Jervis
2021-12-28, 09:19 PM
Rune Warrior
https://i.pinimg.com/originals/4c/a2/a3/4ca2a318d2d63c5b2509f0739378aaa3.jpg
I don't know what this does, but you're about to find out!
The study of the esoteric and mystical often leads one down a path of discovery to that they never expected. Magic and the way of the sword often seem separate and impossible to merge, but learning the mechanics of magic often allows one to skip the finer details to "cheat" as it were. Bringing secrets denied to most to the forefront.
Requirements
Skills: Use Magic Device +7, Spellcraft +7, Martial Lore +7, Craft (Weaponsmithing) +7
BaB: +4
Martial Maneuvers: Ability to use second level maneuvers including at least 1 stance
Feats: Skill Focus (Use Magic Device), Skill Focus (Spellcraft)
Special: Must be able to use at least one spell like or supernatural ability unrelated to martial maneuvers
Hit Dice: 1d8
Skill Points: 4 + Int per level
Class Skills: All skills you previously had as class skills + use magic device and Spellcraft.
Saves
Spells Per Day
Maneuvers Gained
Level
BAB
Fort
Ref
Will
Special
1st
2nd
3rd
4th
5th
Maneuvers Known
Stances Known
1st
+1
+2
+0
+2
Minor Mysticism, Item Understanding
-
-
-
-
-
1
-
2nd
+2
+3
+0
+3
Scribe Rune
2
-
-
-
-
-
1
3rd
+3
+3
+1
+3
Bonus Feat
3
-
-
-
-
1
-
4th
+4
+4
+1
+4
Martial Artifice
4
2
-
-
-
-
1
5th
+5
+4
+1
+4
Bonus Feat
4
3
-
-
-
1
-
6th
+6/+1
+5
+2
+5
Intermediate Mysticism
4
4
2
-
-
-
1
7th
+7/+2
+5
+2
+5
Bonus Feat
4
4
3
-
-
1
-
8th
+8/+3
+6
+2
+6
Martial Metamagic
4
4
4
2
-
-
1
9th
+9/+4
+6
+3
+6
Bonus Feat
4
4
4
3
-
1
-
10th
+10/+5
+7
+3
+7
Major Mysticism
4
4
4
4
2
-
1
[tr]
Maneuvers
At each odd numbered level you gain maneuvers known from any discipline you had access too previously, you must still meet the prerequisites for those maneuvers. Add your full Rune Warrior level to your initiator level to determine your total initiator level and your highest-level maneuvers known.
Stances
At each even numbered level you learn a new stance from any discipline you had access too previously. You must still meet the prerequisites for any stances learned.
Spellcasting
A Rune Warrior casts spells spontaneously similar to a sorcerer but does not have spells known. Instead they must craft runes on items (see below). A Rune Warrior counts as knowing any spell scribed as a rune on a item they are wearing or holding. They use Intelligence to determine their spell save DC, maximum level of spell cartable, and bonus spells per day. Their spells are neither truly Arcane or Divine, rather they are a form of magic constructed from magical reactions and physical energy. Treat your initiator level as for caster level for all Rune Warrior spells you cast.
Minor Mysticism(SP)
At 1st level you gain the ability to use a limited number of spell like abilities. You may use Detect Magic, Light, and Mage Hand at will as a spell like ability.
Item Understanding
You gain a insight bonus to all use magic device and spellcraft checks equal to 1/4th of your initiator level. Additionally you can use your intelligence modifier instead of your charisma modifier when making use magic device checks.
Scribe Rune
At 2nd level you gain the ability to create runes that hold the formulas needed to create spells on the fly. You can scribe the formula to any spell of a level you can cast onto a item of at least masterwork quality. You must be wearing or holding a item with a spell runes scribed onto them to cast a spell contained on them. Spell rune scribed items function similarly to magic items in that they follow the same rules as body slots for items. You cannot, for example, wear two spell rune scribed necklaces to add the spells scribed on both to your spells known. However, spell rune scribed items can be enchanted without difficulty. Items can hold a number of spell runes determined by its size and other factors as detailed below. A spell requires a number of spell runes equal to it's spell level.
Light weapons: 3 spell levels
One handed weapons: 6 levels
Two handed weapons: 12 levels
Light armor: 5 levels
Medium Armor: 7 levels
Heavy & Exotic armor: 12 levels
Rings, Necklaces, and other worn items: 3 levels
Held objects such as staffs and wands: 5 levels
Size larger than medium: +3 per size category over medium
Mythril: +5 spell levels
Magical: +1/3 item caster level spell levels
Cold Iron: -3 spell levels
Scribing a spell rune is a process that takes 50GP worth of materials and 1 day per spell level scribed and requires a spellcraft check (DC 15 + spell level). On a failure you are unable to properly mimic the spell and cannot attempt to scribe the spell again until you have gained at least 1 rank of spell craft.
Bonus Feat
At each odd numbered level after 1st you gain a bonus feat, this must be a item creation feat or a metamagic feat.
Martial Artifice
At 4th level you gain the ability to mimic spells for more than just rune scribing. You can attempt to mimic a spell for crafting any item for which you have the item creation feat. You may attempt a Use Magic Device check (DC 10 + caster level) to emulate a spell for the purposes of crafting a item. Treat your caster level as your Initiator level for the purpose of meeting caster level prerequisites for creating items. You must have an initiator level equal to twice a spell's level -1 to attempt to emulate it. If you fail this check you may not try to emulate that spell again until you gain at least 1 level in use magic device.
Intermediate Mysticism
At 6th level you gain the ability to create more magical effects at will. You can use the following spells as spell like abilities at will. Arcane Sight, Unseen Servant, Find Traps
Martial Metamagic
At 8th level you gain the ability to strike while using metamagic effects on your spells. When modifying a spell with a metamagic feat you may initiate a manuver with a initiation time of a standard action as part of the same full round action.
Major Mysticism
At 10th level you gain the following spells as spell like abilities at will. Greater Arcane Sight, Identify
https://i.pinimg.com/originals/4c/a2/a3/4ca2a318d2d63c5b2509f0739378aaa3.jpg
I don't know what this does, but you're about to find out!
The study of the esoteric and mystical often leads one down a path of discovery to that they never expected. Magic and the way of the sword often seem separate and impossible to merge, but learning the mechanics of magic often allows one to skip the finer details to "cheat" as it were. Bringing secrets denied to most to the forefront.
Requirements
Skills: Use Magic Device +7, Spellcraft +7, Martial Lore +7, Craft (Weaponsmithing) +7
BaB: +4
Martial Maneuvers: Ability to use second level maneuvers including at least 1 stance
Feats: Skill Focus (Use Magic Device), Skill Focus (Spellcraft)
Special: Must be able to use at least one spell like or supernatural ability unrelated to martial maneuvers
Hit Dice: 1d8
Skill Points: 4 + Int per level
Class Skills: All skills you previously had as class skills + use magic device and Spellcraft.
Saves
Spells Per Day
Maneuvers Gained
Level
BAB
Fort
Ref
Will
Special
1st
2nd
3rd
4th
5th
Maneuvers Known
Stances Known
1st
+1
+2
+0
+2
Minor Mysticism, Item Understanding
-
-
-
-
-
1
-
2nd
+2
+3
+0
+3
Scribe Rune
2
-
-
-
-
-
1
3rd
+3
+3
+1
+3
Bonus Feat
3
-
-
-
-
1
-
4th
+4
+4
+1
+4
Martial Artifice
4
2
-
-
-
-
1
5th
+5
+4
+1
+4
Bonus Feat
4
3
-
-
-
1
-
6th
+6/+1
+5
+2
+5
Intermediate Mysticism
4
4
2
-
-
-
1
7th
+7/+2
+5
+2
+5
Bonus Feat
4
4
3
-
-
1
-
8th
+8/+3
+6
+2
+6
Martial Metamagic
4
4
4
2
-
-
1
9th
+9/+4
+6
+3
+6
Bonus Feat
4
4
4
3
-
1
-
10th
+10/+5
+7
+3
+7
Major Mysticism
4
4
4
4
2
-
1
[tr]
Maneuvers
At each odd numbered level you gain maneuvers known from any discipline you had access too previously, you must still meet the prerequisites for those maneuvers. Add your full Rune Warrior level to your initiator level to determine your total initiator level and your highest-level maneuvers known.
Stances
At each even numbered level you learn a new stance from any discipline you had access too previously. You must still meet the prerequisites for any stances learned.
Spellcasting
A Rune Warrior casts spells spontaneously similar to a sorcerer but does not have spells known. Instead they must craft runes on items (see below). A Rune Warrior counts as knowing any spell scribed as a rune on a item they are wearing or holding. They use Intelligence to determine their spell save DC, maximum level of spell cartable, and bonus spells per day. Their spells are neither truly Arcane or Divine, rather they are a form of magic constructed from magical reactions and physical energy. Treat your initiator level as for caster level for all Rune Warrior spells you cast.
Minor Mysticism(SP)
At 1st level you gain the ability to use a limited number of spell like abilities. You may use Detect Magic, Light, and Mage Hand at will as a spell like ability.
Item Understanding
You gain a insight bonus to all use magic device and spellcraft checks equal to 1/4th of your initiator level. Additionally you can use your intelligence modifier instead of your charisma modifier when making use magic device checks.
Scribe Rune
At 2nd level you gain the ability to create runes that hold the formulas needed to create spells on the fly. You can scribe the formula to any spell of a level you can cast onto a item of at least masterwork quality. You must be wearing or holding a item with a spell runes scribed onto them to cast a spell contained on them. Spell rune scribed items function similarly to magic items in that they follow the same rules as body slots for items. You cannot, for example, wear two spell rune scribed necklaces to add the spells scribed on both to your spells known. However, spell rune scribed items can be enchanted without difficulty. Items can hold a number of spell runes determined by its size and other factors as detailed below. A spell requires a number of spell runes equal to it's spell level.
Light weapons: 3 spell levels
One handed weapons: 6 levels
Two handed weapons: 12 levels
Light armor: 5 levels
Medium Armor: 7 levels
Heavy & Exotic armor: 12 levels
Rings, Necklaces, and other worn items: 3 levels
Held objects such as staffs and wands: 5 levels
Size larger than medium: +3 per size category over medium
Mythril: +5 spell levels
Magical: +1/3 item caster level spell levels
Cold Iron: -3 spell levels
Scribing a spell rune is a process that takes 50GP worth of materials and 1 day per spell level scribed and requires a spellcraft check (DC 15 + spell level). On a failure you are unable to properly mimic the spell and cannot attempt to scribe the spell again until you have gained at least 1 rank of spell craft.
Bonus Feat
At each odd numbered level after 1st you gain a bonus feat, this must be a item creation feat or a metamagic feat.
Martial Artifice
At 4th level you gain the ability to mimic spells for more than just rune scribing. You can attempt to mimic a spell for crafting any item for which you have the item creation feat. You may attempt a Use Magic Device check (DC 10 + caster level) to emulate a spell for the purposes of crafting a item. Treat your caster level as your Initiator level for the purpose of meeting caster level prerequisites for creating items. You must have an initiator level equal to twice a spell's level -1 to attempt to emulate it. If you fail this check you may not try to emulate that spell again until you gain at least 1 level in use magic device.
Intermediate Mysticism
At 6th level you gain the ability to create more magical effects at will. You can use the following spells as spell like abilities at will. Arcane Sight, Unseen Servant, Find Traps
Martial Metamagic
At 8th level you gain the ability to strike while using metamagic effects on your spells. When modifying a spell with a metamagic feat you may initiate a manuver with a initiation time of a standard action as part of the same full round action.
Major Mysticism
At 10th level you gain the following spells as spell like abilities at will. Greater Arcane Sight, Identify