Inscriber
Inscriber is a D&D 3.5 character class from MMM. Hit die d6; 2 + Int skill points per level.
- Type
- Base
- Hit Die
- d6
- Skill Points
- 2 + Int
Class Skills
Advancement
| Level | BAB | Fort | Ref | Will | Special |
|---|---|---|---|---|---|
| 1 | +0 | +0 | +0 | +2 | Scribe Scroll, arcana, Inscribe Runes |
| 2 | +1 | +0 | +0 | +3 | - |
| 3 | +1 | +1 | +1 | +3 | - |
| 4 | +2 | +1 | +1 | +4 | Arcana, Lesser Runic Mysteries |
| 5 | +2 | +1 | +1 | +4 | Bonus feat |
| 6 | +3 | +2 | +2 | +5 | - |
| 7 | +3 | +2 | +2 | +5 | - |
| 8 | +4 | +2 | +2 | +6 | Arcana, Runic Mysteries |
| 9 | +4 | +3 | +3 | +6 | - |
| 10 | +5 | +3 | +3 | +7 | Bonus feat |
| 11 | +5 | +3 | +3 | +7 | - |
| 12 | +6/+1 | +4 | +4 | +8 | Arcana, Runic Attunement |
| 13 | +6/+1 | +4 | +4 | +8 | - |
| 14 | +7/+2 | +4 | +4 | +9 | - |
| 15 | +7/+2 | +5 | +5 | +9 | Bonus feat |
| 16 | +8/+3 | +5 | +5 | +10 | Arcana, Greater Runic Mysteries |
| 17 | +8/+3 | +5 | +5 | +10 | - |
| 18 | +9/+4 | +6 | +6 | +11 | - |
| 19 | +9/+4 | +6 | +6 | +11 | - |
| 20 | +10/+5 | +6 | +6 | +12 | Bonus feat |
Inscriber is an arcanist path. It uses the arcanist hit die, class skills, base attack bonus, and saves, and adds the features below.
Inscribers are arcanists who have discovered the strange arts of rune-casting: a technique for channeling the arcane energy inherent in the world without the risk of arcane corruption. The inscriber is not a runemaster, for he pursues the arcane knowledge and spellcasting techniques of all arcanists; he seeks to add the powers of runes to his repertoire, as well. Runemasters look upon inscribers with some measure of hesitation, for they are proof that there is a connection between the "pure" arts of rune- casting and the more vulgar magics of mage, warlock and necromancer. In the meantime, inscribers seek out runemasters to teach them new runes, as well as written works that describe the
Additional Class Skill: Spot (Spt).
Arcana: Inscribers gain the following arcana abilities:
Inscribe Runes: An inscriber has the ability to create and empower runes. Unlike the runemaster, he does not learn whole patterns; instead, an inscriber may prepare individual runes as though they were arcane spells. He keeps runes in his spellbook, just like other arcane spells. Like other arcanists, the inscriber gains one free spell of his specialty per level; the inscriber chooses these spells from the runes he knows. At the beginning of every day, when the inscriber prepares his spells, he may attune himself to a rune pattern from which he has prepared at least one rune (see Chapter 2: Enchantments, Runes and Brews, "Rune Patterns" for the benefits of attunement).
Lesser Runic Mysteries: The arcanist can cast any 0, 1st or 2nd-level arcanist spell as a rune instead of a normal spell. When he prepares spells, he must make the choice to prepare each spell as a rune or as a spell. See the " Arcane Spells as Runes" sidebar for details.
Runic Mysteries: The arcanist can cast any 3rd, 4th or 5th-level arcanist spell as a rune instead of a normal spell. When he prepares spells, he must make the choice to prepare each spell as a rune or as a spell. See the " Arcane Spells as Runes" sidebar for details.
Runic Attunement: The inscriber gains Runic Attunement as a bonus feat. (This feat is found with other, new rune feats at the end of this chapter.)
Greater Runic Mysteries: The arcanist can cast any 6th, 7th or 8th-level arcanist spell as a rune instead of a normal spell. When he prepares spells, he must make the choice to prepare each spell as a rune or as a spell. See the " Arcane Spells as Runes" sidebar for details.
Arcane Spells as Runes Inscribers learn, through the exploration of the runic mysteries, to cast certain arcanist spells as runes. This change has the following effects on such spells: • The spell must be empowered into a rune, as runes are. The inscriber does this by creating spontaneous, scribed or permanent runes (see Chapter 2: Enchantments, Runes and Brews, "The Runic Art," for details). • The spell's components change. Runes do not have verbal components, and have somatic components only if the original spell had them. All runes have the material/focus component, even if the spell does not - however, if the original spell possesses a material or focus component, casting that spell as a rune changes the nature of that material or focus to the runes themselves (as with other runes). The only exception is with material components (but not focuses) with a gold piece cost; such components must still be supplied. • The spell's range remains the same, unless the inscriber casts it as a spontaneous rune, in which case the range is touch. • See Chapter 2: Enchantments, Runes and Brews, "The Runic Art," Destroying Runes for details on destroying runes. • The following arcanist spells become marks: 0-level: detect magic, read magic, resistance ; 1st-level: charm person, comprehend languages, disguise self, mana shield, protection from evil, shadow meld; 2nd-level: detect thoughts, invisibility, mirror image, reduce person*, resist energy, see invisibility, touch of idiocy ; 3rd-level: clairaudience/ clairvoyance, dispel magic (targeted), gaseous form, hold person, nondetection, suggestion, tongues ; 4th-level: charm monster, confusion, dimension door, dimensional anchor, geas (lesser), invisibility (greater), locate creature, resilient sphere, stoneskin; 5th-level: break enchantment, dismissal, dominate person, hold monster, sending, telepathic bond ; 6th-level: dispel magic (greater) (targeted), geas/quest, true seeing; 7th-level: insanity, scrying (greater), spell turning; 8th-level: sending, discern location, protection from spells. * See Chapter 3: Power Overwhelming. • The following arcanist spells become glyphs: 1st-level: identify; 3rd-level: nondetection; 5th-level: passwall; 6th-level: legend lore. • The following arcanist spells become sigils: 0-level: ghost sound, silent image ; 1st-level: alarm; 3rd-level: dispel magic (area), major image ; 4th-level: detect scrying, globe of invulnerability (lesser), phantasmal killer, reduce person (mass)*, solid fog ; 5th-level: persistent image, wall of force ; 6th-level: antimagic field, dispel magic (greater) (area), suggestion (mass); 7th-level: banishment, hold person (mass), invisibility (mass), plane shift; 8th-level: telekinetic sphere. * See Chapter 3: Power Overwhelming. • Arcanist spells not on the above lists cannot be cast as runes. Spells from other path lists cannot be turned into runes, either. The GM must determine what spells (if any) from the arcanist list that are not in the World of Warcraft RPG core rulebook may be turned into runes.