Realms of Chaos
2011-08-03, 02:59 PM
I have always felt a bit disappointed by blasting in 3.5e. The cause of my disappointment, however, isn’t from the innate inferiority of blaster builds. What disappoints me, rather, is the relative mindlessness of playing a blaster. Other than overcoming energy resistance/immunity, ignoring spell resistance, and trying not to hurt your allies, minimal strategy ever seems to come up when trying to play a blaster. Inspired by the sort of lateral thinking that spells like explosive runes and glyph of warding inspire, I have decided to make a blaster that rewards tactical thinking and forethought. For all of you out there who wish there was a decent arsonist/demoman/trapsetter class out there, this is for you guys as well.
Runic Demolisher
Alignment: Any
Hit Die: d6
Class Skills:
Appraise, Concentration, Climb, Craft, Decipher Script, Disable Device, Hide, Intimidate, Jump, Knowledge (arcana), Knowledge (architecture & engineering), Listen, Move Silently, Search, Spellcraft, Spot, Tumble, Use Magic Device
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Runic Demolisher
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+0|+0|+2|+2|Explosive Runes 1d6, Trapfinding
2nd|+1|+0|+3|+3|Evasion, Specialized Rune (1)
3rd|+2|+1|+3|+3|Explosive Runes 2d6
4th|+3|+1|+4|+4|Arcane Runes (1st)
5th|+3|+1|+4|+4|Explosive Runes 3d6
6th|+4|+2|+5|+5|Specialized Rune (2)
7th|+5|+2|+5|+5|Explosive Runes 4d6
8th|+6/+1|+2|+6|+6|Arcane Runes (2nd)
9th|+6/+1|+3|+6|+6|Explosive Runes 5d6
10th|+7/+2|+3|+7|+7|Specialized Rune (3)
11th|+8/+3|+3|+7|+7|Explosive Runes 6d6
12th|+9/+4|+4|+8|+8|Arcane Runes (3rd)
13th|+9/+4|+4|+8|+8|Explosive Runes 7d6
14th|+10/+5|+4|+9|+9|Specialized Rune (4)
15th|+11/+6/+1|+5|+9|+9|Explosive Runes 8d6
16th|+12/+7/+2|+5|+10|+10|Arcane Runes (4th)
17th|+12/+7/+2|+5|+10|+10|Explosive Runes 9d6
18th|+13/+8/+3|+6|+11|+11|Specialized Rune (5)
19th|+14/+9/+4|+6|+11|+11|Explosive Runes 10d6
20th|+15/+10/+5|+6|+12|+12|Arcane Runes (5th), Runic Master[/table]
Class Features:
Weapon and Armor Proficiencies: A Runic Demolisher is proficient with simple weapons and light armor, but not with shields.
Trapfinding: Having dedicated yourself to the creation of arcane explosives, you know a thing or two about finding and disarming traps. You can use the search skill to locate traps when the DC is higher than 20. You can use the Disable Device skill to disarm magical traps. If you beat a trap’s DC by 10 or more with a Disable Device check, you can figure out how it works and bypass it (with your party) without disarming it.
Explosive Runes (Sp): Among the first tricks that a Runic Demolisher learns is how to create a rune containing explosive energies. You may inscribe such a rune upon a touched diminutive or larger unattended object as a standard action. The rune lasts until triggered, at which point you become aware that the rune was triggered and the rune deals the indicated amount of damage to all creatures within a 5-foot radius of the rune, or half that with a successful Reflex save (DC 10 + 1/2 Runic Demolisher level + Int modifier). This effect does not allow for spell resistance.
At any given time, you may possess a number of active explosive runes equal to 2 x (Runic Demolisher level + Int modifier), minimum 2. In a given round, no more runes may be triggered than half of your Runic Demolisher level (minimum 1), with additional runes failing to activate. If more runes than this limit would activate simultaneously, you select which ones activate.
Though not a difficult trick in and of itself, there are many ways in which these runes can be utilized. When inscribing a rune, select one of the triggers for it below as well as an elemental base for the ability. These affect how the rune functions.
As a standard action, you can remove any rune that you have created, regardless of distance between yourself and the rune. The rune may be dispelled (your caster level equals your Runic Demolisher level) and can be disarmed as a magical trap (Disable Device DC = 15 + 1/2 Runic Demolisher level + Int modifier). The search DC to find a rune depends entirely on how well it is hidden. Destroying the surface on which a rune is written destroys the rune as well. A DC 25 Spellcraft check is necessary to recognize an explosive rune for what it is. You are at no risk of activating your own runes unless you wish to.
Rune Triggers:
Pressure Trigger: When applying the rune, you may choose a weight of between 5 and 500 pounds. The next time that force equivalent to the chosen weight is directed at the rune, it is “armed”. You must decide when the rune is applied whether it goes off at either the moment it is armed or at the earliest opportunity afterwards when sufficient force is no longer being applied (such as when someone walks off of the rune or when rubble covering it is removed).
Visual Trigger: When applying the rune, you may choose whether you wish for the trigger to possess high or low sensitivity. A highly sensitive visual trigger causes the rune to go off at the end of the round in which the rune is next seen. A dimly sensitive visual trigger only goes off if the rune is closely examined, such as if someone were trying to read or decode it.
Temporal Trigger: When applying the rune, you may choose a precise period of time. When the chosen amount of time has gone by, the rune triggers automatically. If prevented from doing so (such as if too many runes would go off at once), it goes off at the nearest opportunity.
Command Word: When applying the rune, you may choose a command word. Any creature within 100 feet of the rune may spend a standard action to state the command word and make the rune activate. Accidental usage of the command word in speech does not activate the rune and a single standard action can only activate one rune, even if within range of many such runes with the same command word.
Martial Trigger: Created specifically for straight-forward combat, runes with this method of activation are used at attacks. If these runes are placed on ammunition or thrown weaponry, the rune goes off if the weapon is used for a successful attack roll. Alternately, this rune can make any other item thrown function as a grenade-like weapon, dealing its damage when it lands. These runes only trigger if you are the one to make the attack.
Elemental Bases:
Acidic Burst: A rune with this base deals acid damage. Furthermore, it deals its damage to the object that it is engraved on, ignoring hardness up to your class level.
Icy Blast: A rune with this base deals cold damage. Mundane fires within range are put out, mundane liquids within range freeze, and all surfaces are covered in ice (until the ice melts naturally, treat all walls within range as hewn ice walls and all floors within range as natural ice, hewn ice, or smooth ice floors depending on the topography [frostburn, p. 28]).
Fiery Explosion: A rune with this base deals fire damage. When the rune goes off, unattended nonmagical flammable objects and creatures who fail their reflex save cast fire, frozen objects thaw as ice melts, metals with low melting points melt into slag, and most mundane liquids boil into a thin steam within a 10-foot radius of the rune.
Electrical Storm: A rune with this base deals electricity damage. Furthermore, any living creature who fails its save against the rune and who is at or under half of its total hit points after this rune must make an additional Fortitude save against the same DC or fall unconscious for 1d4 rounds, after which time it can be awakened normally.
Sonic Boom: A rune with this base deals sonic damage. Furthermore, as you set a rune with this base, you may select any sound other than intelligible speech with a base listen check DC of 5 or less. When the rune goes off, the resulting surge of sonic energy makes the desired sound. A Will save against the same DC as the rune allows a listener to realize that it is fake.
Wave of Force: A rune with this base deals force damage. Instead of dealing d6s of damage, however, it deals an equal number of d4s in damage.
Note: Object Size and space for Runes
For reasons involving both balance and common sense, a Runic Demolisher can’t put 10 explosive/arcane/unique runes on a single arrow or similarly small object. As a general rule of thumb, a medium or smaller object can only possess a single rune (not one rune of each type but one rune) and larger objects can only possess 1 rune per 5-foot-cube they occupy. Constructing a single item from multiple smaller items with runes cancels all but the oldest rune unless the item is large enough to occupy multiple squares, in which case the oldest rune in each square can persist. If two runes are tied for being equally old, the creators of these runes make opposed class level checks to see which rune remains active.
Evasion (Ex): At 2nd level and higher, you can avoid even magical and unusual attacks with great agility. If you make a successful Reflex save against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can be used only if you are wearing light armor or no armor. You do not gain the benefit of evasion while helpless.
Specialized Runes: With more time and experience, a Runic Demolisher can alter their normal runes in unusual ways and create unique runes to help them on their travels. Starting at 2nd level, a Runic Demolisher can possess a single active specialized rune at a time. At 6th level and every 4 levels afterwards, a Runic Demolisher can have an additional specialized rune at a given time and gain access to stronger specialized runes.
There are two types of specialized runes: runic alterations and unique runes. A single runic alteration can be added to an explosive rune (or an arcane rune unless noted otherwise) as it is applied if you spend a full-round action to inscribe the rune. Runic alterations can’t be added to runes already in place. Certain alterations can’t be used in combination with specific rune triggers, as detailed in their descriptions.
Unique runes, on the other hand, function much like explosive runes or spell-runes. You may apply one to any unattended inanimate object that you touch as a standard action (unless stated to the contrary). Like explosive runes, a unique rune can be removed from any distance as a standard action, isn’t subject to spell resistance, and has a save DC of (10 + 1/2 Runic Demolisher level + Int modifier) if any is allowed. If a unique rune can be triggered, you are alerted to when it triggers but its activation does not count towards any limits for the round. A unique rune is a spell-like ability and can be removed in the same ways as an explosive rune or arcane rune unless otherwise noted. Unique runes last for up to 24 hours before fading away and can’t be combined with runic alterations.
Specialized Rune List:
Level 2 Runes:
Runic Alterations:
Delicate Rune: The altered rune can be placed on delicate and unstable surfaces, such as spiderwebs, quicksand, and water. If the substance is disturbed, the rune is removed. As such, this alteration can’t be combined with a pressure rune trigger.
Reshaped Rune: The altered rune has its shape altered from a mere arcane glyph into a symbol up to 1 foot in diameter or a message in any language you know up to 10 words long. The DC of Spellcraft checks made to identify an altered rune for what it is increases by +10.
Unique Runes:
Rune of Confusion: This rune functions like symbol of death with a couple of exceptions. When triggered, it only affects the single closest creature, forcing them to make a Will save or become confused. This effect can last for up to 1 round/level, although the target is entitled to a new saving throw each round to end it. Once this rune has been used to affect at least 50 hp/level of targets in a single day, you can’t inscribe it again until the start of the next day. This is a mind-affecting effect.
Rune of Resistance: When putting this rune in place, you must select a type of energy damage. Any creature in contact with the rune of resistance gains energy resistance against the chosen form of energy equal to twice your Runic Demolisher level. This rune can grant its benefit to up to two creatures at a time and if more creatures are in contact with the rune, you choose who gains the benefit. Whenever the surface this rune is written on moves, the rune is suppressed for 1 minute.
Level 6 Runes:
Runic Alterations:
Chain Reaction: The altered rune gains a second, unusual rune trigger. If the altered rune is caught in the area of an explosive rune when it goes off, the altered rune goes off as well.
Retributive Rune: The altered rune becomes dangerous to remove against your will. Whenever a dispel check or disable device check is made against the altered rune and the check fails, the rune automatically goes off.
Unique Runes:
Rune of Spell Loss: This rune functions like rune of confusion with a couple of exceptions. When triggered, the target must make a Will save or begin losing access to spells (as symbol of spell loss, spell compendium page 219), although a single successful save ends the effect. Once this rune has been used to affect at least 40 hp/level of targets in a single day, you can’t inscribe it again until the start of the next day.
Rune of Impediment: To function properly, this rune must be inscribed on or within 5 feet of a blocked mundane portal (such as a closed window or door). Any such blocked mundane portals within 5 feet of a rune of impediment can’t be opened. A knock spell or similar effect will still function, however, and the portal can still be destroyed.
Level 10 Runes:
Runic Alterations:
Aerial Rune: The altered rune can be placed in mid-air rather than placing it onto an object. Passing through the square that the rune occupies does not disturb it and winds cannot blow it away. Only one such altered rune can occupy a single cube of empty space in this way. This runic alteration can’t be combined with a pressure trigger.
Shaped Burst: Rather than exploding in a five-foot radius, you may choose for the altered rune to explode into any continuous shape of your choice involving up to six 5-foot cubes. This shape must be decided while inscribing the rune.
Unique Runes:
Rune of Charming: This rune functions like rune of confusion with a couple of exceptions. When triggered, the target must make a Will save or become charmed (as charm monster). This effect can last for up to 1 round/level, although the target is entitled to a new saving throw each round to end it. Once this rune has been used to affect at least 30 hp/level of targets in a single day, you can’t inscribe it again until the start of the next day. This is a mind-affecting effect.
Rune of Travel: Unlike other runes, a “rune” of travel actually consists of two runes within 100 feet of each other, each of which requires a standard action to inscribe before either is functional (this pair of runes only counts as a single specialized rune). Any creature who touches one rune is transported instantly to the square with the other rune. If the other square is incapable of supporting the creature (such as if that square is already occupied… or is under a river of lava), this teleportation does not occur.
Level 14 Runes:
Runic Alterations:
Invisible Rune: The altered rune can’t be found except by creatures who are capable of seeing through invisibility or who can detect or see magical auras (either through their race or through magic).
Widened Burst: The area of the altered rune increases to a 10-foot radius. If using the fiery explosion base, its effects (other than damage) extend out in a 20-foot radius. Only an explosive rune may be altered in this way.
Unique Runes:
Rune of Pain: This rune functions like Rune of Confusion with a couple of exceptions. When triggered, the target must make a Fortitude save or have their strength score temporarily lowered to 1. This effect can last for up to 1 round/level, although the target is entitled to a new saving throw each round to end it. Once this rune has been used to affect at least 20 hp/level of targets in a single day, you can’t inscribe it again until the start of the next day.
Rune of Obstruction: You create a vertical, horizontal, or sloping 10-foot pane of force, functioning much like a wall of force. Unlike other runes, this rune is inscribed on the air as the pane of force forms beneath it and it can only be removed by effects that can remove a wall of force. The pane of force may be transparent or opaque (your choice when you inscribe the rune).
Level 18 Runes:
Runic Alterations:
Distant Rune: Rather than inscribing the rune on a touched object, you may inscribe the altered rune on an unattended inanimate object of your choice within 100 feet.
Proximity Trigger: The rune trigger of the altered rune is replaced with a special, perfected rune. Whenever a creature passed within 5 feet of the rune, it immediately goes off. When setting the rune, you may dictate that creatures with certain observable traits (such as race, gender, or size) do not set off the rune or are required to set off the rune. Disguises do not fool this rune, although transformative magic does.
Unique Runes:
Rune of Death: This rune functions like Rune of Confusion with a couple of exceptions. When triggered, the target must make a Fortitude save or die. Once this rune has been used to affect at least 10 hp/level of targets in a single day, you can’t inscribe it again until the start of the next day. This is a death effect.
Rune of Oblivion: Truly the grand-daddy of all runes, the rune of oblivion is to be respected and feared. When inscribing this rune, you may select a single rune trigger. When this rune goes off, however, it creates a 10-foot radius area of destruction, subjecting all objects and creatures within range to a disintegrate effect (caster level equals Runic Demolisher level). If none of your other arcane runes or explosive runes are within this area, this surge of destruction lasts for but an instant.
If, however, one or more of your arcane runes or explosive runes are within this area of destruction, they are removed and this rune continues into the next round as its radius increases by 10 feet (expanding through solid barriers if necessary) and everything within it is subjected to another disintegrate effect. This process repeats itself so long as the area of this rune grows to encompass another of your arcane runes or explosive runes each round. So long as this expansion continues, however, you cannot create new arcane runes or explosive runes.
Unlike other runes, creating a rune of oblivion presses your power to its very limits. Whenever a Rune of Oblivion goes off, the number of active specialized runes you can have at one time is lowered by 1 until the start of the next day.
Arcane Runes (Sp): With enough experience and practice, you can begin incorporating actual spells into a new type of rune. At 4th level and every level afterwards, you may select 2 spells from the sorcerer/wizard spell list of up to the indicated spell level to add to your repository of available spells (your repository is not a list of spells known). The spells you select, however, must meet certain criteria. No spell selected may have a casting time of more than 1 round. No spell with a range of personal can be selected in this way. All spells with targets must be capable of targeting creatures. Lastly, no spells with expensive material components, foci, or xp costs can be selected in this way.
In many ways, inscribing an arcane rune is much like inscribing an explosive rune. You may inscribe one upon a touched diminutive or larger unattended object as a standard action. The rune lasts until triggered, at which point you become aware that the rune was triggered and the spell effect activates with a caster level equal to your caster level. The Save DC to resist an arcane rune (if any) is 10 + spell level + Int modifier. Unlike explosive runes, arcane runes do permit spell resistance if the base spell does as well.
Unlike explosive runes, you don’t possess a specific limit of how many arcane runes you can possess at a given time. Instead, you possess a limited supply of energy with which to apply these runes. After applying arcane runes with summed spell levels of at least 2 x (Runic Demolisher level + Int modifier), you can’t apply any more (even if such runes are removed or activated) until you gain 8 hours of sleep or rest and spend 1 hour in meditation (0-level spells are treated a possessing 1 spell level for this purpose). Regaining energy in this way deactivates all remaining arcane runes you had active at the time. The activation of arcane runes counts towards the limit of explosive runes that can go off in a single round and vice versa.
When applying an arcane rune, you select which spell from your repository with be its base, make all decisions regarding the spell (except for targets), and pick a single rune trigger for it. When the arcane rune is activated, what happens depends on the nature of the spell. An area spell is centered on the rune itself, a targeted spell targets the nearest appropriate target (failing if there are none), and a spell that creates an effect creates that effect in the nearest open space (failing if there is no space with enough room within range). When an area effect creates a cone or line, it originates from the rune itself and is directed towards the nearest applicable target within range (failing if there is none). Effects with a range of touch can be delivered as a ray with a maximum range of 30 feet when incorporated into an arcane rune. You are counted as the caster of the effect, meaning that you must make attack rolls for any ray effects created and that you control summoned monsters, among other things.
As a standard action, you can remove any arcane rune that you have created, regardless of distance between yourself and the rune. The rune can be removed in the exact same ways as your explosive runes. A DC 25 Spellcraft check is necessary to recognize an explosive rune for what it is and a DC (25 + spell level) check is needed to learn what spell it contains. You are at no risk of activating your own runes unless you wish to.
Runic Master (Ex): At 20th level, you become the undisputed master of runes. This mastery grants you three benefits. First, you are never at risk of setting off magical traps (including spells like explosive runes and fire trap that function as traps) unless you desire to do so.
Secondly, your explosive runes and arcane runes don't fade away after activation. Instead, they go dormant (continuing to count towards your maximums) for 1 hour, at which point they can be activated once more (or their timer is reset in the case of runes with the temporal rune trigger).
Finally, a number of times per day equal to your intelligence modifier, you can activate a single explosive or arcane rune you have inscribed from any distances as an immediate action.
Runic Demolisher
Alignment: Any
Hit Die: d6
Class Skills:
Appraise, Concentration, Climb, Craft, Decipher Script, Disable Device, Hide, Intimidate, Jump, Knowledge (arcana), Knowledge (architecture & engineering), Listen, Move Silently, Search, Spellcraft, Spot, Tumble, Use Magic Device
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Runic Demolisher
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+0|+0|+2|+2|Explosive Runes 1d6, Trapfinding
2nd|+1|+0|+3|+3|Evasion, Specialized Rune (1)
3rd|+2|+1|+3|+3|Explosive Runes 2d6
4th|+3|+1|+4|+4|Arcane Runes (1st)
5th|+3|+1|+4|+4|Explosive Runes 3d6
6th|+4|+2|+5|+5|Specialized Rune (2)
7th|+5|+2|+5|+5|Explosive Runes 4d6
8th|+6/+1|+2|+6|+6|Arcane Runes (2nd)
9th|+6/+1|+3|+6|+6|Explosive Runes 5d6
10th|+7/+2|+3|+7|+7|Specialized Rune (3)
11th|+8/+3|+3|+7|+7|Explosive Runes 6d6
12th|+9/+4|+4|+8|+8|Arcane Runes (3rd)
13th|+9/+4|+4|+8|+8|Explosive Runes 7d6
14th|+10/+5|+4|+9|+9|Specialized Rune (4)
15th|+11/+6/+1|+5|+9|+9|Explosive Runes 8d6
16th|+12/+7/+2|+5|+10|+10|Arcane Runes (4th)
17th|+12/+7/+2|+5|+10|+10|Explosive Runes 9d6
18th|+13/+8/+3|+6|+11|+11|Specialized Rune (5)
19th|+14/+9/+4|+6|+11|+11|Explosive Runes 10d6
20th|+15/+10/+5|+6|+12|+12|Arcane Runes (5th), Runic Master[/table]
Class Features:
Weapon and Armor Proficiencies: A Runic Demolisher is proficient with simple weapons and light armor, but not with shields.
Trapfinding: Having dedicated yourself to the creation of arcane explosives, you know a thing or two about finding and disarming traps. You can use the search skill to locate traps when the DC is higher than 20. You can use the Disable Device skill to disarm magical traps. If you beat a trap’s DC by 10 or more with a Disable Device check, you can figure out how it works and bypass it (with your party) without disarming it.
Explosive Runes (Sp): Among the first tricks that a Runic Demolisher learns is how to create a rune containing explosive energies. You may inscribe such a rune upon a touched diminutive or larger unattended object as a standard action. The rune lasts until triggered, at which point you become aware that the rune was triggered and the rune deals the indicated amount of damage to all creatures within a 5-foot radius of the rune, or half that with a successful Reflex save (DC 10 + 1/2 Runic Demolisher level + Int modifier). This effect does not allow for spell resistance.
At any given time, you may possess a number of active explosive runes equal to 2 x (Runic Demolisher level + Int modifier), minimum 2. In a given round, no more runes may be triggered than half of your Runic Demolisher level (minimum 1), with additional runes failing to activate. If more runes than this limit would activate simultaneously, you select which ones activate.
Though not a difficult trick in and of itself, there are many ways in which these runes can be utilized. When inscribing a rune, select one of the triggers for it below as well as an elemental base for the ability. These affect how the rune functions.
As a standard action, you can remove any rune that you have created, regardless of distance between yourself and the rune. The rune may be dispelled (your caster level equals your Runic Demolisher level) and can be disarmed as a magical trap (Disable Device DC = 15 + 1/2 Runic Demolisher level + Int modifier). The search DC to find a rune depends entirely on how well it is hidden. Destroying the surface on which a rune is written destroys the rune as well. A DC 25 Spellcraft check is necessary to recognize an explosive rune for what it is. You are at no risk of activating your own runes unless you wish to.
Rune Triggers:
Pressure Trigger: When applying the rune, you may choose a weight of between 5 and 500 pounds. The next time that force equivalent to the chosen weight is directed at the rune, it is “armed”. You must decide when the rune is applied whether it goes off at either the moment it is armed or at the earliest opportunity afterwards when sufficient force is no longer being applied (such as when someone walks off of the rune or when rubble covering it is removed).
Visual Trigger: When applying the rune, you may choose whether you wish for the trigger to possess high or low sensitivity. A highly sensitive visual trigger causes the rune to go off at the end of the round in which the rune is next seen. A dimly sensitive visual trigger only goes off if the rune is closely examined, such as if someone were trying to read or decode it.
Temporal Trigger: When applying the rune, you may choose a precise period of time. When the chosen amount of time has gone by, the rune triggers automatically. If prevented from doing so (such as if too many runes would go off at once), it goes off at the nearest opportunity.
Command Word: When applying the rune, you may choose a command word. Any creature within 100 feet of the rune may spend a standard action to state the command word and make the rune activate. Accidental usage of the command word in speech does not activate the rune and a single standard action can only activate one rune, even if within range of many such runes with the same command word.
Martial Trigger: Created specifically for straight-forward combat, runes with this method of activation are used at attacks. If these runes are placed on ammunition or thrown weaponry, the rune goes off if the weapon is used for a successful attack roll. Alternately, this rune can make any other item thrown function as a grenade-like weapon, dealing its damage when it lands. These runes only trigger if you are the one to make the attack.
Elemental Bases:
Acidic Burst: A rune with this base deals acid damage. Furthermore, it deals its damage to the object that it is engraved on, ignoring hardness up to your class level.
Icy Blast: A rune with this base deals cold damage. Mundane fires within range are put out, mundane liquids within range freeze, and all surfaces are covered in ice (until the ice melts naturally, treat all walls within range as hewn ice walls and all floors within range as natural ice, hewn ice, or smooth ice floors depending on the topography [frostburn, p. 28]).
Fiery Explosion: A rune with this base deals fire damage. When the rune goes off, unattended nonmagical flammable objects and creatures who fail their reflex save cast fire, frozen objects thaw as ice melts, metals with low melting points melt into slag, and most mundane liquids boil into a thin steam within a 10-foot radius of the rune.
Electrical Storm: A rune with this base deals electricity damage. Furthermore, any living creature who fails its save against the rune and who is at or under half of its total hit points after this rune must make an additional Fortitude save against the same DC or fall unconscious for 1d4 rounds, after which time it can be awakened normally.
Sonic Boom: A rune with this base deals sonic damage. Furthermore, as you set a rune with this base, you may select any sound other than intelligible speech with a base listen check DC of 5 or less. When the rune goes off, the resulting surge of sonic energy makes the desired sound. A Will save against the same DC as the rune allows a listener to realize that it is fake.
Wave of Force: A rune with this base deals force damage. Instead of dealing d6s of damage, however, it deals an equal number of d4s in damage.
Note: Object Size and space for Runes
For reasons involving both balance and common sense, a Runic Demolisher can’t put 10 explosive/arcane/unique runes on a single arrow or similarly small object. As a general rule of thumb, a medium or smaller object can only possess a single rune (not one rune of each type but one rune) and larger objects can only possess 1 rune per 5-foot-cube they occupy. Constructing a single item from multiple smaller items with runes cancels all but the oldest rune unless the item is large enough to occupy multiple squares, in which case the oldest rune in each square can persist. If two runes are tied for being equally old, the creators of these runes make opposed class level checks to see which rune remains active.
Evasion (Ex): At 2nd level and higher, you can avoid even magical and unusual attacks with great agility. If you make a successful Reflex save against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can be used only if you are wearing light armor or no armor. You do not gain the benefit of evasion while helpless.
Specialized Runes: With more time and experience, a Runic Demolisher can alter their normal runes in unusual ways and create unique runes to help them on their travels. Starting at 2nd level, a Runic Demolisher can possess a single active specialized rune at a time. At 6th level and every 4 levels afterwards, a Runic Demolisher can have an additional specialized rune at a given time and gain access to stronger specialized runes.
There are two types of specialized runes: runic alterations and unique runes. A single runic alteration can be added to an explosive rune (or an arcane rune unless noted otherwise) as it is applied if you spend a full-round action to inscribe the rune. Runic alterations can’t be added to runes already in place. Certain alterations can’t be used in combination with specific rune triggers, as detailed in their descriptions.
Unique runes, on the other hand, function much like explosive runes or spell-runes. You may apply one to any unattended inanimate object that you touch as a standard action (unless stated to the contrary). Like explosive runes, a unique rune can be removed from any distance as a standard action, isn’t subject to spell resistance, and has a save DC of (10 + 1/2 Runic Demolisher level + Int modifier) if any is allowed. If a unique rune can be triggered, you are alerted to when it triggers but its activation does not count towards any limits for the round. A unique rune is a spell-like ability and can be removed in the same ways as an explosive rune or arcane rune unless otherwise noted. Unique runes last for up to 24 hours before fading away and can’t be combined with runic alterations.
Specialized Rune List:
Level 2 Runes:
Runic Alterations:
Delicate Rune: The altered rune can be placed on delicate and unstable surfaces, such as spiderwebs, quicksand, and water. If the substance is disturbed, the rune is removed. As such, this alteration can’t be combined with a pressure rune trigger.
Reshaped Rune: The altered rune has its shape altered from a mere arcane glyph into a symbol up to 1 foot in diameter or a message in any language you know up to 10 words long. The DC of Spellcraft checks made to identify an altered rune for what it is increases by +10.
Unique Runes:
Rune of Confusion: This rune functions like symbol of death with a couple of exceptions. When triggered, it only affects the single closest creature, forcing them to make a Will save or become confused. This effect can last for up to 1 round/level, although the target is entitled to a new saving throw each round to end it. Once this rune has been used to affect at least 50 hp/level of targets in a single day, you can’t inscribe it again until the start of the next day. This is a mind-affecting effect.
Rune of Resistance: When putting this rune in place, you must select a type of energy damage. Any creature in contact with the rune of resistance gains energy resistance against the chosen form of energy equal to twice your Runic Demolisher level. This rune can grant its benefit to up to two creatures at a time and if more creatures are in contact with the rune, you choose who gains the benefit. Whenever the surface this rune is written on moves, the rune is suppressed for 1 minute.
Level 6 Runes:
Runic Alterations:
Chain Reaction: The altered rune gains a second, unusual rune trigger. If the altered rune is caught in the area of an explosive rune when it goes off, the altered rune goes off as well.
Retributive Rune: The altered rune becomes dangerous to remove against your will. Whenever a dispel check or disable device check is made against the altered rune and the check fails, the rune automatically goes off.
Unique Runes:
Rune of Spell Loss: This rune functions like rune of confusion with a couple of exceptions. When triggered, the target must make a Will save or begin losing access to spells (as symbol of spell loss, spell compendium page 219), although a single successful save ends the effect. Once this rune has been used to affect at least 40 hp/level of targets in a single day, you can’t inscribe it again until the start of the next day.
Rune of Impediment: To function properly, this rune must be inscribed on or within 5 feet of a blocked mundane portal (such as a closed window or door). Any such blocked mundane portals within 5 feet of a rune of impediment can’t be opened. A knock spell or similar effect will still function, however, and the portal can still be destroyed.
Level 10 Runes:
Runic Alterations:
Aerial Rune: The altered rune can be placed in mid-air rather than placing it onto an object. Passing through the square that the rune occupies does not disturb it and winds cannot blow it away. Only one such altered rune can occupy a single cube of empty space in this way. This runic alteration can’t be combined with a pressure trigger.
Shaped Burst: Rather than exploding in a five-foot radius, you may choose for the altered rune to explode into any continuous shape of your choice involving up to six 5-foot cubes. This shape must be decided while inscribing the rune.
Unique Runes:
Rune of Charming: This rune functions like rune of confusion with a couple of exceptions. When triggered, the target must make a Will save or become charmed (as charm monster). This effect can last for up to 1 round/level, although the target is entitled to a new saving throw each round to end it. Once this rune has been used to affect at least 30 hp/level of targets in a single day, you can’t inscribe it again until the start of the next day. This is a mind-affecting effect.
Rune of Travel: Unlike other runes, a “rune” of travel actually consists of two runes within 100 feet of each other, each of which requires a standard action to inscribe before either is functional (this pair of runes only counts as a single specialized rune). Any creature who touches one rune is transported instantly to the square with the other rune. If the other square is incapable of supporting the creature (such as if that square is already occupied… or is under a river of lava), this teleportation does not occur.
Level 14 Runes:
Runic Alterations:
Invisible Rune: The altered rune can’t be found except by creatures who are capable of seeing through invisibility or who can detect or see magical auras (either through their race or through magic).
Widened Burst: The area of the altered rune increases to a 10-foot radius. If using the fiery explosion base, its effects (other than damage) extend out in a 20-foot radius. Only an explosive rune may be altered in this way.
Unique Runes:
Rune of Pain: This rune functions like Rune of Confusion with a couple of exceptions. When triggered, the target must make a Fortitude save or have their strength score temporarily lowered to 1. This effect can last for up to 1 round/level, although the target is entitled to a new saving throw each round to end it. Once this rune has been used to affect at least 20 hp/level of targets in a single day, you can’t inscribe it again until the start of the next day.
Rune of Obstruction: You create a vertical, horizontal, or sloping 10-foot pane of force, functioning much like a wall of force. Unlike other runes, this rune is inscribed on the air as the pane of force forms beneath it and it can only be removed by effects that can remove a wall of force. The pane of force may be transparent or opaque (your choice when you inscribe the rune).
Level 18 Runes:
Runic Alterations:
Distant Rune: Rather than inscribing the rune on a touched object, you may inscribe the altered rune on an unattended inanimate object of your choice within 100 feet.
Proximity Trigger: The rune trigger of the altered rune is replaced with a special, perfected rune. Whenever a creature passed within 5 feet of the rune, it immediately goes off. When setting the rune, you may dictate that creatures with certain observable traits (such as race, gender, or size) do not set off the rune or are required to set off the rune. Disguises do not fool this rune, although transformative magic does.
Unique Runes:
Rune of Death: This rune functions like Rune of Confusion with a couple of exceptions. When triggered, the target must make a Fortitude save or die. Once this rune has been used to affect at least 10 hp/level of targets in a single day, you can’t inscribe it again until the start of the next day. This is a death effect.
Rune of Oblivion: Truly the grand-daddy of all runes, the rune of oblivion is to be respected and feared. When inscribing this rune, you may select a single rune trigger. When this rune goes off, however, it creates a 10-foot radius area of destruction, subjecting all objects and creatures within range to a disintegrate effect (caster level equals Runic Demolisher level). If none of your other arcane runes or explosive runes are within this area, this surge of destruction lasts for but an instant.
If, however, one or more of your arcane runes or explosive runes are within this area of destruction, they are removed and this rune continues into the next round as its radius increases by 10 feet (expanding through solid barriers if necessary) and everything within it is subjected to another disintegrate effect. This process repeats itself so long as the area of this rune grows to encompass another of your arcane runes or explosive runes each round. So long as this expansion continues, however, you cannot create new arcane runes or explosive runes.
Unlike other runes, creating a rune of oblivion presses your power to its very limits. Whenever a Rune of Oblivion goes off, the number of active specialized runes you can have at one time is lowered by 1 until the start of the next day.
Arcane Runes (Sp): With enough experience and practice, you can begin incorporating actual spells into a new type of rune. At 4th level and every level afterwards, you may select 2 spells from the sorcerer/wizard spell list of up to the indicated spell level to add to your repository of available spells (your repository is not a list of spells known). The spells you select, however, must meet certain criteria. No spell selected may have a casting time of more than 1 round. No spell with a range of personal can be selected in this way. All spells with targets must be capable of targeting creatures. Lastly, no spells with expensive material components, foci, or xp costs can be selected in this way.
In many ways, inscribing an arcane rune is much like inscribing an explosive rune. You may inscribe one upon a touched diminutive or larger unattended object as a standard action. The rune lasts until triggered, at which point you become aware that the rune was triggered and the spell effect activates with a caster level equal to your caster level. The Save DC to resist an arcane rune (if any) is 10 + spell level + Int modifier. Unlike explosive runes, arcane runes do permit spell resistance if the base spell does as well.
Unlike explosive runes, you don’t possess a specific limit of how many arcane runes you can possess at a given time. Instead, you possess a limited supply of energy with which to apply these runes. After applying arcane runes with summed spell levels of at least 2 x (Runic Demolisher level + Int modifier), you can’t apply any more (even if such runes are removed or activated) until you gain 8 hours of sleep or rest and spend 1 hour in meditation (0-level spells are treated a possessing 1 spell level for this purpose). Regaining energy in this way deactivates all remaining arcane runes you had active at the time. The activation of arcane runes counts towards the limit of explosive runes that can go off in a single round and vice versa.
When applying an arcane rune, you select which spell from your repository with be its base, make all decisions regarding the spell (except for targets), and pick a single rune trigger for it. When the arcane rune is activated, what happens depends on the nature of the spell. An area spell is centered on the rune itself, a targeted spell targets the nearest appropriate target (failing if there are none), and a spell that creates an effect creates that effect in the nearest open space (failing if there is no space with enough room within range). When an area effect creates a cone or line, it originates from the rune itself and is directed towards the nearest applicable target within range (failing if there is none). Effects with a range of touch can be delivered as a ray with a maximum range of 30 feet when incorporated into an arcane rune. You are counted as the caster of the effect, meaning that you must make attack rolls for any ray effects created and that you control summoned monsters, among other things.
As a standard action, you can remove any arcane rune that you have created, regardless of distance between yourself and the rune. The rune can be removed in the exact same ways as your explosive runes. A DC 25 Spellcraft check is necessary to recognize an explosive rune for what it is and a DC (25 + spell level) check is needed to learn what spell it contains. You are at no risk of activating your own runes unless you wish to.
Runic Master (Ex): At 20th level, you become the undisputed master of runes. This mastery grants you three benefits. First, you are never at risk of setting off magical traps (including spells like explosive runes and fire trap that function as traps) unless you desire to do so.
Secondly, your explosive runes and arcane runes don't fade away after activation. Instead, they go dormant (continuing to count towards your maximums) for 1 hour, at which point they can be activated once more (or their timer is reset in the case of runes with the temporal rune trigger).
Finally, a number of times per day equal to your intelligence modifier, you can activate a single explosive or arcane rune you have inscribed from any distances as an immediate action.