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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.
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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