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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