Class Title


Level Base
Attack
Saves Special Spells Per Day
Fort Refl Will
1 2 3 4 5
1 +1 +2 +0 +2 Channel Spell (Su)
1 - - - -
2 +2 +3 +1 +3 Craft Magic Arms and Armor
2 - - - -
3 +3 +3 +1 +3 Moradins' Blessing
2 1 - - -
4 +4 +4 +1 +4 Bonus Feat
3 2 - - -
5 +5 +4 +2 +4 Runic Cache
3 2 1 - -
6 +6 +5 +2 +5 Moradins' Blessing
3 3 2 - -
7 +7 +5 +2 +5 Moradins' Blessing
4 3 2 1 -
8 +8 +6 +3 +6 Bonus Feat
4 3 3 2 -
9 +9 +6 +3 +6 Moradins' Blessing
4 4 3 2 1
10 +10 +7 +3 +7 Moradins' Blessing
4 4 3 3 2

History:

Dwarves have always been a stout and hardy race forged long ago by Moradin on the anvil of life in response to the threat of powerful sorcery. It is said that dwarves are in fact the most magical of all races, in that such a strong magical resistance runs through their blood that only divine spellcasters have been known. Similar to the humans' Paladin defenders, some dwarves are chosen for a specific life quest to right the wrongs placed on their ancestors or Sabak, or to defend their Sabak from outside forces and ensure the survival of their dwarven homelands. These dwarves are known as Runemasters, and their lives are given over to their quests.

Role:

Runemasters are rare, and only select dwarves are chosen as such to quest or protect their sabak. Once their task is completed, the runemaaster usually returns to the Sabak to serve their home and king. Dwarven Kings have been known to surround themselves with the Runemaster elite. Runemasters are known for their patience and dedication to their home and quest. In an adventuring group, Runemasters will not seek fortune or fame, but will risk their very lives seeking any path or clearing any obstacle towards their quests end.

 

Game Rule Information:

Prerequisites: +5 Base Attack, Dwarven Bloodlines Feat, Lawful Alignment

Skill Points: 4 + Int ModifierCraft(Weaponsmithing), Craft(Armorer), Craft(Stonesmithing), Craft(Sculpture), Knowledge(Arcana), Knowledge(Religion), Concentration, Decipher Script

Quest: Each Runemaster must have a runequest at each level. In order to progress to the next level, the runemaster must satisfy the quest. Many Runemasters have a Faith-Promise, a lifelong quest they wish to solve, which is broken down into individual quests. Once a Runemaster completes his Runequest, the Runemaster normally returns to the Sabak and if the king finds the dwarf worthy, the dwarf is allowed to advance to the next level.

Hit Die: d10

 

Weapon and Armor Proficiency: Gains Weapon proficiency in one dwarven exotic weapon.

Craft Bonus: A Runemaster can add a +2 competance bonus to Craft(Weaponsmithing) and Craft(Armorer) skill checks when attempting to craft weapons and armor. This bonus applies to magical arms and armor as well.

Craft Magic Arms and Armor: Runemaster automatically receive the feat "Craft Magic Arms and Armor" as the feat in the Players Handbook.

Detect Magical Runes: A Runemaster has a chance of detecting and identifying magical runes, even invisible ones, due to his extensive training. A sucessful Spot check (base DC 20) will indicate some sort of hidden or invisible magical inscriptions, and a Decipher Script (DC 13) will indicate the nature of the runes.

Runic Cache:
At third level, the Runemaster learns how to store magical energies in their Runic Devices. Effectively, they gain the Brew Potion Feat using an alternative medium (see Pg. 80 of the Players Handbook.) All rules, XP costs, and expenses that apply to Brew Potion also apply to this ability, with the following exceptions. Once cached in a rune on their Runic Device, the spell remains intangible, resonating within the item until it is needed. To call on the desired rune, the Runemaster holds the runic device and calls on the power as a standard action that does not provoke an attack of opportunity. The runemaster absorbs the energies, and by making a succesful touch attack against another individual, the Runemaster can confer the spell upon another target.

The Runemaster is limited in how many spells they can store like this. The total number of runic spells must not exceed their Runemaster level plus their wisdom modifier. Cached spells are never accidentally lost during combat. If the runic device is ever broken or lost, all the spells cached therein are ruined.

Channel Spell (Sp): Runemasters can cast a spell through their weapon (ranged or melee) once each round, and take a free attack as part of their spellcasting action. This is a spelllike ability. The channeled spell counts against the Runemaster's normal daily limit and must specify a target creature. Thus, sleep is not eligible since it does not affect a "target creature." A channeled spell automatically targets the creature hit by the weapon, which still gets a saving throw if the spell allows for one. Even if the spell allows for more than one target creature, channeling it through a weapon limits the effect to the single opponent attacked. If the weapon attack misses, the channeled spell is held in the weapon and remains as such until the Runemaster releases the weapon or concentration is broken (further attacks with the same weapon do not affect this spell.

Moradins Blessing (Sp):
Once each level a Runemaster may Scry without fail asper the spell. The effects last one minute. The Runemaster must have a masterwork shield or weapon and the the Runemaster can only use Moradins Blessing in resolution of his quest.

 

 

Spell Ability: Runemasters are Divine spellcasters, and as such do not suffer the restrictions of casting in armor. Their caster level is equal to their class level of Runemaster. Runemasters may cast a touch attack spell and take a single melee attack as their touch action with their Rune Device (detailed below).

1st Level - Magic Weapon, True Strike, Cause Fear(Weapon), Doom(Weapon), Endure Elements(Self), Inflict Light Wounds(Weapon), Expeditious Retreat (Self)

2nd Level - Bull's Strength(Self), Cat's Grace(Self), Endurance(Self), Hold Person(Weapon), Inflict Moderate Wounds(Weapon), Shatter(Weapon), Spiritual Weapon (the weapon itself)

3rd Level - Blindness/Deafness(Weapon), Inflict Serious Wounds(Weapon)

4th Level - Inflict Critical Wounds(Touch), Glyph of Warding, Greater Magic Weapon, Haste(Self)

5th Level - Stoneskin(Self), Righteous Might, Hold Monster (Touch), Symbol

 

Runic Devices:

Runemasters must cast their spells through a focus that is a weapon or armor that they have prepared. Preparing a weapon or armor as a runic device takes 1 day and costs 30 gp of material. The newely inscribed device can be used as a focus to cast spells. Each spell has a target. The runemaster can use a runic device as a touch attack. For example, Cause Fear and Inflict Serious Wounds are cast with a weapon runic device and the charge is held until a target is hit with a touch attack with the runic device. Additionally, Cat's Grace can boost the runemasters dexterity... After casting the spell, the runemaster can hold the charge until his attack comes. He cannot cast other spells or concentrate on difficult tasks while holding the charge (similar to other spellcasters).

Dwarven Runemaster

Class Skills: Craft(Weaponsmithing), Craft(Armorer), Craft(Stonesmithing), Craft(Sculpture), Knowledge(Arcana), Concentration, Decipher Script

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Class Features:

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