Armored Wizard (Runemaster) for my Celtic setting


Homebrew and House Rules


So while working on variant spellcasters for my Iron Age Celtic setting, I've created a Runemaster to work as my primary wizard class in an illiterate society. Below is the basic rules and how Rune magic works. When I first created her, she seemed plenty close to wizards to work as a variant class. Then I realized that the method of casting magic allowed for this wizard to wear armor without disrupting her spells. Is that too powerful?

Runemaster (Wizard)
HD d6, Good Will Saves, Skills: 2+Int modifier, replace Knowledge (planes) with Knowledge (Fey) and Knowledge (Local)/Knowledge (history) with Knowledge (clan).

1st level: Arcane Bond, Create Staves feat, Arcane School, Cantrips.
2nd level: Skill Focus: Craft (carving runestaves)
3rd level and above follow normal wizard features progression...

Spell Access: as per Sorcerer/Wizard list
Spellbooks and Scrolls are replaced with arcane runestaves. Spells are cast into the staff at the beginning of each day, thus only requires command to release spell.

Runestaff: 6' long

Spellcasting: casting takes 10 minutes + 10 minutes per spell level to carve runes to hold the spell onto the runestaff. Runes cover 1 square inch per spell level, four 1 square inch areas can be placed in circumference around the runestaff. The top 12 inches of the runestaff resembles a cudgel (shillelagh) and can be used like one. Thus 60 inches of height x 4 square inches means a runestaff can hold 240 levels of spells. A command word is uttered to release the spell and the rune leaves a burned blackened area. Once spent that area can nolonger hold a rune replacement. Perodically the runestaff needs to be replaced.

A rune typically remains active for a number of days equal to the carver’s runemaster level times the level of the spell (0-level spells count as ½ level for this purpose). Thereafter, the magic fades, and the rune can no longer be triggered.

Dilema or Opportunity?

If you've already cast your spells into your runestaff for the day, and activating a spell is merely uttering a command phrase for a specific spell. Wearing armor will cause no disruption to spells being released from the runestaff. When you place them, you cannot be wearing armor (without taking % spell failure penalties) or otherwise be encumbered as you cast the spells initially. Once placed should a runemaster not be able don some chain-mail or whatever other armor she has access?

Which means the Runemaster is in every way a wizard, except there are no spellbooks, no scrolls, a staff with carved runes carrying daily and older not yet expired spells, and can wear armor (no shields) for most of the day!

Should I not allow Runemaster (wizards) to wear armor, or should it be a benefit for the way they cast their spells?

If too powerful I could possibly limit the runemaster's spell list like that of the Witch...

GP

Dark Archive

so a 7th level or higher one of these can fill a runestaff with a weeks woth of spells and just go supernova for an encounter or 2? so is this ment to be every boss fight ever?

unless i'm reading it wrong, this is waaaay powerful.

also arcane casting in armor is really powerful. whats the point of taking spells like mage armor if they can cast in armor?

if nothing else, limit it to light armor. Unless you're fine with full fort +5 fullplate wearing wizards, Eldrich knights and gishes.its one of the few mitigating factors to balance their power

Sovereign Court

Actually being able to cast spells in armor isn't very powerful at all given all of the spells that exist to emulate armor, the proficiencies that would need to be taken and the expense of purchasing and maintaining it. It depends on your players, the level of play and how much coin your PC's have access to.

That said the staff thing is way too powerful. You'll need to tone that down a lot, though the base idea seems interesting.


I was thinking the runes lasting more than a day as being too powerful, which should be removed I think.

I never considered full Fort, always full Will, but spell casting occurs when placing the rune on the staff. Technically "casting" during combat is activating an item and not casting a spell, so they aren't casting in armor at all. Casting is done at the beginning of the day while unarmored. Once the staff is loaded with daily spells, then armor may be donned.

You are committed to determining your spell choices at the beginning of the day, because you already cast them at that time. The staff holding the daily spells cannot be changed later that same day.

The culture itself has no heavy armor, it doesn't exist. Medium armor is the best for the heaviest fighter (no breastplate).

Perhaps I should limit to light armor, but still ocnsidering.

GP


Since I'm having the Runemaster cast spells into a runestaff, and that I currently do not have scrolls (there is no written language) for use by them. This was the original reason, I extended the spells beyond daily use to accomodate the missing scrolls from the setting.

Perhaps I should instead have stone cut or metal engraved with runes as a means of allowing "scrolls" in the setting. This would also allow for a more permanent spell holding device - if runestaves can only hold daily spells.

This is the issue regarding runestaves and extended life on spells cast held in the staves.

GP


Its probably necessary to add - Restrictions: medium armor (no breastplate), and no shields, for those using this class outside the intended setting.

In the setting the 'Cerans' who represent the Etruscan/Mycenaean culture is allowed to wear breastplate, but at least at the start of the first campaign, PCs are Celts, not 'Cerans' thus they are restricted the same as above, except with the addition of any shield. Most Celtic Clan Warriors are armored with shield only and no shirt. However arcane artificed tattoos created by the Myrrdon prestige class casters are worn more often than actual body armor of any sort.

GP


So I am working on a more vancian styled Runemaster, with the Runestaff as both her bonded item and her spellbook, perhaps I will limit her spell list and grant some flavorful abilities and powers. Will update this tonight.

GP

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