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<blockquote data-quote="gamerprinter" data-source="post: 5261267" data-attributes="member: 50895"><p><strong>Runemaster (wizard) - Draft 2</strong></p><p></p><p>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...</p><p> </p><p><strong>Runemaster</strong> (wizard) - Draft 2.5</p><p> </p><p>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).</p><p>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.</p><p> </p><p>1st: Arcane school, arcane mark (sp) at will, cantrips, carve rune, rune marked</p><p>2nd: Rune</p><p>4th: Rune</p><p>6th: Rune</p><p>8th: Rune</p><p>10th: Rune, greater rune</p><p>12th: Rune</p><p>14th: Rune</p><p>16th: Rune</p><p>18th: Rune, master rune</p><p>20th: Rune Mastery</p><p> </p><p>Arcane Mark (Sp) - as spell can be cast at will.</p><p> </p><p>Carve Rune (Item Creation Feat) - required to carve arcane runes on the ground, onto wooden, stone or metal surfaces.</p><p> </p><p>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.</p><p> </p><p>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.</p><p> </p><p>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.</p><p> </p><p>Bar (Sp) - a runemaster places this rune onto a door, chest or portal to confer <em>arcane lock</em>, as per spell.</p><p> </p><p>Brehon (Sp) - a runemaster creates a <em>zone of truth</em>, as per cleric spell, all who stand within 20' radius around the rune cannot tell a lie.</p><p> </p><p>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.</p><p> </p><p>Obfuscation (Sp) - as a runemaster gains power, when carving this rune she becomes more difficult to view and scry, eventually gaining <em>mage's private sanctum</em> combined with <em>false vision</em> at 10th level. At 4th level she can <em>obscure object</em>, as per spell and have 20% concealment when she moves as if she has the wind stance feat. At 6th level she gains <em>nondetection</em> combined with <em>invisibility</em>. At 8th level she gains greater <em>invisibility</em> and has 50% concealment when she moves, as if she has the lightening stance feat.</p><p> </p><p>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.</p><p> </p><p>Reading (Sp) - a runemaster can read any book, document or scroll within 10' of the location of this placed rune, as per <em>comprehend languages</em>.</p><p> </p><p>Sanctuary (Sp) - a runemaster can place herself under a <em>sanctuary</em>, as per cleric spell.</p><p> </p><p>Secure (Sp) - a runemaster can place this rune onto a door or portal and confer the <em>hold portal</em> spell.</p><p> </p><p>Trapped (Sp) - a runemaster can protect any rune she creates by combining the rune with <em>explosive runes</em>, as per spell.</p><p> </p><p>Warding (Sp) - a runemaster can protect any rune she creates by combineing the rune with a <em>glyph of warding</em> as per cleric spell.</p><p> </p><p>Greater Rune (Ex) - at 10th level, a runemaster can select from greater runes.</p><p> </p><p>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.</p><p> </p><p>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.</p><p> </p><p>Greater Warding (Sp) - a runemaster can protect any rune she creates with a <em>greater glyph of warding</em>, as per cleric spell.</p><p> </p><p>Lock Down (Sp) - a runemaster can create a rune that applies a <em>guards and wards</em>, as per spell.</p><p> </p><p>Sentinel (Sp) - a runemaster can place this rune on a tree duplicating the <em>liveoak</em> 6th level druid spell. </p><p> </p><p>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 <em>symbol of sleep</em>, at 11th level - <em>symbol of pain</em>, at 12th level - <em>symbol of persuasion</em>, at 13th level - <em>symbol of fear</em>, at 14th level - <em>symbol of weakness</em>, at 15th level - <em>symbol of stunning</em>, at 16th level - <em>symbol of insanity</em>, and finally at 17th level - <em>symbol of death</em>.</p><p> </p><p>Vitality (Su) - a runemaster can create a rune that emanates one channel positive energy using the runemaster's level as Cleric level.</p><p> </p><p>Master Rune (Ex) - at 18th level a runemaster may choose one of the powerful master runes.</p><p>Combined Rune (Su) - allows you to combine the effects of any two known runes, though both runes need to be placed in a circle.</p><p> </p><p>Fey Lock (Sp) - works as <em>dimensional lock</em>. Rune can be scored onto the ground within 5' of a fey portal, or other location.</p><p> </p><p>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.</p><p> </p><p>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.</p><p> </p><p>Rune Mastery - runes are created instantly when spoken out loud, this is considered a swift action.</p><p> </p><p>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.</p><p> </p><p>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.</p><p> </p><p>Thoughts?</p><p> </p><p>GP</p></blockquote><p></p>
[QUOTE="gamerprinter, post: 5261267, member: 50895"] [b]Runemaster (wizard) - Draft 2[/b] 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... [B]Runemaster[/B] (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 [I]arcane lock[/I], as per spell. Brehon (Sp) - a runemaster creates a [I]zone of truth[/I], 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 [I]mage's private sanctum[/I] combined with [I]false vision[/I] at 10th level. At 4th level she can [I]obscure object[/I], as per spell and have 20% concealment when she moves as if she has the wind stance feat. At 6th level she gains [I]nondetection[/I] combined with [I]invisibility[/I]. At 8th level she gains greater [I]invisibility[/I] 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 [I]comprehend languages[/I]. Sanctuary (Sp) - a runemaster can place herself under a [I]sanctuary[/I], as per cleric spell. Secure (Sp) - a runemaster can place this rune onto a door or portal and confer the [I]hold portal[/I] spell. Trapped (Sp) - a runemaster can protect any rune she creates by combining the rune with [I]explosive runes[/I], as per spell. Warding (Sp) - a runemaster can protect any rune she creates by combineing the rune with a [I]glyph of warding[/I] 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 [I]greater glyph of warding[/I], as per cleric spell. Lock Down (Sp) - a runemaster can create a rune that applies a [I]guards and wards[/I], as per spell. Sentinel (Sp) - a runemaster can place this rune on a tree duplicating the [I]liveoak[/I] 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 [I]symbol of sleep[/I], at 11th level - [I]symbol of pain[/I], at 12th level - [I]symbol of persuasion[/I], at 13th level - [I]symbol of fear[/I], at 14th level - [I]symbol of weakness[/I], at 15th level - [I]symbol of stunning[/I], at 16th level - [I]symbol of insanity[/I], and finally at 17th level - [I]symbol of death[/I]. 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 [I]dimensional lock[/I]. 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 [/QUOTE]
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