Class Title
| Level | Base Attack |
Saves | Special | Spells Per Day | |||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Fort | Refl | Will |
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| 1 | +1 | +2 | +0 | +2 | Channel Spell (Su) |
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| 2 | +2 | +3 | +1 | +3 | Craft Magic Arms and Armor |
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| 3 | +3 | +3 | +1 | +3 | Moradins' Blessing |
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| 4 | +4 | +4 | +1 | +4 | Bonus Feat |
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| 5 | +5 | +4 | +2 | +4 | Runic Cache |
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| 6 | +6 | +5 | +2 | +5 | Moradins' Blessing |
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| 7 | +7 | +5 | +2 | +5 | Moradins' Blessing |
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| 8 | +8 | +6 | +3 | +6 | Bonus Feat |
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| 9 | +9 | +6 | +3 | +6 | Moradins' Blessing |
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| 10 | +10 | +7 | +3 | +7 | Moradins' Blessing |
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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 RunemasterClass Skills: Craft(Weaponsmithing), Craft(Armorer), Craft(Stonesmithing), Craft(Sculpture), Knowledge(Arcana), Concentration, Decipher Script
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