New Core Class: The Rune Adept

True. I should really read the novels again. I did it 2 years ago...

And the Prc prer. ?

At level 5, a sorcerer/fighter can enter the class. A bard, a monk, at higher level.

is it ok ?
 

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For the prereqs, I would drop the BAB requirement as it is too dificult for spellcasters to achieve. I would also change the required spellcasting ability so they must be able to cast 2nd level spells. That way, a PC needs more than just one level of an arcane caster class to qualify. In place of the BAB requirement, I would have a Fort save requirement making it harder for pure spellcasters to take the class. Additionaly, I suggest that at least 1 item-creation feat be required; the processes by which one imbues magic into an object are similar to those of imbuing magic into oneself.
 

You consider the magic should came from the character himself, more than from outer source ?

The character should have +1 caster level every other level (as for many other prC). The tatoo of spell or power should make the power PERMANENT. The higher the tier, the higher the power.


new post. your opinion ? I raise the efficiency of pretty all the tattoo... hit dice lower to d6, because it is stronger. It's hard to compare prCs. Do you have a chart? I have one only for core classes...


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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 get master over the feebles. The powers of the tatoo adept are dampered in the maze world, by anti-magic 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 2st level, Fortitude +3, 2 magic craft feats

Preferred classes: Arcane casters, expecially wizards due to the fact intelligence is the preferred stat for the class.

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: 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.

Tattoo craft (Special feat): Tattoo craft as a variation of craft arms, wands, etc. The character can use any magic craft feat as a tattoo variation for free.

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), Tattoo craft
2---- Tattoo (Lesser) +1 caster level
3---- Tattoo (Lesser)
4---- Tattoo (Lesser) +1 caster level
5---- Tattoo (Greater)
6---- Tattoo (Greater) +1 caster level
7---- Tattoo (Greater)
8--- Tattoo (Master) +1 caster level
9--- Tattoo (Master)
10--- Tattoo (Master) +1 caster level

---------------------------------------------------------------------------------
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. The tattoo of power provides magic-like abilities.

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 + intelligence 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- Every minute of non-strenuous activity, the Tattoo Adept recovers 1 hit point.
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- Every round of non-strenuous activity, the Tattoo Adept recovers 1 hit point.
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 can use any non-offensive 1st level arcane spell as permanent magic-like ability.

G- The Tattoo Adept can use any non-offensive 2nd level arcane spell as permanent.

M- The Tattoo Adept can use gains one of the chosen spell as a permanent ability: Stoneskin, True Seeing, Iron Body, Statue, and Fire Shield, Mind Blank, Freedom of Movement, Spell Resistance, Negative Energy Protection, Meld Into Stone, Improved invisibility and Teleport without error.
 
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I think some of your changes have powered-up the class a little TOO much. Complete Immunity to 1 type of energy is more appropriatte for a class that focuses purely on the elements as is the possibly massive AC bonus from the Tattoo of Armor. In addition, since the Tattoo of Armor is based on Int, the Adept only ever needs to have one good stat. Add to that the fact that they continue to gain levels in their spellcaster class and the PrC is very powerful. Too powerful. IMHO, the class is supposed to be versatile not necessarily powerful; With the right Tattoos, the Tattoo Adept is supposed to be able to do almost anything well, but is not the best at anyone thing.

Also, the bonuses provided by Lesser should be equal to or less than those granted by feats. In the case of Lesser Tattoos that grant abilities that are also granted by feats, the bonus of the Tattoo should never be more than the feat because of stacking. Few feats can be acquired more than once because to do so would be overpowered. Being able to acquire a Tattoo that grants a similar bonus as the feat and stacks with the feat is the same thing as being able to take the feat more than once, which is unbalancing. Thus the bonuses provided by the Tattoo should never be more than that granted by the Tattoo.

Afew things are also unclear, most obviously the Tattoo Craft feat.
Tattoo craft (Special feat): Tattoo craft as a variation of craft arms, wands, etc. The character can use any magic craft feat as a tattoo variation for free.
The wording is confusing so I'm not really sure how or what it is supposed to do. I also have problems with the Rune of Power:
L- The Tattoo Adept can use any non-offensive 1st level arcane spell as permanent magic-like ability.
1st of all, this should include zero level spells. Additionally, the big drawback of Rune Tattoos is supposed to be that all of them only directly affect the Tattoo Adept. Limiting the Tattoo of Power to only non-offensive is still overpowering because of Power Tattoos for Summoning spells, illusion spells, and buffing spells which the Adept can cast on other people; unlike mine, your version places no limit on being able to affect others with the Adept's Tattoos, which makes the Tattoos better than normal spells since they are cast as spell-like abilities.
 

[QUOTEyour version places no limit on being able to affect others with the Adept's Tattoos, which makes the Tattoos better than normal spells since they are cast as spell-like abilities. [/B][/QUOTE]

A spell-like ability provoke AoO, no ? I though it was the same as a spell...

Afew things are also unclear, most obviously the Tattoo Craft feat.

The material for the spells is the body. You must pay as much as the regular magic items otherwise. Cannot be stolen but cannot be borrowed neither...

For the run e of power

I should give a list of spells... Based on your rune of power...

I will work on it...
 

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