the damage of a weapon for exemple), and save DC of 10 + rune lord level sounds too high for me.
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Old 07-27-2010, 05:20 PM   Top  -  End  -  #10
zenanarchist
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Default Re: Rune Lord (3.5)

Quote:
Originally Posted by Temotei View Post
There's a ridiculous amount of rune-based classes on this board. Search "rune" in the search function and you'll likely find at least ten.
Ah but see that's why I don't search first. If I see a class that has awesome abilities, those abilities might sub conciously find their way into my class. As much as I can I'd like to TRY not to pilfer awesome concepts. lol.

Quote:
Originally Posted by akma View Post
Firstly: I like the concept.
Secondly, some of those abilities simply replace magic items (+x to the damage of a weapon for exemple), and save DC of 10 + rune lord level sounds too high for me.

Glad you like the concept!

And yep, some of the abilities do + to damage. But there's very few magic items that can be shared by the entire party at the same time. This allows the user to get a magic item (bonus points if their magic item is also their specific runic weapon) and then apply these runes on TOP of the properties of the magic weapon. This class is basically buff central for fighters.

Last edited by zenanarchist : 07-27-2010 at 06:56 PM.
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Old 07-28-2010, 01:24 AM   Top  -  End  -  #11
Temotei
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Default Re: Rune Lord (3.5)

Quote:
Originally Posted by akma View Post
save DC of 10 + rune lord level
The standard save DC calculation is 10 + 1/2 class levels + main ability score modifier. For this, any of the mental stats would probably work.

Note that prestige classes use 10 + class levels + main ability score modifier for their DCs, generally.
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Old 07-28-2010, 01:27 AM   Top  -  End  -  #12
zenanarchist
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Default Re: Rune Lord (3.5)

Orly? I did not know that.

Guess I'd better start playing even more. Tee hee.

Tem, what did you think of the Con penalty to combining runes. Too harsh?

Edit: Also, I really wanted to base most saves off of Con so he wasn't MAD.

Mad would...lower his abilities quite substantially. Is there any way to pull this off?

Last edited by zenanarchist : 07-28-2010 at 01:30 AM.
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Old 07-28-2010, 10:51 AM   Top  -  End  -  #13
blackmage
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Default Re: Rune Lord (3.5)

So, I'm also guilty of trying to make a Rune class...though in the process of its creation, its morphed into something very different, but it still started off as VERY similar to this. I even had weapon, armor, and personal runes just like you do!

I also ended up basing his DCs and other things off Con, again to reduce MAD. Typically Str and Dex are you offensive fighter attributes, Con is a purely defensive stat, and I liked the idea of changing it into an offensive attribute. It also let me require Concentration checks for doing certain things...like inscribing a rune more quickly than normal, or certain abilities in combat.
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Old 07-28-2010, 01:35 PM   Top  -  End  -  #14
akma
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Default Re: Rune Lord (3.5)

Quote:
Originally Posted by zenanarchist View Post
They also may choose one weapon (Simple, proficient or martial) to become their Rune Weapon. This weapon acts as if the Rune Lord had Weapon Focus and Weapon Specialisation with that weapon.
I forgot about that in my previous post.
Having weapon focus and weapon specilongword is basically two feats for free. Feels unbalanced, maybe make it that he gets the weapon specilongword at higher level?
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Old 07-28-2010, 01:51 PM   Top  -  End  -  #15
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Default Re: Rune Lord (3.5)

From a lot of discussion I've seen, weapon focus and weapon specialization are seen as very weak feats, taken almost exclusively as prereqs. If you compare this class to a fighter, its almost equal to its level 1 and 2 bonus feats...you just don't get to choose which two feats. Though, I do kinda like the idea of progressively getting more abilities with your weapon while you level. Fluff text seems to indicate a resistance to disarm/sunder, could throw that in at a higher level.

zenanarchist, do you have access to complete warrior? Its Kensei prestige class has an ability somewhat similar to runic weapon, called signature weapon (Complere Warrior p50). Might be able to steal some of its rules text, and how it handles things like weapon destruction.
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Old 07-28-2010, 05:25 PM   Top  -  End  -  #16
zenanarchist
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Default Re: Rune Lord (3.5)

Quote:
Originally Posted by blackmage View Post
So, I'm also guilty of trying to make a Rune class...though in the process of its creation, its morphed into something very different, but it still started off as VERY similar to this. I even had weapon, armor, and personal runes just like you do!

I also ended up basing his DCs and other things off Con, again to reduce MAD. Typically Str and Dex are you offensive fighter attributes, Con is a purely defensive stat, and I liked the idea of changing it into an offensive attribute. It also let me require Concentration checks for doing certain things...like inscribing a rune more quickly than normal, or certain abilities in combat.
Aw no!!! That is exactly what I wanted to avoid. Well, with your blessing I'd like to go ahead and complete and use the class regardless of this. I'm very fond of it.

Quote:
I forgot about that in my previous post.
Having weapon focus and weapon specilongword is basically two feats for free. Feels unbalanced, maybe make it that he gets the weapon specilongword at higher level?


Quote:
Originally Posted by blackmage View Post
From a lot of discussion I've seen, weapon focus and weapon specialization are seen as very weak feats, taken almost exclusively as prereqs. If you compare this class to a fighter, its almost equal to its level 1 and 2 bonus feats...you just don't get to choose which two feats. Though, I do kinda like the idea of progressively getting more abilities with your weapon while you level. Fluff text seems to indicate a resistance to disarm/sunder, could throw that in at a higher level.

zenanarchist, do you have access to complete warrior? Its Kensei prestige class has an ability somewhat similar to runic weapon, called signature weapon (Complere Warrior p50). Might be able to steal some of its rules text, and how it handles things like weapon destruction.
In regards to these two, I do feel they're very, very weak feats that give a minor boost (though also a bit major when used with some particular runes). At earlier levels he is equal to a fighter with some cleric buffs under his belt due to runes.

So I feel still pretty acceptable.

Also, yes, making the weapon scale at higher levels is something I'd like to see done.

Ideas:
  1. No disarm/sunder
  2. Manifest weapon from sheath to hand
  3. bonus to AC when in hand
  4. bonuses to runes when in hand

Edit: Forgot to address this

Quote:
zenanarchist, do you have access to complete warrior? Its Kensei prestige class has an ability somewhat similar to runic weapon, called signature weapon (Complere Warrior p50). Might be able to steal some of its rules text, and how it handles things like weapon destruction.
Unfortunately I don't have access to any books except PHB and DMG. I recently sold my MM. I'm selling my PHB and DMG too. lol.

I don't really play...More just design.

Though Tem and argus and PM have gotten me into a game and Lynd and Savannah are in another with me, as well as interest in a third. So I figure I'll learn that way.

Last edited by zenanarchist : 07-28-2010 at 05:39 PM.
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Old 07-28-2010, 05:55 PM   Top  -  End  -  #17
blackmage
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Default Re: Rune Lord (3.5)

Quote:
Originally Posted by zenanarchist View Post
Aw no!!! That is exactly what I wanted to avoid. Well, with your blessing I'd like to go ahead and complete and use the class regardless of this. I'm very fond of it.
Ye don't need me blessing, its a free board. And, I hadn't posted it yet, its still undergoing work. And, I'd enjoy helping out with this class.

Quote:
Originally Posted by zenanarchist View Post
Also, yes, making the weapon scale at higher levels is something I'd like to see done.

Ideas:
  1. No disarm/sunder
  2. Manifest weapon from sheath to hand
  3. bonus to AC when in hand
  4. bonuses to runes when in hand
I think a bonus to AC or runes may be a bit much, and don't know what 2 means, but giving bonuses to resist disarm/sunder or, i dunno, dispel? seems to fit. Maybe Focus at level 1, Specialization at 4, disarm/sunder resistance at 6 or 7?

Quote:
Originally Posted by zenanarchist View Post
Edit: Forgot to address this

Unfortunately I don't have access to any books except PHB and DMG. I recently sold my MM. I'm selling my PHB and DMG too. lol.
I'll take a look at it tomorrow and try to summarize what applies to this class.

Quote:
Originally Posted by zenanarchist View Post
I don't really play...More just design.
I don't get to play alot either, but design CALLS to me.
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Old 07-28-2010, 06:19 PM   Top  -  End  -  #18
zenanarchist
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Default Re: Rune Lord (3.5)

Quote:
Originally Posted by blackmage View Post


I don't get to play alot either, but design CALLS to me.
Ugh yes. This. How can you not have fun designing new things. Or modifying old things to make them better.

Also, I liked the scaling.... I think I'll add it in.
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Old 07-28-2010, 06:58 PM   Top  -  End  -  #19
Scholar23
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biggrin Re: Rune Lord (3.5)

i like it but could you add some fluff so i can take the correct angle
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Old 07-28-2010, 06:59 PM   Top  -  End  -  #20
zenanarchist
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Default Re: Rune Lord (3.5)

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i like it but could you add some fluff so i can take the correct angle
But of course. I'll add in all the fluff after the mechanics are finished. Fluff, while intrinsic to a class to get a good feel for it, rates less important than mechanics in all regards.

But there'll definitely be some fluff on the way.
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Old 07-29-2010, 06:24 PM   Top  -  End  -  #21
zenanarchist
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Default Re: Rune Lord (3.5)

Calling on the Homebrew forums help to aid me in designing runes for:

Summoning- Meat shields for the Rune Lord (MUST be balanced)
Healing the rune lord (Check out the fountain ability- It must differ from this)
Healing the rune lords party (Again, fountain, but this needs to be worked so that the Rune Lord doesn't need to expend an action to heal the party, thus it should be a permanent rune or a surface rune).
Defensive Buffs for the party (Try not to step on the clerics toes)
Defensive/Offensive Buffs for the Rune Lord (Balanced)
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Old 07-29-2010, 07:23 PM   Top  -  End  -  #22
akma
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Default Re: Rune Lord (3.5)

Quote:
Originally Posted by zenanarchist View Post
  1. No disarm/sunder
  2. Manifest weapon from sheath to hand
  3. bonus to AC when in hand
  4. bonuses to runes when in hand
Feedback:
2. Mechnically, that should just be the feat quick draw with a cool description.
3. How high of a bonus?
4. How high of a bonus?

I would write more, but my time is currently limited.
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Old 07-29-2010, 07:34 PM   Top  -  End  -  #23
zenanarchist
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Default Re: Rune Lord (3.5)

Quote:
Originally Posted by akma View Post
Feedback:
2. Mechnically, that should just be the feat quick draw with a cool description.
3. How high of a bonus?
4. How high of a bonus?

I would write more, but my time is currently limited.
But fluff wise, manifesting is cooler and requires the lord to be within 10k, not already wearing the blade.

Bonus....we got rid of. AC wise it's ridiculous on top of his runes. It'd make him unhittable in melee.

EDIT: ALMMMMMMOOOSTTTT finished. Booyah.

Last edited by zenanarchist : 07-29-2010 at 08:44 PM.
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Old 08-01-2010, 10:13 PM   Top  -  End  -  #24
zenanarchist
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Default Re: Rune Lord (3.5)

Double Posts are bad, mkay?

But I am on the verge of finishing. Two cap stone abilities Rune Storm and Runic Armageddon. As well as a few more Power Runes and Personal Runes peppered through and I'm done.

So I need to know some key balance issues that anyone can spot. If he's over powered, if any of the runes make him shine a little TOO hard. If you don't think it's a good idea, justify why please. I love his abilities and he's a goer in my book.

Also. Is there any justification for making this a full BAB class?
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Old 08-01-2010, 10:20 PM   Top  -  End  -  #25
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wink Re: Rune Lord (3.5)

Justification: He is a ****ing SWORD COMBATANT.
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Old 08-01-2010, 10:31 PM   Top  -  End  -  #26
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Default Re: Rune Lord (3.5)

Quote:
Originally Posted by BladeofOblivion View Post
Justification: He is a ****ing SWORD COMBATANT.
Bahahah you make a fair point, sir. BAB upped: 1 BAB remains as is: 0.
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Old 08-01-2010, 10:34 PM   Top  -  End  -  #27
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biggrin Re: Rune Lord (3.5)

Heh. I'm just kidding, of course. The proper BAB is whatever seems correct.
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Old 08-01-2010, 10:42 PM   Top  -  End  -  #28
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Default Re: Rune Lord (3.5)

Quote:
Originally Posted by BladeofOblivion View Post
Heh. I'm just kidding, of course. The proper BAB is whatever seems correct.
Well I feel he deserves a high BAB as his primary purpose is combat support. But then, he does have access to a lot more abilities than a fighter with an equivalent hit dice and full armour with one exotic weapon proficiency. So he's a cleric with an exotic weapon proficiency at the moment but not even close to as versatile....So I kind of feel like due to lack of versatility compared to a cleric...Maybe I COULD amp his BAB to full?
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Old 08-01-2010, 10:46 PM   Top  -  End  -  #29
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Default Re: Rune Lord (3.5)

You're fine. It is still harder to break than any full caster.
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Old 08-01-2010, 10:48 PM   Top  -  End  -  #30
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Default Re: Rune Lord (3.5)

Quote:
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You're fine. It is still harder to break than any full caster.
That's what I thought. Okay, I'll await a few more replies and see if there's any further consensus. Then I'll up before I finish.
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