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Old 04-08-2007, 07:38 PM   Top  -  End  -  #1
Shiny, Bearer of the Pokystick
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Join Date: May 2006
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Default Rune-rhymer [Class]

Rune-rhymer
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st+0 +2 +0 +2 Painless, Substance, Runes
2nd+1 +3 +0 +3 Substance Admixture
3rd+2 +3 +1 +3 Hardened Skin
4th+3 +4 +1 +4 Bonus Feat
5th+3 +4 +1 +4 Mobile Rune
6th+4 +5 +2 +5 Bonus Feat
7th+5 +5 +2 +5 Greatrune of The First
8th+6/+1 +6 +2 +6 Great Fortitude
9th+6/+1 +6 +3 +6 Fouled Blood
10th+7/+2 +7 +3 +7 Craft Tumblebones
11th+8/+3 +7 +3 +7 Tongue-rune, Tale-runes
12th+9/+4 +8 +4 +8 Pass-rune
13th+9/+4 +8 +4 +8 Runeblade
14th+10/+5 +9 +4 +9 Greatrune of The Son
15th+11/+6/+1 +9 +5 +9 Iron Substance
16th+12/+7/+2 +10 +5 +10 Inkskin
17th+12/+7/+2 +10 +5 +10 Scribe of Skies
18th+13/+8/+3 +11 +6 +11 Finger-rune
19th+14/+9/+4 +11 +6 +11 Greatrune of the Tale
20th+15/+10/+5 +12 +6 +12 Chosen Word

Oran smiled as a thin pillar of blue-black flowed over his forearm, the strange inked symbol there momentarily shimmering, then striking forward like a blade, and widened his grin when it struck the blue-skinned goblin square on the chest.
The creature burbled softly, a scream caught somewhere between throat and lips in a welter of gore, and fell.
"That wasn't so very hard, was it?"
Worn dusted off his chain-mail skin, head still ringing from the psionic assault, and sighed.
"No...I suppose not."

Rune-rhymers are spellcasters who utilize literal 'words of power', inked on their skin using the magic-infused liquid they call 'the substance'.
Most believe that each individual character so utilized forms a tale in and of itself, a fragmentary remnant of the story of the world, while, taken together, the Runes are capable of expressing emotions and concepts deeper than any other language could...although only the Rhymer himself understands what it is they say.
In Melnioch, all Rhymers are the descendants, spiritual or literal, of one single arcanist, who (the legend goes) attempted to draw into himself the sacred name of the eternal Truespeech, itself- and, for his temerity, was rendered nameless. He did not die, however, nor was he stricken from reality entirely...instead, the legacy of his failed attempt was the language of the Runes, which, while merely a debased form of Truespeech, still hint at truths deeper and greater than any mortal tongue.
The Rhymers now wander the land, weaving truth and falsehood into the true tongue of the Runes, seeking to make up for their master's failing by taking the truth they hold into their very bodies, dying their skin and slowly poisoning their blood by way of atonement.

Adventures: A rune-rhymer generally sets out on adventures to expand his knowledge of the Rune-speech, to embroider his own personal stock of legends, truths, and tales, and to demonstrate the power of knowledge and its father-truth, the word.
Characteristics: A Rhymer utilizes a flexible form of arcane casting; they can choose to continually benefit from a host of minor abilities, or expend their scribed Runes in a burst of power; most Runes have a number of potential effects, so their casting is to some degree spontaneous. Ultimately, however, they must still choose those Runes they scribe as they begin the day- and, with only middling abilities in combat and stealth, rely on them, and the connection to truth and the world's nature they employ.
Alignment: Rhymers have no overriding tendency toward any alignment; some look on the application of Runes as almost a science, a precise and delicate thing, while others look on it more as a tall tale- a thing of emotion and passion. Few Rhymers, however, lean strongly in one direction or another, as the Runes, after all, take no side and hold no position. In keeping with this principle, many Rhymers are neutral.
Religion: Those Rhymers who choose to worship a deity generally take most solace in gods of knowledge or truth; evil-aligned rhymers may choose to worship gods of secret knowledge, or even falsehood, in contrast.
Many Rhymers also choose a deity or pantheon that reflects the nature of the personal story they believe their Runes express; for instance, a chaotically inclined Rhymer who delights in stories of courtly romance might choose to worship a deity of seductive passions.
Background: Many Rune-rhymers were raised in cultures with strong oral and written traditions of storytelling; some may even have aspired to be bards before taking the class. Those Rhymers whose focus is on the knowledge to be gained in the pursuit of Rune-lore may have monastic histories, while those enamored of the power they represent may have chosen the Rhymer's path for the sense of being caught up in a long-held legend.
Rhymers on the whole see other Rhymers as, if not boon companions, at least compatriots, and few actively oppose other members of their tradition unless given strong reason.
Races: The majority of Rune-rhymers are Claern, Barahli, or Maateri; the first for their deep connection to natural forces and ancient secrets, the second for their love of tale and story, and the third for their actual place in the history of the frozen climes whence the Runes originated. Particularly intelligent Spriggans occasionally take the path of the Rhymer as a means to overcome their natural unsightliness through a new and more romantic unsightliness, while the occasional Mere-dragon who prefers magic to combat may take the class. Half-giants, Selkies, and Nuncaerl seldom become Rhymers, and Scyldings, who are constitutionally incapable of baring their skin, cannot take levels in the class unless they remain unarmored.
Other Classes: The flexibility of their abilities allows Rhymers to compliment members of other classes somewhat well; they particularly appreciate strong melee combatants to fight alongside them, and more focused arcane or psionic characters to back them up. Some Rhymers particularly attached to the doomed romance of their endless mission dislike rogues and bards who shadow the truth too much, but most are willing to undertake subterfuge in order to achieve their aims, and a few regard it as not only necessary, but part and parcel of their destiny.
Role: The Rhymer can fill a variety of roles in the party, depending on which runes he chooses to scribe that day, which rune-words he employs, and where he focuses his abilities. Rune-rhymers make competent healers, middling combatants, and often excellent party 'faces'.

Game Rule Information
Rune-rhymers have the following game statistics.
Abilities: Wisdom is the key to many of the Rhymer's abilities; he must have a minimum wisdom of 10+ the Rune's grade to scribe a Rune. Rhymers wishing to focus on combat are encouraged to have strong Strength and Dexterity scores, while more social Rune-rhymers may wish to upgrade their Charisma. Constitution can help Rhymers last long enough to renew their Runes in combat.
Alignment: Any.
Hit Die: d6.

Class Skills
The Rune-rhymer's class skills (and the key ability for each skill) are
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge (Int), Listen (Wis), Move Silently (Dex), Perform (Oratory or Lyrics) (Cha), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Swim (Str).
Skill Points at 1st Level: (2+Int Modifier) x4
Skill Points at Each Additional Level: 2+ Int Modifier.

Class Features
All of the following are class features of the Rune-rhymer.
Weapon and Armor Proficiency: Rhymers are proficient with all simple weapons, the Longbow and Composite Longbow, Warhammer, Longsword, and Greataxe; they are proficient with light armor, but not with shields.
Runes: Each day, the Rune-rhymer chooses and scribes a number of Runes on his skin (as per the table in spoiler 01); his Runes known are drawn from the Rhymer lexicon (spoiler 02).
To unravel the truth and tale of a Rune and scribe it, a Rhymer must have a wisdom score equal to 10+ the Rune's grade; for this purpose, Seed-runes equal one, Runes of First Growing two, Root-runes three, and so on.
The difficulty class of a saving throw against those Rune effects that require one is equal to 10+ Rune Grade+ the Rhymer's wisdom modifier.
A Rhymer can only scribe a limited number of Runes to his skin per day, detailed on the table in Spoiler 01; the toxic nature of The Substance and the arcane energies latent within it prohibit greater concentrations until a tolerance is achieved.
Scribing a rune requires a small amount of The Substance and a tapper-kit (standard equipment for a Rhymer); the process requires approximately ten minutes per each rune to be initially inscribed. Inscribing a Rune deals 1 point of damage per grade of the rune inscribed; a fortitude save against DC 10+ Rune Grade negates the damage.
A Rhymer does not recieve additional Runes known for having a high Wisdom score; his runes known are determined using the values on the table in Spoiler 01.
For purposes of qualifying for feats and prestige classes, the Rhymer's arcane caster level is equal to 3/4 class level; Runes of the appropriate grade function as spells of the appropriate level for purposes of qualifying for such.
Runes have three kinds of ability: expending abilities, which generally cause the Rune to vanish (and necessitate re-scribing to use again), concentration-based abilities, which last as long as the Rhymer makes checks, and lasting abilities, which are considered usually 'always active' and require no action to use, or usable at will.
A Rune-rhymer must concentrate to employ the more spectacular powers of a Rune; whenever using a Rune ability that would expend that Rune, he must make concentration checks when damaged or distracted as appropriate, as if he were casting a spell. Expending abilities of a Rune cannot, however, be counter-spelled as if they were spells.
Activating the expending ability of a Rune is a standard action that does not provoke attacks of opportunity unless otherwise noted.
Non-expending or constant abilities of a rune function as Spell-like abilities, and are generally entirely mental actions; activating a non-expending ability or a Rune is a standard action that does not provoke attacks of opportunity; non-expending abilities cannot be disrupted as spells can be unless otherwise noted.
All powers of a Rune are subject to spell resistance unless otherwise noted.
Rune activation is not encumbered by armor as is usual for spells; however, if the area in which the Rune is located is covered by armor, it cannot be re-scribed until the area is exposed.
Once expended, a Rune can be re-scribed by the rhymer; this requires a number of consecutive full-round actions in combat equal to the Rune's grade, and provokes attacks of opportunity. Re-scribing a rune requires a Spellcraft check against DC 10 + 2x Rune Grade. A rhymer cannot replace an expended Rune with another Rune he did not initially prepare; he must re-scribe the original Rune.
Substance: Inscribing a Rune requires the application of a special material known as 'The Substance'. Composed of a mixture of vitriol, oak galls, and other ingredients less well-known, its precise composition is a secret among Rhymers. Creating a flask of The Substance requires a DC 10 Craft (Alchemy) check, and can only be attempted by a Rhymer. One flask is sufficient for the application of 100 Seed-runes; each additional grade of Rune requires an additional application (thus, only around fourteen Forest-Runes can be scribed with such a flask). The material components of The Substance cost 10gp per flask. The Substance is embedded into the skin through the many fine needles of the Tapper-kit.
While the basic composition of the Substance is always the same, various components may be added to it for the composition of specific Runes.
Painless: As they must needs endure the pain of the tapper each day to utilize their abilities to the fullest, the Rhymer gains a certain tolerance for discomfort. They gain a permanent +5 bonus to saving throws against effects that rely on causing pain for their effects at first level.
Substance Admixture: In cases where a specific component must be added to the substance to produce one of a number of variable effects, or for different Runes, the Rune-rhymer may add multiple components and utilize either/any of the effects so enabled.
For instance, by adding both powdered steel and incense, he could use that infusion of the substance to scribe either a Rune of the Courtesan's Blade or a Rune of The Blooded Hand.
Hardened Skin: When scribing a Rune, a Rhymer with this ability takes only half damage on a failed save from the tapper's needles.
Bonus Feat: A Rhymer chooses Bonus feats from the wizard's list at levels four and six.
Mobile Rune: When a Rhymer with this ability expends a Rune, he may choose, in lieu of leaving its spot blank to be re-scribed later, to allow another previously scribed rune to move into its place, the ink crawling along his skin. In this way, he can choose to scribe multiple Runes that occupy the same space on the body when he chooses his Runes for the day, and use them in order, or one as a backup for the other.
Greatrune: These enormous Runes appear on the Rune-rhymer's back, coalescing there after a sleepless night of pain following the Rhymer's ingestion of a quantity of the venomous Substance. Each grants a powerful ability , but the process is highly dangerous; as a consequence, each Rhymer engages in the ritual only thrice during their career, at seventh, fourteenth, and nineteenth level. Ordinarily, ingesting The Substance necessitates a DC 20 fortitude save; failure means 1d4 Constitution damage, primary and secondary. Outside of a Rhymer's flesh, however, the Substance loses its arcane potency, and thus cannot be used as an ordinary poison.
Great Fortitude: The Rhymer gains Great Fortitude as a bonus feat at 8th level.
Fouled Blood: A Rune-rhymer of ninth level or higher has absorbed sufficient amounts of the substance that any creature (such as a vampire) that would normally derive sustenance from blood cannot draw such life from the Rhymer's veins; damage from such a creature's bite attack etc. is resolved normally, but they gain no HP or other benefit.
Craft Tumblebones: A tenth-level Rhymer gains the ability to craft Tumblebones, simple wooden stalks inscribed with a portion of a Rune. These items can carry the benefit of certain Runes of Seed, First Growing, and Root grades; when the tumblebone is broken, the arcane energy is released as appropriate.
Tongue-rune: This ability allows a Rhymer to inscribe a special Rune relating to language on their tongue, as token of their dedicated service to the cause of the Tale; they immediately gain three bonus languages of their choice, and an inherent +2 bonus to decipher script checks.
Tale-runes: When scribing their Runes for the day, the Rhymer can choose to link up to some of them into a coherent 'Tale'. Runes linked in this manner activate in succession. Activate the first Rune normally, in the round you use this ability; the second automatically activates as a free action on the second round after; the third automatically activates as a free action on third round after. The maximum number of Runes in a tale is equal to the Rhymer's Charisma modifier.
Pass-rune: A Rhymer of this level can pass one of their Runes (and the continual or non-expending, but not expending, benefits thereof) to a willing ally by touching them; the inked symbol slides across the skin-to-skin contact and onto the appropriate spot on the recipient's flesh. A Rhymer can pass a number of Runes in this way equal to his Wisdom modifier.
Runeblade: A Rhymer of thirteenth level or above can choose to transfer the benefit of any of their scribed runes that deals direct HP or ability damage to a melee weapon they wield as a standard action; the benefit so transferred is expended or unexpended as usual, and is considered to be activated when the weapon strikes. Any weapon so imbued deals both its normal damage (including any magical enhancements) and the Rune-damage.
Iron Substance: A Rhymer with this ability has gained the insight necessary to infuse a small amount of metal into the Substance; he gains a +2 natural armor bonus as long as he has at least three runes currently inscribed.
Inkskin: A Rhymer's long exposure to the ink-like Substance has dyed his skin a deeper shade; he gains a +4 bonus to Hide checks in areas of shadowy illumination or darkness.
Scribe of Skies: A Rune-rhymer with this ability can elect to study a text or passage in a language he does not know for one hour. After this study, he is capable of transcribing the passage's contents into any language he does know, or of speaking that language with fluency, for one hour.
Finger-runes: An eighteenth-level rhymer can scribe any rune normally placed on the hand on some few of their fingers; thus, they can make use of up to six hand-based runes.
Chosen Word: A Rune-rhymer of this level has chosen a single Rune-word utilizing any rune of up to Branch Grade; this Rune-word is inscribed on their back, around their Greatrunes; any continuous abilities it has are always active, and it does not count against their daily allotment of Runes, and any expendable abilities it possesses are spell-like abilities usable by the Rhymer 5/day.

Greatrunes
Spoiler
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Old 04-08-2007, 07:39 PM   Top  -  End  -  #2
Shiny, Bearer of the Pokystick
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Default Re: Rune-rhymer [Class]

Spoiler 01: Runes Known, Rune Grades, and Max Runes Scribed
Spoiler


Spoiler 02: The Rhymer's Lexicon
Spoiler
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Old 04-08-2007, 07:46 PM   Top  -  End  -  #3
Shiny, Bearer of the Pokystick
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Default Re: Rune-rhymer [Class]

Spoiler 03: Customized Runic Lexicon, Part One.

These 'Customized' Lexicons are intended to provide a more flavor-heavy alternative to the standard entries, as well as an example of what the effects of a particular Rune might look, feel, or sound like; players can, of course, freely specify the tales and legends associated with their personal Runes, their abilities, and so on.

Spoiler

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Old 04-08-2007, 07:50 PM   Top  -  End  -  #4
Shiny, Bearer of the Pokystick
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Default Re: Rune-rhymer [Class]

Spoiler 04: Customized Runic Lexicon, Part Two
Spoiler
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Old 04-08-2007, 07:56 PM   Top  -  End  -  #5
martyboy74
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Default Re: Rune-rhymer [Class]

Shouldn't this be in the homebrew forum?

\/ Sorry, hallucinating again.

Last edited by martyboy74 : 04-08-2007 at 08:14 PM.
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Old 04-08-2007, 08:04 PM   Top  -  End  -  #6
Shiny, Bearer of the Pokystick
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Default Re: Rune-rhymer [Class]

Quote:
Originally Posted by martyboy74 View Post
Shouldn't this be in the homebrew forum?
...It is in the Homebrew forum.
Wasn't it always?

Also; I'd like commentary on the following things:
First, is this interesting and does it look fun to play?
Second, is this balanced? It's a second-teir spellcaster/secondary combatant, so it should be balanced against rangers, warlocks, bards, shamans, shadowcasters, etc.; more or less.

Third and on a somewhat different note, I'm specifically wondering if I did right on the Greatrunes, I'm a little iffy on some of them.

Ideas for either Greatrunes specifically, or just new Runes in general, are appreciated, within reason.
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Old 04-10-2007, 07:37 PM   Top  -  End  -  #7
Fax Celestis
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Default Re: Rune-rhymer [Class]

Looking better and better.

Perhaps we should kick out a Tome of Magic II: Rune Magic and Tarot Magic.
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Old 04-10-2007, 07:40 PM   Top  -  End  -  #8
Shiny, Bearer of the Pokystick
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That might exceed the world capacity for awesome.

Anyways; I've made the following changes, for all of you listening out there in radioland:
  • The Greatrunes have been completely revamped, granting new, Truespeech-related abilities.
  • Endurance has been replaced by Great Fortitude.
  • Bonus Feat selection has been clarified.
  • Animal Companion has been replaced with the Painless ability.
  • The Runic Grades have been renamed in the default lexicon.
A few other small changes, as well.


Now c'mon. Somebody has to post, at least to tell me they hate it.
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Old 04-12-2007, 09:55 PM   Top  -  End  -  #9
Matthew
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Default Re: Rune-rhymer [Class]

I hate it...

Seriously, though, it seems... okay. The flavour is interesting, though I'm not that sure about the name, and the mechanics seem balanced, but it is a lot for me to take in and so I could be quite wrong.
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Old 04-12-2007, 10:37 PM   Top  -  End  -  #10
Fax Celestis
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Quote:
Originally Posted by Matthew View Post
I hate it...

Seriously, though, it seems... okay. The flavour is interesting, though I'm not that sure about the name, and the mechanics seem balanced, but it is a lot for me to take in and so I could be quite wrong.
Perhaps an example or two would help in that regard.

Also: perhaps rename it to "Runesmith", "Pictographist", "Hieroglyphist", "Emblemist", or--if you like my Hawai'ian naming convention, "Kākau Kaha."

Last edited by Fax Celestis : 04-12-2007 at 10:43 PM.
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Old 04-12-2007, 10:55 PM   Top  -  End  -  #11
EvilElitest
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Default Re: Rune-rhymer [Class]

Quote:
Originally Posted by Fax_Celestis View Post
Perhaps an example or two would help in that regard.

Also: perhaps rename it to "Runesmith", "Pictographist", "Hieroglyphist", "Emblemist", or--if you like my Hawai'ian naming convention, "Kākau Kaha."
Runesmith has been done, maybe pictographist as well
from,
EE
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Old 04-12-2007, 10:56 PM   Top  -  End  -  #12
Matthew
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Default Re: Rune-rhymer [Class]

Yeah, an example or two might be useful.

Rune Writer? Rune Maker? Rune Caster?
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Old 04-12-2007, 10:56 PM   Top  -  End  -  #13
Shiny, Bearer of the Pokystick
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Default Re: Rune-rhymer [Class]

Quote:
Originally Posted by Fax_Celestis View Post
Perhaps an example or two would help in that regard.
Could be right there.
Let's compare, then- in terms of balance, first.

I'd say comparing to the Psychic Warrior (which is the fairly obvious route considering that many Rhymer abilities are based on PsyWar abilities) is moot, but just for comparison purposes:
The Rune of The Blooded Claw, First Aett, is essentially similar to the Psychic Warrior power Claws of The Beast, granting the same sort of natural attack (though dealing bludgeoning rather than piercing damage).
However, the opportunity cost for enhancing the ability is somewhat higher for the Rhymer, as he must expend a few of his precious Runes to do so, rather than simply spending power points; however, as a counterbalance, the Rhymer has the self-healing capabilities to utilize these natural weapons even more effectively than the Psychic Warrior, and many of his Runes offer synergy in the form of new abilities granted to such weapons: for instance, a Rune of the Courtesan's blade, Third Aett, can double the threat range of such a weapon, while the same Rune scribed as part of the Sixth Aett could reduce the damage reduction of a target.

To give a more generalized example: generally speaking, the abilities of a particular Rune at its various grades are thematically bound- sometimes obviously, sometimes not. The advantage of this approach is that on occasion, a wide variety of abilities can be scribed without applying against the scribing limit (in the case of tenously bound stories) while, on the other hand, a Rhymer who can anticipate his day's work can plan for it by scribing an appropriate type of Rune- Bulwark, Hart, and Thane's Barrow, for instance, form a potent set of defenses and stopgaps, while Courtesan's Blade, Blooded Hand, and Blessed Well's ability-enhancing function would form a similarly potent offensive strategy.

To summarize; the Rhymer is less overtly powerful than a wizard by far, less powerful than a cleric or druid by reason of class abilities and knowledge restrictions, etc.; however, he is a 'balanced' class, in my view.

The Rhymer's most effective role lies in focus, both overall (due to his fairly low number of 'Runes Known') and in terms of his daily preparations. As a 'prepared' caster specializing in the secondary combatant and healer role, he fills a similar niche to the cleric, but his buffing abilities are more situational and less obligatory, avoiding the 'CoDzilla' problem.
As a caster with a number of divination abilities, and a few summoning and evocation effects, he can also provide 'arcane support' without sacrificing hardiness or basic combat ability.
Though his selection of effects may be much more limited, they are less immediately expended, due to the re-scribing mechanic.

Not sure if that clears things up at all. o.o;

As to changing the name; I had in mind the legends of 'Thomas the Rhymer' et. al., as well as the Dragonbone Chair series and its 'Rimmersmen'....
The Rhymer myth being particularly relevant because the founder of their order 'Grasped the horn before he took the sword' so to speak.

But I'll consider it. >.<;
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Old 04-13-2007, 08:49 PM   Top  -  End  -  #14
Matthew
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Default Re: Rune-rhymer [Class]

I think the way that this scales makes it an unattractive Level 1 Base Class. I can't think of a generic Aett 1 Rune to use.

Human Rune Rhymer 1 AB 0(1)(2), AC 16, HP 7,
Strength 12, Dexterity 14, Constitution 12, Intelligence 12, Wisdom 14, Charisma 12,
Feats: 2
Skills: 4
Equipment: Mail Shirt, Long Spear, Long Sword, Dagger,
Runes: 1

How would you make the best of this 28 Point Build? Would you reassign Attributes? What Skills / Feats? Which Rune? (the most important question)
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Old 04-14-2007, 08:30 AM   Top  -  End  -  #15
Shiny, Bearer of the Pokystick
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Join Date: May 2006
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Default Re: Rune-rhymer [Class]

Quote:
Originally Posted by Matthew View Post
I think the way that this scales makes it an unattractive Level 1 Base Class. I can't think of a generic Aett 1 Rune to use.

Human Rune Rhymer 1 AB 0(1)(2), AC 16, HP 7,
Strength 12, Dexterity 14, Constitution 12, Intelligence 12, Wisdom 14, Charisma 12,
Feats: 2
Skills: 4
Equipment: Mail Shirt, Long Spear, Long Sword, Dagger,
Runes: 1

How would you make the best of this 28 Point Build? Would you reassign Attributes? What Skills / Feats? Which Rune? (the most important question)
As to attributes; your wisdom should be fine, intelligence as well for the skill bonus; unless you're planning to act as a party 'face', however, you might want to move points from charisma to either dexterity or strength, depending on what fighting style you're intending to make use of- personally, I reccomend strength, and be sure to keep your constitution high for multi-scribing.
As to skills, spellcraft will help you re-scribe your runes; as a key skill for the class it's more or less obligatory, as is concentration. A few points into knowledge skills could be helpful, but for this first level I'd say spot and listen are of more utility, plus move silently/hide if you're planning to act as a scout. So, concretely: spot, listen, spellcraft, concentration or spellcraft, concentration, hide, move silently.
For feats, I'd reccomend starting either a fighter or rogue 'feat tree', thus; either Dodge, Power Attack, or Combat Reflexes (which I think would require one more point of Int.) as you like.

Now, the important question, which Rune.
If you shift your gear focus away from weaponry, I'd reccomend a 'natural attack' Rune such as Blooded Hand or Hound, which gives you a hefty offensive option. However, given your already-equipped status, we can go in several directions.
Stealth: If you particularly like to set up encounters and strike at the right moment, the Rune of the Courtesan's blade allows you a lasting bonus to hide checks- as well as an option to deal constitution damage, increased by the fact that it's first Aett expending ability can be augmented by scribing multiple Runes.
Defense: If you're focused on staying alive, a Rune of The Bulwark provides you with an option for reducing your damage or augmenting your AC; Thornlocked Maiden, Thane's Barrow, and Vangaurd provide similar benefits. Black hand, of course, provides healing.
Offense: The Blooded Hand's expending ability can enhance your weapon somewhat; veiled father can help you lower their defenses somewhat (on a feint), Mosshand allows you to utilize grappling tactics, Twilit Eye and Vangaurd enhance damage and attack rolls, respectively.

Personally, I would put my points into stealth skills and use the Courtesan's Blade abilities, but that's a function of my playstyle.
To address your initial concern; honestly, there aren't that many 'generic' Runes at all- you have to choose what you want to do well.

If you have any suggestions for a difference in how the Runes known or Scribed/day should scale, or suggestions for new First Aett abilities, shoot; I'd seriously love to hear them.

Oh, and a clarification: the maximum number of the Runes of the same name/type that can be scribed at once (since they don't count against scribed/day) is equal to Con. modifier.
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Last edited by Shiny, Bearer of the Pokystick : 04-14-2007 at 08:34 AM.
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