D&D 3rd Edition House RulesPost your house rules, custom classes, spells, feats and other stuff here. For D&D 3rd Edition and all older editions of D&D.
Runic knights are the soldiers of Rydonia. Called runic knights because they combine swordplay and are infused with magic, they make excellent opponents. While some do not use the service of the runic knights, there is speak of a continent where runic knights are the sole armed forces. They are deadly with their weapons and their spells.
All runic knights put duty and country above all else. They are loyal and steadfast and wont hesitate to protect that which is close to them. Runic knights may be of any alignment. Good runic knights obey their leaders but won't do anything that constitutes being evil. War and killing for ones country isn't evil, if, they are at fault. Lawful runic knights follow the laws of their leaders and employers. The law of duty and country come above all else. Evil runic knights twist the laws to their own degree and most often then not, team up with corrupt political figures.
A runic knight can not focus on becoming anything other than a runic knight. If a runic knight strays from his training, he loses all runic abilities, except spell casting, if, he has developed that talent yet.
Game Rule Information
Prerequisites
- Weapon Specialization (any, perferably a sword)
- BAB +5
- Power Attack
- Expertise
Alignment: Any Hit Die: d8 Skill Pts per level: 4 + Int Mod
Class Skills: The runic knight's class skills (and the key ability for each skill) are Balance (Dex), Climb(Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Profession (Wis) and Spellcraft (Int).
Weapon and Armor Proficiency: A runic knight is proficient with all simple and martial weapons. runic knights are proficient with light and medium armor and also proficient with shields.
TABLE: The Runic Knight
Class Base Fort Ref Will
Level Attack Save Save Save Special
1st +1 +2 +0 +2 Runic Blade, Infused, Feat
2nd +2 +3 +0 +3
3rd +3 +3 +1 +3 Feat
4th +4 +4 +1 +4
5th +5 +4 +1 +4
6th +6/+1 +5 +2 +5 Feat
7th +7/+2 +5 +2 +5
8th +8/+3 +6 +2 +6
9th +9/+4 +6 +3 +6 Feat
10th +10/+5 +7 +3 +7
Runic Blade: The sword acts as a magnet, drawing spells or spell-like abilities into itself. The magic absorbed must be a single-target spell or a ray directed either at the character possessing the sword or his gear. The rod then nullifies the spells effect and stores its potential until the wielder releases this energy in the form of spells of her own. He can instantly detect a spells level as the sword absorbs that spells energy. A runic knight can ready an action to absorb the spell.
A running total of absorbed (and used) spell levels should be kept. For example, a sword that absorbs a 6th-level spell and a 3rd-level spell has a total of nine absorbed spell levels. The wielder of the sword can use captured spell energy to cast any spell of the appropriate level or levels that they know.
The runic blade absorbs a maximum of five spell levels at 1st level (and adds 5 more spell levels at 3rd level, 6th level and so on until it reaches a maximum of 20 spell levels) and can thereafter only discharge any remaining potential it might have. The sword cannot be recharged. The wielder knows the swords remaining absorbing potential and current amount of stored energy.
If the sword absorbs more then its maximum spell level, the sword shatters and the runic knight will have to undergo a quest to get another blade made runic. If the runic knight is ever without his runic blade, he can not use this ability.
Feat: At 1st level, the runic knight gets a bonus feat in addition to the feat that any 1st-level character gets and the bonus feat granted to humans. The runic knight gains an additional bonus feat at 3rd level and every three levels thereafter (6th, 9th, etc.). These bonus feats must be drawn from the following list: Ambidexterity, Blind-Fight, Combat Reflexes, Dodge (Mobility, Spring Attack), Improved Disarm, Improved Trip, Whirlwind Attack, Improved Critical*, Improved Initiative, Cleave, Improved Bull Rush, Sunder, Great Cleave, Quick Draw, Weapon Finesse, Weapon Focus.
Some of the bonus feats available to a runic knight cannot be acquired until the runic knight has gained one or more prerequisite feats; these feats are listed parenthetically after the prerequisite feat. A runic knight must still meet all prerequisites for a feat, including ability score and base attack bonus minimums.
Infused: Beginning at 1st level, a runic knight gains the ability to cast arcane spells. To cast a spell, the runic knight must have a Charisma score of at least 10 + the spell's level. runic bonus spells per day are based on Charisma, and saving throws against these spells have a Difficulty Class of 10 + spell level + Charisma modifier. The runic knight still suffers from an arcane casting penlaty but at -5%. They cast spells from the sorcerrer spell list.
My major gripe about this class is the Runic Blade ability. I know it functions as a Rod of Absorption (more or less), but I think this ability is far too powerful for a character class to have as a staple ability.
Quote:
Runic Blade: The sword acts as a magnet, drawing spells or spell-like abilities into itself. The magic absorbed must be a single-target spell or a ray directed either at the character possessing the sword or his gear. The rod then nullifies the spells effect and stores its potential until the wielder releases this energy in the form of spells of her own. He can instantly detect a spells level as the sword absorbs that spells energy. Absorption requires no action on the part of the user if the sword is in his hand at the time.
A running total of absorbed (and used) spell levels should be kept. For example, a sword that absorbs a 6th-level spell and a 3rd-level spell has a total of nine absorbed spell levels. The wielder of the sword can use captured spell energy to cast any spell of the appropriate level or levels that they know.
The runic blade absorbs a maximum of five spell levels at 1st level (and adds 5 more spell levels at 3rd level, 6th level and so on until it reaches a maximum of 50 spell levels) and can thereafter only discharge any remaining potential it might have. The sword cannot be recharged. The wielder knows the swords remaining absorbing potential and current amount of stored energy.
If the sword absorbs more then its maximum spell level, the sword shatters and the magi-tek knight will have to undergo a quest to get another blade made runic. If the magi-tek knight is ever without his runic blade, he can not use this ability.
It functions, as read, at will, and draws spells and spell-like abilities without conscious acts by the wielder. I think, to balance this, the wielder needs to at least ready an action to absorb, like a the rod of absorption.
Overall, I think the class is a little unbalanced, IMO -- while it has to wait until 8th level for spells, its progression might be a little high, though, compared to other delayed-starting casters. It has two good saves, fairly good SP, and bonus feats ---> kind of like a ranger and cleric. Also, looking at other classes I've seen of yours, it might not be unbalanced in your world, though.
__________________ Mordane Corp:
We don't make the monkeys kill people.
We give the monkeys guns so they can kill people better.
ok it is revised. And i used the Class Construction Kit and it all adds up. Also, it starts out with 5 spell levels. It was supposed to take action to activate. Meaning, you can move and activate it for the next round.
__________________ Angel's Live Journal
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Just a flavor issue, and a personal feeling, but IMO Weapon Specialization is the province of the fighter. If your world doesn't have straight "fighters," then I suppose this is okay. But in every situation I've ever had with this specific feat, if the players want it that bad, four levels of fighter isn't going to hurt them that much...
__________________ Mordane Corp:
We don't make the monkeys kill people.
We give the monkeys guns so they can kill people better.
I'd move back weapon specilization to 6th level (since it basicly requires a +4 BAB), as with the Psy-Warrior. Also, I think perhaps cleaning up the absorbition text a bit to read:
A runic knight can ready an action to absorb...
Rather than the somwhat vague description you have here, clearly a ready action is what you have in mind (like a counterspell).
__________________ "I took a risk... and I ended up in the bag of holding" -the player of Ian Whitefire (deceased)
Looks like a good conversion Angelsboi, I loved FF III (although I don't know of any other of the FF games with Runic Knights) I don't have much to change but a few opinions.
I would consider changing Runic Blade, allowing the Runic Knight's blade to recharge the number of spells it can absorb by perhaps 1/day at 1st (and maybe 2/day at 5th, 3/day at 10th, 4/day at 15th, 5/day at 20th). Depending on the campaign a Runic Knight could use this ability alot, and I think it would suck if he was unable to use one of his main abilities. I don't think its that unbalancing of a power anyways with what he's giving up.
You may want to note that their spells/day are off of the wizard/sorcerer list (I think they are, at least) since some classes use an alternate one (sorry if you noted it and I missed it). Perhaps ban the use of some schools of spells (i.e. Necromancy, Illusion)? Some of them don't seem to fit the flavor of the class.
Lastly I know Celes Chere used a Sword but, perhaps consider opening up Runic Blade to other types of weapons (with swords being the most common type)? Perhaps make it like Paladins whom are mostly known for using swords, but they use other weapons too. Just a thought.
Hope this helps
__________________ From 'The Third IR':
Creamsteak - What do you think of Sollir?
Darkness - My guess is that he's an opportunistic munchkin If that's good or bad is an entirely different question, of course...
From 'A Game of Opposites':
Janos - The above challenge is open to everyone except Sollir, because I know he could kill a 20th level Wizard with a 1st level commoner ... somehow.
Runic Death Knight? I hadn't thought about that! *runs away, scared*
One last suggestion, perhaps give them cantrips at 6th and/or 7th level, like bards who don't learn 1st level spells til 2nd level. If you like, you might even want to switch them over to bardic spell progression, it might boost their power a bit at low levels, but I think you'll still have something balanced if you limit their spell list or bit or spread out feats a bit more.
Yeah, I would have to say FF III was my favorite Final Fantasy it was pretty awesome, having alot of character development and plots centered around them. A shame though that you couldn't use magitek armor after the first few scenes
__________________ From 'The Third IR':
Creamsteak - What do you think of Sollir?
Darkness - My guess is that he's an opportunistic munchkin If that's good or bad is an entirely different question, of course...
From 'A Game of Opposites':
Janos - The above challenge is open to everyone except Sollir, because I know he could kill a 20th level Wizard with a 1st level commoner ... somehow.
Might I make a note that Psychic Warriors also get weapon specialization, as well as those in the Templar prestige class (defenders of the faith), so officially, Fighters are simply just the first to get Weapon Specailization (although its easier for them a bit).
__________________ From 'The Third IR':
Creamsteak - What do you think of Sollir?
Darkness - My guess is that he's an opportunistic munchkin If that's good or bad is an entirely different question, of course...
From 'A Game of Opposites':
Janos - The above challenge is open to everyone except Sollir, because I know he could kill a 20th level Wizard with a 1st level commoner ... somehow.
I'd push back the Runic Blade ability a good ways, and consider giving them weaker versions of it's effect at earlier stages in the class. Right now, it looks really front loaded with an ability I'd see a ten level PrC getting for it's final power. About the only thing that would keep anyone in their right mind from taking two levels of this class off the bat (10 levels of spell absorption is huge for a level 2 character!) is that it totally disallows multiclassing.
Just from my recollections of FF, I'd make this a PrC. Celes was pretty unique in her status as Runic Knight... and she was a General as well if I'm correct. Even if the numbers don't show her as a high level character off the bat, the whole backstory is that she's risen to that level of power through her career... it's not like you join the army, get genetically engineered day two, and are given a runic sword. She was the creme de le creme of the army.
Smells PrCrific to me.
I see your point. maybe i should revise this as a PrC ... Hrm ...
I will do that in the morrow ...
((And FYI, Celes was a Fighter 4/Bard 2/Runic Knight 1))
Not to be a pain the behind, but how exactly do you justify giving Celes levels in Bard? Because of the opera scene? Why couldn't she be a Fighter/Rune Knight (which IMO should be a PrC) with ranks in Perform? I think that represents her character a lot better than adding in Bard levels.
On another note, what's amusing is that Celes' Runic ability is actually pretty crappy in the game, at least I found it so... it's only good in a couple of battles. Why not just have the Rune Knight able to absorb a number of spell levels equal to the class level? After that it needs to be discharged, or converted, or what have you.