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Thread: Runewarden [Base Class] [PEACH]
- Join Date
- Mar 2013
(3.5/PF) Runewarden [Base Class] [PEACH]
Summary: The Runewardens are dedicated warriors, who blend their combat abilities with powerful defensive magic. They needn't posses any innate magical talents - their magic is contained by runic tattoos inscribed on their skin. Walking down the Warden's path requires much sacrifice, straining body with harsh training and scarring it with magic permanently. In exchange, the runic inscriptions allow the Wardens to display umatched fortitude in battle.
Characteristics: The runewarden is a frontline fighter, aiding his defense with magical barriers and battlefield control spells. They are ill-suited to ranged combat, excelling where blades clash.
Alignment: There is no rule regarding Runewarden's alignment, although due to the stalwart nature of the class and the spartan training they must go through, many Runewardens are of lawful nature.
Races: The first runewardens were dwarves and the practitioners of the Runewarden tradition are still mostly found among them. Many humans find the abilities of this class to their tastes, while elves prefer more mobile nature of Duskblades.
Role: Runewardens are bulwarks of defense, aiming to take punishment instead of their teammates. You are the frontline fighter, protecting you allies to the best of your ability.
Starting Wealth: 6d4 Χ 10 gp (average 150 gp.)
Class Skills (4 + Int mod per level, x4 at 1st level)
A Runewarden's class skills (and the key ability for each skill) are: Balance (Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Jump (Str), Knowledge (arcana) (Int), Martial Lore (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), and Tumble (Dex)
1st|+0|+2|+0|+2|Armored Mage, Combat Casting|3|2|||||
2nd|+1|+3|+0|+3|Arcane Bulwark, Bonus Feat|4|3|||||
3rd|+2|+3|+1|+3|Eldritch Resistance, Counter|4|3|||||
4th|+3|+4|+1|+4|Advanced Learning, Warden's Presence|5|4|2||||
5th|+3|+4|+1|+4|Quick Cast 1/day|5|4|3||||
6th|+4|+5|+2|+5|Mettle, Bonus Feat|6|5|3||||
10th|+7/+2|+7|+3|+7|Quick Cast 2/day, Bonus Feat|6|6|5|4|2||
15th|+11/+6/+1|+9|+5|+9|Quick Cast 3/day|6|6|6|6|5|3|
20th|+15/+10/+5|+12|+6|+12|Quick Cast 4/day, Mystic Fortress|6|6|6|6|6|5|5
Weapon and Armor Proficiency: The Runewarden gains proficiency with all simple weapons and all martial melee weapons (including those that can be used as thrown weapons), and with all armors and shields.
Spells: You cast arcane spells, which are drawn from the Runewarden spell list. You can cast any spell you know without preparing it ahead of time.
To learn or cast a spell, you must have an Intelligence score equal to at least 10 + the spell level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difﬁculty Class for a saving throw against your spell is 10 + the spell level + your Int modiﬁer.
You can cast only a certain number of spells of each spell level per day In addition, you receive bonus spells per day if you have a high Intelligence score.
Spells Known: Your selection of spells is extremely limited. You begin play knowing four 0-level spells and two 1st-level spells of the bards choice. At each new Runewarden level, you gain one or more new spells, as indicated on the table below.
Upon reaching 5th level, and at every third Runewarden level after that (8th, 11th, and so on), you can choose to learn a new spell in place of one you already know. In effect, you lose the old spell in exchange for the new one. The new spells level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level spell you can cast. You may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that you gain new spells known for the level.
You need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.
Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcasters gestures, which can cause spells to fail if those spells have a somatic component. Your spells, however, do not have somatic components, which are substituted by magical runes inscribed on your body. This allows you to avoid arcane spell failure from all armors and shields. This ability does not apply to spells gained from a different spellcasting class.
Combat Casting (Ex): At 1st level you gain Combat Casting as a bonus feat.
Bonus Feat (Ex): At 2nd level and every four levels (6th, 10th, 14th and 18th) after, you gain a bonus feat from this list. You still have to fulfill the feat's requirements: Dodge, Armor Specialization, Combat Expertise, Martial study, Martial Stance, Improved Shield Bash, Improved Counterspell, Reactive Counterspell, Shield Specialization, Agile Shield Fighter, Active Shield Defense, Shield Slam, Shield Charge, Extend Spell, Persist Spell, Empower Spell, Invisible Spell
Arcane Bulwark (Su): The magic bound in your runes protects you from harm even when you do not form it into spells. You gain a deflection bonus to your AC equal to 1/4 your Runewarden caster level.
Eldritch Resistance (Su): Beginning at 3rd level you are able to further harden your defenses with magic. You gain a bonus to all your saves equal to your Intelligence modifier.
Counter (Ex): Whenever an enemy attacks you and misses by 5 or more, he provokes an Attack of Opportunity from you.
Warden's Presence (Ex): Your intimidating presence is hard to ignore. Any creature that you threaten takes a penalty on attack rolls against your allies equal to half your Runewarden level (minimum -1). This penalty does not apply to attacks made against you. An enemy incurring this penalty is aware of the effect. You can suppress or resume this effect as a free action.
Advanced Learning (Ex): At 4th, 8th, 12th and 16th level you may add any duskblade or wizard spell to your spells known list. This spell cannot have a level higher than the highest level of spells you can currently cast.
Quick Cast(Su): Beginning at 5th level, you can cast one Runewarden spell each day as a swift action, so long as the casting time of the spell is 1 standard action or less.
You can use this ability twice per day at 10th level, three times per day at 15th level, and four times per day at 20th level.
Mettle (Ex): Beginning at 6th level, if you succeed on a Fortitude or Will save against an attack that would normally produce a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), you instead negate the effect. You do not gain the benefit of mettle when you are unconscious or sleeping.
Armor Mastery (Ex): At 7th level, you learn to compensate for the weight of armor and ignore the standard speed reduction for wearing medium or heavy armor.
While wearing medium or heavy armor you gain stacking DR equal to half its total AC bonus.
Shield Ward (Ex): At 9th level you gain benefits of the Shield Ward feat. You do not have to fulfill the requirements. If you already have it, you may instead choose a feat you fulfill requirements for.
Retaliatory Spells (Ex): Beginning at 11th level, whenever you have an option of making an Attack of Opportunity (including those obtained by your Counter ability), you may use up one of your Quick Cast uses to cast a touch spell in place of the attack.
Arcane Fortification (Su): Beginning at 13th level, your Arcane Bulwark ability becomes extraordinary instead of supernatural.
Furthermore, being a vessel of magic yourself, you may try to overchannel the magical energies through your body to sustain your protective spells even in places that magic normally doesn't function.
For every ongoing spell you cast on yourself, you may attempt a Will save with DC equal to 20+spell level.
On a successful save, you maintain it for a number of rounds equal to your caster level. However, every spell you sustain that way puts a strain on you, dealing one point of damage per spell level per round. This damage cannot be reduced in any way.
Unshackled Movement (Su): Beginning at 17th level you are under a constant Freedom of Movement spell effect, which you may suppress and reassume as a free action.
Armored Evasion (Ex): At 19th level you are able to cover yourself fully with your armor. While wearing medium or heavy armor, If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. You do not gain benefits of this ability while helpless.
Mystic Fortress (Su): At 20th level the runes you use to cast your spells fuse completely into your body, making you a being of magic yourself, hardening your body and spirit. You become immune to precision damage and critical hits, gain Spell Resistance equal to 15+ 1/2 your Caster Level + your Int modifier, Energy Resistance 15 and Damage Reduction 15/Epic. This DR benefits from your Armor Mastery
Runewarden Spell List:
Cantrips: Detect Magic, Disrupt Undead, Mage Hand, Arcane Mark, Light, Resistance, Flare, Read Magic, Touch of Fatigue, Lesser Deflect, Ray of Frost
1st: Mage Armor, Shield, Entropic Shield, Enlarge Person, Shocking Grasp, Chill Touch, Resist Energy, Stand, Bigby's Tripping Hand, Obscuring Mist, Karmic Aura, Protection from Alignment, Featherfall, Ironbeard*, Ray of Enfeeblement,
2nd: Deflect, Swift Ready, See Invisibility, Bigby's Striking Fist, Dispelling Touch, Crown of Protection, Blur, Bear's Endurance, Bladeweave, Electric Vengeance, Magic Vestment, Ablative Barrier*, Twisted Space*
3rd: Halt, Energy Aegis, Protection From Energy, Slow, Dispel Magic, Stoneskin, Fire Shield, Greater Mage Armor, Lesser Globe of Invulnerability, Web, Barkskin, Force Punch, Twilight Knife*, Vengeful Comets*, Displacement
4th: Bigby's Interposing Hand, Sonic Shield, Dimension Door, Duelward, Energy Immunity, Globe of Invulnerability, Mystic Aegis, Displacement, Wind Wall, Hold Monster, Unwilling Shield*, Ward Shield*, Wall of Fire, Wall of Ice
5th: Slashing Dispel, Waves of Fatigue, Bigby's Clenched Fist, Greater Dispel Magic, Mind Blank, Blade Barrier, Antimagic Field, Death Ward, Hold Monster
6th: Telekinesis, Overland Flight, Wall of Force, Sirocco*, Wall of Iron, True Seeing, Transformation, Chain Lightning, Spell Turning, Protection From Spells, Iron Body
Alternate Class Features
Lose: Spellcasting, the Combat Casting feat, Advanced Learning as written, the Retaliatory Spells and Arcane Fortification, the Quick Cast ability.
Maneuver progression (as shown on table below) from the Iron Heart, Diamond Mind, Stone Dragon and Adamant Soul or Iron Tortoise disciplines, add the discipline skills to class skills. You treat the Runewarden class as an Initiator class for all purposes.
Maneuver recovery: Whenever you use your standard action to enter total defense, you may spend a swift action to recover two of your expended maneuvers.
Invocations (Sp): You learn a small number of warlock's Invocations.
At 1st and 5th level you learn one least Invocation.
At 10th level you learn one Lesser or Least Invocation.
At 15th level you learn one Greater, Lesser or Least Invocation.
This replaces spellcasting.
Discipline Focus (Ex) At first level, progressing at 4th, 8th, 12th and 16th level as written in the Swordsage class description. Change Wisdom to Intelligence in all Discipline Focus instances.
This replaces the Advanced Learning feature.
Shielding Arcana (Su): Starting at 1st level, you can add your Intelligence modifier as a bonus to Armor Class. This bonus to AC applies even against touch attacks or when you are flat-footed. However, you lose this bonus when you are immobilized or helpless. This bonus cannot exceed 1/2 your Runewarden level.
This replaces the Combat Casting and the Arcane Fortification features.
Retaliatory Maneuvers(Ex): Beginning at 11th level, whenever you have an option of making an Attack of Opportunity, you may initiate a maneuver with an initiating time of standard action or lower instead.
This replaces the Retaliatory Spells feature.
Runic Resistance(Su): At 5th level you gain Energy Resistance equal to half your Warden level, rounded down, against one of the following energy types: acid, cold, electricity, ﬁre, and sonic.
You choose an additional energy type at 10th, 15th and 20th level.
This replaces the Quick Cast feature.
2013-07-16: Added simple ranged weapon proficiency, changed wording of Shield Ward, a few minor clarifications.
2013-09-06: Major rework of the spellcasting part. Now casts as a bard, changed from a duskblade-like progression. Warden's Presence is now scalling.
Last edited by Xerlith; 2013-09-06 at 12:12 PM.
- Join Date
- Jan 2013
- Teddy Bear Junction
Re: Runewarden [Base Class] [PEACH]
This is definitely going on the "List of homebrew classes I want my players to try." Kudos to you. Hey, If you're not busy, would you mind taking a look at one or the both of these and telling me what you think? http://www.giantitp.com/forums/showthread.php?t=291845 and http://www.giantitp.com/forums/showthread.php?t=291865. Thanks muchly!"Bender knows love, and love doesn't share itself with the world. Love is suspicious, love is needy. Love is fearful, love is greedy. My friends, there is no great love without great jealousy!"- Bender Bending Rodriguez
- Join Date
- Mar 2013
Re: Runewarden [Base Class] [PEACH]
Thanks for throughout evaluation.
Regarding the issues:
Shield Ward - I kind of... Forgot I gave it as a bonus feat to be taken earlier. I'm changing it now and adding a disclaimer about being able to take any other feat you qualify for instead.
Skills, maybe they'll come back as 4+int.
Proficiencies... Okay, my bad, I gave the guy no way of distance fighting...
If I change Armor Mastery to do so... Well, it won't be too bad I think.
As for Arcane Fortification, I added the disclaimer but maybe it's really too much...
Here and here are, by the way, a little nerfed Abjurant Champion versions.
Isn't it overall too strong?
The ACF I plan to add is something along the line of Temple Guard, using divine spellcasting (Paladin + 0th and 5th level casting, I suppose), but it seems that it'd be more or less a class by itself... Or maybe not.
Initially the Martial Warden ACF also included essence shape invocations to be added to maneuvers (to keep with the rune-magic theme), but it was a bit too much.
Also - Soulknife! I'll definitely take a look at it soon. The Provocateur I am not sure if I should, since I've just finished digging through various fighter reworks for my players and I don't want to be biased.
EDIT: I changed Arcane Fortification into something more interesting.
EDIT2: I could change the DR at 20th to 15/Epic, but it stacks with Armor Mastery. DR 20+ ensues. Oh well, it's 20th level anyway. Changed.
Last edited by Xerlith; 2013-09-05 at 06:13 PM.
- Join Date
- Mar 2013
Re: Runewarden [Base Class] [PEACH]
Buffed the class significantly after a playtesting run. Also, PEACH again.