PrinceRenais
2012-06-06, 12:22 PM
http://i930.photobucket.com/albums/ad142/VampiricAQW/RuneBlade.jpg
Runeblade
{table=head]Level|BAB|Fort|Ref|Will|Class Features
1|0|+2|+0|+2|Runeology
2|+1|+3|+0|+3|Erase Rune
3|+2|+3|+1|+3|
4|+3|+4|+1|+4|Simple Runes
5|+3|+4|+1|+4|Sigil of [Elements]
6|+4|+5|+2|+5|
7|+5|+5|+2|+5|Minor Runes
8|+6/+1|+6|+2|+6|Sigil of Fast Travel
9|+6/+1|+6|+3|+6|
10|+7/+2|+7|+3|+7|Sub-moderate Runes
11|+8/+3|+7|+3|+7|Sigil of Slow
12|+9/+4|+8|+4|+8|
13|+9/+4|+8|+4|+8|Moderate Runes
14|+10/+5|+9|+5|+9|Sigil of Antimagic
15|+11/+6/+1|+9|+5|+9|
16|+12/+7/+2|+10|+5|+10|Major Runes
17|+12/+7/+2|+10|+5|+10|Sigil of Stasis
18|+13/+8/+3|+11|+6|+11|
19|+14/+9/+4|+11|+6|+11|Epic Runes
20|+15/+10/+5|+12|+6|+12|Sigil of Death
[/table]
Alignment: Any
Hit Die: d8
Class Skills: Climb (Str), Concentration (Con), Craft (Int), Forgery (Int), Jump (Str), Knowledge (Arcana) (Int), Listen (Wis), Search (Int), Runecraft (The Rune-based equivalent of Spellcraft) (Int), Spot (Wis), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
The Runeblade
Runeblades are few in number, and are only trained in The Aimless Tower, Aleric. The Aimless Tower is a flying structure housing many of the more powerful magic-users and their families. While it is not unusual for a resident to leave the Tower, most of them return to visit family and friends quite frequently. Becoming a Runeblade requires a cool head and connections.
Making a Runeblade
Abilities: Strength offers higher attack rolls and slight damage bonuses, which are useful for a Runeblade. Intelligence is an integral part of being a Runeblade, as it affects various abilities and DCs. Wisdom is often appreciated by others in the Tower, and most people with low common sense aren't likely to be taught the Runeblade's skillset. Constitution increases your hit points, and is obviously helpful.
Races: Anyone with a strong affinity for magic can gain access to the tower and the Runeblade's training.
Alignment: While the foundation of 'training' circles around lawful behavior, there are no alignment restrictions for this class.
Class Features
Runeology: A runeblade may activate a single rune as a standard action or as part of an attack at will as long as he is in physical contact with the object it's on. A runeblade must set a condition for a Sigil to be activated, or he can activate it as a Standard action if he is touching it directly (which means it will affect him as well). Once a rune is activated, it remains so for rounds, or until it is dispersed. That means that if a runeblade has a Flaming rune and an Icy rune, he can activate the Flaming rune on one round, and activate the Icy in the next during his attack, and deal +1d6 Fire Damage +1d6 Cold Damage if he hits.
A Runeblade must succeed on a Runecraft check in order to memorize a rune, much as a Wizard would copy a scroll. The difference is that a Runeblade does not use a book to store it - once known, he can access it whenever he wants, but it serves him no other purpose than the ability to make runes of the types known. One can know as many runes as he can succeed on his roll for. He can retry his skill check every time he gets a new point in Runecraft.
The DC used for any Sigil or Rune that requires a save is 10+[Int Mod]+[Runeblade Level].
Erase Rune: A runeblade of 2nd level or higher can take a 10 minute period to remove any rune or sigil from a weapon, item, or other surface, during which he is focused on his task intensely. In the case of runes/sigils that are larger than 5'x5', it takes 10 additional minutes for every other 5' square that it exists on, at DM discretion. If he stops during the process, he must start over again with no prior progress having mattered.
Runes: Runes are magical markings that are placed upon Weapons, and occasionally other surfaces. Runeblades are the only people that can utilize such symbols, and they bear no use nor meaning for anyone untrained in their ways without extensive study or direct 'translations'. A Dispelled Rune acts as a magic item, using the rules for them as such. If Equivalent Spell Levels are needed for calculations, they can be found below, unless otherwise specified in the rune's description. A non-runeblade can attempt to copy a rune, but it holds none of the magical properties unless it is made with help by a runeblade.
A weapon can hold runes based on the runeblade's size category, the weapon's size category, and whether the weapon is a light, one-handed, or two-handed weapon. If the weapon is made to be used by a person outside the inscriber's size category, the maximum number of runes changes by 1, 2, or 3 for light, 1H, and 2H weapons respectfully, based on the weapon category (that is, Light, 1H, 2H) for its intended size category, with a minimum of 1. So, a Human Runeblade using a Shortsword would get 1 rune. A Human Runeblade using a Large Shortsword would get 2 runes. A Halfling Runeblade using a Small Shortsword would get 1 rune. A Halfling Runeblade using a Large Shortsword would get 3 runes, because of the two-size-category difference.
Runes are not compatable with other enchantments. When an enchanted item has runes on it activated, the stronger (The Rune, or the net enchantment level) takes precedence. When multiple runes are active, add their levels together. For this, Runes have levels which are as follows.
[I]Simple (+1), Minor (+2), Sub-moderate (+3), Moderate (+4), Major (+5), Epic (+6).
To create a rune, a runeblade must spend gold and time equal to the amount a Wizard would spend crafting a Wand of equivalent level, or he may simply purchase one from a fellow runeblade for approximately double the cost of making it.
In the case of double-weapons, treat each end as a separate weapon. If you are only using one end, only the runes on that end may be used.
Simple (0), Minor (2), Sub-moderate (4), Moderate (5), Major (7), Epic (9).
Simple Light: This rune acts as the spell light when activated, and can be activated from up to 60 ft. away if it is in sight.
Sigma A: Cure Minor Wounds, as the spell. This rune can be used without causing damage, but the target must be touching the weapon.
Daze: As the spell.
Shine: This rune, when placed, is forever active and is compatible with other magical enchantments. The object is immune to normal wear-and-tear, forever looking spiffy. It does not protect it against damage, but blood, acids, oils, and the like do not stick nor do harm to the object, and it can be used, without harm, against monsters that normally dissolve such materials (such as various Oozes). It is protected from non-magical elemental damage (Note: If it sprang from a magical source, such as a Dragon's Fire-breath, it still harms it), as well.
Minor Flame: +1d10 fire damage for every 2 levels of Runeblade the user has.
Ice: +1d10 cold damage for every 2 levels of Runeblade the user has.
Lightning: +1d10 electricity damage for every 2 levels of Runeblade the user has.
Acid: +1d10 acid damage for every 2 levels of Runeblade the user has.
Keen: Threat Range is doubled. (Does not stack with Keen nor Improved Critical)
Sigma B: Cure Light Wounds, as the spell. This rune can be used without causing damage, but the target must be touching the weapon.
Power Attack: Acts as the feat. (Does not qualify you for things that require the feat.)
Sub-moderate Sonic: Your melee attacks gain Range: Close, and do normal damage +1d6 sonic damage for every 2 levels of Runeblade the user has.
Ghost Strike: As Enchantment.
Sigma C: Cure Moderate Wounds, as the spell. This rune can be used without causing damage, but the target must be touching the weapon.
Cleaving: Acts as Great Cleave, the feat.
Moderate Force: Your melee attacks gain Range: Medium, and all damage is changed to force.
Sigma D: Cure Serious Wounds, as the spell. This rune can be used without causing damage, but the target must be touching the weapon.
Major Speed: As Enchantment
Sigma E: Cure Critical Wounds. This rune can be used without causing damage, but the target must be touching the weapon.
Delta: You spend 3 rounds in a sort of suspended animation, and for that time you are flatfooted. If you take damage, treat it as if you were casting a spell. At the end of the three rounds, you roll 1d20. 1-10, nothing happens. 11-20, your target's HP is halved for a week. You may use this multiple times on the same target, the effects are cumulative (always based of off the current Total).
Epic True Strike: You gain +20 on all of your melee rolls for one round. This can only be used twice per encounter.
Heart-Strike: Your melee attacks are Touch Attacks. This can only be used twice per encounter.
Sigma F: Your friend has failed at life and died. You may revive a friend once a month, with this rune. You may only ever make 1 of these.
Time Stop: As the spell, twice a day.
Sigils: Sigils are larger magical markings that are placed on various surfaces, and may also be written onto flat, mobile items. When made, a Runeblade may specify a simple condition upon which the rune will activate, as a contingency (in a sense). In example, one could specify "Activates when stepped on " but not "Activates when a kobold steps on it". They can activate only once unless otherwise specified, and remain in place until they are activated, their surface is destroyed, or it is removed by a Runeblade. To create one requires a process that takes 1 hour, and a location of at least 2 square-feet area unless otherwise specified(doubled or halved based on size-category increase or decrease, respectfully). A runeblade can choose to make it larger, so that it may affect more people when he activates it, but it cannot be smaller because the details are so fine. If he chooses to double its size, it takes double the amount of time. (obviously, keep in mind that you can As sigils are often volatile and filled with arcane energies, it is unwise to place any near eachother. If one unwise sod places more than one within 30 feet of another, there is a cumulative 30% chance of it failing, checked when they first come too close, and from then, hourly, for each sigil. Failure means that you must then roll 1d% for each failing sigil. There is 20% chance that the failed rune will disappear with no effects, 70% chance that the it simply activates early, and 10% chance that it explodes with magical energy, dealing 2d10 per class level in a 20ft.-radius burst and an additional 1d10 per class level in a 40ft.-radius burst. The explosion does unnamed damage.
Sigil of [Elements]: A runeblade of 5th level can place a Sigil of Fire, Cold, Acid, or Electricity. When activated, this Sigil does 1d6 damage for each level of Runeblade the creator has, in a 10-ft burst. This sigil uses a 5'x5' area and cannot be changed. Reflex for half.
Sigil of Fast Travel: A runeblade of 8th level or higher can place a Sigil of Fast Travel. This sigil is, upon completion, linked to all other known locations of Sigils of Fast Travel and can be used to access any of them. If one is no longer where he wants to go, the teleportation simply does not work, and the sigil remains unactivated. When directed to a possible location, anyone standing completely on it will be teleported to the designated, familiar Sigil upon activation. Anyone not standing completely on it will take 1d30 damage (If you don't have a d30, 1d20+1d10 should be fine, and if the higher minimum bothers you, Get a d30), but are still teleported. Even if a targeted sigil is not permanent, it is not used up in the teleportation. Only the origin is dispersed. The creatures and objects that are left out of the final area, whether it be because they were partially on the sigil when it was activated or the target is smaller than the origin) take 1d30 damage.
An unwilling subject may make a Will save if he is able. Unattended objects are brought.
A runeblade of 15th level or higher can choose for a Sigil of Fast Travel that they later make after gaining that level to be permanent.
Sigil of Slow: A runeblade of 11th level or higher can place a Sigil of Slow. When activated, this mark acts as the 3rd level Wiz/Sorc spell, where the runeblade's level replaces Caster Level for determining the effects of the sigil. It will affect the nearest creatures within 20 ft. up to its maximum.
Sigil of Antimagic: A runeblade of 14th level or higher can place a Sigil of Antimagic. This mark creates an Antimagic field with a radius equal to ten times the Runeblade's level in feet. It lasts for 1 day per class level. This field does not affect rune-magic, but other antimagic fields might.
Sigil of Stasis: A runeblade of 17th level or higher can place a Sigil of Stasis. This mark causes a highly volatile force to strike all creatures within 15 ft. Those creatures must make a Fortitude Save or be knocked unconscious for [Int Mod of Runeblade] rounds.
Sigil of Death: A runeblade of 20th level can place a Sigil of Death. Any single creature that touches it must make a Will save or be disintegrated into dust.
Authors Notes:
Suggestions are very welcome, constructive criticism is what makes things improve. I'm short on ideas for more Runes, and if you've got some new Sigil ideas, I welcome the chance to share it.
I'm having fun with my first class!
Though not a class feature, most beginning runeblades start with a Minor Rune gifted by a master.
Runeblade
{table=head]Level|BAB|Fort|Ref|Will|Class Features
1|0|+2|+0|+2|Runeology
2|+1|+3|+0|+3|Erase Rune
3|+2|+3|+1|+3|
4|+3|+4|+1|+4|Simple Runes
5|+3|+4|+1|+4|Sigil of [Elements]
6|+4|+5|+2|+5|
7|+5|+5|+2|+5|Minor Runes
8|+6/+1|+6|+2|+6|Sigil of Fast Travel
9|+6/+1|+6|+3|+6|
10|+7/+2|+7|+3|+7|Sub-moderate Runes
11|+8/+3|+7|+3|+7|Sigil of Slow
12|+9/+4|+8|+4|+8|
13|+9/+4|+8|+4|+8|Moderate Runes
14|+10/+5|+9|+5|+9|Sigil of Antimagic
15|+11/+6/+1|+9|+5|+9|
16|+12/+7/+2|+10|+5|+10|Major Runes
17|+12/+7/+2|+10|+5|+10|Sigil of Stasis
18|+13/+8/+3|+11|+6|+11|
19|+14/+9/+4|+11|+6|+11|Epic Runes
20|+15/+10/+5|+12|+6|+12|Sigil of Death
[/table]
Alignment: Any
Hit Die: d8
Class Skills: Climb (Str), Concentration (Con), Craft (Int), Forgery (Int), Jump (Str), Knowledge (Arcana) (Int), Listen (Wis), Search (Int), Runecraft (The Rune-based equivalent of Spellcraft) (Int), Spot (Wis), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
The Runeblade
Runeblades are few in number, and are only trained in The Aimless Tower, Aleric. The Aimless Tower is a flying structure housing many of the more powerful magic-users and their families. While it is not unusual for a resident to leave the Tower, most of them return to visit family and friends quite frequently. Becoming a Runeblade requires a cool head and connections.
Making a Runeblade
Abilities: Strength offers higher attack rolls and slight damage bonuses, which are useful for a Runeblade. Intelligence is an integral part of being a Runeblade, as it affects various abilities and DCs. Wisdom is often appreciated by others in the Tower, and most people with low common sense aren't likely to be taught the Runeblade's skillset. Constitution increases your hit points, and is obviously helpful.
Races: Anyone with a strong affinity for magic can gain access to the tower and the Runeblade's training.
Alignment: While the foundation of 'training' circles around lawful behavior, there are no alignment restrictions for this class.
Class Features
Runeology: A runeblade may activate a single rune as a standard action or as part of an attack at will as long as he is in physical contact with the object it's on. A runeblade must set a condition for a Sigil to be activated, or he can activate it as a Standard action if he is touching it directly (which means it will affect him as well). Once a rune is activated, it remains so for rounds, or until it is dispersed. That means that if a runeblade has a Flaming rune and an Icy rune, he can activate the Flaming rune on one round, and activate the Icy in the next during his attack, and deal +1d6 Fire Damage +1d6 Cold Damage if he hits.
A Runeblade must succeed on a Runecraft check in order to memorize a rune, much as a Wizard would copy a scroll. The difference is that a Runeblade does not use a book to store it - once known, he can access it whenever he wants, but it serves him no other purpose than the ability to make runes of the types known. One can know as many runes as he can succeed on his roll for. He can retry his skill check every time he gets a new point in Runecraft.
The DC used for any Sigil or Rune that requires a save is 10+[Int Mod]+[Runeblade Level].
Erase Rune: A runeblade of 2nd level or higher can take a 10 minute period to remove any rune or sigil from a weapon, item, or other surface, during which he is focused on his task intensely. In the case of runes/sigils that are larger than 5'x5', it takes 10 additional minutes for every other 5' square that it exists on, at DM discretion. If he stops during the process, he must start over again with no prior progress having mattered.
Runes: Runes are magical markings that are placed upon Weapons, and occasionally other surfaces. Runeblades are the only people that can utilize such symbols, and they bear no use nor meaning for anyone untrained in their ways without extensive study or direct 'translations'. A Dispelled Rune acts as a magic item, using the rules for them as such. If Equivalent Spell Levels are needed for calculations, they can be found below, unless otherwise specified in the rune's description. A non-runeblade can attempt to copy a rune, but it holds none of the magical properties unless it is made with help by a runeblade.
A weapon can hold runes based on the runeblade's size category, the weapon's size category, and whether the weapon is a light, one-handed, or two-handed weapon. If the weapon is made to be used by a person outside the inscriber's size category, the maximum number of runes changes by 1, 2, or 3 for light, 1H, and 2H weapons respectfully, based on the weapon category (that is, Light, 1H, 2H) for its intended size category, with a minimum of 1. So, a Human Runeblade using a Shortsword would get 1 rune. A Human Runeblade using a Large Shortsword would get 2 runes. A Halfling Runeblade using a Small Shortsword would get 1 rune. A Halfling Runeblade using a Large Shortsword would get 3 runes, because of the two-size-category difference.
Runes are not compatable with other enchantments. When an enchanted item has runes on it activated, the stronger (The Rune, or the net enchantment level) takes precedence. When multiple runes are active, add their levels together. For this, Runes have levels which are as follows.
[I]Simple (+1), Minor (+2), Sub-moderate (+3), Moderate (+4), Major (+5), Epic (+6).
To create a rune, a runeblade must spend gold and time equal to the amount a Wizard would spend crafting a Wand of equivalent level, or he may simply purchase one from a fellow runeblade for approximately double the cost of making it.
In the case of double-weapons, treat each end as a separate weapon. If you are only using one end, only the runes on that end may be used.
Simple (0), Minor (2), Sub-moderate (4), Moderate (5), Major (7), Epic (9).
Simple Light: This rune acts as the spell light when activated, and can be activated from up to 60 ft. away if it is in sight.
Sigma A: Cure Minor Wounds, as the spell. This rune can be used without causing damage, but the target must be touching the weapon.
Daze: As the spell.
Shine: This rune, when placed, is forever active and is compatible with other magical enchantments. The object is immune to normal wear-and-tear, forever looking spiffy. It does not protect it against damage, but blood, acids, oils, and the like do not stick nor do harm to the object, and it can be used, without harm, against monsters that normally dissolve such materials (such as various Oozes). It is protected from non-magical elemental damage (Note: If it sprang from a magical source, such as a Dragon's Fire-breath, it still harms it), as well.
Minor Flame: +1d10 fire damage for every 2 levels of Runeblade the user has.
Ice: +1d10 cold damage for every 2 levels of Runeblade the user has.
Lightning: +1d10 electricity damage for every 2 levels of Runeblade the user has.
Acid: +1d10 acid damage for every 2 levels of Runeblade the user has.
Keen: Threat Range is doubled. (Does not stack with Keen nor Improved Critical)
Sigma B: Cure Light Wounds, as the spell. This rune can be used without causing damage, but the target must be touching the weapon.
Power Attack: Acts as the feat. (Does not qualify you for things that require the feat.)
Sub-moderate Sonic: Your melee attacks gain Range: Close, and do normal damage +1d6 sonic damage for every 2 levels of Runeblade the user has.
Ghost Strike: As Enchantment.
Sigma C: Cure Moderate Wounds, as the spell. This rune can be used without causing damage, but the target must be touching the weapon.
Cleaving: Acts as Great Cleave, the feat.
Moderate Force: Your melee attacks gain Range: Medium, and all damage is changed to force.
Sigma D: Cure Serious Wounds, as the spell. This rune can be used without causing damage, but the target must be touching the weapon.
Major Speed: As Enchantment
Sigma E: Cure Critical Wounds. This rune can be used without causing damage, but the target must be touching the weapon.
Delta: You spend 3 rounds in a sort of suspended animation, and for that time you are flatfooted. If you take damage, treat it as if you were casting a spell. At the end of the three rounds, you roll 1d20. 1-10, nothing happens. 11-20, your target's HP is halved for a week. You may use this multiple times on the same target, the effects are cumulative (always based of off the current Total).
Epic True Strike: You gain +20 on all of your melee rolls for one round. This can only be used twice per encounter.
Heart-Strike: Your melee attacks are Touch Attacks. This can only be used twice per encounter.
Sigma F: Your friend has failed at life and died. You may revive a friend once a month, with this rune. You may only ever make 1 of these.
Time Stop: As the spell, twice a day.
Sigils: Sigils are larger magical markings that are placed on various surfaces, and may also be written onto flat, mobile items. When made, a Runeblade may specify a simple condition upon which the rune will activate, as a contingency (in a sense). In example, one could specify "Activates when stepped on " but not "Activates when a kobold steps on it". They can activate only once unless otherwise specified, and remain in place until they are activated, their surface is destroyed, or it is removed by a Runeblade. To create one requires a process that takes 1 hour, and a location of at least 2 square-feet area unless otherwise specified(doubled or halved based on size-category increase or decrease, respectfully). A runeblade can choose to make it larger, so that it may affect more people when he activates it, but it cannot be smaller because the details are so fine. If he chooses to double its size, it takes double the amount of time. (obviously, keep in mind that you can As sigils are often volatile and filled with arcane energies, it is unwise to place any near eachother. If one unwise sod places more than one within 30 feet of another, there is a cumulative 30% chance of it failing, checked when they first come too close, and from then, hourly, for each sigil. Failure means that you must then roll 1d% for each failing sigil. There is 20% chance that the failed rune will disappear with no effects, 70% chance that the it simply activates early, and 10% chance that it explodes with magical energy, dealing 2d10 per class level in a 20ft.-radius burst and an additional 1d10 per class level in a 40ft.-radius burst. The explosion does unnamed damage.
Sigil of [Elements]: A runeblade of 5th level can place a Sigil of Fire, Cold, Acid, or Electricity. When activated, this Sigil does 1d6 damage for each level of Runeblade the creator has, in a 10-ft burst. This sigil uses a 5'x5' area and cannot be changed. Reflex for half.
Sigil of Fast Travel: A runeblade of 8th level or higher can place a Sigil of Fast Travel. This sigil is, upon completion, linked to all other known locations of Sigils of Fast Travel and can be used to access any of them. If one is no longer where he wants to go, the teleportation simply does not work, and the sigil remains unactivated. When directed to a possible location, anyone standing completely on it will be teleported to the designated, familiar Sigil upon activation. Anyone not standing completely on it will take 1d30 damage (If you don't have a d30, 1d20+1d10 should be fine, and if the higher minimum bothers you, Get a d30), but are still teleported. Even if a targeted sigil is not permanent, it is not used up in the teleportation. Only the origin is dispersed. The creatures and objects that are left out of the final area, whether it be because they were partially on the sigil when it was activated or the target is smaller than the origin) take 1d30 damage.
An unwilling subject may make a Will save if he is able. Unattended objects are brought.
A runeblade of 15th level or higher can choose for a Sigil of Fast Travel that they later make after gaining that level to be permanent.
Sigil of Slow: A runeblade of 11th level or higher can place a Sigil of Slow. When activated, this mark acts as the 3rd level Wiz/Sorc spell, where the runeblade's level replaces Caster Level for determining the effects of the sigil. It will affect the nearest creatures within 20 ft. up to its maximum.
Sigil of Antimagic: A runeblade of 14th level or higher can place a Sigil of Antimagic. This mark creates an Antimagic field with a radius equal to ten times the Runeblade's level in feet. It lasts for 1 day per class level. This field does not affect rune-magic, but other antimagic fields might.
Sigil of Stasis: A runeblade of 17th level or higher can place a Sigil of Stasis. This mark causes a highly volatile force to strike all creatures within 15 ft. Those creatures must make a Fortitude Save or be knocked unconscious for [Int Mod of Runeblade] rounds.
Sigil of Death: A runeblade of 20th level can place a Sigil of Death. Any single creature that touches it must make a Will save or be disintegrated into dust.
Authors Notes:
Suggestions are very welcome, constructive criticism is what makes things improve. I'm short on ideas for more Runes, and if you've got some new Sigil ideas, I welcome the chance to share it.
I'm having fun with my first class!
Though not a class feature, most beginning runeblades start with a Minor Rune gifted by a master.