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katarl
2010-01-26, 04:20 PM
Glyph Master
Preparation makes Perfect

http://fc02.deviantart.net/fs11/i/2006/233/1/b/The_Scribe_by_fevereon.jpg

“From each of us, the glyphs desire a different aspect. This is the balance we have struck.”

~~~

Trapsmiths and occultists unparalleled, the glyph masters do not cast spells as other mystics do, instead they scribe strange runes and symbols onto solid surfaces, imbuing them with special properties, such as transformation, empowerment or protection. Preparation is both the glyph master’s greatest strength and worst enemy. Properly prepared, a glyph master can lead a far superior foe to an untimely end, but if they are unprepared, they will often meet the same fate.

Class Information
Abilities
Intelligence is the most important attribute a glyph master can possess; the number and power of their glyphs rely on it. Dexterity and Constitution are also important, as they keep a glyph master alive if a trap goes wrong.

Races
Humans make up the greatest number of Glyph Masters, being adaptive and numerous. Dwarves often enjoy the benefits of glyphs, immediately realising the value of a properly placed trap.

Alignment
Glyph masters have no particular moral leaning, though being naturally secretive inclines them more to neutrality than good.

Starting Gold: As Wizard

Starting Age: As Wizard

Weapon and Armour Proficiency
Proficient with simple weapons and no armour, which interferes with his glyph scribing.

Glyph Master
Hit Die: d6
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+2|
+2|Scribe Glyph; Trapfinding

2nd|
+1|
+0|
+3|
+3|Sense Protections

3rd|
+1|
+1|
+3|
+3| Latent Warding +2

4th|
+2|
+1|
+4|
+4|Tier Two Glyphs

5th|
+2|
+1|
+4|
+4| Permanent Protection

6th|
+3|
+2|
+5|
+5| Bonus Feat

7th|
+3|
+2|
+5|
+5| Floating Rune

8th|
+4|
+2|
+6|
+6| Latent Warding +4

9th|
+4|
+3|
+6|
+6| Erase Ward

10th|
+5|
+3|
+7|
+7|Tier 3 Glyphs

11th|
+5|
+3|
+7|
+7| Displace Glyph

12th|
+6|
+4|
+8|
+8| Bonus Feat

13th|
+6|
+4|
+8|
+8| Latent Warding +6

14th|
+7|
+4|
+9|
+9| Dual Sympathy

15th|
+7|
+5|
+9|
+9| Co-opt Ward

16th|
+8|
+5|
+10|
+10| Tier 4 Glyphs

17th|
+8|
+5|
+10|
+10| Subtle Glyph

18th|
+9|
+6|
+11|
+11| Latent Warding +8

19th|
+9|
+6|
+11|
+11| Bonus Feat

20th|
+10|
+6|
+12|
+12| Final Glyph [/table]

Skills
Skill Points at First Level: 4+Int Modifier x4
Skill Points at each additional Level: 4+Int Modifier

Class Skills: Concentration (Con); Craft (Int); Decipher Script (Int); Disable Device (Int); Forgery (Int); Hide (Dex); Knowledge (Int); Move Silently (Dex); Open Lock (Dex); Profession (Wis); Search (Int); Spellcraft (Int); Use Magic Device (Cha)

Class Features
Scribe Glyph

As a move action, a glyph master may scribe a glyph he knows onto a flat surface. A glyph master has no spellbook to keep his glyphs in; it would be an unforgivable liability if it fell into enemy hands, keeping them memorized instead. He starts with 1 glyphs known plus another for each point of intelligence modifier, and learns a new glyph at each additional level. He may also learn glyphs by studying with another master who knows another glyph and is willing to share. This process takes no less than 1 week and 100gp, but often much more.

A glyph master can keep his intelligence modifer in glyphs active at one time (minimum of 1), plus 1 for every 4 levels of experience. He may activate or deactivate his glyphs with a touch and a standard action. Using more than your limit causes the first glyph to deactivate, then second and so on.

Glyphs come in four tiers, each requiring an increased amount of skill and effort to scribe. Therefore, scribing a tier 2 glyph takes a standard action, scribing a tier 3 or tier 4 glyph takes a full round action

A glyph scribe can choose whether or not to activate his own glyph when he touches it: he is in no immediate danger from his own glyphs, but if he is caught in the blast, he gets affected like anyone else. Spell effects that transport or modify the object activate the glyph.

An object can only hold one glyph at a time. For the purposes of glyph scribing, each 5ft square or section of a larger object (like a wall) counts as an individual object. You may only scribe one glyph per round.

Trapfinding

As rogue ability.

Sense Protections

A glyph master can sense magical protections surrounding creatures, objects or areas: as a free action he can sense if there are any magical protections up to 60ft in front of him, and if so, their caster level, school of magic and so on, as if they had cast detect magic.

A magical protection is classed as any temporary or permanent magical effect that increases the hardness, AC, DR, SR, HP, saves, break dc or anything the dm decides is both protective and magical in nature.

Latent Warding

By level 3, a glyph master has learned to anticipate the flow of magical energy, granting him a +2 Litany bonus to saves against spells or spell-like abilities. At level 8, the bonus increases to +4, and increases by +2 every 5th level thereafter.

Permanent Protections

At level 5, a glyph master realises the secret to self-renewing contracts with glyphs, and can now scribe trigger and continuous glyphs that never dissipate. This costs an amount of gold equal to 1000 multiplied by the tier, multiplied by the scribes level, and an amount of xp equal to 1/25th of this total.

The glyph will not dissipate when triggered, instead it will rearm in 1d4 rounds. Targetted Dispel Magic or similar effects only suppress it, only Disjunction will remove it permanently. These protections do not count against towards his maximum, though a single object still can only recieve a single glyph.

Bonus Feat

At level 6, 12 and 19, the glyph master gains a bonus feat from the following list: Skill Focus (any knowledge); Skill Focus (decipher script); Skill Focus (Forgery); Diligent; Deceitful; Stealthy or Magic Item Appraisal.

Floating Rune

At level 7, the glyph master learns to imbue an area rather than an object with a trigger glyph. It takes the same amount of time to scribe, but to trigger the glyph now only requires entering the square, not touching the object (so a floating creature would still activate it).

Erase Ward

At level 9, the glyph master discovers the roots of all glyph magic and can alter the effects of other protections. When he discovers a temporary magical protection (one with a duration), he may make a scribe level check with a dc equal to 15+the protections caster level as a swift action. If successful, the magical protection is destroyed. He may attempt this once per protection per 24 hours. This does not work on mythals.

Displace Glyph

At level 11, the glyph master learns of a loophole that exists within all glyph magic, and can move and alter the effects of symbols, runes and other text-based glyphs. Spells like explosive runes, secret symbol, symbol of insanity etc all fall under this category, but scrolls do not.

As a full round action, the glyph master can move the point of effect or the trigger point to any other legal point within 30ft. For example, a glyph master could move a casting of explosive runes from a piece of paper to a nearby wall. As a side benefit of this feature, the glyph master can no longer trigger glyphs, runes or similar protections of a lower caster level than his scribe level.

Dual Sympathy

At level 14, a glyph master can tie two glyphs to a single trigger condition. They both go off simultaneously. This also allows a master to place two triggers or continuous glyphs on a single object.

Co-opt Ward

At level 15, a glyph master can take control of the protections he erases. As a move action after a successful erasure, he gains the remaining benefits of the protection he erased.

Subtle Glyph

At level 17, a glyph master can make his triggers more exacting in their activation. He may, for example, choose to set the condition only when an elf touches the glyph, or when the temperature reaches a certain point. He may even add multiple conditions, up to his intelligence modifier. Class, HD, skills etc are not conditions, they must be noticeable and tangible.

Final Glyph

At level 20, a glyph master unlocks the final glyph, the most powerful protection in existence. Uncovering this glyph requires 200,000gp, 8000xp and 200 days of research, possibly with exotic components and other ingredients, at the dm’s discretion. Once this onerous design stage has being completed, the glyph must be powered, the effects of which vary:

Plane Lock: Prevents all Dimensional Travel out of the plane, incoming travellers must save three times, fortitude or disintegrate in entry, reflex or take twice your HD in d6 untyped damage after a backlash and will save or become brain dead. DC is +20 higher than normal after a psychic cleansing. A special code or pass can be imprinted into each plane lock to bypass either effect. The ritual to scribe this glyph requires the essence of the four elementals, each at least 20HD, and the prime papers from the library in Mechanicus that describe the plane in question, which are then burnt. The ritual takes a week to perform, and will certainly draw the collective ire of the most powerful extra-planar entities on that plane.

Natural Selection: Named in honour of the man who proposed the idea, this final glyph was originally envisaged as a way to purge a plane of evil, but in time the aim was perverted. When a specific trigger is activated, this glyph will activate an ordinary glyph on every living creature on the plane, at a pre-decided scribe level, from level one to level twenty. Each glyph is resolved separately. You may add contingencies to protect certain groups or individuals from the effect, such as ‘doesn’t affect elves’. The ritual to perform this glyph requires the essence of four genius loci, each of at least 20HD, and must be performed in the theoretical spiritual ‘centre’ of the plane, which requires a DC 40 knowledge planes check to find. This will likely be the most powerful place on the plane (like the court of the overgod on a heavenly plane). The ritual takes a day to perform, and will certainly draw the collective ire of the most powerful extra-planar entities on that plane.

katarl
2010-01-26, 04:23 PM
Trigger Glyphs

All trigger glyphs have a trigger condition, usually being touched, under which circumstances, the effect activates. To touch a glyph, a creature must enter its square. If it is aware of its existence, it may avoid it, though this may be impossible. To scribe a glyph big enough to affect a single square takes a move action. To make it bigger increases the time four fold: to affect 10ft square it takes 2 full rounds, and to affect a 20ft square, it takes 8 full rounds. Once a trigger glyph is activated, it dissipates.

DCs are equal to 10 + Scribe’s Intelligence Modifier + ½ the scribe’s level

Akme

This vibrant glyph deals 1d6 fire damage per scribe level to everything within its blast radius when touched. The blast radius depends on the tier: 5ft/10ft/20ft/40ft burst. A successful reflex save halves the effects. Victims must also make another reflex save or catch fire.

Azedul

This insidious glyph entangles anyone that comes within its blast radius when touched. The blast radius depends on the tier: 5ft/10ft/20ft/40ft burst. A successful reflex save negates the effects. At tier 3, victims are paralysed instead of entangled.

Beel

This bright blue glyph deals 1d6 electrical damage per scribe level to everything within its blast radius when touched. The blast radius depends on the tier: 5ft/10ft/20ft/40ft burst. A successful reflex save halves the effects. Victims must also make another fortitude save or become dazed for one round.

Bora

This mysterious glyph deals 2 untyped damage per scribe level to a creature that touches it, and causes a special kind of amnesia, meaning that the target cannot use any skills or spells for 1 minute. At tier 3, this glyph also prescribes the use of feats that need to be activated (such as power attack) and spell-like abilities. This applies to psionics as well as magic.

Cand

This powerful glyph activates whenever a fiend (an outsider with the evil subtype) approaches within 10ft. It prevents entry through the warded portal (either a door or other entrance) to all creatures of that type for 10 minutes/scribe level. A will save negates the effects. At tier 2, this glyph lasts for 1 hour per scribe level, and at tier 4, it does not allow a save, though spell resistance still applies.

Cino

This nefarious glyph deals 1d6 +1/2 scribe levels strength damage to a creature that touches it. A fortitude save negates the effects. At tier 2, the damage is considered drain, at tier 3, it affects all within 10ft, and at tier 4, it affects all within 20ft, and exhausts victims as well. If they pass the save, they are fatigued instead.

Dage

This fiendish glyph deals 1d6 fire damage per scribe level to everything within its blast radius. The radius depends on the tier: 5ft/10ft/20ft/40ft burst. A successful reflex save halves the effects. If the reflex save fails on a natural 1, the damage is considered vile instead. In any event, half of the damage is considered profane, and bypasses damage resistance.

Dam

This angelic glyph deals 1d6 fire damage per scribe level to everything within its blast radius. The radius depends on the tier: 5ft/10ft/20ft/40ft burst. A successful reflex save halves the effects. If the reflex save fails on a natural 1, the creature is blinded permanently as well. In any event, half of the damage is considered sacred, and bypasses damage resistance.

Ejo

This harmonious glyph punishes non-neutral creatures that touch it, dealing 1d6 untyped damage per scribe level to lawful good, lawful evil, chaotic good and chaotic evil creatures, and 1 untyped damage per scribe level to neutral good, neutral evil, lawful neutral creatures. The radius depends on the tier: 5ft/10ft/20ft/40ft. A successful reflex save halves the effect.

Ez

This miserly glyph absorbs charges from magic items worn by those that touch it. It absorbs 1 charge per scribe level from all charged magical items, destroying scrolls. This has no effect on permanent magical items until tier 3, when they become non-functional for 1 round/scribe level. A single will save will negate the effects.

Fola

This mischievous glyph forces the creature that touches it to drop prone, treating him as staggered for 1 round per scribe level. At tier 2, the glyph affects all within 10ft. At tier 3, the creature becomes pinned to the floor instead, with a total grapple modifier of the scribe’s level. At tier 4, the radius becomes 20ft. A will save negates the effects.

Ginmore

This sly glyph deals 1d6 electrical damage per scribe level to everything within its blast radius. The radius depends on the tier: 5ft/10ft/20ft/40ft burst. A successful reflex save halves the effects. Additionally, those affected must pass a will save or become dazed for 1 round. At tier 3, they are considered stunned instead, and pass on the current if touched, for half damage (reflex half again).

Glyl

This bizarre glyph confuses those that touch it for 1 round per 2 scribe levels. Allows a will save to negate the effects. At tier 2, the glyph affects all within 10ft. At tier 3, the confusion becomes more powerful, enabling the scribe to roll twice on the confusion table, and take the result he prefers. At tier 4, the glyph affects all within 20ft.

Han

This luminescent glyph blinds all within its blast radius when touched. The blindness lasts for 1 round/2 scribe levels. The radius increases at each tier level: 10ft/20ft/40ft/60ft burst. A fortitude halves the effects: the victims are considered dazzled instead.

Inda

This passionate glyph heats metal on those it touches, as per the heat metal spell cast at a level equal to the scribe level. At tier 2, it casts the same spell on all within 10ft. At tier 3, this spells numerical effects double. At tier 4, it affects all within 20ft.

Ik

This unusual glyph transforms those that touch it. At tier 1, it reduces (or increases) all physical stats to the victims racial average for 1 round per scribe level. At tier 2, it ages the victim to the ‘old’ category (this doesn’t work on creature older than this) for the same time as well. At tier 3, the victim loses his racial qualities (doesn’t work on humans). At tier 4, instead of the previous three effects, the victim is balefully polymorphed instead. A successful fortitude save negates all the effects.

Jend

This slippery glyph moves 5ft per round, along solid surfaces towards the nearest creature. When it contacts a creature, it detonates for 1d6 fire damage per scribe level in a radius dictated by its tier: 5ft/10ft/20ft/40ft burst. A successful reflex save halves the effects.

Kuan

This hateful glyph ruins the limbs of any that touch it. When touched, the glyph withers the victim’s limbs; either his arms or his legs (roll randomly). If it is his legs, his speed drops to 5ft. If it is his arms, he cannot use them to cast or attack. At tier 2 this glyph affects all within 10ft. At tier 3, this glyph affects both arms and legs at once. At tier 4, this glyph affects all within 20ft. A successful fortitude save negates the effects. The effect lasts for 1 round per scribe level.

Lenden

This squat glyph shortens those it touches. When touched, it reduces the size category of its victim by one, with all the effects listed in the monster manual. At tier 2, it affects all within 10ft. At tier 3, it reduces size by two categories. At tier 4, it affects all within 20ft. A fortitude save negates the effects.

Luamat

This dour glyph chills metal on those it touches, as per the chill metal spell cast at a level equal to the scribe level. At tier 2, it casts the same spell on all within 10ft. At tier 3, this spell’s numerical effects double. At tier 4, it affects all within 20ft.

Mot

This abrasive glyph dissolves ink on those it touches. When touched, all ink on the victim’s person disappears for 1 hour per scribe level. This affects scrolls. At tier 4, the effect is permanent. A will save negates the effects.

Myb

This slothful glyph deals 1d6 +1/2 scribe levels dexterity damage to a creature that touches it. A fortitude save negates the effects. At tier 2, the damage is considered drain, at tier 3, it affects all within 10ft, and at tier 4, it affects all within 20ft, and exhausts victims as well. If they pass the save, they are fatigued instead.

Nolon

This terrifying glyph reduces those who touch it to gibbering wrecks. Affects the victim that touches it as per Tashas Hideous Laughter, except the victim will be wracked with terror instead. A successful will save negates the effects. At tier 2, this glyph affects all within 10ft. At tier 4, this glyph allows no save, but lasts only for 1 round per 5 scribe levels. Spell resistance still applies.

Ors

This enervative glyph inflicts a level drain per 4 scribe levels to those it touches. The negative levels last normally and allow a will save to ignore. At tier 2, this glyph affects all within 10ft. At tier 3, allows no will save until 24 hours after, to avoid permanent loss. At tier 4, this glyph affects all within 20ft.

Ozha

This caustic glyph deals 1d6 acid damage per scribe level to everything within its blast radius. The radius depends on the tier: 5ft/10ft/20ft/40ft burst. A successful reflex save halves the effects. Additionally, those affected must pass a fort save or lose half their armour, shield and natural armour bonuses for 1 round. At tier 3, they lose all of this for 1 round.

Pel

This loud glyph deafens and staggers all within its blast radius when touched. The deafness and staggering lasts for 1 round/2 scribe levels. The radius increases at each tier level: 10ft/20ft/40ft/60ft burst. A fortitude halves the effects: the victims are considered staggered only for a round instead.

Pogen

This violent glyph sends those that touch it skyward. The victim flies 10ft per scribe level upwards, taking 1d6 damage per 10ft it can’t move if obstructed. A successful reflex save halves the effects.

Qin

This fearsome glyph deals 1d6 fire damage per scribe level to everything within its blast radius. The radius depends on the tier: 10ft/20ft/40ft/80ft burst. A successful reflex save halves the effects.

Quolat

This venomous glyph poisons those that touch it, dealing a d4 primary and secondary damage of your choice. Allows a fortitude save to negate as a normal poison. At tier 2, the damage becomes a d6. At tier 3, the damage becomes 2d6. At tier 4, the damage becomes 4d6.

Rimesh

This glorious glyph deals 1d6 holy damage per scribe level to all undead within its blast radius. The radius depends on the tier: 10ft/20ft/40ft/80ft burst. A successful reflex save halves the effects. Additionally, the undead must make a will save or become turned as a cleric of the scribe’s level.

Sovin

This virulent glyph infects those that touch it, dealing a d4 primary and secondary damage of your choice. Allows a fortitude save to negate as a normal disease. At tier 2, the damage becomes a d6. At tier 3, the damage becomes 2d6. At tier 4, the damage becomes 4d6. This disease cannot be transmitted.

Syat

This beguiling glyph sends those that look at it to sleep. There is no range limit to this; those looking at the glyph or its immediate area at the time of triggering fall into a natural sleep, affecting a number of hit die equal to four times the scribe’s level. At tier 1, the effect lasts for a round per scribe level; at tier 2, it lasts for a minute per scribe level. At tier 3, the hit die limit doubles. At tier 4, the effect lasts for 8 hours. A will save negates the effects.

Tarrat

This perplexing glyph deals 1d6 +1/2 scribe levels intelligence damage to a creature that touches it. A fortitude save negates the effects. At tier 2, the damage is considered drain, at tier 3, it affects all within 10ft, and at tier 4, it affects all within 20ft, and exhausts victims as well. If they pass the save, they are fatigued instead.

Unkin

This ferocious glyph reopens old wounds on those within its area. When triggered by touch, all within 10ft take 2 damage per round for a number of rounds equal to twice the scribe’s level. Victims must have been physically injured for at least 1hp some time within the last week. A successful fortitude save halves the damage, and spending a full round action binding the wounds ends the effect.

Uvas

This sticky glyph entangles all within its area of effect. Area depends on tier: 10ft/20ft/40ft/60ft. A reflex save halves the effects: they move at half speed in the area instead.

Vana

This enigmatic glyph traps outsiders that touch it. When an outside without the native subtype touches this glyph, they are immediately drawn into it, and cannot leave or communicate until the glyph is cancelled or destroyed. A will save and a spell resistance are all that stands between an outsider and this fate. This glyph can only contain one creature.

Vyg

This excitable glyph deals 1d6 electric damage per scribe level to a creature that touches it. The electricity arcs to another victim within 30ft, dealing half damage. At each tier, the electricity arcs to another victim. A successful reflex save halves the effects, but for the one who makes the save only- if the initial victim passes and the second fails, they both take the same damage.

Weirkan

This slothful glyph lulls others into complacency. When triggered by touch, it slows all creatures within 10ft. At tier 2, creatures are exhausted as well (a successful save lowers this to fatigued instead). At tier 3, the radius is 20ft instead, and at tier 4, creatures are petrified. A successful fortitude negates the effects.

Wod

This vocal glyph stuns those that hear it. When triggered by touch, it stuns all creatures within its area of effect for ½ scribe levels. A successful fortitude save causes creatures to be dazed instead. The radius depends on the tier: 10ft/20ft/40ft/60ft.

Xaj

This chilly glyph deals 1d6 cold damage per scribe level to everything within its blast radius. The radius depends on the tier: 10ft/20ft/40ft/80ft burst. A successful fortitude save halves the effects.

Xorsan

This filching glyph steals valuable items from those that touch it. It teleports non-magical jewellery worth more than 5gp to a designated point within 100ft. A successful will save negates the effects. At tier 2, the glyph affects magical jewellery as well, up to 1000gp per scribe level. At tier 3, the glyph can teleport items up to 1000ft away. At tier 4, the glyph can affect all valuable items smaller than a loaf of bread.

Yagsha

This wandering glyph teleports those that touch it. At tier 1, it can teleport a creature and up to 50lbs of gear up to 10ft per scribe level. At tier 2, the effect can teleport up to ½ the scribes level in creatures within 30ft along with the subject. At tier 3, the range becomes 100ft/scribe level. At tier 4, the effect can teleport across planes instead, if the scribe desires, as per the plane shift spell. A successful will save negates the effects.

Ylmis

This obscuring glyph deals 1d6 +1/2 scribe levels wisdom damage to a creature that touches it. A fortitude save negates the effects. At tier 2, the damage is considered drain, at tier 3, it affects all within 10ft, and at tier 4, it affects all within 20ft, and exhausts victims as well. If they pass the save, they are fatigued instead.

Zannit

This macabre glyph kills those that touch it. When a creature touches it, if the victim has less than 5 hp times the scribe’s level remaining, they die. At tier 2, if the victim has more than this amount, they take 1 damage per scribe level. At tier 3, if this damage puts the victim under the required total, they die. At tier 4, the damage becomes 2 per scribe level instead. This is a death effect.

Zic

This debilitating glyph dazes and deals 1d6 electric damage per scribe level to everything within its blast radius. The radius depends on the tier: 5ft/10ft/20ft/40ft burst. A successful reflex save halves the effects and negates the daze. The daze lasts for 1 round.

katarl
2010-01-26, 04:24 PM
Metaglyphs

Crawling Glyphs

Prerequisite: Level 3 Glyph Master

Benefit: Instead of leaving a trigger glyph to activate on it's own, you can activate it as a crawling glyph, which will move towards a designated area. A crawling glyph can move 5ft per round per tier, and can crawl along any flat surface, for up to a minute, at which point it detonates. If it crawls through the square of a creature, it also detonates at that point. Using this metaglyph reduces the power of the glyph by 2 scribe levels.

Hanging Glyph

Prerequisite: Level 5 Glyph Master

Benefit: Instead of leaving a trigger glyph on a flat surface, you may draw it into your hand, or other body part, hanging there as if it were a shocking hand or similar spell. You may discharge the glyph as a free action, at which point it detonates in your square, or you may make a touch attack as a standard action, if successful, the glyph detonates in the opponent's square instead. If the attack fails, the glyph does not detonate, but remains hanging on the hand. You may later, however leave the glyph on a flat surface as a standard action. Using this metaglyph reduces the power of the glyph by 4 scribe levels.

katarl
2010-01-26, 04:26 PM
This is a work in progress, but the hope is to end up with a class and system of magic that is usable for normal 3.5 play. I'd appreciate any comments or criticism you'd like to share concerning the concept or the mechanics.

katarl
2010-01-28, 02:54 PM
BUMP.

Indeed.

JoshuaZ
2010-01-28, 05:12 PM
Are glyphs supernatural or spell like abilities? I don't see this described anywhere. It might be good also to say what tier the different glyphs are and how they learn new glyphs (do they get a certain number per a level or what?) and whether they can scribe glyphs at will or have limited daily numbers.

Strudel110
2010-01-28, 06:25 PM
There are a lot of empty levels, ones without special abilities.

Stycotl
2010-01-29, 03:08 PM
give it some abilities to quicken glyphs, project them (scribe them on enemies, or in the air in front of enemies, etc), to become resistant to and immune to symbol spells and similar effects, etc, to fill those empty levels.

cool stuff so far though.

katarl
2010-01-29, 05:31 PM
Thanx for the input, the skeleton is there, but it needs a lot of work still.


Are glyphs supernatural or spell like abilities? I don't see this described anywhere. It might be good also to say what tier the different glyphs are and how they learn new glyphs (do they get a certain number per a level or what?) and whether they can scribe glyphs at will or have limited daily numbers.

Yes, i believe they would probably be best as supernatural abilities, as they do not always replicate spells.

The glyphs are all of the same tier, increasing the tier increases the effect, which i agree is a bit odd. Will find some way to rectify that.

How they learn new glyphs, and number is stated in class features section.


There are a lot of empty levels, ones without special abilities.


give it some abilities to quicken glyphs, project them (scribe them on enemies, or in the air in front of enemies, etc), to become resistant to and immune to symbol spells and similar effects, etc, to fill those empty levels.

I agree, seems a little bland, will update with new abilities. Will probably end up using some of your suggestions, they're very good.


cool stuff so far though.

:smallbiggrin:

Stycotl
2010-01-29, 11:09 PM
another insight i had while walking my dog (completely unrelated, but whatever...): give it beneficial glyphs too. i am imagining the charms from the diablo II expansion game; maybe little runes that you ink onto your skin, or the skin of someone else, or tree bark, ceramic, paper, etc, that give you cool benefits for a few hours or something.

katarl
2010-01-30, 08:36 AM
Updated with abilities.

edit-


another insight i had while walking my dog (completely unrelated, but whatever...): give it beneficial glyphs too. i am imagining the charms from the diablo II expansion game; maybe little runes that you ink onto your skin, or the skin of someone else, or tree bark, ceramic, paper, etc, that give you cool benefits for a few hours or something.

I think i might already have given it an ability like that, but it's by no means finished.

Dante & Vergil
2010-02-01, 04:01 PM
This class is really cool, especially if you like traps. It makes me want to play a Zendikar Trapsmith with shenanigans that will follow.

JKTrickster
2010-02-01, 07:03 PM
Wow this is quite an awesome class! The only problem I had was it's capstone ability: It's essientially asking the DM to homebrew what they think the level 20 ability should be; yet you don't give any guildlines at all. You should definetly just make your own (perhaps being able to connect more Glyphs together?) or at the very least, post up certain guildlines on what you think is appropriate.

Another issue that I'm finding is that this class is absolutely horrible in close combat. Yet you don't offer it any range capabilities. If I'm reading this correctly, once you start combat, The Glyph Master scribes whatever glyphs he/she can before running to the back. You should definetly place a scaling ability to scribe glyphs farther and farther away.

katarl
2010-02-02, 07:05 AM
It makes me want to play a Zendikar Trapsmith with shenanigans that will follow.

Glad to help!


The only problem I had was it's capstone ability: It's essientially asking the DM to homebrew what they think the level 20 ability should be; yet you don't give any guildlines at all. You should definetly just make your own (perhaps being able to connect more Glyphs together?) or at the very least, post up certain guildlines on what you think is appropriate.

Will post a capstone at some point, i'm just not sure what a 'final glyph' might be.


Another issue that I'm finding is that this class is absolutely horrible in close combat. Yet you don't offer it any range capabilities. If I'm reading this correctly, once you start combat, The Glyph Master scribes whatever glyphs he/she can before running to the back. You should definetly place a scaling ability to scribe glyphs farther and farther away.

The best situation a glyph master could be in is having laid a bunch of traps before a fight starts, but obviously this isn't always an option in an encounter. I don't want the same long ranger firepower of the mages, this is an ambush specialist, but i'll put in an ability that allows them to attack at range.

Dante & Vergil
2010-02-02, 02:39 PM
The Final Glyph could be creating your own Glyphs with unique effects, but that's just a suggestion.

JKTrickster
2010-02-02, 06:44 PM
The best situation a glyph master could be in is having laid a bunch of traps before a fight starts, but obviously this isn't always an option in an encounter. I don't want the same long ranger firepower of the mages, this is an ambush specialist, but i'll put in an ability that allows them to attack at range.

This was what I was referring to. Obviously this works best in situations where the Glyph Master can wait in ambush but there are plenty of situations that demand haste (that or the DM gets tired of letting the players know when every combat will happen several turns before hand).

And this also limits the Glyph Master in versatility: they can prepare a certain set of traps, but once the battle changes (via reinforcements, etc.)

I propse a solution: Let's call it...Instanteous Scribe (This is just for referrence and not actually whatever you should call this.)

Each day, a Glyph Master can quickly scribe a glyph, by making a Scribe Level Check, with a DC of 20 + (Tier Number x 2).

They can do this up to Int Modifier times per day, OR half their class level (whichever one you feel is appropriate)

You can set the rate at how quickly it would take; I think it would depend on the Tier. At the very least, by level 20 I think a Glyph Master can "instantous scribe" a Tier 1 with a move action, Tier 2 with a standard action, and Tier 3 with one complete action.

I'm not that great at setting DCs either, so change that as you see fit (for balance, etc. :smallwink:

This ability can be scaling, e.g. first Tier 1, then Tier 2, etc. If you really feel the need, you can give them the ability to "instantously scribe" trigger glyphs and continous glyphs at different levels too. I don't feel it's that neccessary though.

Another thing to look at: I haven't looked into the possibilities of this, but this makes it possible to scribe multiple glyphs in a single round. This MAY turn out broken; it also may not and can just turn out to increase fun. However, if you feel neccessary, limit it that they can still only do one glyph/round.

And also, you can give them the ability to change any glyph to another glyph of the same type (trigger, continous) and same Tier (or lower Tier if neccessary). At higher levels, you can change type too! (This shouldn't have a limit on use, unless you really have a good proof that it can break the game)

Maybe you can call that Versatile Scribe? Or something? I hope you're getting what I mean. :smallsmile:


These abilities are mainly for the purpose of in class versatility. Once combat starts, characters aren't normally given the chance to be left alone for even a single round (to say nothing of 3 entire rounds). This allows Glyph Masters to quickly change their tactics if something unforseen appears and not have to leave themselves vulnearble for several rounds. Also, it lets them have something to contribute every round, instead of "I spend my round (again) to scribe the Tier 3 glyph :smallsigh:"


What do you think?

katarl
2010-02-03, 02:47 PM
Each day, a Glyph Master can quickly scribe a glyph, by making a Scribe Level Check, with a DC of 20 + (Tier Number x 2).

They can do this up to Int Modifier times per day, OR half their class level (whichever one you feel is appropriate)

I see the problem, Glyph Masters ought to be able to pull something out, even if they are surprised, particularly at a higher level. I'm not too keen on using instant glyphs, though, it seems to detract from the flavour, and its far too similar to what artificers and wizards can already do.

Note however, that glyph masters can choose not to detonate their own glyphs, so you could feasibly scribe onto a flat stone, or parchment, and throw that at the enemy.


but this makes it possible to scribe multiple glyphs in a single round. This MAY turn out broken; it also may not and can just turn out to increase fun. However, if you feel neccessary, limit it that they can still only do one glyph/round.

Again, not too keen on quickening abilities, Glyph Masters should be measured and tactical in their approach, they aren't competing with sorcerers and wilders for 'nova' status.


And also, you can give them the ability to change any glyph to another glyph of the same type (trigger, continous) and same Tier (or lower Tier if neccessary). At higher levels, you can change type too! (This shouldn't have a limit on use, unless you really have a good proof that it can break the game)

I quite like this idea, it's quite fitting, so i'll implement this at some stage.


These abilities are mainly for the purpose of in class versatility. Once combat starts, characters aren't normally given the chance to be left alone for even a single round (to say nothing of 3 entire rounds). This allows Glyph Masters to quickly change their tactics if something unforseen appears and not have to leave themselves vulnearble for several rounds. Also, it lets them have something to contribute every round, instead of "I spend my round (again) to scribe the Tier 3 glyph

This is a problem, you wouldn't want a spell with a 4 round charging time, and this class has quite a few. However, if we bridge the preparation gap too much, the class won't have anything special going for it. Too little, and it's not playable. I'd hope that players will realise this and plan for their encounters, or at least keep a few contingencies.

That's partially why I gave the class hide and move silently, to allow them some breathing space in encounters to sneak some glyphs in.


Cheers for the long post and excellent points by the way.


edit- severely limited number of glyphs active at a time, and updated glyph magic rules.

UglyPanda
2010-02-03, 02:54 PM
Could you put the Glyphs in spoiler tags and make a table of contents or short list of summaries? It's kinda unruly.

katarl
2010-02-03, 03:09 PM
edit- cleaned up format

katarl
2010-02-04, 03:34 PM
any comments on balance or features you'd like to recommend?

Dante & Vergil
2010-02-18, 03:11 PM
How about a Bump.

katarl
2010-03-04, 11:17 AM
I don't feel that continuous glyphs contribute to the feel of this class, i'd like to remove them and move this class to be more of a trapsmith rather than a buffer.

Thoughts?

-edit- changed the final glyph

Zom B
2010-03-04, 11:48 AM
A glyph master can keep 2 glyphs plus one sixth his level (rounded down, minimum of 0)
The wording on this seems odd. I'd personally just go into the class table and either add a new column for how many they can have active at a time, or just go to 6th, 12th, and 18th level and put Active Glyphs: 3, Active Glyphs: 4, and Active Glyphs: 5 or somesuch.


An object can only hold one glyph at a time.
I'm leery of the wording on this one. As written, only one GlM in the entire world can have a glyph scribed on the ground at a time. Maybe word it that an object can hold multiple glyphs, but the glyphs cannot be closer than 5 feet (or 10 feet) to one another?


as a free action he can sense if there is any magical protections

Should be "as a free action he can sense if there are any magical protections". Also, the term "magical protections" is a little vague.


By level 3, a glyph master has learned to anticipate the flow of magical energy, granting him a +2 Litany bonus

I've never heard of a litany bonus, but this means that it stacks freely with a Cloak/Vest of Resistance. Just so you're prepared when you end up with a Pal2/GlM18 adding an extra +20 or so to all saves.


Erase Ward

At level 9, the glyph master discovers the roots of all glyph magic and can alter the effects of other protections. When he discovers a magical protection, he may make a scribe level check with a dc equal to 15+the protections caster level as a swift action. If successful, the magical protection is destroyed. He may attempt this once per protection per 24 hours.

Again, "protections" is an extremely vague term. As written, I can destroy somebody's Ring of Protection +5 with a DC 30 level check.


At level 17, a glyph master can make his triggers more exacting in their activation. He may choose to set the condition only when an elf touches the glyph, or when the temperature reaches a certain point.
So only those two conditions? You might want to put in that these are examples, not the entire list.

Overall, I like the flavor of the class except that they are more or less completely useless in combat. Oh, sure they can buff up people by temporarily enchanting weapons to deal more damage, and so can attack with these weapons themselves, but anybody can swing a weapon. I want to do some glyphing. It takes them 1-3 full rounds' worth of actions to scribe anything, meaning that they have to both anticipate combat and anticipate it on their own ground. Even then, they just sort of have to hope that the enemy is stupid enough to step on a square containing a strange glyph drawn onto the floor.

katarl
2010-03-04, 12:07 PM
The wording on this seems odd. I'd personally just go into the class table and either add a new column for how many they can have active at a time, or just go to 6th, 12th, and 18th level and put Active Glyphs: 3, Active Glyphs: 4, and Active Glyphs: 5 or somesuch.

Not keen on the whole 2+1/6 level thing at all, I want to stop abuse but also enable players to use glyphs imaginatively. I haven't got a system to allow that in place yet.


I'm leery of the wording on this one. As written, only one GlM in the entire world can have a glyph scribed on the ground at a time. Maybe word it that an object can hold multiple glyphs, but the glyphs cannot be closer than 5 feet (or 10 feet) to one another?

I have clarified this to included 5ft squares.


Should be "as a free action he can sense if there are any magical protections". Also, the term "magical protections" is a little vague.

Grammar easily corrected, clarified what is meant by 'magical protection', and closed an abusable loophole.


I've never heard of a litany bonus, but this means that it stacks freely with a Cloak/Vest of Resistance. Just so you're prepared when you end up with a Pal2/GlM18 adding an extra +20 or so to all saves.

That's because I made it up! Untyped bonuses can be called whatever you like. Magical protections and wards are a glyph master's raison d'etre, and so a hefty saving throw bonus at higher levels is acceptable.


Again, "protections" is an extremely vague term. As written, I can destroy somebody's Ring of Protection +5 with a DC 30 level check.

Clarified to mean 'temporary protections'.


So only those two conditions? You might want to put in that these are examples, not the entire list.

Added 'for example'.


Overall, I like the flavor of the class except that they are more or less completely useless in combat. Oh, sure they can buff up people by temporarily enchanting weapons to deal more damage, and so can attack with these weapons themselves, but anybody can swing a weapon. I want to do some glyphing. It takes them 1-3 full rounds' worth of actions to scribe anything, meaning that they have to both anticipate combat and anticipate it on their own ground. Even then, they just sort of have to hope that the enemy is stupid enough to step on a square containing a strange glyph drawn onto the floor.

Now that i'm taking out the buffs, they'll be even more useless! The class doesn't so much encourage inventive solutions as absolutely demand them to survive. I'd like to make the difficulty curve a little easier on new players though, have any ideas for that?

Thanks for the great input.

Zom B
2010-03-04, 12:41 PM
Now that i'm taking out the buffs, they'll be even more useless! The class doesn't so much encourage inventive solutions as absolutely demand them to survive. I'd like to make the difficulty curve a little easier on new players though, have any ideas for that?

Hmm.
Brainstorming:

Maybe add a glyph that they can scribe onto themselves, and the glyph is keyed to another active triggered glyph. They can trigger the one on themselves to trigger the other. This allows them to have basically remote-activated bombs at the cost of using up additional active glyph slots.

It's been brought up before, but remotely scribing a rune somewhere would be great. Either grant them that at some level, or make it scale (At level 3, the Glyph Master can create a glyph on an object, surface, or creature up to 5 feet away. At 6th, 9th, 12th, 15th, and 18th level, the range at which the Glyph Master can create a glyph increases by an additional 5 feet.)

Maybe take the time required to scribe way down, and stipulate that you cannot scribe more than one glyph per round. Scribing Tier 1 glyphs would be a free action (or a standard action that can become a free action if the Glyph Master takes some debuff afterward, such as fatigued or maybe even dazed), Tier 2 glyphs would be a standard action and Tier 3 glyphs would be a full-round action.

In general, analyze the resources they have and categorize them according to renewable (available every round, once every few minutes, etc), once per day, or limited (requires a material cost).

Actually that last one gives me an idea: You could incorporate a consumable expensive component that can enhance glyphs in some way. I'll let you elaborate on that.

Forever Curious
2010-03-05, 03:12 PM
You mention "continuous glyphs" in the class features, yet I don't see any.

DracoDei
2010-03-05, 03:16 PM
This bizarre glyph confuses those that touch it for 1 round per 2 scribe levels. Allows a will save to negate the effects. At tier 2, the glyph affects all within 10ft. At tier 3, the confusion becomes more powerful, enabling the dm to roll twice on the confusion table, and take the result he prefers. At tier 4, the glyph affects all within 20ft.


Shouldn't this be the pick of the person running the character? That would be more standard, and less arbitrary. GM for NPCs, player for PCs.

To handle the "stupid enemies only" problem, just have the glyphs only appear as they are going off, otherwise being invisible... or, if you want to get really tricky with it, say that the materials they are initially scribed in can be of any color, and allow appropriate Profession(Painter/Chalk-Artist/whatever) checks to match each part of the glyph to the background with modifiers for how variable the surface is.

Forever Curious
2010-03-05, 03:32 PM
Trigger Glyphs

All trigger glyphs have a trigger condition, usually being touched, under which circumstances, the effect activates. To touch a glyph, a creature must enter its square.

So if I were to, say, inscribe a glyph on a stone and then launch it at an enemy using a sling, would I have to aim for the square or the enemy? Also, would it be considered a touch attack or a standard ranged attack?

katarl
2010-03-06, 02:41 AM
Maybe add a glyph that they can scribe onto themselves, and the glyph is keyed to another active triggered glyph. They can trigger the one on themselves to trigger the other. This allows them to have basically remote-activated bombs at the cost of using up additional active glyph slots.

I really like this idea, it really adds to the tactical element of the class. I must find some way to implement this.


It's been brought up before, but remotely scribing a rune somewhere would be great. Either grant them that at some level, or make it scale (At level 3, the Glyph Master can create a glyph on an object, surface, or creature up to 5 feet away. At 6th, 9th, 12th, 15th, and 18th level, the range at which the Glyph Master can create a glyph increases by an additional 5 feet.)

Not keen on remote scribing, seems a bit of a copout on the part of the scribe, perhaps the crawling metaglyph would help out here?


Maybe take the time required to scribe way down, and stipulate that you cannot scribe more than one glyph per round. Scribing Tier 1 glyphs would be a free action (or a standard action that can become a free action if the Glyph Master takes some debuff afterward, such as fatigued or maybe even dazed), Tier 2 glyphs would be a standard action and Tier 3 glyphs would be a full-round action.

I agree, without removing the preparation element, speeding the scribing up would help out with reference to your earlier point of combat. As for the cost of scribing, i'm not sure. One of my earlier ideas was to include ability damage for each glyph, while another idea was to make it hp damage. These didn't seem to fit, but i do want to include some kind of limit without it being too static and unchanging, like a set numerical allowance.


Actually that last one gives me an idea: You could incorporate a consumable expensive component that can enhance glyphs in some way. I'll let you elaborate on that.

Possibly, but i'll need to perfect the basics before moving on to the enhancements.


You mention "continuous glyphs" in the class features, yet I don't see any.

There was a score or so of continuous glyphs before, but they were cut from the class.


Shouldn't this be the pick of the person running the character? That would be more standard, and less arbitrary. GM for NPCs, player for PCs.

I agree, rolling twice doesn't actually help the player at all. I've changed this to mean the scribe.


So if I were to, say, inscribe a glyph on a stone and then launch it at an enemy using a sling, would I have to aim for the square or the enemy? Also, would it be considered a touch attack or a standard ranged attack?

To activate a glyph, one must enter the square it resides, not simply be there where the glyph goes, so you could target the square, but only if a creature entered the square subsequently would it activate. Touching the glyph does activate it, however, so flinging a glyph would be a touch attack.

DracoDei
2010-03-06, 02:45 AM
To activate a glyph, one must enter the square it resides, not simply be there where the glyph goes, so you could target the square, but only if a creature entered the square subsequently would it activate. Touching the glyph does activate it, however, so flinging a glyph would be a touch attack.

Powering up rocks AFTER each fight, and then handing them to the (halfling) fighter is then the best use of this class in most situation. When initiative hits, take full defense, unless the fighter is running low....

katarl
2010-03-06, 02:46 AM
Powering up rocks AFTER each fight, and then handing them to the (halfling) fighter is then the best use of this class in most situation. When initiative hits, take full defense, unless the fighter is running low....

Unfortunately said halfling fighter would activate the glyphs when he touches them, that's why subtle glyph is such a high level, to prevent that kind of cheese.

DracoDei
2010-03-06, 02:53 AM
Oh, right... that helps a lot actually. Gotta use your one attack bonus if you go with rocks...

Forever Curious
2010-03-06, 08:50 PM
So, just to confirm...

Sling bullet+Glyph=ranged touch attack to trigger glyph

EDIT: Also, under the Scribe Glyph class feature scribing a Tier one Glyph is a move action. However, under the Trigger Glyphs section scribing a glyph "to affect a single square" is a full round action. I'm confused...

Tacitus
2010-03-07, 12:38 AM
I'm loving this concept so far.

Do you have any Racial Substitution Levels planned? If nothing else, Illumians would be a must. I'm thinking perhaps melding their headglyphs with classglyphs, returning continuous glyphs as a racial bit (I never saw them, so I don't know how overpowering it may be, perhaps at a reduced power?), or simply being able to have more active.

Perhaps instead of Sense Protections an Illumian's racial glyph resonance becomes stronger. Either that or the Latent Warding alters slightly so that is offers half against all spells and supernatural but doubles against word/glyph based stuff.

So many ideas, but I'm so terrible at putting them together coherently. XD

katarl
2010-03-07, 06:27 AM
Sling bullet+Glyph=ranged touch attack to trigger glyph

The bullet would have to be flat, at least on one side, and i don't like the idea of people 'flinging' glyphs using slings, so i may have to put in a minimum size.


Also, under the Scribe Glyph class feature scribing a Tier one Glyph is a move action. However, under the Trigger Glyphs section scribing a glyph "to affect a single square" is a full round action. I'm confused...

Yes, this was definitely a mistake, i've rectified this.


Do you have any Racial Substitution Levels planned? If nothing else, Illumians would be a must. I'm thinking perhaps melding their headglyphs with classglyphs, returning continuous glyphs as a racial bit (I never saw them, so I don't know how overpowering it may be, perhaps at a reduced power?), or simply being able to have more active.

That's a very good idea, illumians would definitely fit the concept, though i'm only working on the absolute basics of the class for now, i'll come back to racial substitutions when the mechanics themselves have been perfected.


Perhaps instead of Sense Protections an Illumian's racial glyph resonance becomes stronger. Either that or the Latent Warding alters slightly so that is offers half against all spells and supernatural but doubles against word/glyph based stuff.

Increasing the strength of the resonance is definitely an option, but the latent warding of an illumian in this case would be truly massive if it were doubled, you'd be better off granting immunity instead.


I'm loving this concept so far.

:smallbiggrin: