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New Core Class: The Rune Adept
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<blockquote data-quote="Witness" data-source="post: 843508" data-attributes="member: 1500"><p>For those of you who don't want to download the attachment...</p><p></p><p>The Rune Adept</p><p></p><p>There are many ways to manipulate arcane magic. One such way is Rune magic, an archaic mode of spellcasting. Though Rune Adepts cast spells just as wizards or sorcerers do, their true power lies in their Rune Tattoos, which grant the Rune Adept unique magical abilities.</p><p></p><p>Adventures: Rune Adepts have a deep desire to acquire greater knowledge of all things arcane. They love nothing more than discovering some lost magical device, pondering an ancient text on the nature of magic, or discovering some new Rune Tattoo to add to their repertoire.</p><p></p><p>Characteristics: Rune Adepts cast arcane spells. They know and cast fewer spells than wizards and sorcerers, but have a broader range of skills. They also gain powerful innate abilities called Rune Tattoos. While a Rune Adept’s tattoos may appear as simple symbols or ordinary tattoos, they represent powerful magic forces entwined in his very being.</p><p></p><p>Alignment: Rune Adepts may be of any alignment. Most tend towards lawful, as a steady and well-ordered mind is more likely to be drawn to the path of the Rune Adept.</p><p></p><p>Religion: As arcane spellcasters, Rune Adepts often worship gods of magic, however not all are so inclined and may worship some other deity, or none at all.</p><p></p><p>Background: Like wizards, most Rune Adepts receive formal instruction. Since most centers of arcane knowledge and learning are in cities, Rune casters tend to come from urban regions where the practice of magic is readily accepted. They rarely have schools of their own, but many wizard colleges offer training in Rune Magic.</p><p></p><p>Races: Most Rune Adepts are humans. Human Rune Adepts are found in urban centers of higher learning and arcane education. Due to their innate lawfulness dwarves as well are frequently drawn to the path of Rune Magic. With their natural inclination towards the arcane, elves are also commonly Rune Adepts. Among halflings, gnomes, and half-orcs, there are very few Rune Adepts.</p><p> Among savage races, Rune Adepts are all but unheard of, though the drow have a strong and deadly Rune Magic tradition.</p><p></p><p>Other Classes: Often seeing one another as rivals in their use of magic, Rune Adepts usually don’t get along well with Wizards and Sorcerers. Rune Adepts have no specific like or dislike for any of the other classes.</p><p></p><p>GAME RULE INFORMATION-----------------</p><p></p><p>Rune Adepts have the following game statistics</p><p></p><p>Abilities: Intelligence determines how many spells a Rune Adept may cast. To cast a spell, a Rune Adept must have an Intelligence score of 10 + the spell’s level. A Rune Adept knows and casts bonus spells based on Intelligence. As they are more competent with weapons than a Wizard, the Rune Adept may also benefit from a high Strength or Dexterity score.</p><p></p><p>Alignment: Any</p><p></p><p>Hit Die: d6</p><p></p><p>Class Skills</p><p>Str:--</p><p>Dex:--</p><p>Con: Concentration</p><p>Int: Alchemy, Craft, Decipher Script (exclusive), Knowledge (arcana), Scry, Spellcraft</p><p>Wis: Profession</p><p>Cha: Use Magic Device (exclusive)</p><p></p><p>Skill Points at 1st Level: (4 + Int modifier) X 4.</p><p>Skill Points at Each additional Level: 4 + Int modifier</p><p></p><p>Class Features-------------------</p><p></p><p>Base Attack Bonus: As Cleric/Rogue</p><p>Good saves: Fortitude and Will</p><p>Bad Saves: Reflex</p><p></p><p>Weapon and Armor Proficiency: Rune Adepts are proficient with all simple weapons. They are not proficient with any armor or shields as they interfere with the somatic components of spells and may cause spell failure. Note that armor check penalties for armor heavier than leather apply to certain skills, and Swim checks suffer a –1 penalty for every 5 pounds of armor, equipment or loot carried.</p><p></p><p>Spells: A Rune Adept casts arcane spells. He is limited to a certain number of spells of each spell level per day, according to his class level. A Rune Adept prepares his spells ahead of time by getting a good night sleep and spending 1 hour meditating. While meditating, the Rune Adept decides which spells he will prepare. The Rune Adept’s Intelligence affects both the number of spells he may cast and the number of spells he. To learn, prepare, or cast a spell, a Rune Adept must have an Intelligence score of 10 + the spell’s level. The Difficulty Class for saving throws against Rune Adept spells is 10 + the spells level + the Rune Adept’s Intelligence modifier.</p><p></p><p>Rune Tattoos: A 1st level Rune Adept begins play with a single Rune Tattoo. At 2nd level and every two levels thereafter, he gains another Rune Tattoo. Rune Tattoos are magical and grant the Rune Adept supernatural abilities. Unless otherwise noted in its description, activating a Rune Tattoo that requires activation and has a set duration is a standard action that does provoke an attack of opportunity. In an anti magic field, Rune Tattoos cease to function and the Rune Adept loses any bonuses they provide.</p><p> As the Rune Adept grows in power, he gains access to more powerful Rune Tattoos. The Rune Adept’s level determines how powerful a Rune Tattoo he can acquire, though he need not always choose the most powerful. The Rune Adept’s ability to acquire additional Rune Tattoos is tied to his level so as he grows stronger, he automatically acquires additional Rune Tattoos; he cannot expend experience or material wealth to acquire additional Rune Tattoos. Acquiring a Rune Tattoo requires a day of uninterrupted concentration.</p><p> The Rune Adept’s Tattoos are an inseparable aspect of his being; if the part of his body where a Rune Tattoo appears is disfigured or removed, the Tattoo will reappear elsewhere on his body. The Rune Adept retains his Rune Tattoos when ethereal, and when affected by spells that cause only minor changes to his form (Alter Self, Enlarge, Reduce, etc.), but cannot use his Rune Tattoos when affected by spells that drastically change his shape (Gaseous Form, Iron Body, Polymorph spells, Shapechange, etc.).</p><p></p><p>Detection & Dispelling: Because of their Rune Tattoos, Rune Adepts project a magical aura that can be detected with Detect Magic (See spell description). A first level Rune Adept has a Dim magical aura. From 2nd to 5th level, his aura is Faint. From 6th to 13th it is Moderate and level 14 and over it is Strong. Additionally, after casting Detect Magic, a Rune Adept may make a Spellcraft check (DC 20) to determine one random Rune Tattoo of another Rune Adept. Every round he continues to study that Rune Adept, he may make another Spellcraft check to determine another Rune Tattoo.</p><p> Rune Tattoos, like magic items, may be temporarily suppressed by spells such as Dispel Magic (see spell description). The Rune Adept is just like a magic item for the purposes of dispel checks; his Rune Adept level is the ‘items’ caster level. If the Rune Adept fails the dispel check, all his Rune Tattoos are suppressed, though only for a round. Additionally the Rune Adept must succeed at Fortitude save against the normal spell DC or be stunned for 1 round.</p><p></p><p></p><p></p><p>Level----------Special</p><p>1---------Rune Tattoo (Lesser)</p><p>2---------Rune Tattoo (Lesser)</p><p>3</p><p>4---------Rune Tattoo (Lesser)</p><p>5</p><p>6---------Rune Tattoo (Greater)</p><p>7</p><p>8---------Rune Tattoo (Greater)</p><p>9</p><p>10--------Rune Tattoo (Greater)</p><p>11</p><p>12--------Rune Tattoo (Greater)</p><p>13</p><p>14--------Rune Tattoo (Master)</p><p>15</p><p>16--------Rune Tattoo (Master)</p><p>17</p><p>18--------Rune Tattoo (Master)</p><p>19</p><p>20--------Rune Tattoo (Master)</p><p></p><p>Spells Per Day</p><p>0 1 2 3 4 5 6</p><p>2 - - - - - -</p><p>2 0 - - - - -</p><p>2 1 - - - - -</p><p>3 2 0 - - - -</p><p>3 2 1 - - - -</p><p>3 3 1 - - - -</p><p>3 3 2 0 - - -</p><p>3 3 2 1 - - -</p><p>3 3 3 1 - - -</p><p>3 3 3 2 0 - -</p><p>4 3 3 2 1 - -</p><p>4 3 3 3 1 - -</p><p>4 3 3 3 2 0 -</p><p>4 4 3 3 2 1 -</p><p>4 4 3 3 3 1 -</p><p>4 4 3 3 3 2 0</p><p>4 4 4 3 3 2 1</p><p>4 4 4 3 3 3 1</p><p>4 4 4 4 3 3 2</p><p>4 4 4 4 3 3 3</p><p></p><p></p><p>Spells Known</p><p>0 1 2 3 4 5 6</p><p>4 - - - - - -</p><p>4 2 - - - - -</p><p>5 2 - - - - -</p><p>5 2 1 - - - -</p><p>5 3 1 - - - -</p><p>5 3 2 - - - -</p><p>6 3 2 1 - - -</p><p>6 3 3 1 - - -</p><p>6 3 3 2 - - -</p><p>6 3 3 3 1 - -</p><p>6 4 3 3 1 - -</p><p>7 4 3 3 2 - -</p><p>7 4 3 3 2 1 -</p><p>7 4 4 3 3 1 -</p><p>7 4 4 4 3 2 -</p><p>7 5 4 4 3 3 1</p><p>8 5 4 4 4 3 1</p><p>8 5 5 4 4 3 2</p><p>8 5 5 5 4 4 3</p><p>8 6 5 5 5 4 4</p></blockquote><p></p>
[QUOTE="Witness, post: 843508, member: 1500"] For those of you who don't want to download the attachment... The Rune Adept There are many ways to manipulate arcane magic. One such way is Rune magic, an archaic mode of spellcasting. Though Rune Adepts cast spells just as wizards or sorcerers do, their true power lies in their Rune Tattoos, which grant the Rune Adept unique magical abilities. Adventures: Rune Adepts have a deep desire to acquire greater knowledge of all things arcane. They love nothing more than discovering some lost magical device, pondering an ancient text on the nature of magic, or discovering some new Rune Tattoo to add to their repertoire. Characteristics: Rune Adepts cast arcane spells. They know and cast fewer spells than wizards and sorcerers, but have a broader range of skills. They also gain powerful innate abilities called Rune Tattoos. While a Rune Adept’s tattoos may appear as simple symbols or ordinary tattoos, they represent powerful magic forces entwined in his very being. Alignment: Rune Adepts may be of any alignment. Most tend towards lawful, as a steady and well-ordered mind is more likely to be drawn to the path of the Rune Adept. Religion: As arcane spellcasters, Rune Adepts often worship gods of magic, however not all are so inclined and may worship some other deity, or none at all. Background: Like wizards, most Rune Adepts receive formal instruction. Since most centers of arcane knowledge and learning are in cities, Rune casters tend to come from urban regions where the practice of magic is readily accepted. They rarely have schools of their own, but many wizard colleges offer training in Rune Magic. Races: Most Rune Adepts are humans. Human Rune Adepts are found in urban centers of higher learning and arcane education. Due to their innate lawfulness dwarves as well are frequently drawn to the path of Rune Magic. With their natural inclination towards the arcane, elves are also commonly Rune Adepts. Among halflings, gnomes, and half-orcs, there are very few Rune Adepts. Among savage races, Rune Adepts are all but unheard of, though the drow have a strong and deadly Rune Magic tradition. Other Classes: Often seeing one another as rivals in their use of magic, Rune Adepts usually don’t get along well with Wizards and Sorcerers. Rune Adepts have no specific like or dislike for any of the other classes. GAME RULE INFORMATION----------------- Rune Adepts have the following game statistics Abilities: Intelligence determines how many spells a Rune Adept may cast. To cast a spell, a Rune Adept must have an Intelligence score of 10 + the spell’s level. A Rune Adept knows and casts bonus spells based on Intelligence. As they are more competent with weapons than a Wizard, the Rune Adept may also benefit from a high Strength or Dexterity score. Alignment: Any Hit Die: d6 Class Skills Str:-- Dex:-- Con: Concentration Int: Alchemy, Craft, Decipher Script (exclusive), Knowledge (arcana), Scry, Spellcraft Wis: Profession Cha: Use Magic Device (exclusive) Skill Points at 1st Level: (4 + Int modifier) X 4. Skill Points at Each additional Level: 4 + Int modifier Class Features------------------- Base Attack Bonus: As Cleric/Rogue Good saves: Fortitude and Will Bad Saves: Reflex Weapon and Armor Proficiency: Rune Adepts are proficient with all simple weapons. They are not proficient with any armor or shields as they interfere with the somatic components of spells and may cause spell failure. Note that armor check penalties for armor heavier than leather apply to certain skills, and Swim checks suffer a –1 penalty for every 5 pounds of armor, equipment or loot carried. Spells: A Rune Adept casts arcane spells. He is limited to a certain number of spells of each spell level per day, according to his class level. A Rune Adept prepares his spells ahead of time by getting a good night sleep and spending 1 hour meditating. While meditating, the Rune Adept decides which spells he will prepare. The Rune Adept’s Intelligence affects both the number of spells he may cast and the number of spells he. To learn, prepare, or cast a spell, a Rune Adept must have an Intelligence score of 10 + the spell’s level. The Difficulty Class for saving throws against Rune Adept spells is 10 + the spells level + the Rune Adept’s Intelligence modifier. Rune Tattoos: A 1st level Rune Adept begins play with a single Rune Tattoo. At 2nd level and every two levels thereafter, he gains another Rune Tattoo. Rune Tattoos are magical and grant the Rune Adept supernatural abilities. Unless otherwise noted in its description, activating a Rune Tattoo that requires activation and has a set duration is a standard action that does provoke an attack of opportunity. In an anti magic field, Rune Tattoos cease to function and the Rune Adept loses any bonuses they provide. As the Rune Adept grows in power, he gains access to more powerful Rune Tattoos. The Rune Adept’s level determines how powerful a Rune Tattoo he can acquire, though he need not always choose the most powerful. The Rune Adept’s ability to acquire additional Rune Tattoos is tied to his level so as he grows stronger, he automatically acquires additional Rune Tattoos; he cannot expend experience or material wealth to acquire additional Rune Tattoos. Acquiring a Rune Tattoo requires a day of uninterrupted concentration. The Rune Adept’s Tattoos are an inseparable aspect of his being; if the part of his body where a Rune Tattoo appears is disfigured or removed, the Tattoo will reappear elsewhere on his body. The Rune Adept retains his Rune Tattoos when ethereal, and when affected by spells that cause only minor changes to his form (Alter Self, Enlarge, Reduce, etc.), but cannot use his Rune Tattoos when affected by spells that drastically change his shape (Gaseous Form, Iron Body, Polymorph spells, Shapechange, etc.). Detection & Dispelling: Because of their Rune Tattoos, Rune Adepts project a magical aura that can be detected with Detect Magic (See spell description). A first level Rune Adept has a Dim magical aura. From 2nd to 5th level, his aura is Faint. From 6th to 13th it is Moderate and level 14 and over it is Strong. Additionally, after casting Detect Magic, a Rune Adept may make a Spellcraft check (DC 20) to determine one random Rune Tattoo of another Rune Adept. Every round he continues to study that Rune Adept, he may make another Spellcraft check to determine another Rune Tattoo. Rune Tattoos, like magic items, may be temporarily suppressed by spells such as Dispel Magic (see spell description). The Rune Adept is just like a magic item for the purposes of dispel checks; his Rune Adept level is the ‘items’ caster level. If the Rune Adept fails the dispel check, all his Rune Tattoos are suppressed, though only for a round. Additionally the Rune Adept must succeed at Fortitude save against the normal spell DC or be stunned for 1 round. Level----------Special 1---------Rune Tattoo (Lesser) 2---------Rune Tattoo (Lesser) 3 4---------Rune Tattoo (Lesser) 5 6---------Rune Tattoo (Greater) 7 8---------Rune Tattoo (Greater) 9 10--------Rune Tattoo (Greater) 11 12--------Rune Tattoo (Greater) 13 14--------Rune Tattoo (Master) 15 16--------Rune Tattoo (Master) 17 18--------Rune Tattoo (Master) 19 20--------Rune Tattoo (Master) Spells Per Day 0 1 2 3 4 5 6 2 - - - - - - 2 0 - - - - - 2 1 - - - - - 3 2 0 - - - - 3 2 1 - - - - 3 3 1 - - - - 3 3 2 0 - - - 3 3 2 1 - - - 3 3 3 1 - - - 3 3 3 2 0 - - 4 3 3 2 1 - - 4 3 3 3 1 - - 4 3 3 3 2 0 - 4 4 3 3 2 1 - 4 4 3 3 3 1 - 4 4 3 3 3 2 0 4 4 4 3 3 2 1 4 4 4 3 3 3 1 4 4 4 4 3 3 2 4 4 4 4 3 3 3 Spells Known 0 1 2 3 4 5 6 4 - - - - - - 4 2 - - - - - 5 2 - - - - - 5 2 1 - - - - 5 3 1 - - - - 5 3 2 - - - - 6 3 2 1 - - - 6 3 3 1 - - - 6 3 3 2 - - - 6 3 3 3 1 - - 6 4 3 3 1 - - 7 4 3 3 2 - - 7 4 3 3 2 1 - 7 4 4 3 3 1 - 7 4 4 4 3 2 - 7 5 4 4 3 3 1 8 5 4 4 4 3 1 8 5 5 4 4 3 2 8 5 5 5 4 4 3 8 6 5 5 5 4 4 [/QUOTE]
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