Cheapy |
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I havevn't played it yet. But they get the cleric spell list (and spells per day), but need to carve runes to activate their spells. Carving a rune requires a craft check, and it takes an umber of minutes equal to the spell level to make the rune. The DC to craft it seems like a foregone conclusion, given how low the DC is and that it's based off a skill, which are easy to boost. You can raise the DC to do certain effects.*
Seems like they're forced to not work with the 15 minute adventuring day, which I think is a lot of their balancing factors.
They get something like a "changeable domain", or rather, an extra spell slot per day and a "script" that they can focus on each day to change what spells they can fill that slot with.
They also get an "glyph" that's basically a suped up explosive runes. It does untyped damage, up to 10d6 at level 20. Place it on the ground next to you...and you can modify it with a few feats.
* There are a number of ways to make the check not a foregone conclusion it looks like. Lots of fiddly things you can do to specify who triggers the rune, etc. I was just reading the PDF and typing as I read :)
All in all, I wasn't expecting much from this, but I'm actually liking it a lot. Might even make a character with it, now that I've read it. There are some interesting balancing factors going on, and I do like the whole "gotta preplan" aspect of it.
That said, I haven't looked extremely closely at the interactions of the mechanics, so it's possible that it could have some issues.
Little Red Goblin Games |
@Cheapy
Spot on mate.
During our playtest games this was one of those classes that was very much a "make or break" class depending on your own preparedness. We had some new players take a stab at it and the results were not overwhelming. However, in the hands of a player who thinks ahead this is a DEVASTATING class, though not overtly broken. It really came down to prepping things.
Cheapy |
1 person marked this as a favorite. |
So between this and the Advanced Race's guide Dwarven Runeforger this is still worth checking out it sounds.
Thanks Radiarch & Cheapy!
I love the runeforger, but this is probably the best take I've seen on the concept. Wouldn't hurt to check it out!
Plus, it costs only half a burrito, so its got that going for it.
Coxgar |
I'm getting ready to give the Runesmith a test drive in a new campaign, and I had some questions that didn't seem readily apparent from the text:
1. Beyond weapons, armor, and environmental elements (walls, doors, floors, etc.), where does the Runesmith carve their spells? Do they carry around metal or stone plates of the appropriate size for things like Bless, Aid, Cure Light Wounds, etc.?
2. Does casting a spell from a rune provoke attacks of opportunity? Does placing a glyph provoke?
3. Does the Runesmith get Orisons, or just start at 1st level spells? If so, how long would a 0-level spell take to carve?
4. I assume that the Runesmith can carve runes without the Rune Carving feat? It never mentions that they get it for free.
5. The way I read it, the Runesmith gets their allotment of spells through their daily meditation, and can then carve them whenever they want to during the day. Sort of like leaving a spell slot open. Is that correct?
Any insight anyone has would be much appreciated.