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.
-------------------------------------------
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
----------------------------------------------------------------------------------
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.
-------------------------------------------
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
----------------------------------------------------------------------------------
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.
Attachments
Last edited: