New Core Class: The Rune Adept

Witness

First Post
I posted this class several moths ago, but since then it has gone through signifigant revision. Please post your opinions, critiques and suggestions. Also, last time I put this up someon suggested I change the name of the class. I haven't been able to come up with anything so far, so please help me out there. Attached is a Doc version as well.

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RUNE ADEPT

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.

GAME RULE INFORMATION

Abilities: Intelligence determines how many spells a Rune Adept knows. To cast a spell, a Rune Adept must have an Intelligence score of 10 + the spell’s level. The Rune Adept’s Intelligence score affects the number of spells he may cast, but not the number of spells he knows. As they have a better attack bonus than a Wizard, the Rune Adept may also benefit from a high Strength or Dexterity score.

Alignment: Any

Hit Die: d6

Class Skills: Alchemy (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge:Arcana (Int), Profession (Wis), Scry (Int), Spellcraft (Int), Use Magic Device (Cha)

BAB: 3/4 (as Rogue/Cleric)

Good Saves: Fortitude and Will

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: Rune Adepts cast arcane spells. He casts these spells spontaneously, without memorization or a spell book. He is limited to casting a certain number of spells of each spell level per day, according to his level. Like other spontaneous spellcasters, the Rune Adept can use a higher level spell slot to cast a lower level spell. The Rune Adept’s Intelligence score effects the number of spells he may cast each day, and bonus spells are based on Intelligence. The number of spells the Rune Adept knows is a fixed number not affected by his Intelligence. To cast a spell, the 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 (Su): A 1st level Rune Adept begins play with a single Rune Tattoo. At 2nd level and every level thereafter, he gains another an additional Rune Tattoo, or if he is of sufficient level, he can instead choose to upgrade a Rune Tattoo that he already has. Each Rune Tattoo has 3 tiers; Lesser, Greater, and Master level. The Rune Adept can improve a Rune Tattoo from Lesser to Greater at 7th level and from Greater to Master at 14th level. To improve a particular Tattoo to Master level, the Rune Adept must first have improved it from Lesser to Greater.
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, Polymorph spells, Shapechange, etc.).
Detection & Dispelling: Because of his Rune Tattoos, the Rune Adept projects 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 6th level, his aura is Faint. From 7th 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



RUNE ADEPT SPELL LIST

Cantrips
Arcane Mark, Detect Magic, Detect Poison, Disrupt Undead, Flare, Know Direction, Light, Mage Hand, Mending, Open/ Close, Prestidigitation, Ray of Frost, Read Magic, Resistance

1st
Alarm, Burning Hands, Charm Person, Change Self, Chill Touch, Color Spray, Comprehend Languages, Detect Secret Doors, Detect Undead, Endure Elements, Enlarge, Erase, Expeditious Retreat, Feather Fall, Hold Portal, Hypnotism, Identify, Jump, Mage Armor, Magic Missile, Magic Weapon, Message, Mount, Nystul’s Magical Aura, Obscuring Mist, Reduce, Shield, Silent Image, Shocking Grasp, Spider Climb, Tenser’s Floating Disk, Unseen Servant, Ventriloquism

2nd
Alter Self, Arcane Lock, Blindness/Deafness, Blur, Bull’s Strength, Chill Metal, Cat’s Grace, Continual Flame, Darkness, Darkvision, Daylight, Detect Thoughts, Drawmij’s Instant Summons, Endurance, Flaming Sphere, Ghoul Touch, Glitterdust, Glyph of Warding, Heat Metal, Hold Person, Invisibility, Knock, Leomund’s Trap, Levitate, Locate Object, Magic Mouth, Melf’s Acid Arrow, Minor Image, Mirror Image, Nondetection, Obscure Object, Protection from Arrows, See Invisibility, Shatter, Silence, Spectral Hand, Tongues, Undetectable Alignment, Web

3rd
Bestow Curse, Blink, Clairaudience/Clairvoyance, Dispel Magic, Explosive Runes, Displacement, Fire Trap, Flame Arrow, Fly, Gaseous Form, Greater Magic Weapon, Haste, Illusory Script, Imbue with Spell Ability, Keen Edge, Leomund’s Tiny Hut, Lightning Bolt, Magic Circle Against Chaos/Evil/Good/Law, Minor Creation, Phantom Steed, Protection from Elements, Remove Curse, Scrying, Secret Page, Sepia Snake Sigil, Shrink Item, Slow, Vampiric Touch, Water Breathing, Wind Wall

4th
Arcane Eye, Break Enchantment, Detect Scrying, Dimension Door, Dismissal, Enervation, Evard’s Black Tentacles, Fire Shield, Hold Monster, Improved Invisibility, Leomund’s Secure Structure, Locate Creature, Minor Globe of Invulnerability, Otiluke’s Resilient Sphere, Phantasmal Killer, Polymorph Self, Rary’s Mnemonic Enhancer, Rary’s Telepathic Bond, Shout, Stoneskin, Telekinesis

5th
Analyze Dweomer, Bigby’s Interposing Hand, Contact Other Plane, Cone of Cold, Contingency, Control Water, Eyebite, Fabricate, Greater Dispelling, Globe of Invulnerability, Guards and Wards, Leomund’s Secret Chest, Lesser Planar Binding, Magic Jar, Mislead, Mordekainen’s Faithful Hound, Passwall, Permanency, Persistent Image, Prying Eyes, Statue, Stone Shape, Teleport without Error, Tensor’s Transformation, True Seeing

6th
Antimagic Field, Antipathy, Banishment, Bigby’s Forceful Hand, Binding, Chain Lightning, Disintegrate, Ethereal Jaunt, Finger of Death, Flesh to Stone, Greater Scrying, Iron Body, Mind Blank, Mordekainen’s Sword, Otiluke’s Telekinetic Sphere, Planar Binding, Plane Shift, Power Word: Stun, Prismatic Spray, Programmed Image, Project Image, Repulsion, Reverse Gravity, Stone to Flesh, Symbol, Sympathy


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

1----Rune Tattoo (Lesser)----2-----------------------4------------------
2----Rune Tattoo (Lesser)----2 0--------------------4 2---------------
3----Rune Tattoo (Lesser)----2 1--------------------5 3---------------
4----Rune Tattoo (Lesser)----3 2 0-----------------5 3 2------------
5----Rune Tattoo (Lesser)----3 3 1-----------------6 3 2------------
6----Rune Tattoo (Lesser)----3 3 1-----------------6 4 3------------
7----Rune Tattoo (Greater)---3 3 2 0--------------6 4 3 2---------
8----Rune Tattoo (Greater)---3 3 2 1--------------6 4 4 2---------
9----Rune Tattoo (Greater)---3 3 3 1--------------6 4 4 3---------
10---Rune Tattoo (Greater)---3 3 3 2 0-----------6 4 4 3 2------
11---Rune Tattoo (Greater)---3 3 3 2 1-----------6 4 4 4 2------
12---Rune Tattoo (Greater)---3 3 3 3 1-----------6 4 4 4 3------
13---Rune Tattoo (Greater)---3 3 3 3 2 0--------6 4 4 4 3 2---
14---Rune Tattoo (Master)----4 3 3 3 2 1--------6 4 4 4 4 2---
15---Rune Tattoo (Master)----4 4 3 3 3 1--------6 4 4 4 4 3---
16---Rune Tattoo (Master)----4 4 3 3 3 2 0-----6 4 4 4 4 3 2
17---Rune Tattoo (Master)----4 4 4 3 3 2 1-----6 5 4 4 4 4 2
18---Rune Tattoo (Master)----4 4 4 4 3 3 2-----6 5 5 4 4 4 3
19---Rune Tattoo (Master)----4 4 4 4 4 3 2-----6 5 5 5 4 4 3
20---Rune Tattoo (Master)----4 4 4 4 4 4 3-----6 5 5 5 5 4 4

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RUNE TATTOOS

Rune Tattoos are magical and grant the Rune Adept supernatural abilities. Activating a Rune Tattoo that requires activation and has a set duration is a standard action that provokes attacks of opportunity. In an anti magic field, Rune Tattoos cease to function and the Rune Adept loses any bonuses they provide.
Unless otherwise noted, the bonuses and abilities provided by Rune Tattoos are enhancement bonuses; they stack with bonuses from feats but not with bonuses from spells or magic items. Unlike normal, Rune Tattoos that grant unnamed bonuses do not stack with spells or abilities that also grant unnamed bonuses. The Rune Adept may acquire the same Tattoo multiple times but each time for a different ability, skill, spell, etc., as appropriate for that particular Rune.

RUNE OF ARMOR
Lesser- The Rune Adept receives a +1 enhancement bonus to Armor Class.
Greater- The Rune Adept’s enhancement bonus to AC improves by +2 (total +3).
Master- The Rune Adept gains damage reduction equal to Intelligence modifier/+1 meaning he ignores damage equal to his Intelligence modifier from weapons with no more than a +1 enhancement.

RUNE OF ABILITY
L- The Rune Adept gains a +1 bonus to an ability score. The Rune Adept can only ever apply this ability to one physical ability (str, dex, con), and one mental ability (int, wis, cha).
G- The Rune Adept gains an additional +1 bonus to the chosen ability (total +2).
M- The Rune Adept gains an additional +2 bonus to that ability (total +4).

RUNE OF ENERGY RESISTANCE
L- The Rune Adept chooses one of the 5 energy types (acid, cold, electrical, fire, or sonic) and ignores the first 5 points of damage from that energy type suffered each round.
G- The Rune Adept's resistance to the chosen energy type improves to 5 + 1/2 class level. This bonus supercedes (does not stack with) the above bonus.
M- The Rune Adept's resistance to the chosen energy type improves to 10 + class level. This bonus supercedes the above bonus.

RUNE OF ENHANCEMENT
L- Once per day per class level, for 1 minute the Rune Adept can imbue a melee weapon with a +1 enhancement bonus to attacks and damage.
G- The Rune Adept's enhancement ability improves and the imbued weapon gains a +1 bonus and also a +1 special weapon ability (see Core rule book II).
M- The Rune Adept can add an additional +1 to either the enhancement bonus, or the weapon special ability. If applied to the enhancement bonus, it increases to a +2 bonus to attacks and damage with the imbued weapon. If applied to the special weapon ability, the Rune Adept can apply an additional +1 weapon special ability to the imbued weapon, or replace both with a single +2 weapon special ability.

RUNE OF POWER
L- The Rune Adept gains one of following as a supernatural ability once per day continuously for 1 hour: Darkvision, Expeditious Retreat, Find Traps, Jump, Nondetection, Pass without Trace, Protection from Arrows, Spider Climb, Undetectable Alignment. The Rune Adept can only acquire a Power Rune for a spell he is of sufficient level to cast as a normal spell. If the chosen spell is not on the Rune Adept spell list, consider it a 1st level spell for this ability.
G- The duration of the Rune Adept's chosen supernatural ability improves to 1 hour per class level per day.
M- The Rune Adept gains the chosen supernatural ability as a permanent ability.

RUNE OF RESILIENCE
L- During every hour of non-strenuous activity, the Rune Adept recovers 1 hit point. This healing is in addition to normal hit point recovery. It does not allow the Rune Adept to gain hit points beyond his normal hit point total or recover hit points lost to permanent ability damage, starvation, thirst, or similar affects.
G- The Rune Adept can sustain himself on half the normal amount of food, drink, and sleep. He also receives a +4 bonus to Constitution checks to stave off the effects of thirst and starvation.
M- The Rune Adept no longer needs to eat or drink, suffers no more ability penalties for aging, and cannot be magically aged. Any penalties he has suffered remain, but henceforth, only bonuses accrue and he still dies of old age when his time is up.

RUNE OF RESISTANCE
L- The Rune Adept receives a +2 bonus to saves against one of the following effects or conditions: poison, disease, petrifaction, magical sleep, fear, or magical aging.
G- The Rune Adept's bonus to saves against the chosen effect/condition improves to +4. This bonus supercedes (does not stack with) the above bonus.
M- The Rune Adept gains complete immunity to the chosen effect/condition.

RUNE OF SALVATION
L- The Rune Adept gains a +2 bonus to one type of save (Fort, Ref, or Will).
G- When exposed to any effect that normally allows a character to attempt the chosen save for a lesser effect, with a successful save the Rune Adept suffers no effect. This ability is identical to the Evasion special ability but can be applied to Fortitude or Will saves not just Reflex.
M- With the chosen save, the Rune Adept still suffers no effect or damage on a successful save, on a failed save he suffers a lesser effect (if applicable). This ability is identical to the Improved Evasion special ability but can be applied to Fortitude or Will saves as well.

RUNE OF SHAPECHANGE
L- Once per day, for one minute, the Rune Adept can assume the form of a creature of his size category. This ability is in all other ways identical to the spell Polymorph Self. When using this ability (or any other shapechange ability) the Rune Adept loses all Rune Tattoo abilities except this one. Assuming he has not expended use of this ability for the day, the Rune Adept can also use this ability to return to his natural form when shapechanged against his will.
G- The Rune Adept can use this ability a number of times per day equal to his Intelligence modifier, and can assume the forms of creatures one size category larger or smaller than himself, though not larger than Medium size.
M- The Rune Adept can sustain his shapechange for a number of minutes equal to ½ his class level, and can use this ability a number of times per day equal to his class level. Also, the size range for his alternate forms is the same as that for the spell Polymorph Self.

RUNE OF SKILL
L- The Rune Adept gains a +2 bonus to a single skill.
G- The Rune Adept receives a bonus to that skill equal to 1/2 class level. This bonus supercedes (does not stack with) the above bonus.
M- When making a skill check with this skill, the Rune Adept may take 10 even if stress and distraction would normally prevent her from doing such. He becomes so certain in his skill that he can use his skill reliably even under adverse conditions.

RUNE OF SPELLS
L- Once per day, the Rune Adept can cast one of the following spells on himself (if applicable) as a spell-like ability at caster level: Alter Self, Blur, Comprehend Languages, Change Self, Detect (animals, chaos, evil, good, law, magic, plants, poison, snares & pits, thoughts, or undead), Enlarge, Dimension Door, Feather Fall, Gaseous Form, Invisibility, Levitate, Meld into Stone, Mage Hand, Mirror Image, Speak with Animals, Speak with Plants, or Tongues. The Rune Adept can only acquire a Spell Rune for a spell he is of sufficient level to cast as a normal spell. If the chosen spell is not on the Rune Adept spell list, consider it a 1st level spell for this ability.
G- The Rune Adept can cast the chosen spell-like ability on himself a number of times per day equal to his Intelligence modifier.
M- The Rune Adept can cast the chosen spell-like ability on himself a number of times per day equal to his Intelligence modifier + ½ class level.

RUNE OF SUMMONING
L- Once per day, for a number of rounds equal to Intelligence modifier + class level, the Rune Adept can summon a single creature from up to the 2nd level list for the spells Summon Monster and Summon Nature's Ally. The creature summoned is always the same and cannot be changed except if/when the Rune Adept advances the Rune Tattoo.
G- A number of times per day equal to his Intelligence modifier, The Rune Adept can summon a single creature from up to the 4th level version of Summon Monster or Summon Nature's Ally. If the summoned creature sustains enough damage to be killed, it disappears and cannot be summoned again that day.
M- The Rune Adept can summon a single creature from up to the 6th level version of Summon Monster or Summon Nature's Ally. The summoned creature remains for a number of minutes equal to class level.
 

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Ah, I remember this one... I am glad you are still at it, it looks like a decent class but there are a few things that bother me.

KNOWN SPELLS

Sorry, but I am still of the thought that if you are going to TATTOO a spell on your body that it would be the only spell you would know. You can't say "My fluffy bunny tattoo is a stoneskin as well as a polymoprh self spell", it just doesn't work. This isn't casting from the mind, that has wonderful storage compacity, this is coming from the tattoo, which is a one shot, one spell only deal.

TATTOO MAKING

There is nothing here that MAKES someone dedicate their life to tatooing. There should be some sort of dedication, such as taking a magical tattoo making feat or something along those lines. You just can't have ANYONE make magical tattoos, it would just be silly.

DESPELLING TATTOO MAGIC

Umm, no. The tattoo magic should only affect the caster or, if they took a specific feat, a limited amount of people. That is the thing with Tattoo magics, it isn't as if you are a sorcerer or a wizard, able to hurl off thunderbolts or fireballs at a whim... You can only affect you and your collegues. Thus, it makes it MUCH tougher to dispell tattoo magic and MUCH tougher than that for a tattoo mage to dispell any other magic. It is like asking an Mac to debug a Windows environment, not going to be a happy time for all. However, if you INSIST on dispelling tattoo based magics, I would say the tattoo stays in place (no etheral), but it cannot be used for 24 hours.

ETHERAL TATTOOS

Umm, again I say, no. Tattoos are a permanent thing, whether they be magical or not. You have to have a permanent surface (a.k.a. - skin) and a permanent ink to have them exist. It is just like a normal tattoo, just that when it is at the end of it's creation, it will be enchanted and *POOF!*, magical fluffly bunny tattoo.

SPELL LIST

This is a gerat idea, though I think that it should replace the Spell list, period. Someone should be able to dedicate themselves to one type of tattoo magic, such as Tattoos of Power or Tattoos of Enchantment, but shouldn't get to cross over. There should be a penalty for taking your magic out on your body instead of your mind.

SPELL LIMIT

There is nothing here saying that there is a timeframe limit on the use of a tattoo in a day. In AEG's Mercenaries handbook, they have a time limit of 24 hours before being able to cast the spell again... That is the limit of the body because the body is being taxed when you are casting through a tattoo.

OVERALL

Not a bad effort, but as I stated before, if you can go to your local store and look at a copy of AEG's Mercenaries, you will understand all. I am not saying that AEG's offering is the end all/be all of this class, but it is at least the standard that you should go off of.

NAME CHANGE

I was the one that suggested the name change, only because RUNES are not only symbols that people have tatooed or even carved on themselves, but they also are made of small bone chips and tree chips to divine the future. Why not make it a TATTOO ADEPT, or INK ADEPT. I just think that there are some of us that get a titch confused.
 

Sorry, but I am still of the thought that if you are going to TATTOO a spell on your body that it would be the only spell you would know.
while I agree with you to a point, I could not come up with a good way to combine normal spellcasting with Tattoo magic without giving alot more Tattoos. As a sort of compromise, I decided to make the Tattoo magic seperate from the normal spellcasting.


There is nothing here that MAKES someone dedicate their life to tatooing.
true, but then again their is nothing that makes a Bard deidcate themselves to music and performing, nothing that makes a Fighter dedicate themselves to the study of warfare.


There is nothing here saying that there is a timeframe limit on the use of a tattoo in a day. In AEG's Mercenaries handbook, they have a time limit of 24 hours before being able to cast the spell again... That is the limit of the body because the body is being taxed when you are casting through a tattoo.
Most of the Tattoos grant permanent abilities that have no limit on how many times they can be used per day. The ones that grant the ability to cast certain spell-like abilities are limited in how often they can be used per day which is listed in the description. One thing I think I will change is to make all Tattoos Constitution-based rather than Intelligence based. As is, the Rune Adept can get by with only a decent Intelligence score as both his spellcasting and Tattoos are based on Int. Also, I will unifiy the mechanics for using Tattoos that have a use-per-day limit.


AEG's Mercenaries, you will understand all. I am not saying that AEG's offering is the end all/be all of this class, but it is at least the standard that you should go off of.
I've looked at my LGS but they don't seem to have it. Also, while i'm intersted in there approach to a similar idea, if anythin, Iwould want my class to be as unique and different from their's as possible. Still, I'll look for the book and take a look at the class when I find it.
 

I think you missed the point I was trying to make to you on this overall regarding this class.

1) This is not your normal or typical magic using class. You are taking the magic stored in a magical item (known in this discussion as a tattoo). This is not like opening your book, picking at random and saying "I cast white fluffly bunny death on you!", this is much like a magical weapon.

2) Magical tattoos ARE masterwork magical items, or they should be treated as such. Sure, some joe off of the street can etch or carve a design, but much like a masterwork weapon, they are not going to be able to produce the stability to use magic.

3) I hate to keep going back to it, it seems like I am a parrot on this one, but you really should look at the Merc's handbook before doing any tweaking. It is well designed and good for the game, but is a challenge for someone that looks for that in their games. I am not saying to you that it SHOULD be like AEG's, but everything is an off shoot of something else.

I know you may burn with fury and anger seeing me chime in again, but this will help your class out. I would love to see a variant of the Tattoo Mage that I use and I am hoping that you can supply that for me... But it is not in this form, not at this moment and time.
 

They don't sacrifice a whole lot to gain those tattoo powers, might want to fix that up.
RUNE OF POWER
L- The Rune Adept gains one of following as a supernatural ability once per day continuously for 1 hour: Darkvision, Expeditious Retreat, Find Traps, Jump, Nondetection, Pass without Trace, Protection from Arrows, Spider Climb, Undetectable Alignment.
G- The duration of the Rune Adept's chosen supernatural ability improves to 1 hour per class level per day.
M- The Rune Adept gains the chosen supernatural ability as a permanent ability.

Darkvision I have no problem with, but these are just too damn abusable.

I mean, At first level, I can get a Protection From Arrows Tattoo and be immune from arrow damage for an entire hour.....FRONTLOADING AHOY!:D
 

Posted by Angcuru
I mean, At first level, I can get a Protection From Arrows Tattoo and be immune from arrow damage for an entire hour.....FRONTLOADING AHOY!
In the Rune of Spells, Their is a line that says:

The Rune Adept can only acquire a Spell Rune for a spell he is of sufficient level to cast as a normal spell. If the chosen spell is not on the Rune Adept spell list, consider it a 1st level spell for this ability.

add that to the Rune of Power in it should balance out. In fact, I will go back and put it in.



Posted by LeifVignirsson
I know you may burn with fury and anger seeing me chime in again, but this will help your class out.
I think it comes down to a fundamental difference of opinion. Our views on what the class should do or should be are too different. Still, your ideas have always been politely expressed and useful.
 

I slightly changed your rune adapt. Spellcasting is possible. The class is a mage/fighter, as in the Gates of Death novels series, from Weis and Hickman)

here:



Tattoo Adepts use their body as an artificier use items, to host magic properties. While a Tattoo Adept’s tattoos may appear as simple symbols or ordinary tattoos, they represent powerful magic forces entwined in his very being.

GAME RULE INFORMATION

Abilities: Intelligence determines how many spells a Tattoo Adept knows. To cast a spell, a Tattoo Adept must have an Intelligence score of 10 + the spell’s level. The Tattoo Adept’s Intelligence score affects the number of spells he may cast, but not the number of spells he knows. As they have a better attack bonus than a Wizard, the Tattoo Adept may also benefit from a high Strength or Dexterity score.

Alignment: Any

Hit Die: d8

Class Skills: Alchemy (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge:Arcana (Int), Profession (Wis), Scry (Int), Spellcraft (Int), Use Magic Device (Cha)

BAB: 3/4 (as Rogue/Cleric)

Good Saves: Fortitude and Will

Weapon and Armor Proficiency: Tattoo Adepts are proficient with all simple and martial 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.

Special feat: Tattoo craft as a variation of craft arms, wands, etc. If not a spellcaster himself, the tattoo adept should know someone who can cast the prer. Spells.


Spells: Tattoo Adepts don’t CAST spells. They can otherwise posses spell-like abilities that can be permanent at higher levels.

Tattoos (Su): A 1st level Tattoo Adept begins play with 2 Tattoo. At 2nd level and every level thereafter, he gains another an additional Tattoo, or if he is of sufficient level, he can instead choose to upgrade a Tattoo that he already has. Each Tattoo has 3 tiers; Lesser, Greater, and Master level. The Tattoo Adept can improve a Tattoo from Lesser to Greater at 7th level and from Greater to Master at 14th level. To improve a particular Tattoo to Master level, the Tattoo Adept must first have improved it from Lesser to Greater.

The Tattoo Adept’s Tattoos are an inseparable aspect of his being; if the part of his body where a Tattoo appears is disfigured or removed, the Tattoo will reappear elsewhere on his body. The Tattoo Adept retains his 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 Tattoos when affected by spells that drastically change his shape (Gaseous Form, Polymorph spells, Shapechange, etc.).
Detection & Dispelling: Because of his Tattoos, the Tattoo Adept projects a magical aura that can be detected with Detect Magic (See spell description). A first level Tattoo Adept has a Dim magical aura. From 2nd to 6th level, his aura is Faint. From 7th to 13th it is Moderate and level 14 and over it is Strong. Additionally, after casting Detect Magic, a Tattoo Adept may make a Spellcraft check (DC 20) to determine one random Tattoo of another Tattoo Adept. Every round he continues to study that Tattoo Adept, he may make another Spellcraft check to determine another Tattoo.
Tattoos, like magic items, may be temporarily suppressed by spells such as Dispel Magic (see spell description). The Tattoo Adept is just like a magic item for the purposes of dispel checks; his Tattoo Adept level is the ‘items’ caster level. If the Tattoo Adept fails the dispel check, all his Tattoos are suppressed, though only for a round


Table

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

1----2 Tattoo (Lesser
2---- Tattoo (Lesser
3---- Tattoo (Lesser)
4---- Tattoo (Lesser)
5---- Tattoo (Lesser)
6---- Tattoo (Lesser)
7---- Tattoo (Greater)
8---- Tattoo (Greater)
9---- Tattoo (Greater)
10--- Tattoo (Greater)
11--- Tattoo (Greater)
12--- Tattoo (Greater)
13--- Tattoo (Greater)
14--- Tattoo (Master)
15--- Tattoo (Master)
16--- Tattoo (Master)
17--- Tattoo (Master)
18--- Tattoo (Master)
19--- Tattoo (Master)
20--- Tattoo (Master)



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TATTOOS (10 types)

Tattoos are magical and grant the Tattoo Adept supernatural abilities. Activating a Tattoo that requires activation and has a set duration is a standard action that provokes attacks of opportunity. In an anti magic field, Tattoos cease to function and the Tattoo Adept loses any bonuses they provide.

Unless otherwise noted, the bonuses and abilities provided by Tattoos are enhancement bonuses; they stack with bonuses from feats but not with bonuses from spells or magic items. Unlike normal, Tattoos that grant unnamed bonuses do not stack with spells or abilities that also grant unnamed bonuses. The Tattoo Adept may acquire the same Tattoo multiple times but each time for a different ability, skill, spell, etc., as appropriate for that particular Tattoo.

TATTOO OF ARMOR (only if armorless)
Lesser- The Tattoo Adept receives a + charisma modifier enhancement bonus to Armor Class.
Greater- The Tattoo Adept’s enhancement bonus to AC improves by ½ level
Master- The Tattoo Adept gains damage reduction equal to level + Intelligence modifier/+1 meaning he ignores damage equal to his Intelligence modifier from weapons with no more than a +1 enhancement.

TATTOO OF ABILITY
L- The Tattoo Adept gains a +1 bonus to an ability score. Permanent.
G- The Tattoo Adept gains an additional +1 bonus to the chosen ability (total +2).
M- The Tattoo Adept gains an additional +2 bonus to that ability (total +4).

TATTOO OF ENERGY RESISTANCE
L- The Tattoo Adept chooses one of the 5 energy types (acid, cold, electrical, fire, or sonic) and ignores the first 5 points of damage from that energy type suffered each round.
G- The Tattoo Adept's resistance to the chosen energy type improves to 5 + class level. This bonus supercedes (does not stack with) the above bonus.
M- The Tattoo Adept's resistance to the chosen energy type improves to total immunity.

TATTOO OF ENHANCEMENT
L- Once per day per class level, for 1 minute the Tattoo Adept can imbue a normal melee weapon with a +1 enhancement bonus to attacks and damage (magical)
G- The Tattoo Adept's enhancement ability improves and the imbued weapon gains a +1 bonus and also a +1 special weapon ability (or+2, see Core rule book II).
M- The Tattoo Adept can add an additional +2 equivalent-bonus to an existing magical weapon

TATTOO OF RESILIENCE
L- During every hour of non-strenuous activity, the Tattoo Adept recovers 1 hit point. This healing is in addition to normal hit point recovery. It does not allow the Tattoo Adept to gain hit points beyond his normal hit point total or recover hit points lost to permanent ability damage, starvation, thirst, or similar affects.
G- The Tattoo Adept can sustain himself on half the normal amount of food, drink, and sleep. He also receives a +4 bonus to Constitution checks to stave off the effects of thirst and starvation. He has the endurance feat.
M- The Tattoo Adept no longer needs to eat or drink, suffers no more ability penalties for aging, and cannot be magically aged. Any penalties he has suffered remain, but henceforth, only bonuses accrue and he still dies of old age when his time is up.

TATTOO OF RESISTANCE
L- The Tattoo Adept receives a +4 bonus to saves against one of the following effects or conditions: poison, disease, petrifaction, magical sleep, fear, or magical aging.
G- The Tattoo Adept's bonus to saves against the chosen effect/condition improves to +8. This bonus supercedes (does not stack with) the above bonus.
M- The Tattoo Adept gains complete immunity to the chosen effect/condition.

TATTOO OF SALVATION
L- The Tattoo Adept gains a +3 bonus to one type of save (Fort, Ref, or Will).
G- When exposed to any effect that normally allows a character to attempt the chosen save for a lesser effect, with a successful save the Tattoo Adept suffers no effect. This ability is identical to the Evasion special ability but can be applied to Fortitude or Will saves not just Reflex.
M- With the chosen save, the Tattoo Adept still suffers no effect or damage on a successful save, on a failed save he suffers a lesser effect (if applicable). This ability is identical to the Improved Evasion special ability but can be applied to Fortitude or Will saves as well.


TATTOO OF SHAPECHANGE
L- Once per day, for one minute, the Tattoo Adept can assume the form of a creature of his size category. This ability is in all other ways identical to the spell Polymorph Self. When using this ability (or any other shapechange ability) the Tattoo Adept loses all Tattoo abilities except this one. Assuming he has not expended use of this ability for the day, the Tattoo Adept can also use this ability to return to his natural form when shapechanged against his will.
G- The Tattoo Adept can use this ability a number of times per day equal to his Intelligence modifier, and can assume the forms of creatures one size category larger or smaller than himself, though not larger than Medium size.
M- The Tattoo Adept can sustain his shapechange for a number of minutes equal to ½ his class level, and can use this ability a number of times per day equal to his class level. Also, the size range for his alternate forms is the same as that for the spell Polymorph Self.

TATTOO OF SKILL
L- The Tattoo Adept gains a +4 bonus to a single skill.
G- The Tattoo Adept receives a bonus to that skill equal to his class level. This bonus supercedes (does not stack with) the above bonus.
M- When making a skill check with this skill, the Tattoo Adept may take 10 even if stress and distraction would normally prevent her from doing such. He becomes so certain in his skill that he can use his skill reliably even under adverse conditions.


TATTOO OF POWER
L- The Tattoo Adept gains one of following as a supernatural ability once per day continuously for 1 hour: Darkvision, Expeditious Retreat, Find Traps, Jump, Nondetection, Pass without Trace, Protection from Arrows, Spider Climb, Undetectable Alignment. The Tattoo Adept can only acquire a Power Tattoo for a spell he is of sufficient level to cast as a normal spell (if he was a sorcerer). +1 usage per 2 levels (can be 2 different powers).

G- The following should be activated (provoke attack of opportunity): blur, invisibility, improved invisibility, dimensional door, teleport, teleport without error and have a maximum duration equal to spell cast by a sorcerer of equivalent level.
1 usage/level/day of the powers.

M- The Tattoo Adept gains one of the chosen supernatural ability as a permanent ability.
 

The class is a mage/fighter, as in the Gates of Death novels series, from Weis and Hickman)
This is the same place I got the inspiration for my version. I'm flattered. I still prefer my version better, but I like really yours too.

just a couple of suggestions: they should get either light armor proficiency or shield proficiency on the condition that neither stack with the Rune of Armor.

Also, I suggest you take a look at the spells on the Wizard and Cleric spell list. Their were some spells I didn't add to the Rune of Spells and Rune of Power because I felt that they would work better as regular spells. Since your version doesn't cast spells, their should be quite afew spells that you can add to those Runes.

You might also want to take a look at the Dispelling rules. This is also a change I'll add to my version: The permanent Runes are suppressed for a round, and a Dispel check is made for each of the Tattoos with a non-permanent duration.
 

Witness, I should read back the novels to remberber the powers of the guy... I dont't rembember he could cast lighting biolt or flashy spells. I didn't leave a spell that require a save...

But I have problems (I think of it overnight)

- What are the fav. stats? Charisma for armor, that's it. Charisma for extra powers? no.

- At high level, what is the OFFENSIVE power? A fighter without the to hit and the feats...

Yes, the character has full of cool defensive powers, can turn a +3 sword +5, but vs a dragon ???

If I don't want level 6 spells as you, what can I do ?

solution: prc (here is my first draft)

Tattoo Adept (PrC)

In the gates of death novels series, the tattoo adept is an agent of the chosen race in the commoners world. He is given supernatural powers in order to master the feeble ones. The powers of the tatoo adept are dampered in the maze world, by anti-magic dampening ways.

Abilities: Intelligence determines how many spells a Tattoo Adept knows. To cast a spell, a Tattoo Adept must have an Intelligence score of 10 + the spell’s level. The Tattoo Adept’s Intelligence score affects the number of spells he may cast, but not the number of spells he knows. As they have a better attack bonus than a Wizard, the Tattoo Adept may also benefit from a high Strength or Dexterity score.

prer: Cast arcane spells of 1st level, +4 to hit

Preferred classes: Bards, sorcerers and multi-classed-monks, due to the fact charisma allows armor bonuses, and only for unarmored characters. Any others classes can like the powers allowed by the other tattoos

Alignment: Any

Hit Die: d8

Class Skills: Alchemy (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge:Arcana (Int), Profession (Wis), Scry (Int), Spellcraft (Int), Use Magic Device (Cha)

BAB: 3/4 (as Rogue/Cleric)

Good Saves: Fortitude and Will

Weapon and Armor Proficiency: Tattoo Adepts are proficient with all simple and martial 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.

Special feat: Tattoo craft as a variation of craft arms, wands, etc. If not a spellcaster himself, the tattoo adept should know someone who can cast the prer. Spells.


Spells: Tattoo Adepts don’t CAST spells. They can otherwise posses spell-like abilities that can be permanent at higher levels.

Tattoos (Su): A 1st level Tattoo Adept begins play with 2 Tattoos. At 2nd level and every level thereafter, he gains another an additional Tattoo, or if he is of sufficient level, he can instead choose to upgrade a Tattoo that he already has. Each Tattoo has 3 tiers; Lesser, Greater, and Master level. The Tattoo Adept can improve a Tattoo from Lesser to Greater at 7th level and from Greater to Master at 14th level. To improve a particular Tattoo to Master level, the Tattoo Adept must first have improved it from Lesser to Greater.

The Tattoo Adept’s Tattoos are an inseparable aspect of his being; if the part of his body where a Tattoo appears is disfigured or removed, the Tattoo will reappear elsewhere on his body. The Tattoo Adept retains his 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 Tattoos when affected by spells that drastically change his shape (Gaseous Form, Polymorph spells, Shapechange, etc.).
Detection & Dispelling: Because of his Tattoos, the Tattoo Adept projects a magical aura that can be detected with Detect Magic (See spell description). A first level Tattoo Adept has a Dim magical aura. From 2nd to 6th level, his aura is Faint. From 7th to 13th it is Moderate and level 14 and over it is Strong. Additionally, after casting Detect Magic, a Tattoo Adept may make a Spellcraft check (DC 20) to determine one random Tattoo of another Tattoo Adept. Every round he continues to study that Tattoo Adept, he may make another Spellcraft check to determine another Tattoo.
Tattoos, like magic items, may be temporarily suppressed by spells such as Dispel Magic (see spell description). The Tattoo Adept is just like a magic item for the purposes of dispel checks; his Tattoo Adept level is the ‘items’ caster level. If the Tattoo Adept fails the dispel check, all his Tattoos are suppressed, though only for a round


Table

Level-------Special-----------------------------

1---- 2 Tattoo (Lesser)
2---- Tattoo (Lesser)
3---- Tattoo (Lesser)
4---- Tattoo (Lesser)
5---- Tattoo (Greater)
6---- Tattoo (Greater)
7---- Tattoo (Greater)
8--- Tattoo (Master)
9--- Tattoo (Master)
10--- Tattoo (Master)

---------------------------------------------------------------------------------
TATTOOS (10 types)

Tattoos are magical and grant the Tattoo Adept supernatural abilities. Activating a Tattoo that requires activation and has a set duration is a standard action that provokes attacks of opportunity. In an anti magic field, Tattoos cease to function and the Tattoo Adept loses any bonuses they provide.

Unless otherwise noted, the bonuses and abilities provided by Tattoos are enhancement bonuses; they stack with bonuses from feats but not with bonuses from spells or magic items. Unlike normal, Tattoos that grant unnamed bonuses do not stack with spells or abilities that also grant unnamed bonuses. The Tattoo Adept may acquire the same Tattoo multiple times but each time for a different ability, skill, spell, etc., as appropriate for that particular Tattoo.

TATTOO OF ARMOR (only if armorless)
Lesser- The Tattoo Adept receives a + charisma modifier enhancement bonus to Armor Class.
Greater- The Tattoo Adept’s enhancement bonus to AC improves by ½ level
Master- The Tattoo Adept gains damage reduction equal to level + charisma modifier/+1 meaning he ignores damage equal to his charisma modifier from weapons with no more than a +1 enhancement.

TATTOO OF ABILITY
L- The Tattoo Adept gains a +1 bonus to an ability score. Permanent.
G- The Tattoo Adept gains an additional +1 bonus to the chosen ability (total +2).
M- The Tattoo Adept gains an additional +2 bonus to that ability (total +4).

TATTOO OF ENERGY RESISTANCE
L- The Tattoo Adept chooses one of the 5 energy types (acid, cold, electrical, fire, or sonic) and ignores the first 5 points of damage from that energy type suffered each round.
G- The Tattoo Adept's resistance to the chosen energy type improves to 5 + class level. This bonus supercedes (does not stack with) the above bonus.
M- The Tattoo Adept's resistance to the chosen energy type improves to total immunity.



TATTOO OF ENHANCEMENT
L- Once per day per class level, for 1 minute the Tattoo Adept can imbue a normal melee weapon with a +1 enhancement bonus to attacks and damage (magical)
G- The Tattoo Adept's enhancement ability improves and the imbued weapon gains a +1 bonus and also a +1 special weapon ability (or+2, see Core rule book II).
M- The Tattoo Adept can add an additional +2 equivalent-bonus to an existing magical weapon

TATTOO OF RESILIENCE
L- During every hour of non-strenuous activity, the Tattoo Adept recovers 1 hit point. This healing is in addition to normal hit point recovery. It does not allow the Tattoo Adept to gain hit points beyond his normal hit point total or recover hit points lost to permanent ability damage, starvation, thirst, or similar affects.
G- The Tattoo Adept can sustain himself on half the normal amount of food, drink, and sleep. He also receives a +4 bonus to Constitution checks to stave off the effects of thirst and starvation. He has the endurance feat.
M- The Tattoo Adept no longer needs to eat or drink, suffers no more ability penalties for aging, and cannot be magically aged. Any penalties he has suffered remain, but henceforth, only bonuses accrue and he still dies of old age when his time is up.

TATTOO OF RESISTANCE
L- The Tattoo Adept receives a +4 bonus to saves against one of the following effects or conditions: poison, disease, petrifaction, magical sleep, fear, or magical aging.
G- The Tattoo Adept's bonus to saves against the chosen effect/condition improves to +8. This bonus supercedes (does not stack with) the above bonus.
M- The Tattoo Adept gains complete immunity to the chosen effect/condition.

TATTOO OF SALVATION
L- The Tattoo Adept gains a +3 bonus to one type of save (Fort, Ref, or Will).
G- When exposed to any effect that normally allows a character to attempt the chosen save for a lesser effect, with a successful save the Tattoo Adept suffers no effect. This ability is identical to the Evasion special ability but can be applied to Fortitude or Will saves not just Reflex.
M- With the chosen save, the Tattoo Adept still suffers no effect or damage on a successful save, on a failed save he suffers a lesser effect (if applicable). This ability is identical to the Improved Evasion special ability but can be applied to Fortitude or Will saves as well.


TATTOO OF SHAPECHANGE
L- Once per day, for one minute, the Tattoo Adept can assume the form of a creature of his size category. This ability is in all other ways identical to the spell Polymorph Self. When using this ability (or any other shapechange ability) the Tattoo Adept loses all Tattoo abilities except this one. Assuming he has not expended use of this ability for the day, the Tattoo Adept can also use this ability to return to his natural form when shapechanged against his will.
G- The Tattoo Adept can use this ability a number of times per day equal to his Intelligence modifier, and can assume the forms of creatures one size category larger or smaller than himself, though not larger than Medium size.
M- The Tattoo Adept can sustain his shapechange for a number of minutes equal to ½ his class level, and can use this ability a number of times per day equal to his class level. Also, the size range for his alternate forms is the same as that for the spell Polymorph Self.

TATTOO OF SKILL
L- The Tattoo Adept gains a +4 bonus to a single skill.
G- The Tattoo Adept receives a bonus to that skill equal to his class level. This bonus supercedes (does not stack with) the above bonus.
M- When making a skill check with this skill, the Tattoo Adept may take 10 even if stress and distraction would normally prevent her from doing such. He becomes so certain in his skill that he can use his skill reliably even under adverse conditions.


TATTOO OF POWER
L- The Tattoo Adept gains one of following as a supernatural ability once per day continuously for 1 hour: Darkvision, Expeditious Retreat, Find Traps, Jump, Nondetection, Pass without Trace, Protection from Arrows, Spider Climb, Undetectable Alignment. The Tattoo Adept can only acquire a Power Tattoo for a spell he is of sufficient level to cast as a normal spell (if he was a sorcerer). +1 usage per 2 levels (can be 2 different powers).

G- The following should be activated (provoke attack of opportunity): blur, invisibility, improved invisibility, dimensional door, teleport, teleport without error and have a maximum duration equal to spell cast by a sorcerer of equivalent level.
1 usage/level/day of the powers.

M- The Tattoo Adept gains one of the chosen supernatural ability as a permanent ability.
 
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What are the fav. stats? Charisma for armor, that's it. Charisma for extra powers? no.
When I originally thought up the class, the DC of the Rune Adept's Rune Tattoos was based on Intelligence. Bit since, Intelligence is also used for the RA spells, and most of his skills, I changed it to Constitution because his Tattoos are part of his body and thus dependent on the RA's physical health. I considered using Charisma for either the spells of Tattoos, but decided not too because I did not want the class to be too close to the Sorcerer or Bard. For your version, Core or Prestige, you can basically go with whatever stat you want since your version(s) is less similar to the arcane spellcasting classes.

- At high level, what is the OFFENSIVE power? A fighter without the to hit and the feats...
I suggest you add back in the Rune of Spells. I figure you took it out of your PrC version because it was too much like normal spellcasting, which you wanted to avoid. The class was purposely designed to have less fire power than a wizard or sorcerer, and focus on buffing and spells with a single target. Their are quite a few non-directly-offensive spells on the Rune Adept spell list that would work quite well as Spell Runes or Power Runes for a high level character:Stoneskin, Tensor's Transformation, True Seeing, Iron Body, Statue, and Fire Shield. Spells not ont ht RA spell list that would be useful as Spell Runes include: Mind Blank, Freedom of Movement, Spell Resistance, Negative Energy Protection, and Meld Into Stone.
 

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