• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Iron Age Celtic setting ideas...

I was afraid of going too powerful...

And I don't want them to be weaker than the base classes, at the same time I don't want to be accused of breaking the game by creating a set of classes that are too good. Its a bit of a tightrope walk.

The one aspect I pulled from my Runemaster, was the idea that runes cast on a runestaff might last longer than a day. That would mean especially at lower levels more utility spells could be taken if your nova spell is still around form casting it yesterday. This could account for additional scrolls a spellcaster might have access to in addition to their daily allowance of spells.

But how much more. Originally it was 1 day + 1 hour per caster level x the spell level, so though a 1st level caster with a 1st level spell is only gaining 1 hour more than a day - hardly anything at all, a 10th level caster casting a 5th level spell is 1 day + 50 hours (3 days and 2 hours). The higher level you go, the more extreme this gets, eventually you'll have a spell arsenal way over-powered compared to a wizard. Perhaps I could cut that down to 1 hour per caster level x the spell level, minimum of 1 day. This might give the missing edge the Runecaster needs to be more desireable.

The clan warrior is a concept I really like and feel belongs to the setting. I can't improve his armor, as that isn't appropriate to the setting. I don't want to steal Weapon Training from fighters. Some people thought the Favored Enemy was too powerful compared to a fighter - I didn't think so, but does give him an edge. Having used FE, I don't want to steal Combat Style from the Ranger - taking one major class feature is enough.

I was hoping that Ancestral Lineage Talents would give Clan Warrior the needed 'oomph' to make it work and desireable. Its almost like a cross between Rogue Talents and Sorcerer Bloodline Powers.

The one thing that's kind of hanging for the CW, is the concepts of Glory, and the Weapons of Glory - which I agree should remain optional for using the CW in non-Celtic settings, or settings outside of the one he's been designed for.

In the Celtic world reputation and perception was far more important than the truth. Heroes often thrown their lives away into a desperate fight to die a hero to prevent the reputations from being sullied. How you appeared to the rest of the clan, tribe and kingdom was more important to your self worth than anything else. Glory is a measure of reputation.

The Weapons of Glory (and Items of Glory) was my original intent, to give 'oomph' to the setting as much as of the included classes. Think Weapons of Legacy from 3.5 where a magic sword powers up with a ritual so a +1 sword becoms a +2 sword, with six or seven power ups this could mean your masterwork great sword at 1st level is a +5 Holy Sword with Bane at 20th level.

Rather than being based on an odd power ritual mechanic as in Weapons of Legacy, these items/weapons power up at varying levels, following a code of conduct and a triggered event (a kind of mini-adventure requirement - so a good storybuilding fluff tool as well.) - the Clan Warrior's masterwork short sword gains a +1 at 2nd level, if she defeats an opponent from another clan in single combat...

The idea for the setting is that every starting character receives a granted Weapon or Item of Glory following character generation and originally intended to be tied into the classes themselves.

The glory mechanic was intended to give PCs the reputation that activates these higher powers in addition to level acquisition and event triggering. Even if I pull the Glory mechanic as too alien for a typical adventure outside the setting - I still want to keep the power-up items tied to the classes.

If every clan warrior PC starts with a weapon of glory as part of her starting equipment, and so tied directly to the class - that should be the real 'oomph' it needs. However all that hinges on an optional rule.

Note an item of glory might be a bard's instrument, or an Oracles bronze brewing cauldron, a single item that has the potential to serve as themed sets of spell powers to further enhance each PCs basic equipment.

Is that too much 'oomph' or just too alien an addition to make the classes usable in general use?

GP
 

log in or register to remove this ad

I haven't looked at your glory mechanic in its past couple instances. I'll need to review it again before posting on that.

About the revised wizard: You're essentially making it much like the Artificer (Tome of Secrets, the class is on d20pfsrd.com as well.)

I'd recommend having them cast more like wizards in general, and have a flavor change that they use the staff in place of the spellbook.

Make your staff casting some variant on the Bonded Item build for the wizard instead of making it their primary focus.

Give him a custom spell list if you want him to be more unique, and start replacing wizard abilities, but I'd keep the core casting mechanic for this guy pretty vancian.
 

They would need updates...

My Glory mechanic is currently not hard-wired into the setting, as it was just a general idea to start. My first iteration of the Glory mechanic follows my Honor mechanic from a different setting, but I'm not sure that it is flavored right. So I will redevelop it once again. I need to compare to other glory/reputation mechanics from other systems for comparison.

Today I am currently working on a more Vancian version of the Runemaster, so look for updates tonight. My original intention was to be an altered wizard in casting, but otherwise most resembles a wizard. My thoughts now are to develop a limited spell list and grant her some bonus powers... not like the witch, but different like the witch.

GP
 
Last edited:

Personally I want to see the staff acts like a spellbook approach. I've seen lots of spontaneous casters with small spell-lists, and I don't like how every new caster class seems to follow this model.

A list that is coming close to the size of the wizard's but that has spells taken from multiple lists would be good, particularly if it had spells taken from books other than PFCore. Prepare spells from those you have inscribed on your staff. Learn spells from other staves or from carvings on walls.

Then mostly work on giving him different features than the wizard.

My two cents. I'm sure there are people who would like both.
 

Runemaster (wizard) - Draft 2

Alright, Sylrae, here's my attempt at a more Vancian runemaster. As far as my development skills go, creating new spells or judging which 3e spell are too broken to fit in PF, is probably my weakest area. So, I'm abstaining from adding new spells for the moment (though I will want to create some new spells especially for the setting, eventually.) I used the Witch as a loose guide in developing my runemaster, borrowing ideas from the Hex feature, and created a Rune feature instead. Although all runemaster spells are carved runes, the class feature Runes are specific designs for specific purposes and not usable in standard rune spell creation. Here goes...

Runemaster (wizard) - Draft 2.5

HD: d6, BAB: half, Saves as per wizard, 2 + Intelligence modifier for skill points. Skills: same as wizard, except replace Knowledge (planes) with Knowledge (fey) and both Knowledge (history) and Knowledge (local) with Knowledge (clans).
Restrictions: a runemaster is proficient with all simple weapons. They are proficient in any light armor, but no shields. Medium and heavier armor interferes with a runemaster's somantic gestures and subject to spell failure as per Arcane Spells and Armor as Pathfinder RPG Core Rulebook. A runemaster begins as an illiterate person, as her language cannot be recorded except in the form of arcane runes, each representing complex formula and calculations learned by rote, taught by her master.

1st: Arcane school, arcane mark (sp) at will, cantrips, carve rune, rune marked
2nd: Rune
4th: Rune
6th: Rune
8th: Rune
10th: Rune, greater rune
12th: Rune
14th: Rune
16th: Rune
18th: Rune, master rune
20th: Rune Mastery

Arcane Mark (Sp) - as spell can be cast at will.

Carve Rune (Item Creation Feat) - required to carve arcane runes on the ground, onto wooden, stone or metal surfaces.

Rune Marked - every runemaster focuses on certain spells, until casting them becomes second nature, a condition considered rune marked. At 1st level the runemaster chooses one known spell. She can prepare this spell without referring to her runestaff, and does not provoke an attack of opportunity when she casts it. When cast this spell is treated as if 1 level higher for all purposes. If she uses metamagic that costs 1 or more spell slots, she subtracts 1 spell slot from the casting cost. She gains an additional rune marked spell at 5th, 9th, 13th and 17th level. At 9th level and 17th level she can choose to replace one of her rune marked spells with another spell she knows.

Spells: a runemaster casts arcane spells from all of the sorcerer/wizard and up to 5th level druid spell lists. A runemaster has the same spell progression as a wizard and gains bonus spell based INT modifier.

Rune: runemasters learn a number of empowered carved symbols, called runes, that grant them powers or protections. At 2nd level a runemaster gains a rune of choice, and an additional rune every two levels after, as noted below. A runemaster cannot select an individual rune more than once. At 10th level a runemaster gains access to greater runes. At 18th level a runemaster gains access to master runes.

Bar (Sp) - a runemaster places this rune onto a door, chest or portal to confer arcane lock, as per spell.

Brehon (Sp) - a runemaster creates a zone of truth, as per cleric spell, all who stand within 20' radius around the rune cannot tell a lie.

Fascinate (Sp) - this decorative rune causes all those who view it to become fascinated, for 1 round + 1 round per 2 runemaster levels. Will save negates.

Obfuscation (Sp) - as a runemaster gains power, when carving this rune she becomes more difficult to view and scry, eventually gaining mage's private sanctum combined with false vision at 10th level. At 4th level she can obscure object, as per spell and have 20% concealment when she moves as if she has the wind stance feat. At 6th level she gains nondetection combined with invisibility. At 8th level she gains greater invisibility and has 50% concealment when she moves, as if she has the lightening stance feat.

Puzzle (Sp) - a runemaster can create a rune that causes all those who view it to become confused for 1 round + 1 round per for evey two levels of runemaster who places it. A Will save negates.

Reading (Sp) - a runemaster can read any book, document or scroll within 10' of the location of this placed rune, as per comprehend languages.

Sanctuary (Sp) - a runemaster can place herself under a sanctuary, as per cleric spell.

Secure (Sp) - a runemaster can place this rune onto a door or portal and confer the hold portal spell.

Trapped (Sp) - a runemaster can protect any rune she creates by combining the rune with explosive runes, as per spell.

Warding (Sp) - a runemaster can protect any rune she creates by combineing the rune with a glyph of warding as per cleric spell.

Greater Rune (Ex) - at 10th level, a runemaster can select from greater runes.

Greater Fascinate (Sp) - works as fascinate rune, though effects last for 1 round + 1 round per level of runemaster. A Will save of 10 + 1/2 the runemaster's level + Intelligence modifier negates.

Greater Puzzle (Sp) - works as puzzle rune, though effects last for 1 round + 1 round per level of runemaster. A Will save of 10 + 1/2 the runemaster's level + Intelligence modifier negates.

Greater Warding (Sp) - a runemaster can protect any rune she creates with a greater glyph of warding, as per cleric spell.

Lock Down (Sp) - a runemaster can create a rune that applies a guards and wards, as per spell.

Sentinel (Sp) - a runemaster can place this rune on a tree duplicating the liveoak 6th level druid spell.

Symbol (Sp) - as a runemaster gains power, she gains access to all of the cleric's symbol spells. At 10th level she can place a symbol of sleep, at 11th level - symbol of pain, at 12th level - symbol of persuasion, at 13th level - symbol of fear, at 14th level - symbol of weakness, at 15th level - symbol of stunning, at 16th level - symbol of insanity, and finally at 17th level - symbol of death.

Vitality (Su) - a runemaster can create a rune that emanates one channel positive energy using the runemaster's level as Cleric level.

Master Rune (Ex) - at 18th level a runemaster may choose one of the powerful master runes.
Combined Rune (Su) - allows you to combine the effects of any two known runes, though both runes need to be placed in a circle.

Fey Lock (Sp) - works as dimensional lock. Rune can be scored onto the ground within 5' of a fey portal, or other location.

Superior Fascinate (Sp) - works as greater fascinate rune, however condition is permanent, unless making a Will save, DC = 10 + 1/2 runemaster levels + runemaster's Intelligence modifier.

Superior Puzzle (Sp) - works as greater puzzle rune, however condition is permanent, unless making a Will save, DC = 10 + 1/2 runemaster levels + runemaster's Intelligence modifier.

Rune Mastery - runes are created instantly when spoken out loud, this is considered a swift action.

Runestaff - a runestaff is a heavy oak staff that is 6' long. The upper 12" resembles a wooden cudgel (shillelagh) and can be used as a weapon. The runestaff serves as the spellbook. She can possess as many runestaves as required to hold all known spells, as well as copies of her runestaves to prevent loss through dispelling, sundering or being stolen.

A runemaster's 'spellbook' could also be recorded onto a stone slab as part of her home or within a cave wall, as it can be carved into weapons, armor, wood or metal shields and other large metal surfaces. Though her carried runestaff serves as her most portable version. Her allies could wear the armor or bear the weapons as back-up spellbooks.

Thoughts?

GP
 
Last edited:

I'll say that while not perfect or playable yet, I like where this is heading.

The big problem
Bonded Item
It's the worst class feature of the wizard and is more of a weakness than an ability (unless Errata changed it). As I told one of my other DM buddies when I built a wizard for his game: "I'd rather be missing a class feature and have a dead level than take bonded item."
It's far too dangerous to take. You can't cast spells while not holding it (you're almost bound to fail): and if you lose the wand, all of your spells are going to continue failing for a week plus however long it takes you to get a new wand. The payoff isn't good enough to compensate.

Adding the penalties for not having your bonded item in your hand, to needing to use the staff in somatic components, to making it also double as your spellbook, makes it a huge weakness that in my opinion is far too easy to cripple a character with. In addition, making the spellbook into a unique item you can't have more than one of is also a big weakness. When I play a wizard I always have at least 4 copies of my spellbook. I carry one, two more float around in the party (either on my familiar or between other players), and I keep one somewhere safe, sometimes in town, paying a small fee monthly for a safety deposit box. There's nothing worse when playing a wizard than losing all your spells. Make it possible for the cautious player to not have that happen.


A Better Staff
Either drop the penalties for losing the staff, or make the whole bonded object mechanic optional.

Have the existing bonded object benefit, of any one spell you can cast of any level, but maybe give this option as well: Allow them to prepare spells into the staff. Have the number of spell levels be level-based, say the highest level of spell you can cast +1 or something. So a 5th level runemaster can store a 3rd level spell in there on top of his prepared spells, and fire it off once, having chosen it in advance, and a magic missile. OR: He can store 4 magic missiles., or 2 2nd level spells.

Maybe make it easier to switch between staves. Require attunement of some sort to connect with the staff (full round action at most). You can have multiple staves going, with spell levels stored in each staff, but you need to take time to attune yourself to a different staff to use it or prep spells from it.

If you pick up a runemaster's staff that isn't yours, once the attunement is done, not only can you prep from the staff as though it were your own, you can immediately start use its spontaneous spell or prepared spells as though wielding a wand with spells you can cast.

Instead of making the character *NEED* to cast while holding the runestaff, make that optional, but provide a bonus to someone who does so.



Spell List
As Sorcerer/Wizard is pretty boring.

I'd suggest mixing it up, and add some spells from other full casters. Look at the spell list for druid, witch, and cleric, and see what's worth appropriating. Drop wizard/sorcerer spells that don't fit. I think there are some 'golarion specific' spells that are OGC that could be worth giving to this guy as well. Add lots and lots of spells from the Advanced Players Guide (you *KNOW* this one is a good Idea *Wink*).

Give them a (Wizard Sized (ie very large)) custom list.

You may not be good at designing new spells, but cobbling a list together from existing spells shouldn't be too bad.


Runes
I like the runes, though how you can make them, how often you can make them, and how long it takes to make them is not well detailed above.

I'd suggest the runes be a temporary thing you can do x/day, or have material costs and time associated with them like craft feats. The alchemist's bomb ability may give you ideas on the sort of mechanism for class-created stuff.
If you want to go a more original route, maybe make it a class ability that uses various craft skill checks and has "Carving times" associated with each rune, with longer *Carving Times* depending on how long you want the rune to last. I very much like the Idea of making the runecrafting be a skill based thing you can do as often as you want. That to me is a very cool idea.


Possible avenues to Explore/Ideas that could be cool

- Runes + Armor.
- Runes + Weapons.
- New Rune Spells.
- A Feat, or a Feat Chain, granting you more versatility from your bonded object.

I'm starting to like this guy.

If I like him enough to use him in the end, I'll gift you with free character art for him for my name in the credits for the art and a mention in additional design or somesuch. Wouldn't pass up a free copy either, espec. if my name was in the credits. :)

~Sylrae
 
Last edited:

Considerations...

I actually agree with you regarding Arcane Bond - it sucks as a bonded item or as a "cat". Though I may look at a possible feat chain to improve on it, I'm more likely to remove Arcane Bond altogether. Let the wizard and witch deal with it - the runemaster doesn't need it.

I will be adding... unless otherwise noted, carving a rune is a standard action that does not provoke an attack of opportunity. The save to resist a rune is equal to 10 + 1/2 the runemasters levels + Intelligence modifier. A runemasters can carve 5 runes + Dexterity modifier per day. It takes a single round to carve a rune onto any wood or softer material.

Mark Weapon and Armor: apply any known rune to any weapon or armor worn by the runemaster or her allies, which can be activated upon command by its wielder and used once per day. Striking a opponent with a rune engraved weapon negates any saves and spell resistance the spell normally confers when spell is released. Marking metallic objects counts as a standard action and takes 10 rounds + spell level in rounds - 1/2 the runemasters level (minimum 1 round).

For the latter, I will need to create six or eight attack type spell runes for use when placed on weapons (True Strike, etc.) though I may also create some additional runes for armor enhancements - the existing runes like Fascinate can be placed on armor and work in combat.

Your mention of not requiring a runestaff to cast spell, but granting some bonus if they do use it - how about improvements to overcoming opponent's spell resistance (a kind of spell penetration granted to staff users.)

Plus I need to add that runemasters can read and learn any runes from runestaves found, or otherwised engraved in any object.

More developments coming...

GP

PS: if it does work for your liking, I would be honored to receive character art for this project, and I would certainly give you appropriate credit.
 
Last edited:

Arcane bond gone, rune marked replaces it

OK, I've already editted the Runemaster class above with some new changes. I've pulled Arcane Bond as a class feature. Also removing the somantic requirements with the runestaff. The runestaff is just a spellbook, and an allowance for as many staves as she needs including copies to prevent loss or destruction.

I've also granted the Runemaster access to Druid spell list up to 5th level.

I've added a feature called Rune Marked, its already editted, but I'll post it here to clarify the change.

Rune Marked - every runemaster focuses on certain spells, until casting them is second nature (rune marked.) At 1st level the runemaster chooses one known spell. She can prepare this spell without referring to her runestaff, and does not incur an attack of opportunity when she casts it. When cast this spell is treated as if 1 level higher for all purposes. If she uses metamagic that costs 1 or more spell slot, she subtracts 1 spell slot from the casting cost. She gains an additional rune marked spell at 5th, 9th, 13th, and 17th level.

I've added in the missing Runes to complete the list.

You'll need to review the class update, as their are lots of small changes.

As an aside, I was thinking of granting Clan Warriors one more feature, and removing the clumsy weapons of glory concept for the time being.

Instead grant Clan Tactics as a class feature, that is tied to the Ancestral Lineage Talent groups. Clan Tactics grant a +1 intuition bonus to one of the following, chosen when they become eligible for an ancestral talent: attack with primary weapon, damage with primary weapon, CMB, CMD, Armor bonus, save or HP. When the clan warrior is eligible for an additional ancestral lineage talent, she can choose the same or different clan tactic, effects stack. When she is eligible for Advanced Talents, she can add weapon penetration bypassing by 1/- and damage reduction (DR 1/-) to the list.

Does this improve both classes?

GP
 
Last edited:

Runemaster (wizard) - Draft 3

Runemaster (wizard)

HD: d6, BAB: half, Saves as per wizard, 2 + Intelligence modifier for skill points. Skills: same as wizard, except replace Knowledge (planes) with Knowledge (fey) and both Knowledge (history) and Knowledge (local) with Knowledge (clans). Craft (rune) is a bonus class skill.

Restrictions: a runemaster is proficient with all simple weapons. They are proficient in any light armor, but no shields. Medium and heavier armor interferes with a runemaster's somantic gestures and subject to spell failure as per Arcane Spells and Armor as Pathfinder RPG Core Rulebook. A runemaster begins as an illiterate person, as her language cannot be recorded except in the form of arcane runes, each representing complex formula and calculations learned by rote, taught by her master.

1st: Arcane school, arcane mark (sp) at will, cantrips, Craft (rune), rune marked
2nd: Rune
4th: Rune, fast rune carving (bonus feat)
6th: Rune
8th: Rune
10th: Rune, greater rune
12th: Rune
14th: Rune
16th: Rune
18th: Rune, master rune
20th: Rune Mastery

Arcane Mark (Sp) - as spell can be cast at will.

Craft (rune) skill check, with a material cost based whether it is to the ground (free), wooden, bronze, iron or stone surface. The stronger the material the longer the rune lasts. Each material will have a different Craft DC check based on hardness.

Taking 1 minute + 1 minute per spell level is required to scribe a rune into dirt, 10 minutes + 10 minutes per spell level is required to carve into wood, 30 minutes + 30 minutes per spell level to carve/engrave into bronze, 1 hour + 1 hour per spell level to carve/engrave into iron, and 2 hours + 2 hours per spell level to carve into stone. Also thinking of subtracting 1/4 (rounded up) of your caster levels in material's time units (minimum 1 unit).

By spending extra time increments creating the rune more carefully, to a maximum of 1 unit + 1/4 (rounded up) of your caster levels in units, you can add an extra duration unit to the runes maximum duration indicated below.

A dirt rune may last 24 hours, though it can be erased by strong winds, or precipitation (good for protecting a campsite). A wooden rune may last 1 day + 1 day per spell level. A bronze rune may last for 2 days + 2 days per spell level. An iron rune may last for 3 days + 3 days per spell level. A stone rune may last for 1 week + 1 week per spell level.
At the completion of carving the rune, the runemaster then casts the appropriate spell, including all required components.

A runemaster can create a maximum of 3 x her casting level of runes at any time.

Note: runestaff requires Craft (runestaff) and though made of wood can last indefinitely depending on how well it is stored and cared for, however runestaves carried while traveling may only last for 1 year, and must be replaced annually.

Also Craft (menhir rune) allows a runemaster to carve a rune using the stone material attributes onto an upright menhir stone that will last indefinitely.

Rune Marked - every runemaster focuses on certain spells, until casting them becomes second nature, a condition considered rune marked. At 1st level the runemaster chooses one known spell. She can prepare this spell without referring to her runestaff, and does not provoke an attack of opportunity when she casts it. When cast this spell is treated as if 1 level higher for all purposes. If she uses metamagic that costs 1 or more spell slots, she subtracts 1 spell slot from the casting cost. She gains an additional rune marked spell at 5th, 9th, 13th and 17th level. At 9th level and 17th level she can choose to replace one of her rune marked spells with another spell she knows.

Spells: a runemaster casts arcane spells from all of the sorcerer/wizard and up to 5th level druid spell lists. A runemaster has the same spell progression as a wizard and gains bonus spell based INT modifier.

Rune: runemasters learn a number of empowered carved symbols, called runes, that grant them powers or protections. At 2nd level a runemaster gains a rune of choice, and an additional rune every two levels after, as noted below. A runemaster cannot select an individual rune more than once. A runemaster can use Rune for 3 + 1/2 the runemaster's levels + Intelligence modifier per day. She can cast her lesser runes 3 x per day. At 10th level a runemaster gains access to greater runes. Each greater rune can only be cast 2 x per day, within the limits of her total available castings per day. At 18th level a runemaster gains access to master runes. Master runes can only be cast 1 x per day, within the limits of her total available castings per day.

Lesser Rune -

Bar (Sp) - a runemaster places this rune onto a door, chest or portal to confer arcane lock, as per spell.

Brehon (Sp) - a runemaster creates a zone of truth, as per cleric spell, all who stand within 20' radius around the rune cannot tell a lie.

Fascinate (Sp) - this decorative rune causes all those who view it to become fascinated, for 1 round + 1 round per 2 runemaster levels. Will save negates.

Obfuscation (Sp) - as a runemaster gains power, when carving this rune she becomes more difficult to view and scry, eventually gaining mage's private sanctum combined with false vision at 10th level. At 4th level she can obscure object, as per spell and have 20% concealment when she moves as if she has the wind stance feat. At 6th level she gains nondetection combined with invisibility. At 8th level she gains greater invisibility and has 50% concealment when she moves, as if she has the lightening stance feat.

Puzzle (Sp) - a runemaster can create a rune that causes all those who view it to become confused for 1 round + 1 round per for evey two levels of runemaster who places it. A Will save negates.

Reading (Sp) - a runemaster can read any book, document or scroll within 10' of the location of this placed rune, as per comprehend languages.

Sanctuary (Sp) - a runemaster can place herself under a sanctuary, as per cleric spell.

Secure (Sp) - a runemaster can place this rune onto a door or portal and confer the hold portal spell.

Trapped (Sp) - a runemaster can protect any rune she creates by combining the rune with explosive runes, as per spell.

Warding (Sp) - a runemaster can protect any rune she creates by combineing the rune with a glyph of warding as per cleric spell.

Greater Rune (Ex) - at 10th level, a runemaster can select from greater runes. She can use any master rune only 2 x per day, within the limits to her total number of runes she can cast per day.

Greater Fascinate (Sp) - works as fascinate rune, though effects last for 1 round + 1 round per level of runemaster. A Will save of 10 + 1/2 the runemaster's level + Intelligence modifier negates.

Greater Puzzle (Sp) - works as puzzle rune, though effects last for 1 round + 1 round per level of runemaster. A Will save of 10 + 1/2 the runemaster's level + Intelligence modifier negates.

Greater Warding (Sp) - a runemaster can protect any rune she creates with a greater glyph of warding, as per cleric spell.

Lock Down (Sp) - a runemaster can create a rune that applies a guards and wards, as per spell.

Sentinel (Sp) - a runemaster can place this rune on a tree duplicating the liveoak 6th level druid spell.

Symbol (Sp) - as a runemaster gains power, she gains access to all of the cleric's symbol spells. At 10th level she can place a symbol of sleep, at 11th level - symbol of pain, at 12th level - symbol of persuasion, at 13th level - symbol of fear, at 14th level - symbol of weakness, at 15th level - symbol of stunning, at 16th level - symbol of insanity, and finally at 17th level - symbol of death.

Vitality (Su) - a runemaster can create a rune that emanates one channel positive energy using the runemaster's level as Cleric level.

Master Rune (Ex) - at 18th level a runemaster may choose one of the powerful master runes. She can use any master rune only 1 x per day, within the limits to her total number of runes she can cast per day.

Combined Rune (Su) - allows you to combine the effects of any two known runes, though both runes need to be placed in a circle.

Fey Lock (Sp) - works as dimensional lock. Rune can be scored onto the ground within 5' of a fey portal, or other location.

Superior Fascinate (Sp) - works as greater fascinate rune, however condition is permanent, unless making a Will save, DC = 10 + 1/2 runemaster levels + runemaster's Intelligence modifier.

Superior Puzzle (Sp) - works as greater puzzle rune, however condition is permanent, unless making a Will save, DC = 10 + 1/2 runemaster levels + runemaster's Intelligence modifier.

Fast Rune Carving (bonus feat) - Every four levels all time increments are lowered to the next one down, to a minimum of 1 round. Thus at 8th level dirt rune carving goes to 1 round only. So at 16th level bronze is reduced to a single round, with softer materials already at 1 round, iron goes to 1 found + 1 round per level, etc.

At 20th level Rune Mastery supercedes all fast Rune Carving to a Swift action.

Runestaff - a runestaff is a heavy oak staff that is 6' long. The upper 12" resembles a wooden cudgel (shillelagh) and can be used as a weapon. The runestaff serves as the spellbook. She can possess as many runestaves as required to hold all known spells, as well as copies of her runestaves to prevent loss through dispelling, sundering or being stolen. The Runestaff is attuned to its wielder. By taking possession of any runestaff, even those she finds and meditating while held in both hands for 1 minute. Once attuned the runemaster can immediately use any of the active runes it contains, as long as she can cast that spell.


Rune Mastery - runes are created instantly when spoken out loud, this is considered a swift action.
One thought is to add say, at 4th level gain Fast Rune Carving as a bonus feat, which lowers each time element one step to a minimum of 1 round. For example the 1 minute + 1 minute dirt rune would be lowered to 1 round + 1 round per spell level and carving to stone would go from 2 hours + 2 hours per spell level to 1 hour + 1 hour per spell level.

A runemaster's 'spellbook' could also be recorded onto a stone slab as part of her home or within a cave wall, as it can be carved into weapons, armor, wood or metal shields and other large metal surfaces. Though her carried runestaff serves as her most portable version. Her allies could wear the armor or bear the weapons as back-up spellbooks.

GP
 
Last edited:


Into the Woods

Remove ads

Top