[Final Fantasy] Revised Runic Knight PrC (Feedback Please)

Angelsboi

First Post
Runic Knight - Prestiege Class

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 spell’s effect and stores its potential until the wielder releases this energy in the form of spells of her own. He can instantly detect a spell’s level as the sword absorbs that spell’s 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 sword’s 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.

------------Spells per Day-----------
Level 0 1 2 3 4 5 6
----- ---------------------------------------------

1 2 — — — — — —
2 3 0 — — — — —
3 1 — — — — — —
4 3 2 0 — — — —
5 3 3 1 — — — —
6 3 3 2 — — — —
7 3 3 2 0 — — —
8 3 3 3 1 — — —
9 3 3 3 2 — — —
10 3 3 3 2 0 — —

TABLE: Runic Knight Spells Known
------------Spells Known-------------
Level 0 1 2 3 4 5 6
----- ---------------------------------------------

1 4 — — — — — —
2 5 2* — — — — —
3 6 3 — — — — —
4 6 3 2* — — — —
5 6 4 3 — — — —
6 6 4 3 — — — —
7 6 4 4 2* — — —
8 6 4 4 3 — — —
9 6 4 4 3 — — —
10 6 4 4 4 2* — —

*Provided the Runic Knight has sufficient Charisma to have a bonus spell of this level.
 
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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.

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 spell’s effect and stores its potential until the wielder releases this energy in the form of spells of her own. He can instantly detect a spell’s level as the sword absorbs that spell’s 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 sword’s 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.
 
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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.
 

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... :D
 
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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).
 

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 :)
 

Well they can use it at any time never going over the maximum spell absorbption.

They are proficiant with simple and martial weapons so if they wanted to use a spear or dagger or even a whip, they could.

And yes, they use the sorcerrer spell list. And why not necromancy? There may be evil Runic Knights out there. Maybe a Runic Death Knight even :eek:

And yes, Celes Chere is my favorite =)
 

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 ;)
 

how does a magitek knight of 1st through 7th level discharge absorbed levels?

I think the absorption amount is too high unless you make it so they never gain spells per day and can only use their absorbed levels to cast spells.

I agree with Mordaine on the Weapon specialization thing.

DC
 

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