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New Prestige Class: Runeforger

MechMantisMechMantis Registered User regular
edited October 2006 in Critical Failures
Yes. I've been working on this for awhile now.


I tried to keep to normal PHB+DMG class formating, but sometimes it just doesn't work.

Comments+constructive criticism welcome.

The link is a plain HTML file, so if you can read this page, you can read that.

MechMantis on

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    alternatingAberrationalternatingAberration I am the milk man My milk is deliciousRegistered User regular
    edited October 2006
    It's really a weak prestige class. It depends too much on having alot of time before battle and doesn't even do that much in the way of damage.

    I could only see it working with a rogue or other stealth type but the rquirement make it too difficult and too specialized to take that path.

    EDIT: In all, boost the damage, lower requirements (just the ranks really), the saves the runemaker must make are scary, add some unique runes for the class to use to make it more attractive.

    EDIT2: Also, I would just forget the softmetal engraving ability. Unless your game is striving for a sort of reality, this ability cripples the class in the way and can also be seen as frivolous.

    I'm sorry if I sound a bit harsh. In truth I've been interested in playing a rune specialised mage for a while now, so Im pretty excited about this.

    alternatingAberration on
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    ValkunValkun Registered User regular
    edited October 2006
    The may only be engraved once thing also seems a bit harsh, maybe change it to something like once per day per item?

    And pretty much what Krosius said about damage, metal, etc.

    Valkun on
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    MechMantisMechMantis Registered User regular
    edited October 2006
    ThrawnDS wrote:
    The may only be engraved once thing also seems a bit harsh, maybe change it to something like once per day per item?

    And pretty much what Krosius said about damage, metal, etc.


    Well, if you get cool enough, you CAN erase runes. But I'll tweak it. After looking at it again, it does seem a little harsh.

    Also, my original idea involved "energy type swaps" for existing spells. EX: Wizard/Runeforger is fighting fire-specialized enemies, and he uses fireball as his main spell. So, using his knowledge of the runes he uses to tap into magic, he modifies a rune or two and a few gestures, and *poof*! Instant iceball, which uses up a higher spell slot. Unfortunately, instead of doing xd6 damage, it does xd4 damage.

    This could also be used for people who decided to take Cleric and Wizard/Sorcerer levels. Cone of Cure, anyone?

    Possible idea: Maybe allow them to cast Symbol at a lower level?

    Damage modification: Maybe have a +2 damage per level in Runeforger? Or start out with d4s, move up to d6s at level 3, d8s at level 6, then d10s at level 9? Or just have flat d6s, but add another die at those levels?

    Possible idea 2: Permarunes. Take quite a bit of gold to make, but last forever? Maybe doesn't add to the weapon's +x modifier?

    Possible idea 3: Similar to the T.o.M.E. (Troubles of Middle Earth, an Angband clone) take on Runeforging, taking pre-existing runes and creating your own spells according to your skills? Might make some interesting loot.

    MechMantis on
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