Runemaster (wizard) - Draft 2


Homebrew and House Rules


OK, as mentioned, I was looking to redevelop my 'armored wizard' (runemaster) class with something more Vancian in style. I used the Witch as a loose template borrowing her Hex feature to emulate a Rune feature for this class. The Runemaster does not have a limited spell list, rather uses the full sorcerer/wizard spell list.

Runemaster (wizard) - Draft 2

HD: d6, BAB: half, Saves as per wizard, 2 + Intelligence modifier for skill points. Skills: same as wizard, except replace Knowledge (planes) with Knowledge (fey) and both Knowledge (history) and Knowledge (local) with Knowledge (clans).

Restrictions: a runemaster is proficient with all simple weapons. They are proficient in any light armor, but no shields. Medium and heavier armor interferes with a runemaster's somantic gestures and subject to spell failure as per Arcane Spells and Armor on page 137 of the Pathfinder RPG Core Rulebook.

1st: Arcane bonded item (runestaff), arcane school, cantrips, and carve rune (as a new item creation feat).
2nd: Rune
4th: Rune
6th: Rune
8th: Rune
10th: Rune, greater rune
12th: Rune
14th: Rune
16th: Rune
18th: Rune, master rune
20th: Rune Mastery

Arcane Bond - a runemaster can only have the arcane bond with her runestaff only, she cannot arcane bond a familiar, unless she has multiclassed with a class that has access to a familiar, otherwise works as per wizard's arcane bond.

Carve Rune (Item Creation Feat) - required to carve arcane runes on the ground, onto wooden, stone or metal surfaces.

Somantic Components - all runemaster spell somantic components involve gestures using the runestaff including lifting, waving and tapping on ground.

Spells: a runemaster casts arcane spells from the sorcerer/wizard spell list. A runemaster has the same spell progression as a wizard and does not have a restricted spell list.

Rune: runemasters learn a number of empowered carved symbols, called runes, that grant them powers or protections. At 2nd level a runemaster gains a rune of choice, and an additional rune every two levels after, as noted below. A runemaster cannot select an individual rune more than once. At 10th level a runemaster gains access to greater runes. At 18th level a runemaster gains access to master runes.

Bar (Su) - a runemaster places this rune onto a door, chest or portal to confer arcane lock, as per spell.

Brehon (Su) - a runemaster creates a zone of truth, as per cleric spell, all who stand within 20' radius around the rune cannot tell a lie.

Fascinate (Su) - this decorative rune causes all those who view it to become fascinated, for 1 round + 1 round per 2 runemaster levels. Will save negates.

Obfuscation (Su) - as a runemaster gains power, when carving this rune she becomes more difficult to view and scry, eventually gaining mage's private sanctum combined with false vision at 5th level. At 2nd level she can obscure object, as per spell and have 20% concealment when she moves as if she has the wind stance feat. At 3rd level she gains nondetection combined with invisibility. At 4th level she gains greater invisibility and has 50% concealment when she moves, as if she has the lightening stance feat.

Puzzle (Su) - a runemaster can create a rune that causes all those who view it to become confused for 1 round + 1 round per for evey two levels of runemaster who places it. A Will save negates.

Reading (Su) - a runemaster can read any book, document or scroll within 10' of the location of this placed rune, as per comprehend languages.

Sanctuary (Su) - a runemaster can place herself under a sanctuary, as per cleric spell.

Secure (Su) - a runemaster can place this rune onto a door or portal and confer the hold portal spell.

Trapped (Su) - a runemaster can protect any rune she creates by combining the rune with explosive runes, as per spell.

Warding (Su) - a runemaster can protect any rune she creates by combineing the rune with a glyph of warding as per cleric spell.

Greater Rune (Ex) - at 10th level, a runemaster can select from greater runes.

Greater Fascinate (Su) - works as fascinate rune, though effects last for 1 round + 1 round per level of runemaster. A Will save of 10 + 1/2 the runemaster's level + Intelligence modifier negates.

Greater Puzzle (Su) - works as puzzle rune, though effects last for 1 round + 1 round per level of runemaster. A Will save of 10 + 1/2 the runemaster's level + Intelligence modifier negates.

Greater Warding (Su) -a runemaster can protect any rune she creates with a greater glyph of warding, as per cleric spell.

Symbol (Su) - as a runemaster gains power, she gains access to all of the cleric's symbol spells. At 10th level she can place a symbol of sleep, at 11th level - symbol of pain, at 12th level - symbol of persuasion, at 13th level - symbol of fear, at 14th level - symbol of weakness, at 15th level - symbol of stunning, at 16th level - symbol of insanity, and finally at 17th level - symbol of death.

Master Rune (Ex) - at 18th level a runemaster may choose one of the powerful master runes.

Superior Fascinate (Su) - works as greater fascinate rune, however condition is permanent, unless making a Will save, DC = 10 + 1/2 runemaster levels + runemaster's Intelligence modifier.

Superior Puzzle (Su) - works as greater puzzle rune, however condition is permanent, unless making a Will save, DC = 10 + 1/2 runemaster levels + runemaster's Intelligence modifier.

Rune Mastery - runes are created instantly when spoken out loud.

Runestaff - a runestaff is a heavy oak staff that is 6' long. The upper 12" resembles a wooden cudgel (shillelagh) and can be used as a weapon. The runestaff serves as the spellbook, arcane bonded item and used to gesture somantic components for all spells.

[I need two more Greater Runes, and three more Master Runes...]

Thoughts?

GP


Added a couple more class features to give a bit of oomph, expanded spell list of sorcerer/wizard plus up to 5th level druid spell lists. I finished the missing runes.

This class is strong, but overly unbalanced, though I still need to playtest her this weekend.

Runemaster (wizard) - Draft 2.5

HD: d6, BAB: half, Saves as per wizard, 2 + Intelligence modifier for skill points. Skills: same as wizard, except replace Knowledge (planes) with Knowledge (fey) and both Knowledge (history) and Knowledge (local) with Knowledge (clans).
Restrictions: a runemaster is proficient with all simple weapons. They are proficient in any light armor, but no shields. Medium and heavier armor interferes with a runemaster's somantic gestures and subject to spell failure as per Arcane Spells and Armor as Pathfinder RPG Core Rulebook. A runemaster begins as an illiterate person, as her language cannot be recorded except in the form of arcane runes, each representing complex formula and calculations learned by rote, taught by her master.

1st: Arcane school, arcane mark (sp) at will, cantrips, carve rune, rune marked
2nd: Rune
4th: Rune
6th: Rune
8th: Rune
10th: Rune, greater rune
12th: Rune
14th: Rune
16th: Rune
18th: Rune, master rune
20th: Rune Mastery

Arcane Mark (Sp) - as spell can be cast at will.

Carve Rune (Item Creation Feat) - required to carve arcane runes on the ground, onto wooden, stone or metal surfaces.

Rune Marked - every runemaster focuses on certain spells, until casting them becomes second nature, a condition considered rune marked. At 1st level the runemaster chooses one known spell. She can prepare this spell without referring to her runestaff, and does not provoke an attack of opportunity when she casts it. When cast this spell is treated as if 1 level higher for all purposes. If she uses metamagic that costs 1 or more spell slots, she subtracts 1 spell slot from the casting cost. She gains an additional rune marked spell at 5th, 9th, 13th and 17th level. At 9th level and 17th level she can choose to replace one of her rune marked spells with another spell she knows.

Spells: a runemaster casts arcane spells from all of the sorcerer/wizard and up to 5th level druid spell lists. A runemaster has the same spell progression as a wizard and gains bonus spell based INT modifier.

Rune: runemasters learn a number of empowered carved symbols, called runes, that grant them powers or protections. At 2nd level a runemaster gains a rune of choice, and an additional rune every two levels after, as noted below. A runemaster cannot select an individual rune more than once. At 10th level a runemaster gains access to greater runes. At 18th level a runemaster gains access to master runes.

Bar (Sp) - a runemaster places this rune onto a door, chest or portal to confer arcane lock, as per spell.

Brehon (Sp) - a runemaster creates a zone of truth, as per cleric spell, all who stand within 20' radius around the rune cannot tell a lie.

Fascinate (Sp) - this decorative rune causes all those who view it to become fascinated, for 1 round + 1 round per 2 runemaster levels. Will save negates.

Obfuscation (Sp) - as a runemaster gains power, when carving this rune she becomes more difficult to view and scry, eventually gaining mage's private sanctum combined with false vision at 10th level. At 4th level she can obscure object, as per spell and have 20% concealment when she moves as if she has the wind stance feat. At 6th level she gains nondetection combined with invisibility. At 8th level she gains greater invisibility and has 50% concealment when she moves, as if she has the lightening stance feat.

Puzzle (Sp) - a runemaster can create a rune that causes all those who view it to become confused for 1 round + 1 round per for evey two levels of runemaster who places it. A Will save negates.

Reading (Sp) - a runemaster can read any book, document or scroll within 10' of the location of this placed rune, as per comprehend languages.

Sanctuary (Sp) - a runemaster can place herself under a sanctuary, as per cleric spell.

Secure (Sp) - a runemaster can place this rune onto a door or portal and confer the hold portal spell.

Trapped (Sp) - a runemaster can protect any rune she creates by combining the rune with explosive runes, as per spell.

Warding (Sp) - a runemaster can protect any rune she creates by combineing the rune with a glyph of warding as per cleric spell.

Greater Rune (Ex) - at 10th level, a runemaster can select from greater runes.

Greater Fascinate (Sp) - works as fascinate rune, though effects last for 1 round + 1 round per level of runemaster. A Will save of 10 + 1/2 the runemaster's level + Intelligence modifier negates.

Greater Puzzle (Sp) - works as puzzle rune, though effects last for 1 round + 1 round per level of runemaster. A Will save of 10 + 1/2 the runemaster's level + Intelligence modifier negates.

Greater Warding (Sp) - a runemaster can protect any rune she creates with a greater glyph of warding, as per cleric spell.

Lock Down (Sp) - a runemaster can create a rune that applies a guards and wards, as per spell.

Sentinel (Sp) - a runemaster can place this rune on a tree duplicating the liveoak 6th level druid spell.

Symbol (Sp) - as a runemaster gains power, she gains access to all of the cleric's symbol spells. At 10th level she can place a symbol of sleep, at 11th level - symbol of pain, at 12th level - symbol of persuasion, at 13th level - symbol of fear, at 14th level - symbol of weakness, at 15th level - symbol of stunning, at 16th level - symbol of insanity, and finally at 17th level - symbol of death.

Vitality (Su) - a runemaster can create a rune that emanates one channel positive energy using the runemaster's level as Cleric level.

Master Rune (Ex) - at 18th level a runemaster may choose one of the powerful master runes.
Combined Rune (Su) - allows you to combine the effects of any two known runes, though both runes need to be placed in a circle.

Fey Lock (Sp) - works as dimensional lock. Rune can be scored onto the ground within 5' of a fey portal, or other location.

Superior Fascinate (Sp) - works as greater fascinate rune, however condition is permanent, unless making a Will save, DC = 10 + 1/2 runemaster levels + runemaster's Intelligence modifier.

Superior Puzzle (Sp) - works as greater puzzle rune, however condition is permanent, unless making a Will save, DC = 10 + 1/2 runemaster levels + runemaster's Intelligence modifier.

Rune Mastery - runes are created instantly when spoken out loud, this is considered a swift action.

Runestaff - a runestaff is a heavy oak staff that is 6' long. The upper 12" resembles a wooden cudgel (shillelagh) and can be used as a weapon. The runestaff serves as the spellbook. She can possess as many runestaves as required to hold all known spells, as well as copies of her runestaves to prevent loss through dispelling, sundering or being stolen.

A runemaster's 'spellbook' could also be recorded onto a stone slab as part of her home or within a cave wall, as it can be carved into weapons, armor, wood or metal shields and other large metal surfaces. Though her carried runestaff serves as her most portable version. Her allies could wear the armor or bear the weapons as back-up spellbooks.

GP

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