by Ramanan Sivaranjan on August 18, 2012
I’ve revised the Rune Knight I wrote about earlier this month after getting some feedback on Google+ about the new class. Briefly, the goal here was to recreate the character Celes from Final Fantasy VI for use in Reynaldo’s D&D campaign world Baroviania. Whether by design or by accident, making your own class for his game seems to be the thing to do. The rune knight is a slightly re-skinned B/X D&D elf.
Rune knights are genetically enhanced warriors from the Dark Capital. They are artificially infused with magic, which grants them some magical ability. Their ties to the dark forces of the world leads others to regard them with suspicion and mistrust. Rune knights are often introverts and loners.
The prime requisites for a rune knight are Strength and Intelligence. They receive a 5% bonus to earned experience points if they have a 13 or more in both skills. They receive a 10% bonus to earned experience points if they have at least a 13 Strength and an Intelligence score of at least 16.
Rune knights progress in levels at the same rate as Elves. (In other words, slowly.) They share the same saving throws.
RESTRICTIONS: Rune knights gain 1D6 hit points per level. Rune knights gain all the advantages of fighters. They may use shields, can wear any type of armour, and may fight with any kind of weapon. A character must have an intelligence score of at least 9 to be a rune knight, and must have a charisma score of no more than 9.
SPECIAL ABILITIES: Rune Knights can cast spells using Rune Magic. A Rune Knight gains spells per level as an elf, and this is the exact number of spells the character knows. The character gains these spells as soon as they level-up, and may choose from any magic-user spell of the appropriate spell level. Rune Knights do not require spell components to cast any of their spells. The spells are a part of the character, infused into their very DNA. Rune Knights can not research new spells, create scrolls, or otherwise act as magic-users.
Rune Knights can dispel any magic cast in their vicinity using the Runic ability. After a magical spell or ability is used the player may declare they are using their Runic ability. They may only do so if they have not yet acted in the round. The Runic ability will replace the action the character had declared they would make. (So the character may only nullify one spell per round.) The character makes a Save vs. Magic: on success the spell or magical ability has no effect whatsoever, and the character gains 1 hit point for each level of the spell; on a fail the spell or ability proceeds as usual. Note: this ability is not a dispel magic spell. The character can’t disenchant a wand, but they could try and prevent the spell a wand casts from working; they can’t dispel a magical trap, but could try and stop any magic the trap itself casts; they can’t unlock a magically sealed door.
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