PDA

View Full Version : Rune Lord (3.5)



zenanarchist
2010-07-26, 10:25 PM
Rune Lord

Rune Lords are warriors who delved further into the arcane plumes of existence than any mortal should. They exited the experience extremely powerful and capable warlords. They have the ability to meld their own energies with powerful glyphs called runes. These runes enable them to perform great feats, cause damage to foes, grant them different types of movement, enhance their abilities and at higher levels, kill. Most of these runes may be utilised by other members of a Rune Lords party, making a Rune Lord a versatile and valuable companion. They are fearsome in battle and one always prays that a Rune Lord fights on their side.

Weapon and armour proficiencies:

Rune Lords are proficient with all simple and martial weapons and one exotic weapon. They also may choose one weapon (Simple, proficient or martial) to become their Rune Weapon. This weapon acts as if the Rune Lord had Weapon Focus and Weapon Specialisation with that weapon. Rune Lords also have access to all shield types.

Special: Upon multi-classing a Rune Lord loses all weapon and armour runes, but retains Power and Personal Runes.


Rune Lord
{table="head"]Level|BAB|Fort|Ref|Will|Special

1st|+1|+2|+2|+0|Runic Abilities, Runic Weapon

2nd|+2|+3|+3|+0|Combine Runes (2)

3rd|+3|+3|+3|+1|Fighter Bonus Feat

4th|+4|+4|+4|+1|Extend Rune power

5th|+5|+4|+4|+1|Improved Runes

6th|+6/+1|+5|+5|+2|Greater Extend Rune power

7th|+7/+2|+5|+5|+2|Combine Runes (3)

8th|+8/+3|+6|+6|+2|Fighter Bonus Feat

9th|+9/+4|+6|+6|+3|Power Word: Rune

10th|+10/+5|+7|+7|+3|Improved Runes

11th|+11/+6/+1|+7|+7|+3|Master Writer

12th|+12/+7/+2|+8|+8|+4|Combine Runes (4)

13th|+13/+8/+3|+8|+8|+4|Fighter Bonus Feat

14th|+14/+9/+4|+9|+9|+4|Perfect Writer

15th|+15/+10/+5|+9|+9|+5|Improved Runes

16th|+16/+11/+6/+1|+10|+10|+5|Rune Safeguard

17th|+17/+12/+7/+2|+10|+10|+5|Fighter Bonus Feat

18th|+18/+13/+8/+3|+11|+11|+6|Explosive Runes

19th|+19/+14/+9/+4|+11|+11|+6|Runic Storm

20th|+20/+15/+10/+5|+12|+12|+6|Improved Runes, Runic Armageddon[/table]


Alignment: Any
Hit Die: d10

The Rune Lord’s class skills (and the key ability for each skill) are Climb (Str), Decipher Script (Int), Jump (Str), Knowledge (Runes) (Int), Listen (Wis) Search (Int), Spellcraft (Int) Survival (Wis), Use Magic Device (Cha)

Class Skills:

Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier

Hit Die: D10

Class Features


Inscribing Runes (Ex)

Inscribing runes on a piece of armour is an hour long process that requires no material components. No check needs to be made; the lord is proficient with his runic skill and may swap out these runes as often as he desires. If the Rune Lord is inscribing the rune onto a weapon, the process takes 15 minutes rather than an hour.

Inscribing any Power rune is a full round action unless stated otherwise. The Rune Lord may have two active Power runes at first, three at fifth, four at tenth and five at fifteenth. These runes last for two rounds plus the Rune Lords Constitution modifier unless stated otherwise.

Personal Runes take two full round actions to remove and inscribe (one to remove, one to inscribe). A rune lord may have one active at first level, two at fifth, three at tenth, four at fifteenth and five at twentieth.

At first level a Rune lord may have one active armour rune and two active weapon runes. At tenth level the Rune lord may have two active armour runes, at fifteenth level he may have three active weapon and two armour runes.

Runic Weapon (Ex)

At the beginning of his life a Rune Lord chooses one type of weapon that he will forever be bound to. His fighting style is adapted primarily to the use of this weapon. His runes seem to make a better fit, his grip seems to hold the weapon sturdier and his cuts seem deeper with this weapon. At level one he gains Weapon Focus with this weapon, at level five he gains weapon specialisation, at level 10 this weapon automatically transmutes to adamantine and cold iron and gains a +10 to disarming attempts , at level 15 he may mentally manifest this weapon to his hand from anywhere within a 10 mile radius.

Additionally, the weapon gains a modifier based on the Rune Lords current level. At first, the weapon is considered a +1 weapon, +2 at fifth, +3 at tenth, +4 at fifteenth, +5 at twentieth. This effects chances to hit magical monsters and overcomes DR. This enhancement bonus instantly lost when the Rune Lord releases his grip on the weapon and instantly regained upon picking it up.

Combine Runes (2)(Su)

At the cost of one constitution point per rune the Rune Lord may merge two runes together to allow the benefit of both. These points are only a temporary loss and return after one hour. The merged rune exists for as long as the longest duration either of the original two offered. It takes a standard action to inscribe and combine two runes and the Combined Rune is considered to only use one "Rune slot". The Lord may only combine Runes of the same type. E.g Power with power. Armour with armour. Etc.

Fighter Bonus Feat (Ex)

The Rune Lord may choose any feat he wishes so long as he meets the prerequisites from the list of Fighter Bonus Feats.

Extend Rune Power (Su)

The Rune Lord may now choose to extend any of his inscribed runes by two rounds, or two hours depending on if the original runes duration was measured in rounds or hours. For example a rune that originally lasted for two rounds, would now last for four. A rune that lasted for four hours, would now last for a total of six hours.

Improved Runes (Ex)

With further delving into the arcane mystery of glyphs, the Rune Lord has discovered the secrets of greater and more powerful runes.

Greater Extend Rune power (Su)

The Rune Lord may now choose to extend any of his inscribed runes by four rounds, or three hours depending on if the original runes duration was measured in rounds or hours.

Combine Runes (3)(Su)

At the cost of one constitution point per rune, the Rune Lord may now meld three runes into the one Rune, to gain the benefit of all three. The points are a temporary loss and now return after half an hour. The combined rune lasts for as long as the shortest duration of those combined.

Power Word: Rune

The Rune Lord may now speak a single, powerful word and verbally inscribe any rune he knows as a swift action. This may also be used to remove any inscribed rune as a swift action (Two swift actions to remove and then inscribe). This Power Word may also be used to utilise the ability from a rune without inscribing it. For example he may summon a pole to his hand by speaking the Power Word Rune: Pole. The pole lasts for as long as the ability normally states it would. This ability also works for damage causing runes such as Guard or Shard, but does not work for permanent runes with no duration, such as the armour rune: Rock.

Master Writer (Ex)

The Rune Lord, after years of delving into his arcane glyphs, understanding their secrets and making use of their varied capabilities is considered an adept at their inscriptions. First, he gains +1 to all bonuses applied to his person from any rune active but not to Power Runes or Weapon/Armour runes. Secondly, he may now choose to inscribe or remove any rune as a move action rather than a standard action.

Combine Runes (4)(Su)

At the cost of one constitution point per rune, the Rune Lord may now meld up to four runes into the one Rune, to gain the benefit of all four. The points are a temporary loss and now return after an amount of rounds equal to the Consitution points spent. The rune lasts for as long as the shortest duration of any one rune in the combination.

Perfect Writer (Ex)

The Rune Lord may now inscribe upon any surface within 60ft of his person. This allows him to inscribe personal runes on allies too far to reach or otherwise stranded by obstacles. Also, he now does not need to spend any actions to remove glyphs, this is now considered a free action for the Rune Lord.

Rune Safeguard (Ex)

The Rune Lord may now safeguard all his runes. No one else other than those designated by the Rune Lord may utilise the runes, the runes are not visible to any individuals not designated by the Lord. Prior to this ability if a hostile creature could reach and see a rune, they could access its power.

Explosive Runes (Su)

Similar to the spell of the same name with a few differences. First, the Rune Lord may designate any runes within his sight line to explode. These runes do not need to be visible or read by a hostile creature. He may designate any amount of runes up to the maximum of those he can see and with a standard action, cause them all to explode. Each rune exploding in this fashion causes 6d10 untyped magic damage in a 15ft radius to all creatures, this ability is not subject to magic or spell resistance. Any combined runes deal an additional +1d10 per every rune in the combination. E.G: A total of 10d10 from a combined rune containing four runes.

Weapon Rune List

Fire:
Grants +1 fire damage, +1 fire damage per every three levels the lord has. This rune also causes 1d4 additional fire damage in the following round.

Ice:
Grants +1 cold +1 cold damage per every three levels the lord has, slows base land speed by half.

Thunder:
Grants +1 electricity damage and +1 per every three levels the lord has, this rune deafens on a failed fortitude save (DC10+total lord levels)

Air:
Grants the wielder +5ft movement per every two levels the lord has.

Boomerang:
Grants the returning property on a thrown weapon.

Rope:
Grants the lord an additional 5ft extra reach. This extra area extends the lords threatened squares.

Razor:
This rune adds extra sharpness to the blade or point of a Rune Lords arrow. This causes the Rune Lords weapon to act as if it were two size categories larger. E.G A 1d6 weapon now deals 1d10. A 2d6 weapon now deals 3d6 and so on.

Arena:
Grants the lords weapon a +1 enchantment bonus per every 5 levels he has beginning at +1 at first level, +2 at fifth, +3 at tenth and so on to +5 at 20th.

Sword: This grants +2 to all melee attacks made by the Rune Lord and allows them 2/day to double their damage so long as they have been wearing this rune for over 1 hour. The rune may not be uninscribed and reinscribed to reset the 2/day cap.

Arrow: This grants +2 to all ranged attacks by the Rune Lord and 2/day allows them to double their range increment and damage done so long as they have been wearing this rune for over 1 hour. The rune may not be uninscribed and reinscribed to reset the 2/day cap.

Muscled Arm: This powerful rune, only inscribable at Rune Lord level 5, grants the Rune Lord the ability to make as many Attacks of Oppurtunity as he can in a round equal to his Strength modifier.



Armour Rune List

Fire:
Grants fire resistance 5 per every four levels the lord has beginning at 5 at level 1. This rune also causes 1d4 fire damage in a 5ft radius upon being struck by any creature.

Ice:
Grants cold resistance 5 per every four levels the lord has beginning at 5 at level 1. This rune also causes 1d4 cold damage in a 5ft radius upon being struck by any creature.

Bolt:
Grants electric resistance 5 per every four levels the lord has beginning at 5 at level 1. This rune also causes 1d4 electric damage in a 5ft radius upon being struck.

House:

The Rune lord under effect of this rune may sleep in any type of armour and suffer no negative effects. Also, they may comfortably exist in extreme heat (up to 50 degrees celcius) and extreme cold (down to -5 degrees celcius).

Wings:
User may sprout wings as a full round action, granting a 10ft fly speed at first level and increasing by +5 feet every second level. This rune begins at poor manoeuvrability at 1st, average at 5th, good at 10th and perfect at 15th. These may be retracted as a full round action. There is no limit to how many times a lord retracts or expands his wings.

Air:
Grants +5 ft to movement per every second level the lord has.

Rock:
Grants an additional +1 armour bonus per every fourth level the lord has beginning at first that stacks with any armour the Lord is currently wearing.

Shimmering:
This grants the Rune Lord spell resistance equal to 5+total Rune Lord levels+Con modifier.

Bug:
Grants the lord the ability to become up to two size categories smaller than his original for four rounds every hour.

Giant:
Grants the lord the ability to become up to one size category larger than his original for four rounds every hour.

Eyes:
This rune is actually a multitude of runes scattered all over the body, it grants +4 to spot checks but also stops the wearer from ever being flanked. However they may still be sneak attacked via the rogue special ability if they are denied their dexterity bonus or caught flat footed.




Power Rune List

These runes are inscribed onto surfaces that any character can touch and interact with. Hostile enemies cannot see them unless it is stated that they are visible to the enemy. The Rune Lord creates these runes to assist both himself and his allies on their adventure. All power runes remain until the Rune Lord chooses to uniscribe them or the Rune describes a duration.

1st level

Skilled: Any individual to touch this rune is granted +2 to a total of three skill checks for a total of 3 rounds.

Academy: Any individual to touch this rune is granted +1 to AC, to hit and damage for 3 rounds.

Pole: Any individual to touch this rune may pull from it a 10ft pole that lasts 10 rounds

Caltrop: Any individual may 1/day touch this rune to withdraw a bag of caltrops.

Light: Any individual may 2/day touch this rune to cause their hand to flare into light. This light offers a 40ft directional light dependant on the persons hand facing. They may close their fist to shut off the light. This lasts for five rounds- the Rune Lord may utilise this light without a duration, the light will last until he inscribes another rune.

Weapon: Any individual may touch this rune to pull a standard weapon from it. This weapon may be any simple or martial weapon. As soon as that individual holds another weapon of any type (including one from the rune) the first disappears.

Quiver: Any individual may touch this rune to draw from it one arrow. As soon as another arrow is pulled the first is dismissed. The arrow may be enchanted for the cost of enchanting a quiver, as soon as that arrow is added to a quiver of other arrows it automatically enchants the rest. However, if another arrow is drawn from the quiver the entire magically enchanted quiver disappears. If the individual has rapid shot, the rune allows them to draw as many arrows as they can fire in one round.

Movement: Any individual placing their foot upon this rune, usually inscribed in the floor, is now able to move up to double their regular base movement speed.

5th Level

Fire Trap: This rune is triggered by proximity and when any hostile foe comes within 10ft of its surface it explodes causing 1d6 damage per every second level the lord has. The lord may trigger the rune early if he focuses for one round upon it to explode in a 20ft radius for 1d8 per level damage. If he does not focus, the rune goes off of it's own accord upon someone entering the proximity.

Slow: Any hostile foe passing within 20ft of this rune is automatically slowed to half their base movement speed and takes a -2 penalty to attacks and armour class per every second level the Rune Lord has.

Cage: Any hostile foe passing within 10ft of this rune must pass a DC10+1/2 lord level+Con Modifier or be Held as per the spell. This acts as if the lord were an equivalent level caster.

Mirror: Any hostile foe passing within 15 ft of this rune activates a mirror image of themselves under the command of the Rune Lord. This copy has ¼ of their current hit points at 5th level, ½ at 10th level and ¾ at 15th level rounded up. This copy may not use any special abilities, spell like abilities or spells. It may only make melee or ranged attacks and defend. It has equivalent attack bonus, armour and saves of it’s original however gains no special properties of the originals armour or weapons/items.

Package: Any individual may, once per day, draw one plate of food and one decanter of water. The Rune Lord may draw these out three times per day. However, under the Rune Lords option this food may be Poison and cause 1d4 points of Con Damage per round unless a fortitude save (DC10+1/2 Lord levels+Con Modifier) is made.

Warrior: This rune grants any friendly individual touching it a +2 bonus to attack and damage for 3 rounds. This becomes +3 at tenth level and +4 at fifteenth and +5 at twentieth. This is taken into consideration upon trying to hit magical creatures or overcoming damage resistance.

Truth: This rune causes a 50ft area centred on the rune to automatically stop lies being spoken. No untruths may be spoken in this area unless a DC10+Lord Levels+Con modifier Will Save is made. Any illusions passing into this area are automatically dismissed unless the creator of the illusion passes a DC19 Will Save.

10th level

Flight: This rune, once touched, grants any individual the power of flight with a fly speed double their base land speed with average manoeuvrability. This ability lasts for two rounds + the lords constitution modifier.

Breath: This rune, once touched, grants any individual a breath weapon dealing 1d6 untyped magic damage per every third hit die that creature possesses. There is a 1d4 round recharge time after each breath. This breath weapon lasts 8 rounds total. This breath weapon is a line.

Black glass: This rune, once touched, grants a miss chance of 25% per every sixth hit dice the creature has. This ability lasts 3 rounds.

Invisible: This rune, unseen by any but the rune lord, grants greater invisibility to any who touch it for 5 rounds twice per day.

Water: This rune, once placed will continuously gush ten gallons of water per every round it exists. The water is fresh water and may be drunk. The lord may choose to cease the flow any time he wishes. This water is always fresh and pure regardless of the surfaces it rests upon.

Fire: This rune, once placed, burns a 10 foot radius area extending outwards every round by ten feet. The lord may choose to cease this expansion or the fire itself any time he wishes. However the rune may only burn a 100 feet radius area per day total. This fire deals 1d12 damage for every round an individual is within it’s flames. A rune lord may not place this rune again after it has burned a 100 foot radius area total. These flames stay active for as long as the rune is in place.

Earth: This rune is placed and left. A lord may, as a swift action, force this rune to activate and cause a quake to erupt in a 30ft radius centred on the rune. This knocks prone any hostile individuals who do not pass a reflex save (DC10+1/2 lord levels+Con modifier). The lord may re-activate this rune every two rounds.

Shard: This rune lasts until the lord chooses to replace this rune with another, thus it is effectively permanent and has no duration. Upon any hostile creature passing within 20 ft of this rune a set of sharp piercing shard like slivers shoot out and spray the target for 1d8+Con Modifier damage per every fourth level the lord has. There is a 25% chance that these needles will blind the creature.

15th level

Fountain: The fountain rune contains healing properties available to any who touch it. The fountain rune has three hundred hit points of healing at 15th level and four hundred at 20th. The rune may only be inscribed once a day. Each creature must choose how much of the remaining portion they take up to their own maximum hit point total. The rune glows blue and gets dimmer as the power is used up. Hostile creatures may also utilise the Fountain rune. This rune may only be placed once a day and each creature may take their total maximum hit points worth once a round. E.G If a fighter takes 100hp to heal to full capacity, and then is damaged 100 points next round, he may revisit the fountain and take another 100 points to go back to full.

Gate: This rune must be placed once and then a location designated, after the designation another identical rune springs up in the location but does not take up a "Rune Slot". If the Lord should then place another Rune of this type he may choose to travel between any one of the four locations that Runes are located. The maximum distance allowed to travel is 100ft per every level of the Rune Lord. If he designates a spot he cannot see and has not been there is a 25% chance that upon exiting he will be 1d4 X 10 feet in a random direction and take 1d8 damage.

Guard post: This rune may be used against any hostile creature within a 20ft range of the Rune itself. By pointing at a foe the Guard Post fires a pinpoint beam at the creature which then takes 4d10 damage unless a DC10+Rune Lord level reflex save is made. This Rune may be utilised twice per round and lasts for a total of six rounds. The Rune Lord may use this rune in conjunction with a regular attack. This rune may not be placed on the floor.

Scythe: Twice per day this rune may be placed upon a surface. If any hostile creature should pass within 20ft of it they must succeed on a fortitude DC10+1/2 Rune Lord level+ Con Modifier save or be slain outright.

Clock: Upon placing this rune the lord may activate it any time up to a duration of fifteen rounds before it disappears. He may then choose one of two effects to occur. Either stopping time completely or reversing time by two rounds. If utilising time stop the Rune Lord may only place or use runes. If reversing time, all effects taking place in the two rounds prior including damage and status effects are reversed, however the abilities or spell slots that caused them still lose a “charge” or spell slot if they utilised one to create the effect. This lasts for 2 rounds at fifteenth and three at twentieth.


20th Level


Doorway: This rune allows the Rune Lord to travel to any place he has previously been, has intimate knowledge of or has studied explicitly. He may only use this rune two times per day. It is a free action to use this rune. The Rune Lord may take any number of travellers. This may be on another plane or level of existance.

Chain: This rune is actually four runes, placed in spots designated by the Rune Lord. Each time a hostile creature travels near one of the four runes, they re-activate the other three. Each rune has a radius of 20 feet. Every time a hostile creature enters this radius a beam of pure energy pulses out and causes 5d10 magic damage from each Chain rune that the creature is within 20ft of. These runes last for 10 rounds.

Lighthouse: This rune immediately reveals all hidden doors, secret doors, hidden characters, invisible characters, immediately dispels illusions, makes ethereal characters completely real and immediately returns all summoned creatures back to their original plane in a 30ft radius. This rune remains active for a length of time equal to the Con modifier of the lord and in this time no illusions may be cast nor hostile characters hidden.

Shield: This rune immediately creates a radius of 40ft which create an effect identical to an Area Greater Dispel Magic as if cast by an equivalent level caster. Secondly, all summoned creatures are immediately returned to their home plane and finally no magic functions inside the radius of the rune. It is as if a Dysjunction/Greater Dispel/Antimagic field had all been simultaneously cast. This lasts for 3 rounds and is useable twice a day.



Personal Runes

These marks are inscribed onto other the Rune Lord’s skin; they are his own personal set of runes, however, the Rune Lord may choose to use them on other individuals twice per day total. They are used to boost attributes, skills or combat abilities and one creature may be bestowed one Personal Rune per day that lasts for one hour. Runes upon the Rune Lord last for a ten hour period before needing to be renewed.

1st Level

Fighter - +1 to hit and +1 to damage per every third level the Rune Lord has. This rune also allows the Rune Lord to 1/day cause double damage to any melee or ranged attack they make. This mark may be bestowed on another individual; however, they only gain +1 to hit and +1 to damage regardless of level.

Brawler- +1 to unarmed damage, grapple checks, bullrush attempts and unarmed trip attempts per every third level the Rune Lord has. This rune may be bestowed upon another individual but does not grant a bonus to trip or bullrush attempts.

Armadillo- +1 to Armour Class (Natural) per every third level the Rune Lord has. This mark may be bestowed upon another individual, however, they only gain +1 to armour class regardless of level.

Horse- Upon a charge the Rune Lord gains +1 to damage and to hit per every five levels he has and also gains double damage on a successful charge 2/day. This ability may be bestowed to another individual however they do not gain double damage on a successful charge.

Sheath- This rune allows the Lord to pull any simple or martial non-magical weapon from within. It is usually inscribed into the palm or forearm of a lord. At tenth level this weapon is a +2 version of that weapon, at fifteenth it is +4 and at twentieth it is +5. This rune may be bestowed upon another individual however they may only ever pull a maximum of a +2 non magical weapon from the rune.

Book- This rune grants the Rune lord a bonus to all knowledge checks, however this rune takes 3 hours to scribe onto his body due to its intricate nature. It grants +1 at first, +2 at fifth, +3 at tenth, +4 at fifteenth and +5 at twentieth level.

Quiver- This rune, usually inscribed onto the shoulder of a Lord allows him/her to draw one arrow per point of the rune lord's Constitution modifier per round. These arrows last for two rounds. At first level they are regular arrows. At fifth they are +1 flaming arrows (+1d6 fire) at tenth they are +2 lightning arrows (+1d6 electricity damage in a line equal to range increment), at fifteenth they are +3 exploding arrows (+3d6 in 30ft radius (Explodes on impact)). A lord may choose what type of arrow he draws at any level.

Bull- This rune, usually inscribed onto the torso of a Lord, grants the user a +2 on attempts to bullrush an opponent at first level. At 5tth level this becomes +4, at tenth +6 and at fifteenth +8. They are also considered to have the feat Improved Bullrush.

5th level

Shade- This rune grants the Rune lord the ability to come under the effect of Blink or Blur at their own discretion as if the spells were cast by an equivalent level magic user. This may be bestowed to another individual but only grants Blink as if cast by a mage user half the level of the Rune Lord.

Smoke- This rune grants the Rune Lord the ability to use Gaseous Form as if they were a magic user of equivalent level. This rune is useable at will.

Bird- This rune grants the Rune Lord a fly speed double that of his current land speed with average maneoverability. At tenth level this becomes good maneoverability.

Chain- This rune, usually inscribed onto the leg of a Lord, grants the user a +2 on attempts to trip an opponent at fifth level. At 10th level this becomes +4, at fifteenth +6 and at twentieth +8. They are also considered to have the feat Improved Trip

Spider- This rune grants the Rune lord the movement as if under the Spider Climb spell cast by a wizard of equivalent level to the lord. However the duration of the spell is permanently in effect until he inscribes a rune in this one’s place. This rune also grants the lord the ability to spray a fine sticky web onto his opponents once every six rounds 2/day that impedes movement unless a reflex save (DC10+lord level) out to a range of 30ft, it reduces movement to 1/4 of their base land speed. The web is considered a cone for who it effects.

Wand- This rune grants the lord Spell Resistance 10 per every level he has.

Knight- This rune treats the rune lord's armor as one category lighter than normal. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. Speed reduction caused by armor is ignored, maximum Dexterity bonus is increased by 1, and armor check penalties are lessened by 1 (to a minimum of 0)."

Hunter: This rune grants the Rune lord +10 to spot and listen checks as well as +5 to survival. Additionally if he makes an attack in a "natural" environment (Cave, desert, forest, plains etc) he gains +2 to attack and to hit.

Crystal: This rune grants the Rune Lord the counter spelling ability as an immediate action. Whenever a magic user casts a spell within 40ft of the Rune Lord, the lord may make a Spellcraft check (DC20+Spell level+Caster level) and if successful may counter spell even if he does not possess the ability to cast spells normally.

Bear- This rune grants the Rune lord two natural claw secondary attacks dealing 1d8+Con modifier damage each. These weapons are able to be affected by spells that affect natural weapons. The lord may still hold weapons in these arms. If the Rune Lord is making an unarmed attack and already gains bonus this stacks with the damage from the Bear claws.

Scorpion- This rune grants the Rune lord a tail that can deal 1d10 damage on initial strike. Then for 16d rounds afterwards the foe takes damage equal to the lords Con modifier every round. If struck twice in a round the target takes 1 Constitution damage as well unless a Fortitude save (DC10+1/2 Lord levels+Con modifier) is made.


10th level

Mole- This rune gives the Rune Lord a burrow speed of half his base land speed as well as Blind sight and Tremor Sense out to 40 ft . If above ground he gains Touch Sight as per the third level Psion power but loses Blind Sight.

Shield- This rune bestows complete immunity to third level spells and below as well as immunity to all missile based ranged attacks for 1 round per every level of the Rune Lord. This rune may be reinscribed with two full round actions.

Horror- This rune creates an aura around the Rune Lord that forces all hostile enemies within 15ft to take a Will save (DC10+1/2 Rune Lords level+Con modifier) and if failed that victim is rooted to the spot, unable to move. However they can still attack, cast spells or fire ranged projectiles. They simply cannot advance or retreat.

Lips- This rune allows the lord to designate one target to which he can now telepathically communicate with so long as they are within 100ft. At level fifteen this becomes two targets at 150ft, at twentieth level this becomes three targets and 200ft. Designating a target is a swift action.

Broken Wall- This rune allows the bearer to pass through walls no thicker than 6 inches. However, each time they do this they take 4d10 damage. At fifteenth level this becomes 2d10 damage, at twentieth level this becomes 1d10 damage. This ability allows them to pass through forcecages and walls of force as well as doors and windows. Ceilings and floors may be passed through however the Rune Lord must have some method of defying gravity. If they use this ability and have no way to do such they instantly fall at a rate of 20ft per round and if they end in solid matter take 10d10 damage every round.

Maw- This rune, once inscribed, instantly modifies the lords mouth to become that of a great beast. He gains a razor sharp natural bite attack (1d10+Con Modifier+strength) damage and inflicts a bleeding 1d6 wound per round for 3 rounds after the attack.

15th level

Diplomat- This rune, once inscribed, confers a +2 bonus to all Charisma based checks. It may be inscribed on another for three rounds; however they only gain +1 to Charisma based checks.

Sage- This rune, once inscribed, confers a +2 bonus to all intelligence based checks, but does not stack for gaining more skill points. This rune may be inscribed upon another however they only ever gain +1 to intelligence based checks.

Builder- This rune, once inscribed, confers a +3 bonus to all strength based checks, including damage on weapons and to hit based checks. This rune may be inscribed upon another however they only gain a +2 bonus to strength based checks and melee damage/to hit for 10 rounds.

King- This rune, when inscribed, grants a +2 bonus to Charisma. At twentieth level this becomes +3. Also, while under the effects of this rune the lord may use any sceptre or rod without using the appropriate Use Magic Device checks. He is always considered proficient. This rune may be inscribed upon another individual however they always only gain +1 to Charisma.

Marksman- This rune, when inscribed, grants the wielder an extra 200ft to their ranged increment usually allowed for striking a distant target. For purposes of determining to hit, the target is considered two hundred feet closer than it actually is. Additionally, any cover less than Total is completely ignored by the bearer of this rune. Additionally, once per day the bearer may "bounce" an arrow around a corner, striking any target that they cannot see, albeit with a -4 penalty to hit.

Bandage- The rune lord gains a pool of points per day equal to 10 multiplied by 1/2 class level. He may then touch another individual and heal up to a number of points equal to his total pool, they may not be taken over their maximum hit point allowance. This rune may not be uninscribed and reinscribed to “reset” the pool. This rune takes an hour to inscribe.

Thief- The Rune lord gains a +10 bonus to two skills: Bluff, Disable Device, Disguise, Hide, Move Silently, Open Lock, Search, or Sleight of Hand, Appraise, Balance, Climb, Forgery, Jump, and Tumble and a +5 bonus to two other skills upon that list.

Blood- The lord inscribes this onto his own body and designates one individual in his/her party. The lord now takes half damage for that individual regardless of source. This is inclusive of damage done to their own body and can kill the lord. The target still takes the other half of the damage.

Beholder- The lord sprouts three eyestalks from the top of his head, one of which is merely vision and allows the lord to never be caught flat footed. The other two are gaze weapons. The first is a ray dealing 4d10 untyped magic damage on a failed Reflex Save (DC10+1/2 Lord level+ Con modifier) the second is a cone causing confusion on a failed Will save (DC10+1/2 Lord level+Con Modifier). Both gaze attacks may be used in conjunction with a full attack and both Gaze attacks have a range of 20ft

20th Level


Halo: This rune allows the user to transform into a Solar equal to a number of rounds equal to his Con Modifier per day. This may be split up throughout the day. He gains all abilities of the Solar including spell casting, but may not use Wish/Limited Wish or any spells with the "Healing" descriptor.

Coffin: This rune allows the user to Animate Dead, as if they were a cleric of equivalent level four times per day. Additionally, they may use Create Greater Undead once per day.

Heart: This rune grants a number of magical benefits. First, the rune lord and all allies within 20 feet gain fast healing 2. If the rune lord or any of his allies fall below 0 hit points in the range of this aura while the rune is active, they are immediately restored back to 0 hit points, regardless of damage taken. Finally, allied creatures within the aura's range are immune to death effects. This rune can be active for up to 5 rounds per day.

Dice: Once every three rounds, the rune lord gains the ability to reroll any failed check after knowing the result. He must take the result of the reroll, even if it's worse than the original roll. This rune can be active for a total of 18 rounds per day.

Boots: This rune grants the user the ability to Dimension Door at will and as a move action, as if cast by an equivalent level wizard. This rune has no duration.

Temotei
2010-07-27, 12:23 AM
I'll wait for everything to be finished before I really take a good look.

zenanarchist
2010-07-27, 12:24 AM
I'll wait for everything to be finished before I really take a good look.

Tem! A hoy hoy! Welcome back. No worries.

If you get a glance by look, let me know what you think of concept.

Still got a lot of fluff/runes/class features to come.

BladeofOblivion
2010-07-27, 01:32 AM
If you are looking for ideas, check out my Runeblade class, which is different in the Exact mechanics used, but is similar to the concept and fluff. There is a link in my sig.

zenanarchist
2010-07-27, 01:35 AM
If you are looking for ideas, check out my Runeblade class, which is different in the Exact mechanics used, but is similar to the concept and fluff. There is a link in my sig.

Bugger it! I was hoping I wasn't stepping on any homebrews toes with this class. Luckily however a lot of your abilities seem to mimic spells.

Mine mimic one or two but the rest are reasonably free standing.

Also I have "fonts" that other classes can take from.... i didn't see that on yours...

Although I did love some of your mechanics. I may nab a few lol

BladeofOblivion
2010-07-27, 01:50 AM
As Zoidberg once said: "Take! I've got four of them!"

zenanarchist
2010-07-27, 01:52 AM
As Zoidberg once said: "Take! I've got four of them!"

Haha! Love futurama.

And thank you good sir.

Temotei
2010-07-27, 02:09 AM
I was hoping I wasn't stepping on any homebrews toes with this class.

There's a ridiculous amount of rune-based classes on this board. Search "rune" in the search function and you'll likely find at least ten.

akma
2010-07-27, 07:38 AM
Firstly: I like the concept.
Secondly, some of those abilities simply replace magic items (+x to the damage of a weapon for exemple), and save DC of 10 + rune lord level sounds too high for me.

zenanarchist
2010-07-27, 05:20 PM
There's a ridiculous amount of rune-based classes on this board. Search "rune" in the search function and you'll likely find at least ten.

Ah but see that's why I don't search first. If I see a class that has awesome abilities, those abilities might sub conciously find their way into my class. As much as I can I'd like to TRY not to pilfer awesome concepts. lol.


Firstly: I like the concept.
Secondly, some of those abilities simply replace magic items (+x to the damage of a weapon for exemple), and save DC of 10 + rune lord level sounds too high for me.


Glad you like the concept!

And yep, some of the abilities do + to damage. But there's very few magic items that can be shared by the entire party at the same time. This allows the user to get a magic item (bonus points if their magic item is also their specific runic weapon) and then apply these runes on TOP of the properties of the magic weapon. This class is basically buff central for fighters.

Temotei
2010-07-28, 01:24 AM
save DC of 10 + rune lord level

The standard save DC calculation is 10 + 1/2 class levels + main ability score modifier. For this, any of the mental stats would probably work.

Note that prestige classes use 10 + class levels + main ability score modifier for their DCs, generally.

zenanarchist
2010-07-28, 01:27 AM
Orly? I did not know that.

Guess I'd better start playing even more. Tee hee.

Tem, what did you think of the Con penalty to combining runes. Too harsh?

Edit: Also, I really wanted to base most saves off of Con so he wasn't MAD.

Mad would...lower his abilities quite substantially. Is there any way to pull this off?

blackmage
2010-07-28, 10:51 AM
So, I'm also guilty of trying to make a Rune class...though in the process of its creation, its morphed into something very different, but it still started off as VERY similar to this. I even had weapon, armor, and personal runes just like you do!

I also ended up basing his DCs and other things off Con, again to reduce MAD. Typically Str and Dex are you offensive fighter attributes, Con is a purely defensive stat, and I liked the idea of changing it into an offensive attribute. It also let me require Concentration checks for doing certain things...like inscribing a rune more quickly than normal, or certain abilities in combat.

akma
2010-07-28, 01:35 PM
They also may choose one weapon (Simple, proficient or martial) to become their Rune Weapon. This weapon acts as if the Rune Lord had Weapon Focus and Weapon Specialisation with that weapon.


I forgot about that in my previous post.
Having weapon focus and weapon specilongword is basically two feats for free. Feels unbalanced, maybe make it that he gets the weapon specilongword at higher level?

blackmage
2010-07-28, 01:51 PM
From a lot of discussion I've seen, weapon focus and weapon specialization are seen as very weak feats, taken almost exclusively as prereqs. If you compare this class to a fighter, its almost equal to its level 1 and 2 bonus feats...you just don't get to choose which two feats. Though, I do kinda like the idea of progressively getting more abilities with your weapon while you level. Fluff text seems to indicate a resistance to disarm/sunder, could throw that in at a higher level.

zenanarchist, do you have access to complete warrior? Its Kensei prestige class has an ability somewhat similar to runic weapon, called signature weapon (Complere Warrior p50). Might be able to steal some of its rules text, and how it handles things like weapon destruction.

zenanarchist
2010-07-28, 05:25 PM
So, I'm also guilty of trying to make a Rune class...though in the process of its creation, its morphed into something very different, but it still started off as VERY similar to this. I even had weapon, armor, and personal runes just like you do!

I also ended up basing his DCs and other things off Con, again to reduce MAD. Typically Str and Dex are you offensive fighter attributes, Con is a purely defensive stat, and I liked the idea of changing it into an offensive attribute. It also let me require Concentration checks for doing certain things...like inscribing a rune more quickly than normal, or certain abilities in combat.

Aw no!!! That is exactly what I wanted to avoid. Well, with your blessing I'd like to go ahead and complete and use the class regardless of this. I'm very fond of it.


I forgot about that in my previous post.
Having weapon focus and weapon specilongword is basically two feats for free. Feels unbalanced, maybe make it that he gets the weapon specilongword at higher level?




From a lot of discussion I've seen, weapon focus and weapon specialization are seen as very weak feats, taken almost exclusively as prereqs. If you compare this class to a fighter, its almost equal to its level 1 and 2 bonus feats...you just don't get to choose which two feats. Though, I do kinda like the idea of progressively getting more abilities with your weapon while you level. Fluff text seems to indicate a resistance to disarm/sunder, could throw that in at a higher level.

zenanarchist, do you have access to complete warrior? Its Kensei prestige class has an ability somewhat similar to runic weapon, called signature weapon (Complere Warrior p50). Might be able to steal some of its rules text, and how it handles things like weapon destruction.

In regards to these two, I do feel they're very, very weak feats that give a minor boost (though also a bit major when used with some particular runes). At earlier levels he is equal to a fighter with some cleric buffs under his belt due to runes.

So I feel still pretty acceptable.

Also, yes, making the weapon scale at higher levels is something I'd like to see done.

Ideas:


No disarm/sunder
Manifest weapon from sheath to hand
bonus to AC when in hand
bonuses to runes when in hand


Edit: Forgot to address this


zenanarchist, do you have access to complete warrior? Its Kensei prestige class has an ability somewhat similar to runic weapon, called signature weapon (Complere Warrior p50). Might be able to steal some of its rules text, and how it handles things like weapon destruction.

Unfortunately I don't have access to any books except PHB and DMG. I recently sold my MM. I'm selling my PHB and DMG too. lol.

I don't really play...More just design.

Though Tem and argus and PM have gotten me into a game and Lynd and Savannah are in another with me, as well as interest in a third. So I figure I'll learn that way.

blackmage
2010-07-28, 05:55 PM
Aw no!!! That is exactly what I wanted to avoid. Well, with your blessing I'd like to go ahead and complete and use the class regardless of this. I'm very fond of it.

Ye don't need me blessing, its a free board. And, I hadn't posted it yet, its still undergoing work. And, I'd enjoy helping out with this class.


Also, yes, making the weapon scale at higher levels is something I'd like to see done.

Ideas:


No disarm/sunder
Manifest weapon from sheath to hand
bonus to AC when in hand
bonuses to runes when in hand




I think a bonus to AC or runes may be a bit much, and don't know what 2 means, but giving bonuses to resist disarm/sunder or, i dunno, dispel? seems to fit. Maybe Focus at level 1, Specialization at 4, disarm/sunder resistance at 6 or 7?


Edit: Forgot to address this

Unfortunately I don't have access to any books except PHB and DMG. I recently sold my MM. I'm selling my PHB and DMG too. lol.

I'll take a look at it tomorrow and try to summarize what applies to this class.


I don't really play...More just design.
I don't get to play alot either, but design CALLS to me.

zenanarchist
2010-07-28, 06:19 PM
I don't get to play alot either, but design CALLS to me.

Ugh yes. This. How can you not have fun designing new things. Or modifying old things to make them better.

Also, I liked the scaling.... I think I'll add it in.

Scholar23
2010-07-28, 06:58 PM
i like it but could you add some fluff so i can take the correct angle

zenanarchist
2010-07-28, 06:59 PM
i like it but could you add some fluff so i can take the correct angle

But of course. I'll add in all the fluff after the mechanics are finished. Fluff, while intrinsic to a class to get a good feel for it, rates less important than mechanics in all regards.

But there'll definitely be some fluff on the way.

zenanarchist
2010-07-29, 06:24 PM
Calling on the Homebrew forums help to aid me in designing runes for:

Summoning- Meat shields for the Rune Lord (MUST be balanced)
Healing the rune lord (Check out the fountain ability- It must differ from this)
Healing the rune lords party (Again, fountain, but this needs to be worked so that the Rune Lord doesn't need to expend an action to heal the party, thus it should be a permanent rune or a surface rune).
Defensive Buffs for the party (Try not to step on the clerics toes)
Defensive/Offensive Buffs for the Rune Lord (Balanced)

akma
2010-07-29, 07:23 PM
No disarm/sunder
Manifest weapon from sheath to hand
bonus to AC when in hand
bonuses to runes when in hand



Feedback:
2. Mechnically, that should just be the feat quick draw with a cool description.
3. How high of a bonus?
4. How high of a bonus?

I would write more, but my time is currently limited.

zenanarchist
2010-07-29, 07:34 PM
Feedback:
2. Mechnically, that should just be the feat quick draw with a cool description.
3. How high of a bonus?
4. How high of a bonus?

I would write more, but my time is currently limited.

But fluff wise, manifesting is cooler and requires the lord to be within 10k, not already wearing the blade.

Bonus....we got rid of. AC wise it's ridiculous on top of his runes. It'd make him unhittable in melee.

EDIT: ALMMMMMMOOOSTTTT finished. Booyah.

zenanarchist
2010-08-01, 10:13 PM
Double Posts are bad, mkay?

But I am on the verge of finishing. Two cap stone abilities Rune Storm and Runic Armageddon. As well as a few more Power Runes and Personal Runes peppered through and I'm done.

So I need to know some key balance issues that anyone can spot. If he's over powered, if any of the runes make him shine a little TOO hard. If you don't think it's a good idea, justify why please. I love his abilities and he's a goer in my book.

Also. Is there any justification for making this a full BAB class?

BladeofOblivion
2010-08-01, 10:20 PM
Justification: He is a ****ing SWORD COMBATANT.

zenanarchist
2010-08-01, 10:31 PM
Justification: He is a ****ing SWORD COMBATANT.

Bahahah you make a fair point, sir. BAB upped: 1 BAB remains as is: 0.

BladeofOblivion
2010-08-01, 10:34 PM
Heh. I'm just kidding, of course. The proper BAB is whatever seems correct.

zenanarchist
2010-08-01, 10:42 PM
Heh. I'm just kidding, of course. The proper BAB is whatever seems correct.

Well I feel he deserves a high BAB as his primary purpose is combat support. But then, he does have access to a lot more abilities than a fighter with an equivalent hit dice and full armour with one exotic weapon proficiency. So he's a cleric with an exotic weapon proficiency at the moment but not even close to as versatile....So I kind of feel like due to lack of versatility compared to a cleric...Maybe I COULD amp his BAB to full?

BladeofOblivion
2010-08-01, 10:46 PM
You're fine. It is still harder to break than any full caster.

zenanarchist
2010-08-01, 10:48 PM
You're fine. It is still harder to break than any full caster.

That's what I thought. Okay, I'll await a few more replies and see if there's any further consensus. Then I'll up before I finish.

BladeofOblivion
2010-08-01, 10:49 PM
I see. See you then!

zenanarchist
2010-08-01, 11:28 PM
I see. See you then!

A cookie for your help though, sir. It's getting reviewed by the DM in question now.

Temotei
2010-08-02, 04:35 AM
Special: Upon multi-classing a Rune Lord loses all weapon and armour runes and all personal runes, however, may retain his Power Rune abilities.

Eww...loss of class features because of multiclassing. :smallsigh: There better be a good reason. We'll see.


Class Skills:

Huh.


Skill Points at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6 + Int modifier

Hit Die: D10

You already have the d10 above the table, but okay. Six plus Int modifier skill points per level is fairly high.


Inscribing Runes (Ex)

Inscribing runes on a piece of armour is an hour long process that requires no material components. No check needs to be made; the lord is proficient with his runic skill and may swap out these runes as often as he desires. If the Rune Lord is inscribing the rune onto a weapon, the process takes 15 minutes rather than an hour.

Inscribing any Power rune is a full round action unless stated otherwise. The Rune Lord may have two Power runes at first, three at fifth, four at tenth and five at fifteenth. These runes last for two rounds plus the Rune Lords Constitution modifier unless stated otherwise.

Personal Runes take two full round actions to remove and inscribe (one to remove, one to inscribe). A rune lord may have one active at first level, two at fifth, three at tenth, four at fifteenth and five at twentieth.

At first level a Rune lord may have one active armour rune and two active weapon runes. At tenth level the Rune lord may have two active armour runes, at fifteenth level he may have three active weapon and two active armour runes.

This seems alright, though some things could be worded a little more concisely (there's no need to say two active armor runes twice, for example).

Under power runes, you say they can "have" a number of power runes at certain levels. I assume you mean they can have a number of active power runes at those levels?


Runic Weapon (Ex)

At the beginning of his life a Rune Lord chooses one weapon that he will forever be bound to. His fighting style is adapted primarily to the use of this weapon. His runes seem to make a better fit, his grip seems to hold the weapon sturdier and his cuts seem deeper with this weapon. At level one he gains Weapon Focus with this weapon, at level five he gains weapon specialisation, at level 10 this weapon may never be sundered or disarmed, at level 15 he may mentally manifest this weapon to his hand from anywhere within a 10 kilometre radius.

Do you designate one type of weapon as your runic weapon or one specific weapon as your runic weapon? What happens if the weapon is sundered or lost?

Note that disallowing sundering and disarming shuts down a few options for humanoids--especially ones that focus on that type of thing. I'm not against the immunity to sundering, but maybe a very large bonus to resisting them would be better. Perhaps the weapon automatically transmutes into adamantine and gains a +10 bonus against disarm attempts.

D&D usually goes by miles instead of kilometers, but that's just a little nitpick.


Combine Runes (2)(Su)

At the cost of two constitution points per rune the Rune Lord may merge two runes together to allow the benefit of both. These points are only a temporary loss and return after one hour. The merged rune exists for as long as the shortest duration either of the original two offered. It takes a standard action to inscribe and combine two runes.

A -4 penalty to Constitution for an hour can be a pretty heavy penalty early on (and even later). The runes' power should reflect that loss.

Also, I assume this is so you can use two runes at once without using up two "rune slots." If that's correct, you might want to add that to the description.

Is there a limit on what runes can be combined? For example, combining bug and giant would be really weird. Can you only combine two runes of the same type? If not, what happens if you combine two different types of runes? Which category does the rune fall under?


Fighter Bonus Feat (Ex)

The Rune Lord may choose any feat he wishes so long as he meets the prerequisites from the list of Fighter Bonus Feats.

Boring, but okay.


Extend Rune Power (Su)

The Rune Lord may now choose to extend any of his inscribed runes by two rounds, or two hours depending on the original duration.

You'll have to explain what it depends on a little more. Just saying, "It depends on the original duration" doesn't say much about which one to use on which runes.


Greater Extend Rune power (Su)

The Rune Lord may now choose to extend any of his inscribed runes by four rounds, or three hours depending on the original duration.

Again, describing which runes get which duration extension will help. I'm sure once I look at the runes, I'll know, but it's still nice to see it typed out in the description.


Combine Runes (3)(Su)

At the cost of two constitution points per rune, the Rune Lord may now meld three runes into the one Rune, to gain the benefit of all three. The points are a temporary loss and now return after half an hour.

Thirty minutes of -6 Constitution. Okay. See the above combine runes comments.


Power Word: Rune

The Rune Lord may now speak a single, powerful word and verbally inscribe any rune he knows as a swift action. This may also be used to remove any inscribed rune as a swift action (Two swift actions to remove and then inscribe). This Power Word may also be used to utilise the ability from a rune without inscribing it. For example he may summon a pole to his hand by speaking the Power Word Rune: Pole. The pole lasts for as long as the ability normally states it would. This ability also works for damage causing runes such as Guard or Shard, but does not work for permanent runes with no duration, such as the armour rune: Rock.

This is a pretty good ability to have.


Master Writer (Ex)

The Rune Lord, after years of delving into his arcane glyphs, understanding their secrets and making use of their varied capabilities is considered an adept at their inscriptions. First, he gains +1 to all bonuses applied to his person from any rune active. Secondly, he may now choose to inscribe or remove any rune as a move action rather than a standard action.

I'd get rid of the +1 to all bonuses part. That could get confusing as to what is affected. For example, sheath allows you to draw magical weapons with +2 and +4 enhancement bonuses. Does this increase those bonuses to +3 and +5, respectively?


Combine Runes (4)(Su)

At the cost of one constitution point per rune, the Rune Lord may now meld four runes into the one Rune, to gain the benefit of all four. The points are a temporary loss and now return after an amount of rounds equal to the Consitution points spent.

You should say "up to four runes..."

See above combine runes comments.


Perfect Writer (Ex)

The Rune Lord may now inscribe upon any surface within 100ft of his person. This allows him to inscribe personal runes on allies too far to reach or otherwise stranded by obstacles. Also, he now does not need to spend any actions to remove glyphs, this is now considered a free action for the Rune Lord.

That's a long way. 60 feet, or even 30 feet, would probably suffice, but okay.


Rune Safeguard (Ex)

The Rune Lord may now safeguard all his runes. No one else other than those designated by the Rune Lord may utilise the runes, the runes are not visible to any individuals not designated by the Lord. Prior to this ability if a hostile creature could reach and see a rune, they could access its power.

Cool. I like it.


Explosive Runes (Su)

Similar to the spell of the same name with a few differences. First, the Rune Lord may designate any runes within his sight line to explode. These runes do not need to be visible or read by a hostile creature. He may designate any amount of runes up to the maximum of those he can see and with a standard action, cause them all to explode. Each rune exploding in this fashion causes 3d10 untyped magic damage in a 15ft radius to all creatures, this ability is not subject to magic or spell resistance.

Okay. The damage is low for this level, but alright.

Weapon Rune List


Fire:
Grants +1 fire +1 per every three levels the lord has causes 1d4 additional damage in the following round.

+1 fire damage, I imagine. It's not very significant, and most would probably take the ice and thunder runes over this one, simply because 1d4 damage is worth less than a chance at deafening or lowering speed by half (usually).

Is the additional 1d4 damage fire damage?


Ice:
Grants +1 cold +1 per every three levels the lord has, slows base land by half.

+1 cold damage and base land speed, I think you mean to say. So, +7 damage and a reduction to speed. Eh. It's decent, I guess.


Thunder:
Grants +1 electricity +1 per every two three the lord has, deafens on failed fort save (DC10+1/2 lord levels)

That's a pretty low Fortitude save DC, but okay. +1 electricity damage and an additional +1 for every two levels or three? So far, the runes have fairly poor wording. It would help with professionalism to flesh out the descriptions of these runes.


Air:
Grants the wielder +5ft movement per every two levels the lord has.

This would probably fit better under an armor rune, wouldn't it?


Boomerang:
Grants the returning property on a thrown weapon

Nice.


Rope:
Grants the lord an additional 10ft extra reach. This extra area extends the lords threatened squares.

That's going to be extremely significant. I imagine most rune lords will constantly use this one. I'd scale it down to 5 feet of extra reach. Even then, this is really, really desirable for any rune lord who will be in melee.


Razor:
Grants the lords weapon one extra category of dice. E.g 1d8 becomes 1d10, 1d10 becomes 2d6, 2d6 becomes 2d8 and so on.

You mean it raises the damage as if the weapon was one size larger, correct? The fire rune is probably more significant than this rune at most levels.

Below is a list of weapon damage dice and their average damage. Taking a 2d6 damage weapon, for example, gives you 7 damage on average. Increasing the 2d6 weapon to the next size category (for the purposes of damage only) makes it 3d6, or 10.5 damage on average (an increase of 3.5 damage). The fire rune adds 1d4+1 (3.5) + 1/3 levels damage. Sure, the fire rune does fire damage (resistance is common), but it's still better.

Math: {table=head]Di(c)e|Average Damage
1d2|1.5
1d3|2
1d4|2.5
1d6|3.5
1d8|4.5
1d10|5.5
1d12|6.5
2d4|5
2d6|7
2d8|9
3d6|10.5
3d8|13.5
4d6|14
4d8|18
6d6|21
6d8|27
8d6|28[/table]


Arena:
Grants the lords weapon a +1 enchantment bonus per every 4 levels he has beginning at +1 at first level, +2 at fourth, +3 at eight and so on to +5 at 20th.

{table=head]Level|Enhancement
1st|+1
4th|+2
8th|+3
12th|+4
16th|+5
20th|+6[/table]

Something's wrong here.

Also consider that this adds +6 damage at 20th, which is more than I can say for the razor rune.


Sword: This grants +2 to all melee attacks made by the Rune Lord and allows them 2/day to double their damage so long as they have been wearing this rune for over 1 hour. The rune may not be uninscribed and reinscribed to reset the 2/day cap.

This is pretty good, actually.


Arrow: This grants +2 to all ranged attacks by the Rune Lord and 2/day allows them to double their range increment and damage done so long as they have been wearing this rune for over 1 hour. The rune may not be uninscribed and reinscribed to reset the 2/day cap.

Fine.

Armour Rune List


Fire:
Grants fire resistance 5 per every four levels the lord has, 1d4 fire burst damage in 5ft radius upon being struck

As written, you get no fire resistance until 4th level. Is this intended?

There's no such thing as fire burst damage, though it seems clear that you mean 1d4 fire damage in a 5-foot radius burst.


Ice:
Grants cold resistance 5 per every four levels the lord has, 1d4 cold burst damage in 5ft radius upon being struck

See fire.


Bolt:
Grants electric resistance 5 per every four levels the lord has, 1d6 electric damage in 5ft radius upon being struck

Damage increase? For what reason? Make the damages among energies consistent.


House:
User may sleep in armour and not become fatigued or affected in any way, user is not affected by large changes in temperature- can comfortably exist in -5 Celsius to 45 Celsius.

As written, your armor has no effect on the wearer while sleeping. You'll want to say they're not affected negatively by wearing armor while resting.


Wings:
User may sprout wings as a full round action, granting a 5ft fly speed per every second level the lord has. This begins at poor manoeuvrability at 1st, average at 5th, good at 10th and perfect at 15th. These may be retracted as a full round action. There is no limit to how many times a lord retracts or expands his wings.

You'll want to have it grant a minimum flight speed. Otherwise, you can't move with the wings until 2nd level, when you get a speed of 5 feet.

Raising the speed would be beneficial. I'd make it a 10-foot minimum, increasing by 5 feet at 2nd level, and at every two levels after (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, 20th) for a total of a 60-foot fly speed at 20th level.


Air:
Grants +5 ft to movement per every second level the lord has.

Oh. So it is an armor rune.


Rock:
Grants an additional +1 armour bonus per every fourth level the lord has beginning at first.

Does this stack with armor bonuses granted from armor? Simply saying "+1 bonus" would negate the need to say they stack. If they don't, no rune lord will use this (if they do, they're not wearing armor).


Shimmering:
Grants Spell Resistance 2 per every level the lord has.

{table=head]Level|SR|Expected SR|Spellcaster Chance to Overcome (%)
1st|2|12|100/50
2nd|4|13|95/50
3rd|6|14|90/50
4th|8|15|85/50
5th|10|16|80/50
6th|12|17|75/50
7th|14|18|70/50
8th|16|19|65/50
9th|18|20|60/50
10th|20|21|55/50
11th|22|22|50/50
12th|24|23|45/50
13th|26|24|40/50
14th|28|25|35/50
15th|30|26|30/50
16th|32|27|25/50
17th|34|28|20/50
18th|36|29|15/50
19th|38|30|10/50
20th|40|31|5/50[/table]

This is absolutely useless until 2nd level, and it's not useful until 6th - 9th level, when it finally starts kicking in on a fairly regular basis. At later levels, though, it gets ridiculously high and starts pushing the boundaries on what's reasonable and what's not. A different formula would probably serve you better, such as SR = 5 + class levels + Con modifier, which would lead to something more like this:

{table=head]Level|SR|Caster Chance to Overcome (%)
1st|8|70
2nd|9|70
3rd|10|70
4th|12|65
5th|14|60
6th|15|60
7th|16|60
8th|17|60
9th|19|55
10th|20|55
11th|21|55
12th|23|50
13th|24|50
14th|26|45
15th|27|45
16th|28|45
17th|29|45
18th|30|45
19th|31|45
20th|33|40[/table]

It's a similar effect, but far more reasonable at both low and high levels.


Bug:
Grants the lord the ability to become up to two size categories smaller than his original for four rounds every hour.

Not bad.


Giant:
Grants the lord the ability to become up to one size category larger than his original for four rounds every hour.

Fine.


Eyes:
This rune is actually a multitude of runes scattered all over the body, it grants +4 to spot checks but also stops the wearer from ever being flanked or sneak attacked.

That's pretty dang good, but it hardcore shuts rogues down. Throw out the immunity to sneak attacks.

I could have sworn I've seen this before, though. I know I have seen something like it.

Power Rune List

1st level


Skilled: Any individual to touch this rune is granted +2 to any skill check for a total of 3 rounds.

This is a confusing wording. Does touching the rune grant a +2 bonus to a single skill check that's made within three rounds, or does it grant a +2 bonus to every skill check made for three rounds?


Pole: Any individual to touch this rune may pull from it a 10ft pole that lasts 10 rounds

Okay.


Caltrop: Any individual may 1/day touch this rune to withdraw a bag of caltrops

The limit prevents abuse, but doesn't stop every party member from touching the rune. Not bad.


Light: Any individual may 2/day touch this rune to cause their hand to flare into light. This light offers a 40ft directional light dependant on the persons hand facing. They may close their fist to shut off the light. This lasts for five rounds- the Rune Lord may utilise this light without a duration, the light will last until he inscribes another rune.

This seems alright.


Weapon: Any individual may touch this rune to pull a standard weapon from it. This weapon may be any simple or martial weapon. As soon as that individual draws another weapon the first is dismissed.

So, does "draws another weapon" mean taking a weapon from the rune or literally drawing a weapon?


Quiver: Any individual may touch this rune to draw from it one arrow. As soon as another arrow is pulled the first is dismissed. The arrow may be enchanted but may never be set into a quiver and enchanted that way. If the individual has rapid fire, the rune allows them to draw as many arrows as they can fire in one round.

Rapid fire doesn't exist, as far as I know. Do you mean the Rapid Shot feat?

What if that person decides not to use the feat? Perhaps the rune should grant a number of arrows equal to the toucher's base attack bonus divided by five (rounded up).

Enchanting a single arrow is kind of inefficient. I'd rather just enchant my arrows in my quiver as a bundle and make it easier on myself. Arcane archers are just about the only ones that could enchant the single arrow efficiently.


Movement: Any individual placing their foot upon this rune, usually inscribed in the floor, gains double their movement speed for one round, the Rune Lord gains this for three rounds.

Do they "gain" double their movement speed for one round, effectively tripling their movement speed, or are they able to move at up to double their speed?

5th Level


Fire Trap: This rune is triggered by proximity and when any hostile foe comes within 10ft of its surface it explodes causing 1d6 damage per every second level the lord has. The lord may trigger the rune early if he focuses for one round upon it to explode in a 20ft radius for 1d8 per level damage.

At 5th level, it's 2d6 damage (7 average) in 10 feet or 5d8 (22.5 average) damage in 20 feet for a full-round action. At 20th level, it's 10d6 (35) damage in 10 feet or 20d8 (90) damage in 20 feet for a full-round action.

This one seems alright. Can the rune lord stop the rune from going off, or is it inevitable?


Slow: Any hostile foe passing within 20ft of this rune is automatically slowed to half their base movement speed and takes a -2 penalty to attacks and armour class.

This one doesn't scale. I recommend changing that. Making it a -2 penalty for every five levels would make it -8 attack and AC at 20th. Making it a -2 penalty for every six levels would make it -6 attack and AC at 18th. I'd choose one of those.


Cage: Any hostile foe passing within 10ft of this rune must pass a DC10+lord level or be Held as per the spell. This acts as if the lord were an equivalent level caster.

So, it's hold monster with a rapidly increasing saving throw DC? The standard DC for abilities is 10 + 1/2 class levels + key ability modifier.

As of now, it's extremely useful. By the way, when a power rune of the trap type is triggered, does it go away?


Mirror: Any hostile foe passing within 15 ft of this rune activates a mirror image of themselves. This copy has ¼ of their current hit points at 5th level, ½ at 10th level and ¾ at 15th level rounded up. This copy may not use any special abilities, spell like abilities or spells. It may only make melee or ranged attacks and defend. It has equivalent attack bonus, armour and saves of it’s original however gains no special properties of the originals armour or weapons/items.

This helps the enemy. Change that.

This rune is pretty dang powerful, regardless of level. I'm glad you said no special abilities or anything--the rogues are sad, but it's more balanced that way. Still, some limit probably has to be placed on this. Letting every party member get a copy of themselves is extremely valuable.


Package: Any individual may, once per day, draw one plate of food and one decanter of water. The Rune Lord may draw these out three times per day.

Okay. This seems more like a 1st-level ability, but okay.


Warrior: This rune grants any friendly individual touching it a +2 bonus to attack and damage. This becomes +3 at tenth level and +4 at fifteenth and +5 at twentieth. This is taken into consideration upon trying to hit magical creatures or overcoming damage resistance.

This rune is useless. Make it so someone who touches the rune gains the effect for 1 round or something, at least. Forcing everyone to touch the rune constantly for a bonus to attack and damage is just kicking them in the face.


Truth: This rune causes a 50ft area centred on the rune to automatically stop lies being spoken. No untruths may be spoken in this area, and any illusions passing into the area are automatically dismissed.

No. It's like a better true seeing and a better zone of truth put together. Put a saving throw down for the lies and set a limit on the illusion dismissal.

10th level


Flight: This rune, once touched, grants any individual the power of flight with a fly speed double their base land speed with average manoeuvrability. This ability lasts for two rounds + the lords constitution modifier.

Good. Constitution modifier increasing the duration on flight doesn't make much sense, but whatever. It's magic. :smallsigh::smallamused:


Breath: This rune, once touched, grants any individual a breath weapon dealing 1d6 untyped magic damage per every third hit die that creature possesses. There is a 1d4 recharge time between breaths. This breath weapon lasts 8 rounds.

A 1d4 recharge time doesn't mean anything unless you say rounds after. Is using the breath weapon a standard action? What range does the breath weapon have? Is it a cone or a line?


Black glass: This rune, once touched, grants concealment 25% per every sixth hit dice the creature has. This ability lasts 3 rounds.

Concealment is separate from miss chance, though it does include a 20% miss chance. I'd call it a 25% miss chance per six levels. Also, for every rune that has a set duration, what happens if a creature touches a rune more than once? Does the duration reset?


Invisible: This rune, unseen by any but the rune lord, grants greater invisibility to any who touch it for 5 rounds twice per day.

Spells should be in italics.


Water: This rune, once placed will continuously gush ten gallons of water per every round it exists. The water is fresh water and may be drunk. The lord may choose to cease the flow any time he wishes.

Does the water dirty if it hits ground or another surface? It would be kind of cool if it was always pure water.


Fire: This rune, once placed, burns a 5 metre radius area extending outwards every round by ten feet. The lord may choose to cease this expansion or the fire itself any time he wishes. However the rune may only burn a 100 radius area feet per day total. This fire deals 1d8 damage for every round an individual is within it’s flames.

Make the immediate burning radius 10 feet (or 20 feet and increase the burning radius expansion to 20 feet per round), then add a clause about how the flames stay in effect as long as the rune stays active. Then add a sentence saying the rune lord can't place this rune after the rune has burned a 100-foot radius in the same day.

Consider raising the damage dealt every round.


Earth: This rune is placed and left. A lord may, as a swift action, force this rune to activate and cause a quake to erupt in a 50ft radius centred on the rune. This knocks prone any hostile individuals who do not pass a reflex save (DC10+lord levels+Con modifier). The lord may activate this rune every two rounds as a move action.

Make the save DC 10 + 1/2 class levels + Con modifier, then lower the quake radius to 30 feet, maybe. That would be sufficient for a good rune.

It's unclear as to whether this requires a swift action or a move action to activate.


Shard: This rune lasts until the lord chooses to replace this rune with another, thus it is effectively permanent and has no duration. Upon any hostile creature passing within 20 ft of this rune a set of sharp piercing shard like slivers shoot out and spray the target for 1d8+Con Modifier damage per every second level the lord has. There is a 25% chance that these needles will blind the creature.

Assuming you have a natural +5 Constitution modifier at 20th and a +6 item, you have a +8 Constitution modifier. That's pretty low, but I'm going with the elite array maximum (15) on Constitution. At 20th level, this ability would deal 10d8+80 damage with a 25% chance of blinding. That's an average of 125 damage. Does it only happen once or does this happen every round? If it happens every round, I'm going with the notion that this might be a bit powerful. Even at 10th level (assuming a +4 item and a +3 Constitution modifier), this does 5d8+25 damage, or 47.5 damage on average. If it hits every round, that's too much, since it doesn't require an action.

15th level


Fountain: The fountain rune contains healing properties available to any who touch it. The fountain rune has three hundred hit points of healing at 15th level and four hundred at 20th. The rune may only be inscribed once a day. Each creature must choose how much of the remaining portion they take up to their own maximum hit point total. The rune glows blue and gets dimmer as the power is used up. Hostile creatures may also utilise the Fountain rune. This rune may only be placed once a day.

This needs some clarification. Do creatures automatically know what the rune does when they see it? Can each creature take an amount up to their hit point total only once per day, or once per use? What action is using the rune, if any?

Let's see...an average party fighter at 15th level could have about 147 hit points...an average party sorcerer could have 84 hit points. Three hundred seems about right. At 20th level, the same fighter could have 209 hit points and the same sorcerer could have 151 hit points.

Not bad, other than the clarification issues.


Gate: This rune must be placed in two separate places to function. Upon touching this rune any friendly creature may instantly be transported to the second location of this rune. If four runes of this type are placed, the creature may choose any of the other three locations to travel to. Hostile creatures may not use these runes. The distance able to be travelled is 100ft per character level.

I think you mean two runes of this type being placed allowing movement to any of the other three spots. One rune equals two spots. Of course, if I'm wrong, this needs to be fixed.


Guard post: This rune may be used against any hostile creature within a 20ft range of the Rune itself. By pointing at a foe the Guard Post fires a pinpoint beam at the creature which then takes 4d10 damage unless a DC10+Rune Lord reflex save is made. This Rune may be utilised twice per round and lasts for a total of six uses. The Rune Lord may use this rune in conjunction with a regular attack. This rune may not be placed on the floor.

DC 10 + rune lord level Reflex save? :smalltongue:

Anyway, this seems kind of weak. The thing I would definitely change is the thing about six uses. Make the rune last the normal duration runes last. Otherwise, you're left with a really mediocre ability that will rarely be used, regardless of the situation.


Scythe: Twice per day this rune may be placed upon a surface. If any hostile creature should pass within 20ft of it they must succeed on a fortitude DC10+1/2 Rune Lord level save or be slain outright.

Make it a DC 10 + 1/2 class level + Con modifier Fortitude saving throw and you've got a good rune.


Clock: Upon placing this rune the lord may activate it any time up to a duration of fifteen rounds before it disappears. He may then choose one of two effects to occur. Either stopping time completely or reversing time by two rounds. If utilising time stop the Rune Lord may only place or use runes. If reversing time, all effects taking place in the two rounds prior including damage and status effects are reversed, however the abilities or spell slots that caused them still lose a “charge” or spell slot if they utilised one to create the effect.

How long does the time stop last?

20th Level


Doorway: This rune allows the Rune Lord to travel to any place he has previously been, has intimate knowledge of or has studied explicitly. He may only use this rune four times per day. It is a free action to use this rune. The Rune Lord may take any number of travellers. This may be on another plane or level of existance.

Nice. This could be really annoying to enemies. I'd make it either once or twice per day, though.


Chain: This rune is actually four runes, placed in spots designated by the Rune Lord. Each time a hostile creature travels near one of the four runes, they re-activate the other three. Each rune has a radius of 20 feet. Every time a hostile creature enters this radius a beam of pure energy pulses out and causes 5d10 magic damage from each Chain rune that the creature is within 20ft of. These runes last for 10 rounds.

This should be good.


Lighthouse: This rune immediately reveals all hidden doors, secret doors, hidden characters, invisible characters, immediately dispels illusions, makes ethereal characters completely real and immediately returns all summoned creatures back to their original plane. This rune remains active for three rounds + the Rune Lords Con modifier and in this time no illusions may be cast nor hostile characters hidden.

What's the range/radius for this?

I'd make the duration Con modifier rounds. It's not that much shorter, considering it's 20th level.

Poor illusionist gets the shaft during this time.


Shield: This rune immediately creates a radius of 40ft which create an effect identical to an Area Greater Dispel Magic as if cast by an equivalent level caster. Secondly, all summoned creatures are immediately returned to their home plane and finally no magic functions inside the radius of the rune. It is as if a Dysjunction/Greater Dispel/Antimagic field had all been simultaneously cast. This lasts for 3 rounds and is useable twice a day.

This is extremely powerful, but circumventable. I like it.


Personal Runes

How long do they last when inscribed on allies?

1st Level


Fighter - +1 to hit and +1 to melee damage per every third level the Rune Lord has. This mark may be bestowed on another individual; however, they only gain +1 to hit and +1 to damage regardless of level.

The limit on allies seems arbitrary.


Brawler- +1 to unarmed damage, grapple checks, bullrush attempts and unarmed trip attempts per every third level the Rune Lord has. This rune may not be bestowed upon another individual.

Does the unarmed damage bonus stack with the above bonus to melee damage? I assume it does.

Why can't it be bestowed upon another? That's just kicking the monk in the face.


Archer- +1 to hit and damage on all ranged attacks and -1 to all melee attacks per every third level the Rune Lord has. This mark may be bestowed on another individual, however, they only gain +1 to hit and damage regardless of level.

Take away the melee penalty and merge this with fighter to make it a simple +1 to attacks and damage for every three levels.


Armadillo- +1 to Armour Class (Natural) and -1 to hit per every third level the Rune Lord has. This mark may be bestowed upon another individual, however, they only gain +1 to hit and damage regardless of level.

Take away the penalty to hit. No one except possibly spellcasters will use this, otherwise.


Horse- Upon a charge the Rune Lord gains +1 to damage and to hit per every five levels he has and also gains double damage on a successful charge. This ability may be bestowed to another individual however they do not gain double damage on a successful charge.

Limit the double charge damage to once or twice per day, I'd say.


Sheath- This rune allows the Lord to pull any simple or martial weapon from within. It is usually inscribed into the palm or forearm of a lord. At tenth level this weapon is a +2 version of that weapon, at fifteenth it is +4.

Say the weapon is nonmagical. Otherwise, you'll have people pulling holy avengers and three-wish luck blades.

Speaking of people, is anyone other than the rune lord able to draw weapons from the rune?


Quiver- This rune, usually inscribed onto the shoulder of a Lord allows him/her to pull one arrow per round equal to the Lords constitution modifier. These arrows last for one round. At first level they are regular arrows. At fifth they are +1 flaming arrows (+1d6 fire) at tenth they are +2 lightning arrows (+1d6 in line to range increment), at fifteenth they are +3 exploding arrows (+3d6 in 30ft radius). A lord may choose what type of arrow he draws at any level.

That's confusing wording. Change it to "...draw one arrow per point of the rune lord's Constitution modifier per round..."

Lightning arrows go through enemies, then? Cool. Do they deal electricity damage?

Exploding arrows explode on impact, correct? You'll want to say that.


Bull- This rune, usually inscribed onto the torso of a Lord, grants the user a +2 on attempts to bullrush an opponent. At 10th level this becomes +4. They are also considered to have the feat Improved Bullrush.

Make the bonus +1 at 1st level, +2 at 5th, +3 at 10th, +4 at 15th, and +5 at 20th, or double those bonuses at each level.

5th level


Shade- This rune grants the Rune lord concealment 25%, this increases to 50% at fifteenth level. This ability may be bestowed to another individual but remains at 25% concealment.

This is too much. Lower the effectiveness or duration. Consider blink and blur.


Smoke- This rune grants the Rune Lord the ability to use Gaseous Form as if they were a magic user of equivalent level. This rune is useable five times per day.

Five times per day is like saying "at will," basically.


Bird- This rune grants the Rune Lord a fly speed double that of his current land speed with average maneoverability. At tenth level this becomes good maneoverability.

B-b-b-bird, bird, bird...


Book- This rune grants the Rune lord a bonus to any one knowledge check, however this rune takes 3 hours to scribe onto his body due to its intricate nature. It grants +1 at fifth, +2 at tenth, +3 at fifteenth and +5 at twentieth level.

Make it a bonus to all Knowledge checks and move it to 1st level, making the bonuses +1, +2, +3, +4, and +5.


Chain- This rune, usually inscribed on the ankle or foot of a Rune Lord, grants the user a +5 to trip attempts at level 10 and +6 at level 15. They are also considered to have the feat Improved Trip

See the bull rune.


Spider- This rune grants the Rune lord the movement as if under the Spider Climb spell cast by a wizard of equivalent level to the lord. However the duration of the spell is permanently in effect until he inscribes a rune in this one’s place. This rune also grants the lord the ability to spray a fine sticky web onto his opponents once every six rounds 2/day that impedes movement unless a reflex save (DC10+lord level).

How much does the web impede movement? What's the range on the web? Is it a cone? A line?


Wand- This rune grants the lord Spell Resistance 2 for every second level he possesses.

This is absolutely useless. Scrap it or make it 3 per two levels or 10/11 + class levels.


Knight- This treats the armour that the Rune Lord is wearing as if it were one size category smaller. Thus heavy armour becomes medium armour, medium to light, and light to none. This also reduces the Maximum Dexterity modifier by +1, the AC penalty by -1 and the speed by +10 (if one would normally have a reduction in speed due to armour).

Reword: "Knight - This rune treats the rune lord's armor as one category lighter than normal. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. Speed reduction caused by armor is ignored, maximum Dexterity bonus is increased by 1, and armor check penalties are lessened by 1 (to a minimum of 0)."

Consider just copying mithral (http://www.d20srd.org/srd/specialMaterials.htm#mithral)'s stats.


Hunter: This rune grants the Rune lord +10 to spot and listen checks as well as +5 to survival. Additionally if he is firing his ranged weapon in a "natural" environment (Cave, dessert, forest, plains etc) he gains +2 to attack and to hit.

Make the bonus to hit work for all attacks.

Also, desert, not dessert. I don't consider Cakescape a natural environment. :smalltongue:

Compare to favored environments (http://www.d20srd.org/srd/variant/classes/classFeatureVariants.htm#favoredEnemyVariantFavore dEnvironment).


Crystal: This rune grants the Rune Lord the counter spelling ability. Whenever a magic user casts a spell within 40ft of the Rune Lord, the lord may make a Spellcraft check (DC20+Spell level+Caster level) and if successful may counter spell even if he does not possess the ability to cast spells normally.

What action does this require? An immediate action would fit.

Spellcraft better be a class skill.


Bear- This rune grants the Rune lord two natural claw attacks dealing 1d8+Con modifier damage each. These weapons are able to be affected by spells that affect natural weapons.

Designate them as primary or secondary attacks, and add rules for wielding weapons and using unarmed strikes while using the bear claws.


Scorpion- This rune grants the Rune lord a tail that can deal 1d10 damage on initial strike. Then for 1d6 rounds afterwards the foe takes damage equal to the lords Con modifier every round, which stacks with Con damage from the last round if the target was stung two consecutive times.

Wait, so, it does Constitution damage if you hit the enemy twice? That's wrong. If it deals 1 Constitution damage per hit, fine, but dealing Con Constitution damage every round for 1d6 rounds will likely kill most things.

10th level


Mole- This rune gives the Rune Lord a burrow speed of half his base movement rate as well as Blind sight out to 40 ft and Tremor Sense. If above ground he gains Touch Sight as per the third level Psion spell but loses Blind Sight.

The tremorsense's range is also 40 feet, I assume.

*Nitpick* Psions have psionic powers, not spells.

Say "base land speed," not "base movement rate."


Shield- This rune bestows complete immunity to third level spells and below as well as immunity to all missile based ranged attacks.

Put a space between this and horror.

Lower the duration or effectiveness of this rune. Consider that a lesser globe of invulnerability blocks 3rd-level and lower spells and spell-like effects for 1 round/level. This lasts for 10 hours and blocks "missile-based" ranged attacks, which could include missile-like spells, but it's unclear. :smallsigh:


Horror- This rune creates an aura around the Rune Lord that forces all hostile enemies within 15ft to take a Will save (DC10+Rune Lords level+Con modifier) and if failed that victim is rooted to the spot, unable to move. However they can still attack, cast spells or fire ranged projectiles. They simply cannot advance or retreat.

Make the save DC 10 + 1/2 class levels + Con modifier.


Lips- This rune allows the lord to designate one target to which he can now telepathically communicate with so long as they are within 100ft. At level fifteen this becomes two targets at 150ft, at twentieth level this becomes three targets and 200ft.

How far away can the rune lord be from the targets to designate them? What action does designating targets require?


Broken Wall- This rune allows the bearer to pass through walls no thicker than 6 inches. However, each time they do this they take 4d10 damage. At fifteenth level this becomes 2d10 damage, at twentieth level this becomes 1d10 damage.

Can they go through forcecages and walls of force? Can they go through ceilings and roofs? Floors? Doors?


Maw- This rune, once inscribed, instantly modifies the lords mouth to become that of a great beast. He gains a razor sharp bite attack (1d10+Con Modifier) damage and inflicts a bleeding 1d4 wound per round for 3 rounds after the attack.

I imagine this is a natural weapon. Note that.

This is weaker than scorpion. Constitution modifier damage for 1d6 rounds is almost invariably going to be higher than 3d4 damage in 3 rounds.

15th level


Diplomat- This rune, once inscribed, confers a +2 bonus to all Charisma based checks. It may be inscribed on another for three rounds; however they only gain +1 to Charisma.

Make sure to put "-based" after Charisma under the ally part.

Note that this helps spellcasters by increasing their spellcasting DCs. That's not bad, though.


Sage- This rune, once inscribed, confers a +2 bonus to all intelligence based checks, but does not stack for gaining more skill points.

Put a space between this and builder.

Can you inscribe this on an ally?

See diplomat, otherwise.


Builder- This rune, once inscribed, confers a +3 bonus to all strength based checks, including damage on weapons. This rune may be inscribed upon another however they only gain a +1 bonus to strength checks for 5 rounds.

This rune is hardly useful. The only time anyone would use it is if they wanted to be good at most combat options at the same time.

Also, make sure "-based" is after Strength under the ally part.


King- This rune, when inscribed, grants a +1 bonus to any attribute the rune lord currently possesses. At twentieth level this becomes +2. Also, while under the effects of this rune the lord may use any sceptre or rod without using the appropriate Use Magic Device checks. He is always considered proficient.

I like this one, though you should throw out the ability score bonus in favor of raising Charisma-based skill checks or something. That fleshes out the kingly concept a bit.


Marksman- This rune, when inscribed, grants the wielder an extra 200ft to their ranged increment usually allowed for striking a distant target. For purposes of determining to hit, the target is considered two hundred feet closer than it actually is.

Does this grant a 200-foot bonus to each range increment (total: 1,000 feet of additional range) or does it grant a flat 200-foot bonus to range?

It's okay, I guess. Rarely will you be in a position to use this, though.


Bandage- The rune lord gains a pool of points per day equal to 10 multiplied by his class level rounded up. He may then touch another individual and heal up to a number of points equal to his total pool, they may not be taken over their maximum hit point allowance. This rune may not be uninscribed and reinscribed to “reset” the pool. This rune takes an hour to inscribe.

Honestly, this just seems excessive along with fountain. I'd get rid of this.

If you don't throw it out, get rid of the "rounded up" part. You don't need that when multiplying whole numbers.


Thief- The lord gains a bonus of +10 to hide checks and +5 to move silently checks. He also gains a +2 bonus on disable device and open locks per every 5th level he has. Alternatively, he may gain a bonus of +10 to his Bluff check and +5 to his disguise check. He may not receive both benefits.

"Thief - The rune lord gains a +10 bonus to Hide and a +5 bonus to Move Silently. Alternatively, he may gain a +10 bonus to Bluff and a +5 bonus to Disguise. He also gains a +2 bonus to Disable Device and Open Lock for every five levels he possesses in addition to the choice of bonuses above."

Reworded. I'd make it a choice among thieving skills, actually. Give a +10 bonus to two of Bluff, Disable Device, Disguise, Hide, Move Silently, Open Lock, Search, or Sleight of Hand, and gain a +5 bonus to two more. Consider adding Appraise, Balance, Climb, Forgery, Jump, and Tumble to that list.

zenanarchist
2010-08-02, 06:10 AM
I'll finish today/tomorrow.

Tem this is why I love you reviewing my homebrew. The detail!!! I'll implement all suggestions/counter ones I disagree with/delete inappropriate areas and reword abilities tomorrow.

Will give me something to do tomorrow at work :smallwink: Awesome job. Look forward to the rest.

BladeofOblivion
2010-08-02, 12:37 PM
There's a ridiculous amount of rune-based classes on this board. Search "rune" in the search function and you'll likely find at least ten.

I counted Nine, actually. That includes this one and mine. I also included ones that said WIP and ones that were poorly designed.

Temotei
2010-08-02, 12:39 PM
I counted Nine, actually. That includes this one and mine. I also included ones that said WIP and ones that were poorly designed.

Don't forget the death knight adaptations from World of Warcraft and some of the Full Metal Alchemist adaptations (very uncommon, if I remember right).

I'm starting to work on finishing right now.

BladeofOblivion
2010-08-02, 12:41 PM
Didn't catch those. I just looked through the list for anything that had "Rune" in the name. So sue me.

Temotei
2010-08-02, 01:07 PM
Didn't catch those. I just looked through the list for anything that had "Rune" in the name. So sue me.

That would be going out of my way for a very minor cause, wouldn't it? I'd rather not. :smallwink:

Anyway, yeah. Only a few that I've seen have actually ended up being finished and at least decent.


Blood- The lord inscribes this onto his own body and designates one individual in his/her party. The lord now takes all damage for that individual regardless of source. This is inclusive of damage done to their own body and can kill the lord.

This is an iffy one. I'm not really sure of what to say about it. The one thing I want to say is to make it so the rune lord takes half of an ally's damage while that ally takes the other half.


Beholder- The lord sprouts three eyestalks from the top of his head, one of which is merely vision and allows the lord to never be caught flat footed. The other two are gaze weapons. The first is a ray dealing 4d10 on a failed Reflex Save (DC10+Lord level) the second is a cone causing confusion on a failed Will save (DC10+1/2 Lord level). Both gaze attacks may be used in conjunction with a full attack.

4d10 damage, right? What's the range of these gaze attacks?

I'd make the Will save DC 10 + 1/2 class levels + key ability modifier (I'm reluctant to say Constitution, since I fail to see how being hardy can make you better at looking at someone and confusing them with your magical gaze.). At the same time, the lower DC balances it a little. It might be okay as is.

20th Level


Halo: This rune allows the user to transform into a Solar for five rounds 4/day. He gains all abilities of the Solar including spell casting, but may not use Wish/Limited Wish or any spells with the "Heal" descriptor.

Good thing no spells have the [Heal] descriptor. :smalltongue: Hint: It's Healing.

This is still really, really good, and I'd say to limit it to once or twice per day or maybe Con modifier rounds per day.


Coffin: This rune allows the user to Animate Dead, as if they were a cleric of equivalent level. This Rune is useable 4/day.

And...that's a drop in power from being a solar. Create greater undead once per day would be better.


Heart: This rune grants a number of properties to the Rune Lord. First, he gains Fast Healing 1. Secondly he propels an aura of 20ft that heals all friendly allies of 4 hit points every second round. Also, any allies that fall whilst in this radius automatically restabilise to 0 regardless of damage taken. Finally, he is immune to all negative energy effects and spells with the "Death" descriptor. This rune is useable for six rounds 1/day.

Reword: "Heart - This rune grants a number of magical benefits. First, the rune lord and all allies within 20 feet gain fast healing 2. If the rune lord or any of his allies fall below 0 hit points in the range of this aura while the rune is active, they are immediately restored back to 0 hit points, regardless of damage taken. Finally, allied creatures within the aura's range are immune to death effects. This rune can be active for up to 6 rounds per day."

Why six rounds, by the way? Why not five?


Dice: The Rune Lord, after inscribing this rune. May re-roll any failed roll once every three rounds. This includes to hit, skill checks, defense rolls and the like. This lasts for nine rounds total and is useable 2/day.

Reword: "Dice - Once every three rounds, the rune lord gains the ability to reroll any failed check after knowing the result. He must take the result of the reroll, even if it's worse than the original roll. This rune can be active for a total of 18 rounds per day."


Boots: This rune grants the user the ability to Dimension Door at will, as if cast by an equivalent level wizard. This rune has no duration.

This could be moved down to 10th or 15th level pretty easily. Dimension door sounds pretty sweet at will, but it still takes a standard action, which is a big turn-off.

There. I ran out of character space in the other post. :smallamused:

Also, forgive me if any of the rune comments seem short or I seem crabby in the last half. I accidentally hit delete while selecting the whole passage, so I had to start over. :smallsigh: Stupid massive twitch.

zenanarchist
2010-08-02, 05:15 PM
That would be going out of my way for a very minor cause, wouldn't it? I'd rather not. :smallwink:

Anyway, yeah. Only a few that I've seen have actually ended up being finished and at least decent.



This is an iffy one. I'm not really sure of what to say about it. The one thing I want to say is to make it so the rune lord takes half of an ally's damage while that ally takes the other half.



4d10 damage, right? What's the range of these gaze attacks?

I'd make the Will save DC 10 + 1/2 class levels + key ability modifier (I'm reluctant to say Constitution, since I fail to see how being hardy can make you better at looking at someone and confusing them with your magical gaze.). At the same time, the lower DC balances it a little. It might be okay as is.

20th Level



Good thing no spells have the [Heal] descriptor. :smalltongue: Hint: It's Healing.

This is still really, really good, and I'd say to limit it to once or twice per day or maybe Con modifier rounds per day.



And...that's a drop in power from being a solar. Create greater undead once per day would be better.



Reword: "Heart - This rune grants a number of magical benefits. First, the rune lord and all allies within 20 feet gain fast healing 2. If the rune lord or any of his allies fall below 0 hit points in the range of this aura while the rune is active, they are immediately restored back to 0 hit points, regardless of damage taken. Finally, allied creatures within the aura's range are immune to death effects. This rune can be active for up to 6 rounds per day."

Why six rounds, by the way? Why not five?



Reword: "Dice - Once every three rounds, the rune lord gains the ability to reroll any failed check after knowing the result. He must take the result of the reroll, even if it's worse than the original roll. This rune can be active for a total of 18 rounds per day."



This could be moved down to 10th or 15th level pretty easily. Dimension door sounds pretty sweet at will, but it still takes a standard action, which is a big turn-off.

There. I ran out of character space in the other post. :smallamused:

Also, forgive me if any of the rune comments seem short or I seem crabby in the last half. I accidentally hit delete while selecting the whole passage, so I had to start over. :smallsigh: Stupid massive twitch.

Tem, as if I'm gonna criticise the way you sound when you just did a massive review of my class.

That being said I now won't have time to design a character sheet based on this until at least Thursday for a few reasons. (Job interview went successfully-third round is tonight, Fiance is mad at me for not giving her enough cuddles- apparently when your pregnant you need a tonne, and I'll be rewriting and rewording a lot of these abilities so I actually can base a class on it!

Thanks for the review Tem, all duly noted!