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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.

Xerlith
2014-05-16, 02:38 PM
Feather Rune
Apprentice Rank
Passive: You gain +5 enhancement bonus to Jump checks.
Active: As an immediate action you may cast Feather Fall on yourself or an ally in range.

Initiate Rank
Passive: You gain +10 enhancement bonus to your Jump checks
Active: You may cast Levitate, as the spell.

Scribe Rank
Passive:Your competence bonus to jump checks increases to +15.
Active: You may expend this rune's passive bonus as a swift action to gain flight, as per the Fly spell for 1 round. At the end of that round, you gain the Feather Fall effect instead.

Master Rank
Passive: Your competence bonus to jump checks increases to +20 and you can activate feather fall on yourself without expending this rune.
Active: When you expend this rune to activate flight, you gain rounds of flight equal to your wisdom modifier (minimum 2). You may gift any number of these rounds to an ally you touch, so long as you have at least 1 round remaining. Allies under this effect gain feather fall when they run out of flight.

High Arcana
Passive: You gain a fly speed equal to your walk speed.
Active: You may expend this rune to double your fly speed for a number of rounds equal to your Wisdom modifier (minimum 4 rounds).


Piercing Sight
Apprentice Rank
Passive: You gain a +3 enhancement bonus on Spot and Sense Motive checks.
Active: As a standard action you may grant yourself the benefits of Deathwatch and See Invisibility spells for a number of rounds equal to your caster level.

Initiate Rank
Passive: You gain a +5 enhancement bonus on Spot and Sense Motive checks.
Active: As the Apprentice rank, but also Arcane Sight.

Scribe Rank
Passive: You gain a +8 enhancement bonus on Spot an Sense Motive checks.
Active: As a standard action you may grant yourself the benefits of Deathwatch and True Seeing spells for a number of rounds equal to your caster level.


Arcane Attunement
Apprentice Rank
Passive: You gain a +2 enhancement bonus on Spellcraft checks.
Special: You can use any four cantrips at will, chosen while learning this rune. Those may be changed on level up.

Initiate Rank
Passive: You gain a +5 enhancement bonus on Spellcraft checks.
Special: You may cast spells as a 1st level Sorcerer, but using Wisdom instead of Charisma. They suffer no Spell Failure from armor. You use your Runewarden caster level for those spells. The spell slots get expended as normal.

Scribe rank
Passive: You gain a +10 enhancement bonus on Spellcraft checks.
Special: As Initiate rank. Your spell slots are not expended after casting.
You gain temporary Hit Points equal to your Runewarden level every time you cast a spell. They last for a number of rounds equal to your Wisdom modifier. Repeated use of this ability refreshes these hit points - they do not stack.


Runic Health
Apprentice Rank
Passive: You gain a +2 bonus to Saving Throws against disease and poison.
Active: You may activate this rune only when under 50% health. You gain Fast Healing 2 for five rounds.

Initiate Rank
Passive: You gain a +4 bonus to Saving Throws against disease and poison.
Active: You may activate this rune only when under 50% health. You gain Fast Healing 5 for five rounds.

Scribe Rank
Passive: You gain immunity to fatigue, disease and poison. You do not need to eat or drink to sustain yourself.
Active: You may activate this rune only when under 50% health. You gain Fast Healing 10 for five rounds.

Master Rank
Passive: You gain immunity to fatigue, disease and poison. You do not need food, water or sleep to sustain yourself.
Active: You may activate this rune only when under 50% health. You gain Regeneration 5 for ten rounds.


Rune of Slowing
Apprentice Rank
Passive: Any enemy that hits you suffers a -1 penalty to Reflex saving throws.
Active: You make a touch attack. The target has their movement speed halved for a number of rounds equal to your Wisdom modifier.

Initiate Rank
Passive: Any enemy that hits you suffers a -1 penalty to AC and Reflex saving throws.
Active: You make a touch attack. If succesful, the target is Slowed, as the spell, for a number of rounds equal to your Wisdom modifier.

Scribe Rank
Passive: Any enemy that hits you suffers a -2 penalty to AC and Reflex saving throws.
Active: You can use Slow, as the spell.


Rune of Magic Disruption
Inititate Rank
Passive: You gain a +2 bonus to Saving Throws against spells and spell-like effects.
Active: You make a touch attack. If it is succesful, the target is affected by the targeted Dispel Magic spell (no caster level cap).

Scribe Rank
Passive: You gain a +3 bonus to Saving Throws against spells and spell-like effects.
Active: As the Initiate Rank, but the target also suffers 1d6 force damage per dispelled ongoing effect.

Master Rank
Passive: You gain a +5 bonus to Saving Throws against spells and spell-like effects. When saving against a spell or a spell-like effect you may roll twice and take the higher roll.
Active: As the Scribe rank, but the target is also affected by the Dimensional Anchor spell.

Rune of Quicksilver Steel
Apprentice Rank:
Passive: your melee attacks deal an additional point of force damage.
Active: By creating a matching rune on your weapon as a free action, you give it a semblance of life. In it's evershifting form this weapon gains +5ft reach until the beginning of your next turn.

Initiate Rank
Passive: Your melee attacks deal an additional 1d4 force damage.
Active: As Apprentice rank, but +10ft reach.

Scribe Rank:
Passive: Your melee attacks deal an additional 2d4 force damage.
Active: As Initiate rank, but your weapon gains the Speed property.

Master Rank:
Passive: Your melee attacks deal an additional 4d4 force damage.
Active: As Scribe, but your attacks are considered Touch attacks.

//Protector's Rune

Initiate
Passive:
Active:



//NOT YET TOUCHED

Rune of Warding
(Activated)
You can inscribe a matching rune on any of your allies.
If they are attacked while no further than 40ft from you, you may, as an immediate action, discharge the rune to grant them a +4 deflection bonus against that attack and teleport next to them.
This rune lasts 24 hours or until discharged.
You may scribe only one Rune of Warding per ally at a time.

Rune of Unshackled Movement
(Continuous)
This rune grants you a continuous Freedom of Movement effect.


Rune of Magic Suppression
(Activated)
This rune works as the Antimagic Field spell effect, with the following changes:
You and your allies are not affected by it.
It lasts minute per caster level or until dismissed.


Rune of Vengeance
(Continuous)
If you are dealt damage by a melee or ranged attack, the attacker suffers 1d6 points of force damage per 10 points of damage their attack dealt (minimum 1d6).
You can also scribe this rune on an ally - if you do so, it discharges after dealing 1d6 points of damage per your caster level or after 24 hours, whatever comes first.

Elemental Retaliation
(Activated)
When dealt damage from an element that you are Attuned to (See Elemental Attunement class ability), you can amplify it and channel it back at the enemy. You may, as an immediate action, make a ranged touch attack against an enemy that dealt elemental damage (of the type you're attuned to) to you.
If you hit, you deal 1d6 damage of that type per your caster level.


Entropic Ward
(Continuous)
This rune makes chaotic energies swirl about you, deflecting incoming arrows, rays, and other ranged attacks (as entropic shield).
You also leave no trail (as pass without trace) and cannot be tracked by scent. (You can still be detected normally by scent, just not tracked.)

Xerlith
2014-05-30, 05:52 AM
This is a random bump for any reviews that might or might not come.

Seriously, I'd be really happy to receive any.

Amnoriath
2014-05-30, 09:00 AM
A couple of things need clearing up.
1. Is the number below the runes in the chart known or on their body at a time?
2. Unshackled movement as a class ability simply doesn't make sense as per the flavor of this class. A rune would be better.
3. The class seems to accommodate the use of maneuvers more than the runes. As runes being the unique mechanic here I think that should be more of the focus.

Xerlith
2014-05-30, 10:29 AM
A couple of things need clearing up.
1. Is the number below the runes in the chart known or on their body at a time?
Both. it's the same number. Clarified a bit.


2. Unshackled movement as a class ability simply doesn't make sense as per the flavor of this class. A rune would be better.
A fair point. Did so.



3. The class seems to accommodate the use of maneuvers more than the runes. As runes being the unique mechanic here I think that should be more of the focus.

The first concept (http://www.giantitp.com/forums/showthread.php?292636-Runewarden-Base-Class-PEACH) was a wholly different beast, with maneuvers added as an afterthought - with an ACF. Here I wanted to actually blend both sides - martial and magical - into one being. The problem is the runes are a stand-alone enough construct (based on the Warlock's invocations, by the way), that I can't put my finger on how to mix the two.

Basically, the runes were meant to grant passive or utility abilities, while the maneuvers and class abilities gave the active oomph. The runes themselves were initially just fixed, at-level-up granted abilities. It's not until later on when they got to become quasi-invocations.
Still, they're an integral part of the class and I'll gladly hear what should be done to blend them more seamlessly.

Shimeran
2014-05-30, 12:46 PM
I like the feel of this overall. It seems very tanky with a good blend of defenses, retaliation, and ally protection.

As for merging the styles, it depends on what you see the runes being. Are they like portable magical seals? Semi-aware, almost living constructs bound to your flesh?

One thing you could do is make them a bit more dynamic. Maybe tie an passive effect and an invokable effect under a common theme. Let some invocations be done as part of an attack, possibly in place of a maneuver. Here's an example of what I'm thinking.

Rune of Flames
Passive: You gain fire resistance 5.
Active: You may expend the passive benefit of this rune as a swift action. If you do so, any weapon you hold, as well as your natural weapons and unarmed attacks, gain the flaming enchantment until the end of your turn. The passive benefit can be regained in place of recharging a maneuver or as a free action when you take fire damage.

Another option is to provide the option to promote an existing rune to higher rank. Using the above example, perhaps adjacent enemies take fire damage when you invoke a rune of flame.

Another good target for promotion is the featherfall rune. At higher ranks, I could see it being promoted to grant full flight, possibly rethemed as a "wings" rune.

Xerlith
2014-05-30, 01:16 PM
I like the feel of this overall. It seems very tanky with a good blend of defenses, retaliation, and ally protection.

As for merging the styles, it depends on what you see the runes being. Are they like portable magical seals? Semi-aware, almost living constructs bound to your flesh?

One thing you could do is make them a bit more dynamic. Maybe tie an passive effect and an invokable effect under a common theme. Let some invocations be done as part of an attack, possibly in place of a maneuver. Here's an example of what I'm thinking.

Rune of Flames
Passive: You gain fire resistance 5.
Active: You may expend the passive benefit of this rune as a swift action. If you do so, any weapon you hold, as well as your natural weapons and unarmed attacks, gain the flaming enchantment until the end of your turn. The passive benefit can be regained in place of recharging a maneuver or as a free action when you take fire damage.

Another option is to provide the option to promote an existing rune to higher rank. Using the above example, perhaps adjacent enemies take fire damage when you invoke a rune of flame.

Another good target for promotion is the featherfall rune. At higher ranks, I could see it being promoted to grant full flight, possibly rethemed as a "wings" rune.

The runes are portable magical tattoos/items, "feeding" off the character's magical prowess. More or less arcane grafts.

And the passive/active runes... BRILLIANT. I like it!

Shimeran
2014-05-31, 11:18 PM
Thanks. I'll have to see if I can hunt down info on grafts, but it does sound like make them rechargable could work well.

On that note, let's see what might happen with that "wings" rune I mention last post if we fleshed it out to roughly follow the progression you have listed.

Wing Rune
Apprentice Rank
Passive: You gain a +5 competence bonus to Jump checks.
Active: You may expend this rune's passive as an immediate action to cast Feather Fall on yourself or an ally in range. The passive may be recharged in place of a maneuver or as a free action when you make a jump where you'd risk falling damage on a failed check.

Initiate Rank
Passive: Your competence bonus to jump checks increases to +10.
Active: When you expend this rune's passive to cast Feather Fall, you may affect the usual number of targets, rather than just casting it on yourself. Furthermore, you can glide at up to half your speed while under the effects of this Feather fall effect.

Scribe Rank
Passive: Your competence bonus to jump checks increases to +15.
Active: You may expend this rune's passive bonus as a swift action to gain flight, as per the Fly spell for 1 round. At the end of that round, you gain the Feather Fall effect instead.

Master Rank
Passive: Your competence bonus to jump checks increases to +20 and you can activate feather fall on yourself without expending this rune.
Active: When you expend this rune to activate flight, you gain rounds of flight equal to your wisdom modifier (minimum 2). You may gift any number of these rounds to an ally you touch, so long as you have at least 1 round remaining. Allies under this effect gain feather fall when they run out of flight.

High Arcana
Passive: You gain a fly speed equal to your walk speed.
Active: You gain double the normal rounds of flight when you expend this rune's passive on that effect. You may also share rounds of flight with any number of close allies as a swift action. Alternately, you may burn any number of flight rounds to add 30 to your flight speed for that round.

Xerlith
2014-06-01, 09:17 AM
This is perfect. Fits well and flows more naturally than my idea.

So if I change the "runes known" for "rune levels sustainable", or "rune points", change the runes to cost one point/level and refund all points while erased... I can go on to rewriting all the runes in the way you suggested. Not that much work.

...But I'll do that after I'm done with my exams.
I mean it. :smalleek:

Shimeran
2014-06-02, 11:19 AM
Looks like your making some good progress. I'll see if I can chip in later with some path suggestions. I've got a couple comments on what I'm seeing so far.

For the skill boosts, I'd suggest using a competence bonus instead of an enhancement bonus as magic items that usually grant skill bonuses usually do so through competence bonuses. That will keep the items and the runes from stacking, which should curb the total bonus stacking while nudging the warden toward items not already covered by their runes.

For bonuses to saves, I'd probably recommend using either competence or luck bonuses. That stacks with the stock resistance bonus provided the oh so common cloak of resistance, which limiting bonus stacking by blocking out a couple save boosting items.

I'd also stay away from damage boosts for the passives. Those can stack with damage boosts from maneuvers, leading to really high damage numbers. For quicksilver steel, I'd recommend damage conversion instead as that's still really helpful (few things resist force). Maybe throw in a kind of "destructive resounance" that lowers DR temporarily at the higher ranks.

On a side note, I have been mulling over how to handle a similar damage stacking issue for an extended "Rune of Flames". On review, I think the best route might be to have it grant a maneuver from a discipline the warden wouldn't normally have access to, such as Desert Wind, on top of the flaming enchantment.

As a rule of thumb, if a rune's theme would synergize well with an attack, I favor trying to set up the rune's active effect so it can be layered on top of an attack. In fact, the main reason the wing rune write up had so many swift activations was to enable things like a flying charge.