Khoran
2007-05-20, 04:23 PM
Alright, so here is my feeble first attempt at attempt at making a Base Class. I know the name is probobly overused, but I was unable to come up with a better one. So, tell me what's good and what's bad about this class.
_________
The Rune Soldier | Hit Die: d8 | 4d4x10 Starting Gold
{table=head]Level|
Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0|1|2|3|4|5|6|7|8|9
1st|
+0|
+0|
+2|
+2| Rune Weapon, Armored Casting 10%, Somatic Weaponry|4|2
2nd|
+1|
+0|
+3|
+3| Spell Power, Spell Power: Accuracy|5|3|
3rd|
+2|
+1|
+3|
+3|Armored Casting 15%|5|4|
4th|
+3|
+1|
+4|
+4| Spell Power: Strength, |5|5|2|
5th|
+3|
+1|
+4|
+4|Bonus Feat|5|5|3|
6th|
+4|
+2|
+5|
+5|Armored Casting 20%|5|5|4|2|
7th|
+5|
+2|
+5|
+5||5|5|5|3|
8th|
+6/1|
+2|
+6|
+6|Spell Power: Sheilding|5|5|5|4|2|
9th|
+6/1|
+3|
+6|
+6|Armored Casting 25%|5|5|5|5|3|
10th|
+7/2|
+3|
+7|
+7|Bonus Feat|5|5|5|5|4|2|
11th|
+8/3|
+3|
+7|
+7| |5|5|5|5|5|3|
12th|
+9/4|
+4|
+8|
+8|Spell Power: Endurance, Armored Casting 30%|5|5|5|5|4|2|
13th|
+9/4|
+4|
+8|
+8||5|5|5|5|5|5|3|
14th|
+10/5|
+4|
+9|
+9||5|5|5|5|5|5|4|2|
15th|
+11/6/1|
+5|
+9|
+9|Bonus Feat, Armored Casting 35%|5|5|5|5|5|5|5|3|
16th|
+12/7/2|
+5|
+10|
+10|Spell Power: Resistance|5|5|5|5|5|5|5|4|2|
17th|
+12/7/2|
+5|
+10|
+10| |5|5|5|5|5|5|5|5|3|
18th|
+13/8/3|
+6|
+11|
+11|Armored Casting 40%|5|5|5|5|5|5|5|5|4|2
19th|
+14/9/4|
+6|
+11|
+11| |5|5|5|5|5|5|5|5|5|3
20th|
+15/10/5|
+6|
+12|
+12|Spell Power: Alliance, Bonus Feat|5|5|5|5|5|5|5|5|5|4[/table]
Skill Points: 2+Int (2+Intx4 at first level)
Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge(Arcana) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int)
Weapon and Armor Proficiency: Rune Soldiers are proficient with all Simple Weapons, Light Armor, Light Sheilds and Medium Armor.
Spells: A Rune Soldier casts arcane spells which are drawn primarily from the Rune Soldier list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must.
To learn or cast a spell, a Rune Soldier must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Rune Soldier’s spell is 10 + the spell level + the Rune Soldier's Charisma modifier.
Like other spellcasters, a Rune Soldier can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Rune Soldier. In addition, he receives bonus spells per day if he has a high Charisma score.
Spells Known: As Sorcerer (http://www.d20srd.org/srd/classes/sorcererWizard.htm#tableSorcererSpellsKnown)
Rune Weapon:At first level, a Rune Soldier binds a weapon to them. The Battle Sorcerer gains Martial Weapon Familiarity with that Weapon if it is a Martial Weapon. If it is an Exotic Weapon, a feat is still required. See Table: Rune Weapons for their advancement.
If a Rune Weapon is sundered or otherwise destroyed, it may etither be repaired or reforged. If a Rune Weapon is repaired, the Rune Soldier takes no penalty. However, if the weapon is reforged, the Rune Soldier must reattune himself with the new weapon, costing 200xRune Soldier level XP. If the weapon is a different type then the old weapon, a Rune Soldier becomes familiar with the new weapon so long as it is not exotic.
Armored Casting: Starting at first level, a Rune Soldier may cast in armor and ignore 10% Arcane Spell Failure for each item of armor, at 3rd level and every 3 levels after that, this increase by 5% (15% at 3, 20% at 6 ect.)
Somatic Weaponry:At first level, the Rune Soldier is treated as having the Somatic Weaponry feat.
Spell Power (Su): Once per day per two Rune Soldier levels, a Rune Soldier can spend one of his spell slots to gain power to aid him in battle. Activating Spell Power is a Swift Action. Spell Power lasts until the start of the Rune Soldier's next round.
Accuracy: At 2nd level, The Rune Soldier gains +1 to hit per spell level spent (1st = +1, 9th=+9). The Weapon is treated as Magic for purpose of this attack.
Strength: At 4th Level, The Rune Soldier gains +1 Damage per spell level spent with light and one handed weapons, and +1.5 Damage per spell level spent for Two Handed Weapons. The Weapon is treated as magic for this attack.
Sheilding: At 8th level, The Rune Soldier gains a deflection bonus equal to the spent spell level.
Endurance: At 12th level, The Rune Soldier gain 5xSpell Level Temporary Hit Points.
Resistance: At 16th level, the Rune Soldier gains 25+Spell level Spell Resistance.
Alliance: At 20th level, the Rune Soldier can spend two uses of Spell Power to grant the bonus to an ally that he is able to touch.
Bonus Feat: At 5th level and every 5 levels after that, a Rune Soldier gets a bonus feat from either the Wizard or Fighter bonus feat list that dose not require levels in either Fighter or Wizard.
Spell List
0: Resistance, Detect Magic, Read Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost, Disrupt Undead, Touch of Fatigue, Mending, Arcane Mark, Prestidigitation
1:Endure Elements, Shield, Mage Armor, Mount, Obscuring Mist, Comprehend Language, Identify, True Strike, Burning Hands, Floating Disk, Magic Missile, Shocking Grasp, Magic Aura, Chill Touch, Ray of Enfeeblement, Enlarge Person, Expeditious Retreat, Feather Fall, Jump, Magic Weapon, Reduce Person
2: Protection from Arrows, Resist Energy, Acid Arrow, Fog Cloud, Glitterdust, See Invisibility, Continual Flame, Darkness, Flaming Sphere, Gust of Wind, Scorching Ray, Shatter, Blur, Invisibility, False Life, Bear's Endurance, Bull's Strength, Cat's Grace, Eagle's Splendor, Fox's Cunning, Owl's Wisdom, Dark Vision, Levitate, Rope trick, Spider Climb
3: Dispel Magic, Non Detection, Protection from Energy, Phantom Steed, Arcane Sight, Heroism, Hold Person, Rage, Daylight, Fireball, Lightning Bolt, Wind Wall, Invisibility Sphere, Ray of Exhaustion, Vampiric Touch, Blink, Flaming Arrow, Fly, Gaseous Form, Haste, Keen Edge, Greater Magic weapon, Slow, Water Breathing
4: Fire Trap, Lesser Globe of Invulnerability, Remove Curse, Stoneskin, Dimension Door, Detect Scrying, Fire Shield, Ice Storm, Resilient Sphere, Shout, Greater Invisibility, Bestow Curse, Enevervation, Mass Enlarge Person, Mass Reduce Person
5: Break Enchantment, Dismissal, Mage's Faithful Hound, Feeblemind, Hold Monster, Cone of Cold, Interposing Hand, Sending, Waves of Fatigue, Fabricate, Overland Flight, Passwall, Permanency
6: Greater Dispel Magic, Glove of Invulnerability, Repulsion, True Seeing, Greater Heroism, Chain Lightning, Contingency, Forceful Hand, Freezing Sphere, Shadow Walk, Eyebite, Mass Bear's Endurance, Mass Bull's Strength, Mass Cat's Grace, Disintegrate, Mass Eagle's Splendor, Mass Fox's Cunning, Mass Owl's Wisdom, Transformation
7: Banishment, Spell Turning, Phase Door, Greater Arcane Sight, Mass Hold Person, Delayed Blast Fireball, Grasping Hand, Mage's Sword, Prismatic Spray, Mass Invisibility, Waves of Exhaustion, Ethereal Jaunt, Reverse Gravity, Statue
8: Mind Blank, Protection from Spells, Incendiary Cloud, Trap the Soul, Moment of Prescience, Clenched Fist, Polar Ray, Greater Shout, Sunburst, Telekinetic Sphere, Iron Body
9: Freedom, Imprisonment, Mage's Disjunction, Foresight, Mass Hold Monster, Crushing Hand, Meteor Swarm, Energy Drain, Soul Bind, Etherealness, Timestop
Rune Weapon
{table=head]Level|Enchantment|Bonus Hardness|Bonus HP|Special
1-2|
-|
+1|
+2| Bound
3-4|
+1|
+2|
+4| Deliver Touch Spells
5-6|
+2|
+3|
+6| Conscious, Speak with Master
7-8|
+3|
+4|
+8|
9-10|
+4|
+5|
+10|
11-12|
+5|
+6|
+12| Spell Resistance, Scry on Weapon
13-14|
+6*|
+7|
+14|
15-16|
+7*|
+8|
+16|
17-18|
+8*|
+9|
+18|
19|
+9*|
+10|
+20|
20|
+10*|
+10|
+20| Intelligent[/table]
*A weapon can’t actually have a bonus higher than +5. Use these lines to determine price when special abilities are added in.
Bound (Su): The Runeweapon is linked to the wielder and weakens anyone else who attempts to wield it.
The Runeweapon bestows a negative level against anyone wielding it besides the master and does not have access to the special abilities or enchantments on the weapon.
Deliver Touch Spells (Su): As familiar ability
Conscious (Su): Upon the master reaching 5th level, The Runeblade also gains what mirrors a personality. It is only able to communicate with it's master via Speak with Master, to all others it seems like it is just a regular weapon.
Speak with Master (Su): As Familiar Ability
Spell Resistance (Ex): As Familiar Ability
Scry on Weapon (Sp): As Familiar Ability
Intelligent (Su): When the master reaches 20th level, the Runeweapon becomes intelligent. However, the weapon remains loyal to the master and can never become superior to the caster, regardless of its ego score. If the Master changes alignments, so does the Runeweapon.
_________
The Rune Soldier | Hit Die: d8 | 4d4x10 Starting Gold
{table=head]Level|
Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0|1|2|3|4|5|6|7|8|9
1st|
+0|
+0|
+2|
+2| Rune Weapon, Armored Casting 10%, Somatic Weaponry|4|2
2nd|
+1|
+0|
+3|
+3| Spell Power, Spell Power: Accuracy|5|3|
3rd|
+2|
+1|
+3|
+3|Armored Casting 15%|5|4|
4th|
+3|
+1|
+4|
+4| Spell Power: Strength, |5|5|2|
5th|
+3|
+1|
+4|
+4|Bonus Feat|5|5|3|
6th|
+4|
+2|
+5|
+5|Armored Casting 20%|5|5|4|2|
7th|
+5|
+2|
+5|
+5||5|5|5|3|
8th|
+6/1|
+2|
+6|
+6|Spell Power: Sheilding|5|5|5|4|2|
9th|
+6/1|
+3|
+6|
+6|Armored Casting 25%|5|5|5|5|3|
10th|
+7/2|
+3|
+7|
+7|Bonus Feat|5|5|5|5|4|2|
11th|
+8/3|
+3|
+7|
+7| |5|5|5|5|5|3|
12th|
+9/4|
+4|
+8|
+8|Spell Power: Endurance, Armored Casting 30%|5|5|5|5|4|2|
13th|
+9/4|
+4|
+8|
+8||5|5|5|5|5|5|3|
14th|
+10/5|
+4|
+9|
+9||5|5|5|5|5|5|4|2|
15th|
+11/6/1|
+5|
+9|
+9|Bonus Feat, Armored Casting 35%|5|5|5|5|5|5|5|3|
16th|
+12/7/2|
+5|
+10|
+10|Spell Power: Resistance|5|5|5|5|5|5|5|4|2|
17th|
+12/7/2|
+5|
+10|
+10| |5|5|5|5|5|5|5|5|3|
18th|
+13/8/3|
+6|
+11|
+11|Armored Casting 40%|5|5|5|5|5|5|5|5|4|2
19th|
+14/9/4|
+6|
+11|
+11| |5|5|5|5|5|5|5|5|5|3
20th|
+15/10/5|
+6|
+12|
+12|Spell Power: Alliance, Bonus Feat|5|5|5|5|5|5|5|5|5|4[/table]
Skill Points: 2+Int (2+Intx4 at first level)
Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge(Arcana) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int)
Weapon and Armor Proficiency: Rune Soldiers are proficient with all Simple Weapons, Light Armor, Light Sheilds and Medium Armor.
Spells: A Rune Soldier casts arcane spells which are drawn primarily from the Rune Soldier list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must.
To learn or cast a spell, a Rune Soldier must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Rune Soldier’s spell is 10 + the spell level + the Rune Soldier's Charisma modifier.
Like other spellcasters, a Rune Soldier can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Rune Soldier. In addition, he receives bonus spells per day if he has a high Charisma score.
Spells Known: As Sorcerer (http://www.d20srd.org/srd/classes/sorcererWizard.htm#tableSorcererSpellsKnown)
Rune Weapon:At first level, a Rune Soldier binds a weapon to them. The Battle Sorcerer gains Martial Weapon Familiarity with that Weapon if it is a Martial Weapon. If it is an Exotic Weapon, a feat is still required. See Table: Rune Weapons for their advancement.
If a Rune Weapon is sundered or otherwise destroyed, it may etither be repaired or reforged. If a Rune Weapon is repaired, the Rune Soldier takes no penalty. However, if the weapon is reforged, the Rune Soldier must reattune himself with the new weapon, costing 200xRune Soldier level XP. If the weapon is a different type then the old weapon, a Rune Soldier becomes familiar with the new weapon so long as it is not exotic.
Armored Casting: Starting at first level, a Rune Soldier may cast in armor and ignore 10% Arcane Spell Failure for each item of armor, at 3rd level and every 3 levels after that, this increase by 5% (15% at 3, 20% at 6 ect.)
Somatic Weaponry:At first level, the Rune Soldier is treated as having the Somatic Weaponry feat.
Spell Power (Su): Once per day per two Rune Soldier levels, a Rune Soldier can spend one of his spell slots to gain power to aid him in battle. Activating Spell Power is a Swift Action. Spell Power lasts until the start of the Rune Soldier's next round.
Accuracy: At 2nd level, The Rune Soldier gains +1 to hit per spell level spent (1st = +1, 9th=+9). The Weapon is treated as Magic for purpose of this attack.
Strength: At 4th Level, The Rune Soldier gains +1 Damage per spell level spent with light and one handed weapons, and +1.5 Damage per spell level spent for Two Handed Weapons. The Weapon is treated as magic for this attack.
Sheilding: At 8th level, The Rune Soldier gains a deflection bonus equal to the spent spell level.
Endurance: At 12th level, The Rune Soldier gain 5xSpell Level Temporary Hit Points.
Resistance: At 16th level, the Rune Soldier gains 25+Spell level Spell Resistance.
Alliance: At 20th level, the Rune Soldier can spend two uses of Spell Power to grant the bonus to an ally that he is able to touch.
Bonus Feat: At 5th level and every 5 levels after that, a Rune Soldier gets a bonus feat from either the Wizard or Fighter bonus feat list that dose not require levels in either Fighter or Wizard.
Spell List
0: Resistance, Detect Magic, Read Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost, Disrupt Undead, Touch of Fatigue, Mending, Arcane Mark, Prestidigitation
1:Endure Elements, Shield, Mage Armor, Mount, Obscuring Mist, Comprehend Language, Identify, True Strike, Burning Hands, Floating Disk, Magic Missile, Shocking Grasp, Magic Aura, Chill Touch, Ray of Enfeeblement, Enlarge Person, Expeditious Retreat, Feather Fall, Jump, Magic Weapon, Reduce Person
2: Protection from Arrows, Resist Energy, Acid Arrow, Fog Cloud, Glitterdust, See Invisibility, Continual Flame, Darkness, Flaming Sphere, Gust of Wind, Scorching Ray, Shatter, Blur, Invisibility, False Life, Bear's Endurance, Bull's Strength, Cat's Grace, Eagle's Splendor, Fox's Cunning, Owl's Wisdom, Dark Vision, Levitate, Rope trick, Spider Climb
3: Dispel Magic, Non Detection, Protection from Energy, Phantom Steed, Arcane Sight, Heroism, Hold Person, Rage, Daylight, Fireball, Lightning Bolt, Wind Wall, Invisibility Sphere, Ray of Exhaustion, Vampiric Touch, Blink, Flaming Arrow, Fly, Gaseous Form, Haste, Keen Edge, Greater Magic weapon, Slow, Water Breathing
4: Fire Trap, Lesser Globe of Invulnerability, Remove Curse, Stoneskin, Dimension Door, Detect Scrying, Fire Shield, Ice Storm, Resilient Sphere, Shout, Greater Invisibility, Bestow Curse, Enevervation, Mass Enlarge Person, Mass Reduce Person
5: Break Enchantment, Dismissal, Mage's Faithful Hound, Feeblemind, Hold Monster, Cone of Cold, Interposing Hand, Sending, Waves of Fatigue, Fabricate, Overland Flight, Passwall, Permanency
6: Greater Dispel Magic, Glove of Invulnerability, Repulsion, True Seeing, Greater Heroism, Chain Lightning, Contingency, Forceful Hand, Freezing Sphere, Shadow Walk, Eyebite, Mass Bear's Endurance, Mass Bull's Strength, Mass Cat's Grace, Disintegrate, Mass Eagle's Splendor, Mass Fox's Cunning, Mass Owl's Wisdom, Transformation
7: Banishment, Spell Turning, Phase Door, Greater Arcane Sight, Mass Hold Person, Delayed Blast Fireball, Grasping Hand, Mage's Sword, Prismatic Spray, Mass Invisibility, Waves of Exhaustion, Ethereal Jaunt, Reverse Gravity, Statue
8: Mind Blank, Protection from Spells, Incendiary Cloud, Trap the Soul, Moment of Prescience, Clenched Fist, Polar Ray, Greater Shout, Sunburst, Telekinetic Sphere, Iron Body
9: Freedom, Imprisonment, Mage's Disjunction, Foresight, Mass Hold Monster, Crushing Hand, Meteor Swarm, Energy Drain, Soul Bind, Etherealness, Timestop
Rune Weapon
{table=head]Level|Enchantment|Bonus Hardness|Bonus HP|Special
1-2|
-|
+1|
+2| Bound
3-4|
+1|
+2|
+4| Deliver Touch Spells
5-6|
+2|
+3|
+6| Conscious, Speak with Master
7-8|
+3|
+4|
+8|
9-10|
+4|
+5|
+10|
11-12|
+5|
+6|
+12| Spell Resistance, Scry on Weapon
13-14|
+6*|
+7|
+14|
15-16|
+7*|
+8|
+16|
17-18|
+8*|
+9|
+18|
19|
+9*|
+10|
+20|
20|
+10*|
+10|
+20| Intelligent[/table]
*A weapon can’t actually have a bonus higher than +5. Use these lines to determine price when special abilities are added in.
Bound (Su): The Runeweapon is linked to the wielder and weakens anyone else who attempts to wield it.
The Runeweapon bestows a negative level against anyone wielding it besides the master and does not have access to the special abilities or enchantments on the weapon.
Deliver Touch Spells (Su): As familiar ability
Conscious (Su): Upon the master reaching 5th level, The Runeblade also gains what mirrors a personality. It is only able to communicate with it's master via Speak with Master, to all others it seems like it is just a regular weapon.
Speak with Master (Su): As Familiar Ability
Spell Resistance (Ex): As Familiar Ability
Scry on Weapon (Sp): As Familiar Ability
Intelligent (Su): When the master reaches 20th level, the Runeweapon becomes intelligent. However, the weapon remains loyal to the master and can never become superior to the caster, regardless of its ego score. If the Master changes alignments, so does the Runeweapon.