Rune Caster (3.5e Class)

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Rune Caster[edit]

Armed with runes the user writes in the air or other surfaces with their hands, a Rune Caster can attack with many different options, or use them to inflict various status effects.

Making a Rune Caster[edit]

While highly diverse in their powers, a Rune Caster might have a hard time filling in for two or more missing classes.

Abilities: Intelligence is key, as it allows Rune Casters to hold more Runes to use. Strength and Dexterity are needed for their combat prowess: Strength for melee weapons, and Dexterity for their Runes. Constitution is needed simply for survival. Charisma and Wisdom are not needed, only there for flavor mainly.

Races: Any race can make due being a Rune Caster, though some of the more intelligent races have better capabilities.

Alignment: Any.

Starting Gold: 3d6x10.

Starting Age: Complex.

Table: The Rune Caster

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +0 +2 Rune Study, Rune Casting, Runeology, Rune Listing
2nd +1 +3 +0 +3
3rd +2 +3 +1 +3
4th +3 +4 +1 +4
5th +3 +4 +1 +4 Paper Trigger
6th +4 +5 +2 +5
7th +5 +5 +2 +5
8th +6/+1 +6 +2 +6
9th +6/+1 +6 +3 +6
10th +7/+2 +7 +3 +7 Rune Powering
11th +8/+3 +7 +3 +7
12th +9/+4 +8 +4 +8
13th +9/+4 +8 +4 +8 Runic Upgrade
14th +10/+5 +9 +4 +9
15th +11/+6/+1 +9 +5 +9
16th +12/+7/+2 +10 +5 +10
17th +12/+7/+2 +10 +5 +10 Runic Upgrade II
18th +13/+8/+3 +11 +6 +11
19th +14/+9/+4 +11 +6 +11
20th +15/+10/+5 +12 +6 +12 Rune Permanency

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Craft (Rune) (Int), Decipher Script (Int), Forgery (Int), Intimidate (Cha), Knowledge (All taken individually) (Int), Spellcraft (Int).

Class Features[edit]

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

Weapon and Armor Proficiency:A Rune Caster is proficient with all simple weapons, and light and medium armor, as well as all shields (except tower shields).

Rune Study: The core of a Rune Caster's skill. A Rune Caster starts with a number of runes, equaling their Intelligence Modifier to give them their number of runes, yet they cannot have less that 3 at any given time once a Rune Caster is made. Rune Caster's gain access to a new style of rune every level, and can pick 2 new rune styles every other level, until they reach 12th level, at which they pick 3 per level.

Rune Casting: The way a Rune Caster uses his runes. The pocket sized runes are considered ranged touch attack weapons, as the rune only needs to touch the target to activate their effect, unless the rune has a different trigger. A runecaster can also use their hands to write a rune in the air and cast it as an action. When the runecaster writes it in the air, the writing appears as an inky black, then the effect of the rune activates. No modifiers are added to the damage. Until 5th level, a Rune Caster may only have 2 effects on a rune at any given time. Also, Rune Casters do not need stone as most runes are made of, as long as the material the Rune Caster makes the rune on is thick enough and hard enough to withstand the creation process (which consists of carving, hammering, cutting, and the likes), and the motions of life and possibly battle, meaning things like tree bark is a highly unlikely rune material.

Runology: The study of Runes. If a Rune Caster is using Forgery or Decipher Script, and the letters he is trying to replicate or understand have a history that date back to more prehistoric lettering (Hieroglyphics for example), then the Rune Caster adds his class level in addition to his Forgery or Decipher Script skill.

Rune Listing: A Rune Caster starts knowing their Intelligence Modifier in runes, and gains a new one each level. This counts as Inscribe Rune for all prerequisites and uses of the ability. A Rune Caster must create his runes at the start of each news day, yet the runes he did not use in the previous day do not deactivate. However, a Rune Caster may only have his Intelligence Modifier + His Class level + 2 number of runes at any given time, and any runes after that are deactivated in order of which he created them from oldest to newest. A Rune Caster may opt not to create his maximum number of runes , and only fill up his remaining slots. Ailment runes have a DC of 10 + half the Rune Caster's level, + his Intelligence Modifier. Each rune uses a different Save or Check. All runes that deal damage allow for a reflex save for half the damage. The DC is 10 + the Rune Caster's Class Level + his Intelligence Modifier. For purpose of Damage Reduction or Resistances, All non-Bash, -Stab, -Rend or -Pain count to break through DR/Magic. Any upgrade made to armor or weapon takes 6 hours To inscribe the rune plus 1/25th of the current exp required to gain the Casters next level.

Offensive:

Pyro: Fire. Runes with this marking deal 1d6 fire damage. This, along with the stronger versions, break through DR/Fire.

Cryo: Ice. Runes with this marking deal 1d6 cold damage. This, along with the stronger versions, break through DR/Cold.

Bolt: Shock. Runes with this marking deal 1d6 shock damage. This, along with the stronger versions, break through DR/Shock.

Bash: Blunt. Runes with this marking deal 1d6 blunt damage (as if the target was hit by a club). This, along with the stronger versions, break through DR/Blunt.

Stab: Pierce. Runes with this marking deal 1d6 pierce damage (as if stabbed by a spear). This, along with the stronger versions, break through DR/Pierce.

Rend: Slash. Runes with this marking deal 1d6 slash damage (as if cut by a sword). This, along with the stronger versions, break through DR/Slash.

Level 5 and up:

Pyro II: Fire. Runes with this marking deal 2d6 fire damage

Cryo II: Ice. Runes with this marking deal 2d6 cold damage.

Bolt II: Shock. Runes with this marking deal 2d6 shock damage.

Bash II: Blunt. Runes with this marking deal 2d6 blunt damage (as if the target was hit by a club).

Stab II: Pierce. Runes with this marking deal 2d6 pierce damage (as if stabbed by a spear).

Rend II: Slash. Runes with this marking deal 2d6 slash damage (as if cut by a sword).

Level 9 and up:

Pyro III: Fire. Runes with this marking deal 3d6 fire damage

Cryo III: Ice. Runes with this marking deal 3d6 cold damage.

Bolt III: Shock. Runes with this marking deal 3d6 shock damage.

Bash III: Blunt. Runes with this marking deal 3d6 blunt damage (as if the target was hit by a club).

Stab III: Pierce. Runes with this marking deal 3d6 pierce damage (as if stabbed by a spear).

Rend III: Slash. Runes with this marking deal 3d6 slash damage (as if cut by a sword).

Level 11 and up:

Acid: Corrosive. Runes with this marking deal 2d6 Acid damage. This, along with the stronger versions, break through DR/Corrosive.

Boom: Sonic. Runes with this marking deal 2d6 Sonic damage. This, along with the stronger versions, break through DR/Sonic

Pain: Prism. Runes with this marking deal 2d6 Force damage. (damage counts as neither magic nor weapon). For purpose of the spell, it cannot break through any Damage Reduction of Resistances .

Level 15 and higher:

'Pyro IV: Fire. Runes with this marking deal 4d6 fire damage

Cryo IV: Ice. Runes with this marking deal 4d6 cold damage.

Bolt IV: Shock. Runes with this marking deal 4d6 shock damage.

Bash IV: Blunt. Runes with this marking deal 4d6 blunt damage (as if the target was hit by a club).

Stab IV: Pierce. Runes with this marking deal 4d6 pierce damage (as if stabbed by a spear).

Rend IV: Slash. Runes with this marking deal 4d6 slash damage (as if cut by a sword).

Level 17 and higher:

Acid II: Corrosive. Runes with this marking deal 3d6 Acid damage.

Boom II: Sonic. Runes with this marking deal 3d6 Sonic damage.

Pain II: Prism. Runes with this marking deal 3d6 Force damage. (damage counts as neither magic nor weapon)

Attack Range:

Touch: Runes with this marking deal their damage only when they touch their target.

Line: Runes with this marking deal their damage in the form of a 15ft line, hitting everything inside it.

Burst: Runes with this marking deal their damage in the form of a 15x15 square around the Rune Caster.

Level 6 and up:

Cone: Runes with this marking deal their damage in the form of a 30ft cone.

Column: Runes with this marking deal their damage in the form of a 5 ft wide and long, but 45ft tall pillar.

Cross: Runes with this marking deal their damage in the form a 25ft line with a 15ft line at the 10ft marking of the 25ft line (Like the shape of a cross)

Cube: Runes with this marking deal their damage in the form of a 10x10ft cube.

Level 10 and up:

Box: Runes with this marking deal their damage in the form of a 15x15ft cube.

Rectangle: Runes with this marking deal their damage in the form of a 10x20ft rectangle.

3D Line: Runes with this marking deal their damage in the form of a 5x15x10ft line (5ft wide, 15ft long, 10ft high).

3D Cross: Runes with this marking deal their damage in the form of a 25x15x15ft cross.

Level 14 and up:

3D Box: Runes with this marking deal their damage in the form of a 15x15x15ft cube.

Tidal: Runes with this marking deal their damage in the form of a wave. The effect starts as a 5x5x5ft box in front of the Rune Caster, then a 5x15x15ft rectangle, then a 5x25x25ft rectangle, which continues until one of the sides of the wave hit a wall or ceiling.

Pyramid: Runes with this marking deal their damage in the form of a pyramid. From point to line is 20ft, and from the middle of the pyramid to tip is 35ft.

Beam: Runes with this marking deal their damage in the form of a 5x5x5ft line, but deals it's damage to everything in that line, regardless of obstacles or objects.

Level 17 and up:

Snake: Runes with this marking deal their damage along the form of a 'snake'. The Rune Caster chooses a number of 5x5ft spaces up to triple his Intelligence Modifier and creates the direction of the runes attack. All spaces MUST connect.

Checkered: Runes with this marking deal their damage in a checkerboard like pattern, dealing damage to in all directions adjacent to the Rune Caster. The spaces adjacent to those are not effected, yet the next ones are, like a checkerboard.

Ailments:

Toxin: Runes with this making deal 1d4 damage over time in the form of poison for 1d4 rounds. (Fort)

Flash: Runes with this marking daze the target for 1d3 rounds. (Fort)

Web: Runes with this marking bind the target to the floor for 2 rounds. (Reflex; Strength to break free)

Gravity: Runes with this marking force the target to drop all handheld objects. (Reflex)

Faerie: Runes with this marking create a very bright glow around the target, as if hit by the spell Faerie Fire. (Will)

Rip: Runes with this marking rip the skin of their target, dealing 1d4 bleed damage every turn for 4 turn. Must be used on a Stab or Rend Rune, and can only have a Touch radius. (Fort. DC 20 Heal check to stop bleeding)

Break: Runes with this marking break the held or worn objects of the target. Only Bash runes can use this rune, and can only have a range of Touch. (Reflex)

Level 8 or higher:

Infection: Runes with this marking double the remaining duration of any poisons, toxins, or the likes. (Fort. Add half the DC of the afflicted ailment into the new DC)

Binding: Runes with this marking have the target bound via steel chains for 4 rounds. (Reflex. Strength to break free)

Inertia: Runes with this marking have their target's handheld objects pulled to the ground, and stuck in the floor/against it (in the case of stone floor or the likes) for 1 round. (Reflex; Strength to lift the object)

Murmur: Runes with this marking have their targets afflicted by the Confusion spell. (Will)

Shine: Runes with this marking daze the target for 1d4 rounds (Will)

Blowback: Runes with this marking knock the target down to the ground, rendering them prone for 1 round. (Reflex)

Level 14 or higher:

Parasite: Runes with this marking heal the Rune Caster for half the damage they dealt. (Fort)

Virus: Runes with this marking double the amount of damage for an ongoing poison, toxin, disease, ect. (Fort)

Chains: Runes with this marking have their target bound to the ground, rendering them prone for 3 turns. (Reflex. Strength to break free)

Lacerate: Runes with this marking double the damage taken from bleed effects. (Fort)

Amnesia: Runes with this marking cause an immediate concentration breaker if the target is doing anything that requires concentration. (Concentration)

Materials

Silver: Runes with this marking, for the purpose of overcoming Damage Reduction, count as Silver Weapons.

Cold Iron: Runes with this marking, for the purpose of overcoming Damage Reduction, count as Cold Iron.

Mithral: Runes with this marking, for the purpose of overcoming Damage Reduction, count as Mithral.

Adamantine: Runes with this marking, for the purpose of overcoming Damage Reduction, count as Adamantine.

Lawful: Runes with this marking, for the purpose of overcoming Damage Reduction, count as Lawful.

Evil: Runes with this marking, for the purpose of overcoming Damage Reduction, count as Evil.

Chaotic: Runes with this marking, for the purpose of overcoming Damage Reduction, count as Chaotic.

Good: Runes with this marking, for the purpose of overcoming Damage Reduction, count as Good.

Paper Trigger: When a Rune Caster reaches 5th level, they may bind a rune to an object other than their runic material. When they create a rune on an object other than their material, they need to make a Craft (Rune) DC of 10 + Their Intelligence Modifier + The number of attachments they want to add to the rune. Runes made this way must have a mode of detonation, be it a key word, an action (such as opening the book the rune was made on), or a set amount of time to pass. The rune's trigger does NOT count towards the DC of creating the rune.

Rune Powering: When a Rune Caster reaches 10th level, they may bind a rune onto their armor or weapon. The rune is wasted, and the weapon gains the extra offensive power of the rune. Armor gains a DR to the element, or weapon type. Runes cannot have any other attachments other than the damage. These count as enchantments for the purpose of feats, pricing, spells, and the likes. No rune that is a II class or higher cannot be used. Armor DR is calculated by rolling the damage, as to which the number is the DR (Cryo rune on armor is 1d6, damage rolled is a 4, so the armor gains DR 4/Cold, meaning it ignores the first 4 points of Cold damage). For this, the Pain rune cannot be used for either weapon or armor.

Runic Upgrade: When a Rune Caster reaches 13th level, they may now add three effects onto a rune.

Runic Upgrade II: When a Rune Caster reaches 17th level, they may now add four effects onto a rune.

Rune Permanency: When a Rune Caster reaches 20th level, they may now make up to three runes permanent, making those three runes reusable until the Rune Caster wishes to replace one with a different combination.

Epic Rune Caster[edit]

Table: The Epic Rune Caster

Hit Die: d8

Level Special
21st
22nd
23rd
24th
25th
26th
27th
28th
29th
30th

6 + Int modifier skill points per level.


Human Rune Caster Starting Package[edit]

Weapons: Dagger, Heavy Mace, Shortspear.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Craft (Rune) 4 Int "—"
Decipher Script 4 Int "—"
Knowledge (Arcana) 4 Int "—"
Spellcraft 4 Int "—"

Feat: Toughness.

Bonus Feats: Dodge.

Gear: Breastplate, light steel shield, bedroll, flint&tinder, water skin, trail rationsx6, lantern, pint of oilx2.

Gold: 3d6.

Campaign Information[edit]

Playing a Rune Caster[edit]

Religion: While most are not religious, Rune Casters who are worship gods and goddesses that reflect on their chosen Runic Powers.

Other Classes: As with their religion, Rune Casters vary on whom they ally with, and based on their rune selection, can work well with anyone.

Combat: With a selection of runes, Rune Casters can fill in for Clerics, as well as Arcane Casters.

Advancement: Rune Casters advance along the lines of which they seem fitting to their needs, or at times opposed to it. Afliction based Rune Casters could multiclass into a Cleric, or Arcane 'Casters' can advance into a Cleric to fill in for the Divine caster. Rune caster's advance in the spells of either divine or arcane classes.

Rune Casters in the World[edit]

It's very funny watching people try to figure out the mysteries of ancient writings, such as Hieroglyphs. Is it sad to say I laugh when they read them the wrong way and the tablet shoots out boiling acid in their face?
—Orochi, Quetzalcoatl Rune Caster


Daily Life: Living day by day as a multitude of jobs, the Rune Casters can live mixed in with people of any race, city, or occupation.

Notables: Orochi, Quetzalcoatl Rune Caster.

Organizations: Many, if not all guilds, are willing to hire Rune Casters due to their skills, yet some are more than reasonable to keep an eye on the Rune Casters, mainly due to the secretive nature of their runes.

NPC Reactions: The reactions to a Rune Caster are highly varied based on their rune selections.

Rune Caster Lore[edit]

Characters with ranks in Knowledge (Arcana) can research Rune Casters to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Arcana)
DC Result
5 Rune Casters use pocket sized runes to fight.
10 With ample timing, Rune Casters can prepare a supply of runes to use for combat.
15 Rune Casters can sometimes access more forbidden arts with their runes, yet it has not been proven.
20 -Information on a specific Rune Caster-.



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