Kenneth
2012-01-22, 05:53 PM
Rune Caster
Requirement:
Skills: Spellcraft 8 ranks, Craft (rune carving) 8 ranks.
Race: Dwarf or Half-Dwarf
Spells: No ability to cast arcane spells outside of being a Rune Caster
{table=head]Level|BAB|Fort|Ref|Will|Special |1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|+0|+0|+0|+2|Scribe Scroll, Cantrips|2||||||||
2nd|+1|+0|+0|+3|Sigil Mastery|3||||||||
3rd|+1|+1|+1|+3||3|1|||||||
4th|+2|+1|+1|+4||3|2|1||||||
5th|+2|+1|+1|+4|Explosive Glyph|4|3|2|1|||||
6th|+3|+2|+2|+5||4|3|3|2|1||||
7th|+3|+2|+2|+5||4|3|3|3|2|1|||
8th|+4|+2|+2|+6|Runescribe|5|4|3|3|2|1|1||
9th|+4|+3|+3|+6||5|4|4|3|3|3|2|1|
10th|+5|+3|+3|+7||5|5|4|4|4|3|3|2|1
[/table]
Alignment: Any
Hit Die: 1d4
Class Skills:
The Rune Casters class skills (and the key ability for each skill) are
Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (arcana), (Int), Knowledge (religion) (Int), Profession (Wis), and Spellcraft (Int)
Skill Points at Each Level: 2 + Int modifier
Spells:
A Rune Caster casts arcane spells which are drawn from the Rune Caster spell list. A Rune Caster must choose and prepare spells ahead of time (see below).
To learn, prepare, or cast a spell, the Rune Caster must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Rune Casters spell is 10 + the spell level + the Rune Casters Intelligence modifier.
Like other spellcasters, a Rune Caster can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the above table. In addition, a Rune Caster receives bonus spells per day if the Rune Caster has a high Intelligence score.
Unlike a bard or sorcerer, a Rune Caster may know any number of spells, up to every spell from the Rune Caster's Spell List. The Rune Caster must choose and prepare spells ahead of time by getting a good nights sleep and spending 1 hour studying the spellbook. While studying, the Rune Caster decides which spells to prepare
A Rune Caster' spells never have a verbal component, and are never able to be used with the Still Spell Feat.
Spell List:
1st: Alarm, Erase, Hold Portal, Protection from Evil/Chaos/Law/Good, Shield, Shield Bearer
2nd: Alarm; Greater, Arcane Lock, Create Magic Tattoo, Knock, Magic Weapon, Portal Alarm
3rd: Explosive Runes, Diamond Steel, Glyph of Warding, Protection from Energy, Secret Page, Sepia Snake Sigil
4th: Fire Trap, Greater Magic Weapon, Lesser globe of Invulnerability, Raindbow Pattern, Stoneskin
5th: Animate Dead, Avoidance, Mage's Private Sanctum, Spell Matrix; lesser, Symbol of Pain, Symbol of Fear
6th: Ensnarement, Globe of invulnerability, Guards and Wards, Seal Portal, Symbol of Persuasion, Symbol of Weakness, Transcribe Symbol
7th: Fear Ward, Mordenkainen's Magnificent Mansion, Phase Door, Sequester, Spell Matrix, Symbol of Stunning, Vanish
8th: Binding, Maze, Scillitating Pattern, Symbol of Insanity, Symbol of Death,Trap The Soul
9th: Gate, Shapechange, Spell Matrix; Greater
Class Abilities:
Scribe Scroll: A Rune Caster gains this as a bonus feat at 1st level.
Cantrips: A Rune Caster can cast any of the Following 0-level spells at will, though only one at a time and doing so takes a full round. Detect Magic, Arcane Mark, Read Magic, Mending, Open/Close, Resistance, Detect Poison, Guidance, and Know Direction,
Sigil Mastery: {Ex} at 2nd level a Rune Caster develops power over written magic. As a standard action, a Rune Caster may make a craft: runecarving check vs. the DC of the spell to temporarily suppress any magic that is either a symbol, written, glyphed, or rune. The Rune Caster must be within 5 ft of the magic succeeding on a craft check supresses the magic for 1d4 rounds plus 1 round per Rune Caster Level. The Rune Caster may not take 10 or 20 on this check. At 4th level this ability allows the Rune Caster to apply a meta-magic feat the Rune Caster knows to a symbol, written, glyphed, or rune cast or created by someone else, doing so requires a full round and a successful Craft: runecarving check at DC 15+ level of the spell or level equivelnt fo the symbol, glyph, or rune.
Explosive Glyph: {Su} At 5th level a Rune Caster gains the ability to create a number of runes equal to Rune Caster level. These runes float randomly around the Rune Caster and can be sent forth and upon a successful range rouch attack explode for 1d6 points of force damage per Rune Caster level in a 5 foot radius.
Runescribe: {Ex} A Rune Caster find that his own runes are harder to get rid of. the DC to dispell, remove, or trasncribe his runes are increased by +5, unless the caster is also a Rune Caster of the same or higher level.
I never liked the whole any race can be any calss that 3rd ed did so went with the older versions of D&D and race/class combinations though in a more lenient way. Still Dwarves and half-dwraves are not able to cast arcane spells outside of this prestige class. I didn't want to create a mini-wizard with this particular PrC and so I kept to spells that i felt 'stuck' to teh dwarven ability to do cool things with runes. The spell list is intended to be short and have a narrow focus. but i am willing to admit that I might have missed a couple rune'esque spells out there in the D&D universe.
Requirement:
Skills: Spellcraft 8 ranks, Craft (rune carving) 8 ranks.
Race: Dwarf or Half-Dwarf
Spells: No ability to cast arcane spells outside of being a Rune Caster
{table=head]Level|BAB|Fort|Ref|Will|Special |1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|+0|+0|+0|+2|Scribe Scroll, Cantrips|2||||||||
2nd|+1|+0|+0|+3|Sigil Mastery|3||||||||
3rd|+1|+1|+1|+3||3|1|||||||
4th|+2|+1|+1|+4||3|2|1||||||
5th|+2|+1|+1|+4|Explosive Glyph|4|3|2|1|||||
6th|+3|+2|+2|+5||4|3|3|2|1||||
7th|+3|+2|+2|+5||4|3|3|3|2|1|||
8th|+4|+2|+2|+6|Runescribe|5|4|3|3|2|1|1||
9th|+4|+3|+3|+6||5|4|4|3|3|3|2|1|
10th|+5|+3|+3|+7||5|5|4|4|4|3|3|2|1
[/table]
Alignment: Any
Hit Die: 1d4
Class Skills:
The Rune Casters class skills (and the key ability for each skill) are
Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (arcana), (Int), Knowledge (religion) (Int), Profession (Wis), and Spellcraft (Int)
Skill Points at Each Level: 2 + Int modifier
Spells:
A Rune Caster casts arcane spells which are drawn from the Rune Caster spell list. A Rune Caster must choose and prepare spells ahead of time (see below).
To learn, prepare, or cast a spell, the Rune Caster must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Rune Casters spell is 10 + the spell level + the Rune Casters Intelligence modifier.
Like other spellcasters, a Rune Caster can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the above table. In addition, a Rune Caster receives bonus spells per day if the Rune Caster has a high Intelligence score.
Unlike a bard or sorcerer, a Rune Caster may know any number of spells, up to every spell from the Rune Caster's Spell List. The Rune Caster must choose and prepare spells ahead of time by getting a good nights sleep and spending 1 hour studying the spellbook. While studying, the Rune Caster decides which spells to prepare
A Rune Caster' spells never have a verbal component, and are never able to be used with the Still Spell Feat.
Spell List:
1st: Alarm, Erase, Hold Portal, Protection from Evil/Chaos/Law/Good, Shield, Shield Bearer
2nd: Alarm; Greater, Arcane Lock, Create Magic Tattoo, Knock, Magic Weapon, Portal Alarm
3rd: Explosive Runes, Diamond Steel, Glyph of Warding, Protection from Energy, Secret Page, Sepia Snake Sigil
4th: Fire Trap, Greater Magic Weapon, Lesser globe of Invulnerability, Raindbow Pattern, Stoneskin
5th: Animate Dead, Avoidance, Mage's Private Sanctum, Spell Matrix; lesser, Symbol of Pain, Symbol of Fear
6th: Ensnarement, Globe of invulnerability, Guards and Wards, Seal Portal, Symbol of Persuasion, Symbol of Weakness, Transcribe Symbol
7th: Fear Ward, Mordenkainen's Magnificent Mansion, Phase Door, Sequester, Spell Matrix, Symbol of Stunning, Vanish
8th: Binding, Maze, Scillitating Pattern, Symbol of Insanity, Symbol of Death,Trap The Soul
9th: Gate, Shapechange, Spell Matrix; Greater
Class Abilities:
Scribe Scroll: A Rune Caster gains this as a bonus feat at 1st level.
Cantrips: A Rune Caster can cast any of the Following 0-level spells at will, though only one at a time and doing so takes a full round. Detect Magic, Arcane Mark, Read Magic, Mending, Open/Close, Resistance, Detect Poison, Guidance, and Know Direction,
Sigil Mastery: {Ex} at 2nd level a Rune Caster develops power over written magic. As a standard action, a Rune Caster may make a craft: runecarving check vs. the DC of the spell to temporarily suppress any magic that is either a symbol, written, glyphed, or rune. The Rune Caster must be within 5 ft of the magic succeeding on a craft check supresses the magic for 1d4 rounds plus 1 round per Rune Caster Level. The Rune Caster may not take 10 or 20 on this check. At 4th level this ability allows the Rune Caster to apply a meta-magic feat the Rune Caster knows to a symbol, written, glyphed, or rune cast or created by someone else, doing so requires a full round and a successful Craft: runecarving check at DC 15+ level of the spell or level equivelnt fo the symbol, glyph, or rune.
Explosive Glyph: {Su} At 5th level a Rune Caster gains the ability to create a number of runes equal to Rune Caster level. These runes float randomly around the Rune Caster and can be sent forth and upon a successful range rouch attack explode for 1d6 points of force damage per Rune Caster level in a 5 foot radius.
Runescribe: {Ex} A Rune Caster find that his own runes are harder to get rid of. the DC to dispell, remove, or trasncribe his runes are increased by +5, unless the caster is also a Rune Caster of the same or higher level.
I never liked the whole any race can be any calss that 3rd ed did so went with the older versions of D&D and race/class combinations though in a more lenient way. Still Dwarves and half-dwraves are not able to cast arcane spells outside of this prestige class. I didn't want to create a mini-wizard with this particular PrC and so I kept to spells that i felt 'stuck' to teh dwarven ability to do cool things with runes. The spell list is intended to be short and have a narrow focus. but i am willing to admit that I might have missed a couple rune'esque spells out there in the D&D universe.