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View Full Version : [Pathfinder] Wizard Archetype: The Runeseer [Complete]



BananaPhone
2016-02-01, 08:59 AM
WiP. This is for Pathfinder.


The Runeseer

http://i1248.photobucket.com/albums/hh483/tempestII/714e8098-1457-44d2-a82b-6b6c07d99c9e.jpg



Coalescing the winds of the aethyr, the Runeseer forges symbols whose dimensions channel the quintessence of magic into the manifestation of their will. Inscribed with arcane essence, these runes become containers of eldritch power ready to be expended at a moments notice for either present need or glimpses into the future.


The Runeseer wizard has the following class features.

Runes

At 1st level, a Runeseer condenses raw magical power into a hardened, geometric pattern no bigger than the palm of their hand that they can carry on their person. These Runes operate in a similar way to Scrolls, save that they have no material cost to prepare and may only be used by the Runeseer who created them (and their familiar, if they have any). Additionally, activating the Rune does not require deciphering the writing, nor speaking any words.

The Runeseer can prepare as many spell levels worth of Runes as 2 multiplied by their class level. Creating a Rune requires one full round action per spell level. Finally, a Runeseer may only create a number of runes per day equal to their Intelligence modifier.

Each Rune is unique to the spell that made it and can be identified by a Spellcraft check with a DC equal to 10 + the level of the spell.

This ability replaces arcane school and Scribe Scroll.



The Craft

At 5th, 10th, 15th, and 20th level, a Runeseer gains a bonus feat. This bonus feat must be an item creation feat.

This replaces the wizards usual selection of bonus feats.



Augury (Ex)

At 10th level, a Runeseer may sacrifice runes in order to gain prophetic insight. By sacrificing Runes, the Runeseer may gain an insight bonus equal to +1 per 2 spell levels worth of Runes sacrificed (to a maximum of their class level) for one round to any one Knowledge roll. Alternatively, a Runeseer may sacrifice a single Rune and gain its spell levels as an insight bonus to their next initiative roll.

The Runeseer may use Augury once per day at level 10, twice at level 15 and three times at level 20.

TheYell
2016-02-01, 07:46 PM
Whats he do with runes between levels one and ten?

Instead of having 1 ability that does two things and boosts at three levels you might want 2 abilities that do 1 thing and leapfrog each other over six levels. So like have Augury for skills and Combat Augury for initiative.

suppose i see you making a rune and on the third round i calculate it is not a goodness. can i stop you?

solid idea that should be worked on!

BananaPhone
2016-02-01, 08:25 PM
Hey TheYell! Thanks for your input.



Whats he do with runes between levels one and ten?

Well, Runes basically operate in the same way as scrolls except where noted in the description, so they can be used as a one-off to cast the spell that was used to make them.


Instead of having 1 ability that does two things and boosts at three levels you might want 2 abilities that do 1 thing and leapfrog each other over six levels. So like have Augury for skills and Combat Augury for initiative.


Hmmm.

Because it's an archetype I'm trying to keep it simple and the abilities small in number (quality over quantity kind of thing).

But, with what you're suggesting, one ability could be made into 2. One could grant a one-off bonuses to any Knowledge check. The other could grant a bonus to initiative equal to the level of the spell in the rune that was sacrificed, in addition to granting the Runeseer Uncanny Dodge for that many hours also.



suppose i see you making a rune and on the third round i calculate it is not a goodness. can i stop you?

Well it functions like a scroll, so I suppose you could dispel it like one. A Mages Disjunction would probably end it too. Though if a Runeseer is in the position that they're effectively making a scroll in combat and taking multiple full-round actions to do it, I think they've already initiated Operation: Desperation :smallbiggrin: lol.


solid idea that should be worked on!

Thank you :smallsmile:.

Eru_07
2016-02-01, 08:26 PM
Which edition is this for?

BananaPhone
2016-02-01, 08:49 PM
Pathfinder.

There's a [PF] in the title. I'll put something in the main post.

Kamai
2016-02-01, 11:48 PM
Being able to have access to 4+ extra spells at your highest spell level given a single day of downtime seems almost insane. I understand that these spells would have minimum DC, but there's absolutely no reason they'd also have minimum caster level. This does give up 1 spell slot at every level, but I'd trivially take that much firepower in return.

TheYell
2016-02-02, 05:44 AM
Keeping it simple is a valid reason not to split them Bananaphone. Also there is a certain flavor to having a rare ability boost. My own preference is more frequent abilities to keep the player focused on building his character around his constantly developing ability.

There is something to what Kamai is saying. Given enough downtime a runeseer goes in with a bandolier of his top spells. this could be stopped with a hard rule but again just for preference i say make him buy it in some way. maybe he takes burn damage from stored runes or a penalty to will or fortitude from the combined spell level of stored runes. they could evaporate after a week. maybe it costs a point of xp to make a rune or a runeseer is just flat footed while he casts a rune. obviously some of these are harsher than others. thoughts on balance? how do we avoid coming up against an evil runeseer with a dozen runes of power word kill?

BananaPhone
2016-02-03, 03:42 AM
Hmmm.

What about class level x 2 for max number of spell levels worth of runes?

All the extra spell slots granted by a specialist equals about 45 spell levels (9+8+7+6+5+4+3+2+1 = 45). That's about 2.25 per level.

This gives you slightly less (a total of 40 spell levels worth), but more flexibility in how you use them. Plus you miss out on the arcane school powers (some of which are pretty good, like Conjuration), and you're more restricted in how you spend your bonus feats (a total of 4 over the whole class, which can make a big difference for non-humans/feat-starved builds).

inuyasha
2016-02-03, 09:18 AM
Now, your description says that they don't require any material cost to make their runes, what about activating them? Because someone loaded up with 4 castings of wish for free could be a bit terrifying.

TheYell
2016-02-03, 10:41 AM
Your limit sounds reasonable to me Bananaphone.

And four charges of any top spell is impressive but I dont think its a gamebreaker. He's right in that they dedicate a lot of feats to the class. If they come loaded for bear Id say they earned it.

BananaPhone
2016-02-03, 09:20 PM
Hmm. I've never been a fan of material components in spells, unless it was something cinematic or a mcguffin for a plot.

If it really is a case of having to be in there (for example, in the case of Wish), then a Rune could provide in itself something like 500gp per caster level. They're supposed to be packets of power that come pre-loaded with a spell ready to be used. As Wish needs 25,000 a Runecaster can't go about spamming Wishes, but most other spells are covered.

Eru_07
2016-02-09, 11:03 PM
Thanks, I thought it might be, but better to ask than assume.

BananaPhone
2016-02-12, 08:20 PM
Welp! With all the feedback met (I think so anyway), I'm going to go ahead and mark this "complete".