Runemaster

More Magic and Mayhem (MMM)Updated WoW RPG (3.5)

Runemaster is a D&D 3.5 character class from MMM. Hit die d8; 4 + Int skill points per level.

Type
Base
Hit Die
d8
Skill Points
4 + Int

Class Skills

Advancement

LevelBABFortRefWillSpecial0123456789
1+0+2+0+2Enruned fists, runic attunement, runic magic, simple rune31--------
2+1+3+0+3Hastened empowerment, runic sense42--------
3+2+3+1+3Runic dispelling421-------
4+3+4+1+4Simple rune432-------
5+3+4+1+4Rune feat4321------
6+4+5+2+5Additional pattern4332------
7+5+5+2+5Simple rune44321-----
8+6/+1+6+2+6Runic attunement44332-----
9+6/+1+6+3+6-444321----
10+7/+2+7+3+7Rune feat, simple rune444332----
11+8/+3+7+3+7-4444321---
12+9/+4+8+4+8Additional pattern4444332---
13+9/+4+8+4+8Simple rune44444321--
14+10/+5+9+4+9-44444332--
15+11/+6/+1+9+5+9Rune feat444444321-
16+12/+7/+2+10+5+10Runic attunement, simple rune444444332-
17+12/+7/+2+10+5+10-4444444321
18+13/+8/+3+11+6+11Additional pattern4444444332
19+14/+9/+4+11+6+11Simple rune4444444433
20+15/+10/+5+12+6+12Rune feat4444444444

The runemaster is a mystic who sees the power and importance of ley lines. Moreover, those who study runes understand that these are not simply symbols of power - they are power. The runemaster seeks to become one with the land, but not in the fashion of druids. Rather, the runemaster desires to become a microcosm of the land, seeking to overlay his body with runes in the same fashion that the land itself is overlaid with patterns of ley lines. Most runemasters are heavily tattooed with runic patterns - not simply the unique ones that form the basis for rune families, but the so-called "simple runes" as well. Simple runes mimic patterns of ley energy that appear, again and again, in the

Weapon and Armor Proficiency: Runemasters are proficient with simple weapons, but not with any type of armor or shield. Armor of any type interferes with a runemaster's movements, which can cause his empowerments with somatic components to fail. Funds: 2d4 x 10 gp. Runic Magic: A runemaster has the ability to scribe and empower runes, as described in "The Runic Art" section of These runes are drawn from the rune pattern lists also found in Chapter 2. A runemaster does not prepare spells the way other arcane spellcasters do. Rather, a runemaster has a certain number of rune patterns that he simply knows, and he may empower any rune within those patterns by expending the appropriate level rune slot. A beginning runemaster knows three rune patterns. To scribe and empower a rune, the runemaster must have a Spirit score equal to at least 10 + the rune level. The DC for a saving throw against a runemaster's rune is 10 + the rune level + the runemaster's Spirit modifier. Like other spellcasters, a runemaster can empower only a certain number of runes of each rune level per day. (Empowering a rune is much like casting a spell.) His base daily rune slot allotment is given on Table 1-2: Runemaster Rune Slots Per Day. In addition, he receives bonus rune slots per day if he has a high Spirit score, just as though they were spell slots. To renew his runes, the runemaster must rest for 8 hours and then meditate for a number of minutes equal to the total rune slots to be regained. During this time, a runemaster may change his attunement to a rune pattern by spending an additional 10 minutes per pattern attunement changed. (See below.) Enruned Fists: The runemaster bears simple runes (see below) on his knuckles. Medium runemasters deal 1d6 points of nonlethal damage with their unarmed strikes, while Small runemasters deal 1d4 points of nonlethal damage. (These runes do not count against the runemaster's allotment of simple runes given below.)

Runic Attunement (Ex): A runemaster is capable of attuning himself to a single rune pattern that he knows, gaining special benefits and powers for doing so, as described under each rune pattern in Chapter 2. After he has rested and recovered rune slots, a runemaster may change the rune pattern to which he is attuned.

Simple Rune (Ex): The runes that make up the runic patterns are powerful and unique, based upon patterns of ley-line energy found nowhere else in all of Azeroth. These are not the only such patterns in nature, however. There are patterns that are not unique, but are found over and over in certain dynamic situations in nature. These repeating patterns are the basis for simple runes: sets of runes that only runemasters may use. Simple runes are tattooed to the skin of the runemaster. It isn't enough that the pattern be there - rather, the runemaster must understand how his own energy is like that of the ley line energy of the world around him, so that he can empower the pattern instinctively. Simple runes flicker with suppressed energy until the runemaster needs their power, then they blaze with brilliant potency. Characters can detect simple runes just as they can other runes (see Chapter 2: Enchantments, Runes and Brews, "The Runic Art," Detecting Runes). Simple runes radiate faint magic of no specific school. A runemaster begins with a single simple rune. As his understanding of the runes grows, he can add others. At 4th level and every three levels thereafter (7th, 10th, 13th, 16th and 19th level), the runemaster gains another simple rune. He must spend one hour per simple rune he already has, including the new one, in a tattooing ritual to gain the new runes (thus the ritual to gain his fourth simple rune takes 4 hours). Some of the runes have prerequisites, such as other simple runes or level requirements. All simple runes grant extraordinary abilities. • Rune of Flowing Water: The pattern of swift water flowing over a streambed, the rune of flowing water speeds the movements of the runemaster. When taking the full attack action, he may make an extra unarmed attack at his highest base attack bonus, but all of his attacks that round take a -2 penalty. • Rune of Glowing Coals: The pattern that heated coals make in the air above them, the rune of glowing coals grants the runemaster +1 bonus on damage rolls with his unarmed attacks. This rune may be taken more than once, and its effects stack. ≠• Rune of Leaping Sparks: The pattern left in the air by the passage of sparks from a fire, the rune of leaping sparks lightens the body and aids the jumps of a runemaster, granting him a +10 bonus on Jump checks. In addition, his height no longer limits his vertical distance. • Rune of the Mangroves: The pattern of mangrove roots in brackish swamp water, the rune of the mangroves grants the runemaster immunity to non-magical poisons and diseases. Prerequisite: 5th level. • Rune of the Oaks: The pattern of rings that develop within the trunk of an oak as it ages, the rune of the oaks grants the runemaster a +1 natural armor bonus to AC. This rune may be taken more than once, and its effects stack. • Rune of Perfect Steel: The pattern that the energy flowing through perfectly-crafted steel creates, the rune of perfect steel is tattooed to the back of a runemaster's hands, allowing him to deal lethal or nonlethal damage with his unarmed attacks without penalty. (He makes the choice each time he attacks.) • Rune of Pounding Surf: The pattern of the eternal waves pounding the shore, the rune of pounding surf allows a runemaster attacking with the rune of flowing water to make two additional attacks, rather than one. Prerequisites: 11th level, rune of flowing water. • Rune of Raging Flames: The pattern flame leaves in the wake of grasslands fire, the rune of raging flames grants the runemaster +10 feet to his base land speed. This rune may be taken more than once, and its effects stack. • Rune of Sighing Winds: The pattern of winds through the branches of trees, the rune of sighing winds grants the runemaster a +1 dodge bonus to AC. This bonus is lost if the runemaster is denied his Agility bonus to AC. This rune may be taken up to three times; each time it is taken, the bonus doubles (to +2 the second time it is taken, and +4 the third time). • Rune of Starlight: The pattern that results from heavy starlight upon rock, the rune of starlight allows the runemaster to foresee those attacks that are aimed at him, allowing him to add his Spirit bonus to his AC, as long as he is unencumbered and unarmored. These bonuses apply even against touch attacks, or when the runemaster is caught flat-footed. He loses this bonus when immobilized or helpless, when he wears any armor, when he carries a shield or when he carries a medium or heavy load. • Rune of Thundering Waterfalls: The pattern of swift water over a cliff, the rune of thundering waterfalls reduces the penalty on attacks made with the rune of flowing water to +0 (instead of -2). Prerequisites: 5th level, rune of flowing water.

Hastened Empowerment (Ex): A runemaster may empower a rune that is scribed or tattooed as a permanent mark on his body as a move action. The rune's normal empowerment time must be a standard action, and he may only do this a number of times per day equal to half his level in the runemaster class. Empowering a rune in this way still provokes attacks of opportunity. (See Chapter 2: Enchantments, Runes and Brews, "The Runic Art," for more information on marks and empowering runes.)

Runic Sense (Su): At 2nd level, the runemaster can sense the presence of runes in his vicinity. The runemaster can use detect magic at will, though this effect only detects runes of a level equal to or lower than the runes that he can cast. The runemaster gains a +2 bonus on Spot checks to notice runes of a higher level.

Runic Dispelling (Ex): At 3rd level, the runemaster may infuse another rune with some of his own power, overloading its empowerment and destroying it. He must make a Spellcraft check (DC 10 + level of the rune). If this check succeeds, he may touch the rune, expend a rune slot of at least equal level, and make a caster level check (DC = 11 + the level of the caster who created the rune). Dispelling a rune in this way is a standard action that provokes attacks of opportunity. The rune itself remains behind, unless it was spontaneously scribed, and can be empowered again.

Rune Feat: At 5th level and every 5 levels thereafter (10th, 15th and 20th), the runemaster gets a bonus feat chosen from the rune feats later in this chapter. He must meet all the prerequisites for his bonus feat.

Additional Pattern: At 6th, 12th and 18th level, the runemaster gains Additional Pattern as a bonus feat.

Runic Attunement: At 8th and 16th level, the runemaster gains Runic Attunement as a bonus feat.