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Custom C&C character classes (non PHB)

Posted: Mon Nov 19, 2007 8:54 pm
by Alcahaelas
Wondering if anyone has customed/converted character classes for C&C that are not shown in the PHB? I do have the netbook of classes pdf that I found somewhere (forget which site) that contains such classes as the Friar, Marksman, Spellsword, etc. Also have the Necro class pdf that was posted up on these forums.

Wondering if other such classes have been created and, if so, does anyone have links to them or know where I can find them? Or maybe I can get a doc or pdf emailed to me if you have such resources?

Thanks in advance!
email: alcahaelas@hotmail.com
_________________
I am not a hamster and Life is not a wheel.
gideon_thorne wrote:
There are lots of explanations that a clever CK can use to bullshit any roll.

Posted: Tue Nov 20, 2007 12:58 am
by serleran
Nope, I only created something that easily allows such things to be created. Its useless, though. ;)

Posted: Tue Nov 20, 2007 1:57 am
by Treebore
Didi you find my Runemark?
_________________
The Ruby Lord, Earl of the Society

Next Con I am attending: http://www.neoncon.com/

My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames

Posted: Tue Nov 20, 2007 2:45 am
by Alcahaelas
serleran wrote:
Nope, I only created something that easily allows such things to be created. Its useless, though.
Well, that's better than nothing I suppose, unless it IS truly useless--and even then I'm curious enough to read it.
I like diversity in my campaigns and though I have the 13 archetypes and 16 other classes via the documents I mentioned in my first post, I'm always looking for more ideas to see how they'll mesh with the way I run my games. In the "old days" of AD&D I had created a few classes, too, but after the long absence and picking up C&C for my new campaign (now that my boys are old enough and expressed interest), it's time to look for more materials to broaden the scope. Modules, resource materials, all kinds of stuff.

What I really like, though, is a variety of class choices to offer my players (and to use for my NPCs) to spice things up. So if anything tumbles down the river that anyone fishes out, please keep me in mind!
_________________
I am not a hamster and Life is not a wheel.
gideon_thorne wrote:
There are lots of explanations that a clever CK can use to bullshit any roll.

Posted: Tue Nov 20, 2007 2:48 am
by Alcahaelas
No, didn't see that, I don't think, or if I did I don't have a copy of the class on my harddrive. Sounds intriguing! Have a pdf or doc you could send over, or a link to a forum post if you put it up here?
_________________
I am not a hamster and Life is not a wheel.
gideon_thorne wrote:
There are lots of explanations that a clever CK can use to bullshit any roll.

Posted: Tue Nov 20, 2007 4:19 am
by CharlieRock
I got e-mailed a copy of the Amazon and Witch classes.

Want them?
_________________
The Rock says ...

Know your roll!

Posted: Tue Nov 20, 2007 4:24 am
by Alcahaelas
Absolutely! Thanks!
_________________
I am not a hamster and Life is not a wheel.
gideon_thorne wrote:
There are lots of explanations that a clever CK can use to bullshit any roll.

Posted: Tue Nov 20, 2007 5:28 am
by Treebore
CharlieRock wrote:
I got e-mailed a copy of the Amazon and Witch classes.

Want them?

Oh yeah, I forgot I had a copy of those too.

I'll post my Runemark here. ITs just a mage variant based on using runestones.
_________________
The Ruby Lord, Earl of the Society

Next Con I am attending: http://www.neoncon.com/

My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames

Posted: Tue Nov 20, 2007 5:49 am
by Alcahaelas
Thanks Tree, I'll take anything at this point--I just want to build up my resources after taking a 15 year break from the RPG genre. Took that long to get a real job and raise a couple boys who are now old enough and curious enough to get in some good sword and sorcery action that's not connected to a controller and TV. I was amazed that in their first session they literally sat and played for 12 hours (yeah, we play LONG sessions!) without losing interest, and afterwards they were anxious to play some more (we play every other Saturday). It's refreshing, really, with the only downside being that I've always been the DM/CK and have missed out on getting to play much. But that's being remedied by my 19 year old nephew who wants to try his hand at being a CK, so he borrowed all my C&C materials and is putting together his own campaign in the same world as mine, in a bordering region of the map I created (using the Hexmapper mentioned in another post, by Rhuvein and Moriarty, I think). So finally I get to play! And now I'm looking for something out of the ordinary to try my hand at. The Runemark class sounds very interesting, though I could try the Warlock (Witch?) class or even Amazon (if I don't mind funny looks from my wife and kids).

I babble, as I'm prone to do (hey, I just turned 40 yesterday and my Eccentricity Attribute gained a point!). Looking forward to playing and CKing, it's a new era, as it were, and promised to be good times for the foreseeable future.
_________________
I am not a hamster and Life is not a wheel.
gideon_thorne wrote:
There are lots of explanations that a clever CK can use to bullshit any roll.

Posted: Tue Nov 20, 2007 7:10 am
by Treebore
Happy belated Birthday! I am 41 myself.

Anyhow, I figured I would just post my entire house rules, but the Runemark is in there, and seeing my house rules about SIEGE checks will help explain a couple of things I did with the Runemark, which is based on the same class TLG presented in the "Winter Runes" d20 product. I will soon be adapting their higher level powers since my daughters Runemark is now 9th level. Plus, who knows, you might like a couple of the things I do. Plus everything I have decided to do is based on our last two years of very regular play.

Here it is:

CHARACTER GENERATION:

Create characters however you wish within the 3-18 range, then racial modifiers. If you want a kind of random method then use either 10+2d4 or 4d6, reroll 1's and 2's until all dice are a minimum of 3, take best 3, arrange stats as desired.

I believe in high stat characters. If you don't I suggest you do for my games. Low stat characters will be very obviously less capable in comparison to high stat characters. So if you want to use low stats, go ahead, but don't complain about it later.

Hit Points: Max Hp's at first level. d4 HD reroll 1's, d6 and d8 reroll all 1's and 2's, d10 and d12 reroll 1-3's. You can also ask me about "take the CK's roll" before you roll for your HP.

Equipment: Max starting gold. Write everything on your character sheet. You don't write it down, you don't have it. Even when I remember you having it. So DON"T FORGET!

CLASSES:

Fighters:

They get to use their BtH to make combat related SIEGE checks, plus their specialization bonuses when using that weapon. All other classes use just their BtH.

Fighters can also learn to master (specialize) a new weapon every 3 levels. So at 4th, 7th, 10th, and so on they can master a new weapon. They only get the +1 to hit and damage. These additional weapons never increase to +2 like your first weapon does. Unless you use one of your additional "mastery's" to do so. So if you want to be +2 with the bow, you can use your 4th and 7th level mastery to do so,

Clerics:

Clerics can do SIEGE checks similiar to Wizards.

Clerics can spontaneously convert spells to damage healing spells (IE restore HP's)

Clerics get to add their level to damage healing spells, which increases the amount healed up to the maximum. For example Cure Light cast by a 5th level Cleric rolls 1d8+5 up to a maximum of 8, not 13.

Rangers:

Get to choose an enemy at 6th level and every level thereafter. IT must be pretty specific, such as Ogres, Frost Giants, Vampires, Worshippers of the "Forest Burners", etc... This allows you to add your bonus to all SIEGE checks against them, including attack maneuvers, AND add your level to the Damage if they didn't qualify for your marauder before. CK approval, of course.

Druids:

They can go one of two paths, animal or elemental. Either path gains the ability to become a Treant at 9th level. At 6th level you choose which path you will follow. Animal can choose animal forms to chang into. Elementalists choose one fo the 4 elementals, earth, air, fire, and water. One form at 6th, 7th, 8th, and 9th you get the Treant form.

Your HD and HP will be the same in your animal and elemental form. In animal/elemental form your BtH will equal your HD, and you gain the movement and special defenses of the animal/elemental form you have. Your damage and attacks are the same as the Animal/Elemental form as well.

At 12th level you can assume each chosen form 2/day. It becomes 3/day at 18th.

Paladins:

When they gain the Smite Evil ability they can use it once per day per level. OR they can choose to have "religious enemy" under the same rules as the Ranger's "enemy". Then choose a new one every two levels, like the Ranger does. They can only do one or the other, not both Smite and Religious Enemy.

Assassins and Thieves:

Your BtH progresses as lvl - 2, so your BtH is 0 at first and second level, but increases by one every level thereafter.

Assassins can make a SIEGE check to do their death attack in one round. The check is TN 12 + level/HD of the target.

Wizards:

SIEGE checks can be used to alter spells being cast. A SIEGE check can be made to change the energy type of a spell. For example, to change a fireball to a electric ball, ice ball, etc... you make a TN 12 check + your level to beat a CL = to the level of the spell. So to change the fireball to ice would be a CL 3, so beat TN 15.

Similiar checks can be done to maximize damage, CL spell level +3

To double range, CL spell level +3

To increase number of targets effected, CL spell level +3 per additional target (example spell, Charm Person to effect two people instead of one)

Failure, in all cases, loses you the spell. Roll a natural 1 and pray for survival if it causes damage.

For Bran's games: Wizards are "sorcerors, and can use Illusionist spells as well, and they "know" all spells automatically, and are limited to casting the "spells per day". Yeah, its broken as hell, but he is still young.

RUNEMARKS:

Are a rune based wizard. Plus everything class related is based off of their Wisdom, not intelligence.

Why? Because rune magic is literally based on word fragments of the "Words of Creation". So rune magic, and the fragments of the words of power used, are the ultimate source of all powers, divine and arcane. So they are treated as Divine, but might be able to use arcane items. Arcane item use is explained later.

Advantages: You only need to have your rune in hand to cast the spell and be able to speak the word of power associated with that spell. So all spells are verbal and material only, with the only material being the spell specific runestone.

So Runemarks can be tied up, but as long as they have the runestone in their hands, and can speak, they can cast the spell. If they do a successful SIEGE check CL=spell level +4 they can cast the spell by will alone. The runestone is still required to be in hand. So even gagged they can still cast a spell if the SIEGE check is successful. Wizards can do this, but to do it bound and gagged would be a CL=spell level +8 to do so.

Runestones are made out of expensive materials, but are reuseable. Runestones cost 25 GP for first level, 35 GP for second level, 50 GP for third level, and 100 GP for levels 4 to 6, then 50 GP per level for levels 7 to 9 (350 GP to 450 GP per spell), with certain price exceptions for spells like Wish, etc... Those costs will be double of what is in the PH, but the runestone is not consumed.

Biggest drawback: Unlike a mage losing a spellbook, if you lose your runestones you can't cast another spell until you make new runestones for the spells you know/have memorized.

Plus Runemark's cannot use Wizard or Illusionist magic items easily. They must make a SIEGE check versus TN 12 + level the item is made at to use it successfully. If they fail the SIEGE check they can never use that particular item until later. If they succeed they can use that particular item, or item power, from then on. Scrolls can never be used in this manner. Potions can be freely used like any other class. Fail the SIEGE check and they can never use that particular item, or item power, until they make another level to get another SIEGE check to try and figure it out.

Rune magic items:

Runemarks cannot cast arcane or divine classed scrolls, nor do they make scrolls. Runesticks are made in place of scrolls, but for all intents and purposes works just like a scroll. Costs of a runestick are twice that of normal scrolls, but otherwise is the same in terms of time to make them.

They use rods, staves, and wands (very similiar looking to runesticks), but they are all rune based, so called Rune Rods, Rune Staves, and Rune Wands. They can also make potions, but the container is used to empower the fluid inside, so rune potion containers are typically bigger than normal potion vials because of this.

Runemark Skills: Runemarks are very good at engraving and carving, as well as identifying metals and gemstones, since they are so crucial to the basics of making runestones and rune items. All checks, when related to runecasting and making rune items, are WIS based. Otherwise it will be related to DEX, or whatever stat the CK considers relevant.

SIEGE Checks:

As you probably guessed, I allow SIEGE checks to be used for a lot of things other than skills. They can be used by fighters to try and get extra attacks, to get an extra attack when you take an opponent down, to transfer points from your BtH to your damage roll, if you think of it, ask me if you can do it. If you have played 3E many of their feats are good ideas for SIEGE checks.

IMPORTANT: If you successfully use a SIEGE check frequently enough to perform a specific kind of action I will eventually, when I decide to do so, award it as a "signature move". This will mean that as long as your opponent is no more than 3 levels higher than you, or lower, you will not need to perform a SIEGE check to do the "signature move". You can have as many "signature moves" as I decide to award you with.

SKILLS:

Not only do you have any skills specified in the class description, and treat all such skills as if you have a Prime in the related stat for purposes using that skill, you can create a list of 10 more skills for your character to have beyond those specified for your class. You can also add one more skill per point of INT bonus.

Clerics and Druids can use their WIS bonus instead, if it is higher than their INT, for purposes of extra skills.

LANGUAGES:

If you take a race other than human you automatically get the listed bonus languages. Humans can have common and an additional language per point of INT bonus. If they want more than that they can burn one of the 10 base skill slots to do so. However, languages do not use up INT bonus points for purposes of skills. So if you have an INT of 18, you get 3 languages as well as 3 additional skill points. This is the same for non-humans. IE an 18 INT gets them 3 more languages of their choice, as well as gives them 3 more skill points.

LUCK POINTS:

You get one luck point +1 per level.

Luck points are used to:

Get a re-roll on an attack roll, save, or SIEGE check. Only 1 re-roll allowed.

To turn a death attack to near death. If an attack outright kills your PC you can permanently burn a luck point to put your character at death's door instead.

You don't refresh your Luck points until your goal/mission is accomplished. This is defined as whatever over all goal your party is working towards. Such as recovering an item, escorting this person/caravan from point A to point Z, finding the daughter of the merchant, etc... NOT when short term goals are accomplished.

Lost/permanently burned luck points are regained anytime I witness you roll 3 Nat 20's to hit, make a save, or SIEGE check in one game session. So make sure I keep track of them, and make sure I witness your rolls. Otherwise its up to me to trust/believe you. I may just deny the validation simply to encourage/motivate you to make sure I witness your rolls.

Online games must use the online dice roller to get this benefit.

GOD CALLS:

This rule is to be used when your character, or group, are about to die. IE to prevent TPK's and character death. Its a long shot, but I have seen it save a character and group from a TPK often enough to recommend remembering this when the party or your character is going down.

Specific Rules changes:

Spellcasting: Unless I declare otherwise, you must declare what spell you are casting when initiative is rolled. If you are hit you can make a Concentration check (CL=damage rolled) to not lose your spell and still cast the spell. Parameters of the spell (target, location, etc...) are established when the spell is cast.

You can half move and still cast a spell in the same round.

Crits and Fumbles:

Criticals: A natural, unmodified roll of 20 on the 20 sided dice is consdiered a "critical hit". If it is with a non-missile weapon this means you get a free extra attack roll. If it is a missile type weapon it means you mulitply your damage by 2.

When rolled on a save versus spell it means no dmage is taken if it is a damge type spell. It means you saved versus any spell if the TN was to high for you even to succeed otherwise.

Fumbles: Are one a natural unmodified roll of a "1" is rolled. These cannot be rerolled with luck points. Results of such a roll are usually bad. Such as a save versus a spell is failed. If so you automatically take double damage.

For weapon attacks, it means you lose your attack for that round at the very least. I'll have you roll a DEX save and depenidng on your roll I'll determine some kind of detrimetnal result, or nothing more at all.

If your weapon is a feathered edge weapon you may cut off one of your limbs.

Movement: I allow 30 foot moves (or whatever your normal move is) in combination with attacks. Not 15 foot. So a charge covers 60 feet, but still allows +2 to hit and -2 to AC.

SPELL CHANGES/CLARIFICATIONS:

Dismissal and Repulsion are on the Wizard spell list at the same level.

All items are the minimal caster level required to cast the most powerful spell on the item. Still a minimum of 9th level if a wizard item, or 12th level minimum for Clerical items. The rule of needing 3 levels for every + bonus of weapons, armor, etc... still stands. So +5 items will require 15th level.

Only potions change the casting time of a spell, all other items follow all spell parameters as if being cast normally. With the exception of spell components/somantics. Verbal commands are required for all staves, wands, and rods.

Custom designed items can change these things, but it will cost considerably more. At least 30% more.

GRAPPLING:

When grappled a target can make either a STR or DEX save, whichever is better. While Grappled they can either struggle to break or slip free, or they can draw a dagger, wand, or use some kind of magic item that needs only a command word to be spoken.

A dagger can be used to attack, but at a -2 to all attacks, and only to attack the creature grappling the wielder. Wands can be similarly used, and they do not have to attack their grappler, but can attack other targets within their line of sight.

Two Handed Fighting:

If you want to be a two weapon Fighter take DEX as Prime. This cuts the penalties in half to -2 for primary hand and -3 for the off hand. Dex bonus' offset these penalties, so an 18 DEX would change these to +1/0.
_________________
The Ruby Lord, Earl of the Society

Next Con I am attending: http://www.neoncon.com/

My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames

Posted: Tue Nov 20, 2007 8:25 am
by Alcahaelas
Dang, that's a lot of info. It'll take me a bit to digest all that and see what I can parse out for my own campaign.

Thanks for the Runemark notes--if you come across more or have anything extra to say about it, I'm all ears. I'm going to run this past my nephew and if he's up to arbiting this class in his campaign I may give it a shot.

Appreciate the post, good stuff there!
_________________
I am not a hamster and Life is not a wheel.
gideon_thorne wrote:
There are lots of explanations that a clever CK can use to bullshit any roll.

Posted: Tue Nov 20, 2007 6:12 pm
by Alcahaelas
Thanks, Charlie, for sending over the Amazon and Witch class. And an extended thanks to Treebore for sending the classes to Charlie so he'd be able to send them to me.
_________________
I am not a hamster and Life is not a wheel.
gideon_thorne wrote:
There are lots of explanations that a clever CK can use to bullshit any roll.

Posted: Tue Nov 20, 2007 6:31 pm
by CharlieRock
Alcahaelas wrote:
Thanks, Charlie, for sending over the Amazon and Witch class. And an extended thanks to Treebore for sending the classes to Charlie so he'd be able to send them to me.

Your very welcome!

Happy Big One, Treedude.
_________________
The Rock says ...

Know your roll!

Posted: Tue Nov 20, 2007 11:55 pm
by Lurker
Quote:
unless it IS truly useless

Few things from serleran are truly useless! It is just that at times he is unable to share his goodness...

I'm no expert on this (real life keeps getting in my way lately) but I've found that all the old AD&D classes & kits are fairly easy to convert.
_________________
"And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain

Forgive all spelling errors.

Knight Errant & Humble C&C Society Contributor
C&C Society

Posted: Wed Nov 21, 2007 12:09 am
by Lurker
Charlie can you send them to me also?
rouelllr@hotmail.com

Thanks
_________________
"And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain

Forgive all spelling errors.

Knight Errant & Humble C&C Society Contributor
C&C Society

Posted: Wed Nov 21, 2007 12:15 am
by Coleston the Cavalier
Thanks Treebore! I got it all now
_________________


John Adams

Posted: Wed Nov 21, 2007 12:44 am
by Alcahaelas
Lurker wrote:
Charlie can you send them to me also?
rouelllr@hotmail.com

Thanks

Forwarded the email Charlie sent me so you should have it now, too.

Edit: Couldn't forward for some reason so sent in new email from my work address. Hotmail was being a real pain. Let me know if you had any problem getting the email from jmorton@aspyra.com

2nd Edit: /doh OK, then it worked after I tried again from hotmail. I love Microshaft.
_________________
I am not a hamster and Life is not a wheel.
gideon_thorne wrote:
There are lots of explanations that a clever CK can use to bullshit any roll.

Posted: Wed Nov 21, 2007 5:56 am
by CharlieRock
Thanks, Alcahaelas.
Enjoy, Lurker.
_________________
The Rock says ...

Know your roll!

Posted: Wed Nov 21, 2007 6:06 pm
by Breakdaddy
I think big skills is referring to the fact that he cant release his list due to the NDA he is under, although I'm not entirely sure about that. His class breakdown list is actually quite good, so it's too bad that he can't release it at this time.

Posted: Wed Nov 21, 2007 8:31 pm
by Nelzie
Check out my website:
www.nelzie.net

There are a few classes up on it. I do have to "tweak" one of them and finish another class. (There's actually a few extra classes that I am working up adding to the list of what is available as well.)

I use the aforementioned tool that Serleran developed. While I am not beholden to the NDA that he is under, I am going to recognize that NDA he is under and keep the "tool" he provided under wraps. (Sorry.)

Still, I do have a few classes on my site and will likely be adding more as time permits.
_________________
Earned the following:

50 Useless Trivia Points from Serleran

Posted: Wed Nov 21, 2007 8:59 pm
by Alcahaelas
Thanks Nelzie, I will check it out now.
_________________
I am not a hamster and Life is not a wheel.
gideon_thorne wrote:
There are lots of explanations that a clever CK can use to bullshit any roll.

Posted: Thu Nov 22, 2007 12:02 am
by Lurker
Got it and THANKS!!!
_________________
"And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain

Forgive all spelling errors.

Knight Errant & Humble C&C Society Contributor
C&C Society

Posted: Thu Nov 22, 2007 1:13 am
by Alcahaelas
I got a few more from Nelzie if you're interested:

Fighter Arcanist

Elven Arcane Blade

Elven Archer

Swashbuckler

I slightly modified the Swashbuckler so it's not so campaign-specific but otherwise it's written up the way it shows on his site.

I can email the Word docs for these if you want to check them out, they present a few more options for players. Always good to have plenty of options!

I'm also modifying the Runemark class that Treebore posted, making it more elemental and interpreting it for my campaign. I'll post that up here once I finalize a few more things. I'm very much intrigued by the class and think it'll be good fun to try out. It's just my interpretation of the notes he's put up so far--it may be way off from what he intends for his own campaign but I figure a secondary interpretation will, if anything, give more food for thought for anyone else who's also interested in the Runemark class.
_________________
I am not a hamster and Life is not a wheel.
gideon_thorne wrote:
There are lots of explanations that a clever CK can use to bullshit any roll.

Posted: Thu Nov 22, 2007 4:02 am
by Nelzie
Alcahaelas wrote:
I got a few more from Nelzie if you're interested:

Fighter Arcanist

Elven Arcane Blade

Elven Archer

Swashbuckler

I slightly modified the Swashbuckler so it's not so campaign-specific but otherwise it's written up the way it shows on his site.

I can email the Word docs for these if you want to check them out, they present a few more options for players. Always good to have plenty of options!

I'm also modifying the Runemark class that Treebore posted, making it more elemental and interpreting it for my campaign. I'll post that up here once I finalize a few more things. I'm very much intrigued by the class and think it'll be good fun to try out. It's just my interpretation of the notes he's put up so far--it may be way off from what he intends for his own campaign but I figure a secondary interpretation will, if anything, give more food for thought for anyone else who's also interested in the Runemark class.

I don't mind my classes being collected/added to a document and shared, as long as they are attributed to me, also with a link to my website...
_________________
Earned the following:

50 Useless Trivia Points from Serleran

Posted: Thu Nov 22, 2007 4:53 am
by Alcahaelas
Sorry Nelzie--absolutely you should have credit for your work. I'm not compiling one over-arching document, just saved them in separate Word docs for my personal use. I will add your by-line in the document if I send to any other player.

Speaking of personal use, here is my spin on the Runemark class that Treebore posted earlier. It's different from his, with a slightly different philosophy of the nature of the class (think DAoC Thane). Any critiques/suggestions are of course welcomed and encouraged.

RUNEMARKS

=========

Runemarks are a rune-based, elemental caster class. Everything class-related is based off of their Wisdom, not Intelligence. Why? Because rune magic is literally based on fragments of the "Words of Creation" (and Destruction) which were utilized by the greater powers--Gods (and Demons)--to create (corrupt) the world where the CK's campaign exists. Runes--fragments of the words of power--are the symbols of those elemental forces that Runemarks wield to affect change on the physical world.

Advantages: Runemarks need only to have their rune in hand to cast a "spell" and be able to speak the word of power associated with that spell. So all spells have verbal and material components, with the only material being the spell-specific runestone. Runemarks can be tied up, but as long as they have the runestone in their hands and can speak, they can cast the spell embodied by the given runestone. If they do a successful SIEGE check (CL=spell level +4) they can cast the spell by will alone. The runestone is still required to be in hand. So even gagged they can still cast a spell if the SIEGE check is successful (Wizards can do this, but to do it bound and gagged would be a CL=spell level +8 to do so).

Runestones are made by the Runemark out of expensive materials, but are reuseable (not consumed during casting). Runestones cost 25 GP for first level, 35 GP for second level, 50 GP for third level, and 100 GP for levels 4 to 6, then 50 GP per level for levels 7 to 9 (350 GP to 450 GP per spell).

Biggest drawback: Unlike a mage losing a spellbook, if a Runemark loses their runestones they cannot cast another spell until they make new runestones for the spells they know/have memorized. Runemark's cannot use Wizard or Illusionist magic items easily. They must make a SIEGE check versus TN 12 + level the item is made at to use it successfully. If they fail the SIEGE check they cannot use that particular item until later (try again after achieving a new level). If they succeed they can use that particular item, or item power, from then on. Scrolls can never be used in this manner. Potions can be freely used like any other class.

Rune magic items:

Runemarks cannot cast arcane or divine classed scrolls, nor do they make scrolls. Runesticks are made in place of scrolls, but for all intents and purposes they work just like a scroll. Cost of a runestick is twice that of a normal scroll, but otherwise is the same in terms of time to make. Runemarks use rods, staves, and wands (very similiar looking to runesticks) but they are all rune-based, called Rune Rods, Rune Staves, and Rune Wands. Runemarks can also make potions, but the container itself is used to empower the fluid inside, so rune potion containers are typically bigger/heavier than normal potion vials to contain the runes.

Runemark Skills: Runemarks are very good at engraving and carving, as well as identifying metals and gemstones, since they are so crucial to the basics of making runestones and rune items. All checks, when related to runecasting and making rune items, are WIS based, with a possible DEX check for particulary complex runes or delicate materials upon which the runes are being inscribed.

Races: Human, Half Elf (Human) [In my campaign I've ruled that Humans are the most open to the varied nature of stone, fire, water and air, thus able to fully embody and encompass the gamut of elemental forces.]

Alignment: Lawful Neutral, Chaotic Neutral, True Neutral [The elements do not have morality, thus neutrality where good and evil are concerned.]

Weapons, Armor, BtH, Hit Dice: as Cleric [Not being a true "arcane" class with the somatic spell components, Runemarks are not restricted like the arcane casting classes.]

Experience Table: as Wizard [The Runemark is a powerful class and to retain balance should utilize the longer experience track.]

Starting Money: as Cleric

Prime Attribute: Wisdom

Spells: The Runemark is elemental/physical in nature, thus the lists of spells favor the physical/elemental world. Only 0-4 level spells are noted below, 5th level and above can be derived at a later time using the same trend/methodology as noted in the following selection of spells.

# of Spells per Day: as Cleric

0 Level - Arcane Mark, Create Water, Detect Poison, Endure Elements, First Aid, Mage Hand, Mending

1 Level - Burning Hands, Entangle, Erase, Feather Fall, Floating Disc, Goodberry, Jump, Magic Missile, Magic Stones, Obscuring Mist, Pass without Trace, Resist Elements, Shield, Shocking Grasp, Sound Burst

2 Level - Delay Poison, Lesser Restoration (Physical Cause), Bark Skin, Cure Light Wounds, Fire Trap, Fog Cloud, Heat Metal, Levitate, Produce Flame, Protection From Arrows, Pyrotechnics, Remove Blindness/Deafness, Shatter, Warp Wood

3 Level - Call Lightning, Explosive Runes, Fireball, Fly, Gust of Wind, Lightning Bolt, Meld Into Stone, Neutralize Poison, Plant Growth, Protection Of Elements, Remove Disease, Shape Stone/Wood, Wall Of Wind, Waterbreathing

4 Level - Air/Water Walk, Anti-Plant Shell, Control Water, Cure Serious Wounds, Dismissal (Elemental), Fire Shield, Freedom Of Movement (Physical Obstruction), Healing Circle, Ice Storm, Minor Creation, Minor Globe Of Invulnerability (Physical), Quench, Resilient Sphere, Restoration (Physical Cause), Secure Shelter, Shout, Sleet Storm, Solid Fog, Spike Stones, Wall Of Fire, Wall Of Ice
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I am not a hamster and Life is not a wheel.
gideon_thorne wrote:
There are lots of explanations that a clever CK can use to bullshit any roll.

Posted: Thu Nov 22, 2007 7:26 am
by Alcahaelas
My nephew (19 year old who's going to try his hand at CK'ing this weekend) and I got to talking about the Runemark class (I'll be playing it in his new campaign) and a couple questions arose:

1) How does one become a Runemark?

2) How does a Runemark gain new runes (words of power)?

For the first question we came up with the following: Runemarks are very rare because they are chosen by the elements (actual Elemental Lord of some sort, haven't fleshed that out at this point) through some event. They become 'marked' and even internally 'altered' to be receptive to the power of the Words of Creation--which also explains their lack of ability to use arcane/clerical magic of the common variety (spells/scrolls and even multiclassing/dual classing) because of their 'elemental' nature.

The event could be explained in many ways but one thing we considered was having the Runemark randomly or by choice select a specific element that they are favored in, which would give them some slight bonus when manipulating that element with their rune magic. For instance, say the Runemark's favored element is earth, they would get some type of bonus when using runes that manipulate stone/metal--perhaps this would be something like saying the effective casting level of that rune magic would be equal to their current level + WIS modifier, or somesuch. WIS in this case would may indicate their "receptiveness" to their affinity towards that particular element. Explaining such an event would be up to the CK or player; perhaps in this case the Runemark, in their youth, was caught in some catastrophic occurance--an avalanche, mine collapse, earthquake--or maybe something more subtle--a sinkhole, mudslide, or even buried alive accidentally or maliciously--and under the conditions of extreme duress their mind, naked with fear, became open to the "element" (Elemental Earth Lord?) who found the subject worthy, spared their life and instilled in them the capacity for rune magic with a strength in the earth element. In a sense this person would be "born anew" having survived certain death. Their former life pales (maybe?) in comparison to this awakened power and the path of their future is dramatically altered. Of course, for such a gift, there could (perhaps should) be a price to pay, an obligation or some expectation of the Runemark...but that's up to the CK to work into the campaign.

Also, if the Runemark has an elemental specialty they suffer a penalty for using runes from the opposing element; they must perform a SIEGE check (WIS+class level, with CL of level of spell being cast) or the spell "misfires" or causes an unexpected result, as determined by the CK. Fire opposes Water, Air opposes Earth.

The second question eludes an easy answer for the time being, we're still mulling over that one. My nephew suggested when a Runemark levels that represents (as it does with all classes) a greater understanding of their craft/abilities; perhaps the Runemark through study of their existing knowledge has pieced together more words of power, via combinations of known runes/words or communion with nature (which evoked amusing images of a Runemark running stark naked into the hills, finding a high peak and meditating for an extended period while exposed to the elements--or maybe with the example given above, the earth Runemark would delve deep into a mine or cave and commune with the bones of the earth; an air Runemark may seek out the lofty peaks where the harsh wind blows; fire Runemark may seek out a source of lava or particularly large fire sources such as ritualistic bonfires; water Runemarks naturally would seek out the deep rivers/lakes/ocean). Once realization has taken place the Runemark then crafts the newly apprehended words in the form of runes which they then use to focus their intrinsic elemental magic....

Tossing around ideas, would be hugely interested in any insights/thoughts others have on this, particularly Treebore who introduced the Runemark to me in the first place.
_________________
I am not a hamster and Life is not a wheel.
gideon_thorne wrote:
There are lots of explanations that a clever CK can use to bullshit any roll.

Posted: Thu Nov 22, 2007 10:21 am
by drakahn99
has any one done any conversion of psionics? ive been a fan of them since seccond edition, and kind of like the soul kinfe and may be considering bringing it into an upcoming game im geting started if i can come up with something inline with other character classes.

Posted: Fri Nov 23, 2007 5:16 pm
by jfall
Hey all, rather than emailing these all over the place willy nilly, is there a central location where someone might be able to post them? Fully credited of course.
It just seems like it might be a lot more efficient. Suggestions?

If this won't work, then could you guys possibly send those classes my way as well please?

jeff "underscore" faller "at" hotmail "dot" com

Posted: Fri Nov 23, 2007 7:22 pm
by CharlieRock
jfall wrote:
Hey all, rather than emailing these all over the place willy nilly, is there a central location where someone might be able to post them? Fully credited of course.
It just seems like it might be a lot more efficient. Suggestions?

Here?
Or Nelzie's site?

Both?
_________________
The Rock says ...

Know your roll!

Posted: Sat Nov 24, 2007 4:58 am
by Nelzie
CharlieRock wrote:
Here?
Or Nelzie's site?

Both?

I wouldn't mind hosting them, I just need to spend some time reworking my site first. My site is to static right now, I need to spend some time playing with a Content Management system and learn how to properly tweak it to my tastes. Maybe that will be my next project to work on.
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