Jervis
2021-11-08, 07:36 PM
Rune Knight
https://i.redd.it/mdxm26ckymyz.png
Rune Knights are elite and advanced spellcasters who harness magic and steel in equal measure. Instead of learning magic or preparing spells like most, they learn the art of imbuing magical formulae into weaponry and activating it with their raw magical power. Most commonly practiced by Dwarves and Humans this type of magical martial art combines allows those with lesser understanding of magical theory or practice to cast powerful magic through.
Requirements
Skills: Craft(weaponsmithing) +8, Craft(armorsmithing) +8, Knowledge(arcana) +4, Spellcraft +8
Spellcasting: Able to cast 1st level Arcane spells
Base Attack Bonus: +4
Feats: Combat Casting, Scribe Scroll, Craft Magic Arms and Armor, and your choice of Skill Focus (use magic device), Skill Focus (weaponsmithing), or Skill Focus (armorsmithing)
Special: Must have created a Masterwork weapon without the aid of another person
Class Features
Hit Dice: d8
Skill Points: 4 + Int
Class Skills: Concentration, Craft, Knowledge (all), Profession, Ride, Spellcraft, Use Magic Device
Saves
Spells Per Day
Level
BAB
Fort
Ref
Will
Special
0th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+1
+2
+0
+2
Spellcasting, Runeblade Creation
4
2
-
-
-
-
-
-
-
-
2nd
+2
+3
+0
+3
Magecrafter
5
3
0
-
-
-
-
-
-
-
3rd
+3
+3
+1
+3
Bonus Feat
5
3
1
0
-
-
-
-
-
-
4th
+4
+4
+1
+4
Rune Armor Creation
6
3
2
1
0
-
-
-
-
-
5th
+5
+4
+1
+4
Bonus Feat
6
3
3
2
1
0
-
-
-
-
6th
+6/+1
+5
+2
+5
Etch Rune Scroll
6
3
3
3
2
1
0
-
-
-
7th
+7/+2
+5
+2
+5
Bonus Feat
6
4
3
3
3
2
1
0
-
-
8th
+8/+3
+6
+2
+6
Improved Mage Crafter
6
4
4
3
3
3
2
1
0
-
9th
+9/+4
+6
+3
+6
Bonus Feat
6
5
4
4
4
4
3
2
1
0
10th
+10/+5
+7
+3
+7
Mystic Runeblade
6
5
5
4
4
4
4
3
2
1
Proficiencies:
A Runeknight is proficient with all armor and all shields except tower shields, as well as any runeblade they have created personally.
Spellcasting:
At 1st level a Rune Knight gains the ability to cast a number of Arcane spells. To cast a spell a Rune Knight must have a Charisma or Intelligence at least equal to 10 + the spells level. A Rune Knight's bonus spells are based on their Charisma. A Rune Knight's spell save DCs are based on Intelligence, your spell save DC is equal to 10 + spell level + your Int mod. Your caster level for this class is equal to your ranks in Craft(weaponsmithing) - 3.
A Rune Knight casts spells spontaneously as a sorcerer but does not have spells known. Instead to cast a spell a Rune Knight must hold a runeblade with the spell transcribed onto it. A rune knight counts as knowing any spell inscribed onto a runeblade he is carrying but must be wielding the weapon to cast the spell. A rune knight can perform somatic components with a hand holding a runeblade. A runeknight can also ignore any material components that cost less than 5GP when casting a spell.
Runeblade Creation:
At 1st level a Rune Knight gains the ability to create a runeblade. A runeblade can be created with a ritual that requires 24 hours during which time any weapon of masterwork quality can be converted into a runeblade. Once a runeblade has been created, a Rune Knight can etch any arcane spell into the blade. To etch a spell formula into a runeblade a Rune Knight must have the help of a arcane caster who knows the spell or be able to see the spell in written form, such as a wizard's spellbook or a arcane spell scroll.
A runeblade can hold a maximum number of spell levels determined by it's size, cantrips count as half a spell level. Light weapons can hold 5 spell levels, one handed weapons can hold 10 spell levels, two handed weapons can hold 20 spell levels. Being made of special materials such as Mithril doubles the maximum number of spell levels a weapon can hold. The maximum number of spell levels a weapon can hold also doubles for every size category a weapon is above medium. Etching a spell's formulae into a blade requires 2 hours of work and 50 GP per spell level.
Magecrafter:
At 2nd level any armor a Runeknight crafts has its ASF reduced by 20%
Bonus Feat:
At 3rd level and again at 5th, 7th, and 9th level, a Rune Knight gains a bonus feat. This must be a item crafting feat. spell focus feat, or fighter bonus feat for which you qualify. If you have levels in fighter you may add one half your Rune Knight level to your fighter level for determining what fighter feats you qualify for.
Rune Armor Creation:
At 4th level a Runeknight gains the ability to inscribe a limited number of spells onto armor. A Runeknight can transcribe a number of spell levels equal to their class level onto any armor of masterwork quality they create.
Etch Runescroll:
At 6th level a runeknight can etch a temporary spell onto a runeblade. These temporary inscriptions act as a spell scroll and take up a number of spell levels on a runeblade equal to the spells level. The XP cost for inscribing a scroll this way is halved.
Improved Magecrafter:
At 8th level the armor a Runeknight creates has it's ASF reduced by a further 10%
Mystic Runeblade:
At 10th level any Runeblade a Runeknight creates has a Enhancment bonus to attack and damage rolls equal to half the level of the highest level spell etched onto the blade when wielded by a Runeknight.
https://i.redd.it/mdxm26ckymyz.png
Rune Knights are elite and advanced spellcasters who harness magic and steel in equal measure. Instead of learning magic or preparing spells like most, they learn the art of imbuing magical formulae into weaponry and activating it with their raw magical power. Most commonly practiced by Dwarves and Humans this type of magical martial art combines allows those with lesser understanding of magical theory or practice to cast powerful magic through.
Requirements
Skills: Craft(weaponsmithing) +8, Craft(armorsmithing) +8, Knowledge(arcana) +4, Spellcraft +8
Spellcasting: Able to cast 1st level Arcane spells
Base Attack Bonus: +4
Feats: Combat Casting, Scribe Scroll, Craft Magic Arms and Armor, and your choice of Skill Focus (use magic device), Skill Focus (weaponsmithing), or Skill Focus (armorsmithing)
Special: Must have created a Masterwork weapon without the aid of another person
Class Features
Hit Dice: d8
Skill Points: 4 + Int
Class Skills: Concentration, Craft, Knowledge (all), Profession, Ride, Spellcraft, Use Magic Device
Saves
Spells Per Day
Level
BAB
Fort
Ref
Will
Special
0th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+1
+2
+0
+2
Spellcasting, Runeblade Creation
4
2
-
-
-
-
-
-
-
-
2nd
+2
+3
+0
+3
Magecrafter
5
3
0
-
-
-
-
-
-
-
3rd
+3
+3
+1
+3
Bonus Feat
5
3
1
0
-
-
-
-
-
-
4th
+4
+4
+1
+4
Rune Armor Creation
6
3
2
1
0
-
-
-
-
-
5th
+5
+4
+1
+4
Bonus Feat
6
3
3
2
1
0
-
-
-
-
6th
+6/+1
+5
+2
+5
Etch Rune Scroll
6
3
3
3
2
1
0
-
-
-
7th
+7/+2
+5
+2
+5
Bonus Feat
6
4
3
3
3
2
1
0
-
-
8th
+8/+3
+6
+2
+6
Improved Mage Crafter
6
4
4
3
3
3
2
1
0
-
9th
+9/+4
+6
+3
+6
Bonus Feat
6
5
4
4
4
4
3
2
1
0
10th
+10/+5
+7
+3
+7
Mystic Runeblade
6
5
5
4
4
4
4
3
2
1
Proficiencies:
A Runeknight is proficient with all armor and all shields except tower shields, as well as any runeblade they have created personally.
Spellcasting:
At 1st level a Rune Knight gains the ability to cast a number of Arcane spells. To cast a spell a Rune Knight must have a Charisma or Intelligence at least equal to 10 + the spells level. A Rune Knight's bonus spells are based on their Charisma. A Rune Knight's spell save DCs are based on Intelligence, your spell save DC is equal to 10 + spell level + your Int mod. Your caster level for this class is equal to your ranks in Craft(weaponsmithing) - 3.
A Rune Knight casts spells spontaneously as a sorcerer but does not have spells known. Instead to cast a spell a Rune Knight must hold a runeblade with the spell transcribed onto it. A rune knight counts as knowing any spell inscribed onto a runeblade he is carrying but must be wielding the weapon to cast the spell. A rune knight can perform somatic components with a hand holding a runeblade. A runeknight can also ignore any material components that cost less than 5GP when casting a spell.
Runeblade Creation:
At 1st level a Rune Knight gains the ability to create a runeblade. A runeblade can be created with a ritual that requires 24 hours during which time any weapon of masterwork quality can be converted into a runeblade. Once a runeblade has been created, a Rune Knight can etch any arcane spell into the blade. To etch a spell formula into a runeblade a Rune Knight must have the help of a arcane caster who knows the spell or be able to see the spell in written form, such as a wizard's spellbook or a arcane spell scroll.
A runeblade can hold a maximum number of spell levels determined by it's size, cantrips count as half a spell level. Light weapons can hold 5 spell levels, one handed weapons can hold 10 spell levels, two handed weapons can hold 20 spell levels. Being made of special materials such as Mithril doubles the maximum number of spell levels a weapon can hold. The maximum number of spell levels a weapon can hold also doubles for every size category a weapon is above medium. Etching a spell's formulae into a blade requires 2 hours of work and 50 GP per spell level.
Magecrafter:
At 2nd level any armor a Runeknight crafts has its ASF reduced by 20%
Bonus Feat:
At 3rd level and again at 5th, 7th, and 9th level, a Rune Knight gains a bonus feat. This must be a item crafting feat. spell focus feat, or fighter bonus feat for which you qualify. If you have levels in fighter you may add one half your Rune Knight level to your fighter level for determining what fighter feats you qualify for.
Rune Armor Creation:
At 4th level a Runeknight gains the ability to inscribe a limited number of spells onto armor. A Runeknight can transcribe a number of spell levels equal to their class level onto any armor of masterwork quality they create.
Etch Runescroll:
At 6th level a runeknight can etch a temporary spell onto a runeblade. These temporary inscriptions act as a spell scroll and take up a number of spell levels on a runeblade equal to the spells level. The XP cost for inscribing a scroll this way is halved.
Improved Magecrafter:
At 8th level the armor a Runeknight creates has it's ASF reduced by a further 10%
Mystic Runeblade:
At 10th level any Runeblade a Runeknight creates has a Enhancment bonus to attack and damage rolls equal to half the level of the highest level spell etched onto the blade when wielded by a Runeknight.