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Runologists recognize the inherent power of the written word - how primal characters, connected in the right way, can carry strength as deep as any other path to magical power. By studying the primal runic language, they develop the ability to cast spells merely by writing words down. Unfortunately, their ability to memorize suffers from carrying this power - forcing them to spend time preparing their spells each morning. From a play standpoint, Runologist is a derivative of the D&D 3.5 Wizard class. It is primarily meant as an NPC class, but it may have its uses for PCs as well - in particular, because it is the only class with access to full Arcane ''and'' Divine spells. Runologists, with their wide breadth of knowledge, often work as magical detectives, being able to identify spells - and remnants of spells - better than anyone else. It is also a solid class for item crafting specialists, since preparing a spell isn't a problem during item construction for that spell. In [[Amorcul Academy]], Runology is considered a police-oriented major or minor due to it's talent for spell identification - Runologists often have Lawyer, Forensic Criminologist, or other judicial-related minors (though Runologist/Warlords make for top-notch general police). On the other side of the spectrum, a Runologist/Rogue makes for an ''excellent'' phantom thief type. Runologists are also common in construction work - both on the item and the building scale. Adventuring-primary Runologists are rare but not unheard of - often taking a combat-focused major, and considering their spellcasting abilities an incidental advantage. == Basics == {|border=1px !Level !!BAB !!Fort !!Ref !!Will !!Special !!0th !!1st !!2nd !!3rd !!4th !!5th !!6th !!7th !!8th !!9th !!10th |- |'''1st''' || +0 || +0 || +0 || +2 || Runic Transcription, Magic Analysis || 3 || 1 || - || - || - || - || - || - || - || - || - |- |'''2nd''' || +1 || +0 || +0 || +3 || Translate Scrolls || 3 || 2 || - || - || - || - || - || - || - || - || - |- |'''3rd''' || +1 || +1 || +1 || +3 || - || 3 || 2 || 1 || - || - || - || - || - || - || - || - |- |'''4th''' || +2 || +1 || +1 || +4 || - || 4 || 3 || 2 || - || - || - || - || - || - || - || - |- |'''5th''' || +2 || +1 || +1 || +4 || Runic Secret, Stashless Prep || 4 || 3 || 2 || 1 || - || - || - || - || - || - || - |- |'''6th''' || +3 || +2 || +2 || +5 || - || 4 || 3 || 3 || 2 || - || - || - || - || - || - || - |- |'''7th''' || +3 || +2 || +2 || +5 || - || 4 || 4 || 3 || 2 || 1 || - || - || - || - || - || - |- |'''8th''' || +4 || +2 || +2 || +6 || - || 5 || 4 || 3 || 3 || 2 || - || - || - || - || - || - |- |'''9th''' || +4 || +3 || +3 || +6 || - || 5 || 4 || 4 || 3 || 2 || 1 || - || - || - || - || - |- |'''10th''' || +5 || +3 || +3 || +7 || Runic Secret || 5 || 4 || 4 || 3 || 3 || 2 || - || - || - || - || - |- |'''11th''' || +5 || +3 || +3 || +7 || - || 5 || 5 || 4 || 4 || 3 || 2 || 1 || - || - || - || - |- |'''12th''' || +6/+1 || +4 || +4 || +8 || - || 5 || 5 || 4 || 4 || 3 || 3 || 2 || - || - || - || - |- |'''13th''' || +6/+1 || +4 || +4 || +8 || - || 6 || 5 || 5 || 4 || 4 || 3 || 2 || 1 || - || - || - |- |'''14th''' || +7/+2 || +4 || +4 || +9 || - || 6 || 5 || 5 || 4 || 4 || 3 || 3 || 2 || - || - || - |- |'''15th''' || +7/+2 || +5 || +5 || +9 || Runic Secret || 6 || 5 || 5 || 5 || 4 || 4 || 3 || 2 || 1 || - || - |- |'''16th''' || +8/+3 || +5 || +5 || +10 || - || 6 || 6 || 5 || 5 || 4 || 4 || 3 || 3 || 2 || - || - |- |'''17th''' || +8/+3 || +5 || +5 || +10 || - || 6 || 6 || 5 || 5 || 5 || 4 || 4 || 3 || 2 || 1 || - |- |'''18th''' || +9/+4 || +6 || +6 || +11 || - || 6 || 6 || 5 || 5 || 5 || 4 || 4 || 3 || 3 || 2 || - |- |'''19th''' || +9/+4 || +6 || +6 || +11 || - || 7 || 6 || 6 || 5 || 5 || 5 || 4 || 4 || 3 || 2 || 1 |- |'''20th''' || +10/+5 || +6 || +6 || +12 || Runic Secret || 7 || 6 || 6 || 6 || 5 || 5 || 4 || 4 || 3 || 3 || 2 |} '''HD:''' d4 '''Prowess:''' A Runologist gains two Prowess per level. '''Skills:''' A Runologist is trained in the Mage and Scribe skill sets and chooses one other. If using Skill Points, a Wizard gains 2+INT skill points per level, and is trained in one additional set of choice. '''Proficiencies:''' Runologists are proficient in all simple weapons, plus any one weapon group of their choice, but not with armor or shields. Runologists do not move as much in spellcasting as Wizards - remove 10% from any Armor-induced Arcane Spell Failure Rates if they gain proficiency in that armor by other means (such as a secondary class or feat). (That is, a Spell Failure rate of less than 10% becomes 0%, a Spell Failure rate of 15% would become 5%, etc.) '''Runic Transcription:''' Runologists automatically learn the Runic language - a written-only, "secret" language that they acquire at 1st level. This language is the basis of their spellcasting, but is also used to communicate with other Runologists. Non-Runologists ''can'' potentially learn the language, but ''never'' at 1st level (they must take ranks in Speak Language, or a relevant feat or other way to get the language, ''and'' a Runologist must teach them). Runic writings are either "powered" or "unpowered" - "unpowered" writings are the way that runic magic is written into books, while "powered" writings are ready for spellcasting. (Knowing how to "power" a spell is strictly unlearnable by non-Runologists, but knowing how to ''recognize'' powered Runes isn't so difficult). '''Magic Analysis:''' Runologists, being able to learn both Arcane and Divine magic, are closer to the purest nature of magic than most others, and thus can better recognize spells, their meanings, and magic-related phenomona. If using Hero Value-based skills, their base Hero Value is equal to their level (rather than half their level) for Spellcraft, Knowledge (Arcana), Knowledge (Religion), and Knowledge (The Planes) checks. Otherwise, they gain one skill rank per level in each of the skills, even if the skill is cross-class for them - these ranks ''can'' bring them over the max, but if one's skill level is at or over the max, they cannot put further ranks into it. They can even use these skills to recognize specific spells from secondary evidence long after they have been cast. '''Spellcasting:''' Runologists use the runic language as the basis of their spellcasting, preparing spells by writing them on tiny slips of specially prepared paper. This preparation requires the focusing of arcane power, something they can only do so much of in one day - most do so all at once. They may draw from the Sorcerer/Wizard ''and'' Cleric spell lists. Prepared spell sheetss lose their power whenever the Runologist takes an extended rest - the paper wiping blank for reuse. A high Intelligence score provides extra spells per day. To learn, prepare, or cast a spell, the Runologist must have an Intelligence score at least 10 above the spell's level (10 for 0-level spells, 11 for 1st-level spells, etc.). The DC for saving throws against their spells is 10 + the spell level + the Runologist's Intelligence modifier. The actual act of casting a spell involves holding the correct rune in between two fingers, speaking a translation of the runes aloud (the translation doesn't have to be literal, but have to be close - anyone who recognizes the language gets a +4 bonus to their Spellcraft check to identify the spell being cast) and waving both hands around in a series of symmetrical motions, ending in the spell being triggered, the paper burning up as the effect takes form. A Runologist can know any number of spells, but must store them (unpowered) in written form in a spellbook. Refreshing their spells requires a full rest and then an hour studying the book as they copy their day's spells. '''Spellbooks:''' Runologists' spell books don't look much like those of wizards, in no small part because of their generally having a thin sheet of etched rock for a front cover, but serve the same function. A Runologist needs their spell book to prepare any spell, except for 0-level ones. Runic spells are, in complete form, a single word equal in length to the spell's level, plus one, squared characters. (0-level spells are thus single runes.) Preparing the word for casting often uses shortcuts, combining as many as twenty runes into one unreadable mess that nonetheless channels the magical meanings correctly. Thus, they don't take a log of space - a one-hundred page spellbook has one thousand "lines", a complete spell and relevant notes typically taking a number of lines equal to its spell level - three 0-level spells on one line. A Runologist's first spellbook - usually the only one they'll have at 1st level - is half-filled with their notes on the Runic language, useless for casting. The remaining 500 lines devote 100 lines to every single 0-level spell in the campaign (even if this somehow turns out to be more than would ''fit'' normally), and one line each for one first-level spell per point of Intelligence modifier, plus three. '''Translate Scrolls:''' At 2nd level, Runologists improve their talent with the Runic language, becoming better able to translate arcane and divine writings to and from it. They gain ''Scribe Scroll'' as a bonus feat, and can translate scrolls of Wizard/Sorcerer or Cleric spells into Runic so that they can write the spell into their spellbooks. '''Runic Secret:''' At every 5th level, a Runologist gains a bonus feat, letting them take a metamagic, item creation, or (GM's ruling) obviously spellcasting-related feat. These feats are ''in addition'' to their general feats. '''Stashless Prep:''' At 5th level, a Runologist develops their techniques for producing powered writings to the point where they can do so even if they lack the general supplies - they can now use ordinary paper (or even parchment!) and ink. === Wait, where's specialization? === Runologists do not specialize. Those who want the advantages of specialization should take [[d20r:Wizard | the Wizard class]], which is inherently specialized in d20r.
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