Rune Slayer (D20 Modern Class)
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Rune Slayer[edit]
By engraving a Rune onto his Eye, Xenvik discovered that the magic had entwined his very soul, Losing vision in that eye, he gained the ability to conjure Runes at will. The Rune Slayer takes a -4 to their Spot, and Search checks, due to their blind eye, and gain a +2 in Listen. The Rune Slayer may substitute any number of his base attack bonus (no more than 5) and instead use that number as a bonus to cast a rune instead. If the Rune Slayer is to lose his designated Runic Eye, then he can no longer advance in Rune Slayer, nor use Magical Runes pertaining to the class.
- Prerequisites
Int: 12+
Wisdom: 12+
- Abilities
Intelligence and Wisdom are Important to the Rune Slayer, learning to best make use of their Runes.
- Allegiance
Any Non-Evil
- Race
Human, Dwarf, Halfling, Gnome, Elf, Celestial, Tiefling, Aasimars
Level | Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Rep | Def | Special | Spells per Day | |||||||||||||||||||||||||||||||||
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0th | 1st | 2nd | 3rd | 4th | 5th | ||||||||||||||||||||||||||||||||||||
1st | 1 | 2 | 1 | 1 | + | + | Runic Mastery (White) | — | — | — | — | — | — | ||||||||||||||||||||||||||||
2nd | 2 | 3 | 2 | 2 | + | + | Bonus Feat | — | — | — | — | — | — | ||||||||||||||||||||||||||||
3rd | 3 | 4 | 3 | 3 | + | + | Runic Mastery (Black) | — | — | — | — | — | — | ||||||||||||||||||||||||||||
4th | 4 | 5 | 4 | 4 | + | + | Runic Mastery (Blue) | — | — | — | — | — | — | ||||||||||||||||||||||||||||
5th | 5/1 | 6 | 5 | 5 | + | + | Runic Mastery (Green) | — | — | — | — | — | — | ||||||||||||||||||||||||||||
6th | 5/2 | 7 | 6 | 6 | + | + | Bonus Feat | — | — | — | — | — | — | ||||||||||||||||||||||||||||
7th | 6/3 | 8 | 7 | 7 | + | + | Rune Enhancement, Runic Mastery (Red) | — | — | — | — | — | — | ||||||||||||||||||||||||||||
8th | 7/4 | 9 | 8 | 7 | + | + | Runic Mastery (Purple) | — | — | — | — | — | — | ||||||||||||||||||||||||||||
9th | 8/5 | 10 | 8 | 8 | + | + | Runic Mastery (Orange), Bonus Feat | — | — | — | — | — | — | ||||||||||||||||||||||||||||
10th | 8/5/2 | 10 | 10 | 9 | + | + | Runic Instigation, Runic Mastery (Mass) | — | — | — | — | — | — | ||||||||||||||||||||||||||||
11th | 8/5/2 | 10 | 10 | 10 | + | + | Runic Invigoration | — | — | — | — | — | — | ||||||||||||||||||||||||||||
12th | 8/5/2 | 10 | 10 | 10 | + | + | Runic Malice | — | — | — | — | — | — | ||||||||||||||||||||||||||||
13th | 8/5/2/1 | 10 | 10 | 10 | + | + | Runic Charity | — | — | — | — | — | — | ||||||||||||||||||||||||||||
14th | 8/5/2/1 | 10 | 10 | 10 | + | + | Runic Void | — | — | — | — | — | — | ||||||||||||||||||||||||||||
15th | 8/5/2/1/1 | 15 | 15 | 15 | + | + | Runic Nova | — | — | — | — | — | — | ||||||||||||||||||||||||||||
16th | 8/5/2/1/1 | 15 | 15 | 15 | + | + | Runic Quasar, Bonus Feat | — | — | — | — | — | — | ||||||||||||||||||||||||||||
17th | 8/5/3/1/1/1 | 15 | 15 | 15 | + | + | Runic Singularity | — | — | — | — | — | — | ||||||||||||||||||||||||||||
18th | 8/5/3/1/1/1 | 15 | 15 | 15 | + | + | Runic Smite, Bonus Feat | — | — | — | — | — | — | ||||||||||||||||||||||||||||
19th | 8/5/3/1/1/1 | 15 | 15 | 15 | + | + | Runic Heraldry | — | — | — | — | — | — | ||||||||||||||||||||||||||||
20th | 10/9/8/7/6/5 | 15 | 15 | 15 | + | + | Runic Perfection | — | — | — | — | — | — | ||||||||||||||||||||||||||||
Class Skills (6 + Int modifier per level; ×4 at 1st level, ×6 if Human or Dwarf) |
Class Features[edit]
All of the following are class features of the Rune Slayer:
- Weapon and Armor Proficiency
The Rune Slayer is Proficient with All Armors, and Bucklers, and Simple Weapons, and cannot gain proficiency with other weapons (unless multi-classing)
- Runic Mastery (White)
The Rune Slayer is able to use White Magic Runes (DC 15) which acts as a barrier, which can be placed as either a wall or a platform, which can be used by any non-undead creature, and can be dispelled as an at will action(hardness DC, 18, hp: 5)
- Runic Mastery (Black)
The Rune Slayer is able to use Black Magic Runes (DC 15) Which acts as Mage Armor for 1d4+WIS rounds, and can be dispelled as an at will action.
- Runic Mastery (Blue)
The Rune Slayer is able to use Blue Magic Runes (DC 15) Which acts as an unbreakable Tower Shield (No Proficiency required) (AC + 4), and can be dispelled as an at will action.
- Runic Mastery (Green)
The Rune Slayer is able to use Green Magic Runes (DC 18) which acts as a Cure Critical Wounds spell, and can be dispelled as an at will action.
- Rune Enhancement
The Rune Slayer May choose 1 Runic Mastery, then another at levels 8, 12, 16, and 18. The Effects of those Runes become Double their Normal Effect/Range. Multiple Masteries can be chosen multiple times.
- Runic Mastery (Red)
The Rune Slayer is able to use Red Magic Runes (DC 22) which acts as a Fireball spell, as a Caster Level 10. Red Runes can only be used up to the WIS Modifier of the caster per day.
- Runic Mastery (Purple)
The Rune Slayer is able to use Purple Magic Runes (DC 17) which can open a portal with dual runes, having a range of 75 feet, acting as a non-touch Dimension Door. Alternatively, the Caster can choose to summon a single rune, instead of two, acting as a Bag of Holding of 60 pounds, and is able to call forth the desired item without searching it's contents.
- Runic Mastery (Orange)
The Rune Slayer is able to use Orange Magic Runes (DC 18) which makes all allies immune to the casters Red Magic Runes, and instead heals them for half the total amount they would have taken (but no more than their maximum hp)
- Runic Instigation
The Rune Slayer's body begins to wear on him, giving him an increase of 2 to cast each Rune, with the exception of Red Magic Runes.
- Runic Mastery (Mass)
The Rune Slayer, Learning to cope with his new Handicap, Discovers how to cast 2 Runes at once, as one cast, With the Exception of Red and Orange Magic Runes, with multiple targets.
- Runic Invigoration
The Rune Slayer Seems to learn new abilities, latent in the Magic Runes, every day. When the Rune Slayer casts a White, Black, Blue and Green Magic Runes, all Allies within 10ft/WIS Modifier of the Caster heal 15 points.
- Runic Malice
The Rune Slayer finds new ways to combat enemies, while casting runes. When a Red or Orange Magic Rune is cast, all enemies withing 10ft/INT modifier of the Caster become stunned for 1d4 rounds (will save dc 15+ Casters Wis modifier negates) and take 1d4/level every 2 rounds they are stunned.
- Runic Charity
The Rune Slayer can heal all the wounds of a creature of 8HD (DC 15) or less, and it then fights for the Rune Slayer, always attacking the same target, for 1d4/CHA modifier.
- Runic Void
Once per day, the Rune Slayer can Banish one Creature with below half health to the Plane of the Raven Queen, with the exception of undead. (DC25. Will Save DC15+WIS negates
- Runic Nova
The Rune Slayer Furthers his Red Magic Runes' power, now able to charge it for up to 5 rounds with successful concentration checks (10, 15, 20, 25, 30) , emitting a conical explosion from the Magic Rune, rather than a Fireball. each round the Magic Rune Charges, the Caster stacks his Wis+Int on the damage of each d6 rolled for damage.
- Runic Quasar
The Rune Slayer is near the peak of his power, as he discovers a Rune by combining a white, black, and blue rune (3 rounds to cast on successful concentration saves, 15, 15, 20, Casting DC 25) Which grants the target (Not himself) the effects of a Black and a Blue Magic Rune, (1/cha rounds) Giving the Character an additional 10 foot jump height, and any creature that comes into contact with the wearer gets banished to the Raven Queens' Plane in a brilliant ray of light (also banishes undead withing 20 feet) for 1d4+cha rounds
- Runic Singularity
Whenever a Red Magic Rune, or Runic Quasar is cast, Foes within 15 feet get pulled into the rune, taking 1d6/level + wisdom of divine damage.
- Runic Heraldry
Whenever a Magic Rune is cast, Players get a +2 morale bonus on all of their rolls for the next d4+cha rounds
- Ruinic Perfection
Upon reaching the peak of Runic power the Rune Slayer loses the +4 to their listen and -2 to their spot and search checks, and in it's place gain +10 to their spot and search checks, as well as gaining True Seeing and Blind Sense of 90 feet.
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