Knight of the Mystic Runes (3.5e Prestige Class)

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Knight of the Mystic Runes
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Knight of the Mystic Runes[edit]

Certaintly, with most mages when they face off it's all about who happens to get the most powerful spell off first. But with those Knights of the Mystic Runes? They're not bespectacled librarians... they can give as good as they get.
—Hrathak, half-orc ranger, Hrathak's Guide to Aspiring Adventurers (only 5 gold crowns!)

A KotMR is to spellcasters what a fighter is to warriors; a combatant who can withstand the rigors of spells cast against him as well as able to return those attacks. However, the Knights of the Mystic Runes are far more than simply soldiers with arcane spells. Because of their disciplined training and diverse studies in preparation for the variety of foes they might face, they are far closer to scholars and philosophers who are tempered to withstand the challenges of combat.

Becoming a Knight of the Mystic Runes[edit]

Characters become a Knight of the Mystic Runes to have a spellcaster who is not only able to call forth the power of their most powerful spell at the right time, but also have the ability to augment their spell with greater effect or to dampen the effects of enemy spellcasters. Wizards are most likely to become KotMR, but Sorcerers or Bards with a high Intelligence score are equally likely to pursue this path. The investment of a level in a warrior class, such as fighter or duskblade, is beneficial but far from required.

Entry Requirements
Alignment: None. While the discipline to summon their complicated runes is uncommon in those of a more Chaotic bend, such an alignment is not prohibited.
Skills: Spellcraft (8 ranks), Knowledge arcana (5 ranks). Knowledge religion (5 ranks)
Feats: Combat Casting, Toughness, plus one Metamagic feat.
Spellcasting: Ability to cast one 3rd level arcane spell.

Table: The Knight of the Mystic Runes

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +0 +0 +2 Summon Mystic Rune,

Runic Defensive Magic +1

+1 level of existing arcane spellcasting class
2nd +1 +0 +0 +3 Insight into Lesser Mysteries +1 level of existing arcane spellcasting class
3rd +2 +1 +1 +3 Mettle +1 level of existing arcane spellcasting class
4th +3 +1 +1 +4 Runic Offensive Magic +1 +1 level of existing arcane spellcasting class
5th +3 +1 +1 +4 Runic Defensive Magic +2 +1 level of existing arcane spellcasting class
6th +4 +2 +2 +5 Bonus Feat +1 level of existing arcane spellcasting class
7th +5 +2 +2 +5 Insight into Lesser Mysteries +1 level of existing arcane spellcasting class
8th +6 +2 +2 +6 Runic Offensive Magic +2 +1 level of existing arcane spellcasting class
9th +6 +3 +3 +6 Runic Defensive Magic +3 +1 level of existing arcane spellcasting class
10th +7 +3 +3 +7 Insight into Greater Mysteries +1 level of existing arcane spellcasting class

Class Skills (4 + Int modifier per level)
<-list of class skills->.

Class Features[edit]

All of the following are class features of the Knight of the Mystic Runes.

Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a Knight of the Mystic Rune, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.


Summon Mystic Rune: At level 1, a Knight of the Mystic Rune has studied the mysteries of magic, observing how certain patterns enable them to either amplify their own spells or weaken the spells and spell-like effects cast by others. When a Mystic Rune is summoned, a glowing sigil appears before the KotMR, and disappears after its effect has finished. Because of the very noticeable nature of the glowing arcane mark, the Knight suffers a -10 to hide checks and observers have a DC 15 Spot (or Perception, in Pathfinder) check to notice the effect in action.

Runic Defensive Magic: A Knight of the Mystic Rune can summon a defensive magic rune to diminish the effectiveness of enemy spells and spell-like abilities. As an immediate action, the KotMR sacrifices a spell that they have prepared to summon a Defensive Rune in front of him. The Defensive Rune lasts for one round or until it is expended by using it to lower the DC of a spell. Only one Defensive Rune may be active at one time, and only once per round. This Defensive Rune can only affect one spell even if multiple spells were cast simultaneously, though the KotMR may choose which spell to use this ability on. The defensive rune lowers the save DC equal to the level of spell sacrificed plus the Knight's current bonus in defensive magic. This bonus is +1 at 1st, +2 at 5th, and +3 at 9th. Uses per day equal amount of times per day equal to their available uses of Summon Mystic Rune remaining.

  • Example - Tobias, a 1st level Knight of the Mystic Runes, is attempting to summon a defensive rune to resist the fireball heading towards himself and his group. He has a 2nd level spell available, which he burns for the effect. As 1st level KotMR, he has a +1 to his defensive magic, so the DC of the fireball spell is lessened by 3 (2+1=3).


Insight into Lesser Mysteries: At 2nd level, and again at 7th level, a Knight of the Mystic Runes benefits from his studies of the arcane and connectivity. He begins to become aware of patterns in the world around him, and benefits from these observations with an intuition in various fields. The KotMR may select one ability from the list below with every insight gained, to show the direction of their studies.

  • Blindsense: Twice per day for a number of rounds equal to the character's level in Knight of the Mystic Runes, the character gains blindsense 60'. This ability is accessed using a move action. If the KotMR advances sufficiently to gain two Insights into Lesser Mysteries may take this option twice and result in being able to use their blindsense four times a day.
  • Detect Evil/Good: At will, a Knight of the Mystic Runes can use this ability, as the spell. Good Knights recieve Detect Evil, Evil Knights recieve Detect Good, and Neutral Knights have to decide when choosing the ability which of the two options to have. A KotMR can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil (or good). While focusing on one individual or object, the Knight does not detect evil (or good) in any other individuals within range.
  • Detect Magic: At will, the Knight of the Mystic Runes can use this ability, as the spell. The use of this ability is considered a move action for the purposes of the Knight.
  • Hit the Ground Running: Twice per day, the Knight of the Mystic Rune can anticipate the flow of events and gain an insight bonus of +4 to their initiative roll. This bonus can only be used once each round. A Knight who has raised sufficiently to gain two Insights into Lesser Mysteries may take this option twice and result in being able to use this ability four times a day.
  • Influence Fate: Twice per day, the Knight of the Mystic Rune can declare a re-roll of any attack roll, saving throw, or skill check that they have just made. Regardless of the second result, the Knight must take the second of the two rolls. This ability may not be used more than once on the same roll. If the KotMR has raised sufficiently to gain two Insights into Lesser Mysteries, they may take this option twice and result in being able to influence fate four times per day.
  • Still Mind: The Knight gains a +2 bonus on saving throws against enchantment spells and effects.


Mettle: At 3rd level, a Knight of the Mystic Runes can resist magical and unusual attacks with great willpower or fortitude. If they makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as a spell with a half or Fortitude partial), they instead completely negates the effect. An unconscious or sleeping Knight of the Mystic Rune does not gain the benefit of mettle. (This ability is identical to the mettle ability gained by the Hexblade in The Complete Warrior.)


Runic Offensive Magic: At 4th level, a Knight of the Mystic Rune can summon an offensive magic rune that looks like a glowing sigil floating before the caster. As a move action, can summon the Offensive Rune, which increases the spell's DC and caster level equal to the bonus the KotMR has in Runic Offensive Magic. This bonus is equal to +1 at 4th and +2 at 8th. A Knight may attempt to augment their spell an equal amount of times per day equal to their available uses of Summon Mystic Rune remaining.


{{#anc:Bonus Feat: At 6th level, A Knight of the Mystic Rune gains a bonus feat. This feat must be chosen from the list of Metamagic Feats, Item Creation Feats, Eschew Materials, Spell Focus, Greater Spell Focus, Spell Mastery, Spell Penetration, or Greater Spell Penetration.


{{#anc:Insight into Greater Mysteries:

Campaign Information[edit]

Playing a Knight of the Mystic Runes[edit]

This section is not complete, and needs to be finished. Edit this Page

Combat: <-Typical role in combat->

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->

Resources: <-What kind of assistance members of this class can expect from each other including possible organizations->

Knights of the Mystic Runes in the World[edit]

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<-Some quote from a character of this class->

<-Where characters of this class fit in a d20 world->

NPC Reactions: <-How NPCs react to characters of this class->

Knight of the Mystic Runes' Lore[edit]

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Characters with ranks in <-the appropriate skills-> can research Knights of the Mystic Runes to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
11 <-not so common knowledge->.
16 <-rare information->.
21 <-very rare information->.
26 <-information so obscure that members of this class might not even know it->.

Knights of the Mystic Runes in the Game[edit]

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<-How characters of this class fit in the game (PC and NPC) and what roles they play->

Adaptation: <-Fitting this class in your campaign->

Sample Encounter: <-DM placement for NPC of this class->

EL whatever: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter->



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