Runemaster in The Skyrunner Tribe | World Anvil

Runemaster

Mystical Microcosms

Runemaster.png

Runemaster by Magic and Mayhem Blizzard Team (Samwise)

He merges brute strength with arcane magic, covering his body with mystic tattoos and often imbuing them with magical energies to increase his skill in hand-to-hand combat. While a runemaster shuns armor, this is more to prevent hindrances to inscribing his runes than to demonstrate his subtlety and finesse with unarmed strikes. Quite to the contrary, a runemaster prefers to get in the face of his enemies. Using little trickery or subterfuge, the runemaster takes down foes with toe-to-toe, all-out assaults, hammering them with tattooed fists and feet brimming with arcane power. Runic magic is considered primitive yet complex by most other races. -Wowpedia
 

Current Characters

Magic Group: Order

 

Base Class Ability

In order to understand and withstand the power of the Runes a Runemaster applies to their body they must have a very high will, magical ability, and be very smart overall. Their very body becomes a spell and their very voice becomes a castable attack. To withstand the raw power Runemasters build up their knowledge and spirit through meditation, learning, and lots of discipline both of body and mind.

Gain a +1 to both Intelect and Wisdom. All of your melee attacks now use the Spell Attack Roll instead of Melee Attack Roll and deal Blunt Force Damage which can break bones when rolled high enough reducing the turn rotation of a target from every turn to every other turn (Roll a 18 or higher). Additionally, due to the nature of the Runic Magic, you instantly fail any stealth check unless steps are taken beforehand as even when not being used the runes flicker with latent power that lights up an area.

 

Class Toolkit Abilities are a wide range of class spells and abilities that you can pick from. Each one will rank up to a level 2 version at level 4 which unlocks their most potent and versatile uses. You may pick 3 of these Class Toolkits to apply to your character but choose carefully. Once you choose you can only relearn new Abilities through completion of RP Quests which can replace abilities that you have learned that you wish to change.

Class Toolkit Abilities

Toolkit Ability Description Rank 1 Rank 2
Patterns of Rings Armor and most clothing interfere with the work of a Runemaster. Their movements are as much a part of a spell like any other part of them and so you will almost never find a Runemaster in more than is completely necessary for public decency. Fortunately, Runemasters understand the workings of the natural world and have learned how to protect themselves with runes. Understanding the strength of layers by studying the rings of ancient trees gain a +2 to Constitution. Understanding the strength of layers by studying the rings of ancient trees gain a +2 to Constitution and take on Glancing Blow with negates critical strikes of a physical nature against you such as melee and ranged attacks.
Patterns of Lightning Some Runemasters take in every natural phenomenon as a chance to learn about the Ley Line energies of the world and the patterns that it creates. Lightning storms are one of the most powerful displays of seeming random energy within the world and have filled the Runemaster with a deep understanding of movement, swiftness, and the nature of striking twice. Once per encounter empower yourself to strike an enemy twice in one round. Your second strike cannot critically strike but instead, if it does you will stun them for one round. Once per encounter empower yourself to strike an enemy twice in one round. Your second strike can critically strike and if it does deal 5 damage to the target.
Sigil Patterns Some Runemasters excel in the understanding of Sigils. Sigils are runes drawn on a large surface that have specific effects, most commonly to trap or harm the first thing that moves over or past the Sigil. These marks are a one time use tool that Runemasters can use to great effect with enough patience and planning. Only one Sigil can be places at a time. Place down a Sigil that traps the first creature to step into the Sigil's range. The stun lasts for 1 round and can be placed on any flat surface of sufficient size. You can disguise the Sigil with a Stealth Roll of 10 or higher. Place down a Sigil that traps and damages the first creature to step into the Sigil's range bringing the creature down to half health or dealing 3 damage if the creature is an Elite target. The stun lasts for 1 round and can be placed on any flat surface of sufficient size. You can disguise the Sigil with a Stealth Roll of 10 or higher.
Lone Wolf Some Runemasters choose not to waist their knowledge or skill on others and never bother to learn how to apply Runes to other people or objects. Rune Glyphs, and Marks are unavailable for the Runemaster to learn. The Lone Wolf Runemaster is skilled at working alone and has developed secrets that even other Runemasters do not know. Learn the Rune of the Flashing Blade which alters your melee attacks to do slashing damage instead of blunt force damage. Each attack you do with a roll of 18 or higher applies a stackable bleed effect that lasts one round dealing one damage. Stacks up to 3 times. Learn the Rune of the Flashing Blade which alters your melee attacks to do slashing damage instead of blunt force damage. Each attack you do with a roll of 18 or higher applies a stackable bleed effect that lasts two rounds dealing one damage. Stacks up to 3 times.
Mark and Glyph Patterns Learning the ability to put runes on other members of the party can greatly increase the total power of the group. This; however, takes many years of training and is most often done as a gift to those the Runemaster finds favorable. Marks are runes that are inscribed on a creature and are never permanent unless a very powerful bond between the Runemaster and the subject is created. Apply a single Mark or Glyph to any Willing target (or object of a target) that increases a skill by a +2 modifier for that encounter. The Mark or Glyph will fade after the encounter and carries with it the same stealth rules as the Runemaster themselves. Apply a single Mark or Glyph to any Willing target (or object of a target) to any three objects or creatures that increase a skill by a +2 modifier for that encounter. The Mark/Glyph will fade after the encounter and carries with it the same stealth rules as the Runemaster themselves. Choose to make this Permanent change to the character in question but you must create a strong bond with the character first as permanent runes require a bit of the Runemaster's spirit be placed into the magic, and the character must have at least a +3 Intellect.
 

Prestige Class Leveling Path

Level Feature
1 Selection of 1 Prestige Class Toolkit
2 Selection of 1 Prestige Class Toolkit
3 Selection of 1 Prestige Class Toolkit
4 Selections of Prestige Class Toolkit increases to Rank 2
5 Unlocking of a Special Action (2nd of 4)

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