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RUNEWEAVER
Abilities: Intelligence determines
how powerful a rune he can throw, how many runes he can throw, and how hard
those runes are to resist. To throw a rune, a runeweaver must have an
Intelligence score of 10 + the rune's level. In addition, the runeweaver
gains extra runes based on Intelligence. The Difficulty Class of a saving
throw against a runeweaver's runes is 10 + the rune's level + the runeweavers
Intelligence modifier. High Dexterity is also helpful as runeweavers
cannot wear armor. Charisma is also important for a runeweaver as he must
often use his powers of persuasion to deflect the hatred afforded his kind by
the populace.
Alignment: Any nonchaotic
Hit Dice: d4
Runeweavers are affected by T'lor's Curse.
Special: Multiclass Runeweavers who did not have Runeweaver as
their initial class cannot advance above 8th level as a Runeweaver. This
is due to the fact that the other discipline that they studied in their youth
will always override some of the thought processes needed to become a truly
powerful runeweaver. There only way to overcome this restriction is to
apprentice to a runeweaver of at least 16th level for no less than 10
years. After this time, the mentor should have "re-educated" the
character. The character suffers a -1 to Intelligence but is now able to
advance above 8th level as a runeweaver.
Class Skills: The runeweavers class skills are Balance, Bluff, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Escape Artist, (All) Knowledge, Profession, Scry, Sense Motive, Spellcraft, and Use Magic Device.
Skill Points at 1st
Level: (4 + Int modifier) x 4
Skill Points at Each Additional
Level: 4 + Int modifier
Weapon and Armor Proficiency: Runeweavers are proficient with the club, dagger, heavy crossbow, light crossbow, rapier, and quarterstaff. They are not proficient with any type of armor or with shields.
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Level |
Attack Bonus |
Save |
Save |
Save |
Special | Spells per level | |||||||||
| 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | ||||||
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+0 |
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Runeweaving, Summon familiar |
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+1 |
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Symbol of Sleep |
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+1 |
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+2 |
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Symbol of Hopelessness |
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+2 |
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+3 |
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Symbol of Discord |
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+3 |
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+4 |
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Symbol of Persuasion |
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+4 |
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+5 |
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Symbol of Fear |
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+5 |
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+6/+1 |
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Symbol of Stunning |
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+6/+1 |
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+7/+2 |
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Symbol of Insanity |
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+7/+2 |
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+8/+3 |
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Symbol of Pain |
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+8/+3 |
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+9/+4 |
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Symbol of Death |
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+9/+4 |
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+10/+5 |
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True Glyph |
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21 |
+11/+6/+1 |
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5 |
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4 | 4 | 4 | 4 | 4 | 4 | |
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+12/+7/+2 |
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5 | 5 |
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4 | 4 | 4 | 4 | 4 | 4 | |
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23 |
+12/+7/+2 |
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Bonus Feat | 5 | 5 | 5 |
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4 | 4 | 4 | 4 | 4 |
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24 |
+13/+8/+3 |
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5 | 5 | 5 | 5 |
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4 | 4 | 4 | 4 | 4 | |
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25 |
+13/+8/+3 |
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5 | 5 | 5 | 5 | 5 |
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4 | 4 | 4 | 4 | |
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26 |
+14/+9/+4 |
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Bonus Feat | 5 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 4 | 4 |
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+14/+9/+4 |
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5 | 5 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 4 | |
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2 |
+15/+10/+5 |
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6 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | |
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2 |
+15/+10/+5 |
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Bonus Feat | 6 | 6 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 4 |
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3 |
+16/+11/+6/+1 |
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6 | 6 | 6 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | |
Spells: A runeweaver does not retain a normal spellbook of spells. Instead, the runeweaver converts spells into runes so he can cast them at a later date. To cast a spell, a runeweaver must trace the desired spell in either the air or upon a surface. One traced, the rune is "thrown" at the target to evoke the desired effect. Even spells without a Somatic component gain one as it is considered Somatic to trace the rune. A runeweaver starts with the knowledge of 5 zero level spells and a number of first level spells equal to his Int modifier. The runeweaver gains the knowledge of new runes per level equal to 1/2 his Int modifier (minimum of 1). Runeweavers do not have to memorize their spells, instead they cast spells like sorcerers. Runeweavers must still keep track of runes they learn by scribing them upon some surface and must retrace (relearn) the runes at least once week or they lose the ability to cast that particular rune.
Runeweaving: This is a new method of casting spells.
Familiar: A Runeweaver can summon a familiar.
Symbol: This spell like ability allows the Runeweaver to weave runes exactly as if they had cast the appropriate Symbol spell. A Runeweaver can throw each rune a number of times per day equal to his Intelligence modifier.
True Glyph: The runeweaver can transfer any spell that he currently knows of 7th level or lower onto another person or creature in the form of a tattoo. The receiver must have an Intelligence of at least 13 to be able to evoke the rune. When the receiver evokes the rune, the spell is triggered as if the runeweaver had just cast the rune. All material and experience costs are expended by the runeweaver in placing the true glyph. Alternately, the runeweaver can transfer any spell of 4th level or lower known onto an object and activate it at any time with a thought. The range of this activation is unlimited but the glyph and the runeweaver must be on the same plane of existence. Runeweavers can concentrate for 1 full round to get a sense of what is going on around the rune as if a Clairvoyance spell is in effect. A runeweaver may have only one True Glyph at a time.
Ex-Runeweavers: A runeweaver who becomes chaotic in alignment cannot progress in levels as a runeweaver, though he retains all his runeweaver spells and abilities except True Glyph.
This is a custom class created by Bryan Rutherford
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