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Thursday, 24th September, 2015, 02:33 AM #1Registered User
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Originally posted by RayjeEliwan:
That Rune Aimer: A Runepriest's Handbook

This guide may be considered to be a work in progress. Constructive criticism is appreciated. Items on the to-do list include, but are not limited to, polishing the feat section, double-checking all the source listings, mucking around with the formatting, coming up with cleverer names for the sections, writing a hybrid section, and possibly constructing sample builds, though builds would be a low priority. Your patience and support are appreciated.
Why Be a Runepriest?
The Runepriest is one of the least well-supported classes in 4e, with only its initial book and a single Dragon article of note giving it anything to work with. Despite that, it's strong enough on its own merits to actually be worth something . . . but what?
You're the master of numerical bonuses.
You wanna throw around huge bonuses to your allies? The Runepriest is your man, your woman, or your genderless construct. Rune of Mending means that your party should have a power bonus to damage running for most of every single combat with basically no effort from you. Your rune states have you give out bonuses just for standing around. Even from the very lowest levels, you can easily be tossing an ally a +4 to hit or a +5 to all defenses on an encounter basis, and it only gets better from there. It can be a bit of a challenge to keep track of all the fiddly bonuses you're throwing around, but it's worth it—and if you think the way I do, it can be a lot of fun.
You're a tough son of a gun.
All Runepriests give enemies reasons to leave them alone, despite the leader usually being a prime focus-fire target. First, with scale armor and a light shield out of the box, you're reasonably sturdy. Second, your Runic Artistry gives enemies a disincentive to attack you: Defiant Word punishes them for missing you, Wrathful Hammer punishes them for hitting you, and Serene Blade simply makes them not hurt nearly as much. You're on the front lines, but it'll be hard to take you out of the running.
You're flexible.
All Runepriest at-will and encounter attacks are actually two powers in one. With each attack, you get to choose whether to apply the rune state of destruction or the rune state of protection. Not only will this change your rune state (and thus the passive bonuses you're giving your allies with your mere presence), but it'll also change what the power itself does, often pretty drastically. While most powers are going to be more useful for one rune state or the other, plenty of powers are still great for both options, giving you some turn-by-turn flexibility that most 4e classes can't match.
Rating system: The color-coding system here should be familiar to pretty much everyone reading this (kudos to LDB for pioneering such a spiffy guide format), but let's throw it in there for completion.
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Class Chassis:
HP: Pure baseline for a leader. Obviously, CON builds will find themselves pretty rich in surges, but that practically goes without saying. Serene Blades will have an endless fountain of THP all day every day, so they're sturdier than you might think even without much CON.
Armor proficiencies: Scale and a light shield right out of the box. Very nice.
Weapon proficiencies: I think WotC forgot that you're a weapon-using class. Simples only, and that's pretty terrible. Serene Blades get military heavy blades, at least. Wrathful Hammers get military hammers and maces, but they're kind of a trap option. Defiant Words get squat. You'll probably spend your background fixing this.
Defenses: +2 Will doesn't suck at all. WIS builds will have very respectable Will scores all around, but even CON builds will benefit from this, since it means they'll have Will scores that are merely bad, rather than shameful.
Skills: Auto-training Religion doesn't help much, since you're not supposed to be a brainiac, but the other skills aren't bad.
Class Features:
Rune Master: This is a little confusing. Basically, you get rune states from your powers, but it's this feature that makes the rune states do anything. (This is important if you hybrid, but not an important distinction if you're a pure Runepriest.) The Rune State of Destruction is very powerful; a typeless bonus to hit for your allies just for you standing around is a big deal. The Rune State of Protection is acceptable in Heroic, but it's not very powerful at higher levels, especially with MM3 damage expressions; there's plenty of powers with Protection riders that are very powerful, but the rune state itself is kind of lackluster. It's reasonably useful against minions, auras, or ongoing damage, at least.
Rune of Mending: This is my favorite standard-issue leader heal. It's a d6 behind the Cleric, Warlord, or Ardent, but check out what else it does. The (typeless) bonus to defenses offered by the protection rider isn't bad (especially with Mark of Warding, if that's your thing), but it's the destruction rider that really makes this shine. A meaty and scaling bonus to damage for pretty much your whole party is simply great to have around, though be aware that it is a power bonus. Do note that the target can spend a healing surge; it's risky, but if you don't think you're going to need much healing (in other words, if you think Team Hero can nova the encounter into the ground before it gets tough), it is possible to pop Rune of Mending and ignore the surge just to get the damage bonuses rolling. In other words, you don't have to wait until someone is injured to get your buffs on the field, though you'll want to be very careful about that.
Runic Artistry: This feature determines what your secondary stat will be, either WIS (for Defiant Words and Serene Blades) or CON (for Wrathful Hammers). It also provides a disincentive for enemies to attack you, which is nice. No power has a rider that is based specifically off of your Artistry feature, though many powers are more useful with one secondary than the other.
Runic Artistry Options:
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In general, the fact that Serene Blade saves a feat or background relative to the other options gives it a pretty substantial leg up, though Defiant Word has a rather higher damage potential (many GMs will focus fire on the leader, so you can very consistently add your WIS to damage if your defenses are high enough). Wrathful Hammer is perfectly acceptable if you choose to go CON-based, though it's not generally a good idea to intentionally lower your defenses in order to be hit more often. Consider the bonus damage a consolation prize when you actually are hit, not a goal to actively pursue.
Naturally, WIS-based builds will have a higher Will than CON-based builds. Since STR and CON both affect Fort, CON builds will have two poor defenses rather than one, though at least they will have a high healing surge total.
Stats:
STR:
Your main stat. As is always the case with your attack stat in 4e, start with a minimum of 18 after racial bonuses, and bump it at every opportunity. Since you use heavy armor, you can get away with a starting score of 20 here, but be careful to be aware of what you're giving up by doing so. I have an easier time putting a post-racial 18 here than a post-racial 20, personally, but it's not a complete trap to go for broke.
CON: One of your two possible secondary scores, particularly for Wrathful Hammers. I personally prefer WIS, because I like the WIS riders better and I like having a good Will, but a CON secondary is perfectly viable, especially if you want to be using and abusing Protective Scroll. Even if you're WIS-based, having HP and surges is good, so throw a few points here if you can afford to. Certain Defiant Words want plate proficiency, so you may want to arrange your stats with an eye towards that, at least in the higher tiers. I doubt even Wrathful Hammers will want more than a starting 16 post-racial here; you do need WIS for Will and Superior Will, so going 18/18 is probably too expensive.
DEX: This isn't generally a very important stat for you unless you want it to be. That said, throwing a handful of points here opens up some options for feats, like Heavy Blade Mastery, Scale Specialization, and potentially even Heavy Blade Opportunity (which is rather interesting with Word of Binding), so it's not like no Runepriest should ever care about it. That said, most will just throw a couple leftover points here to make their Reflex less pathetic and be done. Initiative never hurts, either, though WIS builds will probably take Battlewise instead of relying on DEX.
INT: Of the two Reflex-boosting stats, I prefer tossing my extra points here, just because both Arcana and Religion are class skills, and because it boosts your Truespeak check—er, sorry, forgot myself for a moment there. Anyway, that assumes that you have Battlewise; if you don't, DEX is more deserving of your extra points, since initiative matters. Either way, INT won't be a very high priority for you.
WIS: Your other potential secondary score, specifically for Defiant Words and Serene Blades. Serene Blades who can afford a starting 18/18 split between STR and WIS will probably want to do so, since that opens up the possibility of hide armor (with the corresponding increase in speed); if you have less than a starting 18 here, though, you'll probably stick to scale armor. Either way, there are some great riders to be had from a good WIS, and your Will defense is very important. Even if you go CON-based, try to put enough points in WIS to take Superior Will by Epic (or, ideally, by Paragon). Your every action matters, so having Superior Will isn't a question of if, but when.
CHA:
This is pretty much your designated dump stat. If you want to take an unusual multiclass feat, there are occasions when you can justify putting a few points here, but most Runepriests aren't going to be talkers or charmers.
Skills:
Religion is mandatory for you. You're unlikely to have the INT to get much out of it, but you don't have a choice in the matter, so just accept it and move on. You get three more of the following.
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Non-class skills (grabbed through background, MC, etc.):
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Thursday, 24th September, 2015, 02:34 AM
#2
Gallant (Lvl 3)
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Originally posted by RayjeEliwan:
Powers
Functional/Grammatical Words: At-wills
There are only four at-wills for your class, and they're all pretty acceptable. Since two are WIS-based and two are CON-based, some Runepriests will want to just take the two that fit their designated secondary stat and be done with it, and that's not a terrible idea. That said, Word of Diminishment's awesome destruction rider is stat-neutral, and Word of Exchange's protection rider still partially works even without WIS, so taking those two regardless of your secondary might be worth considering. It may be worth mentioning that none of these scale to 2[W] at 21st level the way most at-wills do, but there's nothing you can really do about that aside from asking your GM for a houserule to correct this obvious oversight.
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Lexicon of the Evolving Mind: Encounter Powers
Level 1: There are no actively BAD powers here, though it's frankly hard to use Flames of Purity very well. Executioner's Call is the stand-out, but the daze from Divine Rune of Thunder is a tool that very few other Runepriest powers will give you.
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Level 3: This level isn't really fair, since you pretty much HAVE to pick Words of Bravery if you don't have Mark of Healing or another reliable way of granting saving throws. Failing to do so means accepting that you're simply not going to be granting saving throws to your allies. If you have Mark of Healing or another method of granting saving throws, Symbol of Wrath Reversed adds a swing to the field, Mark of the Blinding Shield removes a swing from the field, and Beacon of Vengeance is interesting and different. I will mention that since the really nasty save-ends conditions haven't hit the field at level 3 (at least not with the frequency you see later), you might take a different power at this level and retrain into Words of Bravery later.
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Level 7: The CON-based powers aren't very impressive, but Symbol of Cowardice lets WIS-users throw around some fun numbers, and Word of Befuddlement is a great choice for anyone, especially with the right party.
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Level 13: Not the strongest array at this level, with a couple powers that don't really offer enough benefit over your at-wills to be worth the slot. That said, there's some surgeless healing in Words of Fiery Fidelity, and wannabe defenders will find something to love in Iron Redoubt. If you just want to throw around numbers, it's not unthinkable that you'd go back to level 7 for either Symbol of Cowardice or Word of Befuddlement, but you might find something you like here.
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Level 17: Two good enabling powers here: Rune of the Astral Phalanx is awesome, and Word of Healing Assault has its uses if your party demands more healing. The other powers can't compare. If you have absolutely no allies worth enabling (though that's a strange state of affairs at this point in 4e's life cycle), Mark of Battle's End is about as much field-shuffling as your class will offer you as a single action.
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Level 23: Rune of Rising Fury is my choice if you've got allies worth enabling, though snagging Word of Healing Assault from 17 isn't a bad idea either if you want to go down that road. Otherwise, take Mark of Untamed Wrath if you trust your controller to lock down the enemy's choices, and take Tide of Victory if you just want some numbers.
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Level 27: All of these powers are actually pretty good, and if your party can handle the tactics involved with some of them, there aren't really any bad choices. I'm fond of the sheer numbers you get to sling around with Word of Divine Battle, but you can have fun with any of these.
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Thursday, 24th September, 2015, 02:34 AM
#3
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Originally posted by RayjeEliwan:
Lexicon of the Perfected Map: Daily Powers
Level 1: Let's be blunt: Runepriest dailies are pretty bland until Epic. In many cases, they're only interesting because of the targeting; they're your main source of bursts and blasts, if you feel like having such things is important. Also, they never have rune state riders, so be mindful of that. Note that this means that if you need to enter or change a rune state, your daily powers will not do the job. Here at level 1, Rune of Endless Fire and Rune of the Undeniable Dawn are both decent, though neither ages especially well.
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Level 5: Runepriests just don't get game-changing daily powers, at least not before Epic. Rune of Arrow's Flight is acceptable in the correct party, Rune of the Ember of Wrath is finicky but fun when it works, and Rune of the Final Act is good for now, though it scales poorly.
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Level 9: Rune of Boundless Fury is as good as it gets here, though it takes some setup and coordination. Everything else is unremarkable, mostly useful for the targeting. If you have no allies (or not enough allies) who can benefit from the enabling of Rune of Boundless Fury, I'd lean towards Unconquered Redoubt just because it's a good-sized blast, though some other choices are passable.
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Level 15: Once again, nothing stands out as must-have, though most of them are passable. Rune of Judgment's Levy is great for those Runepriests who really wanted to be defenders, and Words of Ancestral Bravery is decent just because it's one of the only ways you have to give out bonuses to saving throws, but whatever works.
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Level 19: This level is all about your party. Do you have an ally with amazing save-ends effects? Rune of the Threshold. Do you have a lot of folks who attack AC? Rune of Rust. None of the above? Rune of Warding Light.
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Level 25: Hey, when did we start getting good daily powers? Rune of the Penultimate Step is awesome, Rune of the Conquering Sign is perfectly acceptable as a backup after your encounter enabling powers have run out, and Rune of Allied Effort is pretty nice when you're fighting enemies with unfriendly bursts with miss effects. (Situational, yes, but hey.) Sylarian Sign is even pretty cool, though I feel like it's less likely to be useful than the others. Still, all of these have a lot of potential.
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Level 29: Two gems, one pile of fail. Either Rune of Awakening or Rune of Pacifism will serve you well. Brand of Death's Gate is an embarrassment.
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Lexicon of the Crafted Tool: Utility Powers
Runepriest utilities are pretty good, and they're relatively varied. Lots of them sling around truly massive defense bonuses, a few involve healing, and there's a surprisingly large number of good skill boosters, if you're in the kind of campaign where that sort of thing matters.
Level 2: Rune of the Final Effort and Shield of Sacrifice are the clear standouts at this level, though Mark of Skilled Effort is very valuable in certain campaigns. Go with Rune of the Final Effort if you like solid and reliable encounter powers, and go with Shield of Sacrifice if you like huge dramatic daily powers.
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Level 6: Plenty to choose from here. Compact of Peace will let your party crush certain skill challenges on an encounter basis, Rune of Meritorious Alacrity is a daily “nope, we win initiative” button, and there's surely something good at level 2 that you didn't get. All in all, this is probably the weakest level for in-class utility powers, and it's still pretty sweet. That said, if there's a theme power or skill power you're really interested in, this is probably the best level to skip.
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Level 10: This level is all about Rune of the Astral Winds and Protective Scroll. Either is likely to totally change the way you play. Rune of Shared Lore is quite strong and is perhaps worth getting later, but Rune of the Astral Winds and Protective Scroll are head and shoulders above everything else.
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Level 16: The temptation to take the other one of Rune of the Astral Winds and Protective Scroll is powerful, but if you resist their lure, you'll find a couple nice things here, including an improved version of Shield of Sacrifice or yet more encounter healing.
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Level 22: Remember the choice you made back at level 2, where you had to choose between the reliable defensive spike of Rune of the Final Effort and the flashy daily surge forward offered by Shield of Sacrifice? That's not entirely dissimilar to what you'll be seeing here, at least for WIS builds—Rune of the Hero's Resolve is a great addition to any nova, and Symbol of Defiance offers a powerful shot of mobility and defense boosts for bloodied friends. CON builds don't get as many choices, but what they do get is still pretty sweet. I find it worth mentioning that this is the first level without a skill boost.
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Thursday, 24th September, 2015, 02:35 AM
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Originally posted by RayjeEliwan:
Paragon Paths:
Native Paragon Paths:
Most of these will give you a new rune state. The way this works is that you first pick the destruction or protection rider as usual, and then you choose between that rune state and your PP-granted rune state. For example, an Enlightened Word could use Rune of Mending in destruction mode, getting the destruction rider, then enter the Rune State of the Cloud Step instead of the Rune State of Destruction.
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Other Paragon Paths:
Losing a new rune state is kind of hard, but it's not like destruction and protection are useless. If you're willing to look outside the Runepriest class itself, there are plenty of other options out there.
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Thursday, 24th September, 2015, 02:36 AM
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Originally posted by RayjeEliwan:
Themes:
The Runepriest has two major weak points: it is not very mobile, and it has no way of granting allies saving throws. No theme directly solves the saving throw problem (though Order Adept comes close), though a few themes can help with the mobility problem. That said, there's plenty more to themes than just shoring up weak points.
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Races:
Two bumps:
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STR only:
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Secondaries only:
The Runepriest doesn't rely on its secondaries as heavily as some other classes do. If you really want something specific, it's not a death sentence to play a race without a racial STR boost and buy the 18 STR. It's easier with a WIS boost, though, because you do want to be able to afford Superior Will.
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Thursday, 24th September, 2015, 02:37 AM
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Originally posted by RayjeEliwan:
Feats:
Note: This is the section of the guide that needs the most work. Please pardon the disarray. Your constructive criticism is appreciated.
Boring-but-effective:
You'll want most or all of these at some point. They just add numbers, for the most part, but they're important numbers. As such, I'm not rating them like other feats, because they're not really all that optional in the long run. Some more so than others, but they're all important.
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Dragonmarks:
Not every game allows these. If you can take them, you almost certainly want Mark of Healing.
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Rune Feats:
Rune feats get better as you take more of them, but that's a pretty big opportunity cost. I personally don't recommend taking too many of them, because for the most part, even if you've got enough to get the bonuses up there, what they do simply isn't very good. That said, let's look at them. All of them are from PHB3.
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Other Class Feats:
There aren't many of these, and they're mostly pretty easy to ignore.
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Miscellaneous Feats:
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Multiclassing:
Multiclassing in 4e is pretty much a matter of when, not if, since there are so many benefits to pull out of it. That said, there's plenty of options to choose from.
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Epic Destinies:
Note: I don't feel especially comfortable placing these in a specific ranking, so I'm going to hold off on color-coding these for now.
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Thursday, 24th September, 2015, 02:38 AM
#7
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Originally posted by RayjeEliwan:
Items:
Weapon:
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Armor:
Note: Most Runepriests will wear scale armor, so most of this list will have scale enchantments in mind. That said, Serene Blades with a starting 18/18 stat spread can wear hide without any loss of effectiveness, so there will be a few hide enchantments in here.
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Neck:
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Arms:
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Hands:
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Waist:
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Feet:
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Ring:
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Head:
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Lost Rune:
These are all rare items that are effectively slotless (or rather, they take up their own slot). They're not likely to redefine the way you play, but they've got their uses, especially if you didn't get an extra rune state from your PP. Unfortunately, none of them actually affect your allies or make you better at leading, which is regrettable. All of them are from D394.
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Wondrous:
Note: Many wondrous items have really fun roleplaying or out-of-combat functions, but I'm pretty much just focusing on the ones that specifically help in combat.
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That Rune Aimer: A Runepriest's Handbook (by RayjeEliwan)
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, level 14/24): Superior Will, the item. You should have Superior Will anyway, but the way this is worded, I believe they stack.
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