New Class: Erilaz (Rune Master)


Homebrew and House Rules

Silver Crusade

Well the last couple posts were about new races, which I am still working on btw I'm taking note of everyone's suggestions and seeing what works best many thanks to all who've helped so far, now I want to try my hand at another class. This time it's the Erilaz, or the Rune Master (Erilaz is the historic name for masters of rune magic so I just kinda ran with it as the name of the class :) ) (OH! Auspex is the reading of signs and omens. Nothing complicated like a divination spell, or getting even a weal or woe thing. More like seeing a flock of birds flying a certain way and knowing it's a bad omen. Yeah it's minor but I thought it would be fun)

This is what I've come up with so far, which I grant you isn't much, but I am trying to come up with more class abilities as I work out what the runes are going to do. Once I get further along with those I'll add them to the class so everyone can comment on them as well. (Mainly they're going to be enhancement type things. Erilaz are going to big on defending a small area, give them time to prepare and they're beastly; but they're also adventurers so they can enhance other things as well)

Here's what I have. Feedback and constructive criticism appreciated, welcomed and encouraged. I won't get better without it. :) This project might be my baby, but I also want it to work.

NEW CLASS: ERILAZ (Rune Master) (Note: The Erilaz is not meant to be an arcane or divine caster but its own unique brand of magic. Invented by the Dwarves to compensate for their inability to use arcane magic (in my campaign setting) they are shut down by anti-magic fields and can be stopped cold by dead magic zones as any other form of magic)(Addendum: While a magic weapon may be found with runes etched on it, the process to create a True Rune weapon is lost. The few masters of this craft were hunted down to the man and executed because the process was considered to be so evil as to be irredeemable. It involved binding a living sentient soul, outsider or fey into the weapon in an extremely painful manner. All True Rune weapons, what few there are, are considered intelligent minor artifacts with their own agendas and each will react to a potential wielder with its own plans in mind.)

The Erilaz is unique among magic users in that they claim to be neither arcane or divine in the nature of their magic. To be sure even they are unsure as to the source of its power as it cannot be enhanced by the power of a ley line. (Strangely enough an Erilaz may take the Ley Line Healing feat and receives full benefit from it). Some believe that the Erilaz are drawing on their own life force to power their runes, while others hint that darker forces may be at work, just waiting to corrupt the unsuspecting rune masters.

Rune Magic was created by the Dwarves during the Age of Enlightenment, before the fall of the the First Empire.(Something I'm coming up with, but haven't settled on) Being unable to use arcane magic they developed Runes as a means of enhancing their weapons, armor and defenses to take the burden off of their Clerics and to better engage their scholars. As such it is much more static than other forms of magic, needing to be inscribed or carved into surfaces, then activated by special means.

Use of the new style of magic has since spread across the world and outposts find an Erilaz an invaluable resource in maintaining their defenses while in the deep wilds, or other dangerous territories.

Hit Die: d8

Class Skills: Auspex (Wis), Craft:Any (Int), Knowledge: All (Int), Linguistics (Int), Perception (Wis), Profession: Any (Wis), Ride (Dex), Spellcraft (Int)

Skill Ranks per Level: 4+ Int modifier

Base Attack: As Cleric

Saves: Good Will, Poor Ref (not sure on Fort)

Spells: Int based. Set number of Runes per level, possibly have number known/per day like Sorcerer. Once lvl 7 is reached ability to use Runic Circles is unlocked. 1-2 Circles may be known every three levels. (Circles will serve various functions: summoning a temporary ally, etc; cannot be used in combat; other uses as well. Still under construction. Runic Circles are static and cannot move or be moved once placed and/or activated)

Runes: Runes come in two forms Elder and Younger. There are 24 Elder Runes and 16 Younger (currently. may change based on what they can and should be able to do) Inscribing a Rune takes 10 min/level of the Rune and takes great concentration and care. If a mistake is made the Rune must be completely cleaned off and attempted again. Empowering each Rune with energy takes a standard action. Special ink required is for inscribing Runes and is made of herbs and pigments costing 100g (much like a familiar or Holy Symbol, being a resource tracking is only necessary in the event of particularly long periods of time or something drying out the ink. Note: you may not take Eschew Materials to avoid having to use the ink, or to avoid inscribing the Runes in any way)

Weapon Proficiencies: An Erilaz is proficient with all simple weapons plus the following: longsword, warhammer, battle axe, short sword, great sword, great axe, earthbreaker, great club

Armor Proficiencies: Erilaz are trained to wear up to medium armor, and shields, but not tower shields.

Class Abilities:

All Erilaz gain literacy in Runic as a bonus language at first level. It is a secret language much like Druidic.

(Toughness: Maybe: If I go with the blood empowerment then the Erilaz will probably get Toughness as a bonus feat at first level)
Natural Linguist: At first level due to there intensive training in understanding the intricasies of language the Erilaz has developed a keen ability to learn languages more efficiently than the average person. An Erilaz may select two languages per rank of Linguistics instead of just one.

The Words of Invocation: At first level the Erilaz learns the Words of Invocation. The Words of Invocation are a well guarded secret among the Erilaz and are the key behind much of their unique brand of magic. Using combinations of the Twenty Five Words they call upon otherworldly energies to infuse into their runes thus energizing them.

OR

Blood Empowerment: The Erilaz uses a bit of his own blood to energize his runes once inscribed. Using a ritual knife (has to cost 1gp or more, not a combat item) the Erilaz must do 1 pt of damage to himself per level of each rune activated.

Runic Cryptology: At second level an Erilaz adds half his level (rounded down) on Linguistics (Cryptography) rolls to encode messages into his journal or other written materials; or to decode messages.

Disarm Magical Traps & Runes: At level 3 an Erilaz may disarm magical traps and Runes using the Spellcraft skill. Standard disarming rules apply. Gains a bonus equal to one third his level to disarm Runes based on his extensive knowledge of the subject. (Not sure what level this ability should be gained)

Rune Divination: Beginning at level 4 an Erilaz may use specially prepared Rune Stones to ask a single question (+ one per four levels). The answer given will always be weal, woe, or unknown. These stones must be carved by the Erilaz in a special ritual that takes twelve hours to perform and must be done at night under a moonlit sky. The stones themselves are generally irrelevant though most Erilaz take time to gather them themselves. Once carved the stones are carried in a white silk cloth measuring 10” x 10” square. (costs about 2g. The reading is done on the cloth. Putting the stones aside and blindly picking up three from the pile to determine an answer. 24 stones)

Craft Personal Runic Weapon: Beginning at level 5 the Erilaz has begun to learn the secrets of his craft and can now craft a personal weapon for himself (Note: for anyone else but the crafter the Personal Runic Weapon functions as a non-enchantable masterwork weapon). The process by which these weapons are made is complex but the weapon is forever bound to the one who made it. The Erilaz must obtain the correct ore for his weapon. (Many choose to go to remote locations and dig for this ore themselves to make the weapon that much more personal). After a purification ritual, with incense costing no less than 100g, that takes 5 hrs to perform the ore can be made over into the weapon itself. Runes are then carved into the weapon and empowered using the Erilaz's own blood. Once the actual enchanting process begins it takes about 10% longer than normal enchanting to fully empower the weapon. (Note: I'm open to suggestions on this but it should take SOME time as this is a very important step in the Erilaz's life) ALL personal runic weapons are melee weapons (not shields), most are some kind of sword, axe or hammer. (Runic enhancements will be coming later) I mean this to be level dependent so at this level you'd be basically looking at a +1 weapon, maybe +2 if you're lucky


Hmm, I look forward to reading through this one...


I am interested to see where this goes.
One of the classes I am planning on working on is a Legalistic Magic user I think seeing where you go with the runic magic idea might help me develop that system. In any case I look forward to reading what you come up with good sir.

Silver Crusade

Well I added a little more to the Erilaz, not a lot but I'm trying to come up with more. Tried my hand at a table, just to see if I could make a coherent one. Really struggling for higher level abilities right now. Now that I know what the older runes meant I should be able to come up with effects for them. Edit: Okay the table didn't translate onto the page very well at all, so I had to delete it. Blarg.

Here's the latest:

NEW CLASS: ERILAZ (Rune Master) (Note: The Erilaz is not meant to be an arcane or divine caster but its own unique brand of magic. Invented by the Dwarves to compensate for their inability to use arcane magic (in my campaign setting) they are shut down by anti-magic fields and can be stopped cold by dead magic zones as any other form of magic)(Addendum: While a magic weapon may be found with runes etched on it, the process to create a True Rune weapon is lost. The few masters of this craft were hunted down to the man and executed because the process was considered to be so evil as to be irredeemable. It involved binding a living sentient soul, outsider or fey into the weapon in an extremely painful manner. All True Rune weapons, what few there are, are considered intelligent minor artifacts with their own agendas and each will react to a potential wielder with its own plans in mind.)

The Erilaz is unique among magic users in that they claim to be neither arcane or divine in the nature of their magic. To be sure even they are unsure as to the source of its power as it cannot be enhanced by the power of a ley line. (Strangely enough an Erilaz may take the Ley Line Healing feat and receives full benefit from it). Some believe that the Erilaz are drawing on their own life force to power their runes, while others hint that darker forces may be at work, just waiting to corrupt the unsuspecting rune masters.

Rune Magic was created by the Dwarves during the Age of Enlightenment, before the fall of the the First Empire.(Something I'm coming up with, but haven't settled on) Being unable to use arcane magic they developed Runes as a means of enhancing their weapons, armor and defenses to take the burden off of their Clerics and to better engage their scholars. As such it is much more static than other forms of magic, needing to be inscribed or carved into surfaces, then activated by special means.

Use of the new style of magic has since spread across the world and outposts find an Erilaz an invaluable resource in maintaining their defenses while in the deep wilds, or other dangerous territories.

Hit Die: d8

Class Skills: Auspex (Wis), Craft:Any (Int), Knowledge: All (Int), Linguistics (Int), Perception (Wis), Profession: Any (Wis), Ride (Dex), Spellcraft (Int)

Skill Ranks per Level: 4+ Int modifier

Base Attack: As Cleric

Saves: Good Will, Poor Ref (not sure on Fort)

Spells: Int based. Set number of Runes per level, possibly have number known/per day like Sorcerer. Once lvl 7 is reached ability to use Runic Circles is unlocked. 1-2 Circles may be known every three levels. (Circles will serve various functions: summoning a temporary ally, etc; cannot be used in combat; other uses as well. Still under construction. Runic Circles are static and cannot move or be moved once placed and/or activated)

Runes: Runes come in two forms Elder and Younger. There are 24 Elder Runes and 16 Younger that form the primary base. There are other runes for other purposes and effects, varying depending on need. (currently. may change based on what they can and should be able to do) Inscribing a Rune takes 10 min/level of the Rune and takes great concentration and care. If a mistake is made the Rune must be completely cleaned off and attempted again. Empowering each Rune with energy takes a standard action. Special ink required is for inscribing Runes and is made of herbs and pigments costing 100g (much like a familiar or Holy Symbol, being a resource tracking is only necessary in the event of particularly long periods of time or something drying out the ink. Note: you may not take Eschew Materials to avoid having to use the ink, or to avoid inscribing the Runes in any way)

An Erilaz begins play knowing X 1st level Runes (not sure how to work this. Should it be Runes known or should they know all of a certain type per level? Like a cleric “knows” all their spells but can only prepare a limited number.)

Weapon Proficiencies: An Erilaz is proficient with all simple weapons plus the following: longsword, warhammer, battle axe, short sword, great sword, great axe, earthbreaker, great club

Armor Proficiencies: Erilaz are trained to wear up to medium armor, and shields, but not tower shields.

Class Abilities:

All Erilaz gain literacy in Runic as a bonus language at first level. It is a secret language much like Druidic. Note: Runic as a written language has no magical effect. Only when properly inscribed and empowered does Rune Magic engage.

(Toughness: Maybe: If I go with the blood empowerment then the Erilaz will probably get Toughness as a bonus feat at first level)
Natural Linguist: At first level due to there intensive training in understanding the intricasies of language the Erilaz has developed a keen ability to learn languages more efficiently than the average person. An Erilaz may select two languages per rank of Linguistics instead of just one.

The Words of Invocation: At first level the Erilaz learns the Words of Invocation. The Words of Invocation are a well guarded secret among the Erilaz and are the key behind much of their unique brand of magic. Using combinations of the Twenty Five Words they call upon otherworldly energies to infuse into their runes thus energizing them.

OR

Blood Empowerment: The Erilaz uses a bit of his own blood to energize his runes once inscribed. Using a ritual knife (has to cost 1gp or more, not a combat item) the Erilaz must do 1 pt of damage to himself per level of each rune activated.

Runic Cryptology: At second level an Erilaz adds half his level (rounded down) on Linguistics (Cryptography) rolls to encode messages into his journal or other written materials; or to decode messages.

Disarm Magical Traps & Runes: At level 3 an Erilaz may disarm magical traps and Runes using the Spellcraft skill. Standard disarming rules apply. Gains a bonus equal to one third his level to disarm Runes based on his extensive knowledge of the subject. (Not sure what level this ability should be gained)

Rune Divination: Beginning at level 4 an Erilaz may use specially prepared Rune Stones to ask a single question (+ one per four levels). The answer given will always be weal, woe, or unknown. These stones must be carved by the Erilaz in a special ritual that takes twelve hours to perform and must be done at night under a moonlit sky. The stones themselves are generally irrelevant though most Erilaz take time to gather them themselves. Once carved the stones are carried in a white silk cloth measuring 10” x 10” square. (costs about 2g. The reading is done on the cloth. Putting the stones aside and blindly picking up three from the pile to determine an answer. 24 stones)

Craft Personal Runic Weapon: Beginning at level 5 the Erilaz has begun to learn the secrets of his craft and can now craft a personal weapon for himself (Note: for anyone else but the crafter the Personal Runic Weapon functions as a non-enchantable masterwork weapon). The process by which these weapons are made is complex but the weapon is forever bound to the one who made it. The Erilaz must obtain the correct ore for his weapon. (Many choose to go to remote locations and dig for this ore themselves to make the weapon that much more personal). After a purification ritual, with incense costing no less than 100g, that takes 5 hrs to perform the ore can be made over into the weapon itself. Runes are then carved into the weapon and empowered using the Erilaz's own blood. Once the actual enchanting process begins it takes about 10% longer than normal enchanting to fully empower the weapon. (Note: I'm open to suggestions on this but it should take SOME time as this is a very important step in the Erilaz's life) ALL personal runic weapons are melee weapons (not shields), most are some kind of sword, axe or hammer. (Runic enhancements will be coming later) I mean this to be level dependent so at this level you'd be basically looking at a +1 weapon, maybe +2 if you're lucky

Runic Circles: Beginning at level 7 the Erilaz has unlock the initial mysteries of Circle magic. These circles are static in nature and cannot be moved once placed and energized. Due to the intricacies of creating a Runic Circle an Erilaz only learns a limited number in their lifetime. At 7th level they learn one of the initiate Circles, and every two levels there after they may select one more Circle known. If a Circle has prerequisites the Erilaz must meet them to know the Circle. (Circles tend to follow themes: Summoning, Protection, Travel (one way), Communion, etc)

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / New Class: Erilaz (Rune Master) All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules