Rune Girl (3.5e Class)

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Good Guy, Strong Spellcaster

A Rune Girl is a girl with the power to read mystical runes, channeling their power into devestating spells

Rune Girl

Rune Girls have the inate ability to read mystical writings within books, called runes. A Rune Girl is intelligent and never leaves home without her book

Making a Rune Girl

Rune Girls are natural spellcassters, able to devastate foes with their Rune Magic, but are physically weak and clumsy

Abilities: A Rune Girl's most invaluable ability is WIS as it dictates how many Runes she may learn and how effective they are. DEX is another good ability to have as Rune Girls are not great melee fighters and need to be able to dodge attacks

Races: Human

Alignment: Good or Evil, depending on the magic they use

Starting Gold: That of a wizard

Starting Age: Rune Girls usually discover their abilities at 11 0r 12, making them young


Table: The Rune Girl

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +1 +1 Rune Magic, Quicken spell, Read Book
2nd +1 +0 +2 +2 Clumsy
3rd +2 +0 +3 +3
4th +2 +1 +4 +4 Runic Descriptor, Book slam!
5th +3 +2 +5 +5 Rune Magic; 2nd, Angelic Runes
6th +3 +3 +6 +6 Land mines
7th +4 +4 +7 +7 Book of Holding
8th +4 +5 +8 +8
9th +5 +6 +9 +9 Rune Magic; 3rd, Runic Veil
10th +5 +7 +10 +10 Pow Hammer!
11th +6 +8 +11 +11
12th +6 +9 +12 +12 Angelic Runes; Improved
13th +7 +10 +13 +13 Rune Magic; 4th, Shock!
14th +7 +11 +14 +14 My Book as a shield
15th +8 +12 +15 +15 Runic Teleport
16th + 8 +13 +16 +16
17th +9 +14 +17 +17 Rune Magic; 5th, Runic Destruction
18th +9 +15 +18 +18
19th +9 +16 +19 +19
20th +10 +17 +20 +20 Great Amazing Powerful Rune!

Class Skills(4+ INT modifier x4)

Decipher Script, Knowledge (Arcana), Knowledge (Nature), Heal, Hide, Spellcraft, Use Magical Device 


Contents

[edit] Class Features

Weapon and Armor Proficiency: Rune Girls are proficient in using their book as a weapon, but is not able to wear any armor

Rune Magic: A Rune Girl has the great ability to read runes and shape them into magic. At 1st level and every 4th onward, she gains the following Rune Magic. If the Rune Girl loses her book or it destroyed, she loses all magic she knew until she either finds her book, or trains under another Rune Girl

Rune Magic; 1st: Uses Per day (5 + 1/2 WIS mod)

Crushing Prism: The Rune Girl flips through her book, surrounding the enemy in a hexagon shaped rune. By slamming her book shut, the rune crushes the target trapped inside. Deals 1d6 +1 per level (max +15)

Searing Beams: The Rune Girl reaches into her book, tossing a rune in the air that shoots magical beams at the enemy. Deals 3d4 + 1/2 her WIS mod

Rune Magic; 2nd: Uses per day (3 + 1/2 WIS mod)

Rune of Warding: The Rune Girl searches through her book, creating a large ward. Creatures within the ward (40 feet) get a -5 penalty to their base speed and a -2 to their attack rolls (lasts 1d4 rounds)

Rune of Protection: The Rune Girl touches a page in her book, giving her hands positive energy. Target gains +2 damage reduction (must be able to touch target)

Rune Magic; 3rd: Uses per day (2 + 1/2 WIS mod)

Death Ward: The Rune Girl radiates with Runic energy, cursing her enemy with a luckless Ward. The next melee attack made on the target becomes a Critical hit

Runic Line: The Rune girl studies her Runes, shooting a line like laser across the battlefield. Line is a ray that extends in front of the Rune Girl 60 feet and is 10 feet wide. Deals 1d12 + 1 per level (max +20) to all creatures within line of ray

Rune Magic; 4th: Uses per day (1 + 1/2 WIS mod)

Spirit Arrows: The Rune Girl opens her book, shooting multiple arrows of pure energy at her opponents. Deals 6d6 + WIS mod damage to target creature or creatures within 45 feet

Rune Magic; 5th: Uses per day (her WIS mod)

Runic Barrier: The Rune Girl throws her book in the air, creating a magical barrier. All allies within a 40 foot radius gain a +8 to AC and a 1d12 + their CON mod to their Hit Points

Quicken Spell: At 1st level, the Rune Girl gains Quicken Spell as a bonus feat

Read Book: At 1st level, the Rune Girl has not yet mastered her spells. Until 6th level, each turn, as a free action, the Rune Girl must read her book extensively. The book shoots out a 1d6 bolt of random element damage. 20% chance to hit ally

Clumsy: at 2nd level, the Rune Girl has horrible balance and coordination, getting a -2 penalty on balance, tumble, move silently, and jump checks. Also, during combat, when a Rune Girl moves, she must make a balance check every 20 feet of movement (DC is 15 + 1/2 her level) if she fails, she trips and falls. If she trips while moving near an enemy, they take a 1d6 + the Rune Girl's STR mod, but they get an AoO

Runic Descriptor: At 4th level, The Rune has become a master at reading magic and things of the like. Gains a +10 on Decipher script checks involving Runes or magic

Book Slam!: At 4th level, the Rune Girl uses her book not only for the bases of her devastating spells, but as a powerful weapon. The Rune Girl lobs her book into the air, chanting in Runic language, causing the book to grow twice it's size, crushing the opponent. Rolls attack and adds WIS to her roll instead of STR. If it hits, it deals 1d6 damage + STR mod (REF for half damage)

Angelic Runes: At 5th level, The Rune Girl touches a nearby ally with a positive Rune, mending their wounds miraculously. Heals touched target 2d8 + WIS mod (uses up one of her Rune Magic uses per day (your choice on what level)

Land Mines: At 6th level, the Rune Girl may use up one of her Rune Magic uses per day (your choice on level) to place a 5 foot Rune on the ground. Any creature that steps on the Rune takes 1d20 of fire damage (REF for half damage) may place a max of three per round, each taking up one use of Rune Magic

Book of Holding: At 7th level, the Rune Girl's book is embedded with Runes that make it never ending, giving her book a similar effect of a bag of holding

Runic Veil: At 9th level, the Rune Girl's skin is enchanted with invisible protective Runes, giving her a +2 resistance to all elemental damage

Pow Hammer!: At 10th level, the Rune Girl may go arms length into her book, pulling a large toy hammer out and tossing it at her enemy. Deals 1d12 damage +1 every 2 levels and target becomes stunned, FOR save negates stunned with a DC of (15 + 1/2 her level)

Angelic Runes; Improved: At 12th level, Angelic runes now heals 3d8 instead of 2d8

Shock!: At 13th level, the Rune may open her book in front of her, shooting a cone of electrical Runic magic at creatures with 35 feet. Deals 3d8 electrical damage + her WIS mod to creatures within cone (REF save for half)

My Book as a Shield: At 14th level, the Rune Girl may chant in Runic language, turning her book into a large tower shield, protecting her. Once per round, when the Rune Girl is selected as an attack target, she may roll a spellcraft check DC of (1/2 their attack roll) if she suceeds, the Runic shield absorbs their attack, completely missing the Rune Girl

Runic Teleport: At 15th level, the Rune Girl has mastered her Runes, allowing herself to travel far distances with them. Once per day, the Rune Girl may use up three Rune Magic uses (your choice of what level) and teleport 60 feet away. Usable once per day

Runic Destruction: At 17th level, the Rune Girl has become an expert at manipulating Runes. Once per day, the Rune Girl may use up five Rune Magic uses (your choice of what level) to crush a creature within 50 feet of her to death with a dangerous run, killing them outright

Great Amazing Powerful Rune!: At 20th level, the Rune Girl has mastered her most powerful Rune magic. Once per three days, the Rune Girl may draw a large Rune on the ground. While standing inside, the Rune Girl chants a mysterious spell in Runic, causing the Rune to expand to all creatures in the area. Deals 10d12 damage + WIS mod to all opponents and heals all allies 8d8 + WIS mod Hit Points, but she becomes exhausted (-4 CON, -4 DEX, -2 AC) and cannot act during her next turn


[edit] Ex Rune Girl

A Rune Girl who loses her book, gets her book damaged, or destroyed; would lose all runic abilities as well as book abilities but maintains her clumsy ability until the book is found, repaired or recreated. If a Rune Girl has to recreate her book she must spend X amount of days to rewrite any and all lost materials where X is equal to the amount of HD the Rune Girl possessed when the book was damaged.

[edit] Campaign Information

Religion = Rune Girls tend not to believe in any specific religion because of their clumsiness they often fall prey to others jokes so a Rune Girl will usually avoid organized religion.

Other Classes = Runes Girls are usually seen travelling with fellow members of the craft as they seem to fit in the most with people who use the same kind of magic they do.

Combat = Rune Girls are frail when it comes to taking damage but are easily one of the stronger damage dealers in a party. They will usually attack from a range so that their stronger more sturdy members can't keep their opponents attention off of the Rune Girl.

Daily Life = The Rune Girls who are accustom to travelling spend their days moving from place to place seeking people who might be in need of her services but usually don't stay long as the lure of adventure usually wins them over.

[edit] Rune Girl Lore

Characters can research Rune Girls 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
5 Rune Girls appear as an ordinary spellcaster with a slight difference in power.
10 Rune Girls are more powerful spell casters then the typically mage but are clumsy.
15 Rune Girls get most of their power from their books and should be watched carefully if ever angered and holding the book.
20 Rune Girls at a very young age learn how to tap into the infinite powers of arcane and are capable of destroying anything in their paths.

[edit] Playing a Rune Girl

Religion: Religion depends on the family the Rune Girl comes from

Other Classes: Does not get along with any Arcane spellcasting class, as they see themselves superior

Combat: Can be flinging Rune Magic from the back of the party, or be lobbing enemies with her book in the front row, but back row is safer

Advancement: Any class that can manipulate runes or cast powerful spells

[edit] Rune Girl's in the World

"Here it comes, ahehe!"




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