Prestige classes I've been working on


Homebrew and House Rules


So I've decided to show a few of my prestige class ideas/work-ups for a bit of return input, and here's what I've got right now.

Still putting two more into readable formats from my notes- A dagger-throwing focused prestige class for rogues and fighters, and a divine prestige class for a cult of beast demon worshippers. I should have them ready by monday or so.

But this one, I thought I'd share now.
Still working on it, need to add skills, prerequisites and figure out a capstone- the latter, I'm having trouble with. It's designed to be a less wizard-like focused version of an eldritch knight, as I've always been unhappy with prestige classes that add better HP/Attack with little actually -payed- in the long run.

Constructive Criticism, please!

Runic Knight

The Runic Knight masters both spell and blade, melding the two into a single form.

HD-10
Level BAB Fort Ref Will Special Spells per Day
1 | +1 | +1 | +0 | +1 | Rune Blade, Enchant Blade | -
2 | +2 | +1 | +1 | +1 | | +1
3 | +3 | +2 | +1 | +2 | Swift Enhancement | -
4 | +4 | +2 | +1 | +2 | | +1
5 | +5 | +3 | +2 | +3 | Disrupting Blow | -
6 | +6 | +3 | +2 | +3 | | +1
7 | +7 | +4 | +2 | +4 | Empty Thought | -
8 | +8 | +4 | +3 | +4 | | +1
9 | +9 | +5 | +3 | +5 | Driven Strike | -
10 | +10 | +5 | +3 | +5 | Capstone? | +1

Rune Blade
The Runic Knight first learns to enchant a weapon with Arcane power, crafting runes upon it. Most Knights choose a Longsword, but an axe, spear, or even quarterstaff is acceptable; it must, however, be a masterwork melee weapon. The act of enchanting a weapon in this way leaves the surface area covered in runes of varying sizes; and takes a single week, with 500 gold spent on materials. The Rune Blade may be replaced with a similar ritual, but the Runic Knight may only have one such weapon so enchanted.

A Runic Knight may use his class abilities to empower this weapon further. They gain a number of Rune Points equal to half their Runic Knight level plus Charisma modifier to be used as such each day.

Enchant Blade
By spending one Rune Point, the Knight may cast a spell upon their Rune Blade (And ONLY their Rune Blade) as a move action. The blade must be held, and the spell can not have a casting time of more than a standard action.

Swift Enhancement
By spending two Rune Points, the Knight may cast a spell upon their Rune Blade (And ONLY their Rune Blade) as a Swift action. The blade must be held, and the spell can not have a casting time of more than a standard action.

Disrupting Blow
By spending Rune Points, the Knight may attempt to Dispel Magic through their Rune Blade. This ability must be called before any rolls are taken, and requires a successful attack roll with the weapon. It may also be performed with a touch attack; however, this is a standard action and does no damage.

The Runic Knight makes a Dispel Magic check, with a modifier equal to their Runic Knight level plus two per Rune Point spent (Maximum +20)

Empty Thought
Through the deep meditative practice required as part of their training, Runic Knights may spend two Rune Points to ignore all mind-affecting spells and act as though with Freedom of Movement for one round. They may do this even while under a Mind-Affecting effect.

Driven Strike
By spending a Rune Point, a Runic Knight who has nearly mastered their art may deal an additional +1d6 damage on a successful attack. This ability may be called after the attack roll, but not before the damage is rolled. This ability may not add more than 5d6 damage to any attack. This damage is untyped and bypasses Damage Reduction.

Thoughts?


How does one gain Rune Points to spend? Looks like it gets all powers at 1st level, making it too nice of a Dip class for a single-level (especially with no pre-requisites...)

As for the powers themselves, a lot depends on how rare these Rune Points are, and what 'spells' you can cast on the Rune Blade. This like a Special Ability for weapons (Flaming, Flaming Burst, Holy, Etc)? Or where you like cast Fireball on a weapon, and can activate hit by hitting a target with the weapon? Or just inanimate-object targettable spells, like a Light spell on your weapon?

The Disrupt/Empty Thought/Driven Strike seem ok from a balance point of view... It's a decent start for a PrC, but definitely needs a lot more filling in... (which I think you know :P)


I tabled it out, actually. Only Rune Blade and Enchanted Blade are gained at level one.

And spells like Magic Weapon, Energy Weapon... I'm planning to add a couple spells like 'Silver Weapon' and such.

Also, from Rune Blade- "A Runic Knight may use his class abilities to empower this weapon further. They gain a number of Rune Points equal to half their Runic Knight level plus Charisma modifier to be used as such each day."


Seems solid (the chart is kinda hard to read). I don't see any unbalancing issues with it. Should probably have a prerequisite of being able to cast 1st level Arcane Spells, and a BAB of 5+ or somesuch.

You might also consider, instead (or in addition to) of casting spells on the Weapon, give them the ability to custom make their magic weapon with the Special Abilities offered to magic weapons, similar to my Martial Adept I posted yesterday.


If so, such an ability should probably cost 1 Rune Point for every +1 enhancement (or equivalent) on the Weapon.


Hm. Most of those abilities are covered through different spells, though.

Like Energy Weapon, for Flaming/Shock what have you.
The idea is to, instead of have them use Rune Points for Spells, instead have them be able to quicken the weapon-enhancing spells they -do- have. That way they can't 'double up' and do it more times a day.

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