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Old 12-18-2011, 05:32 PM   Top  -  End  -  #1
Deviston
Dwarf in the Playground
 
 
Join Date: May 2010
Default (Pathfinder) Runemage (PRC PEACH)

I want to caveat this class with the fact that it is in no way my own creation. It was made by the fellows that run the ELINDRA world and website.

I am modifying it for Pathfinder, and that's what I would like people to PEACH it as.

The Runemage

"As you sing and dance, I've already incinerated your entire village with not even a word spoken. The incarcerated have become the jailers filthy Sartan! FEEL THE WRATH OF MY PEOPLES! FEL'NAH'KRAIN!"
-Fred, a runemage of little import


Spoiler


Absolute control over living things is within the hands of the runemage. With inks enhanced with powdered magical energies, runemages etch complicated sigils upon themselves or others and produce magnificent effects. Using these runes a man can be given the strength of a giant, rendered immune to the blow of a sword or become empowered to unleash a scream of such force that it will shatter glass and stone alike.
The flashy and destructive might of the magic wielded by wizards and sorcerers often overshadows the subtle, yet powerful, might of the runemage. Students of arcane studies that focus exclusively on the power of runes and sigils, runemages have learned to unlock a unique type of magic. Runemagic requires foresight and preparation, very little of their craft can be performed "on the fly," but this preparation comes with advantages of its own, for their magic holds its power for days or months, not seconds or minutes.
Free spirited in nature a runemage rarely is bound to a single area, quest or purpose. Choosing instead to scour the face of Elindra striving to find others worthy of their craft and seeking lost information and new runes.
Hit Die: d8

Requirements
To qualify to become a runemage a character must fulfill the following criteria:
Skills: Knowledge (Arcana) 5 ranks, Profession (Artist) 5 ranks
Special: The character must etch a preservation rune over his heart, this rune serves as the focus for all his runemagic.
A character must receive special training before selecting a level in this class. This training can only be provided by another runemage. There are rumors however of scrolls of instruction that are left to the children of runemages when the parent knows they are travelling to their demise.

Class Skills
The runemage's class skills (and the key ability for each skill) are: Bluff (Cha), Craft (Int), Disguise (Cha), Heal (Wis), Knowledge (Arcana) (Int), Linguistics (Int), Listen (Wis), Perception (Wis), Profession (Wis), Rune Etching (Int), and Survival (Wis).
Skill Points at Each Level: 4 + Int modifier

Class Features
All of the following are class features of the runemage prestige class.
Weapon and Armor Proficiency: Runemages gain no proficiency with any weapon or armor.
Rune Etching: A runemage etches arcane runes. A runemage may never know more than his Intelligence modifier * 5 in actual runes. A runemage is limited in the number of runes he may have active at any given time. Each active rune consumes "rune energy" and a runemage may never have more runes active than he has rune energy. Each rune has a rune energy cost. The runemage begins play with 5 points of rune energy plus 1 additional point for each point of his Charisma or Intelligence modifier (whichever is higher). Each time he gains a level he increases his rune energy pool by 3.
Each rune mage begins play with 2 runes + 1 for each point of his Intelligence modifier + the preservation rune. He learns a new rune every level or from instruction by another runemage as a wizard learns new spells from a spellbook.
Runes: At level 1 a runemage is able to etch arcane runes. When he reaches level 3 he can etch augmented runes and when he reaches level 5 he can etch enhanced runes.
Decipher Script: A runemage is very good at understanding runes. When using the Linguistics skill to determine the meaning of any runes he may add his class level to the check. Note that he may not add his class level to the check if he is trying to determine the meaning of anything other than a rune-based message.
Preservation Rune: The first rune a runemage learns is the preservation rune and before he can begin unlocking the magic of runes he must first successfully etch upon himself a permanent preservation rune. This process is tiring and exacting work. However, when completed he gains the effects of a core preservation rune permanently. This allows the runemage to remain alive up to Con score +5 hit points. A runemage may not opt to forgo this process as he must have his preservation rune etched upon his heart before he can unlock the power of rune magic. Upon reaching level 3 he is able to upgrade this rune to a permanent augmented preservation rune allowing him to live to Con score +10 hit points and when he reaches level 5 he upgrades the rune to a permanent enhanced preservation rune allowing him to live to Con score +15 hit points.
Slow Aging: The constant work with arcane magic causes the ageing process to slow. When a runemage reaches 5th level 2 years must pass before he ages 1 year physically. He still gains mental stat benefits of reaching old age and beyond at the normal rate.


Level Base Attack Bonus Fort Ref Will Special
1st
+1
+2 +0 +2 Decipher Script, core preservation rune
2nd
+2
+3 +0 +3
3rd
+3
+3 +1 +3 Augmented runes, augmented preservation rune
4th
+3
+4 +1 +4
5th
+4
+4 +1 +4 Slow aging, enhanced runes, enhanced preservation runes

Last edited by Deviston : 12-18-2011 at 07:37 PM.
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Old 12-18-2011, 05:34 PM   Top  -  End  -  #2
Deviston
Dwarf in the Playground
 
 
Join Date: May 2010
Default Re: (Pathfinder) Runemage (PRC PEACH)

Runemagic
Runemagic is an ancient, and sometimes thought primitive, form of magic. Runemagic is generally considered subtle and lacks much of the flare of other magical types. Runemages long ago discovered that by etching magical writing upon the body, or objects, supernatural effects could be generated. The most basic of these effects can be seen in simple things such as strengthening the arms of a man or reinforcing a door, making it much more difficult to open. More complex runemagic can cause a man to live long past the time when his body should have died or lay an explosive trap upon a box so that when it is opened by anyone other than the runemage it erupts, consuming it’s contents and very often anyone unfortunate enough to be nearby.
Runemagic is not “cast” in the sense that the runemage must speak a certain phrase of words, paying close attention to the intonation of his voice, or making specific gestures with his hands; rather runes are etched upon the surface to be “runed.” Although runes can be etched on any surface by far the most common is the body of the runemage himself. Etching a rune is most commonly done through the use of paintbrushes and using paints enriched with alchemical substances.
A runemage at his work will often be surrounded by scores of different paints and paintbrushes, deep in concentration as he carefully paints (etches) each line of the rune. Even a single mistake will spoil the rune, forcing him to start the long process anew. The process is not only time consuming it is tiring for the runemage, who often toils for hours etching even the simplest of runes. Once complete however, if done perfectly, the magic of the rune will hold for days and even weeks before finally fading away and forcing the runemage to etch the rune anew.

Rune Energy
Etching a rune is draining upon the runemage in more ways than simply the physical exertion required to etch the rune. Every rune etched by a runemage is empowered through the energy of the magic and the energy of the etching runemage. While the rune slowly consumes the arcane energy the energy of the runemage is locked in the rune until the rune expires. The time it takes for the rune to expire depends on the etching runemage (see below for additional details on rune durations).
Each runemage has a pool of “rune energy” that represents how many different runes he can have etched at any given time. A runemage who has etched so many runes that he has no rune energy left cannot etch additional runes until such time as he has regained some of his power.
In the description of each rune a rune energy cost is listed. This cost varies from rune-to-rune and based on the rune effect (see Rune Effects below). More powerful effects drain more rune energy and less powerful effects require less rune energy.
Available rune energy is based on the Charisma or Intelligence of the runemage (whichever provides the greater bonus). The higher his ability score the more rune energy he will have available to him. As he practices his art he gains additional rune energy as well. If the runemages ability score should be raised (or lowered) his rune energy pool is adjusted as appropriate. Additionally the feat “Increase Energy” increases a runemage’s available rune energy.
Most runes are given a cost in rune energy of at least “1” though some are listed with a cost of “Negligible.” Such runes do not typically count against the rune energy available to a runemage. At any given time a runemage may have a number of runes equal to his total rune energy pool active with a cost of Negligible. Should he decide to etch such a rune after he has reached his limit the rune energy cost raises to 1. The runemage may a number of runes now equal to two times his energy pool with a cost of Negligible. If he goes above his rune energy pool again the cost raises to 2. That pattern continues.
For example, Wrellin is a runemage with a rune energy pool of 5. At any given time he can, for no rune energy cost, have 5 runes active with a negligible cost. These 5 runes do not in any way affect his rune energy pool. Should he wish to etch a 6th rune with a cost of negligible the cost for that rune to his rune energy pool becomes 1.
Finally some runes are listed as having a rune energy cost of “None.” Most often these are runes with an instantaneous effect such as the erase rune that causes all text on a page to simply vanish. Other runes of this type are runes used to protect objects, such as explosive runes. These runes fall under the same rules as "Negligible".
The runemage may never have more rune energy invested into a rune than his runemage level times 3 and adds his class level -1 to this cap.

Rune Effects
Runes can be etched in three different manners depending on the desired effect and the power of the runemage etching the rune. The different rune effects are: core, augmented and enhanced. Core runes are the most basic runes and can be etched by any runemage. Core runes consume less rune energy than more advanced forms of runes. Augmented runes are more complicated and require more advanced runemages to etch. They are also more potent in their magical powers. Enhanced runes are the most potent of runes and only the most experienced runemages are able to etch such runes.
Most runes can be etched in any of the three fashions, though some runes have no augmented or enhanced effect.
When the runemage selects a rune to etch he must also determine whether he will etch the rune in its core, augmented or enhanced fashion. This will determine the difficulty of etching the rune and the amount of rune energy that must be spent to etch the rune.
Most runes have a rune energy cost similar to the following: 1 point, 3 points, 5 points or 1 point, 2 points, 3 points. This shows the cost of the rune at each level. The first number is the cost of the core rune effect, the second the cost of the augmented rune effect and the third the cost of the enhanced rune effect.

Etching a Rune
To etch a rune the runemage must have access to the object or being upon which he will do his work. The surface to be runed can often affect the difficulty of the task (it is much more difficult for example to etch a rune onto a furry surface rather than clear skin). If the object to be runed is mobile it must be still during the etching process, etching a rune on an unwilling recipient is nearly impossible.
Once the surface is readied the runemage must gather his materials and select the rune he wishes to etch. The time spent etching the rune will directly affect the duration (see Rune Duration below for additional details) as well as the difficulty of the etching the rune. With painful precision the runemage then begins to paint the rune on the surface using paints that he has enriched with alchemical substances. This process is long and tiring, often leaving the runemage drained of energy and in need of rest.
When he has completed the rune he must succeed at a Rune Etching skill check (see the skill Rune Etching for details) to determine if the etching was successful. Assuming the process was successful the magic of the rune instantly becomes active and the runemage deducts the appropriate amount of rune energy from his pool of available energy. If a runemage attempts to etch a rune requiring more rune energy than he has available, or that would put him over the limit of his available energy, the etching automatically fails.

Rune Duration
Each rune is listed with a duration that varies, often from 1 day to 30 days. When a runemage sets out to etch a rune he must determine the length of time he wishes the rune to remain active. This will determine how long it takes to etch the rune. The “Etching Time” is always listed with exactly the same number of entries as the “Duration” and the position of each are related.
A runes etching time is typically listed as follows: Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.). The number preceding the parenthesis "( )" is the duration of the rune when the time spent etching it is equal to the number within the parenthesis. These values are irrespective of the rune level (core, augmented, enhanced). In the above example if the runemage spent 8 hours etching the rune it would last for 30 days. If he spent only 1 hour etching the rune it would last only 1 day.
For example, Wrellin wishes to etch an Augment Ability (Strength) rune that will last for 10 days. The Augment Ability rune is listed with an etching time of: 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.). He would need to spend 4 hours etching the rune for it to last 10 days.
Once a rune has been etched it must be allowed to run its course before it expires. A runemage cannot decide to “un-etch” the rune in an attempt to regain the rune energy (but see the erase rune). It cannot be dispelled in any fashion though its effects can be suppressed (see Countering Runes below).

Active & Passive Runes
Most runemagic is passive rather than active, which is to say it activates itself when needed and requires no outside force activating it. A small minority of runes are not passive but must be activated before functioning. Runes granting strength, fortifying a doorway, enhancing natural senses are all examples of passive runes. Active runes, though few, are often those meant to cause some type of harmful effect, such as the rune piercing cry that, when activated, generates a sonic eruption intense enough to shatter wood and stone.
Activating a non-passive rune takes concentration and is a standard action that provokes an attack of opportunity. A concentration check can be used to avoid the attack of opportunity as if the rune were a spell (treat core runes as 2nd level spells for this purpose, augmented runes as 4th level spells and enhanced runes as 6th level spells).
Passive runes activate themselves when necessary. A rune that enhances the hearing of a man will lie dormant until something occurs outside the natural hearing of the runed being and then the runes instantly activate themselves and bring the sound to the runed creature. Likewise with the rune of feather fall, it lies dormant on the runed being until he finds himself free-falling when the rune activates and slows his descent.
Runes, while dormant, appear to be nothing more than tattoos or paintings on a body or object. When the magic is activated however the runes will take on a light glow, often blue though this depends on the runemage. The runes will shine more brightly as more magic is drawn from them and then, when not active, slowly return to their dormant state. On a human for instance a runemage might etch runes of strength. While not exerting himself in any manner the runes simply look like incredibly intricate tattoos. When the man begins to exert himself beyond the realm of his own physical power the runes begin to glow softly. The more he exerts himself beyond his ability the more they glow until, if he stretches the power to its maximum they shed enough light to see by in a dark chamber. When he stops exerting himself the light of the runes slowly fades away until, over the course of several minutes, they return to their original appearance, that of intricate tattoos.

Rune Location & Stacking
Runes only function when etched on the appropriate surface or location. Runes that affect a living, animated or undead creature must be etched upon specific areas of their body. Other runes can be etched on objects, sometimes on specific areas of the object and other times anywhere upon the object. Each rune has a listing for location that specifies where the rune must be etched.
Runes placed on bodies usually specify a body part, such as an arm, leg or torso. Runes placed on a person’s head will often be localized to the area around the eyes, ears or mouth for example. In order for the rune to function it must be etched in the appropriate location. Failure to do so will cause the automatic failure in the etching of the rune.
Furthermore runes are listed as being either stackable or not stackable. This becomes important when the runemage wants to etch more than one rune on a being or object that already has a rune in the required location. A rune that is not stackable cannot have another non-stackable rune etched in there location. At any given time an area may have up to two stackable and one non-stackable rune upon it or 3 stackable runes. Regardless of whether a rune is stackable or not only 3 runes may be etched on any given location at one time. The rune effect (core, augmented, enhanced) has no affect on the number of runes in a given location.
For example, Wrellin wishes to etch an augment ability (constitution) rune. This non-stackable rune must be etched on the torso. After placing the rune he later decides he also wants to add a Resist Magic rune. This stackable rune must cover the entire body; he is able to etch this rune as currently he has only 1 non-stackable rune on his torso. Later still he chooses to add a Regeneration rune. This also is a stackable rune that covers the torso. He is able to add this rune as well, bringing his torso to its maximum rune coverage (2 stackable and 1 non-stackable runes). Should he later yet decide he wants to add a Protection from Weapons rune he will not be able to do so even though the rune is a stackable rune. It covers the entire body and his torso is already runed at its maximum capacity.

Countering Runes
Once etched a rune cannot be dispelled through any magical means (the erase rune is an exception to this rule but only for the runemage that etched the rune initially). The rune will persist until such time as its duration expires. Although the rune itself cannot be dispelled the effects of the rune can be suppressed.
The counter rune is a special rune unlike other runes. Alone the rune does nothing, however it can be etched overtop of an existing rune and suppress the magic of the original rune. Counter rune is one of the most difficult of all runes for a runemage to learn and use regularly as each rune he wishes to counter requires that the counter rune be etched in a different manner. For this reason the runemage must either know the rune he is countering or succeed at a Knowledge (Arcana) check DC 25.
Once a counter rune has been successfully etched the magic of the original rune becomes dormant for as long as the counter rune remains in effect. If the counter rune was etched with a duration longer than the original rune both expire when the original rune expires. If the counter rune was etched with a shorter duration then the original rune resumes its normal effect after the Counter Rune expires.
Other means to temporarily dampen the effects of runemagic also exist. Any runes taken inside the effects of an antimagic zone or similar magic ceases to function for as long as it is within the area, though it resumes normal functioning again once it leaves the area. Likewise a dispel magic spell can temporarily cause a rune to become dormant. When cast the DC opposing the caster is equal to 11 + the total hit dice of the runemage that etched the rune. If successful the rune becomes dormant for 1d4 rounds.

Spell Resistance
Creatures with spell resistance have a natural resistance to some rune effects as well. Runes such as piercing cry that create a harmful magical effect can be resisted with spell resistance. To overcome spell resistance the runemage must make a caster level check (1d20 + rune caster level) at least equal to the creature’s spell resistance rating for the rune to affect that creature.
All runes are subject to spell resistance though creatures that do not wish to resist the effects of a rune are not obligated to do so. If a runemage were to attempt to etch a rune on an unwilling subject with spell resistance he would need to succeed at a spell resistance check to be successful in affecting the target. Once successfully etched, the rune remains in place (and affects the subject) until it expires.

Learning Runes
A runemage is limited to etching runes that he knows. He may know a maximum number of runes equal to 5 * Int modifier. Once he learns a rune he cannot later choose to forget the rune and learn a new one through any means other than magical forces that cause a creature to lose their memory.
Each rune is listed with an availability. Most runes are common, and can be learned in any of the means noted below. Any rune listed as rare however can only be learned through instruction, observation or study.
A runemage learns a number of new runes as he progresses in levels. He also can learn new runes through instruction, observation, study or development.
Level-based: Each time a runemage achieves a new level in his class he gains a new rune. It is assumed that as he gained experience he studied and practiced his art and when he gains a new level he may select a single rune from the available runes. A runemage who learns runes only in this fashion will know a maximum of 6 runes plus 1 rune for each point of his Intelligence modifier.
Instruction: The easiest way to learn a new rune is with the assistance of an instructor. The instructor must etch the rune, while the runemage watches and following the process he must succeed at a Rune Etching check (DC 20). A runemage may make 1 attempt each day to learn a rune in this manner. A runemage may opt to study with his instructor beyond the time required to etch the rune, for each additional day of study the DC on the check is reduced by 2.
Observation: A runemage may attempt to learn a rune by looking at a rune currently in existence (on a person or object). To learn a rune in this manner he must study the rune for 5 hours minus 1 hour for each point of his Intelligence modifier (minimum 1 hour) and then succeed at a Rune Etching check (DC 25). He may make such a check only 1 time per observed rune. If he fails, he may retry the check again once he gains an additional rank in Rune Etching.
Study: A runemage may also attempt to learn a new rune by studying material written out by another runemage. The runemage must spend 40 hours studying the written documentation and then make a Rune Etching check (DC 20). A runemage may make 1 attempt for each period of study to learn a rune in this manner. A runemage may opt to study the work for an additional 8 hours to reduce the DC on the check to 18, for each additional 8 hours spend in study the DC is reduced by 2 to a minimum of 10 (after an additional 40 hours of study).
Development: A runemage may also attempt to learn a new rune by developing it through trial and error. When learning a rune in this manner he must spend a minimum of 3 months in study and practice. At the end of that time the runemage must make a Rune Etching check (DC 40). For each additional month spent in development the DC is reduced by 4 (with a minimum DC of 24). Runes created in this fashion always have an availability of rare until (and unless) the runemage shares his newly created rune widely with others.


EDIT: Added a cap to how much rune energy can be invested into any rune based on class level. Also added additional rules for negligible cost runes.

Last edited by Deviston : 02-09-2012 at 11:16 AM.
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Old 12-18-2011, 05:35 PM   Top  -  End  -  #3
Deviston
Dwarf in the Playground
 
 
Join Date: May 2010
Default Re: (Pathfinder) Runemage (PRC PEACH)

Runes

Defensive Runes
Spoiler


Offensive Runes
Spoiler


Utility Runes
Spoiler

Last edited by Deviston : 12-22-2011 at 02:09 AM.
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Old 12-18-2011, 07:24 PM   Top  -  End  -  #4
Deviston
Dwarf in the Playground
 
 
Join Date: May 2010
Default Re: (Pathfinder) Runemage (PRC PEACH)

Runemage Feats

Extra Rune [Metamagic]
You may select an additional rune from the list of runes available to runemages.
Perquisite: Rune Etching 4 ranks; rune energy 1+
Benefit: Select a rune from the list of available runes. Your character now knows that rune and can use it as any other rune.
Special: This feat may be taken multiple times. Each time a new rune is selected.

Increase Energy [Metamagic]
You increase your rune energy pool.
Prerequisite: Rune Etching 4 ranks; rune energy 1+
Benefit: Add 3 to your rune energy pool. This additional rune energy may be used when etching arcane runes and is permanent.
Special: This feat may be taken multiple times, it's effects stack.
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Old 12-22-2011, 12:06 PM   Top  -  End  -  #5
Deviston
Dwarf in the Playground
 
 
Join Date: May 2010
Default Re: (Pathfinder) Runemage (PRC PEACH)

New Runes

Offense

Electric Pulse
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Arms
Prerequisites: None
Rune Energy: 1 point (core), 3 points (augmented), 5 points (enhanced)
Stackable: Yes
Availability: Rare
The electric pulse rune discourages enemies from getting too close to the runemage. The subject of this rune can activate, in response to receiving damage, a retributive shock. If the runemage has been dealt at least one point of damage, he can deal damage to all targets nearby as a free action.
Core Effect: Deal 1d4 electric damage per runemage level (maximum 5d4) + 1/8 damage received (up to two times runemage level) to all within 5 feet, usable once per day
Augmented Effect: Deal 1d4 electric damage per runemage level (maximum 5d4) + 1/4 damage received (up to three times runemage level) to all within 5 feet, usable twice per day
Enhanced Effect: Deal 1d4 electric damage per runemage level (maximum 5d4) + 1/2 damage received (up to four times runemage level) to all within 5 feet, usable three times per day

Utility

Rune Leap
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Legs
Prerequisites: None
Rune Energy: 1 point (core), 3 points (augmented), 5 points (enhanced)
Stackable: No
Availability: Rare
This rune allows the user to obtain a short distance teleport. The user must have line of sight and line of effect to the destination and the rune is burned into the surface of the destination. If there is no surface (i.e. the user teleports into the open air) it appears on the next surface the user touches down on. The teleport only effects the user and objects it is touching as long as the weight does not exceed its medium load.
Core Effect: Teleport 10 feet per runemage level, usable once per day
Augmented Effect: Teleport 10 feet per runemage level, usable three times per day
Enhanced Effect: Teleport 10 feet per runemage level, usable five times per day


Greater Rune Leap
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Legs
Prerequisites: Rune Leap
Rune Energy: 7 points (core), 9 points (augmented), 11 points (enhanced)
Stackable: No
Availability: Rare
This rune allows the user to obtain a medium distance teleport. The user must have line of sight and line of effect to the destination and the rune is burned into the surface of the destination. If there is no surface (i.e. the user teleports into the open air) it appears on the next surface the user touches down on. The teleport only effects the user and objects it is touching as long as the weight does not exceed its medium load.
Core Effect: Teleport 50 feet per runemage level, usable once per day
Augmented Effect: Teleport 50 feet per runemage level, usable three times per day
Enhanced Effect: Teleport 50 feet per runemage level, usable five times per day


Static Rune Leap
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Legs
Prerequisites: Rune Leap, Electric Pulse
Rune Energy: 7 points (core), 9 points (augmented), 11 points (enhanced)
Stackable: No
Availability: Rare
This rune allows the user to obtain a short distance teleport with shocking results. The user must have line of sight and line of effect to the destination and the rune is burned into the surface of the destination. If there is no surface (i.e. the user teleports into the open air) it appears on the next surface the user touches down on. The teleport only effects the user and objects it is touching as long as the weight does not exceed its medium load.
Upon reaching the destination, latent rune energy discharges and deals electricity damage to all within 5 feet.
Core Effect: Teleport 5 feet per runemage level, dealing 1d4 per runemage level (maximum 5d4) usable once per day
Augmented Effect: Teleport 5 feet per runemage level, dealing 1d4 per runemage level (maximum 5d4) usable twice per day
Enhanced Effect: Teleport 5 feet per runemage level, dealing 1d4 per runemage level (maximum 5d4) usable three times per day


True Rune Leap
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Legs
Prerequisites: Rune Leap, Greater Rune Leap
Rune Energy: 15 points (core), 20 points (augmented), 25 points (enhanced)
Stackable: No
Availability: Rare
This rune allows the user to obtain a long distance teleport. The user must have either line of sight or have been to the location and the rune is burned into the surface of the destination. If there is no surface (i.e. the user teleports into the open air) it appears on the next surface the user touches down on. The teleport only effects the user and objects it is touching as long as the weight does not exceed its medium load.
Core Effect: Teleport 10 miles per runemage level, usable once per day
Augmented Effect: Teleport 10 miles per runemage level, usable three times per day
Enhanced Effect: Teleport 10 miles per runemage level, usable three times per day

Last edited by Deviston : 02-08-2012 at 11:44 PM.
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Old 01-03-2012, 01:10 PM   Top  -  End  -  #6
Deviston
Dwarf in the Playground
 
 
Join Date: May 2010
Default Re: (Pathfinder) Runemage (PRC PEACH)

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Old 01-03-2012, 09:28 PM   Top  -  End  -  #7
Dragon Star
Orc in the Playground
 
BlackDragon
 
Join Date: Aug 2010
Gender: Male
Default Re: (Pathfinder) Runemage (PRC PEACH)

What exactly do you want? As far as I can tell, it's well made and for the most part balanced. It's interesting, but there isn't much to critique. Looks for the most part like a finished PrC. Not anything to say, really.
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The Specialist PrC(WIP) An attempt to make really high skills more useful. I would love it if someone would PEACH.

"Do not meddle in the affairs of Dragons, for you are crunchy and taste good with ketchup."
Quote:
Originally Posted by The Glyphstone View Post
Start the game in a tavern. Then have the tavern attacked by horrifically over-CRed monsters and kill them all.
The real campaign begins when they wake up as spirits, and you pull out the Ghostwalk supplement.
Quote:
Originally Posted by Drachasor View Post
The sanity of DMs also varies wildly.
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Old 01-04-2012, 03:30 PM   Top  -  End  -  #8
Deviston
Dwarf in the Playground
 
 
Join Date: May 2010
Default Re: (Pathfinder) Runemage (PRC PEACH)

Guess that's what I wanted to hear. That it was balanced. TY!
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