Runelord
"Everything is magic, as magic is everything. I draw real good. Guess what that means?" - anonymous
Runes are an older style of magical writing. While as potent as Holy Text or Arcane Scriptures, runes themselves cannot create power, only contain it. While other magicians incorporate runes in their writings (scrolls, books), Runelords almost exclusively use runes, instead relying on obtaining magic from others. Covered in magical glyphs, they glow from the supernatural energies they only command.
When we want an example Runelord, we look to Heimlyr, the stereotypical Human Runelord.
Hit Dice: d10 | Skill Points: 6+INT mod (x4 @ Lvl1)
Class Skills: Concentration, Craft (any), Decipher Script, Diplomacy, Gather Information, Hide, Knowledge (any), Sense Motive, Search, Spellcraft, Spot, Use Magic Device
Base Attack Bonus: Good | Saves: Good Fort and Will, poor Reflex
Level :: Ability
- Armored in Runes, Symbol of Shields, Placard of Power +1d6
- Mettle, Spell Grace, Spellcasting, Steal Spell, Eschew Materials
- Aura of Armor, Colourful Icon, Silent Spell
- Aura of Grace, Placard of Power +2d6, Rune of Restoration
- Chromatic Aura, Hieroglyph of Healing, Improved Counter Spell
- Evasion, Absorb Spell, Endure Elements
- Mantle of Runes, Placard of Power +3d6
- Diagram of Travel, Runes of Running
- Aura of Speed, Runes of Anchorage, Rune of Resistance
- Placard of Power +4d6, Seal Magic, Aura of Resistance
Proficiencies: Runelords are proficient with all simple weapons and one martial weapon of their choice. Runelords are not proficient with any armors or shields.
Armored in Runes (Su)
The Runelord has scribed his flesh in magical symbols which channel ambient magic into a protective coating. As long as these runes are not covered by clothing or armor, they provide defence against both mighty weapons and powerful magics. The Runelord has a +4 armor bonus to AC, that also adds to his touch AC and incorporeal touch AC. This bonus improves by +1 at every even numbered class level.
Symbol of Sheilds (Su)
As a swift action, a Runelord may add his CHA mod as a deflection bonus to his AC for one round.
Placard of Power (Su)
As a swift action, a Runelord may elect to have all of his attacks deal an additional amount of damage for the next round. This extra damage is equal to +1d6 at first level, and an additional +1d6 for every three additional class level. This extra damage is not multiplied on a critical hit.
Mettle (Ex)
A 2nd level Runelord who succeeds at a Fortitude Partial or Willpower Partial save takes no effect as if he had immunity.
Spell Grace (Su)
A 2nd level Runelord may add his CHA mod (if positive) as an untyped bonus to his Fortitude and Will saves.
Spellcasting
Starting at Lvl2, a Runelord begins to manipulate magic in a fashion similar to other mages. However, his knowledge of actual spells is very limited, in addition to only having a very modest amount of magical power.
A Runelord only has one spell slot, plus an additional spell slot for every five caster levels he attains. (2 at 5th, 3 at 10th, etc..) These spell slots count as being of a level equal to the half the Runelord's caster level.
A Runelord is considered to have every spell on his class list, but only knows a select few spells (as shown below).
Like a wizard, a Runelord refreshes his spell slots by resting for eight hours. Like a druid, a Runelord can prepare any spell he knows.
In lieu of preparing a spell, a Runelord may leave a spell slot empty, to attempt to steal a spell from an actual spell caster later.
The save DC of all of the Runelords spells (if needed) is based of the Runelord's CHA mod.
Eschew Material
The feat in the PHB is gained as a bonus feat.
Steal Spell (Su)
As a swift action, a Runelord may declare that his next successful melee attack will remove a magical power from the victim. The Runelord may declare which spell he is looking for. Apon successfully dealing damage, the subject looses the Runelord's requested spell, or a random spell the highest level the Runelord can cast if unavailable, or one use of a spell-like ability, as if having used it for the day. The Runelord then fills one of his empty spell slots with this stolen spell as if he had prepared it, or has one use of the stolen spell-like ability.
If the Runelord does not successfully deal damage to the subject within one round, this ability fails.
If the Runelord does not have an empty, unexpended spell slot, this ability fails.
If the Runelord gets a random spell, or spell-like ability he doesn't like, he may choose to not steal it.
Spontaneous spell casters subject to this ability looses an apropriate spell slot to the Runelord, in the form of the requested spell if known, or a random highest known spell level the Runelord can cast.
Aura of Armor (Su)
As a swift action, a 3rd level Runelord may provide every ally within 30ft his Armored in Runes ability for one round.
Colourful Icon (Su)
Once per day, a 3rd level Runelord chooses three energy types. He has resistance to those energy types equal to three times his class level for one day.
Silent Spell
All of a 3rd level Runelord's spells are affected by the Silent Spell [metamagic] feat at no cost.
Aura of Grace (Su)
As a swift action, a 4th level Runelord may provide every ally within 30ft his CHA mod to Fort and Will saves for one round.
Rune of Restoration (Su)
As a move equivalent action, a 4th level Runelord may restore any amount attribute damage or drain to a single attribute he has taken.
Chromatic Aura (Su)
As a swift action, a 5th levelRunelord may provide every ally within 30ft the same energy resistance he has from his Colourful Icon ability for one round.
Hieroglyph of Healing (Su)
Any spell a 5th level Runelord is subject to that fails to affect him instead heals him a number of HP equal to three times the spell's level. Any spell-like ability the Runelord is subject to that fails to affect him instead heals him a number of HP equal to twice the creature's HD plus 5.
Improved Counterspell
The feat from the PHB is gained as a bonus feat.
Evasion (Ex)
If a 6th or higher level Runelord makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. A helpless Runelord does not gain the benefit of evasion.
Absorb Spell (Su)
Any spell a 6th level Runelord is subject to that fails to affect him may instead be stolen as an immediate action. Any spell-like ability the Runelord is subject to that fails to affect him may instead be stolen as an immediate action.
Endure Elements (Su)
A 6th level Runelord's magical runes protect him from adverse conditions of weather and climate. He under the constant effects of an Endure Elements spell.
Mantle of Runes (Su)
Once per day, a 7th level Runelord may make any Aura ability he knows function continuously for one day.
Runes of Running (Su)
An 8th level Runelord benefits from a 30ft enhancement bonus to his movement speed.
Rune of Resistance (Su)
An 8th level Runelord's magical scribbles protect him from magical forces. He gains spell resistance equal 5 + his class level, or improves it by +3 if he already has spell resistance.
Diagram of Travel (Su)
An 9th level Runelord may use Greater Teleport as a supernatural ability after drawing a complex set of runes requiring ten minutes of work.
Aura of Speed (Su)
As a swift action, a 9th level Runelord may grant every ally within 30ft a 60ft enhancement bonus to their movement speed for one round.
Runes of Anchorage (Su)
As an immediate action, a 9th level Runlord may subject everything within a 30ft radius to a Dimensional Anchor spell for one round. Creatures may make a reflex save vs. 10 + 1/2 Runelord's level + CHA mod to avoid this effect.
Seal Magic (Su)
As a standard action, a 10th level Runelord may attempt to place a powerful magical rune that completely negates magic apon a creature. If the Runelord succeeds on melee touch attack, or make an attack and successfully deal damage, the victim must make a will save or be subject to a personal anti-magic field that prevents all spell casting, spell-like abilities and suppresses all supernatural abilities. Summoned creatures that fail their save are destroyed or banished, depending apon the DM's rules about summoned creatures. The point is summoned creatures go away.
Aura of Resistance (Su)
As a swift action, a 10th level Runelord may grant every ally within 30ft spell resistance equal to 5 + his class level, or grant a +3 bonus to spell resistance if they already have it.