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| unundindur03-28-08, 03:54 AM | Runeweaver "Two runes as one" By Rasmus Haugen Sandvik http://www.wizards.com/dnd/images/RacesNClasses_Gallery/112913.jpg Lady Arviel guarding her glade Sargol is outside master, said Vardan. Be at ease, I forged a special rune for him. Unandor donned his robe, and picked up his two blades; Now Misild, this time you better not break, and my dear Tyrdelfin, strike clean for me. Vardan looked at his master and cousin, blessed him and retreated into the castle. It is only the two of us now, Sargol said in a calm tone. Unandor was silent, and Sargol attacked. Unandor raised his blades toward the sky, still silent, and in a surge of power his blades brimmed with energy as Sargol was enchased in a burning inferno. ”No, we are four, you forgot my dear Misild and Tyrdelfin.” Runeweavers are the practitioners of an exotic elven tradition of arcane combat. Runeweavers blend deadly swordplay with spells infused with the power of their runic weapons, combining the two in an orchestral assault. Fighting with two brimming rune-covered blades, the runeweaver call upon the power of his weapons to lay waste to his enemies, boost himself, and slice through his enemies with ease. Please bear in mind, to quote the DMG pg. 176 – ”Prestige classes are always under the purview of the DM. We encourange you, as the DM, to tightly limit the prestige classes available in your campaign.” If you’re a player, be sure to ask your DM whether a powerful prestige class such as the Runeweaver and its special abilities are appropriate for your campaign. Becoming a Runeweaver Bards and multiclassed fighter/wizards are the most common Runeweavers, although ranger/wizards, and fighter/sorcerers are also common. More special are paladin/sorcerers, although their special focus make for fearsome Runeweavers. Apart from their spellcasting ability score, Dexterity is naturally important to a Runeweaver. Dexterity improve a Runeweavers defensive capabilities, as well as his ability to hit with light weapons. Strength and Constitution are important to any close combatant, and become a natural third and fourth choice. Entry Requirements Base Attack Bonus: +5. Skills: Craft (weapons) 10 ranks, Knowledge (arcana) 6 ranks, Concentration 6 ranks. Spellcasting: Ability to cast 2nd level arcane spells. Feats: Combat casting, Scribe scroll, Two weapon fighting, Weapon finesse. Race: Any elf. Special: Must be trained by another Runeweaver. The Runeweaver Base Hit die: D6 Attack Fort Ref Will Level Bonus Save Save Save Special Spells per Day 1st +1 +0 +2 +0 Arcane rune, Runic power -- 2nd +2 +0 +3 +0 Blade weaver +1 existing arcane 3rd +3 +1 +3 +1 Arcane rune +1 existing arcane 4th +4 +1 +4 +1 Counter +1 existing arcane 5th +5 +1 +4 +1 Arcane rune +1 existing arcane 6th +6 +2 +5 +2 Master weaver +1 existing arcane 7th +7 +2 +5 +2 Arcane rune +1 existing arcane 8th +8 +2 +6 +2 Greater counter +1 existing arcane 9th +9 +3 +6 +3 Arcane rune +1 existing arcane 10th +10 +3 +7 +3 High weaver +1 existing arcane Class Skills: (2+Int modifier per level) – Balance, Craft, Concentration, Diplomacy, Jump, Knowledge (arcana), Listen, Perform, Spot, Spellcraft, Tumble. Class Features As they advance in level, runeweavers gain increased spellcasting abilities, mastery over their runic blades, and perfect their style of fighting with two weapons. Spellcasting: At each level indicated on the runeweaver table, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. In you had more than one arcane spellcasting class before becoming a runeweaver, you must decide which class gains each level for the purpose of determining spells per day, caster level and spells known. Proficiency: Runeweavers gain no additional weapon or armor proficiencies. Arcane rune [Ex]: A Runeweaver is a master of inscribing runes of power, and can utilize these in magnificent ways. At level 1, a Runeweaver can inscribe a single magical rune onto a weapon, holding a single spell the Runeweaver can cast from his spell-list. Whenever a Runeweaver wield two weapons inscribed with the same arcane rune, he can spontaneously convert spells of that spell level or higher into the inscribed spell. A spell cast through the Arcane rune ability is cast as if affected by the Silent spell feat, with no spell-level adjustment, but all such spells also gain a Somatic component even though they did not normally have one. At level 3, and each second level thereafter a Runeweaver can inscribe another rune onto the same weapon. The process of inscribing an arcane rune to a weapon takes 1 day and cost 1000gp of exotic matereals per spell level of the spell inscribed. For example, if Miadrian wish to inscribe a short sword with a rune of fireball, he would work for 3 full days, and pay 3000gp in matereals. If for some reason you wish to remove an Arcane rune from a weapon, this process takes 1 day per spell level, but do not use any matereal resources. An Arcane rune can by itself potentially hold any spell, but a weapon can never hold more than one spell of any given spell level. For example, a 5th level Runeweaver cannot have his swords inscribed with both lighting bolt and fireball, as they are both level three spells. An Arcane rune can hold a metamagic-enhanced spell as long as you possess the meta-magic feat in question. Such a spell has a spell level equal its new modified spell level. For example an empowered fireball count as a 4th level spell for all purposes relating to this ability. There is no limit to how many weapons a Runeweaver can inscribe with runes. This give the Runeweaver a certain flexibility, in that he can have extra sets of weapons prepared with different sets of spells, thus increasing his utility. This ability do not allow you to qualify as a spontaneous caster for any purposes. Only runeweavers can utilize the runes inscribed on an item. A runeweaver can even use the runes of another runeweavers weapons, as long as he wield a pair of such items as normal. Runic power [Ex]: A Runeweaver can draw power from his runes, and as long as he wield two weapons inscribed with Arcane runes, he count as having both the Enshrew materials and Somatic weaponry feats. Furthermore, a Runeweaver may add the number of arcane runes inscribed on his blades as a bonus to both damage rolls with the rune-inscribed weapons, and as a bonus to caster level for all spells cast through the Arcane rune ability. Blade weaver [Ex]: You gain the Improved two-weapon fighting feat as a bonus feat. Furthermore you can add your full strength modifier to all attacks with your off-hand. If you already possess the Improved two-weapon fighting feat, you instead gain a bonus feat. Counter [Ex]: When reaching level 4, a Runeweaver learn how to use the power of his runic weapons to negate spells already imbued in his weapons. Whenever the Runeweaver is targeted or within the area of a spell he can spontaneously cast due to his Arcane rune ability, the Runeweaver can automatically negate it as a free action, as if he successfully countered it. Master weaver [Ex]: You gain the Greater two-weapon fighting feat as a bonus feat. Furthermore, whenever you make an attack as a standard action, you can also make an attack with your of hand. Both attacks are at a -4 penalty, or a -2 penalty if the off-hand weapon is light, as usual for fighting with two weapons. If you already possess the Greater-two weapon fighting feat, you instead gain a bonus feat. Greater counter [Ex]: When reaching level 8, a Runeweaver’s ability to counter spells improve. Whenever the Runeweaver would be able to use the Counter ability, he can now instead reflect the attack, targeting the original caster. High Weaver [Ex]: Whenever you are entitled to an attack with your main hand, you can also perform an attack with your off hand, at the same attack modifier as your main hand. All attacks are at a -4 penalty, or a -2 penalty if the off-hand weapon is light, as usual for fighting with two weapons. This ability include charges, attacks of opportunity, standard attacks, full attacks or attacks made as part of a spring attack (if you have that ability) etc. A speed weapon do not conver its bonus to the secondary weapon, but a haste spell or other non-weapon ability that grant extra attacks does. Playing a Runeweaver As a Runeweaver you become a master of two worlds. Both wizards and fighters will be suspicious to your methods, yet also respect your aquired abilities. You sacrifice in both martial and arcane studies to meld the two in one, and as such it is imperative that you utilize what symbiotic effect the two may have on each other. Combat How to allocate your abilities is your greatest asset asset and most important descision. You can withstand far longer than a full fledged wizard in the heat of battle, and you are dangerous at distance by your own right. In combat the most important choice will be whether to focus on your martial or arcane aspect. You could take the role of heavy artillery, relying on your martial powers mostly for defence. On the other hand you could wade into battle, and use your arcane powers to boost your martial abilities. Most runeweavers chose a middle ground, favouring boost spells, but still keeping a few direct assault spells ready for use. As you atain higher levels in the runeweaver class your blades also become more powerful, and the bonus to caster level of spells stored in them become more important. As a consequence, you will have to take more care chosing which spells you will store in your blades, and thus focus your character in a certain direction. As your blades grow more powerful, you also deal more damage with them, enhancing the already difficult choice of how to allocate your precious actions. Advancement Regarding multiclassing you have many choices. Depending on your focus, you can reap benefits by going into a martial class, or an arcane class, although other combination-classes such as the Abjurant Champion, Eldritch knight, Spellsword and Swiftblade are the most obvious candidates for multiclassing in the case of a runeweaver. Resources Depending on your training, resources can vary dramatically. In general, runeweavers are part of small but powerful organizations, which often provide arcane and mundane assistance in trade of loyalty. Typically, a runeweaver can expect reduced prices on material components for battle-oriented spells, free housing, aid in diplomatic disputes and free access to forging and laboratory facilites. A powerful runeweaver who possess the leadership feat usually take another runeweaver as a cohort, as a guard and councillor. Runeweavers in Faerun The Runeweaver tradition is exclusive to the elves of Faerun, and as such is barred from other races. Amongst elves though, there are different runeweaver traditions. The Moon elves originally founded the tradition, which was quickly taken into Sun elf culture. Originally, the Runeweavers were called Bladesingers, and were near indistinguishable from the current warriors of the same name. As time have passed though, the Runeweavers focused on a slightly different technique featuring two-weapon fighting, and their trademark ability of branding runes into their weapons, while leaving the vocal traditions. While the Moon elves still don’t distinguish between Bladesingers and Runeweavers, the Sun elves have established Runeweaving as a distinct academic pursuit, of which the modern name originates. Drow elves also train Runeweavers, abeit they are called Battleweavers, and hold relatively high standing within the drow community. Amonst the Drow, only males are recruited into the Runeweaver profession, and they tend to focus on the arcane part of the class. Adaption It is easy to imagine how Dwarves could have a similar profession, tied to their divine traditions. By simply changing the requirements, removing the weaver abilities, converting the spellcasting progression from arcane to divine, and the Arcane rune ability into Divine rune, you quickly have a dwarven Runewarrior. EL 12: Lord Unandor Eysillûr of Seldulath Unandor Eysillûr CR 12 Male elf ranger 4/wizard 3/Runeweaver 5 NG Medium humanoid Init +4; Senses low light vision, Listen +3, Spot +3 Languages Common, Draconic, Elven, Sylvan, Undercommon AC 19, touch 16, flat-footed 15 (+4 Dex, +2 armor, +2 deflection, +1 natural) hp 58 (12 HD) Fort +9, Ref +15, Will +8 Speed 30 ft. (6 squares) Melee Misild (+1 adamantine shortsword) +13/+8 (1d6+6/17-20) and Tyrdelfin (+1 adamantine shortsword) +13/+8 (1d6+6/17-20) Base Atk +10; Grp +12 Atk Options Favoured enemy (evil outsiders+2) Special Actions Counter, Arcane rune (Dispel magic, Scorching ray, Shield [CR 11th]) Combat Gear Potion of cure serious wounds (3d8+5) Wizard Spells Prepared (CL 8th): 4th—stoneskin 3rd—haste, displacement, fly 2nd—mirror image, see invisibility, levitate, resist energy 1st—mage armor, protection from evil, 3*magic missile 0—prestidigitation, 4*detect magic Abilities Str 14, Dex 19, Con 12, Int 16, Wis 13, Cha 15 SQ Animal companion, Familiar, Detect secret doors, Immune to sleep, +2 on saves vs enchantment effects. Feats Combat casting, Weapon finesse, Scribe scroll, Two weapon fighting, Leadership, Improved critical (shortsword), Endurance, Track, Quick draw, Improved two weapon fighting Skills Concentration +16 (+20 casting defensively), Craft (weapons) +18, Diplomacy +10, Handle animal +9, Knowledge (arcana) +10, Knowledge (geography) +9, (Knowledge nature) +9, Listen +10, Ride +11, Search +3, Spellcraft +14, Spot +10, Survival +8, Tumble +12 Possessions Bracers of defence +3, Ring of protection +2, Ring of resistance +2, Misild (+1 adamantine shortsword scribed with runes of dispel magic, scorching ray and shield), Tyrdelfin (+1 adamantine shortsword scribed with runes of dispel magic, scorching ray and shield), Amulet of natural armor +1 Hook ”The rune judge the wicked, and I point the rune at you” New feats Below, three new feats relating to the runeweaver tradition is presented to allow for further customization. Extra Arcane rune [general] You have taken the Runeweaver tradition further, and can create even more intricate patterns on your weapons. Requirement: The Arcane rune ability, Craft (weapons) 15 ranks. Benefit: You can inscribe weapons with an extra arcane rune. Special: This feat can only be taken once. Twisted runes [epic] You master the an unorthodox form of runeweaving, emulating the power of the gods through your arcane runes. Requirement: Ability to inscribe a weapon with 5 arcane runes, Craft (weapons) 24 ranks. Benefit: The spells you can inscribe is no longer limited by your spell-list. You can now incribe spells from any spell-list, even those of divine origin. These spells otherwise follow all the normal rules for the arcane rune ability, and count as arcane spells for all purposes. Layered runes [epic] You have mastered the arts of layered runecrafting, creating even more complex patterns of power on your weapons. Requirement: Ability to inscribe a weapon with 5 arcane runes, Craft (weapons) 24 ranks. Benefit: You can chose one spell level. You can now inscribe one extra rune of that spell level into any weapon of your choice. Normal: Normally, a weapon can only hold a single spell of any spell level into a weapon. Special: This feat can be taken multiple times, and it’s effect stack. Behind the scenes The Runeweaver is a powerful prestige class that enhance an otherwise inferior concept; the dual-wielding spellcaster. As such, the Runeweaver takes little even though it provides many boons. The two greatest problems with a two weapon fighting spellcaster is the lack of synergy, and the dire need of feats. The Runeweaver provide the character with many of these feats, thus effectively countering the second of these problems. The power of this prestige class may seem like something any wizard would cherish, but the loss of caster level at level one makes a full blown caster think twice about dipping to get the Runic power ability. Furthermore, the steep requirements combined with the mechanics of Arcane rune prevent anyone else than a dual-wielding arcane caster from taking the cake and eat it. You will at a bare minimum lose 1 caster level, and in that case you have a meodicre BaB to utilize your new dual-wielding power. If you on the other hand focus more on the fighting aspect of the class by taking fighter or ranger levels, you will instead take a larger hit to your caster level, which again makes up for the increased versatility. The Arcane rune ability may seem like an instant pool of spellcasting, but is limited much the same way as a Runestaff, by the spellcasters original spellcasting capabilities. The Arcane rune ability do provide some much sought versatility, but quickly becomes expensive if used extensively to create a host of paired rune-inscribed weapons. The requirements of the class lend itself best to a wizard/fighter or wizard/ranger combination, but could just also work well for sorcerer/fighters, who seek to improve their spell-reportoire. The Runeweavers High weaver ability makes it one of the best dual-wielding professions in existance, but at the price of steep requirements, low hit points and loss of other abilities. It is likely that a full blown runeweaver will have a lower BaB than a normal dual wielding fighter or ranger, but otherwise perform well. I hope you can all enjoy it. http://www.wizards.com/dnd/images/tob_gallery/99658.jpg Horrible picture of a dual wielding elf...sigh... http://www.wizards.com/dnd/images/ph2_gallery/97163.jpg The young prince Tualdinir guarded by an apprentice Weaver Reworded the description of the twisted rune feat. Created January 2008 |
| ramzca03-28-08, 08:47 AM | Put together excellently! You did a wonderful job, and I do not see much of anything wrong. I look forward to the next one (If there is any.). 'Till next time, Ramzca the Shadowstalker |
| ramzca03-28-08, 08:58 AM | --- |
| ramzca03-28-08, 09:13 AM | I reread it and I found something. Why does it require; Craft (weapons) 10 ranks? I see nothing in the abilities that even remotely require it. Attaching runes should be like enchanting, use magic device if you will. Just some constructive criticism. |
| Baninor04-02-08, 10:45 AM | Nice idea, but this prestige class is rather overpowered. They get the same Casting Progression and BAB as a Eldritch Knight. Also They get tempest like abilities as well on top of their Rune powers. It just seems like your trying to combine a couple of other PrC's together so you don't have to dip into several for your Gish character. I'd say cut the two weapon fighting advancement out, force them to spend feats on advancing if they want. The secondary effect of Runic Power should be cut. +5 damage and +5 Caster level? Heck if your just a regular wizard, this would be probably the best PrC for a nuker wizard. As for +5 damage, for a class that does a bit of everything it should not do more damage (even without spell buffs) than other melee PrCs. Counter should at least be an opposed level check (like normal dispelling, but still better since you don't need to ready an action). Most would probably argue this being 1/2 caster class or something, but I like Gish's so I say keep it. Lastly this PrC has no means to defend himself. Maybe giving him some sort ability to trace a rune on himself or clothes/robes to grant AC |
| unundindur06-13-08, 06:47 AM | Craft is there because it both fits the flavour of ingraving weapons, and is a class skill to everyone, so it is easy to use as a requirement (and it is basically a dump of 10 skill points). With regard to power, the intention is indeed to be more powerful than the eldritch knight. Why? Because to gain these powers you have to start at "-10" as i usually say. That is you start with a concept that is sub-par in all ways. Dual wielding is sub-par, multiclassing melee and wizardry is sub-par. Combining these gets crazy-useless, which is why I here try to create an option viable to serious play. Note that most abilities require you to actually wield two weapons, and half are related to fighting with them, which you cannot do at the same time as you blast. Yes, you can be a blaster, but you gain +5 CL for a few spells, instead of gaining benefits from other classes, which I hardly find attractive. The clue is to make this "powerful" class powerful, but only in the hands of those it were designed for; the dual-wielding gish. No defence was also intentional, since he have a ton of spells that fill that role. |