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4th ED adaptations for my world setting
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<blockquote data-quote="SkidAce" data-source="post: 4853868" data-attributes="member: 7706"><p>Long time lurker...first time thread poster..</p><p></p><p>1. I have had a Runemaster class in my campaign every since 1st edition. I adapted some spells from a 3rd party supplement called the Arcanum that had a lot of area effect spells that were cast by drawing symbols in mid air.</p><p></p><p>Over the editions I have adopted changes and modified the class to fit better and better. I stole the Runecaster class from the Forgotten Realms and made it an arcane class. I even stole the Runemaster from the Gazetteer from Glantri (that was one of the best ones for a long time)</p><p></p><p>I am havng trouble replicating what I want in 4th edition. The class should use symbols drawn in air, and Power word type utterances. I thought about re-flavoring the artificer, but being a leader class doesnt feel quite right. (though there were symbols of healing for this class in the past). It feels like a wizard (lots of study, research the true name/symbol of things)</p><p></p><p>So..do I try to create a build like the illusionist or summoner? I don't want a paragon path, My runemasters are normally runemasters from the start. (They would use the staff implement of course)</p><p></p><p>which leads to b.</p><p></p><p>b. In the past...normal wizards would run into/encouter/study with Runemaster NPCs and pick up some of their knowledge. Obviously they can pick up any specialized rituals...but how would they get special abilities or at wills (assuming the runmaster had a unique at will) I have read re-training...but it seems limiting...how are my normal wizards going to learn the Awesome rune of death spell/power after defeating/studying with the Runemaster?</p><p></p><p>I am perplexed.</p><p></p><p>Thanks for any assistance..will check in when I can...military keeps me busy.</p></blockquote><p></p>
[QUOTE="SkidAce, post: 4853868, member: 7706"] Long time lurker...first time thread poster.. 1. I have had a Runemaster class in my campaign every since 1st edition. I adapted some spells from a 3rd party supplement called the Arcanum that had a lot of area effect spells that were cast by drawing symbols in mid air. Over the editions I have adopted changes and modified the class to fit better and better. I stole the Runecaster class from the Forgotten Realms and made it an arcane class. I even stole the Runemaster from the Gazetteer from Glantri (that was one of the best ones for a long time) I am havng trouble replicating what I want in 4th edition. The class should use symbols drawn in air, and Power word type utterances. I thought about re-flavoring the artificer, but being a leader class doesnt feel quite right. (though there were symbols of healing for this class in the past). It feels like a wizard (lots of study, research the true name/symbol of things) So..do I try to create a build like the illusionist or summoner? I don't want a paragon path, My runemasters are normally runemasters from the start. (They would use the staff implement of course) which leads to b. b. In the past...normal wizards would run into/encouter/study with Runemaster NPCs and pick up some of their knowledge. Obviously they can pick up any specialized rituals...but how would they get special abilities or at wills (assuming the runmaster had a unique at will) I have read re-training...but it seems limiting...how are my normal wizards going to learn the Awesome rune of death spell/power after defeating/studying with the Runemaster? I am perplexed. Thanks for any assistance..will check in when I can...military keeps me busy. [/QUOTE]
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