| OmegaZ |
I really like this feat and plan on getting it around level 5 with my half-elf transmuter (lvl 3 now, got Toughness instead). I have two questions...
1. For the XP requirement, how is that handled with the Pathfinder rules? Should I just ignore it?
2. What would be some good spells to inscribe on myself? I like the various runes in Sins of the Saviors, but wanted to see if anyone else had any good ideas.
Obviously a rune of Bull's Strength, Cat's Grace, etc. would be cool, but that's a bit obvious. Some ideas I'm getting right now...
Chill Touch+Mage's Armor= Rune of Black Bones (+4 AC and -1d6 Str whenever you activate it or get touched by an enemy).
Vanish+Expeditious Retreat=Getaway Rune
Dispel Magic=Counterspell Rune (Counter first spell cast at you every day)
Major Image+Invisibility=If "X" happens, you turn invisible and a major image takes your place, acting as you would.
| RuyanVe |
Interesting!
I just started a campaign in a homebrew-world, where my transmuter is styled after Karzoug - although good-aligned (kind of the reverse, battling evil following the runes of virtue).
And I have been thinking about taking this feat as well.
I had a look at the feat. What I found over at The Archives of Nethys is the following:
Inscribe Rune (Item Creation)
Source Pathfinder #5 57You can tattoo arcane runes upon your flesh or the flesh of others.
Prerequisites: Caster level 3rd.
Benefit: You can create runes. Inscribing a rune takes one day for each 1,000 gp in its base price. To inscribe a rune, you must use up raw materials costing half of its base price.
I do not see the XP cost stated. Is the quoted feat version an attempt to circumvent the XP cost under PF rules?
And could you quote the original printing from the AP for reference?Ruyan.
| OmegaZ |
"You can create runes. inscribing a rune takes one day
for each 1,000 gp in its base price. to inscribe a rune, you must spend 1/25 of its base price in Xp and use up raw materials costing half of its base price."
Quoted directly from the book Sins of the Saviors. I guess I'll just go with the one you found on the Archives of Nethys that doesn't do anything about an XP cost. Works out better, this way I don't have to pay more for the rune!
| RuyanVe |
Hm. After reading some more stuff on the boards and elsewhere I stumbled over a statement saying, you could only have one of these runes at a time inscribed on your body. If you inscribed another one none of the two would function at all. And changing/erasing one takes nothing less than a wish or miracle.
As always in such a situation I can not come up with a quote, sorry.
So I just wonder - how good is that feat?
Ruyan.
| RuyanVe |
Just found it:
Thassilonian Runes
Source Pathfinder #5 57One of the great achievements of the Runelords of Thassilon was the creation of arcane runes empowered to infuse living flesh with magical power. With these arcane markings, the fundamentals of one’s lifeforce were altered, allowing the bearer to activate various magical abilities.
Thassilonian runes resemble runic tattoos inscribed in the flesh with arcane inks and scar-inducing irritants. Their intricate forms are endless variations on the seven runes of sin magic. Any individual bearing a Thassilonian rune can make use of its abilities even if not a spellcaster or if its powers are from a school ordinarily prohibited to the bearer.
A Thassilonian rune is considered a magic item but does not take up a body slot in the usual sense. Instead, an individual is limited to possessing one rune, regardless of the creature’s or the rune’s actual size. The potent magics essential to these runes’ function is disrupted by the addition of a second rune, preventing either from working. Once a rune is inscribed, it cannot be removed short of a miracle, wish, or a mage’s disjunction cast directly on it (this use of the spell does not have the normal area of effect and can affect only one rune at a time). Even the loss of that body part is not foolproof, for if it is regenerated or otherwise recovered, it returns with the rune still upon it.
Runes are created using the Inscribe Rune feat. Several runes dating back to the time of ancient Thassilon are presented in the following sections, though this list is by no means exhaustive, and PCs with the proper feats and abilities could conceivably develop new ones.
You can find sample runes here.
Ruyan
| OmegaZ |
@RuyanVe: Yep, forgot to add that bit in the quote. The advantage is you can have essentially any spell inscribed on you permanently without having it take up an item slot (I guess it has its own slot).
Want anyone that touches you to get acid damage? Rune of Acid Skin.
Want a Ring of Freedom of Movement, but already have two rings? Get Rune of Liberation.
Its like making a Wondrous Item that you can't drop or take off.