| Runelord of Earned Wealth |
I have been working on this on and off for a while now, and my local group all but ghosts me when I even so much as bring up getting feed back on this. I know it is not game ready yet, but I am at a total loss. Some of you experts of the old ways, may recognize a number of things from the old tomes. I admit I blatantly ripped off some 3.5 stuff. I wanted to be original, but quickly realized I had nothing that worked, so I ripped off several things. I would really appreciate any advice and/or criticisms everyone can give.
Runelord
Requirements
To qualify to become a Runelord, a character must fulfill all the following criteria.
Skills: Knowledge (arcana) 10 ranks, Spellcraft 10 ranks.
Spells: Able to cast arcane spells of 5th level or higher.
Feats: Inscribe Rune.
Languages: Thassilonian and Giant.
Special: must have the Thassilonian Magic alternative school class ability.
Class Skills
The Runelord's class skills are
Craft any two (Int), Intimidate (Cha), Knowledge (arcana) (Int), Spellcraft (Int), Use Magic Device (Cha),
Weapon and Armor Proficiency: A Runelord gains additional weapon proficiency in two weapons dependent on the Thassilonion School he chose.
Greed: glaive, scimitar
Sloth: long spear, short sword
Envy: halberd, bastard sword
Lust: guisarme, longsword
Pride: lucerne hammer, rapier
Wrath: ranseur, greatsword
Gluttony: scythe, falchion
Skill Points at each Level: 4 + Int modifier.
Hit Die: d6.
Level Base Atk Fort Save Ref Save Will Save Special Spells per Day
1st +0 +0 +0 +1 (Wizardry, Personal Sigil) +1 level of arcane spell-casting class
2nd +1 +1 +1 +1 (Somatic Weaponry, Expanded Might) +1 level of arcane spell-casting class
3rd +1 +1 +1 +2 (Caster Level Increase, Minor Sin Esoterica) +1 level of arcane spell-casting class
4th +2 +1 +1 +2 (Expanded Might, Runemastery) +1 level of arcane spell-casting class
5th +2 +2 +2 +3 (Extraordinary Power, School Recognition) +1 level of arcane spell-casting class
6th +3 +2 +2 +3 (Expanded Might, Moderate Sin Esoterica) +1 level of arcane spell-casting class
7th +3 +2 +2 +4 (Arcane Defense, School Potency) +1 level of arcane spell-casting class
8th +4 +3 +3 +4 (Expanded Might, Extended Spell-strength) +1 level of arcane spell-casting class
9th +4 +3 +3 +5 (Meta-Mastery, Major School Esoterica) +1 level of arcane spell-casting class
10th +5 +3 +3 +5 (Expanded Might, Arcane Breakthrough) +1 level of arcane spell-casting class
L1
Spells per Day (Ex): At the indicated levels, a Runelord gains new spells per day as if he had also gained a level in the wizard class. He does not, however, gain other benefits a character of that class would have gained except for additional spells per day and an increased effective level of spellcasting.
Wizardry (Ex):
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Wizardry (Ex): A Runelord’s class levels stack with wizard levels for the purposes of determining his school abilities, the abilities of his wizard’s familiar or bonded item and other level dependent wizard class abilities (including archetype abilities).
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Wizardry (Ex): Levels of the Runelord prestige class stack with wizard levels for determining when a wizard gains bonus feats, the effect of his School abilities and other wizard class abilities (including archetype abilities), the abilities of his wizard’s familiar or bonded item.
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Wizardry (Ex): Runelords are consummate wizards and they never forget their origins. At 1st level, the Runelord must choose a wizard class he belonged to before adding the prestige class. He gains all the class features for this class, essentially adding every Runelord level starting at 1st to his wizard class to determine what class features he gains. He still retains the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class, but gains all other class features of his wizard class as well as those of the Runelord prestige class.
Personal Sigil (Su): At 1st the Runelord gains the ability to place a rune unique to the Runelord upon an item and gain a special connection to the item. The rune is permanent until dismissed, and henceforth the Runelord always knows the location, and name and race of any creature currently touching it (the creature can attempt a will save throw, DC 10 + Runelord's class level + the Runelord's Intelligence modifier to resist). The Runelord can have as many personal sigils as in effect as they have Runelord levels, any sigil past this amounts replaces the oldest sigil. Placing a personal sigil is a full-round action.
L2
Somatic Weaponry (Ex): When wielding a weapon (or holding an item of comparable size) in one or both hands, you can use that item to trace the somatic component of a spell, rather than using your fingers.
This allows you to cast spells with somatic components even while your hands are full or occupied, as long as at least one hand is holding an item of proper size.
This feat doesn’t allow you to use somatic components while grappling, regardless of the size of your foe.
Expanded Might (Ex): the Runelord gains 2 spell slots they can assign to any level (limited to their highest available spell level), once this is made it cannot be changed, you gain another 2 at 4th, 6th, 8th, and 10th levels.
L3
School Potency (Ex): Upon reaching 2nd level, add 1 to your caster level whenever you cast a spell of your chosen school. At 7th level, you instead add 2 to your caster level.
Minor Sin Esoterica (Ex): At 3th level, your unflagging focus on your chosen school opens your mind to new possibilities and grants you the first taste of the unique skills of a Runelord. You gain an ability from those below
based on your chosen school.
Abjuration: You gain a competence bonus on dispel checks equal to 1/2 your Runelord level.
Conjuration: Any creature you summon or call appears with extra hit points equal to your caster level.
Enchantment: Targets of your charm spells do not gain a bonus on their saves due to being currently threatened or attacked by you or your allies. In addition, subjects of your compulsion spells do not get a bonus on saves due to being forced to take an action against their natures.
Evocation: When casting an evocation spell, you gain a bonus on Concentration checks equal to 1/2 your Runelord level.
Illusion: The save DCs of your illusion spells that have a saving throw entry of “Will disbelief” increase by 2.
Necromancy: When you cast a necromancy spell, undead allies within 60 feet gain turn resistance and a bonus on saves equal to your Runelord level for a number of rounds equal to your Runelord level.
Transmutation: When a transmutation spell you have cast is successfully dispelled, it remains in effect for 1 round and then ends as normal for dispelling. If a creature is responsible for the dispelling effect, it knows that the spell has been dispelled but is functioning for another round.
L4
Expanded Might
Runemastery (Ex) A Runelord is particularly skilled at casting spells that create magical writing, such as explosive runes, secret page, or any spell with the word “symbol” in its name. They never requires material components or focus components when casting such spells, and the save DC of any of these spells increases by 1. A Runelord’s symbol spells are difficult to disarm—the Disable Device DC for these symbols increases by 2.
L5
Extraordinary Power (Ex): A number of times per day equal to 3+Int modifier the Runelord can remove the maximum level cap on a spell he casts. (example: a 10th level wizard 5th level Runelord can remove the level cap on a Fire ball spell doing 15d6 damage instead of the usual limit of 10d6).
School Recognition (Su): The Runelord can sense auras of their chosen school as if they had blind sense. The bearer gains a +4 insight bonus on identifying and saving throws against spells and spell-like abilities of the chosen school and know when such a spell or spell-like ability has been cast within 60 feet.
L6
Moderate Sin Esoterica (Ex): At 6th level, your long study of your chosen school leads to a breakthrough. You gain an ability from those below based on your chosen school. Each ability is triggered automatically when you cast a spell from your chosen school and lasts for a number of rounds equal to the spell’s level.
Abjuration: If you are subject to a spell that has a partial or half effect on a successful save, you suffer no adverse effect if you successfully save.
Conjuration: Dispel checks made against your conjuration spells treat your caster level as if it were 5 higher than normal.
Enchantment: You can immediately re-roll any failed Will save against an enchantment or mind-affecting spell or ability; you must accept the result of the second roll.
Evocation: You gain resistance 20 to any one energy type that matches a descriptor used by the spell you just cast.
Illusion: You gain concealment.
Necromancy: You are immune to ability damage, ability drain, energy drain,and negative levels.
Transmutation: You can immediately re-roll any failed Fortitude save against a transmutation spell or ability; you must accept the result of the second roll.
Expanded Might
L7
Arcane Defense (Ex): You get a +5 bonus on your saving throws against spells from your chosen school.
School Potency
L8
Expanded Might
Extended Spell-strength (Ex): Beginning at 8th level, a Runelord knows how to extend the duration of spells that he casts on himself. The duration of any of his Runelord spells with which he targets himself is doubled, as if affected by the Extend Spell feat (but without any adjustment to the spell’s effective level or casting time).
For instance, a bull’s strength spell cast by a 8th-level Runelord on himself has a duration of 16 minutes rather than 8 minutes.
Spells that target multiple targets are affected by this power, but only the Runelord gains the extended duration. For example, a 9th-level Runelord who casts haste would be hasted for 38 rounds, while his allies would gain the effect only for the normal 19-round duration.
Spells that do not have a Target entry are unaffected by this power even if the Runelord is the only one affected.
L9
Major Sin Esoterica (Ex): At 9th level, your knowledge of your chosen school reaches its peak. You gain an ability from those below based on your chosen school; each one can be used three times per day.
Abjuration: When casting an abjuration spell that normally has a range of personal, you can instead choose to cast it as a touch spell that affects a single creature. When casting an abjuration spell that is an emanation centered on you, you can instead choose to cast it as a touch spell that emanates from the touched creature.
Conjuration: You can cast a conjuration spell with a casting time of 1 standard action as a swift action.
Enchantment: Any creature that successfully saves against one of your enchantment spells must save again 1 round later (as if you had cast the spell again) with a +5 bonus on the save.
Evocation: Any creature that fails its save against one of your evocation spells takes damage again 1 round later equal to half the damage it took when you cast the spell.
Illusion: You can cast any illusion spell as a stilled and silent spell and eschew the materials (per the Still Spell, Silent Spell, and Eschew Materials feats) without an increase in caster level or casting time.
Necromancy: When you cast a necromancy spell, undead allies within 60 feet gain fast healing 10 for 5 rounds.
Transmutation: When a creature successfully saves against a transmutation spell you cast, it takes damage equal to the level of the spell.
Meta-mastery (Ex): when preparing spells the Runelord can choose 7 spells to alter with meta-magic, the spell level increase is reduced by the Runelord's intelligence modifier on these spells to a minimum of +0.
L10
Expanded Might
Arcane Breakthrough (Ex): The Runelord can pick a single 7th spell from the Cleric or Druid spell list (barring spells from their banned schools) and add it to their spell book as an Arcane spell
| Azothath |
I can see you researched published Runelord builds or seen them. Good.
You've created a PrC but Runelords aren't built that way.
Essentially your PrC is a mix of standard, overpowered, way overpowered, and do nothing abilities. I assume the last is your intentions vs what you wrote and how I interpret the writing.
Remember the Runelords are a bit dramatic (unexplained crazy as they are top-tier BBEGs and authorial challenges) with unexplained powers. J.Jacobs recently revealed they were AD&D/3.5 and other race/characters that were made into PF1 super villians.
Wizard - Thassilonian Specialist(TS). It's not a great archetype but it does reflect over specialization. This is the base Runelord build so it should be an entry requirement. The way you wrote it Sorcerer 10/Wiz-TS 1 is good to go.
Thematically Lisalla is their go-to deity. Peacock Spirit is a front to gather worship, like Razmir. This makes LE or LN a requirement.
For a PrC I'd use Hemotheurge PrC and Cyphermage as examples.
OTHERWISE I'd just create some arcane discoveries and add them to Thassilonian Specialist(TS) and rework the archetype a bit as that's more practical. IMO TS needs to dump Arcane Bond and get a Sin Bond based on their specialty. Some spells need to be OFF the TS's spell list, like Aroden's Spell Sword or any familiar spell. Using an archetype avoids the PrC issues of scaling earlier class abilities.
IMO dump the weapon and skill set, just add UMD and a weapon proficiency for a two-handed hafted simple or martial weapon which can act as a staff for a TS.
Skill ranks/Lvl... I prefer Int +2 +2 knowledge skills.
| Azothath |
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Arcane Discovery for Thassilonian Specialist(TS):
Legal Workaround (Wiz-TS 5+) you have discovered a way to cast some forbidden spells. Choose an arcane spell on your spell list one level below (or lower) the highest spell level you can cast at 5th, 9th, 13th, 17th. Using (10*SplLvl)gp in expendable alchemical material components you can cast the spell as an adjacent school (see list). Once the spell, adjacent school, and alchemical component is chosen only the adjacent school may be changed when a new spell is added to this discovery otherwise retraining the chosen spell to another spell of the same spell level takes time= (3×SplLvl)days, cost= (10×days)gp.
Adjacent Schools: A→E|K, C→N, D→T, E→A|I, I→E|T, K→A|C, N→C, T→I|K, Aether→C|K|T, Air→C|I|K, Erth→A|C|K, Fir→C|K|T, Wtr→A|C|K, Wood→A|C|T, Mtl→A|C|T, Void→I|K|N.
Rune Magic (Wiz-TS 5+) you have discovered a way to store a spell using a prepared rune on a hard surface or tile (2"×2"×0.5" 1.5oz HP:0 minimum to a 12"×12"×1" 6lb HP:2 maximum of typical hardness that may be affixed to a larger permanent surface) using the costs and time of Scribe Scroll and carving tools. The rune is activated as a spell trigger by tracing the rune using touch as a standard action. Only one rune may be placed on a tile and activating it magically scorches/etches the tile making it unsuitable for reuse. Only a creature with Rune Magic, Cypher Lore, Eldritch Knowledge, Rune domain, Runic Focus, UMD adding 5 to the DC, may activate the tile. Unfortunately you may only target(as appropriate for the spell) yourself, a creature that touches the rune (×2 cost and time, touching creature activates tile as a magical trap), one creature|object within touch to close range(maximum). Reach Metamagic must be used to increase the range (and cost) to medium or long.
by Azothath
| Pizza Lord |
I looked some over. I will mention some thoughts or opinions. Caveat: I am not playtesting this, nor am I lore-knowledgeable on Runelords other than things mentioned on this forum. Also, most of these are just sharing thoughts or questions for tweaking (or rule or grammar format). Do not take this as a 'right or wrong' critique or anything. Just mental class building exercises, ie. I don't expect you to change anything based on what I say, but take it as a GM/player reading it and trying to understand the process and whether things were considered. Some of your things may be based on Runelord stuff that I don't know and perfectly reasonable. If something is just an opinion, I will try and label it as such.
Skills: Knowledge (arcana) 10 ranks, Spellcraft 10 ranks.
Spells: Able to cast arcane spells of 5th level or higher.
Feats: Inscribe Rune.
Languages: Thassilonian and Giant.
Special: must have the Thassilonian Magic alternative school class ability.
(Opinion) This seems easy. There's very little choice or trade off for a character going this route (other than being 10th level to meet the skill rank requirement. Basically any wizard with Thassilonian Casting/Sin Magic will meet this with the exception of Inscribe Rune, but that's an item creation feat and is a free choice in most cases for a wizard at some point on the way 10th, so unless it's a one level dip into Thassilonian Specialist and all the rest and sorcerer, it's not really a challenge to become a runelord. Linguistics is in class, the Knowledge requirements are no brainer choices. Consider adding something like Spell Focus in their sin school at least (which is still likely a no brainer), or some requirement or action for a task or encounter or something. (again, this is just opinion).
Weapon and Armor Proficiency: A Runelord gains additional weapon proficiency in two weapons dependent on the Thassilonion School he chose.
...
Skill Points at each Level: 4 + Int modifier
(Opinion) Like Azothath mentioned, seems a bit unnecessary. This is pretty much gonna be an Intelligence based character, before even accounting for human or bonus skill points per level. The skill selection is so narrow that it's not going to be a real choice. They will be getting at least 6 skill points. I see no reason to change it from a wizard's normal list. Just give it those (adding UMD) and keep them at 2 skill points per level. At 10th level their Int mod should more than suffice. If you really think they should have more skill bonus, then add an ability that gives a bonus to certain skills (or their choice or based on their sin).
(Opinion) Same with Weapon Proficiencies. The flavor attempt and uniqueness is good and such, but it is ultimately just extra words and is restrictive in its own way without really making sense more than superficially. Sure, a rapier could be considered Prideful, or a long spear could be Slothful like the user doesn't wanna have to move closer. But is a greatsword really more Wrathful than a greataxe or a greatclub?
(Suggestion) Link and mesh this in with the unique and creative designs you have. For instance, instead of a narrow list based on a choice the player (presumably) made back at level one, why not tie it into the Personal Sigil ability (and write it there).
For instance, what if the Personal Sigil ability gave proficiency to any weapon the Runelord is wielding with their personal sigil on it? Now they can open a wider range of options and uniqueness to their Runelord that isn't just, "That guys got a rapier, he's a Pride caster like pretty much every other one that isn't using a lucerne hammer". You can balance this (to keep them from choosing the 'best' options or crazy exotics) by possibly allowing them to layer any number of sigils on a weapon, requiring one for a simple weapon of their choice, two for a martial, or three for an exotic. This will at least require three levels of Runelord PrC to get a free exotic proficiency, but less for taking more common types, but requires thought and planning (and they can change it as they get more powerful or situations arise and not be stuck with a choice based on something the did at 1st-level. You can also restrict it to melee only if you wish, like your list currently implies, or open it up to ranged options, like a firearm or crossbow-wielding runelord (though I doubt weapon damage is ever really going to be a gamebreaker, this is just giving them proficiency, not attack or damage bonuses).
Level Base Atk Fort Save Ref Save Will
Level 1: +0; +0; +0; +1
Pathfinder might be different, but since this is based on 3.5 PrCs, don't most start with the Good save progress? So +2 for first level then +3, then +1 to the non-good saves?
Wizardry (Ex)
You have three versions and I am not sure if these are meant to be different potential options or if you're trying do the same thing and use different wording.
If the intention is you want to add spell casting (as you've written), and also increase arcane bond and wizard school abilities, then I think the simple wording is more effective. You can also add in a new ability to keep it from cluttering up if you want.
For example, at first level it will list 'Personal Sigil, Wizardry, and Arcane Bond' (followed by the '+1 to existing arcane class' part).
Then in the Wizardry (Ex) ability description you write something like, 'The runelord's class level is added to their wizard level for determining abilities granted by their chosen spell school.' (or something).
Then for the Arcane Bond ability description, you write something similar, 'The runelord's class level is added to any existing arcane bond class features they possess.' You can also add in a 'but does not grant an arcane bond itself.' if you feel like it.
Somatic Weaponry (Ex): When wielding a weapon (or holding an item of comparable size) in one or both hands, you can use that item to trace the somatic component of a spell, rather than using your fingers.
This allows you to cast spells with somatic components even while your hands are full or occupied, as long as at least one hand is holding an item of proper size.
This feat doesn’t allow you to use somatic components while grappling, regardless of the size of your foe.
(Suggestion) Link this to Personal Sigil. It's more restrictive, but by requiring the placing and use of a Personal Sigil on the weapon or item the runelord is using not only makes sense, but adds more impact to the Personal Sigil ability (which In My Opinion is otherwise just a status effect on an item otherwise). This pairs with the idea of linking the 'free' weapon proficiency to the runelord's chosen weapon (if they so choose to have one), since that's likely to be the weapon or item they're holding anyway.
Expanded Might (Ex): the Runelord gains 2 spell slots they can assign to any level (limited to their highest available spell level), once this is made it cannot be changed, you gain another 2 at 4th, 6th, 8th, and 10th levels.
I believe in almost all cases, any player is going to put these into the highest spell slots available. I think (meaning it isn't a hard and fast rule) that for balance purposes, most abilities of this type are restricted to 'up to one level below their highest available spell level'.
Otherwise, why not just say they continue to get the two extra spells to every level like they did as a Thassilonian Specialist/Sin Magic user (restricted to spells of their specialist school)? It'll save space and continue a mechanic the player is familiar with (might cause issues with builds that don't use sin magic, but I am just brainstorming).Conjuration: Any creature you summon or call appears with extra hit points equal to your caster level.
(Option) This could be 'creature or item'. Granted, most items aren't usually attacked, and maybe there's a specific summon item or something spell where an extra 1–10 hit points would be broken, but this is just an option, I am not going through the whole list of possibilities.
Necromancy: When you cast a necromancy spell, undead allies within 60 feet gain turn resistance and a bonus on saves equal to your Runelord level for a number of rounds equal to your Runelord level.
(Opinion) This seems a bit too easy. An 8th-level runelord casting a 0-level necromancy cantrip gives a +8 bonus for 8 rounds. That just doesn't seem to carry much effort (granted, they need undead allies, but your build and design seems to imply they should/will have them).
What if it was a turn resistance (note if it should stack with existing resistance or not) and save bonus equal to the level of the necromancy spell used (and lasted a number of rounds equal to the runelord's level). At least that would require an expenditure of better spells regardless of level while also giving a benefit to higher-level runelords.
Transmutation: When a transmutation spell you have cast is successfully dispelled, it remains in effect for 1 round and then ends as normal for dispelling. If a creature is responsible for the dispelling effect, it knows that the spell has been dispelled but is functioning for another round.
Would probably add a restrictor that this cannot extend a spell's duration beyond its normal limit or that it only applies once per spell (just to somehow prevent having allies or the runelord from extending a transmutation duration beyond intended design through spamming dispel effects. Not saying it's likely, just saying it's good design to try and plan for players doing crazy, obscure tactics.
A Runelord is particularly skilled at casting spells that create magical writing, such as explosive runes, secret page, or any spell with the word “symbol” in its name. They never requires material components or focus components when casting such spells, and the save DC of any of these spells increases by 1. A Runelord’s symbol spells are difficult to disarm—the Disable Device DC for these symbols increases by 2.
This is probably understandable, and maybe you aren't writing in a rules-format approach at this stage, so forgive me if I come off as too critical. I like that you use examples, but when you call out specific spells, you should italicize them. Plus, when you use the term 'symbol' spell, some players might get creative (though the intent is clear here), but it's always best to try and foresee any possible confusion for a GM or group and head it off at the pass if it can be done with simple wording and not a paragraph of explanation. Otherwise, a GM might not know if sign of wrath or brand of tracking or mark of justice is intended to work with this. Even adding a 'GM's determination' can help resolve disputes or arguments. Cover the intended bases, and then add in a few examples that cover the range you want to include.
'A runelord is particularly skilled at casting spells that create magical writing, runes, symbols, glyphs, marks or brands, like explosive runes, secret page, sign of wrath, or symbol spells (GM's determination).'
That's just an example though.
Extraordinary Power (Ex): A number of times per day equal to 3+Int modifier the Runelord can remove the maximum level cap on a spell he casts. (example: a 10th level wizard 5th level Runelord can remove the level cap on a Fire ball spell doing 15d6 damage instead of the usual limit of 10d6).
(Opinion) Okay, this probably needs some more restrictive wording or something to make sure there isn't some overpowered niche spell or something (or at least make it harder to do it). I get that runelords should be scary with spells, but let's still think about this.
Your example is a very straightforward and simple spell, and it doesn't help a GM (that isn't you, who knows exactly what you intend) to gauge power and what you want to see happen. Adding five to ten d6s to a fireball or other spell with a save for mitigation or an extra 5 points to a ray of enfeeblement at the levels involving this PrC is probably perfectly fine (and granting that most spells of 4th or 5th level will already have caps of +15 or +20). But remember the runelord can do this likely 6 times at least to any spell pretty much freely and at will, and it applies to AoEs which can hit multiple targets or possibly spells that deal damage of multiple rounds or continuously.
Plus, while your example just uses a spell with a damage cap, your ability doesn't restrict it to just the level cap for damage, a player or GM could read this as any level caps, like claiming sleep could now work on more than 4 HD of creatures or affect creatures with greater HD, or magic missile can go over the 5 missile level cap. (All of which you may have considered and intend, I am just making sure.) Not saying it's gamebreaking if they're adding more targets than a normal spell was designed to handle or range or effects called out, it's just good to either spell it out, or write that it is intended to apply those (by using an example that covers those areas or the extremes, and not the simplest example).
Options might be to specify level caps to 'damage', like 'remove the maximum level cap to damage (and not rely on a single example). Or even restricting it to spells of the runelord's chosen school of specialization. While some schools will be affected more (because they have less damage-dealing spells), I think they all have at least some, even the Illusion school.
School Recognition (Su): The Runelord can sense auras of their chosen school as if they had blind sense. The bearer gains a +4 insight bonus on identifying and saving throws against spells and spell-like abilities of the chosen school and know when such a spell or spell-like ability has been cast within 60 feet.
(Opinion) I don't like the +4 save bonus here to spells and spell-like effects of the runelord's school. I don't feel it fits flavor-wise for recognizing a school, but even beyond that, in two levels they receive a +5 bonus to spells (and presumably spell-like abilities) to their chosen school. That's a +9 save bonus in two levels and seems excessive, and one is insight and the other is untyped, so they would stack. I think that's just a bit much, IMO.
(Query) I wonder if there should be anything that mitigates this? Like existing or stronger auras of the school that could interfere. Obviously that weakens the ability a bit (and takes more writing), but for example, an enemy caster with mage armor's location will be known to an evocation runelord, but what if they have a 10-foot radius emanation or are standing in an evocation area of effect? (We are obviously assuming the runelord can't see them due to darkness or invisibility or something.). Maybe a specification that a strong aura or spell level can shroud or conceal a lesser one? If you go this route (not saying you have to, I am just pondering your design), you should probably add that a runelord can ignore their own auras (so if their lair has guards and wards or other large area it won't stop them noting lesser auras).
Conjuration: Dispel checks made against your conjuration spells treat your caster level as if it were 5 higher than normal.
(Opinion) I don't hate the ability, but it doesn't really match up with the power level. Also, most increases seem to favor a +4, but that's not hard and fast and maybe I am wrong. The main issue I have is that this only applies when a spell is dispelled (which I find to be a very rare occurance), and that the runelord likely already counts as one or two caster levels higher just from being a runelord, making a +5 for a very rare occurence lackluster when compared to ignoring partial effects from an abjuration effect or getting a free reroll on failed save during the same time period for instance. Don't get me wrong, having your spell not get dispelled is definitely great if it falls in that 5 point range, but a runelord's school spells are already very unlikely to be dispelled as is. Maybe on a failed dispel check against the runelord's conjuration spells, the caster takes damage equal to the runelord's level or maybe stunned or sickened for a round or both, possibly a Fortitude save for half damage and/or negate the stun. Just brainstorming though.
Enchantment: You can immediately re-roll any failed Will save against an enchantment or mind-affecting spell or ability; you must accept the result of the second roll.
The only thing I might change here (and Transmutation below) is the use of the word 'immediately'. It's only a minor issue and while I know you don't intend it to take an immediate action, it's best to just avoid using that word altogether and not risk someone making that mistake (possibly English not being a first language).
'You can reroll a failed [Fortitude/Reflex/Will/whatever] save ...' should be fine.Necromancy: You are immune to ability damage, ability drain, energy drain,and negative levels.
(Opinion) I would probably restrict this to being 'from necromancy spells and effects' or possibly also from undead if you like. I don't think being a necromancer should make you immune to snake venom necessarily. In exchange for the slight downgrade, you might even add 'ability penalties' from necromantic spell or effects. And probably should add that this doesn't apply to existing damage or negative levels or penalties (I think that's just standard wording and to help confusion on whether existing energy drain penalty still apply. Unless you want them suspended during that time. Up to you, but specify it). This is just one person's opinion, though.
You get a +5 bonus on your saving throws against spells from your chosen school.
Already mentioned, this stacks with the save bones at level 5 and just seems excessive. IMO. And I'd probably add 'and spell-like effects' in there (assuming that was your intention).
Beginning at 8th level, a Runelord knows how to extend the duration of spells that he casts on himself. The duration of any of his Runelord spells with which he targets himself is doubled, ...
(Query) I am not sure what you mean be 'Runelord' spells. Do you mean arcane spells or do you mean spells from their chosen, specialized school? Just clarifying. Presumably not from scrolls or wands, but maybe staffs?
Also, I would just cut the 'a Runelord knows ...' part and streamline it to just something like, 'At 8th level, the duration of any [description of intended spells] the runelord casts on himself is extended as though by the Extend Spell feat.' or a similar wording, though others may disagree.
Abjuration: When casting an abjuration spell that normally has a range of personal, you can instead choose to cast it as a touch spell that affects a single creature. When casting an abjuration spell that is an emanation centered on you, you can instead choose to cast it as a touch spell that emanates from the touched creature.
(Opinion) I would probably restrict this to (harmless) spells only or 'a willing target' or some other wording that prevents it from being used offensively somehow. I am not sure if there are many spells that could be abused, I just think there should be some wording or a restriction to curtail some obscure spell or something that could be breaking or unbalanced in a circumstance.
Illusion: You can cast any illusion spell as a stilled and silent spell and eschew the materials (per the Still Spell, Silent Spell, and Eschew Materials feats) without an increase in caster level or casting time.
(Suggest) I would probably just reword this a little for clarity, changing 'caster level' to 'spell level'.
Something like, 'You may cast illusion spells as though they were affected by the Still Spell, Silent Spell, and/or Eschew Materials feats with no increase to the spell's level or casting time.'Also, while this is quite potent, I might even take it a step further with making it so if the caster removes all components from the spell, the Spellcraft check to identify increases by +5 over the normal DC and on a failure, it's not even noticed that they're casting (just to remove any of that 'spell emanation' wording bull-poo). But only if you wanted to go that route.
Necromancy: When you cast a necromancy spell, undead allies within 60 feet gain fast healing 10 for 5 rounds.
(Opinion) I would probably either restrict this to fast healing equal to the spell level for a set number of rounds. or fast healing 10 for a number of rounds equal to the spell level. Otherwise just spamming a necromantic cantrip heals as much as using a 7th-level necromantic spell. And that feels a bit off to me (but, it's only an opinion). Additionally, I would probably note whether this stacks with existing fast healing on them (from other sources, obviously). Your call. It could be wording like, 'This effect stacks with fast healing from other sources, but not itself (the highest applies). or just not have it stack, but mention that it doesn't.
When preparing spells the Runelord can choose 7 spells to alter with meta-magic, the spell level increase is reduced by the Runelord's intelligence modifier on these spells to a minimum of +0.
(Query) Why 7? Just asking. Why not a number equal to their Intelligence modifier (min 1) or 3 + Intelligence? I am not saying there's a right or wrong. I am just asking. Seven deadly sins reference?
Also, while unlikely, it's possible a spontaneous caster (mostly, maybe with a one level dip in wizard for the prereqs) could have progressed here. Do you want to add in a clause to cover such an option?Something like, 'Runelords that can cast spontaneous arcane spells may prepare slots ahead of time.' or wording along those lines to clear up any possible eventualities. or even wording that says it can only apply to prepared spells if you wanted to go that route.
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| Runelord of Earned Wealth |
Essentially your PrC is a mix of standard, overpowered, way overpowered, and do nothing abilities. I assume the last is your intentions vs what you wrote and how I interpret the writing.
I was aiming for slightly more powerful then the basic with one or two with "kick." I have to rework a lot.
The way you wrote it Sorcerer 10/Wiz-TS 1 is good to go.
I had not seen that.
Thematically Lisalla is their go-to deity. Peacock Spirit is a front to gather worship, like Razmir. This makes LE or LN a requirement.
Demon worship was also big in Thassilon, especially among Wrath.
For a PrC I'd use Hemotheurge PrC and Cyphermage as examples.
Why Hemotheurge?
OTHERWISE I'd just create some arcane discoveries and add them to Thassilonian Specialist(TS) and rework the archetype a bit as that's more practical. IMO TS needs to dump Arcane Bond and get a Sin Bond based on their specialty. Some spells need to be OFF the TS's spell list, like Aroden's Spell Sword or any familiar spell. Using an archetype avoids the PrC issues of scaling earlier class abilities.
Something I had not considered.
IMO dump the weapon and skill set, just add UMD and a weapon proficiency for a two-handed hafted simple or martial weapon which can act as a staff for a TS.
Skill ranks/Lvl... I prefer Int +2 +2 knowledge skills.
The weapon thing was specific to Runelord lore. Skill ranks is probably better your way.
| Runelord of Earned Wealth |
I looked some over. I will mention some thoughts or opinions. Caveat: I am not playtesting this, nor am I lore-knowledgeable on Runelords other than things mentioned on this forum. Also, most of these are just sharing thoughts or questions for tweaking (or rule or grammar format). Do not take this as a 'right or wrong' critique or anything. Just mental class building exercises, ie. I don't expect you to change anything based on what I say, but take it as a GM/player reading it and trying to understand the process and whether things were considered. Some of your things may be based on Runelord stuff that I don't know and perfectly reasonable. If something is just an opinion, I will try and label it as such.
That is all I ask for
(Opinion) This seems easy. There's very little choice or trade off for a character going this route (other than being 10th level to meet the skill rank requirement. Basically any wizard with Thassilonian Casting/Sin Magic will meet this with the exception of Inscribe Rune, but that's an item creation feat and is a free choice in most cases for a wizard at some point on the way 10th, so unless it's a one level dip into Thassilonian Specialist and all the rest and sorcerer, it's not really a challenge to become a runelord. Linguistics is in class, the Knowledge requirements are no brainer choices. Consider adding something like Spell Focus in their sin school at least (which is still likely a no brainer), or some requirement or action for a task or encounter or something. (again, this is just opinion).
All good points, I really like the thought of a mini-quest to unlock this in the modern day.
(Opinion) Like Azothath mentioned, seems a bit unnecessary. This is pretty much gonna be an Intelligence based character, before even accounting for human or bonus skill points per level.
If you really think they should have more skill bonus, then add an ability that gives a bonus to certain skills (or their choice or based on their sin).
I see what you and Azothath mean, and the bonus to skills would probably be better.
(Opinion) Same with Weapon Proficiencies. The flavor attempt and uniqueness is good and such, but it is ultimately just extra words and is restrictive in its own way without really making sense more than superficially. Sure, a rapier could be considered Prideful, or a long spear could be Slothful like the user doesn't wanna have to move closer. But is a greatsword really more Wrathful than a greataxe or a greatclub?
The Weapon Proficiencies are pulled from Lore. Each Runelord had a powerful weapon created by Xin that served as symbols of office, and later each Runelord got a powerful sword that they would normally grant to champions.
(Suggestion) Link and mesh this in with the unique and creative designs you have. For instance, instead of a narrow list based on a choice the player (presumably) made back at level one, why not tie it into the Personal Sigil ability (and write it there).
Your idea is really cool, I am not sure I will use it for Runelord, but I will definitely keep it mind.
Pathfinder might be different, but since this is based on 3.5 PrCs, don't most start with the Good save progress? So +2 for first level then +3, then +1 to the non-good saves?
I started with Pathfinder, banged my head against a wall unable to think of anything, then found some 3.5 books that had stuff that fit (and I think a 3rd party book), so I shamelessly ripped them off. I might change the saves though.
You have three versions and I am not sure if these are meant to be different potential options or if you're trying do the same thing and use different wording.
If the intention is you want to add spell casting (as you've written), and also increase arcane bond and wizard school abilities, then I think the simple wording is more effective. You can also add in a new ability to keep it from cluttering up if you want.
That is the goal, but I am not sure how best to word it.
(Suggestion) Link this to Personal Sigil.
That would be more interesting overall.
I believe in almost all cases, any player is going to put these into the highest spell slots available. I think (meaning it isn't a hard and fast rule) that for balance purposes, most abilities of this type are restricted to 'up to one level below their highest available spell level'.
Good point, I think I will change it to one level below.
Otherwise, why not just say they continue to get the two extra spells to every level like they did as a Thassilonian Specialist/Sin Magic user (restricted to spells of their specialist school)? It'll save space and continue a mechanic the player is familiar with (might cause issues with builds that don't use sin magic, but I am just brainstorming).
Probably a good idea. As intended, Sin Magic is needed to even qualify for this PrC.
(Option) This could be 'creature or item'. Granted, most items aren't usually attacked, and maybe there's a specific summon item or something spell where an extra 1–10 hit points would be broken, but this is just an option, I am not going through the whole list of possibilities.
I must do research.
(Opinion) This seems a bit too easy. An 8th-level runelord casting a 0-level necromancy cantrip gives a +8 bonus for 8 rounds. That just doesn't seem to carry much effort (granted, they need undead allies, but your build and design seems to imply they should/will have them).What if it was a turn resistance (note if it should stack with existing resistance or not) and save bonus equal to the level of the necromancy spell used (and lasted a number of rounds equal to the runelord's level). At least that would require an expenditure of better spells regardless of level while also giving a benefit to higher-level runelords.
You make a fair point. I like your alternative.
Would probably add a restrictor that this cannot extend a spell's duration beyond its normal limit or that it only applies once per spell (just to somehow prevent having allies or the runelord from extending a transmutation duration beyond intended design through spamming dispel effects. Not saying it's likely, just saying it's good design to try and plan for players doing crazy, obscure tactics.
Crazy, obscure tactics are the exact thing I fear when homebrewing.
This is probably understandable, and maybe you aren't writing in a rules-format approach at this stage, so forgive me if I come off as too critical.
I want critical, I have been working on this on and off for months, and I REALLY need feed back.
'A runelord is particularly skilled at casting spells that create magical writing, runes, symbols, glyphs, marks or brands, like explosive runes, secret page, sign of wrath, or symbol spells (GM's determination).'
That's just an example though.
You make good points and I like your example fix.
(Opinion) Okay, this probably needs some more restrictive wording or something to make sure there isn't some overpowered niche spell or something (or at least make it harder to do it). I get that runelords should be scary with spells, but let's still think about this.
All valid points I had not considered.
(Opinion) I don't like the +4 save bonus here to spells and spell-like effects of the runelord's school. I don't feel it fits flavor-wise for recognizing a school, but even beyond that, in two levels they receive a +5 bonus to spells (and presumably spell-like abilities) to their chosen school. That's a +9 save bonus in two levels and seems excessive, and one is insight and the other is untyped, so they would stack. I think that's just a bit much, IMO.
I honestly forgot I gave two bonus vs their own schools.
(Query) I wonder if there should be anything that mitigates this? Like existing or stronger auras of the school that could interfere. Obviously that weakens the ability a bit (and takes more writing), but for example, an enemy caster with mage armor's location will be known to an evocation runelord, but what if they have a 10-foot radius emanation or are standing in an evocation area of effect? (We are obviously assuming the runelord can't see them due to darkness or invisibility or something.). Maybe a specification that a strong aura or spell level can shroud or conceal a lesser one? If you go this route (not saying you have to, I am just pondering your design), you should probably add that a runelord can ignore their own auras (so if their lair has guards and wards or other large area it won't stop them noting lesser auras).
All good points.
(Opinion) I don't hate the ability, but it doesn't really match up with the power level.
I sadly have little experience with spell casters (as a GM or PC), so I will have to take your word for it, but I do like your alternative.
'You can reroll a failed [Fortitude/Reflex/Will/whatever] save ...' should be fine.
Good point.
(Opinion) I would probably restrict this to being 'from necromancy spells and effects' or possibly also from undead if you like. I don't think being a necromancer should make you immune to snake venom necessarily.
Good point.
Already mentioned, this stacks with the save bones at level 5 and just seems excessive.
This was something I lost track of during edits.
(Query) I am not sure what you mean be 'Runelord' spells. Do you mean arcane spells or do you mean spells from their chosen, specialized school? Just clarifying. Presumably not from scrolls or wands, but maybe staffs?
I meant Arcane Spells. I forgot about scrolls, wands and staffs.
(Opinion) I would probably restrict this to (harmless) spells only or 'a willing target' or some other wording that prevents it from being used offensively somehow. I am not sure if there are many spells that could be abused, I just think there should be some wording or a restriction to curtail some obscure spell or something that could be breaking or unbalanced in a circumstance.
I must do research.
(Suggest) I would probably just reword this a little for clarity, changing 'caster level' to 'spell level'.
Good point.
Also, while this is quite potent, I might even take it a step further with making it so if the caster removes all components from the spell, the Spellcraft check to identify increases by +5 over the normal DC and on a failure, it's not even noticed that they're casting (just to remove any of that 'spell emanation' wording bull-poo). But only if you wanted to go that route.
I forgot all about those rules, and will have to do more research.
(Opinion) I would probably either restrict this to fast healing equal to the spell level for a set number of rounds. or fast healing 10 for a number of rounds equal to the spell level. Otherwise just spamming a necromantic cantrip heals as much as using a 7th-level necromantic spell. And that feels a bit off to me (but, it's only an opinion). Additionally, I would probably note whether this stacks with existing fast healing on them (from other sources, obviously). Your call. It could be wording like, 'This effect stacks with fast healing from other sources, but not itself (the highest applies). or just not have it stack, but mention that it doesn't.
Good point, and I had not considered stacking.
(Query) Why 7? Just asking. Why not a number equal to their Intelligence modifier (min 1) or 3 + Intelligence? I am not saying there's a right or wrong. I am just asking. Seven deadly sins reference?
The Runelords fallowed "Seven Schools of Magic" which were tied to "Seven Virtues of Rule" that were then later corrupted to "Seven Sins." It seemed thematic to use seven.
Also, while unlikely, it's possible a spontaneous caster (mostly, maybe with a one level dip in wizard for the prereqs) could have progressed here. Do you want to add in a clause to cover such an option?
As intended only a Wizard can get into this PrC. I need to improve the perquisites.
| Azothath |
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from a design perspective there are differences between archetypes(Arc) and prestige classes(PrC). An Arc is like a class, levels 1-20 and scales so earlier abilities can use stacking levels as a mechanic. PrC are more like multiclassing but some basic ability(ies) can stack in a limited fashion. The reason for this limitation is cross-class interactions which could get crazy. There are always some basic and social requirements (representing GM approval) to get into a PrC as it's a special club (roleplay themes) like the Masons or Knights Templar, something various professionals want to get into. PrCs need to watch BAB, saves, and the class additions to their intended class entrants, you don't want Feats and abilities to outpace the intended base class progression. Lastly, there's no arcane PrC that's better(power wise) than staying in specialist wizard.
So a TS/RL Arc would get the Wiz basics and feats and the abilities likely modified/changed but they'd naturally stack. A TS/RL PrC needs to stick to the LvL 11-20 Wiz spells and Feats but replace/enhance lost abilities like Arcane bond, Wiz school specialization. Tweaking proficiencies and class skills is okay. Often PrCs have a cost of 1 level in spellcasting advancement.
Bloatmage and Cyphermage are existing published PrCs for (evil) Wizards so they are examples to work from.
There's an earlier article about "The trouble with Prestige Classes" by SKR (i think...).
Realize Runelords(RL) are ancient spellcasters and not as versatile and lack millennia in spellcasting advances (new spells, feats, specializations, arcane discoveries) and operate out of the CRB (really AD&D PHB). Longevity is an issue (see AD&D, 3.5 wizard) unless you want to be undead and there needs to be a mechanic/ritual to maintain their desired age. Published Runelords are super villains and have used wishes, artifacts, etc to enhance their build, so that needs to be removed from any TS/RL class.
| Runelord of Earned Wealth |
Runelord
Requirements
To qualify to become a Runelord, a character must fulfill all the following criteria.
Skills: Knowledge (arcana) 10 ranks, Spellcraft 10 ranks.
Spells: Able to cast arcane spells of 4th level or higher.
Feats: Inscribe Rune and Spell Focus in their specialist school.
Languages: Thassilonian and Giant.
Special: must have 10 levels in Thassilonian specialist.
Skill Points at each Level: 2 + Int modifier.
Wizardry (Ex): Levels of the Runelord prestige class stack with wizard levels for the effect of his School abilities, the abilities of his wizard’s familiar or bonded item, when he gets bonus feats or archetype abilities, and the number of bonus spell slots he receives from Thassilonian specialist.
Runemastery (Ex) A Runelord is particularly skilled at casting spells that create magical writing, runes, symbols, glyphs, marks or brands, like explosive runes, secret page, sign of wrath, or symbol spells (subject to GM's determination). They never requires material components or focus components when casting such spells, and the save DC of any of these spells increases by 1. A Runelord’s symbol spells are difficult to find and disarm—the Perception and Disable Device DC for these symbols increases by 2.
Extraordinary Power (Ex): A number of times per day equal to 3+Int modifier the Runelord can remove the maximum level restrictions on a spell he casts. This allows him to exceed any level or caster level limit that applies to the spell being cast. (example: a 10th level wizard 5th level Runelord could cast a Fire ball spell doing 15d6 damage instead of the usual limit of 10d6, or cast a Magic Missile spell that creates 8 missiles instead of the usual limit of 5).
I know Extraordinary Power still needs better wording, but I hope this is a step in the right direction.
| Azothath |
maybe...
{Intro text}
Role: Puissiant arcane spellcaster and despot.
Alignment: must be ethically Lawful.
Requirements
To qualify to become a Runelord, a character must fulfill all the following criteria.
Arcane Class: 5 or more levels in Wizard arch Thassilonian Specialist or PrC Cyphermage.
Deity: must venerate Lisalla and be in good standing with the faith.
Languages: Thassilonian, Giant.
Feats: Spell Focus, one of; Inscribe Rune(3.5, see Sin Runes), Inscribe Magical Tattoo, Rune domain.
Skills: Knowledge (arcana) 8 ranks, Spellcraft 8 ranks.
Spells: Able to cast 4th-level arcane spells.
Class Skills
Appraise (Int), Craft (Int), Disable Device (Dex), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at each Level: 2 + Int modifier.
Hit Die: d6.
Class Features
Level | BAB, Fort, Rflx, Will | Special | Spells per day
1st | +0, +0, +0, +1 | Authority, Sin Bond, Sin Pool (starts at Int mod pts) | +1 level of existing arcane class (including school specialist spells) or PrC.
2nd | +1, +1, +1, +1| - | " .
3rd | +1, +1, +1, +2 | Rune Mastery 1/d, Sin Pool (starts at Int mod +1 pts) | " .
4th | +2, +1, +1, +2 | Arcane Discovery | " .
5th | +2, +2, +2, +3 | Powerful Spell 1/d | " .
6th | +3, +2, +2, +3 | Sin Pool (starts at Int mod +2 pts) | " .
7th | +3, +2, +2, +4 | - | " .
8th | +4, +3, +3, +4 | Arcane Discovery, Rune Mastery 3/d | " .
9th | +4, +3, +3, +5 | Sin Pool (starts at Int mod +3 pts) | " .
10th | +5, +3, +3, +5 | Powerful Spell 3/d | " .
Authority(Ex): gain a weapon proficiency(simple, martial, or exotic) in a two-handed staff-like weapon, choose one from (bardiche, bec de corbin, bill, boar spear, boarding gaff, chain spear, crook, double spear, fauchard, glaive, glaive-guisarme, guisarme, halberd, harpoon, hooked lance, longspear, lucerne hammer, monk's spade, naginata, nodachi, ogre hook, planson, ranseur, spear, tiger fork, tahia, trident, weighted spear). The chosen weapon of authority can be used as magical staff in your hands if enchanted as such. You vow to Lisalla to use this weapon to enforce order within your rule, sacrificing 500gp in sacred scrolls, books, or writings(runes) in an 8 hr ritual before her statue/icon(holy symbol) or priest. Consider carefully as this choice cannot be retrained but may be postponed until your second level in this PrC.
Powerful Spell (Ex): Choose a following metamagic effect to apply at casting using one step in increased casting time and no additional spell level cost (see sorcerer); 1) Extend spell, 2) Focused spell, 3) Intensify spell, 4) Studied spell, 5) Widen spell at 150% AoE (rounded down to the square) {rather than 200%}, 6) Multiplicity spell gaining 150% the number of targets (rounded down) the spell can affect with 2 minimum (such as touch attacks).
Runemastery (Ex): A Runelord is particularly skilled at casting spells that create magical writing, runes, symbols, glyphs, marks or brands, like explosive runes, secret page, sign of wrath, or symbol spells (subject to GM's determination). Expendible material component cost for these cast spells is but 75% of the usual cost. Saving DCs of these spells increases by 1. Perception and Disable Device DCs for these spells as traps increases by 2.
Sin Bond(Sp): An Arcane Bonded Object replaces your existing Arcane Bond and operates at your total class level. Choose an object from (your weapon of authority, ioun stone, neck slot, ring slot, wand, rod, staff). The object bears a sidhedron and is a bonded object (see wizard). Bonded objects have the hardness and hit points of their crafted item or (if greater) a hardness of their material +CL/2, HP of 5 +CL, and act with the abilities of the crafted magic item. For non-weapon objects a half pound of special materials may be used (or 1/4 weapon cost) during its crafting. Examples: adamantine Hrd 20, HP 10 +CL, cost 750gp; bloodcrystal(can absorb 2 pts of blood) Hrd 10, HP 5 +CL, cost 250gp; cold iron(creature with this vulnerability/susceptability will not touch the item) Hrd 10, HP 5 +CL, cost 2002 gp; cryptstone(undead creature will not touch the item) Hrd 10, HP 5 +CL, cost 125 gp; mithral(creature with this vulnerability/susceptability will not touch the item) Hrd 15, HP 5 +CL, cost 250 gp. As noted the material becomes distasteful to creatures susceptible to its effects.
Sin Pool(Sp): your bonded object stores up to (your Int modifier + RoEWlord levels) in points and starts at memorization/spell slot renewal with the amount in the chart above. If you have an excess of points you lose 1 point of excess at renewal each day. These points can be used to cast a known spell using 1 point per spell level and taking a standard action. Known metamagics cannot be applied to these spells but your Powerful Spell effect can be. You can sacrifice a spell, scroll, or magical rune as a standard action to gain half its spell level in points rounded down. If you slay a creature of more than 75% of your HD(or level) with this spell or have it break an oath or vow that affects its class (once per creature per day) you gain 1 point the next round. If you ritually drain a sentient creature (Int 4+, only once per day per creature) of Con you gain half the Con damage amount in points. The ritual takes 10 minutes, a piercing or slashing weapon, and requires an effigy or holy text of Lisalla. If you kill the creature it is an Evil act. If a creature that regenerates, has no blood, or is not affected by Con damage is used in the ritual the Con damage is effectively zero and your current Sin Pool points drop by 3 for the day. The ritual can be led by you with RoEWlord number of willing sentient participants (using self flagellation) and their accumulated Con damage (up to 2 per participant) once per day.
Spells per Day: advance in number of spells per spell level and specialist spells as per the chosen arcane class. You do not gain free learned spells per level.
by Azothath
= = =
| Azothath |
Azothath wrote:Puissant. {sp}Today I learned a new word.
I like what you put together, was this something recent, or have you had it a while? The Sin Pool is not a direction I would go personally.
no, I just wrote it over 2-3 hours. I used the framework from existing PrCs on AoN. It is to show you a mix of the form, opening & requirements, the chart with feats & abilities, then some ability write ups.
I wanted to inject a Sin Pool for casting as it is powerful, flexible, with thematic recovery. Wizards are all about spells. I imagined all the munchkins squealing in delight at several points...My process is to write (too much), edit down, check structure (periods are better than commas!), check interpretation from structure, check mechanics, check references, rewrite & keep brief, polish.
I like to sleep on it to catch stuff in rereading (which I didn't do...) and give my mind time to think about it. I'm a heavy self editor.
I'd prefer an archetype as IMO PrCs are like clubs/professional specialities.
| Runelord of Earned Wealth |
Wizardry (Ex): Levels of the Runelord prestige class stack with wizard levels for the effect of his School abilities, the abilities of his wizard’s familiar or bonded item, archetype abilities, and the number of bonus spell slots he receives from Thassilonian specialist.
Might it be a good idea to replace School Recognition and Arcane Breakthrough with this?
Bonus Feats: At 5th, and 10th level, a Runelord gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat, Spell Mastery or Arcane Descovery. The Runelord must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. A Runelord adds his level to any levels in Wizard for the purpose of meeting the prerequisites for feats and Arcane Discoveries.
| Runelord of Earned Wealth |
Playing around with cutting back number of levels. Any thoughts?
Level Base Atk Fort Save Ref Save Will Save Special Spells per Day
1st +0 +0 +0 +2 (Wizardry, Somatic Weaponry) +1 level of wizard spell-casting ability
2nd +1 +1 +1 +3 (Personal Sigil, Minor Sin Esoterica) +1 level of wizard spell-casting ability
3rd +1 +1 +1 +3 (School Potency, Runemastery,) +1 level of wizard spell-casting ability
4th +2 +1 +1 +4 ([need something], Moderate Sin Esoterica) +1 level of wizard spell-casting ability
5th +2 +2 +2 +4 (Bonus Feat, [need something]) +1 level of wizard spell-casting ability
6th +3 +2 +2 +5 (School Potency, Major Sin Esoterica) +1 level of wizard spell-casting ability
7th +3 +2 +2 +5 () +1 level of wizard spell-casting ability
| Runelord of Earned Wealth |
Re-hashing some Thassilon Lore, each Runelord wielded a unique two handed weapon made by Xin. The Alara'quin, also called the Seven Weapons of Rule, were Major Artifacts that were wielded by each Runelord during their rule. Later, the members of the Runeforge each made a sword for their Runelord master. These were called the Alara'hai—the Seven Blades of Conviction, and also known as Seven Swords of Sin. The swords would normally be bestowed to martial champions.
Just threw this together at the time of posting. Trying to spit ball ideas.
Symbol of Rule (Ex)
The Runelord gains weapon proficiency in one of seven weapons depending on there Sin of focus: Greed=glaive, Sloth=long spear, Envy=halberd, Lust=guisarme, Pride=lucerne hammer, Wrath=ranseur, Gluttony=scythe. When wielding such a weapon associated with their sin, they gain a +2 Luck bonus on Diplomacy, Intimidate, Will Saves and the DC to resist Fear. This bonus increases by an additional +2 at (X) level
| Runelord of Earned Wealth |
When I originally started working on this I had thought of doing something similar to the Cypher Lore ability from the Cyphermage Prestige class, but had been unable to think of any abilities that worked. Recently I decided to try this thought path again. Some of you may notice that the bellow abilities are blatantly ripped off from other sources (mostly 3.5), that is because I lack imagination.
Rune Lore: As a Runelotd gains levels, he begins to discover new magics that further bolster his power. These discoveries are known collectively as rune lore. Starting at third level and each fallowing level, the Runelord learns a new way to enhance his magic, chosen from the list of rune lore discoveries below.
Ability Enhancer (Ex): Any transmutation spell the Runelord casts that enhances ability scores increases the ability scores by +2 more than it normally does.
Abjuration Potency (Ex): Any abjuration spell the Runelord casts that provide a bonus to Armor Class adds a bonus +1 higher than normal.
Arcane Toughness (Ex): The Runelord can expend a prepared spell or spell slot as an immediate action when he is reduced to 0 or fewer hit points. The Runelord heals a number of points of damage equal to twice the level of the spell or spell slot used in this manner. The Runelord cannot use this ability to negate effects that disable you without causing hit point damage, such as a medusa's ability to turn you to stone. Even if this healing does not bring the Runelord above negative hit points, it still stabilizes him. Using a 0-level spell with this ability grants no benefit.
Arcane Shorthand (Ex): The Runelord has learned to scribe spells in a spellbook using a shorthand that lets him transcribe faster and to occupy less space than normal. This shorthand cuts in half the time required to write a spell in a spellbook. Such spells also take up half as many pages and require half as much of the special materials normally used. The Spellcraft DC to learn or prepare a spell from a borrowed spellbook written in shorthand equals 25 + spell level.
Arcane Fire (Su): The Runelord gains the ability to channel arcane spell energy into arcane fire, manifesting as a bolt of raw magical energy. The bolt is a ranged touch attack with long range (400 feet + 40 feet/level of Runelord) and deals 1d6 points of damage per level of Runelord plus 1d6 points of damage per level of the spell channeled to create the effect.
Charmer (Ex): Add +1 to the Difficulty class of all saving throws against the Runelord's spells from the enchantment (charm) sub-school. This bonus stacks with Spell Focus.
Enhanced Shadow Reality (Ex): The Runelord's illusion (shadow) spells deal one-fifth (20%) more real damage if disbelieved.
Evocation Resistance (Ex): The Runelord takes 1 less point of damage per die rolled from evocation spells.
Heavy Teleport (Ex): The Runelord's conjuration (teleportation) spells can teleport one additional Medium or small creature.
Girded Soul (Ex): The Runelord receives a +4 bonus on saves made to resist the effects of any energy drain or death effect.
Mastery of Shaping (Ex): The Runelord can alter area and effect spells that use the following categories: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell's area or effect that are not subject to the spell. The minimum dimension for these spaces is a 3 foot cube. For example the Runelord could cast a fireball and leave a hole where his ally stands, preventing any fire damage.
Potent Enchantment (Ex): Enchantment spells the Runelord casts that effect a certain number of Hit Dice (such as *sleep* or *hypnotism*), affect an additional 3 Hit Dice of creatures.
Toughening Transmutation (Ex): Whenever the Runelord casts a transmutation spell, he can choose to grant himself or any one creature targeted by the spell damage reduction 5/magic. If the creature already has damage reduction (of any type) from another source, he increase that damage reduction by 5 instead. This effect lasts for 1 round.
Tightening Coils (Ex): When the Runelord uses any of their mind-affecting spells the save DC increases by +2 if the Runelord has ever successfully used any such ability on that target before.
Giant’s Lord (Ex): The Runelord has mastered several methods of commanding and controlling giants. As a swift action whenever he uses a mind-affecting spell or effect on a humanoid with the giant subtype, he increases the DCs of spells he casts by 2.
Lord's Summoning (Ex): The Runelord has learned much of the great beyond and how to summon strange creatures to his aid when he casts certain summon monster spells. The Runelord adds two new creatures to any single summon monster spell he knows. The new creatures must be of a comparable CR to the other creatures available for that spell to summon, and you must have GM approval for the creature you add to your list.
Rune-mastery (Ex): A Runelord is particularly skilled at casting spells that create magical writing, runes, symbols, glyphs, marks or brands, like explosive runes, secret page, sign of wrath, or symbol spells (subject to GM's determination). They never requires material components or focus components when casting such spells, and the save DC of any of these spells increases by 1. A Runelord’s symbol spells are difficult to find and disarm—the Perception and Disable Device DC for these symbols increases by 2.
| Runelord of Earned Wealth |
At the risk of sounding desperate, is this any better?
Extraordinary Power (Ex): Beginning at 5th level, the Runelord can, a number of times per day equal to 3+Int modifier, cast any spell that has an effect that is capped by level (such as fireball) as if the cap were twice the listed amount. For example, a Runelord could cast a fireball that dealt 20d6 damage, rather than the normal maximum of 10d6, or a magic missile that fired 10 missiles, rather than the normal maximum of 5. The Runelord's caster level still applies to such limits; for instance, even though a delayed blast fireball cast with expanded spell power has a new maximum damage of 20d6, a Runelord whose caster level is 15 would only deal 15d6 points of damage with the spell.
| Runelord of Earned Wealth |
I personally think you've gone overboard and thrown Game Balance out tha widow so there's no need for me to comment further... sorry.
I do not know why the second half of your message did not show up during my initial reply, how very strange. You are correct. This idea is going to be scrapped.
| I grok do u |
I'm terrible with game balance, so not much I could offer here. You could probably look at making it a mythic path rather than a PrC. Mythic play is more appropriate for the more overpowered/unbalanced abilities.
| Pizza Lord |
At the risk of sounding desperate, is this any better?
Extraordinary Power (Ex): Beginning at 5th level, the Runelord can, a number of times per day equal to 3+Int modifier, cast any spell that has an effect that is capped by level (such as fireball) as if the cap were twice the listed amount. For example, a Runelord could cast a fireball that dealt 20d6 damage, rather than the normal maximum of 10d6, or a magic missile that fired 10 missiles, rather than the normal maximum of 5. The Runelord's caster level still applies to such limits; for instance, even though a delayed blast fireball cast with expanded spell power has a new maximum damage of 20d6, a Runelord whose caster level is 15 would only deal 15d6 points of damage with the spell.
I thought we'd already done this one. I don't personally have any issue with this ability being a Runelord power. They are supposed to be powerful, and in almost all cases would be NPCs anyway. Really, the issue is running into some spells that would make this too powerful. The flip side to that is that I don't really have any in mind. Things to mitigate this might be restricting it to spells in their specialized school or schools they have Spell Focus in, but that doesn't really help if there's a broken spell combo with this. Again, I don't have a specific example (because there's a lot of spells and I am not going to look through them all), and we can assume that any effective caster level will be 20 (or maybe 25 at best), and most spells of 4th or higher will already have a +15 or +20 cap in most cases already, so it might just be academic.
Maybe the most obvious example might be animate dead now getting 8x the undead to be controlled or creating an undead up to 4x caster level, which could lead to a pretty potent undead, especially allowing the stacking of traits like burning or bloody or fast. And that's before putting desecrate's doubling potential into the calculation.
Is that necessarily super-unbalanced for a Runelord? If it's an NPC bad guy, probably not, but should every 5th-level Runelord be able to do that? Who knows. And it does require an increasing expensive material component... so it's not cut and dried overpowered or free.
Is a 1st-level corrosive touch that deals 10d4 acid damage instead of max 5d4 really that bad? Same thing with shocking grasp. It might not be once or twice, but since it can likely happen 6 times per day, and even at 10th level, the Runelord can likely do it a lot. I can't say if it's broken or not, since it really depends on the situation.
Is possibly being able to double the length and/or thickness (and possible damage cap) for some Wall spells potentially dangerous. Maybe. Is creating a bunch of 60 foot deep pits at level 12 really going to break the game because they aren't capped at 30 feet? Doubtful. Same with a Runelord getting maybe 10 or 11 mirror images (even with the cap at 16 instead of 8, getting more than 10 is very unlikely).
Ultimately... I don't think so, though. If it is, it's one or maybe two specific spells, and the real issue would be their level, since obviously a 1st-level would be able to be used much more than a broken 4th. Other than this, your wording lets it apply to any spell, and I was only looking at sor/wiz ones, but it leaves the door open.
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As for reviewing the wording, I will look at it as though I were an editor, putting myself in the place of a player or GM reading this in a book and how to mitigate wording issues. You can probably lose the wording about needing the caster level to meet the new spell level cap. That's just implied. I like that you used the magic missile example, because that clarifies that you don't just want it to be damage caps (making it just apply to damage caps would be another possible way to limit and rein in potential abuse).
The wording I might go with (and this is just me writing it, not saying it's the only way, and keeping it as close to what I think you intend), would be:
Extraordinary Power (Ex): Beginning at 5th level, the Runelord can cast any spell with an effect capped by caster level as though that limit were twice the listed amount. For example, a fireball could deal up to 20d6 fire damage, an inflict or cure light wounds would cap at +10, a magic missile spell could create up to 10 missiles, and animate undead could create undead up to four times the caster's level. This ability can be used a number of times per day equal to 3 + Intelligence modifier.
I went a little heavier on examples than normal, could cut the inflict/cure light wounds example. That should really cover the bases, though I may have missed something..
| Azothath |
I think you want some unique class benefit at each level rather than scaling a previous benefit. There are also 7 schools of Sin Magic. This means if you get specific to a school then 7 times the work to write for each as you are rejecting scaling a previous benefit. Not a bad thing, just a lot to do.
A Feat is gained every odd level - SO you cannot exceed that power scaling. Not all feats are equal, LoL.
Proficiency Feats: usually just one (like deities weapon). I want to add that TWF makes double weapons not so bad BUT you need ImpTWF to break into a slight advantage. Thus staves suck as double weapons. I think you should let characters choose (weird, I know!, LoL) from a subset of the martial weapons (no racial/exotic weapons). Just because you choose one weapon doesn't make it thematic - it is just overly restrictive and slightly worried a Wiz BAB might cause too much melee damage.... scaling should go 1/3 or 1/4 levels with exotic or racial costing 2. In a practical way people are just going to invest primarily in one weapon as they have limited resources. The golf bag of six +4 weapons is just too expensive.
Weapon Feats: You'll see +1 to hit with a specific weapon, then (+1) damage with that specific weapon. Power Attack is considered "good" so that would set your best to hit verses damage ratio. I personally think scalability is a pitfall of PF1, things should grow a bit with level, particularly with level after they're taken (which lends importance to order).
Spell Feats: +1 CL, or +1 DC, or +5 to dice cap, or remove one spellcasting requirement (V,S,M, $100gp M or F), 150% damage, ... Again, you want half this rate at one ability per level.
Class Feats: Like Wizard, you could create a laundry list of 'special' Arcane Discoveries that RunicLords could pick up. Again - watch the power curve. Expect players to cherry pick.
Go back and read my 4 posts. I try to frame things in what I consider reasonable scaling.
If you just want english grammar and spelling corrections - then be clear about that. I'm clearly not an English Major or free editor.
| Zepheri |
I think you should consider not to improve the school of magic but instead the crafting magic, runelord are not powerful because of what they gain as passive from ability but from the construction of equipment and applications, for example they mostly use runes in their bodies and ion's stone with runes attached to their bodies (in Wich right now that application is lost and no one else can know how to attach to the body)