EdroGrimshell
2012-04-26, 07:54 PM
Runescar
Deep in the heart of tribal regions, there are shamans that can weave magic in exotic rituals and able to use voodoo to manipulate or curse people, even deeper in that heart is the runescar, rare and barbaric warrior mages that only occur in the deepest reaches of primordial and tribal societies around the world, they are dangerous to those they encounter.
Adventures: Runescars are a rare sight outside their tribes unless the tribe is destroyed or the runescar is defeated by another that takes his place, forcing him into exile. These runescars are usually even more dangerous than the ones in a tribe as they often believe they don't have anything left to lose. A rare few make it to more advanced societies and acclimating over time, these are the most likely to travel of all runescars.
Characteristics: Scarification and blood magic are the most powerful and notable abilities of the runescar, and the driving force behind the runescar's overall combat ability. The scar-like runes carved into the runescar, besides giving them their name, offers a wide array of abilities to augment their combat effectiveness while their blood magic gives them an array of attack augmenting skills on a more active scale.
Alignment: Much like the barbarians of the tribes, runescars tend not to be lawful and have a strong lean towards chaos, however, while the magic that runescars use is often seen as evil, or at least not good, most runescars are good, having a strong sense of community and protectiveness for their tribe. Those without a tribe are more likely to be neutral than evil.
Religion: Runescars tend to worship tribal gods or animal spirits rather than more mainstream gods, even when not in a tribe or when in a less tribal city, the only exception being Kord and Erythnul for city-bound runescars.
Background: Most runescars are apprenticed to the tribe's runescar when they're children and their talent is noticed, this is mainly done to keep them from killing themselves by experimenting early on rather than to actually train them, the moment a young runescar has a handle on his abilities, he is on his own to expand on hos abilites. Most do not gain enough power to overcome the tribe's runescar, and will often go to another tribe to challenge another runescar.
Races: Humans, orcs, and goblinoids are the most common to have a runescar among their ranks. Dwarf, halfling, and gnome runscars are exceedingly rare and only the most primordial tribes have even the potential to produce runescars. Elves, with the exception of wild elves, rarely become runescars due to their inherent frailty.
Other Classes: Barbarians, druids, rangers, totemists, and scouts commonly get along well with the tribal runescar, their emphasis on the natural world allowing them to get along well. Most arcane spellcasters find the runescar to be crude, but effective, users of magic while divine spellcasters tend to not see why they are viewed as shamans.
Role: Runescars are warriors and magic users, though not true spellcasters, and are adept at disabling enemies. They are best utilized in the front-line unless they focus on support options with their invocations and scars.
Hit Die: d8
{table=head]Level|BAB|Fort|Ref|Will|Special|Scars|Active Scars
1st|+0|+2|+0|+2|Resilience, Invocations (Least)|1|1
2nd|+1|+3|+0|+3|Scarification +1|2|1
3rd|+2|+3|+1|+3|Blood Regeneration|3|1
4th|+3|+4|+1|+4|Bloodpool|4|1
5th|+3|+4|+1|+4|--|5|2
6th|+4|+5|+2|+5|Scarification +2|6|2
7th|+5|+5|+2|+5|--|7|2
8th|+6|+6|+2|+6|--|8|2
9th|+6|+6|+3|+6|--|9|3
10th|+7|+7|+3|+7|Scarification +3|10|3
11th|+8|+7|+3|+7|Passive Scars|11|3
12th|+9|+8|+4|+8|--|12|3
13th|+9|+8|+4|+8|--|13|4
14th|+10|+9|+4|+9|Scarification +4|14|4
15th|+11|+9|+5|+9|--|15|4
16th|+12|+10|+5|+10|--|16|4
17th|+12|+10|+5|+10|--|17|5
18th|+13|+11|+6|+11|Scarification +5|18|5
19th|+14|+11|+6|+11|--|19|5
20th|+15|+12|+6|+12|--|20|5[/table]
Class Skills: Balance, Climb, Concentration, Escape Artist, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (Arcane/Nature), Listen, Move Silently, Ride, Search, Spellcraft, Spot, Survival, Swim, Tumble, and Use Magic Device. (4 + Int Mod, x4 at first level)
Wpn/Arm Prof: A runescar is proficient with all simple and martial weapons and with light armor but not with shields.
Scars (Ex): A runescar's primary ability, the ability he is named for, is his scars, which are made at focal points of power in the blood flow, the design drawing specific abilities forward over time. The runescar gains one scar every level, which grants certain benefits based on the runescar's level as described in the scar's entry. Scars are presented in the post below.
Scars Active (Su): While a runescar has a large number of scars, he is not able to draw on all of them at once. The runescar can only maintain a number of scars as shown on the table above. Activating or deactivating a scar is a swift action and can be kept active indefinitely.
Invocations (Sp): By virtue of the inherent magic in their blood, a runscar does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the wild energy that suffuses his blood. A runescar can use any invocations he knows at-will.
A runescar's invocations are spell-like abilities; thus, unless indicated in the description, using an invocation is a standard action that provokes an attack of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting, a runescar is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A runescar can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A runescar's invocations are subject to spell resistance unless an invocation’s description specifically states otherwise. A runescar's caster level with his invocations is equal to his class level plus levels in any class that advances his caster level.
The save DC for an invocation (if it allows a save) is equal to 10 + the equivalent spell level of the invocation (stated on its description) + the runescar's Con modifier. Since spell-like abilities are not actually spells, a runescar cannot benefit from any metamagic feat or the Spell Focus feat; he can, however, benefit from the Ability Focus feat as well as feats that emulate metamagic effects for spell-like abilities.
The four grades of invocations, in order of their relative power, are least, lesser, greater, and vitae. A runescar begins play with knowledge of one least-grade invocations, as mentioned on the table above. As a runescar gains levels, he learns new invocations, as shown on the table above. At any level when a runescar learns a new invocation, he may also replace an invocation he already knows with another invocation of the same or a lower grade. At 6th level, a runescar gains access to lesser invocations; at 11th level, a runescar gains access to greater invocations and at 16th level the runescar gains access to dark invocations.
Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure chance for any armor heavier than light armor. Unlike other wielders of spell-like abilities, runescars can qualify for some prestige classes usually intended for spellcasters; see Warlocks and Prestige Classes section in Complete Arcane.
Resilience (Ex): A runescar is used to being injured and maintaining their concentration when injured. A runescar adds double his Con bonus (minimum 1 per HD) to his hit points and gains a bonus on Concentration checks equal to his runescar level.
Scarification (Ex): A runescar's scars offer a degree of protection over time, hardening his skin and making him inured to pain. At 2nd level the runescar gains a +1 natural armor bonus. This bonus increases by one at 6th level and every 4 levels thereafter.
Blood Regeneration (Ex): Having adapted to the power flowing through his veins, a runescar of at least 3rd level starts to produce blood at an accelerated rate. When resting, the runescar regains hp and ability damage or burn as if he had rested for a full 8 hours every hour. This does not allow the runescar to regain spells or gain any other benefits of resting for 8 hours other than healing ability damage, burn, and hit point damage. Additionally, the runescar automatically stabalizes when brought to below 0hp.
Blood Pool (Ex): At 4th level, a runescar develops a reserve of magic he can use in place of his blood when augmenting his invocations. The size of this reserve is equal to the runescar's Con Score + his Caster Level. Non-permanent bonuses to a runescar's Con Score do not affect the size of his blood pool.
Passive Scars (Ex): Starting at 11th level, the runescar's body naturally produces enough blood magic to benefit from some of the passive effectss of his scars. When changing which scars he has active, the runescar may choose a number of scars equal to the number of scars he can have active to be Passive Scars. Scars designated as Passive only provide the Base and Passive Features to the Runescar, not the Active or Augmented Features.
More to Come.
Deep in the heart of tribal regions, there are shamans that can weave magic in exotic rituals and able to use voodoo to manipulate or curse people, even deeper in that heart is the runescar, rare and barbaric warrior mages that only occur in the deepest reaches of primordial and tribal societies around the world, they are dangerous to those they encounter.
Adventures: Runescars are a rare sight outside their tribes unless the tribe is destroyed or the runescar is defeated by another that takes his place, forcing him into exile. These runescars are usually even more dangerous than the ones in a tribe as they often believe they don't have anything left to lose. A rare few make it to more advanced societies and acclimating over time, these are the most likely to travel of all runescars.
Characteristics: Scarification and blood magic are the most powerful and notable abilities of the runescar, and the driving force behind the runescar's overall combat ability. The scar-like runes carved into the runescar, besides giving them their name, offers a wide array of abilities to augment their combat effectiveness while their blood magic gives them an array of attack augmenting skills on a more active scale.
Alignment: Much like the barbarians of the tribes, runescars tend not to be lawful and have a strong lean towards chaos, however, while the magic that runescars use is often seen as evil, or at least not good, most runescars are good, having a strong sense of community and protectiveness for their tribe. Those without a tribe are more likely to be neutral than evil.
Religion: Runescars tend to worship tribal gods or animal spirits rather than more mainstream gods, even when not in a tribe or when in a less tribal city, the only exception being Kord and Erythnul for city-bound runescars.
Background: Most runescars are apprenticed to the tribe's runescar when they're children and their talent is noticed, this is mainly done to keep them from killing themselves by experimenting early on rather than to actually train them, the moment a young runescar has a handle on his abilities, he is on his own to expand on hos abilites. Most do not gain enough power to overcome the tribe's runescar, and will often go to another tribe to challenge another runescar.
Races: Humans, orcs, and goblinoids are the most common to have a runescar among their ranks. Dwarf, halfling, and gnome runscars are exceedingly rare and only the most primordial tribes have even the potential to produce runescars. Elves, with the exception of wild elves, rarely become runescars due to their inherent frailty.
Other Classes: Barbarians, druids, rangers, totemists, and scouts commonly get along well with the tribal runescar, their emphasis on the natural world allowing them to get along well. Most arcane spellcasters find the runescar to be crude, but effective, users of magic while divine spellcasters tend to not see why they are viewed as shamans.
Role: Runescars are warriors and magic users, though not true spellcasters, and are adept at disabling enemies. They are best utilized in the front-line unless they focus on support options with their invocations and scars.
Hit Die: d8
{table=head]Level|BAB|Fort|Ref|Will|Special|Scars|Active Scars
1st|+0|+2|+0|+2|Resilience, Invocations (Least)|1|1
2nd|+1|+3|+0|+3|Scarification +1|2|1
3rd|+2|+3|+1|+3|Blood Regeneration|3|1
4th|+3|+4|+1|+4|Bloodpool|4|1
5th|+3|+4|+1|+4|--|5|2
6th|+4|+5|+2|+5|Scarification +2|6|2
7th|+5|+5|+2|+5|--|7|2
8th|+6|+6|+2|+6|--|8|2
9th|+6|+6|+3|+6|--|9|3
10th|+7|+7|+3|+7|Scarification +3|10|3
11th|+8|+7|+3|+7|Passive Scars|11|3
12th|+9|+8|+4|+8|--|12|3
13th|+9|+8|+4|+8|--|13|4
14th|+10|+9|+4|+9|Scarification +4|14|4
15th|+11|+9|+5|+9|--|15|4
16th|+12|+10|+5|+10|--|16|4
17th|+12|+10|+5|+10|--|17|5
18th|+13|+11|+6|+11|Scarification +5|18|5
19th|+14|+11|+6|+11|--|19|5
20th|+15|+12|+6|+12|--|20|5[/table]
Class Skills: Balance, Climb, Concentration, Escape Artist, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (Arcane/Nature), Listen, Move Silently, Ride, Search, Spellcraft, Spot, Survival, Swim, Tumble, and Use Magic Device. (4 + Int Mod, x4 at first level)
Wpn/Arm Prof: A runescar is proficient with all simple and martial weapons and with light armor but not with shields.
Scars (Ex): A runescar's primary ability, the ability he is named for, is his scars, which are made at focal points of power in the blood flow, the design drawing specific abilities forward over time. The runescar gains one scar every level, which grants certain benefits based on the runescar's level as described in the scar's entry. Scars are presented in the post below.
Scars Active (Su): While a runescar has a large number of scars, he is not able to draw on all of them at once. The runescar can only maintain a number of scars as shown on the table above. Activating or deactivating a scar is a swift action and can be kept active indefinitely.
Invocations (Sp): By virtue of the inherent magic in their blood, a runscar does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the wild energy that suffuses his blood. A runescar can use any invocations he knows at-will.
A runescar's invocations are spell-like abilities; thus, unless indicated in the description, using an invocation is a standard action that provokes an attack of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting, a runescar is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A runescar can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A runescar's invocations are subject to spell resistance unless an invocation’s description specifically states otherwise. A runescar's caster level with his invocations is equal to his class level plus levels in any class that advances his caster level.
The save DC for an invocation (if it allows a save) is equal to 10 + the equivalent spell level of the invocation (stated on its description) + the runescar's Con modifier. Since spell-like abilities are not actually spells, a runescar cannot benefit from any metamagic feat or the Spell Focus feat; he can, however, benefit from the Ability Focus feat as well as feats that emulate metamagic effects for spell-like abilities.
The four grades of invocations, in order of their relative power, are least, lesser, greater, and vitae. A runescar begins play with knowledge of one least-grade invocations, as mentioned on the table above. As a runescar gains levels, he learns new invocations, as shown on the table above. At any level when a runescar learns a new invocation, he may also replace an invocation he already knows with another invocation of the same or a lower grade. At 6th level, a runescar gains access to lesser invocations; at 11th level, a runescar gains access to greater invocations and at 16th level the runescar gains access to dark invocations.
Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure chance for any armor heavier than light armor. Unlike other wielders of spell-like abilities, runescars can qualify for some prestige classes usually intended for spellcasters; see Warlocks and Prestige Classes section in Complete Arcane.
Resilience (Ex): A runescar is used to being injured and maintaining their concentration when injured. A runescar adds double his Con bonus (minimum 1 per HD) to his hit points and gains a bonus on Concentration checks equal to his runescar level.
Scarification (Ex): A runescar's scars offer a degree of protection over time, hardening his skin and making him inured to pain. At 2nd level the runescar gains a +1 natural armor bonus. This bonus increases by one at 6th level and every 4 levels thereafter.
Blood Regeneration (Ex): Having adapted to the power flowing through his veins, a runescar of at least 3rd level starts to produce blood at an accelerated rate. When resting, the runescar regains hp and ability damage or burn as if he had rested for a full 8 hours every hour. This does not allow the runescar to regain spells or gain any other benefits of resting for 8 hours other than healing ability damage, burn, and hit point damage. Additionally, the runescar automatically stabalizes when brought to below 0hp.
Blood Pool (Ex): At 4th level, a runescar develops a reserve of magic he can use in place of his blood when augmenting his invocations. The size of this reserve is equal to the runescar's Con Score + his Caster Level. Non-permanent bonuses to a runescar's Con Score do not affect the size of his blood pool.
Passive Scars (Ex): Starting at 11th level, the runescar's body naturally produces enough blood magic to benefit from some of the passive effectss of his scars. When changing which scars he has active, the runescar may choose a number of scars equal to the number of scars he can have active to be Passive Scars. Scars designated as Passive only provide the Base and Passive Features to the Runescar, not the Active or Augmented Features.
More to Come.