| Moghue |
I'm currently designing a world right now for a few campaigns to take place in, and a friend wants to use it for some comics, no big deal. But there are a few things I need help with, Dwarves use rune priests that I want to be different from clerics, as well as rune mages. Mostly for the fact that they are similar to the warhammer dwarves in not trusting magic. I'm having trouble making the rune classes, because for the life of me, I can't decide what to do with class features.
So, to sum it up, I'm looking for some help creating a Rune Priest, and Rune Mage base classes for use with the pathfinder system.
| Cheapy |
I'd also be interested in seeing this. Have you thought about checking out SmiloDan's thread about base classes? Here it is. You can use the Search This Thread box in the top right to search through it.
I have a rune system in this product, but I don't think that'll help much for new base classes. I believe Races of Stone from 3.5 have various Rune classes, but they're PrCs. You can always see what they do, and extrapolate from there.
These forums might have some classes like that too.
Thomas LeBlanc
RPG Superstar 2012 Top 32
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You could use the Words of Power system.
I was working on a rune caster prestige class (based on words of power) for the next Wayfinder. I didn't submit it due to word limit. The words of power system is perfect for rune magic. In Golarion rune magic is a more primevil version of magic.
| Kolokotroni |
You might want to look for some inspiration in the two super genius products feats of runic might and Feats of Runic Might II. They are feats, but no one says you cant make them set class features or bonus feats for your rune priests.
Thomas LeBlanc
RPG Superstar 2012 Top 32
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Maybe, playtesting it with a couple friends atm. I did submit an article on rune magic that expands a couple of ideas from Ultimate Magic and a new addition of runic weapons.
Moghue, if you don't want to fully homebrew the classes, just change the flavour of the core classes to focus on creating all the spells by drawing runes. Make sure they are proficient with the iron brush, make all spells require a somatic component, and remove verbal components from the spells. They would have to draw out the spell.
| Moghue |
First of all, thank you all for being so polite, I thought I was either dropping a lot or I was in the wrong place.
Secondly, Since posting this, I've read through all the books with prc's. I've come up with this, if you don't mind forum jumping to view it for a moment, I don't feel like it really works, http://www.giantitp.com/forums/showthread.php?t=231472
Thomas LeBlanc
RPG Superstar 2012 Top 32
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Rune of Writing: the sunder bonus should only apply to the focus item.
Rune of Mending: needs a name change to healing, mending is for objects, which could be cool if you went for Jewish inspired golems and could fix them as well.
Inscribe Rune: seems much too cheap to me. look at adding a rune to a construct in Ultimate Magic. more expensive and the rune is useable once per day.
Rune Chant: not really worded well
Maximize Rune: BROKEN!!! Too much power for low level and Craft DC.
Look through the PRD for runes, tattoos, and other symbol magic to see the costs and power levels. Work on your wording for clarification. Since this is a class for Pathfinder, many abilities from previous editions were kept out due to poor balance.
| Moghue |
Rune of Writing: the sunder bonus should only apply to the focus item.
Rune of Mending: needs a name change to healing, mending is for objects, which could be cool if you went for Jewish inspired golems and could fix them as well.
Inscribe Rune: seems much too cheap to me. look at adding a rune to a construct in Ultimate Magic. more expensive and the rune is useable once per day.
Rune Chant: not really worded well
Maximize Rune: BROKEN!!! Too much power for low level and Craft DC.
Look through the PRD for runes, tattoos, and other symbol magic to see the costs and power levels. Work on your wording for clarification. Since this is a class for Pathfinder, many abilities from previous editions were kept out due to poor balance.
Rune of Writing: It does, Sorry, its just the weapon, I may have worded it badly, this was only my second ever homebrewed class.
Rune of Mending: I know in 3.5 mending is associated with healing constructs or items, I took the name from the 4e skill of the same name that worked on anyone, though I don't like 4e.
Inscribe Rune: The Inscribe rune feat came from 3.5, translating it, I took the change in permanency, so the old xp cost for a permanent spell, and looked at pathfinder's cost for permanency, it was 5x the xp cost from 3.5, so I did the same with the old Inscribe rune feat.
Rune Chant: sorry, I will try and make it better.
Maximize Rune: This came from a Rune Priest PRC I believe, that or the rune smith one. Maybe I should change the DC because of the many specialization feats there are, so if you want to be successful and use this, you have to want it?
Thomas LeBlanc
RPG Superstar 2012 Top 32
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Just realized Runecraft and Rune Chant used together provide too much of a bonus. How do you chant a rune by the way? I updated a few of your abilities to be more balanced but they need fluff.
Change to rune of writing ability (lowered the bonus, +4 is big bonus for CMD and saves):
Focal Rune (Ex): At first level, the Rune Priest may select one weapon or armor to be scribed with a focal rune to serve as a divine focus. Additionally, the focal rune grants a +2 sacred/profane bonus to CMD and saves against attempts to destory or remove the item from the Rune Priests possession. If the item is damaged, it is restored to full hit points the next time the Rune Priest meditates or prays for his spells. If the item is lost or destroyed, a new focal rune can be inscribed on an item in a special ritual that costs 200 gp. This ritual takes 8 hours to complete.
Since you are losing the ability to affect undead, why not add constructs?
Rune of Flesh and Forge (Su): This ability functions as the cleric ability to channel energy except undead are unaffected. Instead of its normal effect, you can choose to have your ability to channel energy heal or harm constructs. You must make this choice each time you channel energy. If you choose to heal or harm constructs, your channel energy has no effect on other creatures. The amount of damage healed or dealt and the DC to halve the damage is otherwise unchanged.
Runecrafter (Ex): Beginning at 3rd level, a Rune-priest may add +1 sacred/profane bonus to Craft checks when creating runes. This bonus increases by +1 every three levels beyond 3rd.
Rune Chant really needs a new name, limit on uses per day and smaller bonus.
Rune Mastery (Sp): The rune priest can increase the power of a divine spell by tracing an intricate rune in the air as a somatic component for the spell. This allows the rune priest to add the runecrafter bonus to healing or damage spells. For spells with a casting time of less than one round, the casting time increases to one round. This ability cannot be used on stilled spells, and it does not function with the maximize rune ability. Each day he can use this ability a number of times equal to 1/2 his rune priest level plus his Wisdom modifier.
Inscribe Rune could be modified to be used like tattoo magic from Inner Sea Magic. If you mean to scribe runes on any item you could modify the rules for Rune-Carved to work on any item, but then you risk bypassing the Craft feats and give too much to the class. Creating magic items can be done with a Craft skill in PFRPG. Use the Mastercraftsman feat, the appropriate Craft feat, and either Craft (calligraphy) or (sculpture) to represent the creation of the rune marked object.
| Moghue |
As it stands, I don't really want rewrite to be the capstone. Maybe the capstone lets them use up to their wisdom modifier in runes maximized per day? or is that to much as well?
As for the Rune of Flesh and Forge,I like it, just there are few to no constructs in the world this class is going to be used in.