Xerlith
2014-05-16, 02:37 PM
The Runewarden
http://static.gamespot.com/uploads/screen_kubrick/1179/11799911/2514808-braum.jpg
Summary: The Runewardens are dedicated warriors, who blend their combat abilities with powerful defensive magic. They needn't posses any innate magical talents - their magic is contained by runic tattoos inscribed on their skin. Walking down the Warden's path requires much sacrifice, straining body with harsh training and scarring it with magic permanently. In exchange, the runic inscriptions allow the Wardens to display umatched fortitude in battle.
Characteristics: The runewarden is a frontline fighter, aiding his defense with magical defenses and martial prowess. They are ill-suited to ranged combat, excelling where blades clash.
Alignment: There is no rule regarding Runewarden's alignment, although due to the stalwart nature of the class and the spartan training they must go through, many Runewardens are of lawful nature.
Races: The first runewardens were dwarves and the practitioners of the Runewarden tradition are still mostly found among them. Many humans find the abilities of this class to their tastes, while elves prefer more mobile nature of Duskblades.
Role: Runewardens are bulwarks of defense, aiming to take punishment instead of their teammates. You are the frontline fighter, protecting you allies to the best of your ability.
HD: d10
Starting Wealth: 6d4 × 10 gp (average 150 gp.)
Class Skills (4 + Int mod per level, x4 at 1st level)
A Runewarden's class skills (and the key ability for each skill) are: Balance (Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (History) (Int), Knowledge (Religion) (Int), Martial Lore (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), and Tumble (Dex)
Level
BAB
Fort Save
Ref Save
Will Save
Special
Rune Points
1st
+0
+2
+0
+2
Shielding Arcana, Warden's Presence
2 (Apprentice)
2nd
+1
+3
+0
+3
Arcane Bulwark, Bonus Feat
3
3rd
+2
+3
+1
+3
Counterstrike, Eldritch Resistance
4
4th
+3
+4
+1
+4
Elemental Attunement
4
5th
+3
+4
+1
+4
Mettle
7 (Initiate)
6th
+4
+5
+2
+5
Bonus Feat
7
7th
+5
+5
+2
+5
Armor Mastery
8
8th
+6/+1
+6
+2
+6
Accurate Counter
8
9th
+6/+1
+6
+3
+6
Elemental Attunement
8
10th
+7/+2
+7
+3
+7
Bonus Feat
11 (Scribe)
11th
+8/+3
+7
+3
+7
Retaliatory Maneuvers
11
12th
+9/+4
+8
+4
+8
Always Vigil
11
13th
+9/+4
+8
+4
+8
12
14th
+10/+5
+9
+4
+9
Elemental Attunement, Bonus Feat
12
15th
+11/+6/+1
+9
+5
+9
15 (Master)
16th
+12/+7/+2
+10
+5
+10
Enduring Spirit
15
17th
+12/+7/+2
+10
+5
+10
15
18th
+13/+8/+3
+11
+6
+11
Bonus Feat
16
19th
+14/+9/+4
+11
+6
+11
Elemental Attunement
16
20th
+15/+10/+5
+12
+6
+12
Mystic Bulwark
20 (High Arcana)
Class Features:
Weapon and Armor Proficiency: The Runewarden gains proficiency with all simple weapons and all martial melee weapons (including those that can be used as thrown weapons), and with all armors and shields.
Runes (Sp): A Runewarden does not prepare or cast spells as other wielders of arcane magic do. Instead, he inscribes his body with runes (chosen from the Rune list).
Those grant passive bonuses and may be activated at will.
A continuous rune effect is treated as a magic item for purposes of dispeling, meaning its benefits are suppressed for 1d4 rounds, after which the rune recovers on its own.
Mage's Disjunction suppreses the rune for a minute instead.
Activating a rune creates immediate effects or grants abilities to targets other than the Runewarden. Its effects can be dispelled normally.
Using a rune in this fashion is a spell-like ability; Doing so is therefore a standard action (unless stated otherwise) that provokes attacks of opportunity. It can be disrupted, just as a spell can be ruined during casting. A Runewarden is entitled to a Concentration check to successfully use a rune if he is hit by an attack while activating it, just as a spellcaster would be. They can choose to use a rune defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. The runes are subject to spell resistance unless their description specifically states otherwise.
A Runewarden's caster level is equal to his class level.
The save DC for a rune (if it allows a save) is 10 + 1/2 class level + your Wisdom modifier.
You begin play with two Runes known and inscribed on your body, but as you progress in levels you tune your body to sustain more and stronger runes.
You gain Rune points as shown on the table. You can spend them to inscribe your body with new runes or strengthen the effects of currently possesed ones. Whenever you gain a level, you may reassign those points freely. Effectively that means erasing a part or an entire rune and inscribing a new one in its place.
The maximum level of your runes is shown in the brackets in the Rune Points column. Upgrading a rune costs a point per level.
For example a 10th level Runewarden may scribe a new rune at Initiate level by paying two points or upgrade an Initiate level rune to a Scribe level by spending a point.
Runewardens qualify for any class that requires a caster level or knowledge of a certain spell, as long as they possess a Rune imitates it.
If stated in a particular rune's entry, it may be inscribed on a willing target. The process of scribing such a rune takes a minute, unless stated otherwise.
Such a rune, unless stated otherwise, fades after 24 hours or when expended, whatever comes first.
Maneuvers: You begin your career with knowledge of two martial maneuvers. The disciplines available to you are Diamond Mind, Devoted Spirit and Iron Tortoise (http://www.giantitp.com/forums/showthread.php?160377-3-5-Iron-Tortoise-(v2)-a-shieldfighter-s-discipline-ToB-LoB-Discipline).
Once you know a maneuver, you must ready it before you can use it (see below). You cannot use any maneuver twice in one round. Your runewarden maneuvers are extraordinary abilities unless otherwise noted. You learn additional maneuvers as you advance in level. You must meet the maneuver’s prerequisites to learn it.
Upon reaching 4th level, and at every even-numbered level thereafter, you can choose to learn a new maneuver in place of one you already know. You can choose a maneuver of any level you qualify for, even if it is of higher level than the maneuver you are losing.
Maneuvers Readied: You can ready both of the maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready your maneuvers by meditating on your weapon for 5 minutes (you can also ready new spells at this time if you wish). The maneuvers you choose remain readied until you decide to meditate again and change them.
You begin an encounter with all of your readied maneuvers available. When you initiate a maneuver, you expend it for the current encounter.
You can recover your expended maneuvers by using an immediate action after being attacked by an enemy. By doing so, you recover two of your expended maneuvers.
Stances: You begin playing knowing one 1st-level stance from one of your disciplines. At 5th, 9th, and 15th level, you can choose additional stances. You do not ready or expend your stances; they are always available and you can assume a new stance as a swift action. Your stances are extraordinary unless otherwise noted.
Maneuvers
Level
Known
Readied
Stances
1st
2
2
1
2nd
2
2
1
3rd
3
2
1
4th
3
2
1
5th
4
3
2
6th
4
3
2
7th
5
3
2
8th
5
3
2
9th
6
4
3
10th
6
4
3
11th
7
4
3
12th
7
4
3
13th
8
5
3
14th
8
5
3
15th
9
5
4
16th
9
5
4
17th
10
6
4
18th
10
6
4
19th
11
6
4
20th
11
6
4
Shielding Arcana (Su): Starting at 1st level, you can add your Wisdom modifier as a bonus to Armor Class. This bonus to AC applies even against touch attacks or when you are flat-footed. However, you lose this bonus when you are immobilized or helpless. This bonus cannot exceed 1/2 your Runewarden level.
Warden's Presence (Ex): Your intimidating presence is hard to ignore. Beginning at 1st level, any creature you threaten takes a penalty on attack rolls against your allies equal to half your Runewarden level (minimum -1). This penalty does not apply to attacks made against you. An enemy incurring this penalty is aware of the effect. You can suppress or resume this effect as a free action.
Arcane Bulwark (Su): The magic bound in your runes protects you from harm with a tangible weave of energy. You gain a deflection bonus to your AC equal to 1/4 your Runewarden caster level.
Bonus Feat (Ex): At 2nd level and every four levels (6th, 10th, 14th and 18th) after, you gain a bonus feat from this list. You still have to fulfill the feat's requirements: Agile Shield Fighter, Active Shield Defense, Dodge, Armor Specialization, Combat Expertise, Combat Reflexes, Improved Shield Bash, Martial Study, Martial Stance, Robilar's Gambit, Shield Charge, Shield Slam, Shield Specialization, Shield Ward.
Eldritch Resistance (Su): Beginning at 3rd level you are able to further harden your defenses with magic. You gain a bonus to all your saves equal to your Wisdom modifier.
Counterstrike (Ex): Whenever an enemy attacks you and misses by 5 or more, he provokes an Attack of Opportunity from you. You gain bonus Attacks of Opportunity per round equal to your Wisdom modifier, but you are able to use them only with this ability.
Elemental Attunement(Su): At 4th level you learn to infuse your body with runes that protect you from elements. You gain Energy Resistance equal to half your Runewarden level, rounded down, against one of the following energy types: acid, cold, electricity, fire, or sonic.
Additionaly, whenever you are dealt damage of the type you are attuned for, you may, as an immediate action, make your weapons deal an additional 1d6 of this energy type. This effect lasts until the end of your next round.
You choose an additional energy type to attune to at 9th, 14th and 19th level.
Mettle (Ex): Beginning at 5th level, if you succeed on a Fortitude or Will save against an attack that would normally produce a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), you instead negate the effect. You do not gain the benefit of mettle when you are unconscious or sleeping.
Armor Mastery (Ex): At 7th level, you learn to compensate for the weight of armor and ignore the standard speed reduction for wearing medium or heavy armor.
While wearing medium or heavy armor you gain stacking DR/- equal to half your armor's total AC bonus.
Accurate Counter (Ex): Beginning at 8th level, when using your Counterstrike ability, you may add your Wisdom modifier to your Attack and Damage rolls.
Retaliatory Maneuvers(Ex): Beginning at 11th level, whenever you have an option of making an Attack of Opportunity, you may instead initiate a maneuver with an initiating time of standard action or lower. This maneuver must target the enemy who provoked your attack.
Always Vigil (Ex): Beginning at 12th level, whenever an enemy you threaten attacks your allies, they provoke an Attack of Opportunity from you.
Enduring Spirit (Su): Beginning at 16th level you no longer automatically fail a saving throw on a roll of 1. You might still fail the save if your result fails to equal or beat the DC.
Mystic Fortress (Su): At 20th level the runes fuse completely into your body, making you a being of magic yourself, hardening your body and spirit. You may be treated as Outsider(Native) instead of your normal type and subtype whenever that would be more beneficial to you. You become immune to precision damage and critical hits, gain Spell Resistance equal to 15+ 1/2 your Caster Level + your Wisdom modifier, Energy Resistance 15 and Damage Reduction 15/Epic. This DR benefits from your Armor Mastery.
http://static.gamespot.com/uploads/screen_kubrick/1179/11799911/2514808-braum.jpg
Summary: The Runewardens are dedicated warriors, who blend their combat abilities with powerful defensive magic. They needn't posses any innate magical talents - their magic is contained by runic tattoos inscribed on their skin. Walking down the Warden's path requires much sacrifice, straining body with harsh training and scarring it with magic permanently. In exchange, the runic inscriptions allow the Wardens to display umatched fortitude in battle.
Characteristics: The runewarden is a frontline fighter, aiding his defense with magical defenses and martial prowess. They are ill-suited to ranged combat, excelling where blades clash.
Alignment: There is no rule regarding Runewarden's alignment, although due to the stalwart nature of the class and the spartan training they must go through, many Runewardens are of lawful nature.
Races: The first runewardens were dwarves and the practitioners of the Runewarden tradition are still mostly found among them. Many humans find the abilities of this class to their tastes, while elves prefer more mobile nature of Duskblades.
Role: Runewardens are bulwarks of defense, aiming to take punishment instead of their teammates. You are the frontline fighter, protecting you allies to the best of your ability.
HD: d10
Starting Wealth: 6d4 × 10 gp (average 150 gp.)
Class Skills (4 + Int mod per level, x4 at 1st level)
A Runewarden's class skills (and the key ability for each skill) are: Balance (Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (History) (Int), Knowledge (Religion) (Int), Martial Lore (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), and Tumble (Dex)
Level
BAB
Fort Save
Ref Save
Will Save
Special
Rune Points
1st
+0
+2
+0
+2
Shielding Arcana, Warden's Presence
2 (Apprentice)
2nd
+1
+3
+0
+3
Arcane Bulwark, Bonus Feat
3
3rd
+2
+3
+1
+3
Counterstrike, Eldritch Resistance
4
4th
+3
+4
+1
+4
Elemental Attunement
4
5th
+3
+4
+1
+4
Mettle
7 (Initiate)
6th
+4
+5
+2
+5
Bonus Feat
7
7th
+5
+5
+2
+5
Armor Mastery
8
8th
+6/+1
+6
+2
+6
Accurate Counter
8
9th
+6/+1
+6
+3
+6
Elemental Attunement
8
10th
+7/+2
+7
+3
+7
Bonus Feat
11 (Scribe)
11th
+8/+3
+7
+3
+7
Retaliatory Maneuvers
11
12th
+9/+4
+8
+4
+8
Always Vigil
11
13th
+9/+4
+8
+4
+8
12
14th
+10/+5
+9
+4
+9
Elemental Attunement, Bonus Feat
12
15th
+11/+6/+1
+9
+5
+9
15 (Master)
16th
+12/+7/+2
+10
+5
+10
Enduring Spirit
15
17th
+12/+7/+2
+10
+5
+10
15
18th
+13/+8/+3
+11
+6
+11
Bonus Feat
16
19th
+14/+9/+4
+11
+6
+11
Elemental Attunement
16
20th
+15/+10/+5
+12
+6
+12
Mystic Bulwark
20 (High Arcana)
Class Features:
Weapon and Armor Proficiency: The Runewarden gains proficiency with all simple weapons and all martial melee weapons (including those that can be used as thrown weapons), and with all armors and shields.
Runes (Sp): A Runewarden does not prepare or cast spells as other wielders of arcane magic do. Instead, he inscribes his body with runes (chosen from the Rune list).
Those grant passive bonuses and may be activated at will.
A continuous rune effect is treated as a magic item for purposes of dispeling, meaning its benefits are suppressed for 1d4 rounds, after which the rune recovers on its own.
Mage's Disjunction suppreses the rune for a minute instead.
Activating a rune creates immediate effects or grants abilities to targets other than the Runewarden. Its effects can be dispelled normally.
Using a rune in this fashion is a spell-like ability; Doing so is therefore a standard action (unless stated otherwise) that provokes attacks of opportunity. It can be disrupted, just as a spell can be ruined during casting. A Runewarden is entitled to a Concentration check to successfully use a rune if he is hit by an attack while activating it, just as a spellcaster would be. They can choose to use a rune defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. The runes are subject to spell resistance unless their description specifically states otherwise.
A Runewarden's caster level is equal to his class level.
The save DC for a rune (if it allows a save) is 10 + 1/2 class level + your Wisdom modifier.
You begin play with two Runes known and inscribed on your body, but as you progress in levels you tune your body to sustain more and stronger runes.
You gain Rune points as shown on the table. You can spend them to inscribe your body with new runes or strengthen the effects of currently possesed ones. Whenever you gain a level, you may reassign those points freely. Effectively that means erasing a part or an entire rune and inscribing a new one in its place.
The maximum level of your runes is shown in the brackets in the Rune Points column. Upgrading a rune costs a point per level.
For example a 10th level Runewarden may scribe a new rune at Initiate level by paying two points or upgrade an Initiate level rune to a Scribe level by spending a point.
Runewardens qualify for any class that requires a caster level or knowledge of a certain spell, as long as they possess a Rune imitates it.
If stated in a particular rune's entry, it may be inscribed on a willing target. The process of scribing such a rune takes a minute, unless stated otherwise.
Such a rune, unless stated otherwise, fades after 24 hours or when expended, whatever comes first.
Maneuvers: You begin your career with knowledge of two martial maneuvers. The disciplines available to you are Diamond Mind, Devoted Spirit and Iron Tortoise (http://www.giantitp.com/forums/showthread.php?160377-3-5-Iron-Tortoise-(v2)-a-shieldfighter-s-discipline-ToB-LoB-Discipline).
Once you know a maneuver, you must ready it before you can use it (see below). You cannot use any maneuver twice in one round. Your runewarden maneuvers are extraordinary abilities unless otherwise noted. You learn additional maneuvers as you advance in level. You must meet the maneuver’s prerequisites to learn it.
Upon reaching 4th level, and at every even-numbered level thereafter, you can choose to learn a new maneuver in place of one you already know. You can choose a maneuver of any level you qualify for, even if it is of higher level than the maneuver you are losing.
Maneuvers Readied: You can ready both of the maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready your maneuvers by meditating on your weapon for 5 minutes (you can also ready new spells at this time if you wish). The maneuvers you choose remain readied until you decide to meditate again and change them.
You begin an encounter with all of your readied maneuvers available. When you initiate a maneuver, you expend it for the current encounter.
You can recover your expended maneuvers by using an immediate action after being attacked by an enemy. By doing so, you recover two of your expended maneuvers.
Stances: You begin playing knowing one 1st-level stance from one of your disciplines. At 5th, 9th, and 15th level, you can choose additional stances. You do not ready or expend your stances; they are always available and you can assume a new stance as a swift action. Your stances are extraordinary unless otherwise noted.
Maneuvers
Level
Known
Readied
Stances
1st
2
2
1
2nd
2
2
1
3rd
3
2
1
4th
3
2
1
5th
4
3
2
6th
4
3
2
7th
5
3
2
8th
5
3
2
9th
6
4
3
10th
6
4
3
11th
7
4
3
12th
7
4
3
13th
8
5
3
14th
8
5
3
15th
9
5
4
16th
9
5
4
17th
10
6
4
18th
10
6
4
19th
11
6
4
20th
11
6
4
Shielding Arcana (Su): Starting at 1st level, you can add your Wisdom modifier as a bonus to Armor Class. This bonus to AC applies even against touch attacks or when you are flat-footed. However, you lose this bonus when you are immobilized or helpless. This bonus cannot exceed 1/2 your Runewarden level.
Warden's Presence (Ex): Your intimidating presence is hard to ignore. Beginning at 1st level, any creature you threaten takes a penalty on attack rolls against your allies equal to half your Runewarden level (minimum -1). This penalty does not apply to attacks made against you. An enemy incurring this penalty is aware of the effect. You can suppress or resume this effect as a free action.
Arcane Bulwark (Su): The magic bound in your runes protects you from harm with a tangible weave of energy. You gain a deflection bonus to your AC equal to 1/4 your Runewarden caster level.
Bonus Feat (Ex): At 2nd level and every four levels (6th, 10th, 14th and 18th) after, you gain a bonus feat from this list. You still have to fulfill the feat's requirements: Agile Shield Fighter, Active Shield Defense, Dodge, Armor Specialization, Combat Expertise, Combat Reflexes, Improved Shield Bash, Martial Study, Martial Stance, Robilar's Gambit, Shield Charge, Shield Slam, Shield Specialization, Shield Ward.
Eldritch Resistance (Su): Beginning at 3rd level you are able to further harden your defenses with magic. You gain a bonus to all your saves equal to your Wisdom modifier.
Counterstrike (Ex): Whenever an enemy attacks you and misses by 5 or more, he provokes an Attack of Opportunity from you. You gain bonus Attacks of Opportunity per round equal to your Wisdom modifier, but you are able to use them only with this ability.
Elemental Attunement(Su): At 4th level you learn to infuse your body with runes that protect you from elements. You gain Energy Resistance equal to half your Runewarden level, rounded down, against one of the following energy types: acid, cold, electricity, fire, or sonic.
Additionaly, whenever you are dealt damage of the type you are attuned for, you may, as an immediate action, make your weapons deal an additional 1d6 of this energy type. This effect lasts until the end of your next round.
You choose an additional energy type to attune to at 9th, 14th and 19th level.
Mettle (Ex): Beginning at 5th level, if you succeed on a Fortitude or Will save against an attack that would normally produce a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), you instead negate the effect. You do not gain the benefit of mettle when you are unconscious or sleeping.
Armor Mastery (Ex): At 7th level, you learn to compensate for the weight of armor and ignore the standard speed reduction for wearing medium or heavy armor.
While wearing medium or heavy armor you gain stacking DR/- equal to half your armor's total AC bonus.
Accurate Counter (Ex): Beginning at 8th level, when using your Counterstrike ability, you may add your Wisdom modifier to your Attack and Damage rolls.
Retaliatory Maneuvers(Ex): Beginning at 11th level, whenever you have an option of making an Attack of Opportunity, you may instead initiate a maneuver with an initiating time of standard action or lower. This maneuver must target the enemy who provoked your attack.
Always Vigil (Ex): Beginning at 12th level, whenever an enemy you threaten attacks your allies, they provoke an Attack of Opportunity from you.
Enduring Spirit (Su): Beginning at 16th level you no longer automatically fail a saving throw on a roll of 1. You might still fail the save if your result fails to equal or beat the DC.
Mystic Fortress (Su): At 20th level the runes fuse completely into your body, making you a being of magic yourself, hardening your body and spirit. You may be treated as Outsider(Native) instead of your normal type and subtype whenever that would be more beneficial to you. You become immune to precision damage and critical hits, gain Spell Resistance equal to 15+ 1/2 your Caster Level + your Wisdom modifier, Energy Resistance 15 and Damage Reduction 15/Epic. This DR benefits from your Armor Mastery.