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Dragnar
2012-05-26, 01:05 AM
(quick note: This is still a WIP. There's a lot of fluff missing, it could use some stuff to fill the dead levels, and I need to come up with a LOT more runes to really make the class work. But it should be finished enough for comments on the basics! The primary missing ability is the weapon/armor buffs they can, according to the fluff, place on things.)

Runeworker
“I speak the language in which the world was penned. Can you claim the same?”

A Runeworker is a master of language, their every spell a perfectly formed sentence of magic. The runes they take their name from are ancient symbols, created or discovered in a time long gone, yet still holding great power to those who can unlock their secrets...

Adventurers: Runeworkers adventure for a variety of reasons, but the most common by far is a quest for knowledge. Their craft was more widespread in ancient times, before civilization reached the point that organized wizards guilds became popular, and so dungeons and ruins across the land are some of the best places to discover new runes.
Characteristics: Runeworkers are masters of language, weaving ancient runes of power into the sentences that form their unique sort of magic. They can produce devastating magical effects, at the cost of fine control, or lesser magics fine-tuned to the situation. They will never surpass a Wizard for raw power, but the versatility of their runes mean they will never be caught unprepared. At higher levels they may even inscribe their runes into objects in the more widely known use of their craft, enhancing their equipment greatly and laying runic traps for their foes.
Alignment: Runeworkers favor law over chaos, their work tending to push away those without the inclination to learn such structured magic. This is little hurdle to a determined enough student though.
Religion: Runeworkers do not tend one way or the other religiously. Some claim their runes are a gift from the gods, while others claim they are older still. Either way, the class has little leaning toward any one god.
Background: To become a Runeworker is to devote yourself to the study of language. And not just any language, but the language with which the most fundamental of nature’s laws may be, if not rewritten, at least rather drastically abridged.
Races: Runeworkers are most common among the dwarves, who often find the absolute nature of the runes more to their liking than the theatrical gestures and gibberish of wizardry. They have some presence among every race intelligent enough to possess writing though.
Other Classes: Most classes see Runeworkers as little more than a slightly quieter sort of wizard. After all, they do impossible things with naught but word and will. What is there to call that but wizardry? Wizards and other students of the arcane tend to look down on them as relic of bygone times, wielding primal powers they do not truly understand instead of REAL magic.
Role: Depending on their selection of runes, a Runeworker may take any role from a front-line combatant to long range support. Their low hit points make them relatively flimsy if they choose melee combat, but as their powers increase the runic abilities they imbue their arms and armor with quickly make them easily a match for more martial classes, if rather more fragile.

Game Rule Information
Abilities: Intelligence is the most important ability for a Runeworker, determining the number of runes they possess, as well as their save DCs. Constitution is important to those who choose to fight in close combat, helping make up for their mediocre hit points, while Dexterity is of greater importance to those who fight at greater range.
Alignment: Any
Hit Die: d6
Class Skills: Appraise, Concentration, Craft, Decipher Script, Disable Device, Forgery, Knowledge(Arcana), Knowledge (Dungeoneering), Knowledge(religion), Profession(scribe), Spellcraft, Sleight of Hand, Spot, Use Magic Device
Skill Points/level: 4+ int modifier, times four at first level

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+0|
+2| Runeworking, Language Mastery
2nd|
+1|
+0|
+0|
+3|
3rd|
+2|
+1|
+1|
+3| Runic Fusion(1/day)
4th|
+3|
+1|
+1|
+4|
5th|
+3|
+1|
+1|
+4| Instant Insight 2
6th|
+4|
+2|
+2|
+5| Runic Fusion(2/day)
7th|
+5|
+2|
+2|
+5|
8th|
+6|
+2|
+2|
+6|
9th|
+6|
+3|
+3|
+6| Runic Fusion(3/day)
10th|
+7|
+3|
+3|
+7| Instant Insight 3
11th|
+8|
+3|
+3|
+7|
12th|
+9|
+4|
+4|
+8| Runic Fusion(4/day)
13th|
+9|
+4|
+4|
+8|
14th|
+10|
+4|
+4|
+9|
15th|
+11|
+5|
+5|
+9| Runic Fusion(5/day), Instant Insight 4
16th|
+12|
+5|
+5|
+10| Perfect Fusion
17th|
+12|
+5|
+5|
+10|
18th|
+13|
+6|
+6|
+11| Runic Fusion(6/day)
19th|
+14|
+6|
+6|
+11|
20th|
+15 |
+6|
+6|
+12| Instant Insight 5 [/table]

Weapon and Armour Proficiency: Runeworkers are proficient with all Simple weapons, as well as light and medium armor.

Runeworking: The skill from which the Runeworker gains his name, Runeworking represents the unique form of magic all Runeworkers wield.

Runic Spells:
A runic spell is formed of two main parts: A Major rune and a number of Minor runes. Major runes provide the primary effects of the spell, while Minor runes modify the effects of the Major ones. Under most circumstances only a single Major rune may be used in a runic spell, along with up to the character’s Runeworker level in Minor runes.

Runic Preparation:
The complex grammar of the runic language is not something that can be spoken without thought, and so a Runeworker must prepare his chosen spells beforehand to use them. Preparing a runic spell takes a number of rounds equal to the number of runes(both major and minor) included in it, and no more than the character's Runeworker level times four runes may be held in memory at once. ie: at level 4, all prepared spells must possess no more than 16 total runes among them, whether they choose to have 16 weak spells or a mere 4 with as many minor runes as possible.

Runic Casting:
Actually casting a runic spell is little different from normal arcane magic mechanically: The casting takes one standard action, and is always considered to have a Verbal component.

Runes Known:
At first level a Runeworker gains access to five runes(Major or Minor) of their choice plus an additional number equal to their intelligence modifier, and at each level beyond the first they automatically gain a single rune of either type to add to their list. The primary means by which Runeworkers gain runes is similar to that of a wizard: With an hour of study, the character may commit any rune to memory, whether through the aid of another runeworker, or through finding a rune written down somewhere(usually in the depths of old ruins or libraries). If the character wishes to purchase new runes, the cost is equal to 25 x (runes already known) gold, it becoming more and more difficult to locate those not already within their expanding library of runes.

Language Mastery: Runeworkers have devoted their lives to the language of their spells. But that doesn’t mean their study has rendered them blind to others. In fact, after mastering such a complex language, others seem easy. A Runeworker gains a competence bonus equal to half their level in the class to Decipher Script, and can learn two new languages for the cost of one.

Runic Fusion: Starting at third level Runeworkers may combine two runic spells into one with a supreme effort of concentration, casting both in the same round as a full-round action. This does lessen the individual spells slightly though, and each may only benefit from half of its Minor runes(rounded up). Additionally, the spells must be centred on the same target, and if this is not possible, the spells may not be combined. This ability is usable once per day for every three Runeworker levels the character possesses.

Instant Insight: At fifth level Runeworkers have practiced their language enough to cast simple spells without preparation. Initially this ability only applies to spells containing up to two runes, but this expands to 3 at level 10, 4 at level 15, and 5 at level 20.

Perfect Fusion: At sixteenth level the restriction on Minor runes imposed by Runic Fusion is lifted, both spells cast at full strength.

Runes:(very much WIP, just rough effects and no fluff)
Major:

Elements: (Primary damage rune. 1d6 per 2 CLs)
Enhancement: (Provides a +CL/2 enhancement bonus to the target's attributes, distributed as desired. duration 1 round.)
Control: (mind control. 1 HD/CL, gives a will save)
Movement: (short-range teleporting. 10 feet/CL)
Hold: (Stuns for 1d3 rounds, gives a reflex save)
Heal: (Primary healing rune. 1d6 per 2 CLs)
Create: (Create object worth up to 1 gold/CL, lasts 1 hour)
Unstoppable: (Magic Missile emulator. Does nothing on its own, but auto-hits)
Null: (Does nothing at all on it's own, but increases the number of runes the spell may contain by CL/2)


Minor:

Duration: (Increases the duration of non-instant spells by 1 increment. Ie: 1 round to 2 rounds, 1 hour to 2 hours)
Power: (Raises CL for a spell by 1. No more than CL/2 of these in total may be added)
Insight: (provides a +1 insight bonus to the target's next attack)
Save: (the save DC on a runic spell is equal to 10+int mod+number of these runes. No more than CL/2 of these in total may be added)
Range: (increases max range of spell by 20 feet per rune, base touch)
Damage: (increases damage by 1d6 per rune, CAN add damage to non-damaging Major runes)
Area: (increases area of effect by 5 feet per rune, base 0)
Split: (adds secondary target per rune, damage/CL/save mod are all split as desired between targets)

Milo v3
2012-05-26, 09:51 AM
This seems like a good base. The Runes themselves need to be fleshed out of course though. I do like how they eventually can cast low rune's without preperation.

I do wonder though how the infinite number of spells/day will work out.

I suggest you see that other rune magic system for the enchanting. I'll try and find a link.

EDIT: Here it is. (http://www.giantitp.com/forums/showthread.php?t=206353)

Dragnar
2012-05-26, 11:29 AM
This seems like a good base. The Runes themselves need to be fleshed out of course though. I do like how they eventually can cast low rune's without preperation.

I do wonder though how the infinite number of spells/day will work out.

I suggest you see that other rune magic system for the enchanting. I'll try and find a link.

EDIT: Here it is. (http://www.giantitp.com/forums/showthread.php?t=206353)

Thanks for the link, interesting system there. More than a bit overcomplicated for a single class feature, but definitely a good source of inspiration.

Also, I've added a few more runes to the list. Should have something up for the enchanting by the end of the day, and then I'll get to work actually fully writing them out.

Madara
2012-05-26, 05:57 PM
For Major you could still have Summoning, Terrain(Think stone shape, wood shape, Earth to stone)(Maybe call it "Shape"), or Illusion