Custom Pathfinder Prestige Class: Runecarver
Through the players’
deeds, they successfully passed the test of the runecarvers and returned the knowledge
to the Vrykul. With this, they are able to learn the ways of the runecarver if they
so please.
Runecarver
Runecarvers were an ancient order of magic-users that struck fear into
the hearts of many, as their raw versatility and magical abilities surpass any
other. They use their knowledge of magical origins to alter spells into others,
and carve magical runes to support their allies, or fight back their enemies.
They typically mark themselves with various tattoos and magical bits of
knowledge, as a sign of their power. The more experienced a runecarver becomes,
the more marks they gain.
Class requirements
Spellcasting: Able to
cast 3rd level arcane or divine spells.
Knowledge (Religion): 5
ranks.
Knowledge (History): 5
ranks.
Linguistics: 7
ranks.
Special: Allowed
by the Vrykul Runecarvers to learn to use the abilities for 7 days, and acquire
a tome of the skills required.
Hit die: d6.
Class
skills: Knowledge (history), knowledge (arcana), knowledge (religion),
knowledge (nature), knowledge (planes), linguistics
Skill
points: 4+int.
Level
|
Base Attack Bonus
|
Fort Save
|
Ref Save
|
Will Save
|
Special
|
Spells per day
|
1
|
0
|
1
|
0
|
1
|
Runecarving,
Ancestry
|
|
2
|
1
|
1
|
0
|
1
|
Runes
|
+1 spellcasting level
|
3
|
2
|
2
|
1
|
2
|
Spell
carving +1
|
+1 spellcasting level
|
4
|
3
|
2
|
1
|
2
|
Runes
|
+1 spellcasting level
|
5
|
3
|
3
|
1
|
3
|
Spell
carving +2
|
|
6
|
4
|
3
|
2
|
3
|
Runes
|
+1 spellcasting level
|
7
|
5
|
4
|
2
|
4
|
Spell
carving +3
|
+1 spellcasting level
|
8
|
6
|
5
|
2
|
5
|
Runes
|
+1 spellcasting level
|
9
|
6
|
5
|
3
|
5
|
Spell
carving +4
|
|
10
|
7
|
6
|
3
|
6
|
Runes,
Runic master
|
+1 spellcasting level
|
Armor
and Weapon proficiencies: The Runecarver is proficient with light armor, and
all simple weapons.
Runecarving (Sp): the
Runecarver, as a move action, can focus their spellcasting power, and remove
all that they’ve focused in the beginning, and use their empty mind and focus
to convert a spell into another using a linguistics check. This spell can be of
any from the wizard, cleric, or druid spell lists - as long as they are the
same spell level. This linguistics check is equal to 15 + double the spell
level. If they complete the check, they successfully reform the spell. This can
be used a number of times per day equal to the runecarver’s level plus their
intelligence modifier. At 1st level, they can carve spells 2nd
level or lower. At 4th level, they can carve spells 4th
level and lower. At 7th level, they can carve spells 6th
level and lower. At 10th level, they can carve spells 8th
level or lower. However, 7th level spells take up two uses of
runecarving, and 8th level take up three uses.
Ancestry (Ex): The
runecarver can focus on the history of their people, their ancestors, and the
world to discover knowledge of something they wish to know. This allows them to
use knowledge (history) in place of another knowledge check. This can be used a number of times per day
equal to their runecarver level + their intelligence modifier.
Runes (Su): At
second level, and every 2 levels thereafter, the runecarver can use their
abilities to carve runes upon the ground at a distance. They must have at least
one hand free, or wielding a weapon, in order to use this ability. They choose
one rune at second level, and one additional rune every two levels following.
They can use these runes a number of times equal to half their level plus their
intelligence modifier. Unless stated otherwise, carving a rune is a standard
action, and has a radius of 20 ft. While many may believe runes cannot only be
carved upon a surface, the runecarver’s power is in the spirits, rather than
the land. Therefore, runes can be carved on horizontal planes in the air—as
well as the ethereal plane. However, these runes only affect one plane at a
time. The runecarver must be on the plane at the time it is carved, and cannot
move it to another plane.
Rune
of healing: Place a rune of healing upon the ground, granting 1d4 hit points
per level of the runecarver + their intelligence modifier to any ally that
enters or begins their turn in the rune. The rune occupies a 10 ft. square, and
does not heal allies. This can be used to damage undead, but this must be
decided before the rune is carved, and cannot be changed. This rune lasts a
number of rounds equal to the runecarver’s level.
Etch:
The runecarver begins carving a rune of agony into an enemy’s skin. This is a
ranged touch attack. This is channeled for 1d4 rounds, dealing 1d6 damage per
level of the runecarver plus their intelligence modifier per round. Every round
this channels (concentrating), the runecarver can inflict one of the status
effects for one round with no save: sickened, shaken, fatigued, dazed. At 5th
level, they can make the enemy nauseated, exhausted, stunned, frightened. At 10th
level, they can make the enemy paralyzed. They can take a move action or free
action while channeling, but cannot take other standard or swift actions.
Rune
of silence: Carving a magical rune of purple light upon a 20 ft. square, the
runecarver forces the area into a silence
spell, with no save. This lasts a number of rounds equal to the runecarver’s
level. If the enemy fails a will save, they are subject to the silence spell
(personal) even after they leave. They cannot hear, nor speak or make sounds.
Rune
of Bolstering: Carving a rune of red-lit strength into the ground, a 20
ft.-radius area grants allies within a +2 bonus to their strength score. At 3rd,
6th, and 9th, this bonus increases by +1.
Rune
of Freedom: Carving a rune of green light, Allies gain a +4 bonus to checks to
escape grapples (with a new check as the rune is cast), they are freed from any
entangle effects, and gain a new save with a +4 bonus against stun, paralysis,
immobilize, and daze effects.
Rune
of sickening: Carving a rune of green light into the ground, enemies within are
sickened (no save) as long as they remain in the rune. They are also subject to
a fortitude save. If they fail, they are nauseated for a number of rounds equal
to the runecarver’s intelligence modifier, even if they leave the area.
Rune
of cleansing: Carving a rune of yellow light, allies that cross the rune or
begin their turn in the rune—if they are subject to a condition, gain a new
save against the effect with a +4 bonus. At 10th level, they remove
the lowest DC condition automatically, and gain a save against every other
condition they have.
Rune
of resilience: Carving a rune of white light, the runecarver creates a mark
with a 20 ft. radius that grants all allies within a +4 sacred bonus to saves
against fear effects, compulsion effects, and enchantment effects.
Rune
of anger: Carving a rune of orange fire into the ground, any creature entering
the 15 ft-radius rune is subject to rage,
gaining +4 strength, +4 constitution, +2 to will saves, and a -2 penalty to
their AC. This rune lasts a number of rounds equal to the runecarver’s level.
Rune
of agony: While in this rune, enemies take 1d6 damage per level of the
runecarver. A successful will save halves this damage. This rune remains for a
number of rounds equal to the runecarver’s intelligence modifier.
Rune
of fear: Carving a rune of darkness into the ground, any enemy that enters the
rune or begins their turn in the rune is subject to a will save. If they fail,
they are frightened for a number of rounds equal to the runecarver’s level. At
5th level, they are panicked. All enemies are shaken while in the
rune, without a save, until they leave.
Rune
of paralysis: Carving a golden rune upon the ground, light shackles the enemies
within, paralyzing them (reflex save). This requires 8th level. If
they pass, they are entangled as long as they remain within the rune’s radius.
Rune
of Stasis: Carving a rune of blue light (20 ft. radius), enemies within the
area make a fortitude save. If they pass, they are staggered while they remain
in the radius. If they fail, they are stunned for a number of rounds equal to
the runecarver’s level. This requires 8th level.
Rune
of the dead: While in this rune, enemies take 1 permanent negative level every
round they remain. If they pass a save, these negative levels cannot take them
below that which would kill them, and these levels are restored once they leave
the rune’s radius. This requires 10th level.
Spell carving: At
their core, their ancient mastery of the magical arts make their spells more
deadly and adept than any of the others. At 3rd level, and every two
levels thereafter, runecarvers gain a +1 bonus to dispel checks, checks to
overcome spell resistance, and spellcraft/knowledge arcana checks. In addition,
they gain half this bonus to their caster level.
Runic Master: The
rune carver is a master at carving runes, and can take 20 on linguistic checks
a number of times per day equal to half their intelligence modifier. In
addition, they can, once per day, use their runecarving ability to reform a
spell into one one slot higher.
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