Chainsaw Hobbit
2010-06-16, 07:56 PM
Rune Tank
(Drawing by: ME!!!)
http://img683.imageshack.us/img683/5765/runetank.png
"Was that supposed to hurt?"
- Corack Stormblade, Human Rune Tank
Rune Tanks are powerful melee fighters that use arcane runes to add to their fighting prowess.
Becoming a Rune Tank
ENTRY REQUIREMENTS
Base Attack Bonus +5
Skills Spellcraft (4 ranks), Any crafting skill (6 ranks).
Class Skills
Skills Points at Each Level: 4 + int
Spellcraft, all crafting skills, jump, climb, swim, concentration, knowledge (arcana).
Hit Dice: d10
{table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special
1st|+1|+0|+2|+2|Weapon rune
2nd|+2|+0|+3|+3|Armor rune
3rd|+3|+1|+3|+3|Runic resistance
4th|+4|+1|+4|+4|Improved weapon rune
5th|+5|+1|+4|+4|Improved armor rune
6th|+6/+1|+5|+5|+5|Rune mantle
7th|+7/+2|+2|+5|+5|Greater weapon rune
8th|+8/+3|+2|+6|+6|Greater armor rune
9th|+9/+4|+3|+6|+6|Adaptable runes
10th|+10/+5|+3|+7|+7|Extra runes
[/table]
Weapon rune (SP)
At the beginning of the day you may choose to enhance one of your weapons with a Weapon rune, if you do so your weapon gains one of the following benefits for the rest of the day:
(Note: a weapon can have up to 2 of runes on it at a time.)
Fire rune
On a hit the weapon deals an extra 1d6 fire damage.
Ice rune
On a hit the weapon deals an extra 1d6 cold damage.
Shock Rune
On a hit the target can choose to be pushed 1 square or take 1d8 extra damage.
Draining rune
On a hit the weapon deals 1 point of temporary damage to an ability score of your choice.
Shattering rune
On a hit the target takes a -2 penalty to AC until the end of your next turn.
Armor rune (SP)
At the beginning of the day you may choose to enhance one of your suits of armor or a shield with an armor rune, if you do so your armor or shield gains one of the following benefits for the rest of the day:
(Note: a suit of armor can have up to 2 of runes on it at a time, a shield can only have 1.)
Resistance rune
While wearing the armor you gain resist 5 to 2 energy types of your choice
Life rune
While wearing the armor you can ignore the first 2 points of ability damage each round and gain a +5 bonus to saves vs disease and poison. You also recover an amount of ability damage equal to your constitution modifier every hour.
Toughness rune
While wearing the armor you gain DR /- equal to your constitution modifier.
Healing rune
While wearing the armor you regain 5 hp every 10 rounds (1 min).
Improved weapon rune (SP)
Functions like weapon rune but uses different runes.
(Note: this does not replace weapon rune.)
Storm rune
On a hit the weapon deals an extra 1d6 lightning damage and you move the target 1 square in any direction.
Binding rune
On a hit if the target moves during their next turn they take 2d6 damage of a chosen energy type.
Bloodletting rune
On a hit the target must make a fortitude save (DC 10 + your Rune Tank level) or take 1d4 points of constitution damage.
Law rune (Rune Tank must be lawful)
On a hit chaotic targets take an extra 2d4 damage and take a -2 penalty to speed for 1 round.
Chaos rune (Rune Tank must be chaotic)
On a hit lawful targets take 1d10 extra damage and a -2 penalty to AC for 1 round.
Improved armor rune (SP):
Functions like armor rune but uses different runes.
(Note: this does not replace armor rune.)
Rune of storm control
While wearing the armor when an adjacent enemy moves they take 1d8 lightning damage.
Rune of hope
While wearing the armor the first time in an encounter you drop to 0 hp or fewer (as long as you don't die) you come back the next round with hp equal to you constitution modifier x2.
Corrosive rune
While wearing the armor when missed by a melee attack the attacker must drop their weapon or take 1d8 acid damage (if the attack was unarmed they just take 1d6 acid damage).
Reflective rune
While wearing the armor when hit by a melee attack the attacker takes 1d4 force damage +1 point of force damage for every 5 points of damage done by the attack.
Greater weapon rune (SP):
Well folks, you know how this works!
Shockwave rune
On a hit the target is pushed 1 square and and must make a fortitude save (DC 12 + your Rune Tank level.) or take 2d6 extra damage.
Elemental rune
On a hit the target takes 1d6 extra cold damage and 1d6 extra fire damage.
Portal rune
Your reach with this weapon increases by 2.
Lifedrinker rune
On a hit you regain hp equal to 1/4 of the damage dealt.
Greater armor runes (SP)
Needs no explanation.
Fortification rune
While wearing the armor and at more than half hit points you take half damage from melee and ranged attacks.
Heal enhancing rune
While wearing the armor you regain gain an extra number of hit points equal your Rune Tank level from magical healing.
Shielding rune
While wearing the armor you gain a +3 bonus to AC vs ranged attacks and gain resist 5 to attacks from more than 5 squares away.
Runic resistance (SP)
You gain SR equal to 10 + your Rune Tank level and resist 5 to fire and cold damage.
Rune mantle (SP)
While wearing rune armor and wielding a rune weapon you gain a +2 bonus to saving throws.
Adaptable runes (EX)
At the beginning of an encounter (not the beginning of the day) you may enhance your arms and armor with runes, they instead wear off at the end of the encounter.
Extra runes (EX)
At the beginning of the encounter you may cast 1 extra rune of any kind.
(Drawing by: ME!!!)
http://img683.imageshack.us/img683/5765/runetank.png
"Was that supposed to hurt?"
- Corack Stormblade, Human Rune Tank
Rune Tanks are powerful melee fighters that use arcane runes to add to their fighting prowess.
Becoming a Rune Tank
ENTRY REQUIREMENTS
Base Attack Bonus +5
Skills Spellcraft (4 ranks), Any crafting skill (6 ranks).
Class Skills
Skills Points at Each Level: 4 + int
Spellcraft, all crafting skills, jump, climb, swim, concentration, knowledge (arcana).
Hit Dice: d10
{table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special
1st|+1|+0|+2|+2|Weapon rune
2nd|+2|+0|+3|+3|Armor rune
3rd|+3|+1|+3|+3|Runic resistance
4th|+4|+1|+4|+4|Improved weapon rune
5th|+5|+1|+4|+4|Improved armor rune
6th|+6/+1|+5|+5|+5|Rune mantle
7th|+7/+2|+2|+5|+5|Greater weapon rune
8th|+8/+3|+2|+6|+6|Greater armor rune
9th|+9/+4|+3|+6|+6|Adaptable runes
10th|+10/+5|+3|+7|+7|Extra runes
[/table]
Weapon rune (SP)
At the beginning of the day you may choose to enhance one of your weapons with a Weapon rune, if you do so your weapon gains one of the following benefits for the rest of the day:
(Note: a weapon can have up to 2 of runes on it at a time.)
Fire rune
On a hit the weapon deals an extra 1d6 fire damage.
Ice rune
On a hit the weapon deals an extra 1d6 cold damage.
Shock Rune
On a hit the target can choose to be pushed 1 square or take 1d8 extra damage.
Draining rune
On a hit the weapon deals 1 point of temporary damage to an ability score of your choice.
Shattering rune
On a hit the target takes a -2 penalty to AC until the end of your next turn.
Armor rune (SP)
At the beginning of the day you may choose to enhance one of your suits of armor or a shield with an armor rune, if you do so your armor or shield gains one of the following benefits for the rest of the day:
(Note: a suit of armor can have up to 2 of runes on it at a time, a shield can only have 1.)
Resistance rune
While wearing the armor you gain resist 5 to 2 energy types of your choice
Life rune
While wearing the armor you can ignore the first 2 points of ability damage each round and gain a +5 bonus to saves vs disease and poison. You also recover an amount of ability damage equal to your constitution modifier every hour.
Toughness rune
While wearing the armor you gain DR /- equal to your constitution modifier.
Healing rune
While wearing the armor you regain 5 hp every 10 rounds (1 min).
Improved weapon rune (SP)
Functions like weapon rune but uses different runes.
(Note: this does not replace weapon rune.)
Storm rune
On a hit the weapon deals an extra 1d6 lightning damage and you move the target 1 square in any direction.
Binding rune
On a hit if the target moves during their next turn they take 2d6 damage of a chosen energy type.
Bloodletting rune
On a hit the target must make a fortitude save (DC 10 + your Rune Tank level) or take 1d4 points of constitution damage.
Law rune (Rune Tank must be lawful)
On a hit chaotic targets take an extra 2d4 damage and take a -2 penalty to speed for 1 round.
Chaos rune (Rune Tank must be chaotic)
On a hit lawful targets take 1d10 extra damage and a -2 penalty to AC for 1 round.
Improved armor rune (SP):
Functions like armor rune but uses different runes.
(Note: this does not replace armor rune.)
Rune of storm control
While wearing the armor when an adjacent enemy moves they take 1d8 lightning damage.
Rune of hope
While wearing the armor the first time in an encounter you drop to 0 hp or fewer (as long as you don't die) you come back the next round with hp equal to you constitution modifier x2.
Corrosive rune
While wearing the armor when missed by a melee attack the attacker must drop their weapon or take 1d8 acid damage (if the attack was unarmed they just take 1d6 acid damage).
Reflective rune
While wearing the armor when hit by a melee attack the attacker takes 1d4 force damage +1 point of force damage for every 5 points of damage done by the attack.
Greater weapon rune (SP):
Well folks, you know how this works!
Shockwave rune
On a hit the target is pushed 1 square and and must make a fortitude save (DC 12 + your Rune Tank level.) or take 2d6 extra damage.
Elemental rune
On a hit the target takes 1d6 extra cold damage and 1d6 extra fire damage.
Portal rune
Your reach with this weapon increases by 2.
Lifedrinker rune
On a hit you regain hp equal to 1/4 of the damage dealt.
Greater armor runes (SP)
Needs no explanation.
Fortification rune
While wearing the armor and at more than half hit points you take half damage from melee and ranged attacks.
Heal enhancing rune
While wearing the armor you regain gain an extra number of hit points equal your Rune Tank level from magical healing.
Shielding rune
While wearing the armor you gain a +3 bonus to AC vs ranged attacks and gain resist 5 to attacks from more than 5 squares away.
Runic resistance (SP)
You gain SR equal to 10 + your Rune Tank level and resist 5 to fire and cold damage.
Rune mantle (SP)
While wearing rune armor and wielding a rune weapon you gain a +2 bonus to saving throws.
Adaptable runes (EX)
At the beginning of an encounter (not the beginning of the day) you may enhance your arms and armor with runes, they instead wear off at the end of the encounter.
Extra runes (EX)
At the beginning of the encounter you may cast 1 extra rune of any kind.