Post by David on May 19, 2006 14:04:48 GMT -5
[Material for this class lifted from the Vikings Sourcebook with additional info from Giantcraft, , and GURPS: Vikings, but general historical research and hole-patching to make the class reasonable and playable --DC]
RUNECASTER
Runecasters are rare and fearsome warriors. Although skilled in battle, their formidable power springs from their understanding of runes; ancient formulae that tap mystical powers. This combination of sword and magic makes them powerful allies and dangerous foes.
Though they are infrequent, warriors with the power to write magical runes do appear in old Icelandic tales. Perhaps the most famous runecaster was Egil Skallagrimsson, hero of Egil’s Saga.. Descendant of the famous berserker Kveld-Ulf, Egil was a strong and hot-tempered man, skilled in runes and poetry.
Runecasters, although inspired by the feats of Odin, are members of the mage class. They can use any weapon and wear any type of armor. They fight like clerics and save like mages. Experience is earned as a cleric and they advance in levels as such. They are allowed to use all those magical items normally available to general spells casters, much like a 10th lvl ranger, illusionist, etc as well as those accessible by both mages and clerics. In some ways, runecasters are similar to witches in that they stand a stride the division between arcane and divine magics.
Runecasters posses the knowledge of runes, magical words that when used properly generate or release special powers. Although they seem like spells (because they have magical effects), runes are very different. The original source of all runes known to men is the god, Odin. Runes must be learned like spells, but there is no limit to the number of times a rune can be used in a single day. Runes, however, are difficult and complicated to create. Crafting a rune is time-consuming and may result in nothing but failure. Lastly, a character’s selection of runes is severely limited. Complete information on rune progression is given below.
In addition to his fighting ability, a first level runecaster begins the game knowing two runes. One rune is assigned by the DM (or rolled randomly from the list below), while the other may be selected by the player (with a successful “chance to learn spells” roll based on intelligence). Further runes are gained automatically each non-Prime level (fourth, sixth, eighth, ninth, tenth, etc) with squares being character’s choice (fourth, ninth, and sixteenth) and all others assigned by the DM (r rolled randomly) -- see table I. In this way players will have some (slight) control over the development of their character.
All other runes gained must be learned from another rune caster or from studying an example of a rune. In either case, however, a runecaster may only master one rune per level in this fashion (although retro-active attempts are allowed, so a maximum of one rune per level of the character can be learned in this way) and only after a successful roll based on intelligence
Within the limits of rune-casting and the runes available, the character can use his knowledge at any time he feels appropriate. As noted before, a character can only learn a new rune when he rises in level. Unlike spells (which can be learned anytime the character discovers a new one), a character cannot try to “learn” a rune simply because he has seen it. Runecasting is a mystical art; it cannot simply be memorized by rote. Even if the character knows of the rune’s existence, he must wait for a new level before attempting to understand its intricacies.
Because of their ominous reputations, runecastesr do not attract large bodies of followers. Upon attaining 9th level, the reputation of the runecaster is such that a certain number of men will follow his banner. He determines those who stand by him using the Norse Follower Table. Unlike a fighter, a runecaster only attracts half the number listed (fractions rounded up). Those who do attend him are no less loyal for this. In addition, such a potent runecaster may well be approached by a number of other runecasters seeking the secret of various runes.
Once a character learns how to fashion a magical rune, he can attempt to use it. Of course, since the character is manipulating magic, this is neither a simple nor easy task. Even though the character “knows” how to use a given rune, it must be recreated with each use. What the character knows are the principles and steps for creating the desired rune, but each time he uses the rune, it takes a different form affected by the factors of the moment. It could be the time, place, motives, or people involved that alter the rune. Perhaps the most important part in using a rune is to deduce the correct form needed.
This slow process is known as shaping and is divided into three steps -- planning, carving, and activating. Each attempt to shape a rune begins with a full turn of contemplation during which the character must remain undisturbed. At the end of that time, the character can proceed to the second step.
Carving a rune requires only three things -- the rune as planned out in the character’s mind, something to carve with, and something to carve it on. Magical runes must be carved to be effective; written with paper and inks they have no power. The carving tool and surface can be whatever is at hand (although some runes may have restrictions), but must be known during the planning stage. A character cannot plan a rune and then look around for the materials to carve it. There must be no delay between the planning and the carving of a rune.
Typical srufaces for carving runes include boards, blades, drinking horns, and stones. The most common carving implement is a knife, although any othe rhard, pointed tool can be used.
The third step in shaping a rune is activating it. The activation can be either a poem spoken over the runes (to charge them with power) or anointing the runes with beer or spit. The exact method is generally unimportant to play.
All told, the process of shaping a rune takes 15+1d20 minutes. Upon completing the last step, either the player or DM makes a wisdom check for the runecaster (modified by level as seen in table I). If this wisdom check is successful, the rune works as intended. The player can make checks for those runes where the outcome is obvious. The DM should make checks for situations where the success of the rune cannot be determined immediately, such as a rune against poison carved on a drinking horn. After the rune has served its purpose, it is merely a carved pattern; runes cannot usually be reused.
Common Runes (known to humans) -- duration == effects summary:
Ale -- one use == detects poison
Beast -- next used == speak with specific animal
Berserk -- one combat == berserk bonuses (helps trigger)
Catch -- one day == catch missiles
Change -- hours or sleep == animal shapechange
Charm -- as spell == love/charm
Dead -- one use == speak with dead
Disease -- broken == wasting disease
Fortune -- one use == fate/DM’s plot device
Help -- one use == cure disease
Iron-Can’t-Bite -- removed/defeat == -1 dmg from weapons
Limb -- one use == d10 curing or x2 speed
Lore -- one use == limited legend lore
Luck -- one day == good (or bad) luck
Niä -- until resolved == curse
Quench -- one use == extinguish fire
Sea -- broken == bonus sea-worthiness
Shield -- removed/flees == +1 AC and saves
Shout -- one use == knock
Sight -- one use == second sight
Speech -- one day == prevents slander
Strength -- hours == +d3 strength
Triumph -- battle/flees == +1 hit/dmg
Water -- one use == protects against drowning/cold
Applicable durations are rolled randomly, with a minimum equal to the caster’s level, up to the maximum possible rolled.
(the tables didn't survive being turned to HTML -- basically +1 to rune rolls at 3rd, 7th, 12th, and 18th)
RUNECASTER
Runecasters are rare and fearsome warriors. Although skilled in battle, their formidable power springs from their understanding of runes; ancient formulae that tap mystical powers. This combination of sword and magic makes them powerful allies and dangerous foes.
Though they are infrequent, warriors with the power to write magical runes do appear in old Icelandic tales. Perhaps the most famous runecaster was Egil Skallagrimsson, hero of Egil’s Saga.. Descendant of the famous berserker Kveld-Ulf, Egil was a strong and hot-tempered man, skilled in runes and poetry.
Runecasters, although inspired by the feats of Odin, are members of the mage class. They can use any weapon and wear any type of armor. They fight like clerics and save like mages. Experience is earned as a cleric and they advance in levels as such. They are allowed to use all those magical items normally available to general spells casters, much like a 10th lvl ranger, illusionist, etc as well as those accessible by both mages and clerics. In some ways, runecasters are similar to witches in that they stand a stride the division between arcane and divine magics.
Runecasters posses the knowledge of runes, magical words that when used properly generate or release special powers. Although they seem like spells (because they have magical effects), runes are very different. The original source of all runes known to men is the god, Odin. Runes must be learned like spells, but there is no limit to the number of times a rune can be used in a single day. Runes, however, are difficult and complicated to create. Crafting a rune is time-consuming and may result in nothing but failure. Lastly, a character’s selection of runes is severely limited. Complete information on rune progression is given below.
In addition to his fighting ability, a first level runecaster begins the game knowing two runes. One rune is assigned by the DM (or rolled randomly from the list below), while the other may be selected by the player (with a successful “chance to learn spells” roll based on intelligence). Further runes are gained automatically each non-Prime level (fourth, sixth, eighth, ninth, tenth, etc) with squares being character’s choice (fourth, ninth, and sixteenth) and all others assigned by the DM (r rolled randomly) -- see table I. In this way players will have some (slight) control over the development of their character.
All other runes gained must be learned from another rune caster or from studying an example of a rune. In either case, however, a runecaster may only master one rune per level in this fashion (although retro-active attempts are allowed, so a maximum of one rune per level of the character can be learned in this way) and only after a successful roll based on intelligence
Within the limits of rune-casting and the runes available, the character can use his knowledge at any time he feels appropriate. As noted before, a character can only learn a new rune when he rises in level. Unlike spells (which can be learned anytime the character discovers a new one), a character cannot try to “learn” a rune simply because he has seen it. Runecasting is a mystical art; it cannot simply be memorized by rote. Even if the character knows of the rune’s existence, he must wait for a new level before attempting to understand its intricacies.
Because of their ominous reputations, runecastesr do not attract large bodies of followers. Upon attaining 9th level, the reputation of the runecaster is such that a certain number of men will follow his banner. He determines those who stand by him using the Norse Follower Table. Unlike a fighter, a runecaster only attracts half the number listed (fractions rounded up). Those who do attend him are no less loyal for this. In addition, such a potent runecaster may well be approached by a number of other runecasters seeking the secret of various runes.
Once a character learns how to fashion a magical rune, he can attempt to use it. Of course, since the character is manipulating magic, this is neither a simple nor easy task. Even though the character “knows” how to use a given rune, it must be recreated with each use. What the character knows are the principles and steps for creating the desired rune, but each time he uses the rune, it takes a different form affected by the factors of the moment. It could be the time, place, motives, or people involved that alter the rune. Perhaps the most important part in using a rune is to deduce the correct form needed.
This slow process is known as shaping and is divided into three steps -- planning, carving, and activating. Each attempt to shape a rune begins with a full turn of contemplation during which the character must remain undisturbed. At the end of that time, the character can proceed to the second step.
Carving a rune requires only three things -- the rune as planned out in the character’s mind, something to carve with, and something to carve it on. Magical runes must be carved to be effective; written with paper and inks they have no power. The carving tool and surface can be whatever is at hand (although some runes may have restrictions), but must be known during the planning stage. A character cannot plan a rune and then look around for the materials to carve it. There must be no delay between the planning and the carving of a rune.
Typical srufaces for carving runes include boards, blades, drinking horns, and stones. The most common carving implement is a knife, although any othe rhard, pointed tool can be used.
The third step in shaping a rune is activating it. The activation can be either a poem spoken over the runes (to charge them with power) or anointing the runes with beer or spit. The exact method is generally unimportant to play.
All told, the process of shaping a rune takes 15+1d20 minutes. Upon completing the last step, either the player or DM makes a wisdom check for the runecaster (modified by level as seen in table I). If this wisdom check is successful, the rune works as intended. The player can make checks for those runes where the outcome is obvious. The DM should make checks for situations where the success of the rune cannot be determined immediately, such as a rune against poison carved on a drinking horn. After the rune has served its purpose, it is merely a carved pattern; runes cannot usually be reused.
Common Runes (known to humans) -- duration == effects summary:
Ale -- one use == detects poison
Beast -- next used == speak with specific animal
Berserk -- one combat == berserk bonuses (helps trigger)
Catch -- one day == catch missiles
Change -- hours or sleep == animal shapechange
Charm -- as spell == love/charm
Dead -- one use == speak with dead
Disease -- broken == wasting disease
Fortune -- one use == fate/DM’s plot device
Help -- one use == cure disease
Iron-Can’t-Bite -- removed/defeat == -1 dmg from weapons
Limb -- one use == d10 curing or x2 speed
Lore -- one use == limited legend lore
Luck -- one day == good (or bad) luck
Niä -- until resolved == curse
Quench -- one use == extinguish fire
Sea -- broken == bonus sea-worthiness
Shield -- removed/flees == +1 AC and saves
Shout -- one use == knock
Sight -- one use == second sight
Speech -- one day == prevents slander
Strength -- hours == +d3 strength
Triumph -- battle/flees == +1 hit/dmg
Water -- one use == protects against drowning/cold
Applicable durations are rolled randomly, with a minimum equal to the caster’s level, up to the maximum possible rolled.
(the tables didn't survive being turned to HTML -- basically +1 to rune rolls at 3rd, 7th, 12th, and 18th)