
Archmic |
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I know I tore it apart in my post, but there are elements of the class that work just fine. I agree that it doesn't feel like a Wisdom based class, but it has the feel of being a Dwarven Exclusive archetype.
Change the runes around a bit and give level restrictions to them, give it a proper spell progression and caster level, possibly even a unique ability or two, and remove most of it's ungodly power and it becomes balanced. It has fine options for allowing a player to do some things that are fun and unique, but nothing to keep it constrained.
Let's see...
Alignment: I don't really see them being chaotic... but honestly shouldn't have a restriction
Race: Dwarf... because it feels right.
Casting ability: Intelligence; you're doing research here not getting divine inspiration.
HP: d6; you're not a cleric you're a weird Dwarven spell caster.
To keep some of the feel, give it medium armor pro but only simple weapon proficiency. Again, we're going for Dwarven feel.
BAB: 1/2 You're a weird wizard Harry.
Saves: Will good, Ref and Fort bad.
Skills: Appraise, Craft, Fly, Heal, Knowledge (Arcane and History), Linguistics, Lore, Spellcraft, Use Magic Device.
Skill Points: 2 + int mod
Spell progression up to 6th level spells, require a spell book and give it spell slots up to 4 from class per level like a wizard.
Spells: Give it a unique spell list. Mix and match spells from several different classes.
Rune Casting: complete overhaul. Make it a pool of points equal to 2 or 3+Int Mod. and increase it by maybe 2 points a level. Have it spend those points to make the runes.
Limit the number of runes to location. One per armor set, one on a shield, one on a weapon. One on a person and have it use a spell slot.
Size and visibility: not sure why size is a thing with it but the runes should have to be visible at all times to be used/activate.
End state: get rid of this concept... it just doesn't work.
Dismissing and Dispelling: Dispell magic should work on a rune; even an inert one; like normal for a spell. Erase should work on runes with an opposed caster check. Dismissing... well that thought should just be thrown out.
Runes (Renamed to Runic Mastery) (SP): This should be the uniqueness of the class, and it should be limited. Activating them should be a move action or standard action. Should be be allowed to pick on every 2 to 3 levels.
Accuracy: remove; or have it allow you to ignore all cover bonuses save for total cover for a round or a few rounds as the class levels up.
Air: see Elemental Runes at bottom.
Bear: see Animal based runes at bottom.
Blast: can be placed on a piece of ammunition, adds 1d6 per Rune point used. Limit the number of points to something like 1 point per 2 levels up to 5 points. This gives them some attack bonus. Note: only one piece of ammunition can be modified with this so if you want more you're spending more points.
Bleed: can be placed on any slashing or piercing weapon but not ammunition. Lasts for 1 round per 2 levels, adds 1 point of bleed damage to the weapon.
Blocked Trails: remove
Cougar: see animal based runes at bottom
Earth: Rename it to invulnerability make it work on armor and have it give a bonus to saves or resistances for a few rounds.
Eldritch: remove
Fire: see elemental runes at bottom
Fog: get rid of it.
Hardness: Keep what it does for armor and shield, change duration to 1 round per level.
Healing: place on a person. Allow it to be activated by them as a move action and have it heal like a cure light wounds spell. Have it upgrade with levels to change into cure moderate and serious.
Incompetence: remove
Inspiration: remove
Misfortune: remove
mitigating: remove
Mongoose: see animal based runes at bottom
owl: see animal based runes at bottom
ownership: change it so that it persists for 1 day per caster level or 2 and would probably be the only mark that doesn't have to be visible. Allow the Rune Caster to sense the items location while the mark is activated. Fun little utility thing.
Shielding: allow it to give resistances to elemental damage; 5/10/15; that has to be designated by the activator at time of activation and have it last for 1 round per 4 levels.
War: remove or change so it affects the user, giving them a +X morale bonus to attack rolls for the next round; NOT ROUNDS.
Wolf: See animal based runes at bottom.
Elemental: place on a weapon and give it one of the following properties for 1 round per 2 levels - Flaming, Frost, Corrosive, or shock. Allow it to upgrade at a higher level to include the upgraded versions of these abilities or have it deal a flat damage amount of the elements.
Animal Based Runes: could do the following; gives a small limited bonus to ability scores, or skills, or feats, or something like that for a few rounds or minutes and the abilities should fit the animal. Ex: Wolf could give scent, or owl could improve perception, fish could grant a swim speed or water breathing etc. etc.
Add a few more runes to give it a few more options.
Logos: replaced with proper spell casting
Rune Lore: remove or have it grant read magic, or create scroll, or something to that affect.
Runic Mastery: removed and name taken and given to the "Runes" ability
Runelord: Allows you to double to the number of runes you can have active on yourself. So two runes per area on yourself or allows you to spend X Rune Pool points to increase length of time Runes are active.
There... a few hours work and the class is WELL on it's way to being balanced and mildly unique.