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LordErebus12
2014-04-08, 05:25 PM
http://i.imgur.com/a5IQg7S.pnghttp://i.imgur.com/a5IQg7S.png
THE RUNESCRIBE

"They say symbols hold power... This is a fact that my instructors passed along to me. With these hands I create runes that can protect, destroy and make the impossible a reality."

Alignment: Any.
Hit Die: d8.

Class Skills
The Runescribe’s class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Forgery (Int), Gather Information (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Use Magic Device (Cha), and Use Rope (Dex).

Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier.

Table: The Runescribe



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Runes Known
Mods Known


1st
+0
+0
+0
+2
Blast Rune 1d6, Runescribe
--
--


2nd
+1
+0
+0
+3
Detect Magic, Trapfinding
1
--


3rd
+2
+1
+1
+3
Blast Rune 2d6
1
--


4th
+3
+1
+1
+4
Deceive Item
2
--


5th
+3
+1
+1
+4
Blast Rune 3d6, Mage Hunter
2
--


6th
+4
+2
+2
+5
Modifications
3
1


7th
+5
+2
+2
+5
Blast Rune 4d6
3
1


8th
+6/+1
+2
+2
+6
----
4
1


9th
+6/+1
+3
+3
+6
Blast Rune 5d6
4
2


10th
+7/+2
+3
+3
+7
----
5
2


11th
+8/+3
+3
+3
+7
Blast Rune 6d6
5
2


12th
+9/+4
+4
+4
+8
Two Modifications
5
3


13th
+9/+4
+4
+4
+8
Blast Rune 7d6
6
3


14th
+10/+5
+4
+4
+9
Imbue Item
7
3


15th
+11/+6/+1
+5
+5
+9
Blast Rune 8d6, Dispelling Strike
7
4


16th
+12/+7/+2
+5
+5
+10
----
8
4


17th
+12/+7/+2
+5
+5
+10
Blast Rune 9d6
8
4


18th
+13/+8/+3
+6
+6
+11
Three Modifications
9
5


19th
+14/+9/+4
+6
+6
+11
Blast Rune 10d6
9
5


20th
+15/+10/+5
+6
+6
+12
----
10
5



Class Features
All of the following are class features of the Runescribe.

Weapon and Armor Proficiency:
Runescribes are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Because the somatic components required for Runescribes are relatively simple, a Runescribe can use any of his rune modifications while wearing light armor, medium armor and shields (except tower shields) without incurring the normal arcane spell failure chance. However, like arcane spellcasters, a Runescribe wearing heavy armor or a tower shield incurs a chance of arcane spell failure (all rune modifications, including the blast rune, have a somatic component). A multiclass Runescribe still incurs the normal arcane spell failure chance for arcane spells received from levels in other classes.

Blast Rune (Sp):
The first ability a Runescribe learns is the blast rune. As a standard action, with a simple gesture of one finger drawing a symbol in the air, the Runescribe creates a tiny (3 inch by 3 inch) glowing rune mark. This rune appears on any solid surface within 60 feet of the Runescribe. Once drawn, the rune explodes with magical power a moment later (unless modified), dealing damage to all within 10 feet of the blast mark. Those within the blast radius are offered a reflex saving throw to avoid half of the damage, with the DC equal to 11 + Runescribe's Intelligence modifier.

A blast rune deals 1d6 points of damage at 1st level and increases in power as the Runescribe rises in level. A blast rune is the equivalent of a 1st-level spell. If you apply a modification to your blast rune, your blast rune uses the level equivalent of the modification.

A blast rune is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to blast rune. A blast rune deals full damage to objects. Metamagic feats cannot improve a Runescribe's blast rune (because it is a spell-like ability, not a spell). However, the feat Ability Focus (blast rune) increases the DC for all saving throws (if any) associated with a Runescribe's blast rune by 2. See page 303 of the Monster Manual.

Runescribe (Su):
The Runescribe can write by simply running his finger across any surface, requiring no ink or parchment to do so. By simply tracing out words or runes, the Runescribe leaves behind a glowing script that never wears off or erases unless the Runescribe chooses to remove it or the magic is dispelled. This can be done at will, as long as the Runescribe chooses to do so.

Detect Magic (Sp):
Beginning at 2nd level, a Runescribe can use detect magic as the spell at will. His caster level equals his class level.

Trapfinding (Ex):
Beginning at 2nd level, much like Rogues, Runescribes can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Runescribes, much like rogues, can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A Runescribe who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Deceive Item (Ex):
At 4th level and higher, a Runescribe has the ability to more easily commandeer magic items made for the use of other characters. When making a Use Magic Device check, a Runescribe can take 10 even if distracted or threatened.

Mage Hunter (Ex):
At 5th level and higher, a Runescribe is particularly adept at using his melee attacks to interrupt spellcasting. A spellcaster cannot cast defensively while adjacent to the Runescribe. The Spellcaster is aware that they cannot cast defensively while being threatened by a Runescribe.

Modifications (Su):

8th

10th

Imbue Item (Su):
A Runescribe of 14th level or higher can use his supernatural power to create magic items, even if he does not know the spells required to make an item (although he must know the appropriate item creation feat). He can substitute a Use Magic Device check (DC 15 + spell level for arcane spells or 25 + spell level for divine spells) in place of a required spell he doesn't know or can't cast.

If the check succeeds, the Runescribe can create the item as if he had cast the required spell. If it fails, he cannot complete the item. He does not expend the XP or gp costs for making the item; his progress is simply arrested. He cannot retry this Use Magic Device check for that spell until he gains a new level.

Dispelling Strike (Su):
Starting at 15th level, as a standard action, the Runescribe can make a melee attack that ignores any bonuses to Armor Class granted by spells (including spell trigger or spell completion effects created by magic items such as wands or potions). If the Runescribe deal damage to the opponent, the strike also instantly and automatically dispels all spells and spell effects that grant a bonus to Armor Class to that opponent.

16th

20th

LordErebus12
2014-04-08, 05:26 PM
Reserved for rune modifications: 1 of 2


Proximity:
The rune activates when a creature enters within range of the rune.

Timed:
The Runescribe chooses a precise amount of time the rune lasts, up to one round per level, at which point the rune activates.

Visual:
Any creature that attempts to read the rune triggers its effects.

Command:
When engraving the rune, the Runescribe chooses a verbal command trigger. Any creature within 100 feet of the rune may speak the command word as a standard action to trigger its effects.

LordErebus12
2014-04-08, 05:27 PM
Reserved for rune modifications: 2 of 2