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  • File : 1267969630.jpg-(128 KB, 800x640, Tenshi Blade Magic Circle.jpg)
    128 KB The Runepriest Rewritten Anonymous 03/07/10(Sun)08:47 No.8449640  
    I absolutely adore the combat mechanics of the runepriest, to the degree that I have begun work on a CharOp handbook for the class (http://community.wizards.com/go/thread/view/75882/22603713/The_Divine_Spirit_of_Language:_A_Runepri
    est_Handbook), though from a flavor perspective, I take offense at the fact that it is yet another Strength/Constitution- and Strength/Wisdom-based beatstick. Tying its secondary ability scores to the two dwarven ability scores of Constitution and Wisdom was a highly unnecessary move, and the fluff of this class spells out Intelligence, not Strength, as its primary ability score. It is rather illogical that a class revolving around the theological study of the divine language of creation has Intelligence and Charisma as two of its designated dump scores. This class would have been absolutely perfect if it was an Intelligence/Wisdom- and Intelligence/Charisma-based melee leader instead, one reminiscent of the truenamer. We could have had contemplative deva and shardmind Defiants and fiery tiefling Wrathfuls, but no, the designers of the class had to insist on "dem dorfs."
    >> Anonymous 03/07/10(Sun)08:48 No.8449648
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    This is the first paragraph of the class's introductory flavor:
    >Isolated in sacred forges in holy libraries, runepriests work to unlock the secrets of the runes of divine power. Legend holds that the gods crafted a set of powerful runes, each imbued with a core of divine power, to help create the world and give it order. During the long war against the primordials, many of these runes were lost. Even the gods only dimly recall the runes of power. Somewhere in the forgotten depths of a dungeon or the isolated corner of the planes, those ancient runes wait to be discovered. A runepriest can learn much in the peaceful halls of a temple, but sooner or later he or she must put on armor and go forth to find or create a new rune, and in doing so earn a name among the masters of rune magic.

    Now, to put this into perspective, consider that a goliath Wrathful Hammer runepriest with Strength 16+2, Constitution 16+2, Dexterity 12, Intelligence 8, Wisdom 10, Charisma 12 is fairly optimal. The enigmas of the genesis of the cosmos truly rest in the sharpest minds in the planes.
    >> Anonymous 03/07/10(Sun)08:49 No.8449653
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    I have taken it upon myself to develop an Intelligence/Wisdom- and Intelligence/Charisma-based homebrew variant of the class. This, I feel, offers a much more thematically coherent class; a scholar of the secrets of the divine truly has no business as a Strength/Constitution-based brute. This also distinguishes the runepriest both mechanically and aesthetically from the cleric, preventing it from being the "Strength Cleric Version 2.0" that it currently, shamelessly presents itself as.

    Care has been taken to ensure that it is not more potent than the original runepriest when it comes to combat. In fact, I feel it to be worse-off due to Intelligence/Wisdom and Intelligence/Charisma being nowhere as favorable as Strength/Constitution and Strength/Wisdom when it comes to optimization options. Its out-of-combat options were expanded as well, something that I feel can be done without overpowering the class. The speed reduction of the Armor of Runes class features heightens the viability of dwarf and gnome runepriests, and the Runic Fundamentals class feature not only obviates the Melee Training issue that plagues many classes (ardent, assassin, avenger, bard...), but also ensures that runepriests of races lacking +2 Intelligence are not as worse-off as their more cerebrally-gifted counterparts. Without further ado, I present to you the...
    >> Anonymous 03/07/10(Sun)08:50 No.8449659
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    Runepriest Rewritten

    "The divine runes of might are stronger than any steel, more dangerous than any spell."

    Class Traits
    Role: Leader. The runes you invoke allow you to impart strength and vitality to your allies while leaving your enemies open to attack. Depending on your choice of class features and powers, you might lean towards either defender or controller as a secondary role.
    Power Source: Divine. You are a master of divine runes, a powerful alphabet that formed the basis of the gods' power. Other runic structures exist, but you have mastered the runes of the gods.
    Key Abilities: Intelligence, Wisdom, Charisma

    Armor Proficiencies: Cloth
    Weapon Proficiencies: Simple melee, military melee, simple ranged
    Bonus to Defense: +1 Fortitude, +1 Reflex, +1 Will

    Hit Points at 1st Level: 12 + Constitution score
    Hit Points per Level Gained: 5
    Healing Surges per Day: 7 + Constitution modifier

    Trained Skills: History and Religion. From the class skills list below, choose three more trained skills at 1st level.
    Class Skills: Arcana (Int), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis), History (Int), Insight (Wis), Intimidate (Cha), Nature (Wis), Perception (Wis), Religion (Int).

    Class Features: Armor of Runes, Ritual Casting, Rune Master, Rune of Mending, Runic Artistry, Runic Fundamentals
    >> Anonymous 03/07/10(Sun)08:51 No.8449669
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    Isolated in repositories of sacred knowledge, ateliers of holy dweomers and relics, and far-flung, monastic training grounds, runepriests seek to unlock the enigmas of the runes of divine power. Legend holds that the gods crafted a set of powerful runes, each imbued with a core of divine power, to help create the world and give it order. During the long war against the primordials, many of these runes were lost. Even the gods only dimly recall the runes of power. Somewhere in the forgotten depths of a dungeon or the isolated corners of the planes, those ancient runes wait to be discovered. A runepriest can learn much in the peaceful halls of a temple, but sooner or later, she must heft a rune-scribed weapon and go forth to find or create a new rune, and in doing so earn a name amongst the masters of the runic arts.

    You learned the art of rune smithing from your master or years, or perhaps from of self-study, aided by obscure texts and manuals. Perhaps you had absconded from your role as a theologian holed up in a temple, making off with lengthy divine scrolls that would come to teach you the ways of rune magic. Or you might have helped your mentor inscribe runes of warding in the walls and watchtowers of a great fortress in a time of war, warning the defenders of oncoming enemies and shielding the structure from harm. Along the way, you learned how to take inscribed runes and turn them into words and signs of power that you can incorporate into your prayers. But now, the time for learning is at an end. Now is the time for adventure.

    Merge the runes of power with your weapon and those of your compatriots. Call to the starry realm of the gods and channel its might against your enemies. The runes are both your weapons and your faithful shield, and the gods' foes await your judgment.
    >> Anonymous 03/07/10(Sun)08:53 No.8449680
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    Runepriest Overview
    Characteristics: You use melee attacks to harass your enemies and leave them vulnerable to your allies' attacks. With your armor of runes and your ability to heal, you are ideally suited for standing on the front line, preferably supporting a defender or another melee character.

    Religion: Runepriests are found among the followers of all the gods, and they most commonly worship Corellon, Erathis, Ioun, or Moradin. Moradin is a patron of smiths and other artisans who seek to master a craft. Many runepriests create fine goods as they practice their ability to forge runes. Corellon attracts runepriests who view the inscribing of runes as an art. Ioun values the protective aspects of rune magic and the knowledge contained in the runes. Erathis favors inventors and others who seek knowledge, a perfect match for runepriests who seek to uncover or create new runes. Runepriests of a more sinister bent often worship Vecna, for what greater secrets are to be hoarded than the mysteries of the creation of the world?

    Races: As the original heritors of the way of the Defiant Word in ages long past, devas are naturally adept at the path and create beautiful illuminated manuscripts of religious lore, building libraries that grow for generations in hidden corners of the Astral Sea. Dwarves are drawn to the Defiant Word as well, having received the gift of rune magic from the forge of Moradin, smithing runes in his name. Tieflings take after the traditions of their ancestors of the heyday of Bael Turath, the origin of the Wrathful Hammer, channeling their indignant nature into words of power that shake the earth and set their foes ablaze. Devout half-elves take up the Wrathful Hammer as well, protecting city and community with mighty runes. Eladrin are intrigued by rune magic's resemblance to their arcane art of sigil calligraphy, bereg-arnadh, and are adept at either practice. Shardminds are often divinely indoctrinated into either of the two sects.
    >> Anonymous 03/07/10(Sun)08:55 No.8449696
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    Runepriest Class Features
    Runepriests have the following class features.

    Armor of Runes
    You ward yourself from blades, bolts, and arrows not through physical armor, but from the runes inscribed on your armaments, garments, and other possessions, and possibly painted or tattooed onto your skin as well. These runes project a thick field of protective force that deflects most forms of attack, albeit at the cost of hindering your movement.
    You gain a +3 bonus to AC while you are wearing cloth armor or no armor. This bonus does not stack with the feat bonus to AC granted by the Unarmored Agility feat. Your speed is also reduced by 1. If your race's base speed is 5 or below, or if you have the Encumbered Speed racial feature, your speed is not reduced by 1.
    While you have at least one hand free (not holding an off-hand weapon, a two-handed weapon, a shield, or any other item, such as a sunrod or a lantern), you gain a +1 bonus to AC and Fortitude.

    Ritual Casting
    Runic magic echoes the runes that were used as part of the genesis of the world. As part of your study of these runes, you are versed in a handful of basic rituals of making and unmaking. Enchanted weapons forged by your hand are often inscribed with sigils along their length, and "potions" you create are runed tiles that can be snapped to release their magical properties upon the user.
    You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals (see Chapter 10 of the Player's Handbook). You own a ritual book, and it contains the following rituals that you have mastered: Brew Potion, Disenchant Magic Item, Enchant Magic Item, and Make Whole. In addition, you can use Disenchant Magic Item without expending components.
    >> Anonymous 03/07/10(Sun)08:56 No.8449710
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    Rune Master
    Runes of protection fortify defenses, strengthen the spirit, prevent harm, and deflect an enemy's attacks. Runes of destruction are also known as sigils of unmaking. They weaken metal and stone, degrade flesh and bone, disrupt order and fray thought. When you use a runic power, you choose one of the runic alphabets with which to empower your prayers, invoking the runes according to your tradition. Your choice of runic alphabet alters the workings of the power. After you use the power, a rune might glow over your head, on your weapon, or the earth beneath your feet—a sign of the rune state you have entered.
    Some of your powers have the runic keyword. When you are going to use a runic power, you first choose one of the runes noted in the power—either the rune of destruction or the rune of protection—and then use the power, applying the chosen rune's effects. The moment you choose the rune, you enter its rune state. You remain in that rune state until you enter another rune state or until the end of the encounter.
    Whenever you enter the rune state of the rune of destruction or the rune of protection, you gain an additional benefit, specified below. The benefit lasts while you're in the rune state.
    Rune of Destruction: Allies gain a +1 bonus to attack rolls against enemies that are adjacent to you or any other runepriests who are in this rune state.
    Rune of Protection: While adjacent to you, allies gain resist 2 to all daamge. The resistance increases to 4 at 11th level and 6 at 21st level.

    Rune of Mending
    When you and your comrades are battered and bruised, the toll of the battle taking its place, you can find succor in the Rune of Mending. This rune restores your allies' health and grants them additional power based on your rune state.
    You gain the Rune of Mending power.
    >> Anonymous 03/07/10(Sun)08:58 No.8449722
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    Runic Artistry
    Many runepriests follow one of the two major traditions of rune magic: the path of the Defiant Word or the way of the Wrathful Hammer. The two traditions use the same runes but differ their practices and teachings. Choose one of the following options.
    Defiant Word: Whenever an enemy misses you with an attack, you gain a bonus to damage rolls against that enemy until the end of your next turn. The bonus equals your Wisdom modifier, regardless of the number of times the enemy misses you in a round.
    Wrathful Hammer: Whenever an enemy deals damage to you with an attack, you gain a bonus to damage rolls against that enemy until the end of your next turn. The bonus equals your Constitution modifier, regardless of the number of times the enemy damages you in a round.

    Runic Fundamentals
    In the heat of the battle, you take solace and trust in not the strength of your sword-arm or the deftness of your fingers and footwork, but in your understanding of and skill in manipulating the runes of power.
    You can use your Intelligence, Wisdom, or Charisma modifier in place of your Strength or Dexterity modifier for the attack rolls and damage rolls of basic attacks.
    You can use your Wisdom or Charisma modifier instead of your Dexterity or Intelligence modifier when determing your AC in no armor or cloth armor and your Reflex.
    You can read, write, and speak Supernal fluently, but you cannot use it as a universal language.

    Creating a Runepriest
    Your choice of ability scores, powers, and Runic Artistry tradition suggests one of two builds based on the two most ancient runepriest traditions, the path of the Defiant Word and the way of the Wrathful Hammer. All runepriests use Strength for their attacks. Wisdom increases the effect of runepriest powers meant for those of the Defiant Word, whereas Charisma governs powers that support the Wrathful Hammer.
    >> Anonymous 03/07/10(Sun)08:59 No.8449735
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    Defiant Runepriest
    A length of parchment inscribed with sacred runes might appear fragile, yet it hangs from the highest point of a mountain monastery year after year, shrugging off rain, snow, cold, and lightning. The path of the Defiant Word holds that runes, wherever they are inscribed, provide strength and stability not merely by the power they employ, but by binding together an object or a person and the concept held within the rune. The Defiant Word is the original distillation of runic magic, bestowed by the deities unto their immortal servitors in the early stages of the Dawn War. Devas in the present day who study this tradition recall memories of battles whose tides were turned by the runic masters standing at the forefront of the armies of the gods.

    Practitioners of the tradition value wits, awareness, poise, composure, and self-control. The common weapons of the Defiant Word are precise, one-handed armaments such as longswords, bastard swords, and triple flails, though dwarven adherents with the proper training make use of craghammers and waraxes. A runepriest of this style calmly intones words of power and uses her free hand to trace intricate magic circles of runes in the air, sealing them with her weapon. Little can shake the focus of a Defiant.
    >> Anonymous 03/07/10(Sun)09:01 No.8449749
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    As a defiant runepriest, you fight on the front lines, sustaining and aiding your allies with divine runes. You focus your efforts on the most dangerous enemies, using your magic to restrict their attacks and shield your allies from harm. Intelligence should be your highest ability score, followed by Wisdom. Constitution would be a prudent choice of tertiary score. Choose the Defiant Word for your Runic Artistry class feature, and select powers that call for your Wisdom modifier, which often don't simply destroy your foes with brute force, but foil their efforts. These choices incline you towards controller as your secondary role.

    Suggested Class Feature: Defiant Word
    Suggested Feat: Weapon Proficiency (Human feat: Weapon Expertise [Player's Handbook 2])
    Suggested Skills: Arcana, History, Insight, Perception, Religion
    Suggested At-Will Powers: Word of Binding, Word of Exchange
    Suggested Encounter Power: Divine Rune of Thunder
    Suggested Daily Power: Rune of the Undeniable Dawn
    >> Anonymous 03/07/10(Sun)09:02 No.8449761
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    Wrathful Runepriest
    An ornate rune engraved into the flat of a blade may be inert and nothing more than an adornment at first glance, but when a stern order is bellowed and the sword is plunged forcefully into the ground, the earth erupts with divine power that wards friend and sears foe. The central belief of the Wrathful Hammer is one of command and superiority: the runes can command the forces of the universe with their inherent might, and all it takes is a master who can prove her worth, cow them into submission, and compel them to action. The Wrathful Hammer is a corrupted refinement of the practices of the Defiant Word, first given to the empire of Bael Turath as part of their gifts from the forces infernal. Its stigma is all but nonexistent in contemporary times, and many a tiefling is proud to redeem its name further by using its magic in the name of the gods.

    Courage, confidence, resolve, force of personality, and mastery of the spoken word are the hallmarks of the Wrathful Hammer. Large and accurate weapons such as greatswords, fullblades, and greatspears are the current signature weapons of the tradition, though its name originates from the mauls and mordenkrads that were wielded by its original users. A member of the Wrathful shouts words of powers as she swings her weapon about, forming large, blazing sigils in the air and on the ground. Fury is her fundamental force.
    >> Anonymous 03/07/10(Sun)09:04 No.8449774
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    As a wrathful runepriest, you lead the attack against the forces of evil. Your place is at the forefront of any battle, using your weapon to smite your enemies. Intelligence should be your highest ability score, followed by Charisma. Constitution would serve you well as a tertiary score. Choose the way of the Wrathful Hammer as your form of Runic Artistry, and select powers that involve the use of your Charisma modifier, which frequently inspire allies around you and wrap your foes in magic that punishes them for not following your edicts. These choices lean you towards defender as your secondary role.

    Suggested Class Feature: Wrathful Hammer
    Suggested Feat: Weapon Proficiency (Human feat: Weapon Expertise [Player's Handbook 2])
    Suggested Skills: Arcana, Bluff, History, Intimidate, Religion
    Suggested At-Will Powers: Word of Diminishment, Word of Shielding
    Suggested Encounter Power: Flames of Purity
    Suggested Daily Power: Rune of the Undeniable Dawn
    >> Anonymous 03/07/10(Sun)09:05 No.8449792
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    Runepriest Powers
    Your powers are prayers that evoke the power of divine runes to smite your enemies and protect your allies. You brand your foes with runes and other markings, leaving them vulnerable to your allies' attacks. Many of your powers have the runic keyword (see the Runic Artistry class feature).

    The powers of the runepriest rewritten are identical to that of the original runepriest, except that all instances of "Strength" and "Constitution" are replaced by "Intelligence" and "Charisma" respectively. Likewise, every occurrences of "Strength" and "Constitution" in runepriest paragon path features and powers are substituted for "Intelligence" and "Charisma" respectively, and the Rune Maker epic destiny's Rune of Might class feature provides +2 Intelligence rather than +2 Strength.
    >> Anonymous 03/07/10(Sun)09:07 No.8449810
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    Hybrid Runepriest Rewritten Class Traits
    Role: Leader
    Power Source: Divine
    Key Abilities: Intelligence, Wisdom, Charisma

    Armor Proficiencies: Cloth
    Weapon Proficiencies: Simple melee, military melee, simple ranged
    Bonus to Defense: +1 Fortitude, +1 Reflex, or +1 Will

    Hit Points at 1st Level: 6
    Hit Points per Level Gained: 2.5
    Healing Surges per Day: 3.5

    Class Skills: Arcana (Int), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis), History (Int), Insight (Wis), Intimidate (Cha), Nature (Wis), Perception (Wis), Religion (Int).
    Extra Trained Skill: Choose an extra trained skill from the class skills list above.

    Class Features: Rune Master, Rune of Mending
    Hybrid Talent Options: Armor of Runes, Runic Artistry

    Class Features
    Hybrid runepriests have the following class features.
    Rune Master: This class feature functions exactly as the runepriest class feature.
    Rune of Mending: You gain the runepriest power Rune of Mending. This power functions as normal, except that you can use it only once per encounter.

    Hybrid Talent Options
    If you take the Hybrid Talent feat, you can select one of the following options.
    Armor of Runes: This class feature functions exactly as the runepriest class feature.
    Runic Artistry: This class feature functions exactly as the runepriest class feature.

    That is all.
    >> Anonymous 03/07/10(Sun)09:19 No.8449933
    It's a sad day when something Touhoufag writes is more fluffy than what Wizco makes.

    Good job. I like the fluff that you put into Defiant Word and Wrathful Hammer. There's barely any fluff on them in the original version.
    >> Anonymous 03/07/10(Sun)10:12 No.8450359
    durr I are smart dorf, me know words of creation
    >> Anonymous 03/07/10(Sun)10:19 No.8450417
    Is it bad that I lol'd at THF using the phrase "dem dorfs"?
    >> Anonymous 03/07/10(Sun)10:24 No.8450456
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    >>8450417
    DAT DORF
    >> Anonymous 03/07/10(Sun)10:25 No.8450466
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    >>8449933

    I had exerted effort to establishing cohesive themes for the traditions of the Defiant Word and the Wrathful Hammer, an act that whoever had originally designed the two paths had failed to carry out. For comparison, these are the flavor text segments of the descriptions of runepriests of the Defiant Word and the Wrathful Hammer, which circumvent the metaphorically burning question of "Why, pray tell, is a scholar of theological runes a Strength-based class, with one of its mechanical archetypes a Strength/Constitution-based build?":

    Defiant Runepriest
    A length of paper inscribed with runes might appear fragile, yet it hangs from the caves of a temple day after day, shrugging off rain, snow, cold, and heat. The way of the Defiant Word holds that runs, wherever they are inscribed, provide strength not merely by the power they employ, but by binding together an object or a person and the concept held within a rune.

    Wrathful Runepriest
    Runepriests who follow the path of the Wrathful Hammer inscribe their runes in stone, metal, and ironwodd, materials that can withstand the punishing forces that the runes channel.
    >> Anonymous 03/07/10(Sun)10:38 No.8450605
    >>8450466
    > "Why, pray tell, is a scholar of theological runes a Strength-based class, with one of its mechanical archetypes a Strength/Constitution-based build?":
    "CAUSE RUNES ARE AWESOME, BOY, SO AWESOME I'MA HAVE TO BEAT THEM INTO EVERY TOM, DICK, AND HARRY BETWEEN HERE AND THE SHADOWFELL."

    You are now imagining a goliath war-hammer-wielding runepriest with a double-headed maul and a rune of destruction and protection on either side, leaving a wake of corpses with runic imprints on their foreheads in his wake.

    Manually.
    >> Anonymous 03/07/10(Sun)11:22 No.8451060
    >>8450605
    Okay, but can you explain why your Religion skill is terribly mediocre?
    >> Anonymous 03/07/10(Sun)11:33 No.8451199
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    THE SECRETS OF THE RUNES HAVE BEEN PASSED DOWN IN THE ARMSTRONG FAMILY FOR GENERATIONS!

    *Sparkle*
    >> Anonymous 03/07/10(Sun)11:36 No.8451242
    >>8451060
    Because I don't need to study my faith. I simply AM my faith.

    *smashes runes into the nonbeliever*
    >> Anonymous 03/07/10(Sun)11:37 No.8451251
    >>8451060
    BECAUSE HIS RELIGION IS ACTUALLY THE BEATING OF RUINS INTO EVERY TOM, DICK, & HARRY BETWEEN HERE & THE SHADOWFELL.
    >> Anonymous 03/07/10(Sun)11:39 No.8451269
    >>8451251
    >RUINS
    GODDAMN I AM OFF THIS MORNING. TIME FOR SOME WAKE-ME-UP IRISH COFFEE.
    >> Anonymous 03/07/10(Sun)11:56 No.8451465
    >>8451269
    >>8451251
    RUINS MUST HAVE RUNES BEATEN INTO THEM, TOO.
    >> Anonymous 03/07/10(Sun)12:15 No.8451674
    >>8451465
    THAT'S WHAT I'VE BEEN MISSING! I HAVE LEFT THE BODIES OF MY FALLEN ENEMIES RUNE-ENCRUSTED BUT NEGLECTED TO GIVE THEIR RUINED HOMES THE SAME TREATMENT. I MUST RECTIFY THIS SITUATION AT ONCE! FORWAAAAAAARD!
    >> Anonymous 03/07/10(Sun)12:33 No.8451868
    The fluff of the runepriest was terribly disappointing, as was having a fourth divine class that doesn't use intelligence in any way and a third that is strength-based. The martial classes have had more thematic versatility before martial power 2.
    >> Anonymous 03/07/10(Sun)12:36 No.8451901
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    >>8451868

    It occurs to me that the most prominent factor responsible for the runepriest being Strength/Constitution- and Strength/Wisdom-based was so that Wizards of the Coast could promote the minotaur, a race with +2 Strength and either +2 Constitution or +2 Wisdom, that was also introduced in the Player's Handbook 3. This was an egregiously poor decision.
    >> Anonymous 03/07/10(Sun)12:40 No.8451956
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    SAY NO TO TOUHOU!
    >> Anonymous 03/07/10(Sun)12:48 No.8452053
    >>8451901
    This is completely unnecessary, for the melee cleric is already perfect for the minotaur. The cleric and paladin should have already taken the brutish niche of divine power, and the only divine mage we have is the invoker. Where is our white mage class? Where is our keeper of divine lore that is to the invoker as the wizard is to the sorcerer?

    What makes this even worse is that if there is a player's handook 4, it is not likely to have divine classes because martial has been neglected since PHB, and it is likely to debut a new power source. This leaves primal, psionic, divine, and arcane to compete.
    >> THE PRESS WANTS TO KNOW! MonkeyToho 03/07/10(Sun)12:48 No.8452054
    rolled 46 = 46

    So wait, has the PHB3 been leaked or something?

    How the shit did you find all this out?
    >> Anonymous 03/07/10(Sun)12:58 No.8452197
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    >>8452053

    Githzerai make optimal Centered Breath monks, wilden are top-notch Bloodbond seekers and Battle Resilience battleminds, and shardminds are fine psions of either Discipline Focus. Wizards of the Coast was not content with minotaurs serving as potent Spiritbond seekers, however, and had deemed it fit to pattern the runepriest class around the race in question.

    >>8452054

    The rulebook had been made available to the public since approximately three days ago.
    >> Anonymous 03/07/10(Sun)13:00 No.8452213
    4E = CharOps

    Ignore fluff, ignore setting, ignore characterization.

    POWARZ.
    >> Anonymous 03/07/10(Sun)13:01 No.8452232
    Surisingly Enough , Carving Runes with a fuckton hammer and some fucking metal takes strength and endurance.

    DEM DWARFS IT IS
    >> Anonymous 03/07/10(Sun)13:06 No.8452291
    >>8452213
    2.5E = CharOps

    Ignore fluff, ignore setting, ignore characterization.

    SPELLZ.
    >> Anonymous 03/07/10(Sun)13:06 No.8452295
    >>8452232
    >carving runes
    >hammer

    I don't know, I'd expect swords to be used for tracing runes in the air.
    >> MonkeyToho 03/07/10(Sun)13:09 No.8452341
    rolled 86 = 86

    >>8452197
    >The rulebook had been made available to the public since approximately three days ago.

    Amazon says the 16th.
    >> Anonymous 03/07/10(Sun)13:10 No.8452354
    >>8452295

    If it has a long handle for leverage, maybe not. (The other end might be used to draw, also - and then the head is swung around and 'struck' against the rune to activate it.)

    A long-handled hammer could also be used for twirls and other elaborate movements used to draw at least part of the symbol.
    >> Anonymous 03/07/10(Sun)13:13 No.8452387
    >An ornate rune engraved into the flat of a blade may be inert and nothing more than an adornment at first glance, but when a stern order is bellowed and the sword is plunged forcefully into the ground, the earth erupts with divine power that wards friend and sears foe. The central belief of the Wrathful Hammer is one of command and superiority: the runes can command the forces of the universe with their inherent might, and all it takes is a master who can prove her worth, cow them into submission, and compel them to action.

    Seriously though, this is a lot cooler than the plain old "I am dwarf and I make runes" image. "I AM THE GENERAL, AND THESE ARE MY SOLDIERS."
    >> Anonymous 03/07/10(Sun)13:40 No.8452738
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    >>8449722

    >Wrathful Hammer: Whenever an enemy deals damage to you with an attack, you gain a bonus to damage rolls against that enemy until the end of your next turn. The bonus equals your Constitution modifier, regardless of the number of times the enemy damages you in a round.

    Please replace "Constitution" with "Charisma".
    >> Anonymous 03/07/10(Sun)15:10 No.8453999
    I'm okay with this being a Strength-based class, since practitioners have supposedly been working in the forge half their life. That said, it's always cool to get new options.
    >> Anonymous 03/07/10(Sun)18:05 No.8456968
    >>8452341
    Some stores had an early release program.
    >> Anonymous 03/07/10(Sun)18:44 No.8457682
    bump
    >> Anonymous 03/07/10(Sun)18:47 No.8457738
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    >> Anonymous 03/07/10(Sun)19:41 No.8458813
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    >>8453999

    I could see a Strength/Intelligence- or Constitution/Intelligence-based runepriest being a thematically appropriate alternative as well. I believe that a class that should be the repository of divine knowledge more so than any other divine class, especially due to how its powers stem from study and personal training rather than a direct link to the Astral Sea, as demonstrated by the class's lack of Channel Divinity, should be qualified to make Religion checks with adeptness and reliability.
    >> Anonymous 03/07/10(Sun)19:47 No.8458899
    You don't need intelligence for faith.
    >> Anonymous 03/07/10(Sun)19:51 No.8458964
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    >>8458899

    The runepriest is less of a faith-driven votary of the gods than it is a theologian and historian of divine lore. Again, note how, unlike the other four divine classes, it possesses no Channel Divinity class feature. This helps distinguish it from the melee cleric, another Strength-based, heavily-armored, rune-creating (Righteous Brand, Rune of Peace, etc.) character.
    >> Anonymous 03/07/10(Sun)20:06 No.8459204
    >>8458899
    religin i stupid
    so edy bro
    >> Anonymous 03/07/10(Sun)20:17 No.8459465
    >>8459204
    You are an incomprehensible twat, like most Christians.
    >> Anonymous 03/07/10(Sun)20:20 No.8459534
    >>8459465
    mommy is christian
    she spanked me
    jesus sucks
    so edgy
    >> Anonymous 03/07/10(Sun)21:28 No.8461114
    >>8459534
    fapfap
    >> Anonymous 03/07/10(Sun)21:47 No.8461509
    >>8449640
    Wait how can you complain about the class using strength but not complain amount the class be melee?

    I mean does the flavor sound like it should be a melee class?
    >> Anonymous 03/07/10(Sun)21:52 No.8461613
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    >>8461509

    Intelligence-, Wisdom-, and Charisma-based melee classes are by no means an exotic concept (ardent, avenger, swordmage, etc.). Modifying the runepriest's prayers into ranged and area powers would require significantly more alterations than a simplistic word replacement of "Strength" and "Constitution" with "Intelligence" and "Charisma" respectively.
    >> Anonymous 03/07/10(Sun)21:53 No.8461637
    in during a munchkin's rewrite of a class making it more powerful.
    >> Anonymous 03/07/10(Sun)21:59 No.8461759
    >>8451060
    Religion skill =/= your faith, it's what you know about religions IN GENRAL.
    >> Anonymous 03/07/10(Sun)22:42 No.8462435
    >>8461637
    Alright then, genius. Point out what's overpowered.
    >> Anonymous 03/08/10(Mon)00:02 No.8463799
    TF I like your rewrite but fear I will never get to play it.

    What is your class, hybrid, and/or multiclass suggestion to create "your" runepriest using the rules as written?
    >> Anonymous 03/08/10(Mon)00:19 No.8464092
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    >>8463799

    I would personally recommend entering a runepriest paragon path. The Hammer of Vengeance grants a Wrathful Hammer runepriest a source of free melee basic attacks virtually every round, and another paragon path offers a Defiant Word runepriest the ability to grant one ally adjacent to her a +4 power bonus to AC each and every round. Multiclassing, then, would simply be a matter of selecting a multiclass feat purely for its direct benefits, such as the attack and damage roll bonuses of Bravo or the marking of Soldier of the Faith. Good hybrid classes to pair with the runepriest rewritten would be lightly-armored, Intelligence-, Wisdom-, or Charisma-based melee classes, such as the artificer, the avenger, and the swordmage.
    >> Anonymous 03/08/10(Mon)03:55 No.8467306
    >>8462435
    Intelligence = attack, damage, AC, Reflex
    >> Anonymous 03/08/10(Mon)03:59 No.8467360
    > AC
    runepriests as written have up to Scale proficiency, so he reduced that to Cloth
    > Reflex
    in lieu of Fortitude, granted Reflex is a more common target
    >> Anonymous 03/08/10(Mon)04:00 No.8467374
    >>8467360
    Cloth with +3 AC.
    >> Anonymous 03/08/10(Mon)04:02 No.8467392
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    >> Anonymous 03/08/10(Mon)04:12 No.8467494
    >>8449722
    >You can use your Wisdom or Charisma modifier instead of your Dexterity or Intelligence modifier when determing your AC in no armor or cloth armor and your Reflex.
    This doesn't seem very useful, if Intelligence is going to be the main stat.

    >All runepriests use Strength for their attacks.
    Oops?
    >> Anonymous 03/08/10(Mon)04:43 No.8467906
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    >>8467374

    That would be equivalent to hide armor, sans the -1 armor check penalty.

    >>8467494

    >This doesn't seem very useful, if Intelligence is going to be the main stat.
    As delineated in >>8449653, the speed reduction of the Armor of Runes class features heightens the viability of dwarf and gnome runepriests, and the Runic Fundamentals class feature not only obviates the Melee Training issue that plagues many classes (ardent, assassin, avenger, bard...), but also ensures that runepriests of races lacking +2 Intelligence are not as worse-off as their more cerebrally-gifted counterparts. A level 1 dwarf Defiant Word runepriest with Strength 12, Constitution 12+2, Dexterity 10, Intelligence 16, Wisdom 16+2, Charisma 8, and a waraxe would have AC 18, Fortitude 14, Reflex 15, and Will 15. This compensates for her lesser attack bonus in comparison to the deva Defiant Word runepriest with Strength 8, Constitution 12, Dexterity 10, Intelligence 16+2, Wisdom 16+2, Charisma 12, and a bastard sword, who would have AC 18, Fortitude 13, Reflex 15, Will 15.

    >Oops?
    My mistake; that should indeed read "Intelligence" as opposed to "Strength."
    >> Anonymous 03/08/10(Mon)06:01 No.8468490
    >>8452053
    >and the only divine mage we have is the invoker

    I made an Int/Wis deva cleric once...
    >> Anonymous 03/08/10(Mon)06:09 No.8468564
    Wow, it's almost like they wanted dwarves to be the best at rune magic or something, and didnt give a shit about your spergin charop fetish.
    >> Anonymous 03/08/10(Mon)06:16 No.8468633
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    >>8468564

    Under the CharOp color rating system, dwarves would be a blue (4/5) race for the official runepriest, with longtooth shifters, minotaurs, warforged, goliaths, and wogen holding the sky blue (5/5) positions due to their +2 Strength/Constitution and +2 Strength/Wisdom. As a race gifted with +2 Constitution, +2 Wisdom, and a series of top-notch racial feats that are the reason for their high rating, such as Dwarven Weapon Training and Dwarven Durability, dwarves can make competent runepriests of either build, but they do not particularly excel at either one of them due to their lack of +2 Strength. Wisdom is of little use to a Wrathful Hammer runepriest, and Constitution is likewise of tenuous value to the tradition of the Defiant Word.

    Under the runepriest rewritten, a dwarf would be a blue (4/5) candidate for the Defiant Word all the same.
    >> Anonymous 03/08/10(Mon)08:00 No.8469483
    >>8468490
    You can make a Str/Int fighter too. It doesn't mean that fighters use Intelligence for anything but a knockoff of Dexterity.
    >> Anonymous 03/08/10(Mon)08:01 No.8469493
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    >> Anonymous 03/08/10(Mon)08:10 No.8469566
    Strength, primary, really?
    Also, tying it's two secondaries to the Dwarven spread makes the Dwarf good at it, but ultimately not as good as a race with a single full spread. Generality between builds has not shown itself to be terribly effective.

    I could see it is secondary for one of the builds, but I guess if Warlocks can flex their powers at their foes, Runepriests can punch them at theirs.
    >> Anonymous 03/08/10(Mon)11:02 No.8471218
    >>8469493
    >i hate on-topic posts
    >> Anonymous 03/08/10(Mon)11:09 No.8471307
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    >>8471218
    I hate high functioning autistic children taking issue with the rules and rewriting them to suit his own twisted view of reality.
    >> Anonymous 03/08/10(Mon)11:19 No.8471445
    >>8471307
    >GRR IM SO ANGRY WHY ARE YOU POSINT THIS GRRRRRRRRRRRRRRRRRRRR

    lol what a babby

    BABBY

    BABBY

    BABBY

    BABBY

    BABBY


    BABBY

    BABBY

    THIS IS YOU

    YOUR A

    BABBY

    BABBY

    BABBY

    BABBY


    BABBY


    BABBY


    BABBY


    ^
    u
    >> Anonymous 03/08/10(Mon)11:24 No.8471547
    >>8471307
    >I hate high functioning autistic children taking issue with the rules and rewriting them to suit his own twisted view of reality.
    >taking issue with the rules and rewriting them to suit his own twisted view of reality.
    KIND OF LIKE HOMEBREW, ISN'T IT?



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