Rune Classes (3.5e Variant Rule)

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Scales.png This page is of questionable balance. Reason: What does "defend upcoming magic/Psychic skills" mean? What does "the EXP curve is doubled" mean? Can you be more explicit about which base classes receive which "special feature"? How are these massively powerful features to be balanced?


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Rune Classes v1.0b

So the rule of Rune Classes is similar to Cross Class but the difference is that specific Class Combo can result in Rune Class.


Back to Main Page3.5e HomebrewRules The rules of acquiring Rune Class is simple.

First you need your "Base" class to level 10 and leave it be. Second get yourself either Wizard, Cleric, or Psion as the Rune Class.

The advantages of Rune Class includes Rune actions.

Runic Defense: Depending on what rune class you picked, you may defend upcoming magic/Psychic skills by rolling a d20 dice plus your modifier [INT] for arcane magics, [WIS] for Divine magics, and [WIS+INT] psychic. defending means only reducing damage equal to what you got to your roll.

Runic Skills: Rune Classes may store a rune class's spell or psychic skill into a memory. Performing attack will trigger the stored rune skill.

Once the rune class reached its level by 10, the base class and the rune class will level-up at the same time. This will give you the advantage of double level-up. However once both classes are level 10, the EXP curve is doubled.

Runic Vitality: Rune Classes have a special feature that let them survive attacks according to what base class were used.

Melee Types: Attack that may put you to incapacitated(-1~-9 HP) will save you with 1 HP remaining.

Ranged Type: When an attack that rolls more than one dice successfully landed, player choses either to roll a Reflex save to move away or a Fortitude save to stand still. Moving away will prevent all but one roll of damage to be done. Standing still will give you chance to survive incapacitating blow leaving you with 1 HP.

Magic-Users: When being attacked with an incapacitating blow, Magic-Users may deploy a force field that will avert ALL damage for that turn, but robs the character ability to act for that turn. Force field last about 5 minutes. But when attack wont incapacitate character, character are prompted to make a d10 roll determining how far you may teleport away from the attacker.

each double level-up Rune Classes are prompted to make a 2d10 HP bonus roll. each time you gain ability bonus you gain 2 instead.

A Rune Class can survive up to -20 HP. Downside is Heal check also required twice to succeed

Combination from Rune Classes are the following.

Fighter + Wizard = Runic Knight Fighter + Cleric = True Paladin Fighter + Psion = Witch Doctor

Ranger + Wizard = Elemental Sniper Ranger + Cleric = Spirit Guardian Ranger + Psion = Gatekeeper

more to come at v2 release

"defend upcoming magic/Psychic skills" means your on the defensive and your being attacked. "the EXP curve is doubled" means that the regular EXP curve(which is Lv1 > Lv2 needs 1000 EXP and further level needs 1000)

so it will become 2000/2000

by my calculation it will look like this Lv.1 ~ Lv.2<2000> Lv.2 ~ Lv.3<6000> Lv.3 ~ Lv.4<12000> Lv.4 ~ Lv.5<20000> Lv.5 ~ Lv.6<30000> Lv.6 ~ Lv.7<42000> Lv.7 ~ Lv.8<56000> Lv.8 ~ Lv.9<72000> Lv.9 ~ Lv.10<90000> Lv.10 ~ Lv.11<110000> Lv.11 ~ Lv.12<132000> Lv.12 ~ Lv.13<156000> Lv.13 ~ Lv.14<182000> Lv.14 ~ Lv.15<210000> Lv.15 ~ Lv.16<240000> Lv.16 ~ Lv.17<272000> Lv.17 ~ Lv.18<306000> Lv.18 ~ Lv.19<342000> Lv.19 ~ Lv.20<380000> Lv.20 ~ Lv.21<420000>

as i said with the special features, melee classes derives from class that is mostly melee like fighters, paladin, barbarian. this goes to ranged class being ranger and magic-user being cleric, wizard, druid and stuff... also bard is categorized as a melee.

and it is balaced by this terms.

as a melee, you wont die till you have only 1 HP left. this will give you chance to either retaliate or flee for your life.

as a range, avoiding it by doing a reflex save will save a weaker ranger by only getting one roll of the damage, or by standing still with a fortitude save will mimic the melee special feature.

however magic-user have a good advantage over the two since you can warp away from danger if you chose to warp away. this will give you your regular turn. however deploying the shield will rob you of your turn.

Rune Classes focuses on gamble attacks, as i said you can do whatever you want for that second chance you received instead of dying.

also you might think the rule is quite broken but it isnt.

also be noted that mixing magic-user is quite complicated. here how it works.

since magic-user incorporate the use of "Rune Class" as the "Base", you need to omit the "Base" magic-user from your selection of "Rune Class". that means you may only have a

Wizard + Cleric/Wizard + Psion Cleric + Wizard/Cleric + Psion Psion + Wizard/Psion + Cleric </nowiki>

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