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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 04-23-2011, 08:09 AM   Top  -  End  -  #1
Lither
Orc in the Playground
 
 
Join Date: Jan 2011
Location: 
Swamped by spiders
Gender: Male
Default 3.5e Base Character Class - Runesponge

There are some who claim the best defence is a good offense. We know better. A good enough defence leaves no need for an effective offense.

The Runesponge is the class who, in simple terms, is extremely effective at taking solid hits but suffers all the more at being able to dish out any particularly solid hits.

Background:The Runesponge trains for years, enhancing their own iron constitution through a brutal training course, culminating in a ceremony where the initiates carve arcane runes into their flesh. The runes channel natural magic and twist it into a crude form of protection, which give them an ability to withstand hits that would drop a lesser mortal.

Abilities: Constitution is the stat to remember here. The Runesponge needs a high Constitution to be at their most effective. Strength is the second most important; to make sure the Runesponge can actually deal enough damage.

Role: As has already been mentioned, the Runesponge is the solid wall which takes the hits for the party.

Alignment: Any nonchaotic. A Runesponge usually believes that perfect focus is the path to power.

Hit Die: d12.

Class Skills: The Runesponge's class skills (and the key ability for each skill) are as follows: Autohypnosis (Wis), Climb (Str), Intimidate (Cha), Jump (Str), Listen (Wis), Spot (Wis), Use Magic Device (Cha) and Swim (Str).

Skill Points at First Level: (2+ Int modifier) x 4
Skill Points at Each Additional Level: 2+ Int modifier

Starting Age: As Fighter

Starting Gold: As Fighter

LevelBABFortRefWillSpecial
1+0+2+0+2Minor Rune, Bonus feat: Endurance
2+1+3+0+3Mettle
3+2+3+1+3Minor Rune,
4+3+4+1+4Damage Reduction 1/-
5+3+4+1+4Minor Rune,
6+4+5+2+5Bonus feat: Diehard
7+5+5+2+5Major Rune,
8+6/+1+6+2+6Precision Strike, Damage Reduction 2/-
9+6/+1+6+3+6Last Combat
10+7/+2+7+3+7Solid Frame
11+8/+3+7+3+7Major Rune,
12+9/+4+8+4+8Damage Reduction 3/-
13+9/+4+8+4+8 
14+10/+5+9+4+9Improved Last Combat
15+11/+6/+1+9+5+9Great Rune, Improved Precision Strike
16+12/+7/+2+10+5+10Damage Reduction 4/-
17+12/+7/+2+10+5+10 
18+13/+8/+3+11+6+11Master Last Combat
19+14/+9/+4+11+6+11 
20+15/+10/+5+12+6+12Master Precision Strike, Damage Reduction 5/-

Proficiencies: The Runesponge is proficient with all simple weapons and all single-handed martial weapons.

The Runesponge is also proficient with all armour and shields.

Specials:

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Last edited by Lither : 04-23-2011 at 11:04 PM.
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Old 04-23-2011, 08:50 AM   Top  -  End  -  #2
Ashtagon
Ogre in the Playground
 
 
Join Date: Jan 2009
Location: 
Hillvale, Isle of dawn
Gender: Female
Default Re: 3.5e Base Character Class - Runesponge

How does he keep the enemies from walking around him to attack his allies instead of him?
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Old 04-23-2011, 03:03 PM   Top  -  End  -  #3
Gideon Falcon
Barbarian in the Playground
 
 
Join Date: Jan 2011
Default Re: 3.5e Base Character Class - Runesponge

Indeed. That is the first mistake that Wizards always made with their tank classes; Having tons of hp is useless if they only attack your allies. It's especially so with ranged attackers, since they don't even need to get past you. As such, you need some manner of discouraging people from attacking your allies, such as the knight's challenge abilities (one of wizard's first steps towards an actual tank), or a shield other effect. Otherwise, the hp is only good for keeping you alive while you deal out incredible offenses.
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Old 04-23-2011, 03:30 PM   Top  -  End  -  #4
Siosilvar
Ogre in the Playground
 
 
Join Date: Apr 2008
Location: 
Faerūn
Gender: Male
Default Re: 3.5e Base Character Class - Runesponge

Ideas:
  • Reach increase
  • Arrow Catching rune, at any attack aimed at someone within reach (as they bat arrows out of the air with rune-enhanced swiftness?)
  • Stand Still as a bonus feat or a rune

All this class is at the moment is ever-increasing numbers. Numbers don't get things accomplished; abilities do. I see few abilities that let "the Runesponge [be] the solid wall which takes the hits for the party." I think you've got a good start though.

EDIT: I've been thinking about this a little more. I think you should split up runes into two groups: enhancement runes you can inscribe on stuff (these will be similar to the number-enhancers you have) and inherent runes that give defensive abilities like the Arrow Catching and Stand Still effects above.

EDIT2: Enhancement runes. Unless noted, they last 1 minute per point of the Runesponge's Con modifier and take a swift action to apply to an adjacent ally or self. [level] is equal to Runesponge class levels.

Harmony effects apply if the previous rune's effects are in place; as an example, Rune of Vigor's harmony effect applies to a creature also under the effects of Minor Rune of Resilience. Great Rune of Health's harmony effect requires Rune of Vigor but not Minor Rune of Resilience.
RuneEffectsHarmony Effect
Minor Rune of Resilience+[level]/3 to Fort saves (minimum +1) 
Rune of Vigor+[level] temporary HP+Wis temporary HP
Great Rune of Health+[level] to saves vs. disease, poison, and paralysis.Regeneration equal to Wisdom score, overcome by cold iron weapons.
   
Minor Rune of Swiftness+[level]/3 to Reflex saves (minimum +1) 
Rune of Agility??
Great Rune of GraceEvasionImproved Evasion
   
Minor Rune of Willpower+[level]/3 to Will saves (minimum +1) 
Rune of Focus??
Great Rune of Indomitability+[level] to saves vs. fear, sleep, and mind-affecting effects.?
   
Minor Rune of Barkskin+[level]/4 bonus to Natural Armour (minimum +1) 
Rune of ToughnessDR half [level] / cold iron.DR/adamantine instead
Great Rune of Ironskin??
   
Minor Rune of Spell ResistanceSR [level]+5 
Rune of Spell ResistanceSR [level]+10+Wis to saves vs. spells
Great Rune of ImmunitySR [level]+15Magic immunity (note: like all magic immunity, still acts like unbeatable spell resistance only)
   
Minor Rune of Fright+[level]/2 to Intimidate checks (minimum +1) 
Rune of FearEnemies within 10ft of ally must make a DC 10+[level]/2 Will save or be shaken while they remain in the area. A successful saving throw negates the effect on that creature for 24 hours.Saving throw DC increased by Wis.
Great Rune of Nightmare??
   
Minor Rune of Power+[level]/2 melee damage (minimum +1) 
Rune of Smiting??
Great Rune of Wrath???
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Last edited by Siosilvar : 04-23-2011 at 04:33 PM.
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