Rune Knight (3.5e Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Incomplete. Missing adequate fluff.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs


Rune Knight[edit]

From the Dwarven Halls and the human kingdoms of the North, to the elven woodlands and beyond, the Rune Knights are masters of ancient runic energies. By having magical runes tattoed on their bodies as well as engraved on their armor, the Rune Knight channels this energy to smite their foes with duel bladed skill and tenacity.

Class Features[edit]

Abilities: Dexterity is important to the Rune Knight, due to his role as a front-line fighter. Strength and Constitution are important to the Rune Knight for that same reason. Wisdom is important to the Rune Knight because they govern his special abilities.

Alignment: Any Lawful. Rune Knights represent discipline and martial training.

Starting Age: As Paladin.

Starting Gold: 5d6 x 10gp.


Table: The Rune Knight
Hit Die: d10
Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st +1 +0 +2 +2 Runic Sight (Blindsense)
2nd +2 +0 +3 +3 Runic Strike 1/day
3rd +3 +1 +3 +3
4th +4 +1 +4 +4 Read Magic, Blind-Fight, Runic Strike 2/day, bonus feat
5th +5 +1 +4 +4 Runic Tattoo
6th +6/+1 +2 +5 +5 Runic Strike 3/day, Runic Burst 1d6
7th +7/+2 +2 +5 +5 Uncanny Dodge
8th +8/+3 +2 +6 +6 Runic Purge (Mundane disease & poison), Runic Strike 3/day, bonus feat
9th +9/+4 +3 +6 +6 Runic Sight (Blindsight), Runic Burst 2d6
10th +10/+5 +3 +7 +7 Runic Strike 4/day, Runic Tattoo
11th +11/+6/+1 +3 +7 +7 Runic Purge (Supernatural disease & poison)
12th +12/+7/+2 +4 +8 +8 Runic Burst 3d6, Runic Strike 5/day, bonus feat
13th +13/+8/+3 +4 +8 +8
14th +14/+9/+4 +4 +9 +9 Runic Strike 6/day
15th +15/+10/+5 +5 +9 +9 Improved Uncanny Dodge, Runic Burst 4d6, Runic Tattoo
16th +16/+11/+6/+1 +5 +10 +10 Runic Strike 7/day, bonus feat
17th +17/+12/+7/+2 +5 +10 +10
18th +18/+13/+8/+3 +6 +11 +11 Runic Strike 8/day, Runic Burst 5d6
19th +19/+14/+9/+4 +6 +11 +11
20th +20/+15/+10/+5 +6 +12 +12 Runic Avatar, Runic Tattoo, Runic Strike 9/day, bonus feat

Class Skills (4 + Int modifier per level; ×4 at 1st level)
Climb (Str), Concentration (Con), Hide (Dex), Jump (Str), Knowledge (The Planes/Nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), and Swim (Str).

Class Features[edit]

All of the following are class features of the Rune Knight.

Weapon and Armor Proficiency: A Rune Knight is proficient with all simple and martial weapons and with all types of armor and shields (except tower shields).


Runic Sight (ex): At 1st level, the Rune Knight gains the Runic Sight ability. Rune Knights predominately blind, either by birth, an accident, or the Sunburst ritual, in which a spell conjures a light so bright that they become blind, which is considered far more dignified than poking one's eyes out. Works like the Blindsense ability, but is always active due to blindness. At 9th level, the Rune Knight's Runic Sight works like the Blindsight ability, with the addition of "seeing" through walls and invisible beings. At this point, it resembles infrared vision.

Runic Strike (Ex): At 2nd level, the Rune Knight learns the Runic Strike ablity, which deals 3d6 points of damage ontop of the weapon damage. He adds his Wisdom bonus (if any) to his attack roll and deals 1 extra point of damage per rune knight level. When first learned, it can only be used once a day, though at 4th level and every two levels thereafter, the rune knight may use it one additional time per day, as indicated on Table: The Rune Knight, to a maximum of nine times per day at 20th level.

Blind Fight: At 4th level, the Rune Knight gains the feat Blind-Fight.

Runic Tattoo: At 5th level and every 5 levels thereafter, the Rune Knight gains a runic tattoo. The tattoo could give pluses to ability scores, attack bonuses, bonus feats, or save bonuses. The pluses are determined by a 1d4 roll, for example rolling a 3 would give the Rune Knight a +3 to an ability score.

You have one use of the Runic Tatoo at level 5, granting another use in levels 10, 15 and 20. The effects of the Runic Tattoos listed below by a 1d4 roll are:

1: You gain a +3 bonus in any skill roll or saving throw for 1 minute.

2: A burst of energy flows into your weapon. Choose a type of damage: fire, cold, thunder, lightning, acid, radiant or necrotic. Your weapon deals 3d6 damage alongside your normal weapon damage dice.

3: You gain +3 in a ability score of your choice for 10 minutes

4: You gain a -5 resistance to a damage of your choosing.

Read Magic (Sp): Despite being blind, the rune knight can read magical glyphs and writings. At 4th level, the Rune Knight can use, at will, Read Magic, as the spell.

Runic Burst (Sp): At 6th level, he gains the ability to unleash a powerful burst of runic energy to damage his foes. When activated, every creature within the blast radius takes 1d6 points of damage from the blast and is automaticaly knocked down. Starting at 9th level this damage increases to 2d6, 3d6 at 12th level, 4d6 at 15th level, and 5d6 at 18th level. The area of this ability is an energy pulse with a radius of 20 feet at 6th level, 40 feet at 9th level, 60 feet at 12th level, and 80 feet at 15th level, and 100 feet at 18th level. Each use of this ability also uses one daily use of runic strike per d6 of damage .

Uncanny Dodge (Ex): At 7th level, the Rune Knight's rune-enhanced senses gives him an uncanny awareness of immediate peril. The Rune Knight retains his Dexterity bonuses to AC (if any) even if caught flat-footed or struck by an invisible attacker; he loses this benefit if immobilized. If he has Uncanny Dodge from a second class, the Rune Knight automatically gains Improved Uncanny Dodge (see below).

Improved Uncanny Dodge (Ex): At 15th level, the knight's runic senses inprove, allowing him to fight effectively even when surrounded by foes. The Rune Knight can no longer be flanked, which denies a rogue or assassin the ability to use flank attacks to Sneak Attack or Death Attack him – unless the rogue or assassin's class level is at least four levels higher than the Rune Knight's. If the Rune Knight gains Uncanny Dodge (see above) from a second class, he automatically gains Improved Uncanny Dodge, an extraordinary ability, and the levels from those classes stack to determine the minimum level required to flank the Rune Knight.

Runic Purge(Ex):At 8th level, a rune knight may take a move action to purge his body of all diseases and poisons excluding supernatural and magical diseases. At 11th level, this extends to supernatural and magical diseases and poisons.

Runic Avatar: At 20th level, a Rune Knight can envelope his entire body in runic tattoos that emanate a blue hue. The Runic Avatar lasts for wisdom modifier+constitution modifier rounds and gives a Rune Knight +10 to all saves, ability scores, and attack bonuses. It also allows Runic Strikes and Bursts to stack and become unlimited for as long as the avatar is active. This ability can be used as many times per day equal to the Rune Knights wisdom modifier.



Back to Main Page3.5e HomebrewClassesBase Classes

Home of user-generated,
homebrew pages!


Advertisements: