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Stratovarius
2015-10-15, 09:48 AM
Yup, it's another alternate magic system from me. This one is a runecarving system, based around the combining of runes together to create long term buffs, although only a few at a time. The runecarving system is mostly ready for play, with the runes, all base classes, half the prestige classes, and a decent number of feats ready to go. It does need more feats and more prestige classes, however. Were it a book, I'd probably be calling it Stone and Symbol: The Tome of Runic Magic. Over the top titles are just awesome. :xykon:

Rules
Runecarving Rules (http://www.giantitp.com/forums/showthread.php?450916-Runecarving-Alternate-Magic-System&p=19953105#post19953105)

Base Classes
Runecarver (http://www.giantitp.com/forums/showthread.php?450916-Runecarving-Alternate-Magic-System&p=19953107#post19953107)

Prestige Classes
None

Runes
Runes #1 (http://www.giantitp.com/forums/showthread.php?450916-Runecarving-Alternate-Magic-System&p=19953110#post19953110)
Runes #2 (http://www.giantitp.com/forums/showthread.php?450916-Runecarving-Alternate-Magic-System&p=20006239#post20006239)

Feats
Feats (http://www.giantitp.com/forums/showthread.php?450916-Runecarving-Alternate-Magic-System&p=19953114#post19953114)

Skills
None

Races
Tokunnir (http://www.giantitp.com/forums/showthread.php?450916-Runecarving-Alternate-Magic-System&p=19953118#post19953118)

Magic Items & Artefacts
None

Monsters & Templates
None

Other
None

Stratovarius
2015-10-15, 09:49 AM
Rune Magic

Rune magic is an hidden form of magic, carved into the foundations of structures and hidden amongst creations of an artistic nature, worked into armour and splashed across a page. Formed of many ancient glyphs drawn and redrawn, creating patterns and histories within themselves, runic magic is as much about creating a story as it is a spell, for each of the glyphs and runes has a special meaning, a core part of the universe that it describes in great and exquisite detail. Combine that word with another, and the runes form phrases, written in a language lost long ago, and perhaps never capable of being spoken in the first place. Today, runes are not spoken of by their proper names, for it is feared that even that much use will give power, and it is better for that power to be in the hands of those who are responsible, those who see the great task of the runes as their holy duty. The runecarvers have read the ancient texts, and know some of what might truly lie ahead.

Throughout Stone and Symbol is found the idea of carving, of creation, and of combination, a three part ideal that holds true to the very core of runic magics, for no one rune will function upon its own. Each is a building block that must be combined with another to reach the full potentional within, much as the same way a single world can never provide the full scope and meaning to itself, for without context, there is nothing to be heard or learned. Context is important in the art of runic magic too, for place a rune of water upon a rune of cold, and ice forms. Yet, place that same rune of water upon a rune of air, and gentle clouds that nourish the land form. One will destroy the crop, another save it, and yet each is based around the same principle. Only when that principle is placed into context is the true meaning known. The strength of the context may vary, depending upon the wielder's skill, but it will always be there, defining what one rune does with another.

For this, the first segment in Stone and Symbol, the class and runes presented herein focus on the strengthening of living creatures, imbuing both them and their items with vigor and vim. The runecarver can see the precise strokes and cuts he must make upon the stone and the steel and the flesh, and draw out the gifts that make them strong and unique, enhancing each and every one. His deep skill with this ancient and profound dialect of glyphs and runes has allowed him to see where faults might lie in certain items, and certain of his runes cripple and weaken those that they are drawn upon. As he progresses in power, the runecarver can create new and more impressive meanings for the runes, beyond the core meaning of the rune, finding nuances and hidden meanings in each one as he progresses further down his path towards true knowledge. Be it as friend or foe, the runecarver opens a new horizon, a style of magic very different than anything yet seen.

Runes
Runes are the spells of the rune magic world. They are the known sources of power for a runecarving class, and like spells, they possess common factors as well. All runes and their effects are considered supernatural abilities, and remain upon the runecarver or the affected target until dismissed, or the duration expires. Only the runecarver can dismiss a rune, and he may do so at any time as a full-round action.

Runecarving level is the measuring stick for the power of the runecarver, and in many ways corresponds to caster level, although certainly not in all. Runecarving level is generally determined from the total levels in runecarving classes that the character possess, although certain modifiers may alter that. There are also classes with alternate methods of rune creation, different than those described below. Their method of determining level will be described in the class. Regardless of method, the runecarving level determines the duration and strength of the effect, and is a universal constant, whichever creation method is chosen.

A runecarver's knowledge and strength of spirit is not unlimited, and the number of carved runes that he have active in a given time period is restricted. A runecarver can have a total number of carved runes active equal to one, plus one for every four runecarving levels. Any time he creates a carved rune which would take him above the limit, he has the option of either cancelling an existing carved rune, or letting the carved new rune fail.

A runecarver is a dwarf of purpose, but even that purpose cannot last indefinitely. All of his runes have a duration of one day. Certain rune combinations may have a number of uses inherent in them, and when those uses are all expended and the duration of their effects have been completed, the rune is considered to be dismissed.

Finally, the DC of a save against a rune created effect is 10 + one half total rune level + the runecarver's primary ability modifier. The runecarver needs to have a primary ability score equal to or greater than ten + 1/2 the rune effect level in order to carve it.

Carving Runes
As with all forms of magical energy, there is also a cost of time to be paid during the formation and creation of a rune. For runes, given their inherently longer natures than other forms of magic, this time cost can be considerable. A rune takes ten minutes to carve, regardless of surface, unless otherwise specified or altered.

During the carving of the runes, the runecarver lays down complicated and complex designs that help control and guide the energy in the proper direction, and to the correct effect. This is a difficult task, requiring, as it does, the merging of two or more runes into a single, seamless, whole. These runes need to be formed with a Craft check, and the DC for that check is 10 + the total carved rune level. If the check is failed, creation of the rune is failed, but it does not count against the limit of created runes per day. If the check is passed by +10 or more, the runecarver treats his runecarving level as 1 higher for the purposes of this rune.

Each rune has five separate effects, each possessing a rune effect level, denoted by a number in parenthesis next to the name of the effect. This is the minimum runecarving level necessary in order for that effect to be used. Total carved rune level is determined by adding up each of numbers next to the chosen effects, and then subtracting 1. This subtraction allows runes to be used at first level. The total rune effect level cannot be greater than the runecarving level.

When carving a rune, a minimum of two separate effects must be used in order for a carved rune to take effect. It is impossible to create a functional carved rune that includes only one design. There is no upper limit on the number of runes effects that can be used to create a single effect, so if a player wished to use all twenty of his level 1 rune effects, it would be possible to do so. However, each rune can only contribute one effect to the overall carved rune that is being created.

Runes are carved upon a single item. Unless stated otherwise, they are always active, affecting either the item they have been created upon, or the person wielding the item. It is sometimes possible for a carved rune to have effects that target both the held item and the person doing the holding. In this case, each effect targets the appropriate object. The item must be worn or carried in hand to gain the benefits from it. Some few may have uses that need to be activated by touching the rune, and this is a free action. Only one carved rune may exist on an object at a time.

Terms

Runecarving Level: The total level in all runecarving classes, counting as one runecarving base class and any prestige classes, feats, and other abilities that increase that.
Rune: A collection of five rune effects, centred around a single theme.
Rune Effect: One of five effects on each rune. Two or more of these effects are chosen when creating a carved or graven rune. Each rune effect has a given level, shown in paranthesis.
Carved or Graven Rune: A rune that has been created by a runecarving class on an item, and possessing a number of rune effects and a runecarving level.
Maximum Carved Runes Active: One, increasing by one at 4th, 8th, 12th, 16th, and 20th.
Every Four Levels: Where a rune says "for every four runecarver levels" or similar, the benefits are gained at levels 1, 4, 8, 12, 16, and 20.

Stratovarius
2015-10-15, 09:51 AM
Runecarver

"Carvings upon the bones of the mountain sustain me, man of petty thoughts."
- Arwyddlun Chreawdwr, dwarf Runecarver

Text


Making a Runecarver
Text

Abilities: Intelligence is the ability that the Runecarver uses for his runecarving abilities. Given that many of the Runecarver's abilities result in boosting his physical presence, he is well served to treat those strongly.

Races: Text

Alignment: Text

Starting Gold: As Paladin.

Starting Age: As Paladin.


Table 1: The Runecarver
Hit Die: d10


Level BAB Ref Fort Will Abilities Runes Known Runes Active
----------------------------------------------------------------------------------------------------------------------
1 +0 +0 +2 +2 Inscription Mastery, Stoneblessed 3 1
2 +1 +0 +3 +3 Bonus Feat 4 1
3 +2 +1 +3 +3 Rune Surge 5 1
4 +3 +1 +4 +4 Bonus Feat 6 2
5 +3 +1 +4 +4 Re-Engrave 7 2
6 +4 +2 +5 +5 Enduring Lithograph, Bonus Feat 8 2
7 +5 +2 +5 +5 Sympathy 9 2
8 +6 +2 +6 +6 Bonus Feat 10 3
9 +6 +3 +6 +6 Rune Surge 11 3
10 +7 +3 +7 +7 Bonus Feat 12 3
11 +8 +3 +7 +7 Re-Engrave 13 3
12 +9 +4 +8 +8 Permanent Lithograph, Bonus Feat 14 4
13 +9 +4 +8 +8 Sympathy 15 4
14 +10 +4 +9 +9 Bonus Feat 16 4
15 +11 +5 +9 +9 Rune Surge 17 4
16 +12 +5 +10 +10 Bonus Feat 18 5
17 +12 +5 +10 +10 Re-Engrave 19 5
18 +13 +6 +11 +11 Bonus Feat 20 5
19 +14 +6 +11 +11 Sympathy 21 5
20 +15 +6 +12 +12 Soul and Stone, Bonus Feat 22 6
Class skills (4 + Int modifier per level, x4 at first level): Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Forgery (Int), Knowledge (Arcana) (Int), Knowledge (Architecture and Engineering) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Geography) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Nobility and Royalty) (Int), Knowledge (Religion) (Int), Profession (Wis), Search (Int), Speak Language (Int), Spellcraft (Int), Use Magic Device (Cha).

Class Features
Text

Weapon and Armor Proficiency: Runecarvers are proficient with all simple and martial weapons, all armours (including exotic), as well as all shields (including tower and exotic).
Runecarving: A runecarver begins play knowing three runes, and learns another rune each level thereafter. His runecarving level is equal to his class level, and he uses intelligence as his primary ability modifier.
Inscription Mastery (Ex): The runecarver gains a bonus on all Craft checks related to runecarving equal to his class level.
Stoneblessed (Ex): The runecarver receives a +1 bonus to saves, attack rolls, and skill checks for each carved rune he is under the effects of.
Bonus Feat: At each even level, the runecarver can select a runic bonus feat.
Rune Surge (Su): The runecarver can treat his runecarving level as if it was 4 higher for the effect of a single carved rune. This takes a swift action to activate and lasts a number of rounds equal to his intelligence modifier. He can do this twice per day at 3rd level, four times at 9th level, and six times at 15th level.
Re-Engrave (Ex): Twice per day as a standard action, the runecarver can alter a single rune effect in an active rune to a different rune effect that he knows. The rune must still be able to be created legally. He can use it four times at 11th level, and six times at 17th level.
Enduring Lithograph (Ex): At 6th level, the duration of carved runes created by the runecarver changes from 1 day to 1 week
Sympathy (Su): A runecarver can temporarily copy a carved rune onto a second piece of equipment. That item gains the benefit of the chosen carved rune for a number of rounds equal to his intelligence modifier. He can do this twice per day as a standard action at 7th level, four times at 13th level, and six times at 19th level.
Permanent Lithograph (Ex): At 12th level, the duration of carved runes created by the runecarver changes from 1 week to permanent.
Soul and Stone (Ex): Upon reaching the apogee of his training, the runecarver fuses himself to a rune. At 20th level, choose a single rune that he knows. The runecarver permanently gains the benefit of all five rune effects as extraordinary abilities.

Stratovarius
2015-10-15, 09:52 AM
Runes #1

A Note: Where a rune says "for every four runecarver levels" or similar, the benefits are gained at levels 1, 4, 8, 12, 16, and 20.


Lujuus (Strength)

First Symbol (1): Strength flows from the rune's design out into the being wearing it. The affected creature gets a +2 bonus to strength for every four runecarver levels, minimum of +2. This is increased by +2 if combined with an effect from the Sterkur rune.
Second Symbol (4): The grasp of the titan allows the target to wield weapons one size larger than the target normally could.
Third Symbol (7): Rolling boulders crash down upon your foe, and the affected creature gets a +6 bonus to strength checks, trips, bull rushes, overruns, and strength-based skills for every four runecarver levels, minimum of +6. This is increased by +4 if combined with an effect from the Sterkur rune.
Fourth Symbol (10): The form of the giant is engraved upon the target, increasing his size category by 1.
Fifth Symbol (14): Legends of the mountains breath their strength into the target, increasing him beyond all measure. He gains a +10 bonus to strength, increases by one size category, and is able to wield a giant hammer that deals 6d6 damage as a large weapon.

Sterkur (Toughness)

First Symbol (1): Life envelops the runecarver, and he is easily able to withstand injuries that would kill a lesser man. The affected creature increases his maximum hit points by +6 for every four runecarver levels, minimum of +6. This is increased by +6 if combined with an effect from the Lujuus rune.
Second Symbol (3): Skin deep and lined from actions long ago, The affected creature increases his natural AC by +1 for every four runecarver levels, minimum of +1. This is increased by +1 if combined with an effect from the Kolo rune.
Third Symbol (6): Even the greatest of magics can be shrugged off by a dwarf of strong character. Whenever the affected creature fails a save against a Fortitude effect, he may immediately make a second save against that effect. He must take the results of this second save. The runecarver gains a +2 bonus on this save if combined with an effect from the Kolo rune.
Fourth Symbol (11): There is built around the heart of every man a wall against the hatred of the world, and the actions of the evil and the cruel. Whenever the affected creature fails a save against a Will effect, he may immediately make a second save against that effect. He must take the results of this second save. The runecarver gains a +2 bonus on this save if combined with an effect from the Linna rune.
Fifth Symbol (15): Heroic and unstoppable, the runecarver trudges onwards, resistant to every attack thrown against him. The target gains 10/- damage reduction, automatically succeeds against the first Fortitude save required of him each round, can act freely down to -50 hit points, and only dies when he reaches -75 hit points.

Kolo (Earth)

First Symbol (1): The grains of the earth bind themselves into the runecarver, providing him sturdiness and balance. The target gains a +2 to balance checks for every four runecarver levels, minimum of +2. He also becomes immune to any attempt to overrun or trip.
Second Symbol (2): Clambering about the rock is second nature to the runecarver, who gains a +4 bonus to survival checks when underground or upon rocky terrain, such as hills and mountains, for every four runecarver levels, minimum of +4. He also gains a climb speed equal to his walking speed.
Third Symbol (7): Each strike from the runecarver reaches out to grab at his foe, pinning them to the ground. Whenever the target succesfully strikes a foe and beats their AC by 4 or more, that foe is immobilized, and cannot move from his current location, including by magical means. The foe can attack and perform all other actions normally. This only works against enemies who are standing upon earth, stone, or other rocky, natural materials. The foe must make a DC 15 Fortitude save or take two constitution damage if combined with an effect from the Kivi rune.
Fourth Symbol (9): The earth speaks to those who can stand upon it and listen, and those touched by the runecarver can do so. The target gains tremorsense with a range of 20 ft. per four runecarver levels. If this is combined with an effect from the Haamu rune, he gains a +2 bonus to attack creatures that he can see with both his eyes and his tremorsense.
Fifth Symbol (12): Enshrined in the bosom of the earth, the runecarver is welcomed into its warmth and protection. He may cast meld into stone at will, and if he is struck by by an attack that would kill him, if he succeeds at a DC 20 Fortitude he instead melds into stone. If he cannot meld into stone, the attack affects him normally. While he is melded into stone, he gains fast healing 5.

Linna (Fortress)

First Symbol (1): Walls and castles can be written into existence, carved from the bones of the earth. Any shield or armour upon which the rune is drawn has its armour class increased by 1 for every four runecarver levels, minimum of +1. When combined with an effect from the Sterkur rune, the target also grants damage reduction of 2/-.
Second Symbol (4): Fortresses are great, immobile structures, who extend their power beyond all measure of their size. If the creature targeted by the rune does not move or only takes a 5 ft. step, his reach is increased by 5 ft. If created with more than 10 runecarver levels, the reach increases by 10 ft.
Third Symbol (7): By drawing the rune upon the ground, the runecarver can create a wall of stone, as per the spell. Caster level is equal to his runecarver level. If combined with an effect from the Rauta rune, this becomes a wall of iron.
Fourth Symbol (9): Walls can eventually be broken, but walls built in the right manner will resist the deciding blow for far longer. If any strike would do more than 25% of the target's total health, the damage is reduced to 25% of his total health.
Fifth Symbol (12): Runes drawn upon the ground can call into being structures and homes, and the runecarver summons a fortress to defend. [Copy fortress information from Blood Magic]. Any creature inside the fortress gains the benefits of the rune effects combined with this rune effect. If this is combined with an effect from the Kunnon, Pahuus, Ertaa, or Kaom runes, all creatures within the fortress gain the effects of protection from the opposite alignment. The benefits are as per the spell protection from evil.

Kunnon (Good)

First Symbol (1): Runes have long marked the boundaries of good and holy places, written around the doors, protecting the entryways. Any evil creature attempting to pass through a doorway so marked, or over the marked area, must make a Will save or be stunned for 1 round, and take 1d6 holy damage per runecarver level. The marked area or doorway can be no larger than 25 ft. square per runecarver level. The marked area is affected for the full duration of the rune.
Second Symbol (3): Blending into the markings of other runes, this rune blesses anything that comes into contact with it. All attacks and spells made by a person affected by this rune count as good, if they were cast while this rune was active.
Third Symbol (6): Holy radiance swirls around the target, protecting him against evil actions. The target gains spell resistance equal to 15 + runecarver level against all spells cast by an evil creature. When mixed with an effect from the rune Sterkur, if the spell resistance stops the spell, the spell instead rebounds upon the caster. This only works on spells that target just the creature affected by the rune.
Fourth Symbol (13): Those of the most noble spirit are affected strongly by the Kunnon rune, their noble self improved and made resilient. Good creatures affected by this rune gain a +4 bonus to wisdom, and whenever they are struck by a weapon, they may heal one half the damage to themselves, and heal an ally the reduced damage taken. That ally must be within 30 ft. If this is combined with an effect from the Terveys rune, the target may heal the ally twice the reduced damage taken.
Fifth Symbol (15): A paragon of all things good, the target gains DR 15/evil, the Good subtype, and any weapon or armour (including shields) he wields gains a +5 enhancement bonus and a +2d6 damage bonus against evil creatures.

Pahuus (Evil)

First Symbol (1): Runes have long marked the boundaries of the dark and the dread, carved in blood upon the wood and stone, protecting the entryways. Any good creature attempting to pass through a doorway so marked, or over the marked area, must make a Will save or be stunned for 1 round, and take 1d6 profane damage per runecarver level. The marked area or doorway can be no larger than 25 ft. square per runecarver level. The marked area is affected for the full duration of the rune.
Second Symbol (3): Blending into the markings of other runes, this rune curses anything that comes into contact with it. Any creature struck by an item affected by the rune must make a fortitude save or take a -6 penalty to an ability of the rune wielder's choice. These penalties do not stack, and last for the duration of the encounter.
Third Symbol (6): Dark energy flows out from the rune, blackening and cracking everything around it. All creatures within 20 ft. of the rune take a -5 penalty to their spell resistance, and 5 negative energy damage each round they are in the area. This does not affect allied creatures. When mixed with an effect from the rune Kiel, affected creatures must make a fortitude save or be shaken for 1 round.
Fourth Symbol (13): Those of the most vile spirit are affected strongly by the Pahuus rune, their ghastly self strengthened and made twisted. Evil creatures affected by this rune gain a +4 bonus to strength, gain two claw attacks and a secondary bite attack, each dealing 1d8 damage as a medium creature, and whenever they strike with a claw attack, they heal one half the damage dealt. One foe within 30 ft takes damage equal to one half of damage dealt to the struck creature. If this is combined with an effect from the Haamu rune, the target must make a fortitude save or be blinded for 1 round.
Fifth Symbol (15): A foul and horrible creature, the target gains DR 15/good, the Evil subtype, and any weapon or armour (including shields) he wields gains a +5 enhancement bonus and a +2d6 damage bonus against good creatures.

Ertaa (Law)

First Symbol (1): Above all other things, immune even to the vagaries of the good or the bad, is the law. It is a perfect measure, the exact meaning of all things, defining and enfolding the universe. Creatures with this rune affecting them can easily recognize the patterns of life, and gains a +4 bonus to knowledge, spot, and search checks for every four runecarver levels, minimum of +4. Combined with an effect from the Haamu rune, opponents flanking the target of the rune gain only a +1 bonus on their attack rolls instead of +2.
Second Symbol (3): Law smoothes the passage of all things, forcing each into an easy and well known pattern. Whenever the targeted creature would roll a d20, instead replace that roll with an 11.
Third Symbol (8): Shielded by the power of the law, there are few things that can affect such a creature, for to do so would be to disrupt the natural order. The affected creature gains spell resistance equal to 13 + runecarver level against all spells cast by an chaotic creature, and 10 + runecarver level against spells cast by a law-chaos neutral creature. It has no spell resistance against spells cast by a lawful creature.
Fourth Symbol (10): Those of the strongest power in law may bind a creature under the law, freezing them to the ground. Any creature struck by an item affected by the rune must make a fortitude save or be imprisoned for one round, as per the spell. This can only affect one creature per round. When combined with an effect from the Kerta rune, the imprisonment lasts for two rounds.
Fifth Symbol (15): A stern and implacable creature, the target gains DR 15/chaos, the Lawful subtype, and any weapon or armour (including shields) he wields gains a +5 enhancement bonus and a +2d6 damage bonus against chaotic creatures.

Kaom (Chaos)

First Symbol (1): Chaos is a wild and variable thing, never constant, never stable, always in flux. Its nature makes it a difficult power to tame, but those who have succeed. Creatures with this rune affecting them can easily recognize the patterns of life, and gains a +4 bonus to tumble, escape artist, disable device, hide and sleight of hand checks for every four runecarver levels, minimum of +4. Combined with an effect from the Tenkt rune, the target gains a +2 bonus to attack in any round in which it succeeded at a tumble check.
Second Symbol (4): Chaos infects all things, boosting or infecting them as the case may be. Whenever the targeted creature rolls a d20, roll a d6 and randomly add or subtract that from the result of the d20 roll.
Third Symbol (9): Foes can be scattered tossed to the winds of the chaotic powers. Any creature within 30 ft. of the rune, at the beginning of the round, moves 1d12 times 10 ft. in a random direction. This cannot put a creature into a position where the change in environment is harmful.
Fourth Symbol (11): Lost amidst swirling worlds and twisting portals, the chaotic creature is at home amongst any plane, any world. The target takes no negative effects from any plane that he is on, and while he is affected by the rune, he may cast dimension door every 1d4 rounds. If this is combined with an effect from the Rore rune, he may cast plane shift every 1d4 hours.
Fifth Symbol (15): A random and unpredictable creature, the target gains DR 15/law, the Chaotic subtype, and any weapon or armour (including shields) he wields gains a +5 enhancement bonus and a +2d6 damage bonus against lawful creatures.

Terveys (Health)

First Symbol (1): Every creature wishes to be strong and healthy, but only a few can truly claim it. With a standard action, the target can heal a total number of hit points equal to the runecarver level. When combined with an effect from the Livet rune, the target also heals one point of ability damage for every five hitpoints healed.
Second Symbol (4): To be a strong and hearty man is a noble goal. The target becomes immune to poison and disease, including magical diseases.
Third Symbol (5): Those with Terveys carved upon them are considered right and noble, and may heal all friends and allies within 20 ft. once every five rounds, as a standard action. This heals 2 hit points per runecarver level.
Fourth Symbol (9): Drawn upon an item, it can heal those who wield it. The item affected by the rune grants the wielder fast healing equal to 1 + 1 per four runecarver levels. Combined with an effect from the Rauta rune, this also grants the wielder the ability to use their healing spells upon constructs and objects.
Fifth Symbol (14): Life is a great and precious thing, to be protected and held dear. Any creature who dies while affected by this will return to life in a designated sanctum, one week later. The sanctum must be an area that he knows well and has visited, and is designated by the target of the rune while the rune is being carved. The creature returns to life with no loss of level or ability score, and fully healed.

Rauta (Steel)

First Symbol (1): The heart of the rune is bound up within the steel it is written upon. This affects a single metal shield, and grants that shield a +1 bonus to AC and DR of 1/-. These bonuses increase by one every four runecarver levels.
Second Symbol (3): Steel against steel, that is the way of the warrior. The target gains a +1 bonus to attack and a +3 bonus to damage for every four runecarver levels, with a minimum bonus of +1 attack and +3 damage. If this is combined with an effect from the Risti rune, the wielded weapon has its critical range doubled, as per the improved critical feat.
Third Symbol (7): Born out of the heart of the mountain, birthed in a pool of fire, steel is the life of all war. Whenever the target creature attempts a melee attack, he may also attempt a sunder against his opponent's weapon. If this is combined with an effect from the Kiel rune, the target receives a +4 bonus per four runecarver levels on the sunder attempt.
Fourth Symbol (11): Razored steel slides out from the scabbard, gleaming in the reddish glow. Each round, the target may negate a single melee attack from a foe that begins the attack in melee range of the target. That attack has no effect, and is lost. If combined with an effect from the Rore rune, the target may take a 5 ft. step before determining whether he can disrupt the attack.
Fifth Symbol (14): Steel sheathes the hero, wrapping him in its cold embrace. The target is affected by the iron body spell, with a duration equal to the duration of the rune. Your unarmed attacks are treated as if they are a longsword sized for the target, not a club. All other aspects of the spell remain unchanged.

Kivi (Stone)

First Symbol (1): Art is found within the stone and the rock, the swirls of their crystal cores drawing designs more complex than any living hand. Any enemy looking at a creature under the effect of this rune is dazzled, and the target of the rune can, using a full round action, cause the terrain 10ft. around him to be affected as if by soften earth and stone.
Second Symbol (4): Stone is often the core of the runecarver's art, for it, more than any other substance, bears his mark. A runecarver under the effect of this rune has his runecarver level increased by 1. When combined with an effect from the Lage rune, the runecarver can create runes in 8 minutes, instead of 10.
Third Symbol (8): Stone can speak to the creator as it is being worked, allowing him to pull from it knowledge and strength. As a full round action, a creature under the effect of this rune may speak to stone, as per the stone tell spell. In addition, they receive a +4 bonus per four runecarver levels to any craft check they make involving stone.
Fourth Symbol (10): The very presence of this rune can warp the stone around it, calling out to it to bend and curve and sharpen against their foes. Any enemy within 10 ft. per runecarver level of the target if affected as if by spike stones. Those allies in the area are wrapped in a soft blanket of stone, absorbing the first 5/- damage of any attack that strikes them, as the rock flows up to protect allies.
Fifth Symbol (13): Few have achieved the mastery of stone and symbol that the runecarver have, and none have incorporated it into his being in such a manner. The stone binds itself with the soul of the runecarver, welding itself to his body and mind. The runecarver gains construct traits (http://dndsrd.net/monsterTypes.html#construct), except he retains his constitution score, and can be raised and resurrected. He also gains DR 10/adamantium and becomes immune to all spells that allow for spell resistance. His size increases by 1 step, and he gains two slam attacks that deal 2d10 damage as a large creature.

Lage (Create)

First Symbol (1): A rune of many forms, Lage can create a bounty of useful tools for the wielder. As a full round action, the target of the rune can call a single item, weapon, or armour. Weapons and armour have a +1 enhancement bonus for every four runecarver levels. If the target lets go of the item, it disappears. He cannot call one-use items.
Second Symbol (5): Built from earth and stone, the rune forms a small fortress of stone. Drawn on the ground, it creates a square wall of stone, 10 ft. per runecarver level per side. The wall is 5 ft. high, and the inside of the wall has a step to allow small creatures to see and attack over the wall. It has the same toughness as the stone created by a wall of stone spell.
Third Symbol (7): Bound within the spirit of creation is the ability to modify that which already exists. When drawn upon an item, the item possessor can reallocate all of the enhancement bonuses on the item to any others that are of the same bonus strength. Once the rune expires or has been dismissed, the item returns to its permanent properties.
Fourth Symbol (12): While under the effects of this rune, the target can create any magical item as if he had the appropriate item creation feat, can cast the appropriate spells, and has a caster level equal to his character level. He must still pay all gold and experience costs required, including those that would be required by the spells necessary for the item creation.
Fifth Symbol (14): A creature of stone and earth appears before the target of the rune, bound to him and to protect him for the duration of the rune. The target summons an earth elemental or golem made from metal or stone, and can be any creature that meets the requirements and has a CR equal to the target's level - 2 or lower.

Kiel (Negate)

First Symbol (1): Antithetical to creation, the very opposite of what would normally be, there is little that can be done for those touched by Kiel. All creatures within 5 ft. per 4 runecarver levels take a -1 penalty to all dice rolls, minimum of -1. When combined with an effect from the Haamu rune, the affected area increases to 10 ft. per 4 runecarver levels.
Second Symbol (5): Motions made by foes simply disappear into the ether, their results gone as if nothing ever happened. Once per round as an immediate action, the target may completely ignore the effects of one attack against him. He must succeed at a level check against the initiator of the attack. He recieves a +4 bonus on this check if this rune was combined with an effect from the Linna rune.
Third Symbol (7): A ward built of the very negation of existence forms itself around those with the rune, binding their souls against darkness. Any creature who strikes the target in melee must make a Fortitude save or take one point of strength damage.
Fourth Symbol (13): Magic is nothing more than a bound together creation of energy, and like any other created structure, it can be broken apart. On any successful melee strike, the target may attempt to dispel spells on the target. Make a dispel check with a bonus equal to the runecarver level of this rune. If combined with an effect from the Rore rune, the affected spells may be transfered to the striking creature, instead of being dispelled.
Fifth Symbol (15): Shields of nothing bind and protect the form of the marked. Any creature who strikes the target in melee must make a Fortitude save or take one negative level.

Rore (Move)

First Symbol (1): The earth upon the ground may speed the step of those who walk upon it, granting them a boon. The affected creature increases his movement speed by 5 ft. for every four runecarver levels, minimum of 5 ft. This is increased by +10 ft. if combined with an effect from the Kerta rune.
Second Symbol (4): Within the grasp of the ground, the runecarver feels safe and at home, slipping between stone as easily as one would stride on air. He gains a burrowing speed equal to one-half his movement speed. If combined with an effect from the Kolo rune, that speed increases to his movement.
Third Symbol (8): Rune calls to rune, the entwined symbols making one greater, complete whole. By marking one place with a rune, the target may return to that location with a standard action. Marking the location takes 1 minute, and he may only have one location active at a time. He may only bring himself and any gear he is holding or wearing. This is a [teleport] effect, and only works on the same plane.
Fourth Symbol (12): Sometimes, it is necessary to move in the depth of silence, hidden away from prying eyes and evil fiends. As a standard action, the affected creature can step into, or out of, the Ethereal plane.
Fifth Symbol (14): To step from rune to rune, each inscribed across distant locales and hidden fortresses, is the highest gift of the Rore. The affected creature may mark a location with a rune in an action that takes 1 minute. He may have one locale active per 4 runecarver levels. He may only bring himself and any gear he is holding or wearing. This is a [teleport] effect, and works across planes. When combined with an effect from the Livet rune, he may bring one other willing person per 4 runecarver levels.

Livet (Life)

First Symbol (1): Wrapped in the positive glow of life, the rune shines forth the glory of the living. Every round, the affected creature gains 5 temporary hit points per 4 runecarver levels. At the beginning of the affected creatures round, any existing temporary hit points dissipate, and he garners a new total for that round.
Second Symbol (3): Built of the strength of the earth and the solidity of the mountain, the core of life within becomes resilient and fierce. The affected creature becomes immune to ability damage or drain. When combined with an effect from the Kiel rune, any enemy who strikes the affected creature in melee and attempts to deal ability damage takes damage equal to the ability damage the enemy would have dealt.
Third Symbol (6): Inscribed over the heart, Livet marks the centre of the creature, the place where life is most important. When reduced below 25% of his normal hitpoints, the affected creature, once per encounter, remove all negative status effects and heal himself to half his total hit points. When combined with an effect from the Rore rune, once per day the affected creature may shift himself to be next to an ally.
Fourth Symbol (9): Often confused with the good and the pure, Livet is not of those things, but of life itself. Once every five rounds, the affected creature can touch an ally and affect him with either the raise dead or restoration spells. When combined with an effect from the Linna rune, the touched creature also gains a +2 bonus on saves and DR of 2/- per 4 runecarver levels. These bonuses last for one round.
Fifth Symbol (14): Arching over every tenet is the sanctity of life itself, that without the life of the runecarver, the rune is a dead and lifeless creation, stripped of meaning and essence. While affected by this rune, the creature doubles his normal hitpoint total, and doubles his saves against any spell that would kill him.

Stratovarius
2015-10-15, 09:54 AM
Feats

Runic Feats

Dwarven Furor [Runic]
Prerequisites: Rage or Blood Frenzy class feature
Benefit: Increase the benefits and penalties granted by your Rage or Blood Frenzy class feature by the number of carved runes currently affecting you.

Dweomersmith [Runic]
Prerequisites: Ability to carve runes, Craft 6
Benefit: You treat your runecarving level as 4 higher for rune effects that create a weapon or armour or enhances an existing one. Additionally, any magic arms and armour you fashion cost 5% less in gold pieces to make. The experience point cost is unaffected.

Expert Carver [Runic]
Prerequisites: Ability to carve runes, Skilled Carver
Benefit: You have a natural affinity for rune creation. You gain a +6 bonus on craft checks made to carve a rune. Also, creating a rune takes 4 minutes less.
Special: This feat replaces the benefits of Skilled Carver. They do not stack.

Extra Rune [Runic]
Prerequisites: Ability to carve runes
Benefit: You learn one extra rune.
Special: You can select this multiple times. Each time, choose a different rune.

Focused Rune [Runic]
Prerequisites: Runecarving level 3
Benefit: When you select this feat, choose a single rune. You treat all effects from that rune as if your runecarving level was four higher.

Graven Combatant [Rune]
Prerequisites: 2 runic feats, runecarving level of 5 or greater, base attack bonus +3.
Benefit: You have melded your runic carvings into your combat style, and the blend offers you new options in combat.
Speed of Stone: Whenever you take a full attack action while under the effect of one or more runes, you gain one extra attack at your highest attack bonus.
Rockshatter: You ignore three points of hardness or damage reduction for every carved rune affecting you.
Solidity of Purpose: You gain a bonus on Will saves equal to the number of carved runes affecting you.

Runecrafter [Runic]
Prerequisites: One item creation feat, Craft 6
Benefit: Items that you make are specially crafted to improve the functionality of runes graven upon them. Any rune carved into a runecrafted magic item functions as if the creator's runecarving level was four higher than it is.

Runehammer [Runic]
Prerequisites: Ability to carve runes
Benefit: Once per hour, when under the effect of at least one carved rune, you may runehammer an enemy creature. You gain a bonus on attack rolls equal to your intelligence modifier, and deal 4 extra points of damage per carved rune affecting you.

Runic Warrior [Runic]
Prerequisites: Ability to carve runes, BAB +2, Power Attack
Benefit: You fight in a style benefited by your use of runic magic, and enhanced by the carvings upon your form. Whenever you use power attack, you get a bonus on damage equal to the number of carved runes affecting you. You gain this same bonus to the roll to confirm critical hits.

Shockhammer [Runic]
Prerequisites: Runehammer
Benefit: When you use runehammer, on a successful hit all creatures within 10 ft. of the struck creature must make a fortitude save (10 + 1/2 character level + Strength modifier) or be knocked prone.

Skilled Carver [Runic]
Prerequisites: Ability to carve runes
Benefit: You have a natural affinity for rune creation. You gain a +3 bonus on craft checks made to carve a rune. Also, creating a rune takes 2 minutes less.

Swift Carving [Runic]
Prerequisites: Ability to carve runes
Benefit: You may carve a rune as a full round action, but you take a -10 penalty on the Craft check to carve the rune.

General Feats

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Racial Feats

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Stratovarius
2015-10-15, 09:55 AM
Tokunnir (Dwarf)

Burrowed beneath the mountains of Cuallhome, the Tokunnir are a race of dwarves who spend their lives underground, creating ever more elaborate vistas and patterns out of the rocky tunnels that are their homeland. They have raised the art of engraving stone and metal to something well above the mere form of art that others might consider it to be, for to the tokunnir, it is a religion, a gift, and something that strengthens and protects not only their cities, but also one another. These engravings and the associated power within them are why, when the Empire of Arhosa fell and the lands above devolved into fighting and internecine warfare, the tokunnir dwarves merely closed the gates to their homes, and stayed safe and secure, turning inward once more.

Personality
Generally quiet and reserved, the tokunnir communicate as much through the use of their carvings as they do through the use of any other medium, and so it is quite often that a tokunnir can go for days or more without saying more than a murmur of appreciation over a particular work of great beauty. For a tokunnir contemplating making a great work, this period of silence could last weeks or months. Frivolity is alien to a tokunnir, and they do not welcome practical jokers or similar, regarding them as creatures wasting the time and talent that nature gifted to them.

Physical Description
Squat and wide, a tokunnir is almost completely hairless, and always shaves in order to remove the last few wisps that have survived the race's long underground life. A tokunnir is always covered in tattoos, usually of geometric patterns. To those who can understand the tokunnir written language, these tattoos tell the life story of the bearer, growing more elaborate as the tokunnir ages. The greatest of the tokunnir, their master artisans, have tattoos so finely etched that their entire skin is a whorling mass, untouched flesh barely visible beneath it.

Relations
The tokunnir do not despise other races, but tend to regard them as unlearned, as children, people who do not understand the true worth of a life, and why it is worth living. This does not stop them from trading with them, exchanging what the tokunnir consider scrap pieces of art made by apprentices and the like for items of great value from the outside world. Also, the stone that they quarry in order to create their vistas and engravings is in much demand, it being of a high quality indeed.

Religion
The tokunnir dwarves have a strange relationship with religion, for they do not worship a deity so much as a higher principle, a way of life, that is expressed through their admiration and aeons long focus on the art of carving and engraving. That this talent bestows upon them gifts from a deity above is almost besides the point of why the tokunnir do as they do, and they regard others who have to go begging to the gods for some measure of power as rather vain and childish.

Language
Tokunnir speak their own language, but tend to be quite fluent in Trade Common, Llethu, and a host of other languages, for they often enjoy carving words into their engravings, and try to find the best language for a given turn of phrase.

Adventurers
Adventurers are something of a rarity for the tokunnir, because it greatly restricts their ability to work upon or to see the great triumphs of the tokunnir race, and they do not like being separated from what they truly are. But there are always those who seek to educate the lesser peoples about the proper way of life, and in order to do that they must venture out beyond the gates of their mountain homes. Others do so in order to be gifted with strange and unusual tattoos, ones that would make them stand out in tokunnir society as a unique individual, someone who should be reckoned with.

Tokunnir Racial Traits
+2 Constitution, -2 Charisma.
Humanoid (Dwarven).
Medium: As Medium creatures, tokunnir have no special bonuses or penalties due to their size.
Tokunnir base land speed is 20 feet. However, tokunnir can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
Darkvision: tokunnir can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and tokunnir can function just fine with no light at all.
Stonecunning: This ability grants a tokunnir a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A tokunnir who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a tokunnir can use the Search skill to find stonework traps as a rogue can. A tokunnir can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
Runeblessed (Ex): A tokunnir is born with an innate knowledge of runes and runecarving, it being part of their race's very creation. As such, they are able to carve one rune per day more than the limit of whichever runecarving class they take.
Enhanced Runecarving (Ex): When carving a rune, a Tokunnir can choose to use a rune effect that is one above those he would normally have access to. Treat it as the highest level effect he can carve. This ability can only be active once at any given time, and if he chooses to carve another rune using this ability, all existing uses are cancelled.
Weapon Familiarity: tokunnir may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Stability: A tokunnir gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
+1 racial bonus on attack rolls when under the affect of a carved rune.
+2 racial bonus on Craft and Profession checks that are related to runecarving, architecture, mining, and stonework.
Automatic Languages: Dwarven, Tokunnir. Bonus Languages: Trade Common, Llethu, TBD
Favored Class: Runecarver.

Stratovarius
2015-10-16, 09:57 AM
Haamu, Kerta, and Sigu runes are now completed. 9 to go to finish the 30.

Stratovarius
2015-10-18, 02:27 PM
Added Mortuum and Xorhsa runes. 7 to go.

ImperatorV
2015-10-19, 04:37 PM
Oh wow, I'd forgotten about this one! And now it's playable through 18 (20 if you take multiple alignment runes). Excellent work, this is yet another system of yours I love. I do have a question though - you make a lot of references within the text to runecarvers being dwarves. Is this meant as A) Runecarvers are only dwarves, B) Runecarvers are supposed to be dwarves but I'm not making it a rule, or C) I'm using dwarves as the standard because (they invented it/use it the most/it's fun to have the default be something other then human) but runecarvers can come from many races?

Stratovarius
2015-10-19, 04:57 PM
Oh wow, I'd forgotten about this one! And now it's playable through 18 (20 if you take multiple alignment runes). Excellent work, this is yet another system of yours I love. I do have a question though - you make a lot of references within the text to runecarvers being dwarves. Is this meant as A) Runecarvers are only dwarves, B) Runecarvers are supposed to be dwarves but I'm not making it a rule, or C) I'm using dwarves as the standard because (they invented it/use it the most/it's fun to have the default be something other then human) but runecarvers can come from many races?

It's C - Dwarves are the race that invented Runecarving, and at least the current aesthetic and flavour for the system is based around those vast geometric dwarven halls that D&D always talks about. There's nothing that says that a human can't be one, but you would get looked at rather oddly most of the time. It'd be a bit like a human mage swanning around using Elven High Magic. Now, because I haven't finished the system (and especially not all the extra material I suspect I'll have to make), I can't tell you where it'll end up. But for now, the "accepted" runecarver is a Tokunnir Dwarf Runecarver with runes like Stone and Toughness and Strength. Very meathead.

And I wouldn't necessarily call the system playable yet - there's only one level of Runecarver designed, and only a couple feats, so everything would feel a little sparse. Now, granted, once you stack up all the ridiculousness that exists in the top level rune effects, I don't think you'd be lacking for combat power. Although right now I think they're in "huge damage numbers, not enough versatility" territory, aka Tier 4. A Frenzied Berserker without the teamkilling.

There's nothing that says you can't take multiple alignment runes, btw - runes are concepts, not character rules, so if you wanted to grab all four and stack that DR into silly town, go right ahead.

Rogem
2015-10-21, 06:51 AM
Runes

Kolo (Earth)
Kunnon (Good)
Rauta (Steel)
Risti (Sharp)
Haamu (Vision)
Kerta (Time)


These six caught my attention. I'm a Finn, and the meanings are a bit off, might wanna change them. I'll provide some alternatives.

Kolo (Earth) - "Kolo" means "hole", in the dirty sense of the word - at least in modern Finnish. I urge you to change to Maa (Earth) or Multa (Dirt) or something else entirely.
Kunnon (Good) - "Kunnon" means "upright" or "reliable". The word for good is "hyvδ". Holy (as this rune seems to signify) is "pyhδ".
Rauta (Steel) - "Rauta" is "iron". The word for steel is "terδs" and then there's this mystical metal called "vaski", if you'd like that. Vaski is a word that appears in old texts and one that doesn't seem to refer to any known metal.
Risti (Sharp) - Means "Cross". For sharp, there is "terδvδ", and for a blade there is "terδ".
Haamu (Vision) - This one is "ghost". "Nδky" is vision in the clairvoyance sense, and "nδkφ" is the sense of vision.
Kerta (Time) - This one is time in the sense of "one more time". "Aika" is the word "time" (also, "quite").

Stratovarius
2015-10-22, 11:13 AM
It's been a long time since I started the system (wrote the first bits and pieces back in 2008), so I didn't even remember I had looked at Finnish for a few of the rune names. Which is odd, usually I remember the languages I borrow from (Welsh, Anglo-Saxon, and Zulu, primarily). I probably picked Finnish because of Tolkien though. Thanks for the names, I'll get them edited in the next time I update the doc!

Stratovarius
2015-10-26, 08:23 AM
Added three new abilities to the Runecarver base class. It's almost playable at this point, but definitely needs more material.

ImperatorV
2015-10-26, 12:02 PM
Suggestions for class features:
In d&d runes are used as traps a lot of times. Explosive runes, glyph of warding, etc. This type of thing would not work as a carved rune, but it could be a class feature. Edit: re-read alignment runes, you already have this. Nvm.

Some type of aura rune - maybe allow a rune to be carved at a lower effective level and extend it's benefits to allies?

I was going to comment on lack of ability to deal with fliers, but then I noticed you have earth and fire runes, so I assume the eventual air will deal with that issue.

Stratovarius
2015-10-26, 01:56 PM
Suggestions for class features:
In d&d runes are used as traps a lot of times. Explosive runes, glyph of warding, etc. This type of thing would not work as a carved rune, but it could be a class feature. Edit: re-read alignment runes, you already have this. Nvm.

Some type of aura rune - maybe allow a rune to be carved at a lower effective level and extend it's benefits to allies?

I was going to comment on lack of ability to deal with fliers, but then I noticed you have earth and fire runes, so I assume the eventual air will deal with that issue.

The rune list is actually finished - I've done the 30 I had planned. Air/Electricity and Cold/Water aren't making an appearance - they're not very Dwarven, and I really didn't want to have all four elements in the runecarver's arsenal. It's the same reason there's no access to acid as a damage type. There are plenty of edits I need to make to the individual rune effects though, once I get back around to it. Including making all the various kinds of DR stack with one another.

Slowly adding in a few more abilities to the runecarver - he's up to about 10 now, although a few are more flavour than anything else. Which doesn't bother me much, since I know the class will get changed around a bit as things tighten up in edits. I was mostly interested in getting it sorted at low levels in case people wanted to play it in the upcoming Arhosa campaign.

Stratovarius
2015-10-27, 09:12 AM
Added in about six more rune feats. I keep coming up with ideas for the feats as I'm working on the Runecarver.

Stratovarius
2015-10-28, 09:19 AM
Runes #2

A Note: Where a rune says "for every four runecarver levels" or similar, the benefits are gained at levels 1, 4, 8, 12, 16, and 20.


Sinn (Mind)

First Symbol (1): Marked upon his mind, Sinn protects those under its thrall from outside interference. The affected creature gets a +2 bonus to will saves for every four runecarver levels, minimum of +2. He gains slippery mind if combined with an effect from the Kaom rune.
Second Symbol (2): The twisted writings and ancient carvings become clear in but a moment, wiping uncertainty from the eyes of the knowing. The target gains a +2 to all intelligence based skill checks for every four runecarver levels, minimum of +2. When combined with an effect from the Haamu rune, the affected creature may take one minute to attempt to identify an item, as per the spell.
Third Symbol (8): Wrapped within the hallowed caverns of long forgotten kingdoms, knowledge is built from the earth and the sky, the bone of the mountain and the blood of the river. The affected creature gets a +2 bonus to wisdom, intelligence, or charisma for every four runecarver levels, minimum of +2.
Fourth Symbol (11): A rune of the mind is a strange creation, drawn to create tricks upon the eyes and form altered images within the mind, a symbol of the mental essence of the creator. Each encounter, the affected creature may negate a single mind-affecting spell from a foe. That spell has no effect, and is lost. If combined with an effect from the Tenkt rune, the affected creature may, instead, negate a single spell that requires a will save.
Fifth Symbol (13): The intellect towers upwards, a pillar of learning built upon a single marking, a rune drawn into the ground at the base of that tower. An ethereal tower forms around the affected creature, granting him immunity to all mind-affecting spells and effects, increasing his wisdom, charisma, and intelligence by +4, doubling his will save, and giving him a standard action attack that deals 1d2 per 4 runecarver levels in ability damage to intelligence, wisdom, and charisma. Enemies get a will save to resist.

Tenkt (Thought)

First Symbol (1): It is a certainty among the dwarves that to win a fight, use an axe. But it is possible that there is a better way, a simpler way. Any creature struck by an item affected by the rune must make a will save or be dazed for one round. Increase the save DC by +2 if combined with an effect from the Sinn rune.
Second Symbol (3): Sometimes, it is better to simply know one another, rather than to speak out loud. The affected creature gains telepathy with a range of 20 ft. for every four runecarver levels, minimum of 20 ft.
Third Symbol (8): The swirling patterns and geometric designs that are the hallmark of the dwarves can entrance viewers, causing them to stare for hours. The target of the rune can, using a full round action, cause all creatures within 20 ft. to become fascinated. Will negates. If combined with an effect from the Kerta rune, increase the DC by +4.
Fourth Symbol (12): The ancient, the wise, know that to strike at the head of the beast is to cripple it. Any creature struck by an item affected by the rune takes 1d4 intelligence damage for every four runecarver levels.
Fifth Symbol (15): Sometimes, it is better to be a creature of thought, rather than of true life. The affected creature becomes incorporeal, with all of his items gaining the ghost touch property. In addition, he gains the ability to teleport a distance up to his speed as a free action, and treats all spells, effects, abilities, and attacks that strike him as if they were only 50% real, as per Shadow Conjuration.

Risti (Sharp)

First Symbol (1): A blade is never so sharp as upon its first swing straight from the whetstone. On the first attack of every round, ignore all damage reduction. For every four runecarver levels, it affects one additional attack per round. When combined with an effect from the Rauta rune, the affected weapon gains a +4 bonus to confirm criticals.
Second Symbol (4): No craftsmanship is perfect, and there is always that extra edge to be found. Double the critical threat range of any weapon being held. This does not stack with other abilities that affect the critical threat range.
Third Symbol (7): Sharpness need not be only of the tool being held, but also of the mind and body of the one doing the wielding. Any feats that specifies a weapon applies to any weapon the affected creature wields. In addition, the affected creature acts normally during a surprise round, regardless of whether they were surprised. The affected creature gets a +2 bonus to initiative checks for every four runecarver levels, minimum of +2. Double this bonus if combined with an effect from the Rore rune.
Fourth Symbol (10): The greatest axemen amongst the dwarves can understand the outcome of a fight before they have ever crossed blades with a creature. If the affected creature's first attack in an encounter lands, the struck creature must make a fortitude save or be destroyed (this affects creatures immune to critical hits and death effects, such as undead and constructs).
Fifth Symbol (13): To a veteran warrior, every successful attack is a moment of opportunity. Whenever the affected creature successfully strikes an opponent, treat that attack as a confirmed critical hit. If the struck creature is immune to critical hits, its loses its defence against these attacks.

Haamu (Vision)

First Symbol (1): Those are blessed who can see, for otherwise all the world would be blind. Thus it is incumbent upon the runecarver that sight always be possible. He gains darkvision out to 60 ft. When combined with an effect from the Linna rune, the affected creature is immune to blindness, and gains blindsight out to 30 ft.
Second Symbol (3): Understanding vision means that sometimes those who can see should not. Any creature struck by the affected creature must make a fortitude save or go blind.
Third Symbol (6): Stretching from point to point and peak to peak, a web of nodes spread themselves across the world, a map of infinite possibility before the runecarver. The affected creature can see the world from a top-down view, and centres of population glow based upon their size. He also sees all man-made paths between these population centres, including waterways with heavy travel. He may regain this view by concentrating as a standard action, and his personal location is marked upon the vision. He can see ten square miles for every four runecarver levels.
Fourth Symbol (9): To observe the world is to understand what is happening, and why. The affected creature becomes surrounded by a 20 ft. radius zone of truthfulness, in which invisibility, hiding, concealment and lying are impossible. If combined with an effect from the Siga rune, all shapechanging or polymorph effects are cancelled when they enter the area.
Fifth Symbol (13): The ability to see stretches forth in an unending turmoil, a landscape always in focus. The affected creature gains the effects of true seeing, and the ability to use Greater Scrying at will.

Kerta (Time)

First Symbol (1): To a dwarf, the most important measure of life itself is their family, and its honor and place in the world, earned through aeons of hard work and often brutal combat, against enemies both above and below. To that end, a dwarf fights to protect not only himself, but his family legacy. Whenever an ally in the same encounter is below half hitpoints, the affected creature gets a +4 insight bonus to attack rolls against any creature who has wounded an ally for every four runecarver levels, minimum of +4. When combined with an effect from the Sinn rune, any ally within 10 ft. per 4 runecarver levels gains the insight benefit to attack rolls as well.
Second Symbol (4): While a dwarf is usually considered to be a creature of long history and little change, change comes even to the dwarven world. The affected creature gains the ability to haste a single touched creature as a full round action. The haste lasts two rounds per four runecarver levels.
Third Symbol (6): Other creatures speak of the impact of luck upon destiny, whereas the dwarven kind believes in hard work, and in finding the right moment or the right place from which to act. The affected creature gets a +2 bonus on a single roll per hour for every four runecarver levels, minimum of +2. This is increased by +2 if combined with an effect from the Kivi rune. It can choose to apply the bonus to the chosen roll after it knows the result of that roll.
Fourth Symbol (11): Quite at home with the concepts of the long now, a runecarver finds them occasionally to be useful. The affected creature can time stop as a full round action. The duration of the ability is 1 round, plus 1 for every eight runecarver levels.
Fifth Symbol (14): The most skilled of the runecarvers, those who understood time and what it wrought, could simply set aside the concerns of the mortal world for a moment. The affected creature may choose to ignore any attack or effect for two rounds. When the effect finally resolves, the affected creature has a 5% chance for every four runecarver levels of completely negating that effect. When combined with an effect from the Livet rune, increase the chance of the effect being negated by 10%.

Sigu (Shape)

First Symbol (1): A soundness of body flows from the rune out into the dwarf who has graven it up his shield. The affected creature gets a +2 bonus to constitution for every four runecarver levels, minimum of +2. This is increased by +2 if combined with an effect from the Terveys rune.
Second Symbol (4): To secure in one's skin is entirely the purview of the dwarf. The affected creature becomes immune to any transmutation or shapechanging effect, and gains a +1 bonus to attack and a +1d6 damage bonus for every four runecarver levels against creatures who are not in their natural form.
Third Symbol (8): Shaping the world requires persistent effort, but it is by no means something that an appropriately trained tokunnir would consider difficult. The affected creature gains immunity to sneak attacks and critical hits, and the affected creature can, using a full round action, cause the terrain 20 ft. around him to be affected as if by transmute mud to rock or transmute rock to mud at a caster level equal to his runecarver level. When combined with an effect from the Kivi rune, double the radius.
Fourth Symbol (12): Sometimes it is not the world whose shape needs to change, but oneself. The affected creature gains the ability to Alter Self into any animal, humanoid, monstrous humanoid, or vermin as a full-round action. Caster level is equal to runecarver level.
Fifth Symbol (14): Even the hardiest of those who would resist the dwarves have long ago learned that when a dwarf sets his mind to alter the world, one can merely step aside. On each successful attack, the target is struck by Flesh to Stone, with a caster level equal to runecarver level, and using the runecarver's primary ability modifier for save DCs.

Mortuum (Death)

First Symbol (1): There are those known as the unquiet dead, and it is incumbent upon the runecarver to return them to their proper place in the order of things. The affected creature gains a +1 bonus to attack and a +1d6 damage bonus for every four runecarver levels against undead creatures.
Second Symbol (3): When the dead walk the earth, they steal from the living that which they should not. The affected creature becomes immune to ability damage, negative energy effects, and level drain. When combined with an effect from the Lage rune, it grants immunity to death effects.
Third Symbol (7): The spirit realm of the dead contains much that was once holy to the dwarves, and it is still held in a certain reverence today. The affected creature may commune with his ancestors as a full round action.
Fourth Symbol (10): The energy of death has infused itself into the actions of the affected creature, and he has welcomed its presence. Each succesfull melee attack by the affected creature applies one negative level to the struck creature. When combined with an effect from the Pahuus rune, the affected creature gains 10 temporary hit points for each level drained. The hit points last for one minute.
Fifth Symbol (15): Fatalism is well known amongst the dwarves, but among the runecarvers, some have perfected it into an art. The affected creature becomes an avatar of death, shrouded in a grim darkness that extends to its hands. The affected creature may make a touch attack as an attack action (it can be used for iterative attacks). The touched creatures must make a Fortitude save or die. In addition, the affected creature gains all of the immunities of the undead, although he does not change type.

Xosha (Fire)

First Symbol (1): Fire has been a constant companion and tool of the dwarves, responsible for many of their greatest works. The affected creature deals an extra 1d6 fire damage on each hit for every four runecarver levels, minimum of 1d6. This is increased by 1d6 if combined with an effect from the Kaom rune.
Second Symbol (3): The forges of the dwarven world are legendary across the world, for from them comes the magical arms and armour that have kept their caverns safe. The affected character gains the Craft Magical Arms and Armour feat, and is treated as a caster of 3x his level for the purposes of creating items. He also gains a bonus to Craft checks equal to his runecarver level. This does not grant him a way to avoid meeting the specific spell requirements of items he is crafting.
Third Symbol (6): By burning a rune into the ground, the runecarver can create a wall of fire, as per the spell. Caster level is equal to his runecarver level. If combined with an effect from the Sigu rune, the affected creature can choose to shape the wall in any manner that he chooses, provided all parts of are one contiguous whole.
Fourth Symbol (9): The brand of the dwarven kingdoms is the highest stamp of skill that can be placed upon an item. For every four runecarver levels, the runecarver may add a single +1 enhancement special ability to an affected weapon, armour, or shield.
Fifth Symbol (12): The flames of the elemental depths spill forth from their forbidden homes, covering the affected creature, but not burning him. The affected creature gains immunity to fire damage, and any creature that strikes him in melee takes 20 fire damage in return. In addition, he gains the ability to cast a fireball spell as a swift action once per round. Caster level equals runecarver level.

Mita (Weakness)

First Symbol (1): To appear weak is to invite attack, but sometimes that invitation is simply a trap. The affected creature can take up to a -4 penalty to any physical statistic at will. For each hour spent this way, they gain a +4 bonus to the same statistic, lasting for one minute and useable at will. They can store a maximum number of hours equal to their normal (unmodified) Constitution modifier. For every four runecarver levels, the affected creature can increase the penalty and bonus by 4. When combined with an effect from the Terveys rune, double the duration of the bonus.
Second Symbol (3): Where others would seek to cripple a runecarver, a runecarver finds it within himself to cripple them first. On a successful melee attack, the affected creature deals 1 point of strength damage, fortitude negates. When combined with an effect from the Kaom rune, he deals 1 point of strength and dexterity damage.
Third Symbol (8): Weakness can appear amongst those who seemed most able, most wise. But knowing your own weakness beforehand can become a strength. Whenever the affected creature fails a saving throw or is hit by an attack, it gets a +1 bonus on the next roll it makes. This increases by +1 for every four runecarver levels. If the affected creature is hit by multiple attacks before using a roll, he does not gain multiple bonuses.
Fourth Symbol (11): Objects that have stood the test of time have, perhaps, not been tested in the right way. With a standard action, the affected creature can touch a single item, building, or stone structure (including cavern walls and the like). Non-magical items or a 20 ft. cube of the building or stone structure crumble into dust. Magical objects get a fortitude save to resist.
Fifth Symbol (15): Long has the expression existed "In the land of the blind, the one-eyed dwarf is king". And so shall it be. Every 1d4 rounds, the affected creature can release a rippling wave of weakness as a standard action that affects a 60 ft. radius around him. Any creature in the area must make a fortitude save or take 3d6 dexterity damage. Any creature the affected creature strikes in melee becomes exhausted.

Exhu (Hatred)

First Symbol (1): Some of the more radical of the runecarvers have focused their efforts on the destruction of the ancient enemies of their people. Choose a favoured enemy (as per the ranger). The affected creature gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. This bonus increases by +2 every four runecarver levels.
Second Symbol (4): A runecarver must learn not only to kill an enemy, but also to survive their attacks. Choose a favoured enemy (as per the ranger). The affected creature gains damage reduction 2/- against creatures of this type. The bonus increases by 2 every four runecarver levels. If combined with an effect from the Mita rune, the bonus also applies on saving throws against effects created by that creature type.
Third Symbol (7): To kill a hated enemy, a vengeful dwarf must first know where they are. Choose a favoured enemy (as per the ranger). The affected creature can sense the presence of creatures of this type within 30 feet, as well as pinpoint their exact location (distance and direction) relative to him. Normal barriers and obstructions do not block this supernatural ability, allowing the affected creature to sense the presence and location of creatures behind doors or walls, for example. This feat does not allow him to see an invisible or hidden creature (although he can still discern its location). Increase the distance by 30 feet every four runecarver levels. When combined with an effect from the Haamu rune, it allows him to see invisible and hidden creatures.
Fourth Symbol (11): The highest mark of anger is to kill a foe with its own weapon. Choose a favoured enemy (as per the ranger). Whenever the affected creature successfully saves against a spell, spell-like, or supernatural ability from a creature of that type, the effect rebounds and strikes the casting creature. If the effect targets multiple creatures, it affects those other than the runecarver normally.
Fifth Symbol (15): Only when the despised foe of the runecarver is a corpse beneath his boot does relief come at last. Choose a favoured enemy (as per the ranger). Treat the first attack of each round as a death attack (Fortitude save or die) against the chosen creature type. For each of the chosen creature type killed in this way, the affected creature gains a +1 bonus to all rolls for one minute. This bonus stacks with itself.

Ingan (Lore)

First Symbol (1): The songs told by the ancestors live on, inspiring those who hear them for generations more. The affected creature can inspire confidence, as per a bard of your runecarver level, twice per day. He gains two more uses per day for every four runecarver levels. When combined with an effect from the Xosha rune, inspire courage loses the standard morale bonus on attack rolls and damage rolls. Instead, it grants an extra 1d6 points of fire damage for every point of morale bonus that the inspire courage ability would normally add to the attack roll.
Second Symbol (3): The ages of the world have written themselves into the stone of the dwarven home, and it is by studying that stone that a dwarf can begin to understand his history. He gains a +2 bonus per four runecarver levels to all knowledge checks, and gains the benefits of the Knowledge Devotion feat.
Third Symbol (6): The lore of other nations may not be as appealing to a runecarver as their own, but they acknowledge the necessity of understanding those who surround their lands. The affected creature chooses a single kingdom or similar area, and can recall the complete history of the locale, including number and type of inhabitants, geography, and other salient details. Treat as any Knowledge (Local) check concerning that particular area as if it had a +20 bonus on the roll.
Fourth Symbol (11): The gods of the dwarves have gifted the runecarver with the tools needed to understand not only history, but also what is next to come. As an action taking one minute, the affected creature can cast any spell from the Knowledge domain at a caster level equal to runecarver level. He cannot cast a spell until his character level is equal to the cleric level necessary to cast a given spell.
Fifth Symbol (13): No longer is a runecarver happy to simply study the ancients. Now he wishes to write his name across history as greatly as they have. The affected creature automatically learns any special qualities, vulnerabilities, and resistances all creatures within 30 feet per four runecarver levels have. Vulnerabilities include anything that causes more than the normal amount of damage (such as a creature with the cold subtype having vulnerability to fire or a crystalline creature's susceptibility to the shatter spell). Resistances include any effects that reduce or negate damage and immunities to particular attacks. This includes resistances and vulnerabilities granted by spell effects. As a swift action, the affected creature can choose to negate a single resistance of a single target creature for one round. Only the affected creature treats the resistance as if it was not there, his allies treat the targeted creature normally.

Aum (Magic)

First Symbol (1): Dwarves have long had a difficult relationship with the ways of magic, and some have begun to reject them altogether. The affected creature gains spell resistance of 10 + runecarver level. If combined with an effect from the Mortuum rune, increase the spell resistance by +3.
Second Symbol (3): There have been moments in the history of the dwarves where magic was a tool, one they found useful. The affected creature gains the ability to cast a single 1st level arcane spell, selected when the rune is created and drawn from the wizard list, once every 5 rounds. Every four runecarver levels, the affected creature can choose one extra spell known.
Third Symbol (7): Magic is something that is better rejected, rather than relied upon. As an immediate action, the affected creature can make an attack roll when targeted by a spell. His attack roll is opposed by a caster level check from the spell's creator. If his attack roll is higher, the spell is reflected at its creator. If combined with an effect from the Ingan rune, he gains a +4 bonus on his attack roll.
Fourth Symbol (11): Long ago, a refusal of magic was infused within the nature of the dwarves. The affected creature ignores the effect of any arcane spell of 1st, 2nd, or 3rd level. For every four runecarver levels, increase the maximum spell level ignored by 1.
Fifth Symbol (15): The use of the arcane is a tricky business, but there are times when even a dwarf must let the his longstanding prejudice step to the side. The affected creature learns 3 wizard spells of 3rd, 4th, 5th, 6th, and 7th levels, and may cast each spell known once, at a caster level equal to runecarver level. He must pay any material components or other costs of that spell.

Belxa (Prayer)

First Symbol (1): Devotion to the concepts of their gods has long given the dwarves strength and purpose. The affected creature gains the granted power of a single domain, with cleric level equal to runecarver level. Every four runecarver levels, he gains another granted power. When combined with an effect from the Aum rune, he automatically gains the magic domain's granted power.
Second Symbol (5): Clerics are amongst those held in highest regard in dwarven culture, and while in that they are rivals with the runecarvers, both sides appreciate the care of the others. The affected creature gains the ability to cast a single 2nd level divine spell, selected when the rune is created and drawn from the cleric list, once every 5 rounds. Every four runecarver levels, the affected creature can choose one extra spell known.
Third Symbol (9): Runecarvers and priests have long been entwined in the religious and societal world of the dwarves, often complimenting one another. The affected creature increases his divine (or cleric) caster level by +2. It increases by a further +1 for every four runecarver levels. When combined with an effect from the Exhu rune, increase the caster level by a further +2 against the favoured enemy.
Fourth Symbol (11): Shamans and spiritual guidance can help sway the battle, be it for the dwarves or their foes. When the affected creature strikes a divine caster, that caster must make a Will save or lose their connection to their god for one round. This prevents them from casting any divine spells, or using any supernatural class abilities granted by a divine casting class.
Fifth Symbol (15): The ages of the dwarves have been marked by a depth of belief, a solidity of purpose, that the runecarvers have long appreciated. The affected creature learns 3 cleric spells of 3rd, 4th, 5th, 6th, and 7th levels, and may cast each spell known once, at a caster level equal to runecarver level. He must pay any material components or other costs of that spell.

Queta (Deep)

First Symbol (1): The caverns of the dwarves run deep, and in that deepness they have found many things. The affected creature gains darkvision if he does not have it, or doubles its range if he does. He ignores any concealment granted by illumination, darkness, or shadows, including magical concealment granted by Darkness descriptor or Shadow subschool spells. He gains the ability to cast darkness as a full-round action, caster level equals runecarver level.
Second Symbol (5): A dwarf's cave is his home, and one of his most precious possessions. The affected creature gains the ability to cast pocket cave (http://dndtools.pw/spells/champions-of-ruin--27/pocket-cave--270/) at will, with the change that the cave is always the same, allowing the affected creature to leave belongings behind and return to them. Caster level is 1 per four runecarver levels. In addition he gains a +1 bonus to attack rolls, damage rolls, saving throws, and skill checks when defending a building or community (village, town, city, etc.). These benefits increase by +1 per four runecarver levels. When combined with an effect from the Belxa rune, he gains fast healing equal to the benefits granted.
Third Symbol (8): Buried deep beneath the surface of the earth, the vast chasms of the dwarven kingdoms are permanently cloaked from daylight. As a full-round action, the affected creature can cast any spell with the Darkness descriptor at a caster level equal to runecarver level. He cannot cast a spell until his character level is equal to the cleric or wizard level necessary to cast a given spell. Any ability that adds the Darkness descriptor to a spell does not allow the spell to be cast by this ability.
Fourth Symbol (10): The deep lands, beneath even the dwarven kingdoms, call out to the runecarver. The affected creature gains the mineral warrior template (Underdark 97), the Tunnelrunner and Tunnelfighter feats (Underdark 27), and the ability to cast Stone Metamorphosis (Underdark 61) at will (caster level equals runecarver level).
Fifth Symbol (14): Out of the dark places comes ancient creatures of stone, bound by the runecarvers to assist the dwarves. The affected creature gains a tomb tapper (Lost Empires of Faerun 189) as a cohort. Advance the tomb tapper until its CR equals the affected creature's -2.

Ithi (Mechanism)

First Symbol (1): The kingdoms of the dwarves are famous for the magical items they create and use. The affected creature can use any class-restricted magic item as if they had levels in that class equal to runecarver level. If combined with an effect from the Aum rune, the affected creature gains a +3 bonus to Use Magic Device per four runecarver levels.
Second Symbol (3): The runecarver is entirely in touch with the world of magical items, and uses them at will. Once every five rounds, the affected creature can activate a magical item in his possession as a swift action.
Third Symbol (7): Some dwarves are so in touch with the creations of their forefathers that those creations respond to their touch. The affected creature can apply any single metamagic feat with a spell slot cost of 1 per four runecarver levels as a free action as part of casting a spell from a magical item.
Fourth Symbol (11): Possessed of a gentle touch, there is a chance the creations of the ancients do not crumble under his touch. Whenever the affected creature activates an item, there is a 10% chance per four runecarver levels that it does not count as a use per day, charge, or other (this means that if an item would be destroyed and this ability activates, it is not). When combined with an effect from the Ingan rune, increase the chance by 20%.
Fifth Symbol (15): When a runecarver has a need, the gifts of the dwarven ancients respond. The affected creature calls a single magical item, with a cost of 10,000gp per four runecarver levels.

Stratovarius
2015-10-29, 07:55 AM
Finished up the Runecarver base class.

Stratovarius
2015-10-30, 07:58 AM
Unlettered

"Carvings upon the bones of the mountain sustain me, man of petty thoughts."
- Arwyddlun Chreawdwr, dwarf Unlettered

Text


Making an Unlettered
Text

Abilities: Charisma is the ability that the Unlettered uses for his runecarving abilities. Given that many of the Unlettered's abilities result in boosting his physical presence, he is well served to treat those strongly.

Races: Text

Alignment: Text

Starting Gold: As Bard.

Starting Age: As Bard.


Table 1: The Unlettered
Hit Die: d8


Level BAB Ref Fort Will Abilities Runes Active
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1 +0 +2 +0 +2 Willpower 1
2 +1 +3 +0 +3 Conviction Flood +1 1
3 +2 +3 +1 +3 Improved Lithography 1
4 +3 +4 +1 +4 Shrug It Off 2
5 +3 +4 +1 +4 A Little Practice 2
6 +4 +5 +2 +5 Conviction Flood +2 2
7 +5 +5 +2 +5 Change It Up 2
8 +6 +6 +2 +6 Improved Lithography 3
9 +6 +6 +3 +6 3
10 +7 +7 +3 +7 A Lot of Practice 3
11 +8 +7 +3 +7 Conviction Flood +3 3
12 +9 +8 +4 +8 4
13 +9 +8 +4 +8 Improved Lithography 4
14 +10 +9 +4 +9 Quick Change 4
15 +11 +9 +5 +9 Supremely Practiced 4
16 +12 +10 +5 +10 Conviction Flood +4 5
17 +12 +10 +5 +10 5
18 +13 +11 +6 +11 Improved Lithography 5
19 +14 +11 +6 +11 Conviction Flood +5 5
20 +15 +12 +6 +12 I've Got This 6
Class skills (6 + Int modifier per level, x4 at first level): Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Architecture and engineering) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

Class Features
Text

Weapon and Armor Proficiency: Unlettereds are proficient with all simple and martial weapons, light and medium armours, as well as all shields (except tower and exotic).
Runecarving: Unlike a traditional runecarver, an unlettered does not not carve runes in the normal way. Instead, he quickly sketches vague shapes that are meant to represent a concept onto an object. But unlike the precise nature of a carved rune, his shapes do not grasp and hold the magic firmly, conveying exactly what he wants, leaving him somewhat at the mercy of fate. Whenever an unlettered attempts to carve a rune, he chooses the two runes he wishes use to create a carved rune, then rolls a 1d6 twice, taking the results from Table 2: Unlettered Rune Creation. For the two runes he was given as a result from Table 2, he then rolls another 1d6 each to determine the rune effect, rerolling any 6s or rune effects that are too high for his runecarving level. 1 is the First Symbol, 2 is the second Symbol, and so on. The unlettered's method of creating a rune is much faster than normal, and takes only a full-round action, and a craft check that is half the normal DC. However, runes created by an unlettered only last for one hour, instead of one day. An unlettered's runecarving level is equal to his class level, and he uses charisma as his primary ability modifier.
Willpower (Ex): The unlettered might not know exactly how to carve a rune, but they do know how to pour their soul and being into the process. When carving a rune, the unlettered adds 1d4 to his runecarving level, plus an additional 1 for every 5 class levels.
Conviction Flood (Su): By letting his passion and emotion flood outward into his runes, an unlettered can cause them to gain a massive burst of runic strength. As a swift action, for one round all of his rune effects are treated as if his runecarving level was 1 higher. At 6th level, he may increase his runecarving level by 2. At 11th, by 3. At 16th, by 4. And at 19th, by 5. There are, of course, drawbacks to throwing so much of himself into his runes. The chance of suffering a drawback is equal to 5% per runecarving level added. An unlettered who is affected is dazed until the end of his next turn and dismisses a single one of his created runes (chosen randomly). If he becomes immune to dazing, this ability ceases to function.
Improved Lithography (Ex): At 3rd level, the duration of an unlettered's carved runes is increased by 1 hour. At 8th, 13th, and 18th level, the duration increases by another hour.
Shrug It Off (Su): At 4th level, an unlettered gains a bonus equal to her Charisma bonus (if any) on all saving throws.
A Little Practice (Ex): When an unlettered carves a rune, he may choose to add +1 to the results of any or all of his d6 rolls. Any results greater than 6 are treated as 6s.
Change It Up (Ex): An unlettered has learned how to quickly reroll the dice when he needs to change. He may now dismiss carved runes as a move action, and create new carved runes as a standard action. He does not draw any attacks of opportunity as part of his craft check.
A Lot of Practice (Ex): When an unlettered carves a rune, he may choose to add a further +1 to the results of any or all of his d6 rolls. Any results greater than 6 are treated as 6s.
Quick Change (Ex): An unlettered has learned how to quickly reroll the dice when he needs to change. He may now dismiss carved runes as a swift action, and create new carved runes as a move action.
Supremely Practiced (Ex): When an unlettered carves a rune, he may choose to add a further +1 to the results of any or all of his d6 rolls. Any results greater than 6 are treated as 6s.
I've Got This (Ex): An unlettered simply chooses which runes he uses when he carves a rune, like a runecarver. He may now dismiss carved runes as a free action, and create new carved runes as a swift action.


Table 2: Unlettered Rune Creation


Desired Rune (5,6) 4 3 2 1
---------------------------------------------------------------
Lujuus (Strength) Sterkur Terveys Kivi Mita
Sterkur (Toughness) Linna Exhu Livet Terveys
Kolo (Earth) Kivi Rauta Risti Queta
Linna (Fortress) Kolo Lujuus Sterkur Mita
Kunnon (Good) Ertaa Kaom Pahuus Belxa
Pahuus (Evil) Kaom Ertaa Kunnon Queta
Ertaa (Law) Kunnon Pahuus Kaom Aum
Kaom (Chaos) Pahuus Kunnon Ertaa Xosha
Terveys (Health) Livet Sinn Belxa Ertaa
Rauta (Steel) Risti Kolo Lage Ithi
Kivi (Stone) Kolo Linna Lujuus Sterkur
Lage (Create) Sigu Xosha Ithi Belxa
Kiel (Negate) Mita Exhu Mortuum Aum
Rore (Move) Kaom Kerta Xosha Ithi
Livet (Life) Terveys Linna Lujuus Kaom
Sinn (Mind) Tenkt Haamu Kerta Ingan
Tenkt (Thought) Sinn Haamu Sigu Sterkur
Risti (Sharp) Rauta Lujuus Exhu Ithi
Haamu (Vision) Sinn Tenkt Kerta Ingan
Kerta (Time) Mortuum Kolo Lage Kiel
Sigu (Shape) Lage Kiel Ithi Xosha
Mortuum (Death) Kerta Pahuus Queta Kiel
Xosha (Fire) Lage Sigu Risti Rauta
Mita (Weakness) Mortuum Kiel Exhu Rore
Exhu (Hatred) Pahuus Mita Rore Tenkt
Ingan (Lore) Kerta Lage Aum Belxa
Aum (Magic) Belxa Ithi Sinn Rore
Belxa (Prayer) Aum Queta Rore Tenkt
Queta (Deep) Kolo Kivi Mortuum Haamu
Ithi (Mechanism) Xosha Lage Mita Rauta

Example Rune Creation

Arwyddlun is a 5th level Human Unlettered. As he's the party tank, he wants runes that suit that role, and chooses Sterkur and Kolo. He then rolls a 1d6 for Sterkur, getting a 3, and a 1d6 for Kolo, getting a 1. This results in his runes being Exhu instead of Sterkur and Queta instead of Kolo. Arwyddlun follows that up by rolling a 1d6 for Exhu and a 1d6 for Queta to see what Symbol he drew. A 1 for Exhu gets him the First Symbol rune effect, while he has to reroll a 3 for Queta, as the Third Symbol rune effect is too high level for him to use. His reroll is a 2, and so his final carved rune is Exhu's First Symbol combined with Queta's Second Symbol.

The events below are exactly the same as the text above, but laid out more programatically:
Sterkur -> rolls a 3 -> gets Exhu -> rolls a 1 -> First Symbol rune effect.
Kolo -> rolls a 1 -> gets Queta -> rolls a 3 -> Can't use Third Symbol (too high level) -> rerolls a 2 -> Second Symbol rune effect.

Stratovarius
2015-11-01, 05:31 PM
Runechanter

"I see the flow of life, and I intend to use it."
– Mheagli Scoigh, Niwl Runechanter

Text

Becoming a Runechanter
Text

Table 1: The Runechanter
Hit Die: d8


Level BAB Ref Fort Will Abilities Runecarving
–––––––––––––––––––––––––––––––––––––––––––––––––– –––––––––––––––––––––––––––––––––––––––––––––––––– –
1 +0 +0 +2 +2 Warchant +1 Runecarving Level
2 +1 +0 +3 +3 Rally Troops +1 Runecarving Level
3 +2 +1 +3 +3 Implacable Foe +1 Runecarving Level
4 +3 +1 +4 +4 +1 Runecarving Level
5 +3 +1 +4 +4 Combine Warchants +1 Runecarving Level
6 +4 +2 +5 +5 +1 Runecarving Level
7 +5 +2 +5 +5 Battle Standard +1 Runecarving Level
8 +6 +2 +6 +6 +1 Runecarving Level
9 +6 +3 +6 +6 Runeshield ---
10 +7 +3 +7 +7 Warleader of the Dwarves +1 Runecarving Level


Class skills (6 + Int modifier per level): Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Architecture and engineering) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

Requirements:
Feats: Runic Warrior, Joyous Chant
Skills: Decipher Script 6, Knowledge (History) 8, Diplomacy 4
Runes: Runecarving level 5

Class Features
Text

Runecarving: The Runechanter increases his runecarving level as if the character had gained a level in the class used to enter Runechanter at each indicated level.
Warchant: Once per day per Runechanter level, a Runechanter can use his chanting to produce magical effects on those around him (usually including himself, if desired). Starting a Warchant effect is a standard action. Some Warchant abilities require concentration, which means the Runechanter must take a standard action each round to maintain the ability. Even while using Warchant that doesn’t require concentration, a Runechanter cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf Runechanter has a 20% chance to fail when attempting to use Warchant. If he fails, the attempt still counts against his daily limit. For the purposes of prerequisites and abilities, Warchant counts as bardic music.

Inspire Courage (Su): A Runechanter can use warchant to inspire courage in his allies, bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the Runechanter sing. The effect lasts for as long as the ally hears the Runechanter sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 3rd level, and every odd Runechanter levels thereafter, this bonus increases by 1 (+2 at 3rd, +3 at 5th, +4 at 7th, and +5 at 9th). Inspire courage is a mind-affecting ability.
Inspire Recklessness (Su): A Runechanter of 2nd level or higher can use her warchant to inspire an often dangerous, but very effective, ferocity in his allies within 60 feet. The effect lasts for as long as the allies hear the Runechanter sing and for 5 rounds thereafter. Affected allies are inspired to recklessness, gaining the ability to decrease their Armor Class by a number less than or equal to their base attack bonus and add the same number to their melee attack rolls as a morale bonus.
Inspire Heroics (Su): A Runechanter of 4th level can use warchant to inspire tremendous heroism in two willing allies within 60 feet, allowing those creatures to fight bravely even against overwhelming odds. For every two levels the Runechanter attains beyond 4th, he can inspire heroism in one additional creature, to a maximum of 5 at 10th level. To inspire heroism, the Runechanter must warchant and the creatures must hear the warchant for a full round. A creature so inspired gains a +4 morale bonus on attack rolls, weapon damage rolls, and saving throws, and a +4 dodge bonus to Armor Class. The effect lasts as long as the ally hears the Runechanter continue to warchant and for up to 5 rounds thereafter. This is a mind-affecting ability that counts as one daily use of Warchant.
Words of Fury (Su): A Runechanter of 6th level or higher can enrage her allies. This ability functions exactly like the blood frenzy class feature on all willing allies within 60 feet, and it lasts as long as the Runechanter continues her performance. It is a supernatural, mind-affecting ability.
Inspire Legion (Su): An 8th level Runechanter can unite her allies and make them fight better together. To be affected, an ally must be within 60 feet of the Runechanter and must be able to hear the Runechanter. Only allies who meet these requirements at the beginning of the warchant are affected, and an ally whose hearing is interrupted or who moves more than 60 feet away from the Runechanter cannot rejoin the same warchant. The effect lasts as long as the affected characters can hear the Runechanter and stay within range. When the Runechanter begins singing, determine the best base attack bonus among all the affected characters. All affected characters use this base attack bonus or the Runechanter's character level as their base attack bonus for the duration of the effect. All affected characters gain a +2 competence bonus on damage rolls as well.
Inspire Resilience (Su): A Runechanter of 9th level can inspire an unbelievable resilience in his allies within 60 feet. The effect lasts for as long as the allies hear the Runechanter sing and for 5 rounds thereafter. Affected allies are inspired to steadfast determination, gaining a +4 bonus to Constitution, damage reduction 5/adamantine, and a +4 bonus on checks to resist being bull rushed or tripped.

Rally Troops (Ex): Your presence is enough to grant any allies within 60 feet a second saving throw against fear and charm effects that they have already succumbed to. Even if they fail the second saving throw, any fear effects are less severe: panicked characters are only frightened, frightened characters are only shaken, and shaken characters are unaffected.
Implacable Foe (Su): : At 3rd level, a Runechanter can use his runic talents to keep allies fighting even after suffering mortal wounds. Allies within a 60 ft radius ignore the effects of being reduced to 0 or less hp. However, any creature reduced to –20 hp dies immediately. If a creature moves more than 60 feet from the Runechanter, the normal effects of the damage apply immediately.
Combine Warchants (Su): A Runechanter can combine two types of Warchant to provide the benefits of both (normal stacking rules for bonus types apply).
Battle Standard (Su): As one of the leaders of the dwarven people, and some of their fiercest combatants, Runechanters are often called upon to lead their allies into battle. By carving a rune onto a battle standard, they can grant the effects of that rune to all allies who can see the standard. They can only have one battle standard at a time, and must hold it upright for it to remain in effect. If the standard falls, all creatures lose the effects of the rune carved into the standard.
Runeshield (Su): At 9th level, a Runechanter can dismiss a carved rune as a standard action to protect all allies within a radius of 60 feet. Each ally gains the benefit of the runeshield, which absorbs 10 points of damage per class level. Once the runeshield absorbs that much damage, it collapses. The damage can be from any source—weapons, spells, any energy type, and so on. Damage the ally would not take anyway (weapon damage blocked by damage reduction, for example) does not count against the damage absorbed by the shield.
Warleader of the Dwarves (Su): A Runechanter who has reached his apogee of skill has become one of the feared generals of the dwarven armies, able to command and inspire legions. The Runechanter gains something akin to Leadership, except with a few differences. He treats his leadership score as 25, his cohort is the same race as he is and is usually a runecarver, and gains triple the number of followers. He cannot take the Leadership or similar feats.

Stratovarius
2015-11-03, 05:49 AM
Blood-Spiked Fury

"For the WAAAGH!"
– Mheagli Scoigh, Dwarven Blood-Spiked Fury

Text

Becoming a Blood-Spiked Fury
Text

Table 1: The Blood-Spiked Fury
Hit Die: d12


Level BAB Ref Fort Will Abilities Runecarving Martial Fusillades
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1 +1 +0 +2 +0 Soaked in Blood, Armour of Rage --- +1 Fusilier Level
2 +2 +0 +3 +0 Greater Blood Frenzy +1 Runecarving Level +1 Fusilier Level
3 +3 +1 +3 +1 Born of Fury --- +1 Fusilier Level
4 +4 +1 +4 +1 Deathless Frenzy +1 Runecarving Level +1 Fusilier Level
5 +5 +1 +4 +1 Grasp of Spikes --- +1 Fusilier Level
6 +6 +2 +5 +2 Blood Rune +1 Runecarving Level +1 Fusilier Level
7 +7 +2 +5 +2 Soul Spike Gear --- +1 Fusilier Level
8 +8 +2 +6 +2 Supreme Blood Frenzy +1 Runecarving Level +1 Fusilier Level
9 +9 +3 +6 +3 Ripper's Fury --- +1 Fusilier Level
10 +10 +3 +7 +3 Blood-Spiked Fury +1 Runecarving Level +1 Fusilier Level


Class skills (4 + Int modifier per level): Animalism (Wis), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Architecture and engineering) (Int), Listen (Wis), Ride (Dex), Spot (Wis), Survival (Wis), and Swim (Str)

Requirements:
Feats: Dwarven Furor, Blood-Spiked Charger
Runes: Runecarving level 3

Class Features
Text

Runecarving: The Blood-Spiked Fury increases his runecarving level as if the character had gained a level in the class used to enter Blood-Spiked Fury at each indicated level.
Martial Fusillades: The Blood-Spiked Fury increases all martial fusillade features as if the character had gained a level in the appropriate class at each indicated level.
Soaked in Blood (Ex): The Blood-Spiked Fury has learned to improve upon the furious techniques he has adopted. He adds twice the number of carved runes to the damage bonus granted by Spiked Avalanche and can use Spiked Rebuke on any attack that misses him (up to his normal limit of attacks of opportunity). Finally, if he successfully hits with his Spiked Slam, he immediately gains a free attack at his highest base attack bonus against the struck creature. Treat this free attack as a Spiked Avalanche.
Armour of Rage: While in a Blood Frenzy, the Blood-Spiked Fury gains damage reduction X/-, whise X is twice the number of carved runes affecting him plus one half his class level.
Greater Blood Frenzy (Ex): The benefits and penalties from Blood Frenzy increase by 2, to +6 and -6.
Born of Fury (Ex): While under the effects of a Blood Frenzy, the Blood-Spiked Fury adds half the benefit to strength to his runecarving level.
Deathless Frenzy (Ex): At 4th level and higher, a Blood-Spiked Fury can scorn death and unconsciousness while in a frenzy. As long as his frenzy continues, he is not treated as disabled at 0 hit points, nor is he treated as dying at —1 to —9 hit points. Even if reduced to —10 hit points or less, he continues to fight normally until his frenzy ends. At that point, the effects of his wounds apply normally if they have not been healed. This ability does not prevent death from massive damage or from spell effects such as slay living or disintegrate.
Grasp of Spikes (Ex): If the Blood-Spiked Fury succesfully hits with either his spiked shield or spiked armour, he may start a grapple as a free action that does not provoke an attack of opportunity. If he does, he automatically succeeds at the first grapple check, and recieves a +8 bonus on all further grapple checks. Each round he is in the grapple, he gets one free attack each with his spiked armour and his spiked shield. These always hit, and deal extra damage equal to twice his Strength modifier.
Blood Rune (Su): When he enters a Blood Frenzy, the Blood-Spiked Fury creates a carved rune as a free action. This does not count against his normal active runes, and disappears as soon as his Blood Frenzy ends.
Soul Spike Gear (Ex): When the Blood-Spiked Fury carves a rune on his spiked armour or spiked shield, he increases the enhancement bonus of the affected item by his runecarving level divided by 4.
Supreme Blood Frenzy (Ex): The benefits and penalties from Blood Frenzy increase by a further 2, to +8 and -8.
Ripper's Fury (Ex): While under the effects of a Blood Frenzy, the Blood-Spiked Fury adds the benefit to strength to his runecarving level. This supersedes Born of Fury.
Blood-Spiked Fury (Ex): As long as a Blood-Spiked Fury is under the effect of a carved rune, he gains the benefits of his Blood Frenzy ability, and all others that depend on it.

Stratovarius
2015-11-12, 06:43 AM
Ironguard of the Tokunnir

"I am the bulwark of my people. While I stand, they shall never fall."
– Mheagli Scoigh, Dwarven Ironguard of the Tokunnir

Text

Becoming an Ironguard of the Tokunnir
Text

Table 1: The Ironguard of the Tokunnir
Hit Die: d10


Level BAB Ref Fort Will Abilities Runecarving
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1 +1 +0 +2 +2 Ironguard Soldier, Eyes in the Dark ---
2 +2 +0 +3 +3 Defender of the Clan +1 Runecarving Level
3 +3 +1 +3 +3 Stubborn Mind, Stalwart Bastion +1 Runecarving Level
4 +4 +1 +4 +4 Undermountain Tactics, Shield Tactician +1 Runecarving Level
5 +5 +1 +4 +4 Channel the Dark +1 Runecarving Level
6 +6 +2 +5 +5 Deepwarden +1 Runecarving Level
7 +7 +2 +5 +5 Unending Fortress +1 Runecarving Level
8 +8 +2 +6 +6 Come At Me +1 Runecarving Level
9 +9 +3 +6 +6 Ironguard Elite +1 Runecarving Level
10 +10 +3 +7 +7 Undermountain Cohort +1 Runecarving Level


Class skills (4 + Int modifier per level): Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (Architecture and Engineering) (Int), Knowledge (Geography) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Nobility and Royalty) (Int), Listen (Wis), Profession (Wis), Search (Int), Speak Language (Int), Spot (Wis), Spellcraft (Int), Use Magic Device (Cha).

Requirements:
Feats: Steadfast Bulwark, Phalanx Fighting
Runes: Runecarving level 5
Skills: Knowledge (Architecture and Engineering) 8
Special: Must be admitted to the Ironguard
Special: Must be able to create carved runes using the Queta rune

Class Features
Text

Runecarving: The Ironguard of the Tokunnir increases his runecarving level as if the character had gained a level in the class used to enter Ironguard of the Tokunnir at each indicated level.
Ironguard Soldier (Ex): An Ironguard of the Tokunnir gains Ironguard Soldier as a bonus feat.
Eyes in the Dark (Ex): The caverns of the dwarves run deep, and in that deepness the Ironguard must struggle. The Ironguard of the Tokunnir gains darkvision if he does not have it, or doubles its range if he does. He ignores any concealment granted by illumination, darkness, or shadows, including magical concealment granted by Darkness descriptor or Shadow subschool spells. He gains the ability to cast darkness as a full-round action with a caster level equal to his runecarving level.
Defender of the Clan (Ex): The sanctity and health of his clan are of uttermost importance to an Ironguard of the Tokunnir, and he does his utmost to keep it safe. Whenever an ally is struck by a melee attack, the Ironguard of the Tokunnir can spend an immediate action to move up to his speed directly towards that ally. If such movement would generate attacks of opportunity, it does. If he ends the movement in range of the creature that struck his ally, the Ironguard of the Tokunnir may make a melee attack at his highest base attack bonus against that creature.
Stubborn Mind (Ex): An Ironguard of the Tokunnir has been trained to ignore the abilities of the things that crawl in the deep. If an Ironguard of the Tokunnir is affected by a mind-affecting or enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw.
Stalwart Bastion (Ex): When he is in an enclosed area or a shield wall, the Ironguard of the Tokunnir can become a stalwart bastion of defense. In a narrow or a low space, he gains DR 3/— (which stacks with existing DR), as well as a +1 bonus on attack rolls and a +2 bonus on damage rolls. A narrow space is an area no wider than 5 feet, while a low area is shorter than the Ironguard of the Tokunnir, but at least half of his height. He cannot move from the spot he is defending without losing the benefits of this ability. The Ironguard of the Tokunnir ignores the penalty for hampered melee when fighting in a narrow or low space. In a space both narrow and low, the Ironguard of the Tokunnir functions as if only one of those conditions applied. In addition, when fighting in cramped quarters the Ironguard of the Tokunnir does not lose his Dexterity bonus to Armor Class.
Undermountain Tactics (Ex): An Ironguard of the Tokunnir gains Undermountain Tactics (Dungeonscape 46) as a bonus feat.
Shield Tactician (Ex): Many hours in training with his exotic shield and armour has given the Ironguard insight into how to best apply it in combat. When in a shield wall, he can use Fear No Arrow at will, and can use it one additional time per round when not in a shield wall. Any movement taken via the Ironguard's Defender of the Clan and Formation Expert abilities does not count towards abilities that require him to stand still.
Channel the Dark (Su): Buried deep beneath the surface of the earth, the vast chasms of the dwarven kingdoms are permanently cloaked from daylight, an ideal fighting environment for the Ironguard. As a full-round action, the Ironguard of the Tokunnir can cast any spell with the Darkness descriptor with a caster level equal to his runecarving level. He cannot cast a spell until his character level is equal to the cleric or wizard level necessary to cast a given spell. Any ability that adds the Darkness descriptor to a spell does not allow the spell to be cast by this ability.
Deepwarden (Ex): When using his Defender of the Clan ability, the Ironguard of the Tokunnir no longer generates attacks of opportunity. In addition, he can now push his ally 5 ft in any direction up arriving. If he does so, he becomes the target of the attack, not the ally. If it would miss due to his armour class, it does so. In addition he gains a +1 bonus per three class levels to attack rolls, damage rolls, saving throws, and skill checks when defending a building or community (village, town, city, etc.). He gains fast healing equal to the bonus granted.
Unending Fortress (Ex): Whenever the Ironguard is standing next to an ally or an object (a wall, doorway, or similar), he and his adjacent allies are treated as being in a shield wall. He adds half his class level to the bonuses granted by Ironguard Soldier, Phalanx Fighting, Undermountain Tactics, and Steadfast Bulwark.
Come At Me (Ex): Secure in his position, an Ironguard will always wait out his enemy. He can now use his Fear No Arrow ability to deflect spells targeted directly at him, and gains the benefits of Improved Evasion and Improved Mettle on any other spell.
Ironguard Elite (Ex): By now, the Ironguard has grown so accustomed to fighting in the dark places and in a shield wall that his actions are instinctual. When using his Defender of the Clan or Pile On abilities, the Ironguard makes a full attack instead of a single attack.
Undermountain Cohort (Ex): The long years spent in the depths of the world, fighting against the horrors of the deeps, have given the Ironguard some strange allies. He gains a tomb tapper (Lost Empires of Faerun 189) as a cohort. Advance the tomb tapper until its CR equals the Ironguard's character level -2.

Stratovarius
2015-11-17, 09:01 AM
Haphazard

"I see the flow of life, and I intend to use it."
– Mheagli Scoigh, Niwl Haphazard

Text

Becoming a Haphazard
Text

Table 1: The Haphazard
Hit Die: d8


Level BAB Ref Fort Will Abilities Runecarving
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1 +0 +0 +2 +2 Whatever Comes Forth, A Little More Force +1 Runecarving Level
2 +1 +0 +3 +3 Strengthening Conviction +1 Runecarving Level
3 +2 +1 +3 +3 Maybe Not That +1 Runecarving Level
4 +3 +1 +4 +4 Strengthening Conviction +1 Runecarving Level
5 +3 +1 +4 +4 A Lot More Force +1 Runecarving Level


Class skills (6 + Int modifier per level): Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Architecture and engineering) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

Requirements:
Feats: Moment of Conviction
Skills: Bluff 8, Sleight of Hand 4
Runes: Runecarving level 5

Class Features
Text

Runecarving: The Haphazard increases his runecarving level as if the character had gained a level in the class used to enter Haphazard at each indicated level.
Whatever Comes Forth (Ex): A Haphazard is someone who cares not at all about the history, the forms, the great detail, that goes into carving a rune. Instead, they just quickly throw ideas at the wall in the hopes that one or more of them sticks. When carving a rune, the Haphazard rolls a 1d30 twice, taking the results from Table 2: Haphazard Rune Creation. For the two runes he was given as a result from Table 2, he then rolls another 1d6 each to determine the rune effect, rerolling any 6s or rune effects that are too high for his runecarving level. 1 is the First Symbol, 2 is the Second Symbol, and so on. The Haphazard's method of creating a rune is so quick it takes only a standard action, and does not need a craft check. Runes created by a haphazard last only 10 minutes, and dismissing them is a free action. This replaces any previous duration and runecarving method the haphazard class before entering this class.
A Little More Force (Ex): The haphazard can have one more rune active than normal. He can now create two different carved runes at a time as a standard action.
Strengthening Conviction (Su): At 2nd level, the Haphazard increases the benefits from Conviction Flood by +1 and the drawbacks by 5%. At 4th level, this changes to +2 and 10%.
Maybe Not That (Ex): When creating a rune, the haphazard can choose to reroll each 1d30 once, if desired.
A Lot More Force (Ex): The haphazard can have two more runes active than normal. This replaces A Little More Force. He can now create three different carved runes at a time as a standard action.


Table 2: Haphazard Rune Creation


# Rune
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1 Lujuus (Strength)
2 Sterkur (Toughness)
3 Kolo (Earth)
4 Linna (Fortress)
5 Kunnon (Good)
6 Pahuus (Evil)
7 Ertaa (Law)
8 Kaom (Chaos)
9 Terveys (Health)
10 Rauta (Steel)
11 Kivi (Stone)
12 Lage (Create)
13 Kiel (Negate)
14 Rore (Move)
15 Livet (Life)
16 Sinn (Mind)
17 Tenkt (Thought)
18 Risti (Sharp)
19 Haamu (Vision)
20 Kerta (Time)
21 Sigu (Shape)
22 Mortuum (Death)
23 Xosha (Fire)
24 Mita (Weakness)
25 Exhu (Hatred)
26 Ingan (Lore)
27 Aum (Magic)
28 Belxa (Prayer)
29 Queta (Deep)
30 Ithi (Mechanism)

Example Rune Creation

Seleiisa is a 5th level Unlettered/1st level Haphazard. When he decides to carve a rune, he rolls 1d30 and 1d30, getting 14 (Rore) and 26 (Ingan) as his results. Seleiisa follows that up by rolling a 1d6 for Rore and a 1d6 for Ingan to see what Symbol he drew. A 2 for Rore gets him the Second Symbol rune effect, while he has to reroll a 6 for Ingan, as there is no result for 6. His reroll is a 1, and so his final carved rune is Rore's Second Symbol combined with Ingan's First Symbol.

The events below are exactly the same as the text above, but laid out more programatically:
d30 -> rolls a 14 -> gets Rore -> rolls a 2 -> Second Symbol rune effect.
d30 -> rolls a 26 -> gets Ingan -> rolls a 6 -> Can't use -> rerolls a 1 -> First Symbol rune effect.

Stratovarius
2015-11-19, 07:12 AM
Runeborn

"Carvings upon the bones of the mountain sustain me, man of petty thoughts."
- Arwyddlun Chreawdwr, dwarf Runeborn

Text


Making an Runeborn
Text

Abilities: Wisdom is the ability that the Runeborn uses for his runecarving abilities. Given that many of the Runeborn's abilities result in boosting his physical presence, he is well served to treat those strongly.

Races: Text

Alignment: Text

Starting Gold: As Fighter.

Starting Age: As Fighter.


Table 1: The Runeborn
Hit Die: d12


Level BAB Ref Fort Will Abilities Runes Known Runes Active
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1 +1 +0 +2 +0 Inherent Rune, Ancestral Focus, Vigor of History 1 1
2 +2 +0 +3 +0 Warrior of the Deep, Warden 2 1
3 +3 +1 +3 +1 Strength of Spirit, Moment of Opportunity 2 1
4 +4 +1 +4 +1 Alacritous Engraving 3 2
5 +5 +1 +4 +1 Tenacious, Ancestral Sight 3 2
6 +6 +2 +5 +2 Devotion 4 2
7 +7 +2 +5 +2 Blessing of the Ancients 4 2
8 +8 +2 +6 +2 Inherent Expert 5 3
9 +9 +3 +6 +3 Essence Burst 5 3
10 +10 +3 +7 +3 Tenacious, Intrinsic 6 3
11 +11 +3 +7 +3 Touch of the Dead 6 3
12 +12 +4 +8 +4 Visit the Forefathers 7 4
13 +13 +4 +8 +4 Bequeathed Knowledge 7 4
14 +14 +4 +9 +4 Stand Together 8 4
15 +15 +5 +9 +5 Tenacious, Share the Power 8 4
16 +16 +5 +10 +5 Devotion 9 5
17 +17 +5 +10 +5 Heroes of Battle 9 5
18 +18 +6 +11 +6 In This Cavern 10 5
19 +19 +6 +11 +6 Endowment of Spirit 10 5
20 +20 +6 +12 +6 Tenacious, Intrinsic 11 6
Class skills (4 + Int modifier per level, x4 at first level): Craft (Int), Decipher Script (Int), Forgery (Int), Knowledge (Architecture and Engineering) (Int), Knowledge (Geography) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Nobility and Royalty) (Int), Profession (Wis), Search (Int).

Class Features
Text

Weapon and Armor Proficiency: Runeborns are proficient with all simple and martial weapons, light and medium armours, as well as all shields (except tower and exotic).
Runecarving: Runeborn are unlike their rune-using cousins, in that they are born with the talent to use runes, usually through their clan's deep devotion to a single concept, one they have nurtured over decades and centuries. However, they create most runes normally, as per the Runecarver, except for those that involve their inherent rune (see below).
Inherent Rune (Ex): A Runeborn is birthed with the knowledge of a single rune written into their soul. This rune is chosen at character creation and cannot be changed. This rune has special rules that apply to it when runecarving. Carved runes involving the inherent rune take half the time to create and do not require a craft check. Carved runes using an inherent rune effect target the Runeborn as opposed to an item, and he can affect himself with as many carved runes as desired, up to his normal maximum. When carving a rune using his inherent rune, a Runeborn can choose to use a rune effect that is one above those he would normally have access to (if he can use a second symbol normally, he could now choose the third symbol). Treat the level of the rune effect as the highest level effect he can carve. This does not stack with the Tokunnir ability Enhanced Runecarving. In addition, the Runeborn gains the Focused Rune feat in his inherent rune. A Runeborn's inherent rune is in addition to those granted by the table above.
Ancestral Focus (Su): Dwarves are a close-knit race, already deep in the throws of clan legacy and ancestor worship, but for those clans from whom the runeborn come, ancestors play an even greater role than they do in normal dwarven society, for the runeborn are birthed already imbued with the myths and tradition of their clan. Such a strong connection to the past is hard to ignore, especially when it is the source of the gift inside each runeborn. And so the runeborn do not ignore it, but rather embrace it, nurture it, finding within themselves the means by which they can drive forward. At the beginning of combat, a runeborn calls on his ancestors through his connection to them: his inherent rune. For every carved rune using his inherent rune affecting him, the runeborn has one ancestral focus. He gains a +1 bonus to skill checks, attack rolls, damage rolls, and saving throws for each ancestral focus he has. A runeborn can also choose to expend one or more ancestral focii as a free action for various benefits. The duration on all effects is a number of rounds equal to his wisdom modifier.

Vigor of History: Sometimes, it is the health of the runeborn that matters most. He gains fast healing 4 per ancestral focus expended.
Moment of Opportunity: As an opening presents itself, so the runeborn readies himself. By expending an ancestral focus, he gains one more attack of opportunity per round.
Ancestral Sight: The runeborn can see the current hit points of all creatures within 10 ft. per ancestral focus expended, and gains blightsight to the same distance.
Blessing of the Ancients: There are moments when the runeborn has to act quickly to accomplish his task. By expending two ancestral focii, he gains one extra move action.
Essence Burst: To a runeborn, there is nothing so much him as the rune around which he has grown. By expending an ancestral focus, he treats all rune effects from his inherent rune as if his runecarving level was four higher.
Touch of the Dead: While the runeborn is by no means dead, he passes many hours of his days in silent conversation with those who built the halls in which he shelters, and such contact has rubbed off. By expending an ancestral focus, the runeborn ignores all damage reduction.
Bequeathed Knowledge: The gifts of the ancestors come in many and unusual forms, but they are useful, one and all. By expending an ancestral focus, the runeborn gains the effects of one runic or tactical feat. He does not need to meet the prerequisites for the feat.
Share the Power: By the later stages of a runeborn's life, he is a living embodiment of the principles of his clan and his people. By expending three ancestral focii, the runeborn can shapechange into a Dwarven AncestorMMIV.
Heroes of Battle: A runeborn, by bequeathing much of himself to his forefathers, can breach the door so long held shut and allow one of them to once again experience the glory of honourable combat. By expending all his ancestral focii, the runeborn can call one ancestor spirit into being to fight alongside him. Treat this as a use of the fission power, except that the ancestor retains all magical equipment the runeborn has, and the runeborn suffers no ill effects at the end of the duration. The runeborn is staggered for one round. If he becomes immune to this condition, the ability fails.
Endowment of Spirit: The ultimate act of the runeborn is to give of himself completely in the service of his clan. By expending all his ancestral focii, every ally within 20 ft. per focus expended gains the benefits of all runes the runeborn has carved that utilize his inherent rune. The runeborn is dazed for one round, and staggered for the round after that. If he becomes immune to these conditions, the ability fails.

Warrior of the Deep (Ex): A runeborn has an innate connection to the world and the mysticism of the dwarves, even if they themselves are not one. They gain the Warrior of the Deep feat, and can use any item or ability that is restricted to dwarves.
Warden (Su): Born with the desire to protect their people, or at least to to ensure that they are following the right path, the runeborn can extend his abilities to others when necessary. His senses are honed so finely that he is aware of the location and status (as with the status spell) of all allies within 100 feet per class level, even if they are not within sight.
Tenacious (Ex): The connection the runeborn has to its inherent rune deepens as the runeborn's life journey continues. At 5th level, the runeborn treats all rune effects from his inherent rune as if his runecarving level was one higher. At 10th, 15th, and 20th level, this increases by one, to a maximum of four at 20th.
Strength of Spirit (Ex): There is something about the Runeborn that promotes a sense of self unrivalled even by the hardiest of adventurers. Perhaps it is knowing one's purpose from the moment one is born. The Runeborn gains the effects of the Mettle and Slippery Mind class features.
Alacritous Engraving (Ex): A Runeborn becomes attuned to his inherent rune at a young age, and can perform feats with it that he cannot with any other. When carving a rune that uses his inherent rune, the carving time is reduced to one standard action, and the dismissal time is a swift action.
Devotion (Ex): Born with the legacy of thousands behind them, and with a deep-seated knowledge that they are special even amongst their runecarving brethren, the runeborn stubbornly overcomes challenges others quake at. A runeborn no longer automatically fails a save or an attack on a roll of 1. At 16th level, they treat a result of 19 on a d20 as a natural 20.
Intrinsic (Ex): As time passes, it becomes more and more difficult to tell apart the runeborn's own personality from the traits that have been granted to them by their inherent connection to runic magic. At 10th level, a runeborn increases all benefits from his chosen rune by 50%. At 20th level, he increases those benefits by 100%, and reduces the number of rounds he has to wait to use an ability again by 50% (rounded down).
Inherent Expert (Ex): By this point in his training, a runeborn has completely mastered his internal rune, and what it can bring to him. When carving a rune using his inherent rune, a Runeborn can choose to use any rune effect. Treat the level of the rune effect as the highest level effect he can carve.
Visit the Forefathers (Su): Tightly bonded as they are, a runeborn can often ask their progenitors for guidance. One a week, a runeborn can commune with his ancestors.
Stand Together (Su): The runeborn is a leader of his people, whether it is a mantle that he desires or not. All allies within 100 feet per class level, even if they are not within sight, gain the benefits of the runeborn's Warrior of the Deep, Strength of Spirit, and Devotion class abilities.
In This Cavern (Ex): The runic energy that is hidden within the inherent rune of the runeborn has bonded so tightly to the soul of the runeborn that he no longer needs any form of sustenance aside from his connection to his clan and his ancestors. A runeborn does not need to eat, sleep, or drink, and ignores fatigue and exhaustion. As long as he is under the effect of one or more carved runes using his inherent rune, he is not treated as disabled at 0 hit points, nor is he treated as dying at -1 to -9 hit points. Even if reduced to -10 hit points or less, he continues to act normally until he is no longer under the effects of an inherent carved rune. At that point, the effects of his wounds apply normally if they have not been healed. Other effects that would kill the runeborn are treated as reducing it to -10 hit points.

Stratovarius
2015-12-04, 07:02 AM
Curse Carver

"I am the bulwark of my people. While I stand, they shall never fall."
– Mheagli Scoigh, Dwarven Curse Carver

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Becoming an Curse Carver
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Table 1: The Curse Carver
Hit Die: d8


Level BAB Ref Fort Will Abilities Runecarving
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1 +0 +2 +0 +2 Runecurse, Earth Stride, Track ---
2 +1 +3 +0 +3 Spirit Shatter, Swift Tracker +1 Runecarving Level
3 +2 +3 +1 +3 Circle of Anathema, Tenacious Pursuit +1 Runecarving Level
4 +3 +4 +1 +4 Spirit Shatter, Hunter's Dedication +1 Runecarving Level
5 +3 +4 +1 +4 Extended Curse, Trackless Step, Earth Stride +1 Runecarving Level
6 +4 +5 +2 +5 Spirit Shatter +1 Runecarving Level
7 +5 +5 +2 +5 Mark of Opportunity, Regalia of Ease +1 Runecarving Level
8 +6 +6 +2 +6 Spirit Shatter, Track the Trackless +1 Runecarving Level
9 +6 +6 +3 +6 Persistent Curse +1 Runecarving Level
10 +7 +7 +3 +7 Spirit Shatter, Twinned Bane +1 Runecarving Level


Class skills (6 + Int modifier per level): Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Architecture and engineering) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Swim (Str), Survival (Wis), Tumble (Dex), and Use Magic Device (Cha).

Requirements:
Feats: Chosen FoeDotU, Inscribed Skill
Skills: Survival 4, Bluff 4, Sense Motive 8
Runes: Runecarving level 5

Class Features
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Runecarving: The Curse Carver increases his runecarving level as if the character had gained a level in the class used to enter Curse Carver at each indicated level.
Runecurse (Su): The Curse Carver's primary method of dealing with their foes is to carve a curse into them in the form of a rune. He can choose to strike an opponent as a standard action. If he hits, he can apply a single rune effect with a level equal to or lower than his runecarving level, except that all benefits the rune effect grants are treated as penalties (Damage or energy resistance adds that much to damage when struck). The struck creature gets a fortitude save vs 10 + damage dealt to resist the runecurse. If the creature fails, the runecurse lasts for one hour. The curse carver cannot apply more than one runecurse to a single creature at a time.
Earth Stride (Su): A Curse Carver can move through scree and dense rubble at her normal speed. She can also move up steep slopes and stairs at her normal speed. See pages 89—92 of the Dungeon Master's Guide for descriptions of terrain types. Starting at 5th level, a Curse Carver is well acquainted with the dangers of mountainous terrain. She can ignore DC modifiers on Balance, Move Silently, and Tumble checks derived from scree, light rubble, dense rubble, steep slopes, or stairs (see page 89 of the Dungeon Master's Guide). She also does not need to make a DC 10 Balance check when running or charging down a steep slope.
Track (Ex): You gain Track as a bonus feat.
Spirit Shatter (Su): Sometimes the Curse Carver would prefer not to have to fight up close against those it has been sent to end. At each even level, it learns one Spirit Shatter, which takes a standard action to apply and has a range of 20 ft. per class level. The save DC is 10 + 1/2 class level + Charisma modifier. He may only have a single Spirit Shatter active at a time, and the duration of the curse is one hour.

Simple Failure: The affected target must make a Will save or suffer a luck penalty on attack rolls, saving throws, ability checks, and skill checks equal to half your class level.
Stumbling Curse: The affected target must make a Fortitude save or become staggered and flatfooted.
Chains of Despair: Overwhelming panic grips the creature, causing it to cower for the duration of the curse. Will negates.
Stonecurse: A creature struck by this curse simply becomes stone. Target is turned to stone. Fortitude negates.
Magic Retarded: A being suffering under this malefaction is simply unable to use magic effectively. The affected creature takes a penalty to their caster level equal to half your class level. Will negates.
Crippling Anguish: The affected target must make a fortitude save or become inflicted with wracking pain that cuts their movement, base attack bonus, damage and damage reduction by half. Fortitude negates.
Suppress Items: The affected target must watch all of his magical protections be stripped from him. Every magical item on his form is supressed for the duration of the curse. Fortitude negates.
Inward Reflection: Any time the affected creature deals damage to another creature, it immediately is struck by that one half that damage. Fortitude negates.
Cripple: The affected creature immediately suffers 1d4 level drain. Fortitude negates.
Thou Shalt Not: The affected creature has no more will of his own. He must make a DC 30 concentration check to take any action. Will negates.

Swift Tracker (Ex): A Curse Carver can move at his normal speed while following tracks. See the ranger class feature, page 48 of the Player's Handbook.
Circle of Anathema (Su): The curse carver, while considered a necessary evil by the dwarven elders, is never held in the highest of regards. Being anathema to most dwarves is something that he has turned back against his enemies, afflicting them with his very presence. Any enemy within 30 ft. of the curse carver takes a -1 penalty on all saves for each carved rune the curse carver is under the effects of.
Tenacious Pursuit (Ex): A Curse Carver who is tracking increases his own speed by 5 feet per carved rune affecting him. This bonus stacks with all other speed increases.
Hunter's Dedication (Ex): A Curse Carver adds his Constitution bonus (if any) to Will saves made to resist the special attacks, abilities, or spells of any creature he has cursed.
Extended Curse (Su): Your runecurse now lasts for four hours. Treat your runecarving level as 4 higher for the purposes of runecurse.
Trackless Step (Ex): A Curse Carver cannot be tracked in natural, rocky, or underground surroundings. See the druid class feature, page 36 of the Player's Handbook.
Mark of Opportunity (Su): Those whom you have marked with a runecurse attract blows from friend and foe alike. Whenever a runecursed creature takes an action that would draw an attack of opportunity, even from a creature allied to it, that creature takes the attack of opportunity unless it succeeds at a Will save of 10 + your class level + your charisma modifier. Allies of the curse carver get 1 free attack of opportunity per round against the runecursed creature.
Regalia of Ease (Su): The curse carver finds it immensely easier to track those it has marked with a curse, to the point where it now automatically succeeds on survival checks.
Track the Trackless (Su): A Curse Carver can track a creature moving under the influence of pass without trace or a similar effect, though he takes a —20 penalty on his Survival checks when doing so.
Persistent Curse (Su): Your runecurse now lasts for one day. Treat your runecarving level as 8 higher for the purposes of runecurse.
Twinned Bane (Su): When using your runecurse ability, you may now apply two different rune effects with each runecurse.

RatElemental
2015-12-04, 05:01 PM
I have a question about the Runeborn. Is its Inherent Rune ability the only way to affect a creature rather than an item? If not, and I realize this will not come up much, but an 18th level Runeborn could get a rune including their inherent rune made by a 12th level Runecarver and basically become immortal due to the In This Cavern and Permanent Lithograph abilities.


And taking this to the truly ridiculous, what of a 20 Runecarver/20 Runeborn gestalt who chooses their inherent rune for the Soul and Stone ability?


Even without permanent rune shenanigans, what happens if a Runeborn is decapitated by a vorpal weapon? Are they simply reduced to -10 hitpoints but otherwise allowed to continue functioning?

Stratovarius
2015-12-04, 06:27 PM
I have a question about the Runeborn. Is its Inherent Rune ability the only way to affect a creature rather than an item? If not, and I realize this will not come up much, but an 18th level Runeborn could get a rune including their inherent rune made by a 12th level Runecarver and basically become immortal due to the In This Cavern and Permanent Lithograph abilities. And taking this to the truly ridiculous, what of a 20 Runecarver/20 Runeborn gestalt who chooses their inherent rune for the Soul and Stone ability?

Wouldn't count as an inherent rune - it's from a different source than the Runeborn, so it's just a normal rune, not an inherent one, in both cases. The only thing that triggers the inherent rune abilities are inherent runes. Everything else is ignored.


Even without permanent rune shenanigans, what happens if a Runeborn is decapitated by a vorpal weapon? Are they simply reduced to -10 hitpoints but otherwise allowed to continue functioning?

Yup. They'd have a difficult time staying alive when the rune wears off though.

Stratovarius
2015-12-10, 05:23 PM
Alternate Class Features

Runeborn

Twinborn
A very few of the Runeborn are blessed with two runes scored into their soul, rather than one. These runes always have a connection to one another, usually very closely tied together, but such is not entirely surprising in the traditional world of the dwarves.

Runes Known: The Twinborn replaces his Runes Known column with his Runes Active column (in effect, he loses 5 runes known over the course of the class).
Inherent Rune: At first level, the Twinborn selects a second inherent rune. The second inherent rune can be one of two, based on his first inherent rune, as listed on the table below.


Inherent Rune
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Lujuus (Strength) Sterkur Terveys
Sterkur (Toughness) Linna Exhu
Kolo (Earth) Kivi Rauta
Linna (Fortress) Kolo Lujuus
Kunnon (Good) Ertaa Kaom
Pahuus (Evil) Kaom Ertaa
Ertaa (Law) Kunnon Pahuus
Kaom (Chaos) Pahuus Kunnon
Terveys (Health) Livet Sinn
Rauta (Steel) Risti Kolo
Kivi (Stone) Kolo Linna
Lage (Create) Sigu Xosha
Kiel (Negate) Mita Exhu
Rore (Move) Kaom Kerta
Livet (Life) Terveys Linna
Sinn (Mind) Tenkt Haamu
Tenkt (Thought) Sinn Haamu
Risti (Sharp) Rauta Lujuus
Haamu (Vision) Sinn Tenkt
Kerta (Time) Mortuum Kolo
Sigu (Shape) Lage Kiel
Mortuum (Death) Kerta Pahuus
Xosha (Fire) Lage Sigu
Mita (Weakness) Mortuum Kiel
Exhu (Hatred) Pahuus Mita
Ingan (Lore) Kerta Lage
Aum (Magic) Belxa Ithi
Belxa (Prayer) Aum Queta
Queta (Deep) Kolo Kivi
Ithi (Mechanism) Xosha Lage

Runecarver

Runic Berserker
The tradition of the battlerager has a long and storied history in dwarven clans, with a number of military units and families devoting themselves completely to the tradition, passing it down from father to son. It is hardly surprising that some of those who do so would seek to combine another great dwarven tradition, that of runecarving, into their battlerage.

A Runic Berserker loses his normal runecarving ability, Enduring Lithography, and Permanent Lithography.

Hit Dice: Increase to d12.
Base Attack Bonus: Increase to good.
Runecarving: Runic Berserkers do not carve runes like a traditional Runecarver. Rather, they channel them as part of their rage and fury. When they enter a rage, they can carve up to their maximum number of runes active as part of the action of entering a rage, recieving a bonus on the craft check equal to the bonus to strength the rage grants them. When the rage ends, they lose the benefit of their carved runes.
Rage: The Runic Berserker can rage, as per the barbarian ability of the same name, a number of times per day as he can have runes active (so 1 at 1st, 2 at 4th, 3 at 8th, and so on). At 8th level, the benefits granted by rage increase by +2, and a further +2 at 14th and 20th, to a maximum of +10.
Enduring Rage: At 6th level, the duration of a runic berserker's rage changes to 6 rounds + 2 rounds per point of constitution modifier.
Permanent Rage: At 12th level, the duration of a runic berserker's rage changes to 3 minutes + 1 minute per point of constitution modifier.

Stratovarius
2015-12-19, 07:55 AM
Updated the Runecarver to fix a few issues.