Inaccurate?

Runecaster

(Player's Guide to Faerûn variant, p. 69)

Those that choose to master the ability to create runes of power are runecasters.

Requirements

Skills: Spellcraft 8 ranks , Craft (calligraphy) 8 ranks or Craft (gemcutting) 8 ranks or Craft (metaworking) 8 ranks or Craft (stonecarving) 8 ranks or Craft (woodcarving) 8 ranks

Feats: Inscribe Rune

Spells: Able to cast 3rd-level divine spells.


Hit die

d8

Skill points

2 + Int

Class Features

Weapon and Armor Proficiency: Runecasters gain no proficiency with any weapon, armor, or shield.

Spells per Day/Spells Known: When a new runecaster level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever divine spellcasting class granted him access to 3rd-level spells before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or rebuking undead, and so on), except for an increased effective level of spellcasting. This essentially means that he adds the level of runecaster to the level of whatever other divine spellcasting class granted him access to 3rd-level spells, then determines spells per day, spells known, and caster level accordingly.

If a character had more than one divine spellcasting class that granted access to 3rd-level spells before he became a runecaster, he must decide to which class he adds each level of runecaster for the purpose of determining spells per day and spells known.

Rune Craft (Ex): At 1st level, the runecaster gains a +1 bonus on Craft checks made to inscribe runes. This bonus increases to +2 at 4th level and to +3 at 7th level.

Number of Uses or Trigger Method Base Price Runecaster Level 2
One Spell level 1 × caster level × 50 gp
Charges 3 Spell level 1 × caster level × charges × 50 gp 3rd
Charges per day 3 Spell level 1 × caster level × charges × 400 gp 8th
Permanent (until Spell level 1 × caster dispelled) 4 level × 2,000 gp 8th
Works when touched Base cost
Works when read or passed Base cost × 2 3rd
1 A 0 -level spell counts as 1/2 level.
2 The minimum runecaster level to inscribe a rune of this type. "—" indicates the default ability granted by the Inscribe Rune feat.
3 If the spell has a component or XP cost, add that cost times the number of charges to the base price of the rune.
4 If the spell has a component or XP cost, add 100 times that cost to the base price of the rune.

Improved Runecasting (Su): As a runecaster rises in level, he gains the ability to create runes that function more than once and have different kinds of triggers. These extra features increase the cost of the rune, as shown on the table.

Works When Read or Passed: Any attempt to study, identify, or fathom a rune's meaning counts as "reading" the rune. Passing through any portal that bears a rune counts as "passing" it. To affect a target, a rune must have an unbroken line of effect to it and be within 30 feet of it.

A rune that is triggered when passed can be set for almost any special condition the runecaster specifies. Runes can be set to trigger according to physical characteristics (such as height or weight) or creature type, subtype, or race (such as drow or aberration). They can also trigger based on good, evil, law, or chaos, or a creature's patron deity. They cannot, however, be set to trigger by class, Hit Dice, or level. Runes respond to invisible creatures normally but are not triggered by creatures that travel past them ethereally. When placing a rune with a "pass" trigger, a runecaster can specify a password or phrase that prevents the rune from triggering.

Rune Power (Ex): When the runecaster reaches 2nd level, his runes become more potent. The DC for all attempts to erase, dispel, or disable his runes, and for caster level checks to overcome the spell resistance of their targets, increases by 1. This increase does not apply to the DC of the saving throw (if any) to resist a rune's effect. This increase rises to 2 at 5th level and to 3 at 9th level.

Maximize Rune (Ex): At 6th level, the runecaster can create runes whose effects are maximized, as if by the Maximize Spell feat, without a ltering the level o f the spell used to create the rune. Maximizing a rune adds 5 to the DC of the Craft check required to inscribe it.

Rune Chant (Ex): A 10th-level runecaster may cast any divine spell to which he has access at +1 caster level by tracing a rune in the air as an extra somatic component. For spells with a casting time of 1 action, using this ability increases the casting time to 1 full round. The casting time for all other spells increases by 1 round when rune chant is used. This ability cannot be used on stilled spells, and it does not function with the maximize rune ability.

Advancement

Level BAB Fort Ref Will Special Spells per Day/Spells Known
1st +0 +2 +0 +2 Rune craft +1 +1 level of existing divine spellcasting class
2nd +1 +3 +0 +3 Rune power +1 +1 level of existing divine spellcasting class
3rd +2 +3 +1 +3 Improved runecasting +1 level of existing divine spellcasting class
4th +3 +4 +1 +4 Rune craft +2 +1 level of existing divine spellcasting class
5th +3 +4 +1 +4 Rune power +2 +1 level of existing divine spellcasting class
6th +4 +5 +2 +5 Maximize rune +1 level of existing divine spellcasting class
7th +5 +5 +2 +5 Rune craft +3 +1 level of existing divine spellcasting class
8th +6 +6 +2 +6 Improved runecasting +1 level of existing divine spellcasting class
9th +6 +6 +3 +6 Rune power +3 +1 level of existing divine spellcasting class
10th +7 +7 +3 +7 Rune chant +1 level of existing divine spellcasting class

Class skills

Skill name Key ability Trained only Armor check penalty
Concentration CON no no
Craft INT no no
Diplomacy CHA no no
Heal WIS no no
Knowledge (arcana) INT yes no
Knowledge (religion) INT yes no
Profession WIS yes no
Spellcraft INT yes no

Also appears in

  1. Forgotten Realms Campaign Setting

Spells for Runecaster

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