Author Topic: Giants  (Read 24734 times)

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Giants
« Reply #40 on: June 08, 2013, 01:32:18 AM »
Any other Giants I missed?

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Giants
« Reply #41 on: June 14, 2013, 04:56:40 PM »
Giant Heritage Feats

Giantblood
You are descended form the mighty Giants.
 Prerequisites: None
 Benefits:  If a race possesses the Giantblood Subtype, it has a strong affinity to Giants—which means that spells, effects, powers, and abilities that affect or target Giants also affect it. The Subtype qualifies a creature to use magic items normally only usable by Giants, and qualifies the creature to take feats that have the Subtype as a prerequisite. The Giantblood Subtype also makes creatures subject to harmful effects that affect Giants.The Giant Subtype does not confer the Giant Type or any traits associated with that Type. For instance, it does not give a creature Rock Throwing. Giants automatically qualify for any classes, prestige classes,
racial substitution levels, feats, powers, or spells that require the Giantblood Subtype. Should a creature acquire the Giant Type, it loses the Giantblood Subtype.

You also gain Powerful Build: Whenever you are subject to a Size Modifier or special Size Modifier for an opposed check (such as during Grapple Checks, Bull Rush attempts, and Trip attempts), you are treated as one size larger if doing so is advantageous to you.

You are also considered to be one size larger when determining whether your Opponents special attacks based on size (such as Improved Grab or Swallow Whole) can affect you. You can use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a creature of your actual size. The benefits of this Feat stack with the effects of powers, abilities, and spells that change your size category.

Giant's Toughness
Your skin toughens into hide.
 Prerequisites: Giantblood
 Benefits: Your Natural Armor Bonus to AC increases by an amount equal to the number of Giant Heritage Feats you have.

Giant's Power
Your fists are potent weapons.
 Prerequisites: Giantblood
 Benefits: You gain a Slam Attack equal to your Unarmed Strike Damage.  You perform 2 Slam Attacks with a Full Attack action.

Giant's Strength
Your Heritage has left you quite physically powerful.
 Prerequisites: Giantblood, Level 3
 Benefits: You gain a Bonus on all Str Based Checks or Opposed Combat Checks equal to the number of Giant Heritage Feats you have.

Giant's Stride
You are long of leg.
 Prerequisites: Giantblood
 Benefits: Increase your Base Land Speed by +10.

Giant's Legacy
Your sorcerous powers are enhanced due to your ancestry.
 Prerequisites: Giantblood, any 4 Giants Heritage Feats
 Benefits: Based on your Giantblood Heritage, add the following spells to your list of spells known.  Each spell is added at the level that a spellcaster would normally gain it.  You gain them at the same Level a Sorcerer does.  If Sorcerers cannot learn the spell listed they learn it as the same Level it's originating class does.

Cloud Giant: Obscuring Mist, Air Walk, Telekinesis

Fire Giant: Produce Flame, Body Blaze, Fire Breath

Frost Giant: Ice Slick, Lesser Aura of Cold, Freezing Fog

Stone Giant: Fist of Stone, Meld into Stone, Wall of Stone

Storm Giant: Shocking Grasp, Call Lightning, Call Lightning Storm

Hill Giant: Magic Stone, Greater Mighty Wallop, Greater Enlarge Person

Troll: Claws of the Beast, Vigor, Regenerate Critical Wounds

Ogre Mage: Charm Person, Gaseous Form, Cone of Cold

Geriviar: Lesser Fire Orb ,Explosive Runes , Telekinesis

Death Giant: Inflict Light Wounds, Dispel Magic, Flame Strike

Eldritch Giant: Magic Missile, Improved Mage Armor, Greater Dispel Magic

Sand Giant: Hail of Stone, Meld Into Stone, Wall of Sand

Forest Giant: Arrow Mind, Forestfold, Nightstalker's Transformation

Sun Giant: Endure Elements, Stone Shape, Wall of Stone

Ocean Giant: Speed Swim, Water Breathing, Transformation of the Deeps

Mountain Giant: Mighty Wallop, Curse of the Brute , Righteous Might

Craa'ghoran Giant: Barkskin, Stony Grasp, Wall of Stone

Bog Giant: Speed Swim, Darkvision, Airy Water

Shadow Giant: Net of Shadows, Deeper Darkness, Shadow Evocation

Fensir: Detect Magic, Lightning Bolt, Transmute Mud to Rock

Dusk Giant: Ray of Enfeeblement, Slow, Lutzaen's Frequent Jaunt

Abyssal Giant: Demonflesh, Rockburst, Stonefire

Primordial Giant: Swift Invisibility, Invisibility Purge, Mass Fly

Maur: Enlarge Person , Meld Into Stone, Wail of Doom

Ettin: Raptor's Sight, Haste, Improved Enlarge

Totem Giant: Protection from Incarnum, Wall of Incarnum, Incarnum Weapon

Fomorian: Barkskin, Vigor, Regenerate Critical Wounds

Firbolg: Detect Magic, Vigor, Feeblemind

Ken-Kuni: Fist of Stone, Earthbolt, Stoneskin

Ken-Li: Burning Hands, Wreath of Flames, Fire Breath

Ken-Sun: Obscuring Mist, Sleet Storm, Control WInds

Giant's Presence
You are quite terrifying...
 Prerequisites: Giantblood
 Benefits: Whenever you cast a spell (or perform a charge if you are not a caster) , all opponents within 10 feet of you who have fewer Hit Dice than you become Shaken for a number of rounds equal to the level of the spell you cast (or Shaken for the duration of the encounter for non casters who charge). The effect is negated by a Will save (DC 10 + level of the spell cast + your Cha modifier, DC 10 + Hit Dice + your Cha Modifier for non-casters). A successful save indicates that the opponent is immune to your Giants Presence for 24 hours. This ability does not affect creatures with an Intelligence of 3 or lower or creatures that are already shaken.

Rock Throwing
You have inherited the Giants ability to throw rocks.
 Prerequisites: Giantblood
 Benefits: You may throw rocks as a Ranged Attack up to 5 range increments, with a +1 Racial Bonus on the Attack Roll.  Size, damage, and range of the rocks you can throw is determined by your Size Class listed on the chart below:

Small: Diminutive (20-25 pounds), 1d6 plus Str Modifier, Range Increment 80'

Medium: Tiny (30-35 pounds), 2d4 plus Str Modifier, Range Increment 100'

Large: Small (40-50 pounds), 2d6 plus Str Modifier, Range Increment 120'

Huge: Medium (60-80 pounds), 2d8 plus Str Modifier, Range Increment 140'

Gargantuan: Large (100-120 pounds), 4d6 plus Str Modifier, Range Increment 160'

Colossal: Huge (160-200 pounds), 4d8 plus Str Modifier, Range Increment 180'

Rock Catching
You have inherited the Giants Ability to catch rocks.
 Prerequisites: Giantblood
 Benefits: You may catch thrown rocks whose Size is equal to yours or smaller (or projectiles of similar shape).  Once per round, if you would normally be hit by a rock you can make a Reflex save to catch it as a free action. The DC is 5 for Diminutive, 10 for Tiny, 15 for a Small rock, 20 for a Medium one, 25 for a Large one, and 30 for a Huge Rock. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) You must be ready for and aware of the attack in order to make a rock catching attempt.   

Two Handed Rock Throwing
You get some extra range by using both hands.
 Prerequisites: Rock Throwing
 Benefits: The Range Increment of  your Rock Throwing Ability is 1 /12 times normal (i.e. 100 ft. becomes 150, 120 ft. becomes 180, etc).

Giant's Vigor
You are quite hardy.
 Prerequisites: Giantblood, Level 3
 Benefits: You gain 10 hit points plus an additional 2 hit points per Giant Heritage Feat you possess.

Cloud Giant Lineage
You can harness the legacy of your Giant ancestry to cover yourself in fog.
 Prerequisites: Giantblood, Level 3
 Benefits: You may cast Fog Cloud 1/day as a Supernatural Ability.  If you can cast spells, you may instead 'lose' any 2nd Level spell you have prepared to cast Fog Cloud instead.

Fire Giant Lineage
You can harness the legacy of your Giant ancestry to start fires.
 Prerequisites: Giantblood, Level 3
 Benefits: You may cast Produce Flame 1/day as a Supernatural Ability. If you can cast spells, you may instead 'lose' any 2nd Level spell you have prepared to cast Produce Flame instead.

Frost Giant Lineage
You can harness the legacy of your Giant ancestry to create an icy weapon.
 Prerequisites: Giantblood, Level 3
 Benefits: You may cast Ice Knife 1/day as a Supernatural Ability. If you can cast spells, you may instead 'lose' any 2nd Level spell you have prepared to cast Ice Knife instead.

Hill Giant Lineage
You can harness the legacy of your Giant ancestry to increase someone's strength.
 Prerequisites: Giantblood, Level 3
 Benefits: You may cast Bulls Strength 1/day as a Supernatural Ability. If you can cast spells, you may instead 'lose' any 2nd Level spell you have prepared to cast Bulls Strength instead.

Stone Giant Lineage
You can harness the legacy of your Giant ancestry to toughen your skin.
 Prerequisites: Giantblood, Level 3
 Benefits: You may cast Barkskin 1/day as a Supernatural Ability.  If you can cast spells, you may instead 'lose' any 2nd Level spell you have prepared to cast Barkskin instead.

Storm Giant Lineage
You can harness the legacy of your Giant ancestry to blast attackers with electricity.
 Prerequisites: Giantblood, Level 3
 Benefits: You may cast Electric Vengeance 1/day as a Supernatural Ability.  If you can cast spells, you may instead 'lose' any 2nd Level spell you have prepared to cast Electric Vengeance instead.

Geriviar Lineage
You can harness the legacy of your Giant ancestry to turn invisible.
 Prerequisites: Giantblood, Level 3
 Benefits: You may cast Invisibility 1/day as a Supernatural Ability.  If you can cast spells, you may instead 'lose' any 2nd Level spell you have prepared to cast Invisibility instead.

Death Giant Lineage
You can harness the legacy of your Giant ancestry to wound others with a touch.
 Prerequisites: Giantblood, Level 3
 Benefits: You may cast Inflict Moderate Wounds 1/day as a Supernatural Ability.  If you can cast spells, you may instead 'lose' any 2nd Level spell you have prepared to cast Inflict Moderate Wounds instead.

Eldritch Giant Lineage
You can harness the legacy of your Giant ancestry to dispel magic with a touch.
 Prerequisites: Giantblood, Level 3
 Benefits: You may cast Dispelling Touch 1/day as a Supernatural Ability.  If you can cast spells, you may instead 'lose' any 2nd Level spell you have prepared to cast Dispelling Touch instead.

Sand Giant Lineage
You can harness the legacy of your Giant ancestry to create a protective ribbon of sand.
 Prerequisites: Giantblood, Level 3
 Benefits: You may cast Halo of Sand 1/day as a Supernatural Ability.  If you can cast spells, you may instead 'lose' any 2nd Level spell you have prepared to cast Halo of Sand instead.

Forest Giant Lineage
You can harness the legacy of your Giant ancestry to increase your skills at ranged attacks.
 Prerequisites: Giantblood, Level 3
 Benefits: You may cast Hunter's Eye 1/day as a Supernatural Ability.  If you can cast spells, you may instead 'lose' any 2nd Level spell you have prepared to cast Hunter's Eye instead.

Sun Giant Lineage
You can harness the legacy of your Giant ancestry to trap earthbound allies.
 Prerequisites: Giantblood, Level 3
 Benefits: You may cast Soften Earth and Stone 1/day as a Supernatural Ability.  If you can cast spells, you may instead 'lose' any 2nd Level spell you have prepared to cast Soften Earth and Stone instead.

Ocean Giant Lineage
You can harness the legacy of your Giant ancestry to swim like a fish.
 Prerequisites: Giantblood, Level 3
 Benefits: You may cast Swim 1/day as a Supernatural Ability.  If you can cast spells, you may instead 'lose' any 2nd Level spell you have prepared to cast Swim instead.

Mountain Giant Lineage
You can harness the legacy of your Giant ancestry to find enemies by scent.
 Prerequisites: Giantblood, Level 3
 Benefits: You may cast Scent 1/day as a Supernatural Ability.  If you can cast spells, you may instead 'lose' any 2nd Level spell you have prepared to cast Scent instead.

Craa'ghoran Giant Lineage
You can harness the legacy of your Giant ancestry to turn your fist temporarily into stone.
 Prerequisites: Giantblood, Level 3
 Benefits: You may cast Stone Fist 1/day as a Supernatural Ability.  If you can cast spells, you may instead 'lose' any 2nd Level spell you have prepared to cast Stone Fist instead.

Bog Giant Lineage
You can harness the legacy of your Giant ancestry to sink opponents in a mire.
 Prerequisites: Giantblood, Level 3
 Benefits: You may cast Sink 1/day as a Supernatural Ability.  If you can cast spells, you may instead 'lose' any 2nd Level spell you have prepared to cast Sink instead.

Shadow Giant Lineage
You can harness the legacy of your Giant ancestry to cover yourself in shadow.
 Prerequisites: Giantblood, Level 3
 Benefits:  You may cast Veil of Shadow 1/day as a Supernatural Ability.  If you can cast spells, you may instead 'lose' any 2nd Level spell you have prepared to cast Veil of Shadow instead.

Fensir Lineage
You can harness the legacy of your Giant ancestry to resist attacks.
 Prerequisites: Giantblood, Level 3
 Benefits: You may cast Major Resistance 1/day as a Supernatural Ability.  If you can cast spells, you may instead 'lose' any 2nd Level spell you have prepared to cast Major Resistance instead.

Dusk Giant Lineage
You can harness the legacy of your Giant ancestry to create a wall of darkness.
 Prerequisites: Giantblood, Level 3
 Benefits: You may cast Wall of Gloom 1/day as a Supernatural Ability.  If you can cast spells, you may instead 'lose' any 2nd Level spell you have prepared to cast Wall of Gloom instead.

Abyssal Giant Lineage
You can harness the legacy of your Giant ancestry to curse your opponents.
 Prerequisites: Giantblood, Level 3
 Benefits: You may cast Infernal Wound 1/day as a Supernatural Ability.  If you can cast spells, you may instead 'lose' any 2nd Level spell you have prepared to cast Infernal Wound instead.

Primordial Giant Lineage
You can harness the legacy of your Giant ancestry to make yourself or another look regal.
 Prerequisites: Giantblood, Level 3
 Benefits:  You may cast Eagle's Splendor 1/day as a Supernatural Ability.  If you can cast spells, you may instead 'lose' any 2nd Level spell you have prepared to cast Eagle's Splendor instead.

Maur Lineage
You can harness the legacy of your Giant ancestry to climb like an arachnid.
 Prerequisites: Giantblood, Level 3
 Benefits: You may cast Spider Climb 1/day as a Supernatural Ability.  If you can cast spells, you may instead 'lose' any 2nd Level spell you have prepared to cast Spider Climb instead.

Ettin Lineage
You can harness the legacy of your Giant ancestry to act more often than usual.
 Prerequisites: Giantblood, Level 3
 Benefits: You may cast Snake's Swiftness 1/day as a Supernatural Ability.  If you can cast spells, you may instead 'lose' any 2nd Level spell you have prepared to cast Snake's Swiftness instead.

Totem Giant Lineage
You can harness the legacy of your Giant ancestry to increase the targets Essentia.
 Prerequisites: Giantblood, Level 3
 Benefits: You may cast Soul Boon 1/day as a Supernatural Ability.  If you can cast spells, you may instead 'lose' any 2nd Level spell you have prepared to cast Soul Boon instead.

Ogre Mage Lineage
You can harness the legacy of your Giant ancestry to fly briefly.
 Prerequisites: Giantblood, Level 3
 Benefits: You may cast Swift Fly 1/day as a Supernatural Ability.  If you can cast spells, you may instead 'lose' any 2nd Level spell you have prepared to cast Swift Fly instead.

Fomorian Lineage
You can harness the legacy of your Giant ancestry to make yourself hardier.
 Prerequisites: Giantblood, Level 3
 Benefits: You may cast False Life 1/day as a Supernatural Ability.  If you can cast spells, you may instead 'lose' any 2nd Level spell you have prepared to cast False Life instead.

Firbolg Lineage
You can harness the legacy of your Giant ancestry to change your appearance.
 Prerequisites: Giantblood, Level 3
 Benefits: You may cast Alter Self 1/day as a Supernatural Ability.  If you can cast spells, you may instead 'lose' any 2nd Level spell you have prepared to cast Alter Self instead.

Ken-Kuni Lineage
You can harness the legacy of your Giant ancestry to create a small tremor.
 Prerequisites: Giantblood, Level 3
 Benefits: You may cast Local Tremor 1/day as a Supernatural Ability.  If you can cast spells, you may instead 'lose' any 2nd Level spell you have prepared to cast Local Tremor instead.

Ken-Li Lineage
You can harness the legacy of your Giant ancestry to wreath yourself in fire.
 Prerequisites: Giantblood, Level 3
 Benefits:  You may cast Body of the Sun 1/day as a Supernatural Ability.  If you can cast spells, you may instead 'lose' any 2nd Level spell you have prepared to cast Body of the Sun instead.

Ken-Sun Lineage
You can harness the legacy of your Giant ancestry to have winds intervene on your behalf.
 Prerequisites: Giantblood, Level 3
 Benefits: You may cast Wind Wall 1/day as a Supernatural Ability.  If you can cast spells, you may instead 'lose' any 2nd Level spell you have prepared to cast Wind Wall instead.


« Last Edit: December 28, 2016, 11:46:37 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Giants
« Reply #42 on: October 19, 2013, 05:06:46 PM »
VERBEEG SPEARMAN


   
"MOVE THAT *BEEEEEEEEEEEEP*"

 Verbeeg Spearmen serve as the tacticians for raiding parties of Giants or Worgs.  They also provide ranged support during combat in addition to barking orders.

BECOMING A SPEARMAN
Usually entered by Verbeeg Marshals.

 ENTRY REQUIREMENTS
   Class Abilities:  Grant Move Action, Major Aura (Motivate Ardor)
   Skills:  Bluff 6 ranks, Intimidate 6 ranks
   Feats:  Brutal Throw, Precise Shot
   Race:  Verbeeg


Class Skills
 The Spearman's class skills (and the key ability for each skill) are Bluff (Cha), Diplomacy (Cha), Intimidate (Cha), Knowledge (Local, Nature)(Int), Listen (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis)
Skills Points at Each  Level : 4 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +2    Grant Move Action +1/day
2. +1    +0     +3     +3    Enhanced Major Aura +1
3. +2    +1     +3     +3    Enhanced Throwing Range +30'
4. +3    +1     +4     +4    Grant Move Action +1/day
5. +3    +1     +4     +4    Enhanced Major Aura +2
6. +4    +2     +5     +5    Enhanced Throwing Range +60'
7. +5    +2     +5     +5    Grant Move Action +1/day
8. +6    +2     +6     +6    Enhanced Major Aura +3
9. +6    +3     +6     +6    Enhanced Throwing Range +90'
10.+7    +3     +7     +7    Motivational Speaker

Weapon Proficiencies: A Spearman gains no new Armor or Weapon Proficiencies.

Grant Move Action (Ex): At Levels 1, 4, and 7 you may use your Grant Move Action an additional time per day (this stacks with uses of the ability you gain from the Marshal Class)

Enhanced Major Aura (Ex): At Level 2 the Bonus from your Major Aura increases by +1 (and an additional +1 at Levels 5 and 8).  This stacks with the Bonus you get from the Marshal Class. 

Enhanced Throwing Range (Ex): The Range increment of weapons you throw increases +30' at Level 3, with an additional +30' at Levels 6 and 9.

Motivational Speaker (Ex): At 10th Level you learn a new Major Aura, Motivate Strength.   The Range Increment of your Allies increases by (Aura Bonus times 10 ft.).
 
PLAYING A SPEARMAN
 You are the brains of a small but potentially profitable band of monsters and thugs.  You provide the tactics, they provide the muscle.  Occasionally things go bad and you have to find a new band of monsters to bully about.  Assuming you can find gullible ones.
 Combat: Your goal is to herd the Ogres or Hill Giants (or whatever stupid but physically powerful being you've allied with) into a frontal assault on the enemy while you pepper the bad guys with thrown weapons from afar.
 Advancement: Most Spearmen generally concentrate on buffing their pawns or fighting from range.  There's a case to be made for both after all.
Resources: You're smart enough to get the pick of the loot the dumber Giants don't pay attention to.  But beyond that your still basically a primitive tribesman with nothing but what you can take or steal.

SPEARMEN IN THE WORLD
"E's good fer when the crap starts ter fly that boy is."
 You're always scheming.  Always.  It's how you stay alive.  The other will pick your bones clean if you don't keep up with them.  You live with what are effectively a pack of wolves who will devour one another the moment times go bad.  Your job is to make sure those times never occur.
 Daily Life: Much of your time is spent plotting on what target to hit and scrabbling for survival. 
 Notables:
 Organizations: The vast majority of Spearmen work in small bands.  Some few find their way into mercenary work but most prefer small raiding parties that do hit and run missions. 

NPC Reaction
 Given your chosen profession NPC's are generally not desirous of your presence.

SPEARMEN IN THE GAME
 This assumes one of your PC's is (or at least was) an evil anthropophagous monster raiding Humanoid settlements.  Might put a damper on the parties prospects for employment.
 Adaptation: This assumes an all evil campaign.  If it's not, the PC may wish to explain his change of heart/alignment.
 Encounters: Spearmen are generally encountered in raids or running from them.

Sample Encounter
EL 13: The PC's ride up to the only town in 75 miles to find it being assaulted by a group of giants.  While debating about what to do, a thin, sickly looking giant spots them and begins barking orders.  Uh oh...


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC SPEARMAN

Hit Die: d8
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Spearman gains a Bonus Feat every 2 levels higher than 20th



Verbeeg Racial Feats

Steel Hedge
You have trained thoroughly with your races preferred weapons.
 Prerequisites: Verbeeg, Must be proficient with any form of Shield as well as Spears, Weapon Focus (Spear)
 Benefits: When making a Ranged Attack with a Spear and using a Shield you do not provoke an Attack of Opportunity.


Pile On
It's so much easier to attack wounded prey.
 Prerequisites: Verbeeg, BAB +3
 Benefits: When you successfully attack an opponent who has already been damaged in the round, or who is suffering from a Penalty due to a Class Ability, Feat, or Special Attack you do an extra +1d6 damage.


Gut
It's also much easier to dispatch them.
 Prerequisites: Verbeeg, Pile On
 Benefits: When you successfully attack an opponent who has already been damaged in the round, or who is suffering from a Penalty due to a Class Ability, Feat, or Special Attack you threaten a Critical on a natural 18-20.


Sneaky
You are surprisingly good at hiding for something your size.
 Prerequisites: Verbeeg, Hide 6 ranks
 Benefits: You do not take Size Penalties to Hide Checks.
« Last Edit: October 30, 2013, 11:26:46 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Giants
« Reply #43 on: November 15, 2013, 11:32:03 PM »
VOADKYN DEFENDER


   
"You don't belong here."

 Voadkyn Defenders wander their forest home acting as protectors, gatherers of information, and champions of their people and the Wood Elves.  They pretend to be anything but the giants they truly are or hide via their magical abilities, spying upon travelers while deciding what, if anything, needs to be done about them.

BECOMING A VOADKYN DEFENDER
Most Voadkyn males who are Rangers end up becoming this PrC.

 ENTRY REQUIREMENTS
   Class Abilities:  Combat Style (Sniper or Defensive Swordsman)
   Skills:  Hide 6 ranks, Move Silently 6 ranks
   Feats:  Sneaky, Far Shot
   Race:  Voadkyn


Class Skills
 The Defender's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each  Level : 6 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +2    Favored Enemy
2. +2    +3     +0     +3    Hidden Warrior
3. +3    +3     +1     +3    Strong Mind
4. +4    +4     +1     +4    Favored Enemy
5. +5    +4     +1     +4    Hidden Warrior
6. +6    +5     +2     +5    Strong Mind
7. +7    +5     +2     +5    Favored Defense
8. +8    +6     +2     +6    Hidden Warrior
9. +9    +6     +3     +6    Strong Mind
10.+10   +7     +3     +7    Veteran Defender

Weapon Proficiencies: A Defender gains no new Armor or Weapon Proficiencies.

Favored Enemy (Ex): This is identical to the Ranger Ability of the same name and stacks with it.

Hidden Warrior (Sp): At 2nd Level you may cast Forestfold 3/day as a Spell-Like Ability.

At 5th Level you may cast Polymorph on yourself only 3/day as a Spell-Like Ability.

At 8th Level you may cast Nightstalker's Transformation 3/day as a Spell-Like Ability.

Strong Mind (Ex): At 3rd Level you become immune to spells from the Charm subschool.

At 6th Level you gain a +4 Racial Bonus against spells from the Enchantment school.

At 9th Level you become immune to spells from the Compulsion subschool.

Favored Defense (Ex): At 9th Level your Favored Enemy Bonus now also applies as an Untyped Bonus to your AC against opponents of the appropriate Types.
 
Veteran Defender (Ex): At 10th Level you may cast Shapechange 1/day as a Spell-Like Ability.

PLAYING A DEFENDER
 Defenders do their best to make sure Evil does not enter their forest realm.  The definition of Evil varies wildly from person to person, and some Giants are quite a bit touchier than others.  Which is a nice way of saying don't start fires, leave trash, or pee in the rivers.
 Combat: Defenders initially avoid combat until they assess whether or not they can handle the situation alone.  If they can they use stealth to ambush and take out the threat, or use their shapeshifting to infiltrate and destroy from within.  If not they find some of their fellows.
 Advancement: Defenders are pretty individualistic, and no two are quite the same.  Some prefer stealth to combat, or vice versa.  Some make networks of allies, and some are pretty much lone wolves.
Resources: What you can lay your hands on depends on your wits and woodcraft.  You don't have (or believe in) money, so unless someone is willing to aid you you better be good at scavenging.

DEFENDERS IN THE WORLD
'Ethel was a Giant??"
 You don't interact with others much, at least not in your true form.  Generally you pretend to be something much weaker than you really are in order to size people up, and it's a rare person who learns your secret.
 Daily Life: Much of your day is spent hunting, crafting or repairing the goods you own, or looking out for trouble.  You're like the human concept of the old mountain men who tend to be self-sufficient and only show up when something is wrong or you need something you can't provide for yourself.
 Notables:
 Organizations: Most Defenders are loners, only banding together in times of great need.

NPC Reaction
 Being as you're an odd shapeshifting loner who wanders the forest randomly you make people nervous until they get to know you.

DEFENDERS IN THE GAME
 This PrC is more intended for NPC's given that most of the beings belonging to it don't like company.
 Adaptation: This PrC kind of assumes a forest based campaign in which the PC's never leave that area, which will be challenging for DM's.
 Encounters: Unless the PC's are being truly Evil or obnoxious they should never encounter a Defender, unless they are aiding one.

Sample Encounter
EL 15: The PC's are chatting with a Wood Elf brewer when some Orcs pull up demanding money.  The Elf subsequently turns into a giant and begins kicking their asses while the PC's watch astounded.  Then things get awkward.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC VOADKYN DEFENDER

Hit Die: d8
Skills Points at Each  Level : 6 + int
Bonus Feats: The Epic Voadkyn Defender gains a Bonus Feat every 2 levels higher than 20th


Voadkyn Racial Feats

Improved Alter Self
You're more adept than usual with your Alter Self Ability.
 Prerequisites: Voadkyn, 3rd Level
 Benefits: There is no maximum HD of your assumed form is equal to your Hit Dice.  Additionally you can use it to assume the forms of Giants or Animals.


Mimic
You are far more practiced than normal at shapeshifting.
 Prerequisites: Voadkyn, Improved Alter Self
 Benefits: You gain the Shapechanger Subtype, and when using your Alter Self Ability you gain one Extraordinary Ability of the assumed form (this may be a Special Attack or a Special Quality).


Toughened Hide
Your skin is like old leather.
 Prerequisites: Voadkyn, Con 20+
 Benefits: You may cast Barkskin 5/day as a Spell-Like Ability.


Sneaky
You are surprisingly good at hiding for something your size.
 Prerequisites: Verbeeg or Voadkyn, Hide 6 ranks
 Benefits: You do not take Size Penalties to Hide Checks.
« Last Edit: November 25, 2013, 05:53:36 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Giants
« Reply #44 on: December 20, 2013, 10:08:46 PM »
ELDER


   
"World ho!"

 Since their race was altered by Ptah, one in ten Spacesea Giants becomes an Elder.  The term is not one referring to age, but power and social status instead.  Most Elders consider it their duty to Ptah to develop their powers for the benefit of their race, and many become leaders of society (or ship captains since magical power is required to get the spaceships to move).  Stone Giants manifest Elders as well, but not quite as many.

BECOMING AN ELDER
Usually you're born with the potential to become an Elder.

 ENTRY REQUIREMENTS
   Race:  Stone Giant or Spacesea Giant
   Spellcasting:  Must be able to cast at least 1st Level spells from either the Favored Soul or Sorcerer lists, at least one of which must have the Earth Descriptor
   Skills:  Diplomacy 4 ranks, Knowledge (Religion) 4 ranks
   Feats:  Elder


Class Skills
 The Elder's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Arcana, Nature, Religion) (Int), Listen (Wis), Pilot Spelljammer (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis).  (Spacesea Giants replace Knowledge: Nature with Knowledge: Wildspace, and Survival with Wildspace Survival).
Skills Points at Each  Level : 2 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    +1 Charisma
2. +1    +0     +0     +3    Stone Power (+1), +1 Level of Arcane or Divine Spellcasting Class
3. +1    +1     +1     +3    Spell-Like Ability, +1 Level of Arcane or Divine Spellcasting Class
4. +2    +1     +1     +4    +1 Charisma
5. +2    +1     +1     +4    Stone Power (+2), +1 Level of Arcane or Divine Spellcasting Class
6. +3    +2     +2     +5    Spell-Like Ability, +1 Level of Arcane or Divine Spellcasting Class
7. +3    +2     +2     +5    +1 Charisma
8. +4    +2     +2     +6    Stone Power (+3), +1 Level of Arcane or Divine Spellcasting Class
9. +4    +3     +3     +6    Spell-Like Ability, +1 Level of Arcane or Divine Spellcasting Class
10.+5    +3     +3     +7    Ancient, +1 Level of Arcane or Divine Spellcasting Class

Weapon Proficiencies: An Elder gains no new Weapon or Armor Proficiencies.

Charisma: At Levels 1, 4, and 7 the Elder receives a permanent +1 increase to his Charisma Score.

Stone Power (Ex): At Level 2 the Save DC of your Spell-Like Abilities and any spells you cast with the Earth descriptor increases by +1.  This increases to +2 at Level 5 and +3 at Level 8.

Spell-Like Ability (Sp): At Levels 3, 6, and 9 you gain a spell that you may cast as a Spell-Like Ability.  Caster Level is equal to your Hit Dice or 10th Level whichever is lower.  At 3rd Level you may choose from the following: Earth Lock (Spell Compendium), Earthen Grace (Spell Compendium), Earthen Grasp (Spell Compendium), Fist of Stone (Spell Compendium), Fortify Metal and Stone (Secrets of Sarlona), Foundation of Stone (Spell Compendium), Local Tremor (Races of the Dragon), Soften Earth and Stone, Speaking Stones (Magic of Eberron), Stone Shape.  At 6th Level you may also choose from the following: Eradicate Earth (Spell Compendium), Giant's Wrath (Spell Compendium), Meld Into Stone, Stony Grasp (Spell Compendium), or Tremor (Spell Compendium).  At 9th Level you may also choose from the following: Call of Stone (PHB II), Greater Stone Shape (Underdark), Heart of Earth (Complete Arcane), Hurtling Stone (Heroes of Battle), Spike Stones, Stone Metamorphosis (Underdark), Stoneskin, Stone Sphere (Spell Compendium), Transmute Mud to Rock, Transmute Rock to Mud, Transmute Sand to Stone (Sandstorm), or Wall of Stone.

Ancient (Ex): At Level 10 you gain a spell that you may cast as a Spell-Like Ability.  Caster Level of your Spell-Like Abilities is now equal to that of your spellcasting class (or 10th Level, whichever is higher).  You may choose from the following: Bones of the Earth (PHB II), Eye of Stone (Races of Stone), Flesh to Stone, Mineralize Warrior (Underdark), Move Earth, Sarcophagus of Stone (Spell Compendium), Stone to Flesh or Stone Tell. 
 
PLAYING AN ELDER
 The other Giants look up to you for answers, and you regularly pray to Ptah (or whomever) that you have them.  Unlike the dumber Giant races you're smart enough to know just how little you really know.  You have power of course, but power implies neither intelligence nor wisdom, and your powers are fairly thematic...
 Combat: Combat wise you're pretty much like any other spontaneous caster.  Some of your Spell-Like Abilities have some fighting applications of course, but since they're all stone or earth related most opponents see them coming.  Which is why the wiser among you learn some nifty surprise spells...
 Advancement: The spells and skills you learn are largely dictated by circumstances of the moment.  Constant travel means you need to adapt to whatever is needed most at the time.  Being the universes foremost scholar isn't much helpful if you're trapped in Beholder Space.  And if you live in a fairly comfortable area and aren't traveling , you really don't need to be a combatant so much as being able to help those who depend on you for aid in other ways.
Resources: Elders are generally well-respected, and unless you behave in a particularly evil manner you can depend on the help of your fellow Giants.

ELDERS IN THE WORLD
"WE NEED YOUR HELP! THERE'S A NEOGI SHIP OUTSIDE!"
 Back in the good old days your people solved problems by hitting them with boulders till they died or went away.  Unfortunately that wasn't enough to stop the Neogi from enslaving you.  Power simple wasn't enough for all situations.  You needed knowledge as well, and Ptah provided.  Since then you've tried to uphold your end of things by trying to have an answer for every question.  It drives some of you a little crazy.
 Daily Life: When you aren't studying hard to better yourself, you tend to handle requests by the tribesmen who are coming to you for aid.  There are always problems that need handling.                                                                                                           
 Notables:
 Organizations: Being the defacto leaders and wise men of Spacesea Giant society, the Elders run or belong to a great many organizations.

NPC Reaction
 NPC's who know about Spacesea Giants are willing to give you a chance.  Many of your people are merchants or guards after all.  Those who aren't knowledgeable about your race see you as any other Giant, meaning you make them a tad nervous.

ELDERS IN THE GAME
 For a PC to take this class assumes the party is in someway important to the Giants.  Which, assuming they're all Giants is probably not so bad.  Humanoids and smaller entities may be a little envious of the Elders time in the spotlight.
 Adaptation: This is obviously intended for Spelljammer (or for a Stone Giant campaign).  But adaptation should be simple enough.
 Encounters: Elders are found piloting spacecraft, leading small communities of Giants, or the temples dedicated to their God.   Many are also found in libraries or other repositories of information.

Sample Encounter
EL 22: The PC's are responding to a distress call, when a nearby ship of Giants orders them to stand down or prepare to be boarded.  Gonna be a hot night...


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC ELDER

Hit Die: d6
Skills Points at Each  Level : 2 + int
Bonus Feats: The Epic Class Name gains a Bonus Feat every 2 levels higher than 20th


Spacesea Giant Racial Feats

Elder
You're more adept than usual with spells involving the earth you came from.
 Prerequisites: Spacesea Giant or Stone Giant, ability to cast spells or use Spell-Like Abilities, Cha 15+
 Benefits: Spells you cast with the Earth Descriptor are cast at +1 Caster Level.


Mace of the Earth
You can create potent weapons from stone.
 Prerequisites: Spacesea Giant or Stone Giant, able to cast Stone Shape as a Spell or Spell-Like Ability
 Benefits: When using Stone Shape to create a club or mace from stone, it is a +2 weapon.


Dense Flesh
Your flesh is increasingly rocklike.
 Prerequisites: Spacesea Giant or Stone Giant, Con 24+
 Benefits: You gain DR 5/-.  This stacks with similar DR gained from Spells or Class Abilities.


Well Traveled
You have long traveled the reaches of the universe.
 Prerequisites: Spacesea Giant, Knowledge (Wildspace) 6 ranks, Diplomacy 6 ranks
 Benefits: You may always take 10 on Knowledge (Wildspace) and Diplomacy Checks.
« Last Edit: January 13, 2014, 12:30:30 AM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Giants
« Reply #45 on: January 31, 2014, 02:54:06 AM »
FOREST PROTECTOR


   
"Fire will always betray you."

 Forest Protectors have taken it upon themselves to make it their life mission to keep Evil from invading their forest homes, as well as those pesky Humanoids who like to cut and burn trees.

BECOMING A FOREST PROTECTOR
A few Levels in Druid will do you.

 ENTRY REQUIREMENTS
   Race:  Forest Giant (Cerilian)
   Class Abilities:  Trackless Step
   Skills:  Hide 4 ranks, Knowledge (Nature) 4 ranks, Move Silently 4 ranks
   Feats:  Rooting


Class Skills
 The Forest Protector's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each  Level : 6 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    Fire Resistance 5, +1 Level of Divine Spellcasting Class
2. +2    +3     +0     +0    Awakening
3. +3    +3     +1     +1    Forest's Wrath
4. +4    +4     +1     +1    Fire Resistance 10, +1 Level of Divine Spellcasting Class
5. +5    +4     +1     +1    Awakening
6. +6    +5     +2     +2    Forest's Wrath
7. +7    +5     +2     +2    Fire Resistance 15, +1 Level of Divine Spellcasting Class
8. +8    +6     +2     +2    Awakening
9. +9    +6     +3     +3    Forest's Wrath
10.+10   +7     +3     +3   Lord of the Green, +1 Level of Divine Spellcasting Class

Weapon Proficiencies: The Forest Protector gains no new weapon or armor proficiencies.

Fire Resistance (Ex): You gain Fire Resistance 5 at Level 1.  This increases to 10 at Level 4, and 15 at Level 7.

Awakening (Su): At 2nd Level you may cast Awaken on trees only 3/day as a Supernatural Ability.

At 5th Level you may cast Sending at will as a Supernatural Ability, but may only communicate with trees you have personally Awakened, or beings that have at least one Level in Forest Protector.

At 8th Level you may cast Mass Awaken instead of Awaken.

Forest's Wrath (Su): At 3rd Level you may cast Nature's Wrath 3/day as a Supernatural Ability.

At 6th Level you may cast Poison Thorns 3/day as a Supernatural Ability.

At 9th Level you may cast Poison Vines 3/day as a Supernatural Ability.

Lord of the Green (Su): While in your forest home you permanently have an Invisibility spell in effect on your person (turning this on or off is a Swift Action), and may cast Transport Via Plants at will as a Supernatural Ability.
 
PLAYING A FOREST PROTECTOR
 Foolish Goblinoids and their reliance on fire as a weapon against your kind.  They should know better.  They deserve being stepped on.
 Combat: Forest Protectors prefer subtlety to overt force, but they aren't shy if it becomes necessary.  But if given the choice they fight from he shadows to prevent intruders from having an opponent to truly confront.
 Advancement: How you advance is generally up to you, but most Protectors advance along similar lines.
Resources: Forest Protectors are usually on their own, but the more open veterans who have made peaceable contact with other races in their territory can sometimes call on them for aid.

FOREST PROTECTORS IN THE WORLD
"Did that tree just snort disapprovingly?"
 Forest Protectors are seen, not heard, and if they can help it they aren't seen all that often.  They prefer o work through their Awakened helpers, silently disrupting opponents with spells or other abilities rather than personally confronting them.
 Daily Life: Your life is absorbed by your job.  The forest is a big place, and there are lots of bad guys out there.
 Notables:
 Organizations: Forest Protector's concentrate solely on their life's mission, and rarely have time for any organization that does not have the same goal in mind.

NPC Reaction
 NPC's rarely encounter Forest Protector's unless hey live in or enter their domain.

FOREST PROTECTORS IN THE GAME
 This is kind of limiting so DM's may wish to restrict it to NPC's who don't need to travel.
 Adaptation: This is meant for forest only campaigns, because only world shattering events will convince a Protector o leave his home otherwise.
 Encounters: Unless PC's live in, and otherwise protect or despoil the forest, they probably won't encounter Protectors, and should probably be thankful for that.

Sample Encounter
EL 22: The NPC's have made camp, and just started a cooking fire when a disapproving tree leans down and asks them what the hell they think they're doing.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions


EPIC FOREST PROTECTOR

Hit Die: d8
Skills Points at Each  Level : 6 + int
Bonus Feats: The Epic Forest Protector gains a Bonus Feat every 4 levels higher than 20th


Forest Giant Racial Feats

Rooting
You can put down roots to gain nourishment, or even hibernate.
 Prerequisites: Forest Giant, Con 26+
 Benefits: As a Standard Action you can put down roots and effectively become a tree, entering a sort of suspended animation.  You gain a +8 Circumstance Bonus to Disguise Checks if opponents suspect you are not a tree.   You do not need food or water as you get all your nutritional needs from the sun and soil, and while in hibernation also gain the benefits of an Endure Elements spell. 


Toughened Bark
You have learned to enhance your natural toughness.
 Prerequisites: Forest Giant, Wis 18+
 Benefits: You may cast Barkskin at will as a Supernatural Ability.


Hand of the Forest
You can hold intruders fast.
 Prerequisites: Forest Giant, Wis 18+
 Benefits: You may cast Briar Web at will as a Supernatural Ability.


Green Speech
You can use the trees as a communication network.
 Prerequisites: Forest Giant, Hand of the Forest
 Benefits: You may cast Forest Eyes and Forest Voice 3/day as a Supernatural Ability.
« Last Edit: February 28, 2014, 06:23:38 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Giants
« Reply #46 on: March 21, 2014, 02:48:17 AM »
ENVOY OF THE ICE


   
:The Ice will cover all."

 Envoys do their best to prolong winter so that their fellows can continue to raid into the south.  They are at the forefront of the Ice Giants quest to make  winter permanent the world over.

BECOMING AN ENVOY
A few levels in Druid will do you.

 ENTRY REQUIREMENTS
   Race:  Ice Giant
   Spellcasting:  Must be able to cast 2nd Level Druid spells
   Skills:  Knowledge (Nature) 6 ranks, Spellcraft 6 ranks
   Feats:   Any one of the four Racial Feats listed below


Class Skills
 The Envoy's class skills (and the key ability for each skill) are Concentration (Con), Knowledge (Arcana, Nature) (Int), Listen (Wis), Spellcraft (Int), or Survival (Wis).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Ice Magic
2. +1    +0     +0     +3    Fire Resistance 5
3. +1    +1     +1     +3    Fimbulwinter
4. +2    +1     +1     +4    Ice Magic
5. +2    +1     +1     +4    Fire Resistance 10
6. +3    +2     +2     +5    Fimbulwinter
7. +3    +2     +2     +5    Ice Magic
8. +4    +2     +2     +6    Fire Resistance 15
9. +4    +3     +3     +6    Fimbulwinter
10.+5    +3     +3     +7    Winter King

Weapon Proficiencies: An Envoy gains no new weapon or armor proficiencies.

Ice Magic: At Levels 1, 4, an 7 you may switch out one Druid spell and replace it with a spell from any list with the Cold Descriptor.

Fire Resistance (Ex): At Level 2 you gain Fire Resistance 5.  This increases to Fire Resistance 10 at level 5, and Fire Resistance 15 at Level 8.

Fimbulwinter (Sp): At Level 3 you may cast Fimbulwinter 1/day as a Spell-Like Ability.  This increases to 2/day at Level 6, and 3/day at Level 9.

Winter King (Su): When using your Fimbulwinter Ability, the range, area and duration are doubled.
 
PLAYING AN ENVOY
 You will one day enshrine the world in ice.  This is your life's work.  Your reason for existence.  It might be considered insane if it weren't for the fact that at times members of your profession have almost pulled it off.
 Combat: Envoys have bigger fish to fry than indulging in simple fisticuffs (or even magical fights for that matter).  They will use their spells to effect combat, but try not to be in the thick of things.
 Advancement: Envoys almost religiously attempt to make their Fimbulwinter ability more powerful.  hey lay the foundation for the assaults their race launches upon the other realms.
Resources: Envoys enjoy great favor among their own kind, and can usually call upon anyone for help.

ENVOYS IN THE WORLD
"Were it not for the Envoys, the Ice Giants would be less of a threat."
 The Envoys are rarely seen, and don't much interact with others.  Their magical research precludes social pleasantries.
 Daily Life: Most of your time is taken up by study and experimentation.
 Notables:
 Organizations: The Envoys are a loose affiliation, almost like a non-heirarchical church of some sort.

NPC Reaction
 Given that you're usually spotted during an Ice Giant raid, NPC's are usually terrified of you.

ENVOYS IN THE GAME
 This might be better for NPC's than for players given it's nature.
 Adaptation: This is meant for Birthright campaigns, but could be adapted.
 Encounters: Envoys are usually only seen when conducting an experiment designed to prolong and spread winter.

Sample Encounter
EL 22: The PC's have been hired to terminate whatever is causing a magical winter that is killing local crops.  Ice Giants have been seen in the local area and are presumed responsible..


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC ENVOY

Hit Die: d8
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Envoy of the Ice gains a Bonus Feat every 3 levels higher than 20th


Ice Giant Racial Feats

Winter's Healing
You can repair yourself in the most frigid temperatures.
 Prerequisites: Ice Giant, Con 28+
 Benefits: You have Fast Healing 1 if the temperature is below 32 degrees Farenheit.


Cold Presence
You have learned to extend he reach of your freezing temperatures.
 Prerequisites: Ice Giant, Cha 18+
 Benefits: You may cast Zone of Cold at will as a Supernatural Ability.


Hand of Winter
You can cause frostbite with a touch
 Prerequisites: Ice Giant, Cha 18+
 Benefits: You may cast Lesser Frostburn at will as a Supernatural Ability.


Winters Approach
You can call up foul weather.
 Prerequisites: Ice Giant, Hand of Winter
 Benefits: You may cast Glacial Globe of Invulnerability and Control Temperature 3/day as a Supernatural Ability.
« Last Edit: April 15, 2014, 10:41:05 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Giants
« Reply #47 on: April 15, 2014, 11:42:12 PM »
RUNECASTER


   
"Writing has much power."

 Runecasters are arcane spellcasters of a sort who focus their power through runes.  By inscribing these runes on the correct objects they can temporarily create magical items or effects.  Unlike most spellcasters they are not as limited in their selection of weapons and armor, and as such many make fairly good battle mages of one sort or another.  Legend has it that Annam passed the secrets of runecraft on to the Giants after learning it from a high level Modron he bested in a game of chance.  Runecraft is said to have been expeditious in winning the Giants war on Dragonkind, and they guard it jealously.  While in theory any intelligent being can become a Runecaster, the secrets are kept so closely that few if any other races have ever had a member educated in the art.

MAKING A RUNECASTER
 You are best at buffing the party, or making traps against possible bad guys.  It's generally best to concentrate on some area of specialty (which for Runecasters usually means straight up warfare).
 Abilities: Much of the Runecasters abilities require Wisdom, and learning them requires Intelligence.  Constitution will be helpful in keeping them alive, and depending on whether or not you intend to participate heavily in combat you may wish Strength as well.
 Races: Runecasters are almost exclusively of giantkind, though some have leaked the secrets to the occasional Human, Elf, or Dwarf.
 Alignment: Much like Wizards, Runecasters have no real restrictions on Alignment, though truly Chaotic individuals rarely have the focus necessary to become one.
 Starting Gold: Same as Wizards
 Starting Age: Same as Wizards

Class Skills
 The Runecaster's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (All, Int), Profession (Wis), and Spellcraft (Int).
Skills Per Day at 1st Level : (2 + int)x4
Skills Per Day at Each Additional Level : 2 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities  Maximum Rune Level[/b]
1. +0    +2     +0     +2    Runecasting             1
2. +1    +3     +0     +3                            1
3. +2    +3     +1     +3                            2
4. +3    +4     +1     +4                            2
5. +3    +4     +1     +4    Bonus Feat              3
6. +4    +5     +2     +5                            3
7. +5    +5     +2     +5                            4
8. +6    +6     +2     +6                            4
9. +6    +6     +3     +6                            5
10.+7    +7     +3     +7    Bonus Feat              5
11.+8    +7     +3     +7                            6
12.+9    +8     +4     +8                            6
13.+9    +8     +4     +8                            7
14.+10   +9     +4     +9                            7
15.+11   +9     +5     +9    Bonus Feat              8
16.+12   +10    +5     +10                           8
17.+12   +10    +5     +10                           9
18.+13   +11    +6     +11                           9
19.+14   +11    +6     +11                           9
20.+15   +12    +6     +12   Bonus Feat              9

Weapon Proficiencies: Runecasters are proficient with Simple and Martial Weapons, and with Light and Medium Armor and all Shields (except Tower Shields)

Runecasting:  To learn, prepare, or cast a rune, the Runecaster must have an Intelligence score equal to at least 10 + the rune level. The Difficulty Class for a saving throw against a Runecaster's rune is 10 + the spell level + the Runecaster's Wisdom modifier.  A Runecaster begins play knowing 3 1st Level Runes, and automatically learns 1 rune per level thereafter.  Unlike spells a rune does not have to be used immediately once cast, and a Runecaster can have a number of active runes equal to his Runecaster level.  They also get bonus active runes for a high Wisdom score in a manner similar to the ways Wizards get bonus spell slots for high Intelligence.  For example a 3rd Level Runecaster with an Int of 14 can have 3 active runes of any level he can cast, plus a Bonus Active Rune of 1st and 2nd Level.  At 1st Level the Runecaster gets one of the following Feats for free: Runic Defenses, Runic Wards, Runic Weaponry, Runic Wonders.  The Feat taken dictates what kinds of Runes you can shape.  Once the caster has learned multiple Rune Feats he may cast Runes he know in different ways if applicable.  For example if a Runecaster takes Runic Wonders at 1st Level and knows the Bror Rune he can use it to make a temporary Wondrous Item.  If he later learns Runic Weaponry he can also use the Bror rune to make a magic weapon.

Bonus Feat: At Levels 5, 10, 15, and 20 a Runecaster gains a Bonus Feat he qualifies for from the following list: Expanded Learning (Defenses), Expanded Learning (Runeseer), Expanded Learning (Wards), Expanded Learning (Weaponry), Greater Rune Focus, Rune Focus, Runic Defenses, Runic Wards, Runic Weaponry, Runic Wonders.
 
PLAYING A RUNECASTER
 You may be tougher than a Wizard, but you aren't quite as versatile.  Planning will be everything to you.   You need to prepare runes in advance so you can activate them at need, so spontaneity is your enemy.  You can enhance your parties equipment, trap the bejeezus out of the local area, or craft temporary magic items, but you can't generally do it all at once until you get to higher levels.  Runes that mimic Divination magic will generally be your friend as they will aid you in figuring out what you may need in the immediate future.
 Religion: Being as they are mostly Giants, and received the gift of runecraft from Annam, by far the vast majority of worship the Giant Gods (particularly Annam).  The rare humanoid who learns the art may worship his own Gods, but in all likelihood his teacher still requires some fealty to the Giant pantheon.
 Other Classes: Classes that respect wisdom, learning, and divine insight will get along well with the Runecaster.  Given their prominence in war, purely martial classes will get along well them too.  Rogues and other spurious characters, or practicioners of evil magic such as necromancy are often shunned by runecasters.
 Combat: Runecasters are at their best in combat when they have advance knowledge of it's coming.  Runes take time and effort to prepare, and doing so on the battlefield is ill-advised.  On the other hand, if a Runecaster has time to prepare he can have a great many rune-enhanced items ready.  If they know their foe they can be most dangerous.
 Advancement: Most Runecasters zealously study the perfection and expansion of their craft.  Since it was originally developed in wartime there are a great many who develop it towards that purpose, but with the war on Dragons long over they have begun to pursue more peaceful purposes. 

RUNECASTERS IN THE WORLD
"The Master will see you now."
 The Runecasters propensity for using divinations often puts them on the spot.  Anything with ill intentions in the are will know you have a chance of accidentally stumbling onto their schemes while looking for something else.  This is generally why Runecasters are reclusive.  Being far away from the scheming masses means they are less likely to be murdered for their troubles.
 Daily Life: Much of a Runecasters time is spent in study, and occasionally in preparation for probable trouble ahead.
 Notables:
 Organizations: There are many informal schools for runecraft, but few dedicated collages of the type associated with wizardry.  Runecaster schools are headed by one individual, who accepts as many pupils as he wishes, assuming he finds them worthy. 

NPC Reaction
 Runecasters generally receive respect among giants so long as they aren't obviously evil.  Other races generally tend to perceive them in much the same way they perceive Wizards.  On Faerun they might get the stink eye from Dragons since Runecasters were on the forefront of their war.

RUNECASTERS IN THE GAME
 Dragons will generally be pissed at you on sight.  After all your relatives probably killed their relatives.  So depending on how well some locals remember the ancient Giant-Dragon wars, the Runecaster could precipitate a rough reception for the party.
 Adaptation: Runecasters have a bit of history on Faerun as they were a major part of the Giant war effort against Dragon-kind.  On other worlds they aren't quite as famous.  If Annam is unknown there Runecasters may be nonexistent, unless you want a different origin for them.
 Encounters: Whenever the Giants go to war it is almost certain the Runecasters will be there.  Beyond the emergency needs of their people they are generally reclusive, spending their time in study. 



EPIC RUNECASTER

Hit Die: d8
Skills Points at Each  Level : 2 + int
Runes The Runecaster’s shaoer level is equal to her class level. The number of active Runes the Runecaster may have going at any one time does not increase after 20th level. Each time the Runecaster achieves a new level, he or she learns two new Runes of any level that he or she can cast (according to his or her new level).
Bonus Feats: The Epic Runecaster gains a Bonus Feat every 3 levels higher than 20th.
« Last Edit: January 24, 2019, 12:45:32 AM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Giants
« Reply #48 on: April 16, 2014, 02:25:33 AM »
Runecasting

First a Rune must be concentrated upon and drawn (this is referred to as shaping), the time of this process varying depending on the rune cast.  This action is much like casting a spell, and provokes an attack of opportunity, and anything that would force a caster to make a Concentration Check to cast a spell will force a Runecaster to make one to continue shaping a rune.  At this stage runes effectively have a Somatic component as you are required to be able to draw them.  Once successfully shaped the rune is considered 'active'.  A Runecaster may have a number of 'active' runes equal to his Runecaster Level.  Once active a Runecaster may access a runes power at any time he wishes as long as it is within 60 ft.  The exact type of Action varies from rune to rune, but it involves a Verbal component as the Runecaster must speak to access a rune.  Once a runes power has been accessed it has a limited time before it runs out of power and must be reshaped to be used again.  For runes that mimic spells, your caster Level is the same as your Runecaster Level (i.e. your shaper level).  Runes use the following format:

Rune Name
Level The Level of the rune, similar to the level of a spell.
Focus The object a rune must be carved on to work properly.
Shaping Time How long it takes to shape a rune.
Access Time The type of Action necessary to access a rune.

Description of the runes effects


Most runes duplicate a spell of some sort so the school of magic, descriptors, range, target/area, duration, saving throw, and spell resistance are identical to the spell in questions unless the texts description mentions differently.

Inscribe Rune Feats

Runic Defenses
Prerequisites Runecaster Level 1
Benefits Runic Defenses allows you to shape runes upon armor and shields, temporarily transforming them into magic items when they are accessed.  Please note that like all items created by the Inscribe Rune Feats, these items can be used by anyone but must be accessed by their shaper.

Runic Wards
Prerequisites Runecaster Level 1
Benefits Runic Wards allow for a variety of effects.  They can be shaped upon other beings as warnings, curses, or occasionally even beneficial effects.  They can be shaped upon traps or objects as magical traps.  And they can be shaped on any surface as a trap or defensive fortification.

Runic Weaponry
Prerequisites Runecaster Level 1
Benefits Runic Weaponry allows you to shape runes upon weapons, temporarily making them magic items.

Runic Wonders
Prerequisites Runecaster Level 1
Benefits  Runic Wonders are everyday items made magical via the inscription of a rune.



Metarune Feats 

Appalling Rune
Prerequisites Any Inscribe Rune Feat
Benefits  A target damaged by this Rune (or by the weapon this Rune is shaped on) is also Frightened for 3 rounds.  Shaping or Activating an Appalling Rune means you cannot Shape or Activate other Metarunes for another 2 rounds.

Chain Rune
Prerequisites Runic Wards
Benefits  Any Runic Ward that mimics a spell that specifies a single target and has a range greater than touch can be chained so as to affect that primary target normally, then arc to a number of secondary targets equal to your caster level (maximum 20). Each arc affects one secondary target chosen by you, all of which must be within 30 feet of the primary target, and none of which can be affected more than once. You can choose to affect fewer secondary targets than the maximum. If the chained rune deals damage, the secondary targets each take half as much damage as the primary target (rounded down) and can attempt Reflex saving throws for half damage (whether the spell allows the original target a save or not). For spells that don't deal damage, the save DCs against arcing effects are reduced by 4.  Shaping or Activating a Chain Rune means you cannot Shape or Activate other Metarunes for another 3 rounds.

Clangorous Rune
Prerequisites Any Inscribe Rune Feat
Benefits  A target damaged by this Rune (or by the weapon this Rune is shaped on) is also Deafened for 3 rounds.  Shaping or Activating a Clangorous Rune means you cannot Shape or Activate other Metarunes for another round.

Coercive Rune
Prerequisites Any Inscribe Rune Feat
Benefits  An opponent damaged by this rune (or by the weapon this Rune is shaped on) takes a -2 Penalty on Will Saves for 3 rounds.  Shaping or Activating a Coercive Rune means you cannot Shape or Activate other Metarunes for another 2 rounds.

Consecrate Rune
Prerequisites Any Good Alignment, and Inscribe Rune Feat.
Benefits Any Rune you modify via this Feat gains the Good Descriptor.  If it does damage, half of that damage is Sacred damage (and is unaffected by DR or Energy Resistance/Immunity.  Shaping or Activating a Consecrated Rune means you cannot Shape or Activate other Metarunes for another round.

Corrupt Rune
Prerequisites Any Evil Alignment, and Inscribe Rune Feat.
Benefits Any Rune you modify via this Feat gains the Evil Descriptor.  If it does damage, half of that damage is Profane damage (and is unaffected by DR or Energy Resistance/Immunity.  Shaping or Activating a Corrupt Rune means you cannot Shape or Activate other Metarunes for another round.

Disruptive Rune
Prerequisites Any Inscribe Rune Feat, any Metarune Feat
Benefits  The Save DC of any Spells, Spell-Like Abilities or Supernatural Abilities of an opponent damaged by this Rune (or by the weapon this Rune is shaped on) are reduced by -2 for 3 rounds.  Shaping or Activating a Disruptive Rune means you cannot Shape or Activate other Metarunes for another 2 rounds.

Empower Rune
Prerequisites Any Inscribe Rune Feat
Benefits  All variable, numeric effects of an empowered rune are increased by one-half. An empowered rune deals half again as much damage as normal, cures half again as many hit points, affects half again as many targets, and so forth, as appropriate.  Shaping or Activating an Empowered Rune means you cannot Shape or Activate other Metarunes for another 2 rounds.

Extend Rune
Prerequisites Any Inscribe Rune Feat
Benefits  An extended rune lasts twice as long as normal. A rune with a duration of concentration, instantaneous, or permanent is not affected by this feat.  Shaping or Activating a Extended Rune means you cannot Shape or Activate other Metarunes for another round.

Far Rune
Prerequisites Any Inscribe Rune Feat
Benefits  You can alter a rune with a range of close, medium, or long to increase its range by 100%.  Shaping or Activating a Far Rune means you cannot Shape or Activate other Metarunes for another round.

Fire Rune
Prerequisites Runic Weaponry or Runic Wards
Benefits  When a Muspelheim Rune is accessed it does 2 additional points of fire damage per Rune Level.  In the case of Runic Weaponry it provides this damage on the next successful strike.  Shaping or Activating a Fire Rune means you cannot Shape or Activate other Metarunes for another 2 rounds.  Shaping or Activating a Fire Rune means you cannot Shape or Activate other Metarunes for another round.

Forceful Rune
Prerequisites Any Inscribe Rune Feat
Benefits  When this rune takes effect, opponents who are affected by it are pushed back to a minimum of 20 ft. away from the rune, taking 1d6 damage per 10 ft. traveled if they strike a solid object.  In the case of Runic Weapons this is when they next successfully damage an opponent.  In the case of Runic Wards this is when they take affect by being read (or whatever circumstance is required).  For Runic Defenses and Wonders this is when they are accessed.  Shaping or Activating a Forceful Rune means you cannot Shape or Activate other Metarunes for another 2 rounds.

Hide Rune
Prerequisites Any Inscribe Rune Feats
Benefits  Any rune modified by this Feat is invisible until accessed, and if Detect Magic or a similar effect is used to view the area containing the rune an Opposed Level Check to see any magical auras.  For Runic Wards requiring that opponents see them to be effective, they don't turn invisible, but still don't emanate a magical aura.  Shaping or Activating a Hidden Rune means you cannot Shape or Activate other Metarunes for another round.

Hindering Rune
Prerequisites Any Inscribe Rune Feat
Benefits  A target damaged by this Rune (or by the weapon this Rune is shaped on) is also entangled for 3 rounds.  Shaping or Activating an Entangled Rune means you cannot Shape or Activate other Metarunes for another round.

Heightened Rune
Prerequisites Any Inscribe Rune Feat
Benefits  You learn an improved version of a rune you already know, allowing you to shape it as a Rune of a higher Level.  This must be applied to a rune you know, and you must be able to shape Runes of the new Level.  For example Seir is a 1st Level Rune.  Let's say Heightened Seir is a 4th Level rune.  You must be able to shape 4th Level runes to take this Feat and apply it to Seir.  This Feat may be taken multiple times, and applies to a different school of runes (Defenses, Wards, etc.) each time.  See the Rune list for the effects of Heightened runes.

Ice Rune
Prerequisites Runic Weaponry or Runic Wards
Benefits  When a Nifleheim Rune is accessed it does 2 additional points of cold damage per Rune Level.  In the case of Runic Weaponry it provides this damage on the next successful strike.  Shaping or Activating an Ice Rune means you cannot Shape or Activate other Metarunes for another round.

Maximize Rune
Prerequisites any Inscribe Rune Feat
Benefits  All variable, numeric effects of a Rune modified by this feat are maximized. A Maximized Rune deals maximum damage, cures the maximum number of hit points, affects the maximum number of targets, etc., as appropriate.  Saving throws and opposed rolls (such as the one you make when you cast dispel magic) are not affected, nor are Runes without random variables.  Shaping or Activating a Maximized Rune means you cannot Shape or Activate other Metarunes for another 3 rounds.

Persistent Rune
Prerequisites Extend Rune
Benefits  You can increase the duration of any rune whose duration isn't instantaneous to last 24 hours.  Shaping or Activating a Persistent Rune means you cannot Shape or Activate other Metarunes for another 6 rounds.

Quicken Rune
Prerequisites any Inscribe Rune Feat
Benefits  You reduce the Shaping and Access Time of Runes.  Times are reduced as follows: A Swift Action becomes an Immediate Action.  A Standard Action becomes a Swift Action.  A Full Round Action becomes a Standard Action.  A Minute is reduced to a Full Round Action.  An Hour is reduced to a Minute.   Shaping or Activating a Quickened Rune means you cannot Shape or Activate other Metarunes for another 4 rounds.

Sculpted Rune
Prerequisites Any Metarune Feat
Benefits  You can modify an area effect rune by changing the area's shape to either a cylinder (10-foot radius, 30 feet high), a 40-foot cone, four 10-foot cubes, a ball (20-foot-radius spread), or a 120-foot line. The Sculpted Rune works normally in all respects except for its shape.  Shaping or Activating a Sculpted Rune means you cannot Shape or Activate other Metarunes for another round.

Selective Rune
Prerequisites Any Metarune Feat
Benefits   This rune does not affect anyone you designate as an Ally when Shaping it.  Those you wish to be immune must be present when it is shaped.  Shaping or Activating a Selective Rune means you cannot Shape or Activate other Metarunes for another round.

Silence
Prerequisites Any Inscribe Rune Feat, Runecaster Level 6th
Benefits  Accessing runes no longer has a verbal component.  Shaping or Activating a Silent Rune means you cannot Shape or Activate other Metarunes for another round.

Spirit Rune
Prerequisites Any Inscribe Rune Feat
Benefits A Spirit Rune has its full normal effect on incorporeal creatures, creatures on the Ethereal Plane or the Plane of Shadow, and creatures within an extradimensional space in the spell's area. Such creatures include ethereal creatures, creatures that are blinking or shadow walking, manifested ghosts, and creatures within the extradimensional space of a rope trick, portable hole, or familiar pocket (see page 106). You must be able to perceive a creature to target it with a Spirit Rune, but you do not need to perceive a creature to catch it in the area of a burst, cone, emanation, or spread.  Shaping or Activating a Spirit Rune means you cannot Shape or Activate other Metarunes for another round.

Stillness
Prerequisites Any Inscribe Rune Feat, Runecaster Level 6th
Benefits  Shaping a rune no longer has a somatic component, as you inscribe the rune via pure force of will.  Shaping or Activating a Still Rune means you cannot Shape or Activate other Metarunes for another round.

Trap Rune
Prerequisites Runic Wards
Benefits  This rune only modifies Wards that take effect when someone other than the Runecaster who inscribed them looks at them.  Instead they now take effect when a set or circumstances defined by the Runecaster during shaping take place.  For example it could be "when anyone touches this rune", "when anyone speaks within 10 ft of this rune", "when undead are adjacent to this rune" etc.  Shaping or Activating a Trap Rune means you cannot Shape or Activate other Metarunes for another round.

Weakening Rune
Prerequisites Any Inscribe Rune Feat
Benefits  Targets damaged by this Rune (or by the weapon this Rune is shaped on) take a -4 Penalty to Str for 3 rounds.  Shaping or Activating a Weakening Rune means you cannot Shape or Activate other Metarunes for another 2 rounds.

Widened Rune
Prerequisites Any Inscribe Rune Feat
Benefits  Any rune modified by this Feat that has an area of effect has it's area of effect doubled (i.e. if it's a 10'x10' area it's now 20' x 20'.  Shaping or Activating a Widened Rune means you cannot Shape or Activate other Metarunes for another 3 rounds.

Wight Rune
Prerequisites Any Inscribe Rune Feat, Dod
Benefits  Any target killed by this rune (or by the weapon this Rune is shaped on) rises as a Wight within 1d4 days.  This Wight is not immediately under your control, but there are runes that can change that.  Shaping or Activating a Wight Rune means you cannot Shape or Activate other Metarunes for another 2 rounds.



Rune Feats

Accessible
Prerequisites Runecaster Level 3
Benefits  Runes may now be accessed by the Ally holding the item they are inscribed on as opposed to requiring the Runecaster who shaped them.  The Action required to access them remains the same, and still requires a Verbal component.

Attunement
Prerequisites Runecaster Level 5
Benefits  After spending 24 hours with an un-accessed rune you gain some benefits with it once you finally do access it.  In the case of Runic Weapons you gain +1 on attack and damage rolls with the weapon the rune is inscribed on.  In the case of Runic Defenses the Armor or Shield Bonus of the Armor or Shield the Rune is inscribed on increases by +2.  In the case of Runic Wards or Wonders the Save DC of their effect increases by +2.  This effect has the same duration as the spell the rune mimics (i.e. if the effect is instantaneous you get the bonus that round, but if the effect lasts multiple rounds you get the bonus for that time).  This Feat may be taken multiple times, and you may attune an additional rune per day each time it is taken.

Erasure
Prerequisites Runemaster
Benefits  As a Full Round Action you may attempt to erase a rune written by another Runecaster by succeeding in an opposed Level Check.  If you succeed the rune is deactivated, has no effect, and no longer counts towards the limit of active runes it's shaper may have at one time.  You may also use this to erase magical writing such as glyphs, symbols, etc.

Expanded Learning: Defenses
Prerequisites Runemaster
Benefits You may now attempt to learn Armor/Shield Properties and covert them to runes from the Defenses school.  This requires a Spellcraft Check (DC 15 plus the Properties effective Spell Level).  If the Check fails, the Runecaster must wait for the next day to try again.  If it succeeds the Runecaster may now shape the Property as a rune of the same level.  Shaping Time is a Swift Action for 1st and 2nd Level runes. a Standard Action for 3rd and 4th Level runes, a Full Round Action for 5th and 6th Level runes, a Minute for 7th and 8th Level runes, and an Hour for 9th Level runes.  Access Time is a Free Action for 1st and 2nd Level runes, a Swift Action for 3rd and 4th Level runes, a Standard Action for 5th and 6th Level runes, a Full Round Action for 7th and 8th Level runes, and a Minute for 9th Level runes.  The rune may be inscribed on any weapon, and when accessed it duplicates the effects of a specific Armor/Shield Property for the duration of the Encounter.  Caster Level is equal to your Runecaster Level, and you may not learn a Property whose Level is higher than the highest Level rune you can shape.  You may learn the following Properties as Defenses (Effective Spell Level is in parentheses): Anchoring (3rd), Animated (6th), Arrow Deflection (3rd), Bashing (4th), Buoyant (3rd), Commander (3rd), Deepdweller (5th), Freedom (4th), Ghost Touch (8th), Ghost Ward (3rd), Greater Stamina (8th), Improved Stamina (5th), Magic-Eating (8th), Masking (5th), Mobility (3rd), Quickness (3rd), Reflecting (7th), Retaliation (5th), Roaring (7th), Stamina (3rd), and Styptic (4th).

Expanded Learning: Runeseer
Prerequisites Runemaster
Benefits You may now attempt to learn Arcane or Divine spells and covert them to runes from the Wonder school.  This requires a Spellcraft Check (DC 15 plus the Spells Level).  If the Check fails, the Runecaster must wait for the next day to try again.  If it succeeds the Runecaster may now shape the spell as a rune of the same level.  Shaping Time is a Swift Action for 1st and 2nd Level runes. a Standard Action for 3rd and 4th Level runes, a Full Round Action for 5th and 6th Level runes, a Minute for 7th and 8th Level runes, and an Hour for 9th Level runes.  Access Time is a Free Action for 1st and 2nd Level runes, a Swift Action for 3rd and 4th Level runes, a Standard Action for 5th and 6th Level runes, a Full Round Action for 7th and 8th Level runes, and a Minute for 9th Level runes.  The rune may be inscribed on any unattended object or surface, and when accessed it duplicates the effects of a specific spell.  Caster Level is equal to your Runecaster Level, and  you may not learn a spell whose Level is higher than the highest Level rune you can shape.  You may learn the following spells as Wonders: Augury, Choose Destiny, Clairaudience/Clairvoyance, Commune, Commune with Earth, Commune with Nature, Divination, Divine Insight, Find the Path, Greater Scrying, Hindsight, Legend Lore, Locate Creature, Locate Object, Locate Water, Lore of the Gods, Omen of Peril, Scry Location, Scrying, Stone Tell, Vision, Visions of the Future, Weather Eye.

Expanded Learning: Wards
Prerequisites Runemaster
Benefits You may now attempt to learn Arcane or Divine spells and covert them to runes from the Ward school.  This requires a Spellcraft Check (DC 15 plus the Spells Level).  If the Check fails, the Runecaster must wait for the next day to try again.  If it succeeds the Runecaster may now shape the spell as a rune of the same level.  Shaping Time is a Swift Action for 1st and 2nd Level runes. a Standard Action for 3rd and 4th Level runes, a Full Round Action for 5th and 6th Level runes, a Minute for 7th and 8th Level runes, and an Hour for 9th Level runes.  Access Time is a Free Action for 1st and 2nd Level runes, a Swift Action for 3rd and 4th Level runes, a Standard Action for 5th and 6th Level runes, a Full Round Action for 7th and 8th Level runes, and a Minute for 9th Level runes.  The rune may be inscribed on any unattended object or surface, and when accessed it duplicates the effects of a specific spell.  Caster Level is equal to your Runecaster Level, and  you may not learn a spell whose Level is higher than the highest Level rune you can shape.  You may learn the following spells as Wards: Arcane Mark (may be shaped at will), Arrow of Bone (item only), Create Magic Tattoo (shaped on a creature not an object), Dimensional Lock, Dragoneye Rune, Elder Glyph of Warding, Evacuation Rune, Explosive Rune Field, Fang Trap, Fireward, Forbiddance, Ghost Trap, Ghoul Glyph, Greater Sign of Sealing, Guards and Wards, Invoke the Cerulean Sign, Mark of Doom (shaped on a creature not an object), Mark of the Outcast (shaped on a creature not an object), Mark of Sin (shaped on a creature not an object), Secret Page, Sepia Snake Sigil, Sign of Sealing, Stormrunner's Ward, Symbol, Symbol of Death, Symbol of Insanity, Symbol of Pain, Symbol of Persuasion, Symbol of Spell Loss, Symbol of Stunning, Symbol of Thirst, Symbol of Weakness, Watchware.

Expanded Learning: Weaponry
Prerequisites Runemaster
Benefits You may now attempt to learn Weapon Properties and covert them to runes from the Weaponry school.  This requires a Spellcraft Check (DC 15 plus the Properties effective Spell Level).  If the Check fails, the Runecaster must wait for the next day to try again.  If it succeeds the Runecaster may now shape the Property as a rune of the same level.  Shaping Time is a Swift Action for 1st and 2nd Level runes. a Standard Action for 3rd and 4th Level runes, a Full Round Action for 5th and 6th Level runes, a Minute for 7th and 8th Level runes, and an Hour for 9th Level runes.  Access Time is a Free Action for 1st and 2nd Level runes, a Swift Action for 3rd and 4th Level runes, a Standard Action for 5th and 6th Level runes, a Full Round Action for 7th and 8th Level runes, and a Minute for 9th Level runes.  The rune may be inscribed on any weapon, and when accessed it duplicates the effects of a specific Weapon Property for the duration of the Encounter.  Caster Level is equal to your Runecaster Level, and you may not learn a Property whose Level is higher than the highest Level rune you can shape.  You may learn the following Properties as Weaponry (Effective Spell Level is in parentheses): Bane (4th), Berserker (4th), Brash (3rd), Charging (4th), Collision (3rd), Disarming (3rd), Distance (3rd), Dragondoom (4th), Dragonhunter (5th), Eager (5th), Fiercebane (6th), Ghost Strike (6th), Icy Burst (5th), Impact (5th), Implacable (5th), Incorporeal Binding (5th), Keen (5th), Maiming (3rd), Mighty Cleaving (4th), Parrying (8th), Precise (3rd), Quick-Loading (5th), Resounding (3rd), Seeking (6th), Speed (4th), Sundering (3rd), Sweeping (3rd), Unholy (5th), Vampiric (5th), Vorpal (9th), Warning (7th), and Wounding (5th).

Extended Access
Prerequisites Runecaster Level 3
Benefits  The distance at which you may access runes you have shaped increases by +30 ft.  This may be taken multiple times.

Greater Rune Focus
Prerequisites Rune Focus
Benefits  Any rune you shape of the appropriate type (you may choose from Defenses, Wards, Weaponry and Wonders) increases it's Save DC by an additional +1.  This may be taken up to 4 times to cover all 4 types of runes.

Greater Strengthened Rune
Prerequisites Strengthened Rune
Benefits  Gain a additional +2 Bonus on Checks for defeating an opponents Spell Resistance.

Master Shaper
Prerequisites Runecaster Level 3
Benefits  You may have 1 additional active rune.  This Feat may be taken multiple times.

Runic Abjurement
Prerequisites Runecaster Level 6
Benefits  You gain a +2 Bonus on Saving throws against Runes.  This also applies to magical writing such as glyphs, wards, sigils, rune spells and Symbols.

Rune Focus
Prerequisites -
Benefits  Any rune you shape of the appropriate type (you may choose from Defenses, wards, Weaponry and Wonders) increases it's Save DC by +1.  This may be taken up to 4 times to cover all 4 types of runes.

Runemaster
Prerequisites Runecaster Level 6
Benefits  You may now handle, touch, read, or otherwise interact with runes shaped by Rune casters whose Shaper Level is at least 4 lower than yours without affect. This also applies to magical writing such as glyphs, wards, sigils, rune spells and Symbols.

Strengthened Rune
Prerequisites -
Benefits  Gain a +2 Bonus on Checks for defeating an opponents Spell Resistance.

Transport Rune
Prerequisites Erasure
Benefits  As a Standard Action you may attempt to temporarily deactivate a rune written by another Runecaster by succeeding in an opposed Level Check for purposes of moving it.  If the Check fails and the rune is one that has been accessed you suffer any potential ill effects as though you had triggered it.  If you succeed the rune is deactivated and you may 'hold' it for 10 Minutes per Shaper Level.  You may then place the rune on another appropriate focus for it's type as a Standard Action.  If you haven't done so before your holding time is up you take the full effects of the rune as if you had triggered it.  This also works on magical writing such as glyphs, wards, sigils, rune spells and Symbols.

« Last Edit: March 18, 2017, 04:08:52 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Giants
« Reply #49 on: April 16, 2014, 02:47:26 AM »
RUNES

1st Level (Runic Defenses)
Bror (Brother)
Diancastra's Mark
Forvargave (Defend Gift)
Grun (Green)
Kostchtchie's Hammer
Linjetenner (Ancestor's Teeth)
Magere (Mage)
Mazinmagisk (Priest Magic)
Seir (Victory)
Skoldrom (Shield Chamber)
Stig (Light)
Vennhjerte (Friend Heart)

1st Level (Runic Wards)
Bror
Diancastra's Mark
Forvargave
Grun
Kostchtchie's Hammer
Linjetenner
Magere
Mazinmagisk
Seir
Skoldrom
Stig
Vennhjerte

1st Level Runic Weapons)
Bror
Diancastra's Mark
Forvargave
Grun
Kostchtchie's Hammer
Linjetenner
Magere
Mazinmagisk
Seir
Skoldrom
Stig
Vennhjerte

1st Level (Runic Wonders)
Bror
Diancastra's Mark
Forvargave
Grun
Kostchtchie's Hammer
Linjetenner
Magere
Mazinmagisk
Seir
Skoldrom
Stig
Vennhjerte

2nd Level (Runic Defenses)
Chosen of Baphomet
Forvarseir (Defend Victory)
Helligstig (Holy Light)
Helligtanke (Holy  Thought)
Jotunseir (Giant Victory)
Karontor's Hat
Opp (Up)
Overinkrigga (Defeat Warrior)
Passion of Iallanis
Vaprak's Frenzy
Wyrm (Dragon)

2nd Level (Runic Wards)
Chosen of Baphomet
Forvarseir
Helligstig
Helligtanke
Jotunseir
Karontor's Hate
Opp
Overinkrigga
Passion of Iallanis
Vaprak's Frenzy
Wyrm

2nd Level (Runic Weaponry)
Chosen of Baphomet
Forvarseir
Helligstig
Helligtanke
Jotunseir
Karontor's Hate
Opp
Overinkrigga
Passion of Iallanis
Vaprak's Frenzy
Wyrm

2nd Level (Runic Wonders)
Chosen of Baphomet
Forvarseir
Helligstig
Helligtanke
Jotunseir
Karontor's Hate
Opp
Overinkrigga
Passion of Iallanis
Vaprak's Frenzy
Wyrm

3rd Level (Runic Defenses)
Dvergild (Dwarf Fire)
Grolantor's Wrath
Heightened Bror
Heightened Grun
Heightened Diancastra's Mark
Heightened Kostchtchie's Hammer
Heightened Seir
Heightened Skoldrom
Heightened Vennhjerte
Maatfesting (Holy Fortress)
Magisksverd (Magic Sword)
Memnor's Curse
Protection of Skoraeus
Sengrom (Bedroom)
Skyeild (Cloud Fire)
Surtr's Flame
Thrym's Icy Grip

3rd Level (Runic Wards)
Dvergild
Grolantor's Wrath
Heightened Bror
Heightened Diancastra's Mark
Heightened Grun
Heightened Kostchtchie's Hammer
Heightened Seir
Heightened Skoldrom
Heightened Vennhjerte
Helsingen (Greetings)
Maatfesting
Magisksverd
Memnor's Curse
Protection of Skoraeus
Sengrom
Skyeild
Surtr's Flame
Thrym's Icy Grip

3rd Level (Runic Weapons)
Dvergild
Grolantor's Wrath
Heightened Bror
Heightened Diancastra's Mark
Heightened Grun
Heightened Kostchtchie's Hammer
Heightened Seir
Heightened Skoldrom
Heightened Vennhjerte
Maatfesting
Magisksverd
Memnor's Curse
Protection of Skoraeus
Sengrom
Skyeild
Surtr's Flame
Thrym's Icy Grip

3rd Level (Runic Wonders)
Dvergild
Grolantor's Wrath
Heightened Bror
Heightened Grun
Heightened Diancastra's Mark
Heightened Kostchtchie's Hammer
Heightened Seir
Heightened Skoldrom
Heightened Vennhjerte
Helsingen
Maatfesting
Magisksverd
Memnor's Curse
Protection of Skoraeus
Sengrom
Skyeild
Surtr's Flame
Thrym's Icy Grip

4th Level (Runic Defenses)
Annam's Unblinking Eye
Dod (Death)
Farekrigga (Danger Warrior)
Heightened Chosen of Baphomet
Heightened Forvarseir
Heightened Karontor's Hate
Heightened Linjetenner
Heightened Magere
Heightened Overinkrigga
Heightened Passion of Iallanis
Heightened Stig
Heightened Vaprak's Frenzy
Hiatea's Blessing
Linjegave (Ancestry Gift)
Seirtuv (Victory Thief)
Tears of Stronmaus

4th Level (Runic Wards)
Annam's Unblinking Eye
Dod
Farekrigga
Gudtanke (God Thought)
Heightened Chosen of Baphomet
Heightened Forvarseir
Heightened Karontor's Hate
Heightened Magere
Heightened Linjetenner
Heightened Overinkrigga
Heightened Passion of Iallanis
Heightened Stig
Heightened Vaprak's Frenzy
Hiatea's Blessing
Linjegave
Seirtuv
Tears of Stronmaus

4th Level (Runic Weaponry)
Annam's Unblinking Eye
Dod
Farekrigga
Gudtanke
Heightened Chosen of Baphomet
Heightened Forvarseir
Heightened Karontor's Hate
Heightened Linjetenner
Heightened Magere
Heightened Overinkrigga
Heightened Passion of Iallanis
Heightened Stig
Heightened Vaprak's Frenzy
Hiatea's Blessing
Linjegave
Seirtuv
Tears of Stronmaus

4th Level (Runic Wonders)
Annam's Unblinking Eye
Dod
Farekrigga
Gudtanke
Heightened Chosen of Baphomet
Heightened Forvarseir
Heightened Karontor's Hate
Heightened Linjetenner
Heightened Magere
Heightened Overinkrigga
Heightened Passion of Iallanis
Heightened Stig
Heightened Vaprak's Frenzy
Hiatea's Blessing
Linjegave
Seirtuv
Tears of Stronmaus

5th Level (Runic Defenses)
Anfal (Attack)
Farvel (Goodbye)
Harbunad (Armor)
Heightened Grolantor's Wrath
Heightened Jotunseir
Heightened Maatfesting
Heightened Magiskverd
Heightened Memnor's Curse
Heightened Opp
Heightened Protection of Skoraeus
Heightened Skyeild
Heightened Surtr's Flame
Heightened Thrym's Icy Grip
Overinlinje (Defeat Lineage)
Tankeskold (Thought Shield)

5th Level (Runic Wards)
Anfal
Farvel
Harbunad
Heightened Grolantor's Wrath
Heightened Jotunseir
Heightened Maatfesting
Heightened Magiskverd
Heightened Memnor's Curse
Heightened Opp
Heightened Protection of Skoraeus
Heightened Skyeild
Heightened Surtr's Flame
Heightened Thrym's Icy Grip
Langferd (Far Journey)
Overinlinje
Tankeskold

5th Level (Runic Weaponry)
Anfal
Farvel
Harbunad
Heightened Grolantor's Wrath
Heightened Jotunseir
Heightened Maatfesting
Heightened Magiskverd
Heightened Memnor's Curse
Heightened Opp
Heightened Protection of Skoraeus
Heightened Skyeild
Heightened Surtr's Flame
Heightened Thrym's Icy Grip
Overinlinje
Tankeskold

5th Level (Runic Wonders)
Anfal
Farvel
Harbunad
Heightened Grolantor's Wrath
Heightened Jotunseir
Heightened Maatfesting
Heightened Magiskverd
Heightened Memnor's Curse
Heightened Opp
Heightened Protection of Skoraeus
Heightened Skyeild
Heightened Surtr's Flame
Heightened Thrym's Icy Grip
Overinlinje
Tankeskold

6th Level (Runic Defenses)
Heightened Annam's Unblinking Eye
Heightened Dvergild
Heightened Farekrigga
Heightened Helligstig
Heightened Helligtanke
Heightened Hiatea's Blessing
Heightened Mazinmagisk
Heightened Sengrom
Heightened Tears of Stronmaus
Heightened Wyrm
Maug (Evil)
Otte (Fear)
Skoldfesting (Shield Fortress)
Tosk (Fool)

6th Level (Runic Wards)
Heightened Annam's Unblinking Eye
Heightened Dvergild
Heightened Farekrigga
Heightened Helligstig
Heightened Helligtanke
Heightened Hiatea's Blessing
Heightened Mazinmagisk
Heightened Sengrom
Heightened Tears of Stronmaus
Heightened Wyrm
Maug
Overinmaug
Skoldfesting
Tosk

6th Level (Runic Weaponry)
Drofte (Dispute)
Heightened Annam's Unblinking Eye
Heightened Dvergild
Heightened Farekrigga
Heightened Helligstig
Heightened Helligtanke
Heightened Hiatea's Blessing
Heightened Mazinmagisk
Heightened Sengrom
Heightened Tears of Stronmaus
Heightened Wyrm
Overinmaug
Skoldfesting
Sunna

6th Level (Runic Wonders)
Gudhjerte (God Heart)
Heightened Annam's Unblinking Eye
Heightened Dvergild
Heightened Farekrigga
Heightened Helligstig
Heightened Helligtanke
Heightened Hiatea's Blessing
Heightened Mazinmagisk
Heightened Sengrom
Heightened Tears of Stronmaus
Heightened Wyrm
Maug
Overinmaug
Sunna

7th Level (Runic Defenses)
Heightened Anfal
Heightened Farvel
Heightened Harbunad
Heightened Overinlinje
Heightened Skoldfesting
Heightened Tankeskold
Kongdod ((King Death)
Kvit (White)
Magiskdod (Magic Death)

7th Level (Runic Wards)
Heightened Anfal
Heightened Farvel
Heightened Harbunad
Heightened Overinlinje
Heightened Skoldfesting
Heightened Tankeskold
Kongdod
Kvit
Magiskdod

7th Level (Runic Weaponry)
Heightened Anfal
Heightened Farvel
Heightened Harbunad
Heightened Overinlinje
Heightened Skoldfesting
Heightened Tankeskold
Kongdod
Kvit
Magiskdod

7th Level (Runic Wonders)
Heightened Anfal
Heightened Farvel
Heightened Harbunad
Heightened Overinlinje
Heightened Tankeskold
Kongdod
Kvit
Magiskdod

8th Level (Runic Defenses)
Heightened Dod
Heightened Forvargave
Heightened Maug
Heightened Otte
Heightened Seirtuv
Heightened Tosk
Sort (Black)
Skolduven (Shield Enemy)
Ubudenheim (Intruder Home)

8th Level (Runic Wards)
Heightened Dod
Heightened Forvargave
Heightened Maug
Heightened Seirtuv
Heightened Tosk
Skolduven
Sort
Ubudenheim

8th Level (Runic Weaponry)
Heightened Dod
Heightened Drofte
Heightened Forvargave
Heightened Seirtuv
Heightened Sunna
Sort
Sverdstig (Sword Light)
Ubudenheim

8th Level (Runic Wonders)
Heightened Dod
Heightened Forvargave
Heightened Gudhjerte
Heightened Maug
Heightened Seirtuv
Heightened Sunna
Skolduven
Sort
Ubudenheim

9th Level (Runic Defenses)
Alvskold (Elf Shield)
Fjellkong (Mountain King)
Heightened Kongdod
Heightened Kvit
Heightened Linjegave
Heightened Magiskdod
Wyrmvenn Dragon Friend)

9th Level (Runic Wards)
Guduven (God Enemy)
Heightened Kongdod
Heightened Kvit
Heightened Langferd
Heightened Linjegave
Heightened Magiskdod
Heightened Overinmaug
Heightened Tankeskold
Liv (Life)
Ysgard

9th Level (Runic Weaponry)
Femkrigga (Five Warrior)
Heightened Kongdod
Heightened Kvit
Heightened Linjegave
Heightened Magiskdod
Heightened Overinmaug
Heightened Tankeskold
Krigspyd War Spear)
Sortdod (Black Death)

9th Level (Runic Wonders)
Heightened Kongdod
Heightened Kvit
Heightened Linjegave
Heightened Magiskdod
Heightened Overinmaug
Heightened Tankeskold
Jotunheim
Nifleheim
Muspelheim
« Last Edit: February 27, 2022, 03:46:02 AM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Giants
« Reply #50 on: April 27, 2014, 05:47:35 PM »
1ST LEVEL RUNES

RUNIC DEFENSES

Bror
Level 1st
Focus Any Armor or Shield
Shaping Time Swift Action
Access Time Free Action

When accessed the wearer of the item this rune is inscribed on gains the one time use of the Stay the Hand (see PHB2) spell.

Diancastra's Mark
Level 1st
Focus Any Armor or Shield
Shaping Time Swift Action
Access Time Free Action

When accessed the wearer of the item this rune is inscribed on gains the benefit of the Disguise Self spell.

Forvargave
Level 1st
Focus Any Armor or Shield
Shaping Time Swift Action
Access Time Free Action

When accessed the wearer of the item this rune is inscribed on gains the benefit of the Lightfoot (see Spell Compendium) spell.

Grun
Level 1st
Focus Any Armor or Shield
Shaping Time Swift Action
Access Time Free Action

When accessed the wearer of the item this rune is inscribed on gains the benefit of the Towering Oak (see Spell Compendium) spell.

Kostchtchie's Hammer
Level 1st
Focus Any Armor or Shield
Shaping Time Swift Action
Access Time Free Action

When accessed the wearer of the item this rune is inscribed on gains the benefit of the Demonflesh (see Book of Vile Darkness) spell.

Linjetenner
Level 1st
Focus Any Armor or Shield
Shaping Time Swift Action
Access Time Free Action

When accessed the wearer of the item this rune is inscribed on gains the benefit of the Babau Slime (see Spell Compendium) spell.

Magere
Level 1st
Focus Any Armor
Shaping Time Swift Action
Access Time Free Action

When accessed the wearer of the item this rune is inscribed on gains the benefit of the Shield spell.

Mazinmagisk
Level 1st
Focus Any Armor or Shield
Shaping Time Swift Action
Access Time Free Action

When accesses the wearer of the item this rune is inscribed on gets the benefits of a Protection from Evil spell.

Seir
Level 1st
Focus Any Armor or Shield
Shaping Time Swift Action
Access Time Free Action

When accessed the wearer of the item this rune is inscribed on gains the benefit of the Karmic Aura spell.

Skoldrom
Level 1st
Focus Any Armor or Shield
Shaping Time Swift Action
Access Time Free Action

When accessed, the wearer of this item is affected by an Armor Lock (see Complete Scoundrel) spell.

Stig
Level 1st
Focus Any Armor
Shaping Time Swift Action
Access Time Free Action

When accessed the wearer of this item gains the benefits of a Luminous Gaze (see Spell Compendium) spell.

Vennhjerte
Level 1st
Focus Any Armor or Shield
Shaping Time Swift Action
Access Time Free Action

When accessed this rune provides the benefits of a Hide from Animals spell to the wearer.


RUNIC WARDS

Bror
Level 1st
Focus Any creature
Shaping Time Swift Action
Access Time Free Action

When accessed the creature this rune is shaped on suffers the effects of a Charm Person spell.

Diancastra's Mark
Level 1st
Focus Any unattended item or surface
Shaping Time Swift Action
Access Time Free Action

When accessed this rune creates the effects of a Color Spray spell.

Forvargave
Level 1st
Focus Any item or surface
Shaping Time Swift Action
Access Time Free Action

When accessed this rune acts as an Alarm spell.

Grun
Level 1st
Focus Any unattended item or surface
Shaping Time Swift Action
Access Time Free Action

When accessed the next being to read this rune other than the Runecaster sets off an Entangle spell.

Kostchtchie's Hammer
Level 1st
Focus Any unattended item or surface
Shaping Time Swift Action
Access Time Free Action

When accessed the next being to read this rune other than the Runecaster sets off a Hail of Stone spell.

Linjetenner
Level 1st
Focus Any creature
Shaping Time Swift Action
Access Time Free Action

When accessed the being this rune has been shaped on gains the benefits of an Aberrate (see Book of Vile Darkness) spell.

Magere
Level 1st
Focus Any unattended item or surface
Shaping Time Swift Action
Access Time Free Action

When accessed the next being to read this rune other than the Runecaster who shaped it suffers the effects of a Magic Missile spell.

Mazinmagisk
Level 1st
Focus Any weapon
Shaping Time Swift Action
Access Time Automatically accessed when someone tries to draw the weapon the rune is inscribed on

When someone tries to draw the weapon this rune is inscribed on he finds it is affected by a Peacebond (see Cityscape) spell.

Seir
Level 1st
Focus Any Trap
Shaping Time Standard Action
Access Time Rune automatically provides benefits when the trap it is inscribed upon is activated.

When the trap this rune is set upon is activated, the Save DC of the Trap increases by +2.  The Runes power ends the first time the trap is triggered successfully.

Skoldrom
Level 1st
Focus Any door or other entrance
Shaping Time Swift Action
Access Time Automatically accessed when someone tries to open the portal this rune is inscribed on

When someone tries to open this door they find it affected by a Hold Portal spell.

Stig
Level 1st
Focus Any creature
Shaping Time Swift Action
Access Time Free Action

When accessed this rune acts as a Nimbus of Light (see Spell Compendium) spell.

Vennhjerte
Level 1st
Focus Any creature
Shaping Time Swift Action
Access Time Free Action

When accessed the being this rune is shaped on gains the benefits of an Aspect of the Wolf (see Spell Compendium) spell.


RUNIC WEAPONRY

Bror
Level 1st
Focus Any weapon
Shaping Time Swift Action
Access Time Free Action

When accessed the user of this weapon gains the one time use of the Beckon Person (see Tome of Magic) spell.

Diancastra's Mark
Level 1st
Focus Any weapon
Shaping Time Swift Action
Access Time Free Action

When accessed the user of this weapon gains the benefits of a Secret Weapon (see Cityscape) spell.

Forvargave
Level 1st
Focus Any ranged weapon
Shaping Time Swift Action
Access Time Free Action

When accessed the user of this weapon gains the benefits of an Accuracy (see Complete Arcane) spell.

Grun
Level 1st
Focus Any club or quarterstaff
Shaping Time Swift Action
Access Time Free Action

When accessed the user of this weapon gains the benefits of a Shillelagh spell.

Kostchtchie's Hammer
Level 1st
Focus Any weapon
Shaping Time Swift Action
Access Time Free Action

When accessed the next time this weapon successfully strikes an opponent they are affected as if by a Winter Chill (see Spell Compendium) spell.

Linjetenner
Level 1st
Focus Any weapon
Shaping Time Swift Action
Access Time Free Action

When accessed the user of this weapon gains the benefits of a Blade of Blood (See PHB2) spell.

Magere
Level 1st
Focus Any weapon
Shaping Time Swift Action
Access Time Free Action

When accessed the user of this weapon gains the benefits of a Magic Weapon spell.

Mazinmagisk
Level 1st
Focus Any ranged weapon
Shaping Time Swift Action
Access Time Free Action

When accessed the user of this weapon gains the benefits of a Guiding Light (see Spell Compendium) spell.

Seir
Level 1st
Focus Any weapon or it's ammunition
Shaping Time Standard Action
Access Time Free Action

Once accessed, the next time this weapon is used it has the benefits of a True Strike spell.

Skoldrom
Level 1st
Focus Any Weapon
Shaping Time Swift Action
Access Time Free Action

When accessed the next time this weapon succeeds in an attack the opponent is affected by an Angry Ache (see Book of Vile Darkness) spell.

Stig
Level 1st
Focus Any weapon
Shaping Time Swift Action
Access Time Free Action

When accessed the next time this weapon successfully strikes a being who is vulnerable to light in some way (such as vampires or other undead, or beings with Light Sensitivity) it does +1d6 Fire damage.  That being takes an additional 1 point of Fire damage for a number of rounds equal to your Shaper Level (maximum 5 rounds).  The Runes power lasts until the weapon strikes an appropriate target.

Vennhjerte
Level 1st
Focus Any creature
Shaping Time Swift Action
Access Time Free Action

When accessed the being this rune is shaped on gains the benefits of the Magic Fang spell.


RUNIC WONDERS

Bror
Level 1st
Focus Any wearable item
Shaping Time Swift Action
Access Time Free Action

When accessed the wearer of this item (Along with nearby Allies) gains the benefits of a Bless spell.

Diancastra's Mark
Level 1st
Focus Any wearable item
Shaping Time Swift Action
Access Time Free Action

When accessed the wearer of this item gains the benefits of a Friendly Face (see Races of Destiny) spell.

Forvargave
Level 1st
Focus Any footwear
Shaping Time Swift Action
Access Time Free Action

When accessed the wearer of this item gains the benefits of an Expeditious Retreat spell.

Grun
Level 1st
Focus Any wooden object
Shaping Time Swift Action
Access Time Free Action

When accessed this rune creates the effects of an Animate Wood (see Complete Arcane) spell.

Kostchtchie's Hammer
Level 1st
Focus Any wearable item
Shaping Time Swift Action
Access Time Free Action

When accessed the wearer of this item gains the benefits of a Beastland Ferocity (see Spell Compendium) spell.

Linjetenner
Level 1st
Focus Any wearable item
Shaping Time Swift Action
Access Time Free Action

When accessed the wearer of this item gains the benefits of a Detect Aberration (see Lords of Madness) spell.

Magere
Level 1st
Focus Any lantern or similar device
Shaping Time Swift Action
Access Time Free Action

When accessed the wearer of this item gains the benefits of a Detect Magic spell.

Mazinmagisk
Level 1st
Focus Cup or any item used for drinking
Shaping Time Swift Action
Access Time Free Action

When accessed, and the vessel inscribed the rune is filled with any liquid, the drinker receives the benefits of a Cure Light Wounds spell.  Once the vessel is emptied of liquid, the effect ends.  If an attempt is made to refill the vessel, the effect ends.  Maximum vessel size is 1 Gallon, which is enough for 4 'doses'.

Seir
Level 1st
Focus Any wearable item
Shaping Time Swift Action
Access Time Free Action

When accessed the wearer of this item gains a +2 Enhancement Bonus to any one Skill (chosen at the time the rune is shaped) for 1 Minute.

Skoldrom
Level 1st
Focus Any lock
Shaping Time Swift Action
Access Time Automatically accessed when someone tries to pick the lock this is inscribed on

When someone tries to open this lock they find it affected by an Arcane Lock spell.

Stig
Level 1st
Focus Any unattended item
Shaping Time Swift Action
Access Time Free Action

When accessed the bearer of this item gains the benefits of a Light spell.  Unlike normal duration is one hour per Level

Vennhjerte
Level 1st
Focus A collar, saddle, or other object worn by an animal.
Shaping Time Swift Action
Access Time Free Action

When accessed while an animal is wearing the object this Rune is scribed on, the animal is affected as if by a Charm Animal spell.

« Last Edit: March 20, 2017, 12:22:02 AM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Giants
« Reply #51 on: April 27, 2014, 05:48:10 PM »
2ND LEVEL RUNES

RUNIC DEFENSES

Chosen of Baphomet
Level 2nd
Focus Any Armor or Shield
Shaping Time Swift Action
Access Time Free Action

When accessed the wearer of the item this rune is inscribed on gains the benefit of the Demonhide spell.

Forvarseir
Level 2nd
Focus Any Armor or Shield
Shaping Time Swift Action
Access Time Free Action

When accessed the wearer of this item is affected as if by a Karmic Backlash spell.

Helligstig
Level 2nd
Focus Any Armor
Shaping Time Swift Action
Access Time Free Action

When accessed the wearer of this item is affected as though Ghost Touch Armor has been cast on him.

Helligtanke
Level 2nd
Focus Any Armor
Shaping Time Swift Action
Access Time Free Action

When accessed the next time the wearer of the item this rune is inscribed on receives the benefits of a Clarity of Mind spell.

Jotunseir
Level 2nd
Focus Any Armor
Shaping Time Swift Action
Access Time Free Action

When accessed the wearer of the item this rune is inscribed on receives the benefits of a Divine Protection spell.

Karontor's Hate
Level 2nd
Focus Any Armor or Shield
Shaping Time Swift Action
Access Time Free Action

When accessed the wearer of the item this rune is inscribed on gains the benefit of the Bottomless Hate spell.

Opp
Level 2nd
Focus Any Armor or Shield
Shaping Time Swift Action
Access Time Free Action

When accessed the wearer of the item this rune is inscribed on gains the benefit of the Heart of Air spell.

Overinkrigga
Level 2nd
Focus Any Armor or Shield
Shaping Time Swift Action
Access Time Free Action

When accessed the wearer of this item is affected as if by a Sap Strength spell.

Passion of Iallanis
Level 2nd
Focus Any Armor or Shield
Shaping Time Swift Action
Access Time Free Action

When accessed the wearer of the item this rune is inscribed on gains the benefit of the Elation spell.

Vaprak's Frenzy
Level 2nd
Focus Any Armor or Shield
Shaping Time Swift Action
Access Time Free Action

When accessed the wearer of the item this rune is inscribed on gains the benefit of the Zeal spell.

Wyrm
Level 2nd
Focus Any Armor
Shaping Time Swift Action
Access Time Free Action

When accessed the wearer of the armor this rune is inscribed upon is affected as if by a Death Armor spell.


RUNIC WARDS

Chosen of Baphomet
Level 2nd
Focus Any unattended item or surface
Shaping Time Swift Action
Access Time Free Action

When accessed the next being to read this rune other than the Runecaster is affected by a Vision of Entropy spell.

Forvarseir
Level 2nd
Focus Any creature
Shaping Time Swift Action
Access Time Free Action

When accessed the being this rune is inscribed on is affected as if by a Mark of the Outcast spell .


Helligstig
Level 2nd
Focus Any unattended item or surface
Shaping Time Swift Action
Access Time Free Action

When accessed the next Undead being to read this rune other than the Runecaster is affected by a Turn Undead attempt (Cleric Level is equal to Runecaster Level).


Helligtanke
Level 2nd
Focus Any unattended object or surface
Shaping Time Swift Action
Access Time Free Action

When accessed this rune functions as a Greater Alarm spell.

Jotunseir
Level 2nd
Focus Any unattended item or surface
Shaping Time Swift Action
Access Time Free Action

When accessed the next being to read this rune other than the Runecaster is affected by a Bigby's Striking Fist spell.

Karontor's Hate
Level 2nd
Focus Any creature
Shaping Time Swift Action
Access Time Free Action

When accessed the being this rune is inscribed on is affected as if by an Animalistic Power spell .

Opp
Level 2nd
Focus Any unattended item or surface
Shaping Time Swift Action
Access Time Free Action

When accessed the next being to read this rune other than the Runecaster is affected by a Greater Slide spell.


Overinkrigga
Level 2nd
Focus Any unattended item or surface
Shaping Time Swift Action
Access Time Free Action

When accessed the next being to read this rune other than the Runecaster who inscribed it is affected as if by an Escalating Enfeeblement spell.

Passion of Iallanis
Level 2nd
Focus Any unattended object or surface
Shaping Time Swift Action
Access Time Free Action

When accessed this rune functions as a Calm Emotions spell.


Vaprak's Frenzy
Level 2nd
Focus Any unattended object or surface
Shaping Time Swift Action
Access Time Free Action

When accessed the next being to read this rune other than the Runecaster who inscribed it sets off the effects of a Circle of Nausea spell centered on the rune.

Wyrm
Level 2nd
Focus Any unattended object
Shaping Time Swift Action
Access Time Free Action

When accessed the object this rune is inscribed upon is affected as if by a Shatter spell.


RUNIC WEAPONS

Chosen of Baphomet
Level 2nd
Focus Any polearm
Shaping Time Swift Action
Access Time Free Action

When accessed the user of this weapon gains the benefits of an Enlarge Weapon spell.

Forvarseir
Level 2nd
Focus Any Weapon
Shaping Time Swift Action
Access Time Free Action

When accessed the next time this weapon is used it gains the benefits of a Lucky Blade spell.

Helligstig
Level 2nd
Focus Any weapon
Shaping Time Swift Action
Access Time Free Action

When accessed the next time this weapon successfully strikes an opponent they are affected as if by a Deific Vengeance spell.

Helligtanke
Level 2nd
Focus Any weapon
Shaping Time Swift Action
Access Time Free Action

When accessed the bearer of this weapon gains the benefits of a Sure Strike spell.

Jotunseir
Level 2nd
Focus Any weapon
Shaping Time Swift Action
Access Time Free Action

When accessed the next time this weapon successfully strikes someone it does maximum damage and automatically threatens a critical.

Karontor's Hate
Level 2nd
Focus Any Weapon
Shaping Time Swift Action
Access Time Free Action

When accessed the next time this weapon is used it gains the benefits of a Sadism spell.

Opp
Level 2nd
Focus Any weapon
Shaping Time Swift Action
Access Time Free Action

When accessed the next time the weapon this item is inscribed on gains the benefits of a Returning Weapon spell.

Overinkrigga
Level 2nd
Focus Any Weapon
Shaping Time Swift Action
Access Time Free Action

When accessed the next time this weapon succeeds in an attack the opponent is affected by a Ray of Weakness spell.

Passion of Iallanis
Level 2nd
Focus Any weapon
Shaping Time Swift Action
Access Time Free Action

When accessed the next time this weapon successfully strikes an opponent they are affected as if by an Awaken Sin spell.

Vaprak's Frenzy
Level 2nd
Focus Any weapon
Shaping Time Swift Action
Access Time Free Action

When accessed the next time this weapon successfully strikes an opponent they are affected as if by a Kiss of the Toad spell.

Wyrm
Level 2nd
Focus Any weapon
Shaping Time Swift Action
Access Time Free Action

When accessed the next time this weapon is used successfully the opponent struck is affected as if by a Shriveling spell..


RUNIC WONDERS

Chosen of Baphomet
Level 2nd
Focus Any unattended item
Shaping Time Swift Action
Access Time Free Action

When accessed the wearer of this item gains the one time use of the Rebuke spell.

Forvarseir
Level 2nd
Focus Any coin
Shaping Time Swift Action
Access Time Free Action

When accessed the next person who flips this coin receives either the benefits of a Surge of Fortune spell if it lands rune side up, or similar penalties if it lands rune side down.

Helligstig
Level 2nd
Focus Any unattended item
Shaping Time Swift Action
Access Time Free Action

When accessed the wearer of this item gains the benefits of the Protection from Negative Energy spell.

Helligtanke
Level 2nd
Focus Any wearable item
Shaping Time Swift Action
Access Time Free Action

When accessed the next time the wearer of the item this rune is inscribed on receives the benefits of an Owl's Wisdom spell.

Jotunseir
Level 2nd
Focus Any wearable item
Shaping Time Swift Action
Access Time Free Action

When accessed the next time the wearer of the item this rune is inscribed on receives the benefits of a Bull's Strength spell.

Karontor's Hate
Level 2nd
Focus Any footwear
Shaping Time Swift Action
Access Time Free Action

When accessed the wearer of this item (and possibly others nearby) gains the benefits of a Rage spell.

Opp
Level 2nd
Focus Any wearable item
Shaping Time Swift Action
Access Time Free Action

When accessed the next time the wearer of the item this rune is inscribed on receives the benefits of a Levitation spell.

Overinkrigga
Level 2nd
Focus Any wearable item such as clothing or jewelry
Shaping Time Swift Action
Access Time Free Action

When accessed the wearer of this item is affected as if by a Sap Strength spell.

Passion of Iallanis
Level 2nd
Focus Any wearable item
Shaping Time Swift Action
Access Time Free Action

When accessed the next time the wearer of the item this rune is inscribed on receives the benefits of a Close Wounds spell.

Vaprak's Frenzy
Level 2nd
Focus Any unattended item
Shaping Time Swift Action
Access Time Free Action

When accessed this rune creates the effects of a Desecrate spell.

Wyrm
Level 2nd
Focus Any unattended item
Shaping Time Swift Action
Access Time Free Action

When accessed the wearer of this item suffers the effects of a Ray of Weakness spell.
« Last Edit: September 01, 2014, 01:51:20 AM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Giants
« Reply #52 on: April 27, 2014, 05:48:27 PM »
3RD LEVEL RUNES


RUNIC DEFENSES

Dvergild
Level 3rd
Focus Any Armor or Shield
Shaping Time Standard Action
Access Time Swift Action

When accessed this rune sets off a Furnace Within spell.  Unlike normal the maximum damage is 10d8.

Grolantor's Wrath
Level 3rd
Focus Any Armor or Shield
Shaping Time Standard Action
Access Time Swift Action

When accessed this rune provides the benefits of a Mantle of Evil spell to the wearer.

Heightened Bror
Level 3rd
Focus Any Armor
Shaping Time Standard Action
Access Time Swift Action

When accessed the Allies of the wearer of this item gain the benefits of an Elation spell.

Heightened Diancastra's Mark
Level 3rd
Focus Any Shield or Armor
Shaping Time Standard Action
Access Time Swift Action

When accessed the wearer of this item gains the benefits of a Mask of the Ideal spell.

Heightened Grun
Level 3rd
Focus Any Armor
Shaping Time Standard Action
Access Time Swift Action

When accessed the Allies of the wearer of this item gain the benefits of a Tree Shape spell.

Heightened Kostchtchie's Hammer
Level 3rd
Focus Any Shield or Armor
Shaping Time Standard Action
Access Time Swift Action

When accessed the wearer of this item gains the benefits of a Crown of Might spell.

Heightened Seir
Level 3rd
Focus Any Shield or Armor
Shaping Time Standard Action
Access Time Swift Action

When accessed the wearer of this item gains the benefits of a Karmic Backlash spell.

Heightened Skoldrom
Level 3rd
Focus Any Shield or Armor
Shaping Time Standard Action
Access Time Swift Action

As per the regular Skoldrom rune, but movement drops to 0, and the Armor Check Penalty of the armor worn applies to all rolls made by the victim.

Heightened Vennhjerte
Level 3rd
Focus Any Armor or Shield
Shaping Time Standard Action
Access Time Swift Action

When accessed this rune provides the benefits of a Summon Nature's Ally III spell to the wearer (animals only).

Maatfesting
Level 3rd
Focus Any Armor
Shaping Time Standard Action
Access Time Swift Action

When accessed the wearer of this armor gains the benefits of the Mantle of Good spell.

Magisksverd
Level 3nd
Focus Any shield
Shaping Time Standard Action
Access Time Swift Action

When accessed this shield gains the benefits of a Shield of Warding spell.

Memnor's Curse
Level 3rd
Focus Any Shield or Armor
Shaping Time Standard Action
Access Time Swift Action

When accessed the wearer of this item sets off a Mass Curse of Impending Blades spell centered on the wearer.

Protection of Skoraeus
Level 3rd
Focus Any Shield or Armor
Shaping Time Standard Action
Access Time Swift Action

When accessed the wearer of this item gains the benefits of a Know Opponent spell.

Sengrom
Level 3rd
Focus Any Shield or Armor
Shaping Time Standard Action
Access Time Swift Action

When accessed the wearer of this item gains the benefits of a Sheltered Vitality spell.

Skyeild
Level 3rd
Focus Any Shield
Shaping Time Standard Action
Access Time Swift Action

When accessed, the wielder of the shield this rune is inscribed on receives the benefits of an Energized Shield spell (electricity damage only).

Surtr's Flame
Level 3rd
Focus Any Shield or Armor
Shaping Time Standard Action
Access Time Swift Action

When accessed the wearer of this item gains the benefits of a Body Blaze spell.

Thrym's Icy Grip
Level 3rd
Focus Any Shield or Armor
Shaping Time Standard Action
Access Time Swift Action

When accessed the wearer of this item gains the benefits of a Corona of Cold spell.


RUNIC WARDS

Dvergild
Level 3rd
Focus Any unattended stone object or surface
Shaping Time Standard Action
Access Time Swift Action

When accessed, the next time a being other than the Runecaster who inscribed this rune an Explosive Runes spell is set off, centered on the rune.

Grolantor's Wrath
Level 3rd
Focus Any unattended stone object or surface
Shaping Time Standard Action
Access Time Swift Action

When accessed, the next Good being to read this other than the Runecaster who inscribed it creates a Magic Circle Against Good, centered on the rune.

Heightened Bror
Level 3rd
Focus Any unattended stone object or surface
Shaping Time Standard Action
Access Time Swift Action

When accessed, the next time a being other than the Runecaster who inscribed this rune reads it, he suffers the effects of a Charm Monster spell.

Heightened Diancastra's Mark
Level 3rd
Focus Any unattended object or surface
Shaping Time Standard Action
Access Time Swift Action

When accessed this rune creates the effects of a Legion of Sentinels spell.


Heightened Grun
Level 3rd
Focus Any unattended object or surface
Shaping Time Standard Action
Access Time Swift Action

When accessed this rune creates the effects of a Spike Growth spell.


Heightened Kostchtchie's Hammer
Level 3rd
Focus Any unattended object or surface
Shaping Time Standard Action
Access Time Swift Action

When accessed the next being to read this rune other than the Runecaster sets off a Hailstones spell.

Heightened Seir
Level 3rd
Focus Any weapon
Shaping Time Standard Action
Access Time Swift Action

When the trap this rune is set upon is activated, the Save DC of the Trap increases by +4.


Heightened Skoldrom
Level 3rd
Focus Any door or other entrance
Shaping Time Standard Action
Access Time Automatically accessed when someone tries to open the portal this rune is inscribed on

When someone tries to open this door they find it affected by an Arcane Seal spell.


Heightened Vennhjerte
Level 3rd
Focus Any creature
Shaping Time Standard Action
Access Time Swift Action

When accessed the creature the rune is drawn upon gains the benefits of a Bite of the Wererat spell.


Helsingen
Level 3rd
Focus Any creature
Shaping Time Standard Action
Access Time Swift Action

When accessed the creature the rune is drawn upon gains the benefits of a Tongues spell.


Maatfesting
Level 3rd
Focus Any unattended object or surface
Shaping Time Standard Action
Access Time Swift Action

When accessed, the next evil being to read this rune other than the Runecaster who inscribed it creates a Magic Circle against Evil, centered on the rune.

Magisksverd
Level 3rd
Focus Any creature
Shaping Time Standard Action
Access Time Swift Action

When accessed, the being this rune is shaped on gains the benefits of the Greater Magic Fang spell.


Memnor's Curse
Level 3rd
Focus Any unattended object or surface
Shaping Time Standard Action
Access Time Swift Action

When accessed the next being to read this rune other than the Runecaster who inscribed it suffers the effects of an Evil Eye spell.


Protection of Skoraeus
Level 3rd
Focus Any unattended object or surface
Shaping Time Standard Action
Access Time Swift Action

When accessed the next being to read this rune other than the Runecaster who inscribed it suffers the effects of a Stony Grasp spell.


Sengrom
Level 3nd
Focus Any unattended object or surface
Shaping Time Standard Action
Access Time Swift Action

When accessed the next being to read this rune other than the Runecaster who inscribed it is affected as if by an Inevitable Defeat spell.


Skyeild
Level 3rd
Focus Any unattended object or surface
Shaping Time Standard Action
Access Time Swift Action

When accessed, the next time a being other than the Runecaster who inscribed this rune a Scintillating Sphere spell is set off, centered on the rune.


Surtr's Flame
Level 3rd
Focus Any unattended object or surface
Shaping Time Standard Action
Access Time Swift Action

When accessed the next being to read this rune other than the Runecaster who inscribed it sets off the effects of a Fireball spell centered on the rune.


Thrym's Icy Grip
Level 3rd
Focus Any unattended object or surface
Shaping Time Standard Action
Access Time Swift Action

When accessed the next being to read this rune other than the Runecaster who inscribed it sets off the effects of a Thin Air spell centered on the rune.


RUNIC WEAPONRY

Dvergild
Level 3rd
Focus Any weapon
Shaping Time Standard Action
Access Time Swift Action

When accessed, the next time this weapon strikes an opponent a Thunderous Roar spell is centered on his location (the wielder of this weapon is immune).

Grolantor's Wrath
Level 3rd
Focus Any Weapon
Shaping Time Standard Action
Access Time Swift Action

When accessed the bearer of this item gets the benefits of a Divine Retaliation spell.

Heightened Bror
Level 3rd
Focus Any weapon
Shaping Time Standard Action
Access Time Swift Action

When accessed the bearer of this weapon gains the one time use of the Beckon Monster spell.

Heightened Diancastra's Mark
Level 3rd
Focus Any Weapon
Shaping Time Standard Action
Access Time Swift Action

When accessed the next opponent successfully struck by this weapon suffers the effects of a Phantasmal Injury spell.

Heightened Grun
Level 3rd
Focus Any quarterstaff
Shaping Time Standard Action
Access Time Swift Action

When accessed the bearer gains the benefits of the Entangling Staff spell.

Heightened Kostchtchie's Hammer
Level 3rd
Focus Any Weapon
Shaping Time Standard Action
Access Time Swift Action

When accessed the bearer gains the benefits of the Brittleskin spell.

Heightened Seir
Level 3rd
Focus Any weapon
Shaping Time Standard Action
Access Time Swift Action

Once accessed, the next time this weapon is used it has the benefits of a Find the Gap spell.

Heightened Skoldrom
Level 3rd
Focus Any weapon
Shaping Time Standard Action
Access Time Swift Action

This is identical to the regular Skoldrom rune, except the Penalty applies to Damage rolls too.

Heightened Vennhjerte
Level 3rd
Focus Any Creature
Shaping Time Standard Action
Access Time Swift Action

When accessed the being this rune is shaped on gets the benefits of the Jagged Tooth spell.

Maatfesting
Level 3rd
Focus Any Armor
Shaping Time Standard Action
Access Time Swift Action

When accessed, the next time an evil opponent is struck with this weapon it suffers the effects of an Affliction spell.

Magisksverd
Level 3rd
Focus Any Weapon
Shaping Time Standard Action
Access Time Swift Action

When accessed this weapon gains the benefits of a Greater Magic Weapon spell.

Memnor's Curse
Level 3rd
Focus Any Weapon
Shaping Time Standard Action
Access Time Swift Action

When accessed the bearer of this item suffers the effects of a Curse of Petty Failing spell.

Protection of Skoraeus
Level 3rd
Focus Several rocks
Shaping Time Standard Action
Access Time Swift Action

When accessed the bearer of these rocks may make use of them as if he had cast a Giant's Wrath spell.

Sengrom
Level 3rd
Focus Any Weapon
Shaping Time Standard Action
Access Time Swift Action

When accessed the next opponent successfully struck by this weapon suffers the effects of a Power Word Weaken spell.

Skyeild
Level 3rd
Focus Any weapon
Shaping Time Standard Action
Access Time Swift Action

Once accessed, the next time this weapon is used the opponent it strikes is affected as if a Lightning Bolt spell had been cast on them.

Surtr's Flame
Level 3rd
Focus Any Ranged Weapon that uses ammunition
Shaping Time Standard Action
Access Time Swift Action

When accessed all ammo fired from this weapon gains the benefits of the Flame Arrow spell.  This effect lasts for 10 Minutes per Shaper Level.

Thrym's Icy Grip
Level 3rd
Focus Any Weapon
Shaping Time Standard Action
Access Time Swift Action

When accessed the next opponent successfully struck by this weapon suffers the effects of a Hypothermia spell.


RUNIC WONDERS

Dvergild
Level 3rd
Focus Any gem
Shaping Time Standard Action
Access Time Swift Action

When accessed the item this is inscribed upon becomes a Gembomb as per the spell.

Grolantor's Wrath
Level 3rd
Focus Any Unattended Item
Shaping Time Standard Action
Access Time Swift Action

When accessed the item this is inscribed upon becomes a Profane Item as per the spell.

Heightened Bror
Level 3rd
Focus Any unattended item
Shaping Time Standard Action
Access Time Swift Action

When accessed the bearer of this item gains the benefits of a Heart's Ease spell.

Heightened Diancastra's Mark
Level 3rd
Focus Any unattended item
Shaping Time Standard Action
Access Time Swift Action

When accessed the Runecaster gains the use of a Vertigo Field spell.

Heightened Grun
Level 3rd
Focus Any loop of vine or rope
Shaping Time Standard Action
Access Time Swift Action

When accessed the bitem this tune is shaped on becomes a Snare as per the Snare spell.

Heightened Kostchtchie's Hammer
Level 3rd
Focus Any unattended item
Shaping Time Standard Action
Access Time Swift Action

When accessed the Runecaster gains the use of a Rage spell.

Heightened Seir
Level 3rd
Focus Any Unattended Item
Shaping Time Standard Action
Access Time Swift Action

When accessed the wearer of this item gains a +4 Enhancement Bonus to any one Skill (chosen at the time the rune is shaped) for 1 Hour.

Heightened Skoldrom
Level 3rd
Focus Any lock
Shaping Time Standard Action
Access Time  Automatically accessed when someone tries to pick the lock this is inscribed on

Anyone trying to pick this lock finds it protected by an Improved Arcane Lock spell.

Heightened Vennhjerte
Level 3rd
Focus A collar, saddle, or other object worn by an animal.
Shaping Time Standard Action
Access Time Swift Action

When accessed while an animal is wearing the object this Rune is scribed on, the animal is affected as if by a Dominate Animal spell.

Helsingen
Level 3rd
Focus Any 2 coins
Shaping Time Standard Action
Access Time Swift Action

When accessed the coins provide the benefits of a Listening Coin spell.

Maatfesting
Level 3rd
Focus Any footwear
Shaping Time Standard Action
Access Time Swift Action

When accessed the wearer of the item gains the benefits of a Grace spell.

Magisksverd
Level 3rd
Focus Any unattended object
Shaping Time Standard Action
Access Time Swift Action

When accessed this object gains the benefits of an Augment Object spell.

Memnor's Curse
Level 3rd
Focus Any unattended item
Shaping Time Standard Action
Access Time Swift Action

When accessed the bearer of the item suffers the effects of a Mental Weakness spell.

Protection of Skoraeus
Level 3rd
Focus Any Unattended Item
Shaping Time Standard Action
Access Time Swift Action

When accessed the item this is inscribed upon provides the benefits of a Safety spell.

Sengrom
Level 3rd
Focus Any unattended object
Shaping Time Standard Action
Access Time Swift Action

When accessed this object causes it's bearer to suffer the effects of s Deep Slumber spell.

Skyeild
Level 3rd
Focus Any hammer
Shaping Time Standard Action
Access Time Swift Action

When accessed, the wielder of this item can call down lightning as if he had cast a Call Lightning spell.

Surtr's Flame
Level 3rd
Focus Any unattended item
Shaping Time Standard Action
Access Time Swift Action

When accessed the bearer gains the benefits of a Control Temperature spell (heat only).

Thrym's Icy Grip
Level 3rd
Focus Any unattended item
Shaping Time Standard Action
Access Time Swift Action

When accessed the bearer gains the benefits of a Control Temperature spell (cold only).
« Last Edit: December 29, 2016, 08:35:17 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Giants
« Reply #53 on: April 27, 2014, 05:48:44 PM »
4TH LEVEL RUNES

RUNIC DEFENSES

Annam's Unblinking Eye
Level 4th
Focus Any Shield or Armor
Shaping Time Standard Action
Access Time Swift Action

When accessed the wearer of this item gains the benefits of a Detect Scrying spell.

Dod
Level 4th
Focus Any Armor
Shaping Time Standard Action
Access Time Swift Action

When accessed the wearer of this item is struck by a Bestow Curse spell.

Farekrigga
Level 4th
Focus Any armor
Shaping Time Standard Action
Access Time Swift Action

When accessed the wearer of this item gains the benefits of the Stoneskin spell.

Heightened Chosen of Baphomet
Level 4th
Focus Any Shield or Armor
Shaping Time Standard Action
Access Time Swift Action

When accessed the wearer of this item gains the benefits of a Moral Facade spell.

Heightened Forvarseir
Level 4th
Focus Any Shield or Armor
Shaping Time Standard Action
Access Time Swift Action

When accessed the wearer of this item becomes the center of a Recitation spell.

Heightened Karontor's Hate
Level 4th
Focus Any Shield or Armor
Shaping Time Standard Action
Access Time Swift Action

When accessed the wearer of this item gains the benefits of a Bottomless Hate spell.  Unlike normal this spell cannot be suppressed by Calm Emotions of similar effects and the duration is doubled

Heightened Linjetenner
Level 4th
Focus Any Armor or Shield
Shaping Time Standard Action
Access Time Swift Action

When accessed the wearer of this item gains the one time use of the Caustic Smoke spell.  Unlike normal if they are blinded due to a failed Save, they are blinded until they leave the cloud and for 2 rounds after.  The cloud does 2d6 acid damage instead of the usual 1d6.

Heightened Magere
Level 4th
Focus Any Shield or Armor
Shaping Time Standard Action
Access Time Swift Action

When accessed the wearer of this item gains the benefits of a Lesser Globe of Invulnerability spell.

Heightened Overinkrigga
Level 4th
Focus Any Armor or Shield
Shaping Time Standard Action
Access Time Swift Action

When accessed the wearer of this item is affected as if by a Pain spell.

Heightened Passion of Iallans
Level 4th
Focus Any Shield or Armor
Shaping Time Standard Action
Access Time Swift Action

When accessed this item creates the effects if a Good Hope spell.

Heightened Stig
Level 4th
Focus Any Shield or Armor
Shaping Time Standard Action
Access Time Swift Action

When accessed the wearer of this item gains the benefits of an Aura of the Sun spell.

Heightened Vaprak's Frenzy
Level 4th
Focus Any Shield or Armor
Shaping Time Standard Action
Access Time Swift Action

When accessed the wearer of this item gains the benefits of a Zeal spell.  Unlike normal the effects apply to all opponents, not just one.

Hiatea's Blessing
Level 4th
Focus Any Shield or Armor
Shaping Time Standard Action
Access Time Swift Action

When accessed the wearer of this item gains the benefits of an Antiplant Shell spell.

Linjegave
Level 4th
Focus Any Armor
Shaping Time Standard Action
Access Time Swift Action

When accessed the wearer of this item gains the benefits of a Bite of the Werewolf spell.

Seirtuv
Level 4th
Focus Any Armor
Shaping Time Standard Action
Access Time Swift Action

When accessed the wearer of this item gains the benefits of a Greater Invisibility spell.

Tears of Stronmaus
Level 4th
Focus Any Shield or Armor
Shaping Time Standard Action
Access Time Swift Action

When accessed the wearer of this item gains the benefits of a Lesser Holy Transformation spell.


RUNIC WARDS

Annam's Unblinking Eye
Level 4th
Focus Any unattended object or surface
Shaping Time Standard Action
Access Time Swift Action

When accessed the next being to read this rune other than the Runecaster who inscribed it suffers the effects of an Implacable Pursuer spell.

Dod
Level 4th
Focus Any unattended object or surface
Shaping Time Standard Action
Access Time Swift Action

When accessed the next being to read this rune other than the Runecaster who inscribed it is affected as if by a Stop Heart spell.


Farekrigga
Level 4th
Focus Any unattended object or surface
Shaping Time Standard Action
Access Time Swift Action

When accessed the next being to read this rune other than the Runecaster who inscribed it is affected as if by a Greater Rebuke spell.

Gudtanke
Level 4th
Focus Any unattended object or surface
Shaping Time Standard Action
Access Time Swift Action

When accessed the next being to read this rune other than the Runecaster who inscribed it is affected as if by a Phantasmal Killer spell.

Heightened Chosen of Baphomet
Level 4th
Focus Any unattended object or surface
Shaping Time Standard Action
Access Time Swift Action

When accessed the next being to read this rune other than the Runecaster who inscribed it suffers the effects of a Phantasmal Wasting spell.

Heightened Forvarseir
Level 4th
Focus Any unattended object or surface
Shaping Time Standard Action
Access Time Swift Action

When accessed the next being to read this rune other than the Runecaster who inscribed it suffers the effects of an Unluck spell.


Heightened Karontor's Hate
Level 4th
Focus Any Animal
Shaping Time Standard Action
Access Time Swift Action

When accessed the being this rune has been shaped on receives the benefits of an Unholy Beast spell.

Heightened Linjetenner
Level 4th
Focus Any Creature
Shaping Time Standard Action
Access Time Swift Action

When accessed the being this rune has been shaped on receives the benefits of a Displacer Form spell.

Heightened Magere
Level 4th
Focus Any unattended object or surface
Shaping Time Standard Action
Access Time Swift Action

When accessed the next being to read this rune other than the Runecaster who inscribed it suffers the effects of a Force Missiles spell.

Heightened Overinkrigga
Level 4th
Focus Any unattended object or surface
Shaping Time Standard Action
Access Time Swift Action

When accessed the next being to read this rune other than the Runecaster who inscribed it suffers the effects of an Enervation spell.

Heightened Passion of Iallanis
Level 4th
Focus Any unattended object or surface
Shaping Time Standard Action
Access Time Swift Action

When accessed the next Evil being to read this rune other than the Runecaster who inscribed it suffers the effects of a Sword of Conscience spell.

Heightened Stig
Level 4th
Focus Any Creature
Shaping Time Standard Action
Access Time Swift Action

When accessed the being this rune has been shaped on receives the benefits of See Invisibility and VIsion of the Omniscient Eye spells.

Heightened Vaprak's Frenzy
Level 4th
Focus Any unattended object or surface
Shaping Time Standard Action
Access Time Swift Action

When accessed the next being to read this rune other than the Runecaster who inscribed it sets off a Caustic Mire spell.


Hiatea's Blessing
Level 4th
Focus Any unattended object or surface
Shaping Time Standard Action
Access Time Swift Action

When accessed the next being to read this rune other than the Runecaster who inscribed it sets off a Nature's Wrath spell centered on the rune.

Linjegave
Level 4th
Focus Any unattended object or surface
Shaping Time Standard Action
Access Time Swift Action

When accessed the next being to read this rune other than the Runecaster who inscribed it is affected as if by a Corporeal Instability spell.


Seirtuv
Level 4th
Focus Any unattended item or surface
Shaping Time Standard Action
Access Time Swift Action

When accessed the next being to read this rune other than the Runecaster who inscribed it is affected as if by an Sensory Deprivation spell.

Tears of Stronmaus
Level 4th
Focus Any unattended object or surface
Shaping Time Standard Action
Access Time Swift Action

When accessed this rune creates the effects of a Hand of the Faithful spell.


RUNIC WEAPONRY

Annam's Unblinking Eye
Level 4th
Focus Any Weapon
Shaping Time Standard Action
Access Time Swift Action

When accessed the bearer of this item gets the benefits of the Know Vulnerabilities spell.

Dod
Level 4th
Focus Any weapon
Shaping Time Standard Action
Access Time Swift Action

When accessed the next opponent this weapon successfully strikes is affected as if by a Poison spell.

Farekrigga
Level 4th
Focus Any weapon
Shaping Time Standard Action
Access Time Swift Action

When accessed the bearer of this item gains the benefits of the War Cry spell.

Gudtanke
Level 4th
Focus Any weapon
Shaping Time Standard Action
Access Time Swift Action

When accessed the next time this weapon successfully strikes an opponent they are affected as if by a Sensory Deprivation spell.

Heightened Chosen of Baphomet
Level 4th
Focus Any Weapon
Shaping Time Standard Action
Access Time Swift Action

When accessed the next opponent struck by this weapon is subjected to a Wrack spell.

Heightened Forvarseir
Level 4th
Focus Any Weapon
Shaping Time Standard Action
Access Time Swift Action

When accessed the bearer of this item gets the benefits of the Lucky Blade spell, but it may use the re-roll ability a total of three times.

Heightened Karontor's Hate
Level 4th
Focus Any Weapon
Shaping Time Standard Action
Access Time Swift Action

When accessed the next opponent struck successfully by this weapon takes the effects of a Frostburn spell.

Heightened Linjetenner
Level 4th
Focus Any Weapon
Shaping Time Standard Action
Access Time Swift Action

When accessed the bearer of this item gets the benefits of the Cursed Blade spell.

Heightened Magere
Level 4th
Focus Any Weapon
Shaping Time Standard Action
Access Time Swift Action

When accessed the bearer of this item gets the benefits of the Greater Magic Weapon spell.

Heightened Overinkrigga
Level 4th
Focus Any weapon
Shaping Time Standard Action
Access Time Swift Action

When accessed the next opponent this weapon successfully strikes is affected as if by a Fatigue spell.

Heightened Passion of Iallanis
Level 4th
Focus Any Weapon
Shaping Time Standard Action
Access Time Swift Action

When accessed the bearer and his Allies gain the benefits of a Legion's Aid spell.

Heightened Stig
Level 4th
Focus Any Weapon
Shaping Time Standard Action
Access Time Swift Action

When accessed the bearer of this item gets the benefits of the Nchaser's Glowing Orb spell.  The weapon is th e focus of the spell, not a glass orb.

Heightened Vaprak's Frenzy
Level 4th
Focus Any weapon
Shaping Time Standard Action
Access Time Swift Action

When accessed the next opponent this weapon successfully strikes is affected as if by a Finger of Agony spell.

Hiatea's Blessing
Level 4th
Focus Any Weapon
Shaping Time Standard Action
Access Time Swift Action

When accessed, the next time an opponent is struck with this weapon a Flame Strike spell is centered on his square (the bearer of the weapon is immune).

Linjegave
Level 4th
Focus Any weapon
Shaping Time Standard Action
Access Time Swift Action

When accessed the weapon this rune is inscribed on gains the Morphing and Changeling properties (see Magic Item Compendium) for 24 hours.

Seirtuv
Level 4th
Focus Any weapon
Shaping Time Standard Action
Access Time Swift Action

When accessed this weapon gains the Blurstrike property (see Magic Item Compendium) for 24 hours.

Tears of Stronmaus
Level 4th
Focus Any Warhammer
Shaping Time Standard Action
Access Time Swift Action

When accessed the bearer of this item gets the benefits of the Weapon of the Deity spell.


RUNIC WONDERS

Annam's Unblinking Eye
Level 4th
Focus A water filled bowl
Shaping Time Standard Action
Access Time Swift Action

When accessed the Runecaster may use the bowl for Scrying as per the spell.

Dod
Level 4th
Focus Any cup or drinking vessel
Shaping Time Standard Action
Access Time Swift Action

When accessed the first liquid poured into this cup becomes a poison as per the Water to Poison spell.

Farekrigga
Level 4th
Focus Any wearable item such as clothing or jewelry
Shaping Time Standard Action
Access Time Swift Action

When accessed the wearer of this item gains the benefits of the Aspect of the Werebeast spell.

Gudtanke
Level 4th
Focus Any stone
Shaping Time Standard Action
Access Time Swift Action

When accessed the bearer of this item gains the benefits of the Commune spell in the form of a dream.

Heightened Chosen of Baphomet
Level 4th
Focus Any unattended item
Shaping Time Standard Action
Access Time Swift Action

When accessed the wearer of this item gains the one time use of the Greater Rebuke spell.

Heightened Forvarseir
Level 4th
Focus Any unattended item
Shaping Time Standard Action
Access Time Swift Action

When accessed the bearer of this item gains the benefits of a Ruin Delver's Fortune spell.

Heightened Karontor's Hate
Level 4th
Focus Any unattended Item
Shaping Time Standard Action
Access Time Swift Action

When accessed this rune creates the effects of a Hate spell.  Unlike normal it gives a +4 Morale Bonus to Str and Con, and a +2 Morale Bonus to Will Saves.

Heightened Linjetenner
Level 4th
Focus Any unattended Item
Shaping Time Standard Action
Access Time Swift Action

When accessed this rune creates the effects of an Invoke the Cerulean Sign spell.  Unlike normal each of the Signs effects lasts 2 rounds instead of one.

Heightened Magere
Level 4th
Focus Any unattended item
Shaping Time Standard Action
Access Time Swift Action

When accessed the bearer of this item gains the benefits of an Arcane Sight spell.  Unlike normal it lasts for 1 hour in duration.

Heightened Overinkrigga
Level 4th
Focus Any wearable item such as clothing or jewelry
Shaping Time Standard Action
Access Time Swift Action

When accessed the wearer of this item suffers the effects of a Languor spell.

Heightened Passion of Iallanis
Level 4th
Focus Any unattended item
Shaping Time Standard Action
Access Time Swift Action

When accessed the wearer of this item gains the one time use of the Positive Energy Aura spell.

Heightened Stig
Level 4th
Focus Any unattended item
Shaping Time Standard Action
Access Time Swift Action

When accessed the bearer of this item gains the benefits of a Celestial Brilliance spell.

Heightened Vaprak's Frenzy
Level 4th
Focus Any wearable item such as clothing or jewelry
Shaping Time Standard Action
Access Time Swift Action

When accessed the wearer of this item gains the benefits of a Magic Circle Against Good spell.

Hiatea's Blessing
Level 4th
Focus Any unattended item
Shaping Time Standard Action
Access Time Swift Action

When accessed the bearer of this item gains the benefits of a Command Plants spell.

Linjegave
Level 4th
Focus Any item of clothing
Shaping Time Standard Action
Access Time Swift Action

When accessed the wearer of this item gains the benefits of a polymorph spell (self only).

Seirtuv
Level 4th
Focus Any item of clothing
Shaping Time Standard Action
Access Time Swift Action

When accessed the wearer of this item gains the benefits of a Greater Mirror Image spell.

Tears of Stronmaus
Level 4th
Focus Any cup or drinking vessel
Shaping Time Standard Action
Access Time Swift Action

When accessed, and the vessel inscribed the rune is filled with any liquid, the drinker receives the benefits of a Panacea spell.

« Last Edit: September 01, 2014, 02:56:45 AM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Giants
« Reply #54 on: April 27, 2014, 07:05:54 PM »
5th Level Runes

RUNIC DEFENSES

Anfal
Level 5th
Focus Any Armor
Shaping Time Full Round Action
Access Time Standard Action

When accessed the wearer of this armor gains the benefits of a Battletide spell.  Instead of a Partial Action you gain an extra attack with whatever weapon you may be holding.

Farvel
Level 5th
Focus Any Armor
Shaping Time Full Round Action
Access Time Standard Action

When accessed the wearer of this armor gains the benefits of an Anticipate Teleportation spell.  Unlike normal you gain a +2 on Initiative and Attack rolls the round the delayed opponent arrives.

Harbunad
Level 5th
Focus Any Armor
Shaping Time Full Round Action
Access Time Standard Action

When accessed the wearer of this armor gains the benefits of a Mailed Might of the Magelords spell.

Heightened Grolantor's Wrath
Level 5th
Focus Any Armor
Shaping Time Full Round Action
Access Time Standard Action

When accessed the wearer of this armor gains the benefits of a Dispel Good spell.

Heightened Jotunseir
Level 5th
Focus Any Armor
Shaping Time Full Round Action
Access Time Standard Action

When accessed the wearer of this armor gains the benefits of a Stalwart Pact spell.

Heightened Maatfesting
Level 5th
Focus Any Armor
Shaping Time Full Round Action
Access Time Standard Action

When accessed the wearer of this armor gains the benefits of a Dispel Evil spell.

Heightened Magiskverd
Level 5th
Focus Any Shield
Shaping Time Full Round Action
Access Time Standard Action

When accessed the wearer of this armor gains the benefits of a Shield of Warding spell, but the duration is 24 hours.

Heightened Memnor's Curse
Level 5th
Focus Any Armor
Shaping Time Full Round Action
Access Time Standard Action

When accessed the wearer of this item sets off a Mass Curse of Ill Fortune spell centered on the wearer.

Heightened Opp
Level 5th
Focus Any Armor
Shaping Time Full Round Action
Access Time Standard Action

When accessed the wearer of this armor and his nearby Allies gain the benefits of a Mass Fly spell.

Heightened Protection of Skoraeus
Level 5th
Focus Any Armor
Shaping Time Full Round Action
Access Time Standard Action

When accessed the wearer of this armor provides the benefits of a Greater Status spell.

Heightened Skyeild
Level 5th
Focus Any Armor or Shield
Shaping Time Full Round Action
Access Time Standard Action

When accessed the wearer of this armor gains the benefits of a Greater Electric Vengeance spell.

Heightened Surtr's Flame
Level 5th
Focus Any Armor
Shaping Time Full Round Action
Access Time Standard Action

When accessed the wearer of this armor gains the benefits of a Heart of Fire spell.

Heightened Thrym's Icy Grip
Level 5th
Focus Any Armor
Shaping Time Full Round Action
Access Time Standard Action

When accessed the wearer of this armor gains the benefits of a Hibernal Healing spell.

Overinlinje
Level 5th
Focus Any Armor
Shaping Time Full Round Action
Access Time Standard Action

When accessed the wearer of this item gains a +6 Bonus on all Saving Throws against Petrification and Polymorph effects for 1 Hour per Level.

Tankeskold
Level 5th
Focus Any Armor
Shaping Time Full Round Action
Access Time Standard Action

When accessed the wearer of this armor provides the benefits of a Scry Trap spell.


RUNIC WARDS

Anfal
Level 5th
Focus Any unattended item or surface
Shaping Time Full Round Action
Access Time Standard Action

When accessed the next being to read this rune other than the Runecaster who inscribed it sets off a Legion's Curse of Petty Failing spell.

Farvel
Level 5th
Focus Any unattended item or surface
Shaping Time Full Round Action
Access Time Standard Action

When accessed this rune provides the benefits of a Zone of Respite spell.

Harbunad
Level 5th
Focus Any creature
Shaping Time Full Round Action
Access Time Standard Action

When accessed the being this rune is inscribed on is affected as if by a Lesser Ironguard spell .


Heightened Grolantor's Wrath
Level 5th
Focus Any unattended item or surface
Shaping Time Full Round Action
Access Time Standard Action

When accessed the next being to read this rune other than the Runecaster who inscribed it suffers the effects of a Touch of Vecna spell.

Heightened Jotunseir
Level 5th
Focus Any unattended item or surface
Shaping Time Full Round Action
Access Time Standard Action

When accessed this rune provides the benefits of a Bigby's Interposing Hand spell.

Heightened Maatfesting
Level 5th
Focus Any site, building, or structure
Shaping Time Full Round Action
Access Time Standard Action

When accessed this rune provides the benefits of a Hallow spell.

Magisksverd
Level 5th
Focus Any creature
Shaping Time Full Round Action
Access Time Standard Action

When accessed the creature this rune is shaped on gains the benefits of a Greater Magic Fang spell, except the Bonus is +1 per 2 caster levels (Maximum +10).

Heightened Memnor's Curse
Level 5th
Focus Any unattended item or surface
Shaping Time Full Round Action
Access Time Standard Action

When accessed the next being to read this rune other than the Runecaster who inscribed it is affected as if by a Slay Living spell.

Heightened Opp
Level 5th
Focus Any unattended item or surface
Shaping Time Full Round Action
Access Time Standard Action

When accessed the next being to read this rune other than the Runecaster who inscribed it is affected as if by a Binding Winds spell.

Heightened Protection of Skoraeus
Level 5th
Focus Any unattended item or surface
Shaping Time Full Round Action
Access Time Standard Action

When accessed the next being to read this rune other than the Runecaster who inscribed it sets off a Transmute Rock to Mud spell.

Heightened Skyeild
Level 5th
Focus Any creature
Shaping Time Full Round Action
Access Time Standard Action

When accessed the next being to read this rune other than the Runecaster who inscribed it sets off a Greater Fireburst spell that does electricity instead of fire damage.


Heightened Surtr's Flame
Level 5th
Focus Any Armor
Shaping Time Full Round Action
Access Time Standard Action

When accessed the next being to read this rune other than the Runecaster who inscribed it sets off a Greater Fireburst spell.


Heightened Thrym's Icy Grip
Level 5th
Focus Any Armor
Shaping Time Full Round Action
Access Time Standard Action

When accessed the next being to read this rune other than the Runecaster who inscribed it sets off a Freezing Fog spell.

Langferd
Level 5th
Focus Next to another rune
Shaping Time Full Round Action
Access Time Standard Action

When accessed this rune provides the benefits of the Permanency spell for the following runes:

Defenses: Forvargrave, Skoldfesting, Tankeskold

Wards: Anfal, Farekrigga, Forvargrave, Helligtanke, Helsingen, Magiskverd, Seir, Sengrom, Stig

Weapons: Diancastra's Mark, Harbunad, Magere, Magiskverd, Tears of Stronmaus, Vennhjerte

Wonders: Grolantor's Wrath, Helsingen, Magiskverd, Skoldrom, Stig

Overinlinje
Level 5th
Focus Any unattended item or surface
Shaping Time Full Round Action
Access Time Standard Action

When accessed the next being to read this rune other than the Runecaster who inscribed it is affected as if by a Baleful Polymorph spell.

Tankeskold
Level 5th
Focus Any item or creature
Shaping Time Full Round Action
Access Time Standard Action

When accessed this rune creates the effects of a Break Enchantment spell.



RUNIC WEAPONRY

Anfal
Level 5th
Focus Any Weapon
Shaping Time Full Round Action
Access Time Standard Action

When accessed the holder of this weapon can re-roll all attack rolls for 1 round per Shaper Level.  He can only re-roll once per attack, and must stick with the results of the re-roll.

Farvel
Level 5th
Focus Any weapon
Shaping Time Full Round Action
Access Time Standard Action

When accessed this weapon gains the Vanishing property (see Magic Item Compendium) the next time it successfully strikes an opponent.

Harbunad
Level 5th
Focus Any weapon
Shaping Time Full Round Action
Access Time Standard Action

When accessed this weapon becomes a +2 Defending Weapon for the duration of the encounter.  This neither suppresses nor stakes existing magical weapon properties or bonuses.

Heightened Grolantor's Wrath
Level 5th
Focus Any weapon
Shaping Time Full Round Action
Access Time Standard Action

When accessed this weapon gains the Implacable property for the duration of the encounter.

Heightened Jotunseir
Level 5th
Focus Any Weapon
Shaping Time Full Round Action
Access Time Standard Action

This is identical to the normal Jotunseir rune except the effect lasts 1 round/Level.

Heightened Maatfesting
Level 5th
Focus Any weapon
Shaping Time Full Round Action
Access Time Standard Action

When accessed this weapon gains the Holy property for the duration of the encounter.

Heightened Magiskverd
Level 5th
Focus Any weapon
Shaping Time Full Round Action
Access Time Standard Action

When accessed this weapon gains the benefits of a Greater Magic Weapon spell, except the Bonus is +1 per 2 caster levels (Maximum +10).

Heightened Memnor's Curse
Level 5th
Focus Any weapon
Shaping Time Full Round Action
Access Time Standard Action

When accessed the next opponent struck successfully by this weapon takes the effects of a Graymantle spell.

Heightened Opp
Level 5th
Focus Any weapon
Shaping Time Full Round Action
Access Time Standard Action

When accessed this weapon gains the Throwing and Returning properties for 24 hours.

Heightened Protection of Skoraeus
Level 5th
Focus Any weapon
Shaping Time Full Round Action
Access Time Standard Action

When accessed this weapon gains the benefits of a Stone Sphere.

Heightened Skyeild
Level 5th
Focus Any weapon
Shaping Time Full Round Action
Access Time Standard Action

When accessed this weapon gains the Shocking Burst property for the duration of the encounter.

Heightened Surtr's Flame
Level 5th
Focus Any weapon
Shaping Time Full Round Action
Access Time Standard Action

When accessed the next opponent struck successfully by this weapon takes the effects of a Shroud of Flame spell.

Heightened Thrym's Icy Grip
Level 5th
Focus Any weapon
Shaping Time Full Round Action
Access Time Standard Action

When accessed the next opponent struck successfully by this weapon takes the effects of a Gelid Blood spell.

Overinlinje
Level 5th
Focus Any weapon
Shaping Time Full Round Action
Access Time Standard Action

When accessed the next opponent struck successfully by this weapon is affected as if by a Vulnerability spell.

Tankeskold
Level 5th
Focus Any Weapon
Shaping Time Full Round Action
Access Time Standard Action

When accessed this rune creates the effects of a Vanishing Weapon spell.


RUNIC WONDERS

Anfal
Level 5th
Focus Any unattended item
Shaping Time Full Round Action
Access Time Standard Action

When accessed the bearer of this item and his nearby Allies receive the benefits of a Legion's Greater Magic Weapon spell.

Farvel
Level 5th
Focus Any unattended item
Shaping Time Full Round Action
Access Time Standard Action

When accessed the bearer of this item receives the benefits of a Teleport spell.

Harbunad
Level 5th
Focus Any unattended item
Shaping Time Full Round Action
Access Time Standard Action

When accessed the bearer of this item receives the benefits of a Metal Skin spell.

Heightened Grolantor's Wrath
Level 5th
Focus Any wearable item
Shaping Time Full Round Action
Access Time Standard Action

When accessed the wearer of this item suffers the effects of a Morality Undone spell.

Heightened Jotunseir
Level 5th
Focus Any wearable item
Shaping Time Full Round Action
Access Time Standard Action

When accessed the wearer of this item is affected by an Righteous Might spell.

Heightened Maatfesting
Level 5th
Focus Any footwear
Shaping Time Full Round Action
Access Time Standard Action

When accessed the wearer of the item gains the benefits of a Grace spell, but it grants a +4 to Dexterity, and increases Land speed by +30 ft.

Heightened Magiskverd
Level 5th
Focus Any unattended item
Shaping Time Full Round Action
Access Time Standard Action

When accessed the bearer of this item receives the benefits of an Augment Object spell, except the duration is permanent.

Heightened Memnor's Curse
Level 5th
Focus Any unattended item
Shaping Time Full Round Action
Access Time Standard Action

When accessed, a Mind Fog spell is set off, centered on the bearer of this item.

Heightened Opp
Level 5th
Focus Any wearable item
Shaping Time Full Round Action
Access Time Standard Action

When accessed the wearer of this item is affected by an Overland Flight spell.

Heightened Protection of Skoraeus
Level 5th
Focus Any wearable item
Shaping Time Full Round Action
Access Time Standard Action

When accessed, the wielder of this item  gains the benefits of an Indomitability spell.

Heightened Skyeild
Level 5th
Focus Any hammer
Shaping Time Full Round Action
Access Time Standard Action

When accessed, the wielder of this item can call down lightning as if he had cast a Call Lightning Storm spell.

Heightened Surtr's Flame
Level 5th
Focus Any unattended flammable item
Shaping Time Full Round Action
Access Time Standard Action

When accessed, a Wall of Fire spell is set off, centered on this item.

Heightened Thrym's Icy Grip
Level 5th
Focus Any unattended item
Shaping Time Full Round Action
Access Time Standard Action

When accessed, a Wall of Ice spell is set off, centered on this item.

Overinlinje
Level 5th
Focus Any unattended item
Shaping Time Full Round Action
Access Time Standard Action

When accessed the bearer of this item is affected by an Involuntary Shapeshifting spell.

Tankeskold
Level 5th
Focus Any container
Shaping Time Full Round Action
Access Time Standard Action

When accessed this rune creates the effects of an Imprison Possessor spell.

« Last Edit: December 29, 2016, 09:30:06 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Giants
« Reply #55 on: August 26, 2014, 10:23:09 PM »
6TH LEVEL RUNES

RUNIC DEFENSES

Heightened Annam's Unblinking Eye
Level 6th
Focus Any Shield or Armor
Shaping Time Full Round Action
Access Time Standard Action

When accessed the wearer of this item becomes the center of a Hide the Path spell.

Heightened Dvergild
Level 6th
Focus Any Shield or Armor
Shaping Time Full Round Action
Access Time Standard Action

Identical to the regular Dvergild rune, but damage caps at 20d8..

Heightened Farekrigga
Level 6th
Focus Any Armor
Shaping Time Full Round Action
Access Time Standard Action

When accessed the wearer of this item gains the benefits of a Stone Body spell.

Heightened Helligstig
Level 6th
Focus Any Armor
Shaping Time Full Round Action
Access Time Standard Action

When accessed the wearer of this armor becomes the center of a Ghost Trap spell.

Heightened Helligtanke
Level 6th
Focus Any Armor
Shaping Time Full Round Action
Access Time Standard Action

When accessed the wearer of this item gains the benefits of a True Seeing spell.

Heightened Hiatea's Blessing
Level 6th
Focus Any Armor
Shaping Time Full Round Action
Access Time Standard Action

When accessed the wearer of this item gains the benefits of a Antilife Shell spell.

Heightened Mazinmagisk
Level 6th
Focus Any Armor
Shaping Time Full Round Action
Access Time Standard Action

When accessed the wearer of this armor provides the benefits of a Visage of the Deity spell.

Heightened Sengrom
Level 6th
Focus Any Armor
Shaping Time Full Round Action
Access Time Standard Action

This is identical the the regular Sengrom rune, but the wearer is also immune to Sleep effects, Stun and Daze.

Heightened Tears of Stronmaus
Level 6th
Focus Any Armor
Shaping Time Full Round Action
Access Time Standard Action

When accessed the wearer of this armor receives the benefits of a Cloak of the Sea spell.

Heightened Wyrm
Level 6th
Focus Any Armor
Shaping Time Full Round Action
Access Time Standard Action

When accessed the wearer of this armor provides the benefits of a Spectral Touch spell.

Maug
Level 6th
Focus Any Armor
Shaping Time Full Round Action
Access Time Standard Action

When accessed the wearer of this item gains the benefits of a Fiendform spell.

Otte
Level 6th
Focus Any Armor
Shaping Time Full Round Action
Access Time Standard Action

When accessed the wearer of this item gains the benefits of an Aura of Terror spell.

Skoldfesting
Level 6th
Focus Any Armor
Shaping Time Full Round Action
Access Time Standard Action

When accessed the wearer of this armor provides the benefits of a Superior Resistance spell.

Tosk
Level 6th
Focus Any Armor
Shaping Time Full Round Action
Access Time Standard Action

When accessed the wearer of this armor and his Allies gain the benefits of a Veil spell.


RUNIC WARDS

Heightened Annam's Unblinking Eye
Level 6th
Focus Any unattended object or surface
Shaping Time Full Round Action
Access Time Standard Action

When accessed the next being to read this rune other than the Runecaster who inscribed it suffers the effects of an Implacable Pursuer spell.  Unlike normal, however, any beings present when this rune was shaped can know the location of the victim.

Heightened Dvergild
Level 6th
Focus Any unattended stone object or surface
Shaping Time Full Round Action
Access Time Standard Action

When accessed, the next time a being other than the Runecaster who inscribed this rune a Greater Glyph of Warding spell is set off, centered on the rune.

Heightened Farekrigga
Level 6th
Focus Any unattended item or surface
Shaping Time Full Round Action
Access Time Standard Action

When accessed this rune provides the benefits of a Symbol of Fear spell.

Heightened Helligstig
Level 6th
Focus Any creature
Shaping Time Full Round Action
Access Time Standard Action

When accessed the next being to read this rune other than the Runecaster who inscribed it is affected as if by a Semblance of Life spell.

Heightened Helligtanke
Level 6th
Focus Any creature
Shaping Time Full Round Action
Access Time Standard Action

This is identical to the normal Helligtanke rune, but it allows you to Scry (as per the spell) within 1 30 ft. area centered on the rune.


Heightened Hiatea's Blessing
Level 6th
Focus Any unattended object, surface or Construct
Shaping Time Full Round Action
Access Time Standard Action

When accessed this rune sets off a Summon Nature's Ally VI spell.


Heightened Mazinmagisk
Level 6th
Focus Any creature
Shaping Time Full Round Action
Access Time Standard Action

When accessed the next being to read this rune other than the Runecaster who inscribed it is affected as if by an Opalescent Glare spell.

Heightened Sengrom
Level 6th
Focus Any creature
Shaping Time Full Round Action
Access Time Standard Action

When accessed the next being to read this rune other than the Runecaster who inscribed it sets off a Symbol of Sleep spell.


Heightened Tears of Stronmaus
Level 6th
Focus Any creature
Shaping Time Full Round Action
Access Time Standard Action

When accessed the next being to read this rune other than the Runecaster who inscribed it sets off a Thunder Field spell.


Heightened Wyrm
Level 6th
Focus Any unattended object, surface or Construct
Shaping Time Full Round Action
Access Time Standard Action

When accessed the object this rune is inscribed upon is affected as if by a Crumble spell.


Maug
Level 6th
Focus Any unattended stone object or surface
Shaping Time Full Round Action
Access Time Standard Action

When accessed, the next time a being other than the Runecaster who inscribed this rune reads it, an Unhallow spell is set off, centered on the rune.

Overinmaug
Level 6th
Focus Any creature
Shaping Time Full Round Action
Access Time Standard Action

When accessed the creature this rune is inscribed on receives the benefits of a True Seeing spell.


Skoldfesting
Level 6th
Focus Any creature
Shaping Time Full Round Action
Access Time Standard Action

When accessed the next being to read this rune other than the Runecaster who inscribed it is affected as if by a Repulsion spell.

Tosk
Level 6th
Focus Any unattended item or surface
Shaping Time Full Round Action
Access Time Standard Action

When accessed the next being to read this rune other than the Runecaster who inscribed it is affected as if by a Phantasmal Disorientation spell.


RUNIC WEAPONRY

Drofte
Level 6th
Focus Any Weapon
Shaping Time Full Round Action
Access Time Standard Action

When accessed the next time this weapon successfully strike an opponent they suffer the effects of a Flshshiver spell.

Heightened Annam's Unblinking Eye
Level 6th
Focus Any Weapon
Shaping Time Full Round Action
Access Time Standard Action

When accessed the bearer of this item gets the benefits of the Eyes of the Oracle spell.

Heightened Dvergild
Level 6th
Focus Any Weapon
Shaping Time Full Round Action
Access Time Standard Action

When accessed the next time this weapon strikes an opponent it sets off a Resounding Thunder spell doing 8d6 damage.

Heightened Farekrigga
Level 6th
Focus Any Weapon
Shaping Time Full Round Action
Access Time Standard Action

When accessed the bearer of this item gets the benefits of a Greater Heroism spell.

Heightened Helligstig
Level 6th
Focus Any Weapon
Shaping Time Full Round Action
Access Time Standard Action

When accessed the next undead opponent successfully struck by this weapon suffers the effects of a Heal spell.

Heightened Helligtanke
Level 6th
Focus Any Weapon
Shaping Time Full Round Action
Access Time Standard Action

When accessed all Attack rolls made with this weapon automatically succeed for 1 round.

Heightened Hiatea's Blessing
Level 6th
Focus Any Weapon
Shaping Time Full Round Action
Access Time Standard Action

When accessed the next time this weapon gains the Flaming Burst property for the duration of the encounter.

Heightened Mazinmagisk
Level 6th
Focus Any Weapon
Shaping Time Full Round Action
Access Time Standard Action

When accessed the next opponent successfully struck by this weapon suffers the effects of a Lucent Lance spell.

Heightened Sengrom
Level 6th
Focus Any Weapon
Shaping Time Full Round Action
Access Time Standard Action

When accessed the next opponent successfully struck by this weapon suffers the effects of an Endless Slumber spell.

Heightened Tears of Stronmaus
Level 6th
Focus Any Weapon
Shaping Time Full Round Action
Access Time Standard Action

When accessed this weapon gains the Thundering property for the duration of the encounter, in addition to being a +2 weapon.

Heightened Wyrm
Level 6th
Focus Any Weapon
Shaping Time Full Round Action
Access Time Standard Action

When accessed the next opponent successfully struck by this weapon suffers the effects of a Finger of Death spell.

Overinmaug
Level 6th
Focus Any weapon
Shaping Time Full Round Action
Access Time Standard Action

When accessed this weapon gains the Illusion Bane property for 24 hours (see Magic Item Compendium).

Skoldfesting
Level 6th
Focus Any Weapon
Shaping Time Full Round Action
Access Time Standard Action

When accessed the next opponent successfully struck by this weapon sets off the effects of a Rejection spell.

Sunna
Level 6th
Focus Any Weapon
Shaping Time Full Round Action
Access Time Standard Action

When accessed the next time this weapon successfully strikes an opponent it sets off a Yakamo's Anger spell.


RUNIC WONDERS

Gudhjerte
Level 6th
Focus Any wearable item
Shaping Time Full Round Action
Access Time Standard Action

When accessed the bearer of this item receives the benefits of a Chasing Perfection spell.

Heightened Annam's Unblinking Eye
Level 6th
Focus A water filled bowl
Shaping Time Full Round Action
Access Time Standard Action

When accessed the Runecaster may use the bowl for Greater Scrying as per the spell.

Heightened Dvergild
Level 6th
Focus Any gems or solid metal pieces such as coins or ingots
Shaping Time Full Round Action
Access Time Standard Action

When accessed the items this rune is inscribed on become Fire Seeds, as per the spell.

Heightened Farekrigga
Level 6th
Focus Any wearable item
Shaping Time Full Round Action
Access Time Standard Action

When accessed the wearer of this item is affected by a Bite of the Werebear spell.

Heightened Helligstig
Level 6th
Focus Any unattended item
Shaping Time Full Round Action
Access Time Standard Action

When accessed the bearer gains the one time use of the Incorporeal Nova spell.

Heightened Helligstig
Level 6th
Focus Any worn item
Shaping Time Full Round Action
Access Time Standard Action

When accessed the wearer and his Allies gain the benefits of the Mass Owl's Wisdom spell.

Heightened Hiatea's Blessing
Level 6th
Focus A tree
Shaping Time Full Round Action
Access Time Standard Action

When accessed the tree animates as per the Liveoak spell.

Heightened Mazinmagisk
Level 6th
Focus Cup or any item used for drinking
Shaping Time Full Round Action
Access Time Standard Action

When accessed, and the vessel inscribed the rune is filled with any liquid, the drinker receives the benefits of a Heal spell.

Heightened Tears of Stronmaus
Level 6th
Focus Any unattended item
Shaping Time Full Round Action
Access Time Standard Action

When accessed the bearer gains the one time use of the Stormwalk spell spell.

Heightened Wyrm
Level 6th
Focus Any container
Shaping Time Full Round Action
Access Time Standard Action

When accessed this rune creates the effects of an Pox spell.

Maug
Level 6th
Focus Any unattended item
Shaping Time Full Round Action
Access Time Standard Action

When accessed the bearer gains the one time use of the Summon Babau spell.

Overinmaug
Level 6th
Focus Any unattended item
Shaping Time Full Round Action
Access Time Standard Action

When accessed the bearer of this item gains the benefits of a Find the Path spell.

Sunna
Level 6th
Focus Any hat, helm, or crown
Shaping Time Full Round Action
Access Time Standard Action

When accessed the bearer of this item gains the benefits of a Crown of Brilliance spell.

« Last Edit: December 29, 2016, 08:41:44 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Giants
« Reply #56 on: August 27, 2014, 12:31:33 AM »
7TH LEVEL RUNES

RUNIC DEFENSES

Heightened Anfal
Level 7th
Focus Any Armor
Shaping Time Full Round Action
Access Time Standard Action

When accessed the wearer of this item gains the benefits of a Battletide spell as modified for the regular Anfal rune.  In addition so long as at least one opponent is affected by the rune the wearer gains a +2 Bonus to Attack and Damage rolls.

Heightened Farvel
Level 7th
Focus Any Armor
Shaping Time 1 Minute
Access Time Full Round Action

The effects are identical to the normal Farvel rune, except that the opponent who arrives delayed is Stunned for 2 rounds (no Save).

Heightened Harbunad
Level 7th
Focus Any Armor
Shaping Time 1 Minute
Access Time Full Round Action

When accessed the wearer of this armor gains the benefits of a Mailed Might of the Magelords spell for 24 hours.

Heightened Overinlinje
Level 7th
Focus Any Armor
Shaping Time 1 Minute
Access Time Full Round Action

When accessed the bearer of this item gains immunity to Petrification and Polymorph effects for 1 Hour per Level.

Heightened Skoldfesting
Level 7th
Focus Any Armor
Shaping Time 1 Minute
Access Time Full Round Action

When accessed the bearer of this item gains the benefits of a spell Turning spell.

Heightened Tankeskold
Level 7th
Focus Any Armor
Shaping Time 1 Minute
Access Time Full Round Action

When accessed the bearer of this item gains the benefits of a Scry Trap spell.  Unlike normal the victim of your Scry Trap does not get a Caster Level Check to prevent his Scry spell from being dispelled.

Kongdod
Level 7th
Focus Any Armor
Shaping Time 1 Minute
Access Time Full Round Action

When accessed the bearer of this item gains the benefits of an Undead Mask spell.

Kvit
Level 7th
Focus Any Armor
Shaping Time 1 Minute
Access Time Full Round Action

When accessed the wearer of this armor gains the benefits of a Bastion of Good spell.

Magiskdod
Level 7th
Focus Any Armor
Shaping Time 1 Minute
Access Time Full Round Action

When accessed the bearer of this item gains the benefits of an Antimagic Aura spell.


RUNIC WARDS

Heightened Anfal
Level 7th
Focus Any siege weapon
Shaping Time 1 Minute
Access Time Full Round Action

When accessed the siege weapon this rune is shaped on animates as per an Animate Siege Weapon spell.


Heightened Farvel
Level 7th
Focus Any unattended object or surface
Shaping Time 1 Minute
Access Time Full Round Action

When accessed the next being with the Extraplanar Subtype to read this rune other than the Runecaster who inscribed it sets off a Banishment spell.

Heightened Harbunad
Level 7th
Focus Any Creature
Shaping Time 1 Minute
Access Time Full Round Action

When accessed the being this rune is inscribed on is affected as if by a Greater Ironguard spell .

Heightened Overinlinje
Level 7th
Focus Any unattended object or surface
Shaping Time 1 Minute
Access Time Full Round Action

When accessed the next being to read this rune other than the Runecaster who inscribed it sets off a Return to Nature spell.


Heightened Skoldfesting
Level 7th
Focus Any unattended object or surface
Shaping Time 1 Minute
Access Time Full Round Action

When accessed the next being to read this rune other than the Runecaster who inscribed it is affected as if by a Repulsion spell.  Unlike normal, opponents who fail the Save not only are unable to move towards you but are pushed back 20 ft.

Heightened Tankeskold
Level 7th
Focus Any unattended object or surface
Shaping Time 1 Minute
Access Time Full Round Action

When accessed the next being to read this rune other than the Runecaster who inscribed sets off an Antimagic Field, centered on the rune.


Kongdod
Level 7th
Focus Any unattended object or surface
Shaping Time 1 Minute
Access Time Full Round Action

When accessed the next being to read this rune other than the Runecaster who inscribed it is affected as if by a Greater Seed of Undeath spell.

Kvit
Level 7th
Focus Any unattended object or surface
Shaping Time 1 Minute
Access Time Full Round Action

When accessed the next being to read this rune other than the Runecaster who inscribed it sets off a Holy Word spell.

Magiskdod
Level 7th
Focus Any unattended object or surface
Shaping Time 1 Minute
Access Time Full Round Action

When accessed, the next evil being to read this rune other than the Runecaster who inscribed it creates an Antimagic Field in a 30 ft. area, centered on the rune.


RUNIC WEAPONRY

Heightened Anfal
Level 7th
Focus Any weapon
Shaping Time 1 Minute
Access Time Full Round Action

When accessed the holder of this weapon gains the benefits of the Anfal rune, and may re-roll damage rolls as well.  Instead of 1 round per Shaper Level these effects last for the Encounter.

Heightened Farvel
Level 7th
Focus Any weapon
Shaping Time 1 Minute
Access Time Full Round Action

When accessed this weapon gains the Banishing and Great Dislocator properties for 24 hours.

Heightened Harbunad
Level 7th
Focus Any weapon
Shaping Time 1 Minute
Access Time Full Round Action

When accessed this weapon becomes a +4 Defending Weapon for the duration of the encounter.

Heightened Overinlinje
Level 7th
Focus Any weapon
Shaping Time 1 Minute
Access Time Full Round Action

When accessed the next opponent struck by this weapon takes the effects of a Blood to Water spell.

Heightened Skoldfesting
Level 7th
Focus Any weapon
Shaping Time 1 Minute
Access Time Full Round Action

When accessed the next time this weapon successfully strikes an opponent it sets off the effects of a Rejection spell.  Unlike normal the spells Area of Effect is a 30 ft. radius centered on the wielder of the weapon.  It does not affect Allies, and the Save DC is +2 higher than normal.

Heightened Tankeskold
Level 7th
Focus Any weapon
Shaping Time 1 Minute
Access Time Full Round Action

This acts like the normal Tankeskold rune, but if the dispel check against the summoned creature fails the creature any hit on the creature from this weapon automatically threatens a critical for the runes duration.

Kongdod
Level 7th
Focus Any weapon
Shaping Time 1 Minute
Access Time Full Round Action

When accessed this weapon gains the Disruption property for this encounter.

Kvit
Level 7th
Focus Any weapon
Shaping Time 1 Minute
Access Time Full Round Action

When accessed the next opponent struck by this weapon causes a Righteous Burst spell to set off, centered on the weapons holder.

Magiskdod
Level 7th
Focus Any weapon
Shaping Time 1 Minute
Access Time Full Round Action

When accessed the next time this weapon successfully strikes an opponent he is affected as if by am Antimagic Ray spell.


RUNIC WONDERS

Heightened Anfal
Level 7th
Focus Any unattended object
Shaping Time 1 Minute
Access Time Full Round Action

Identical to the normal Anfal rune, but the maximum Bonus is +8.

Heightened Farvel
Level 7th
Focus Any unattended object
Shaping Time 1 Minute
Access Time Full Round Action

When accessed the bearer of this item receives the benefits of a Greater Teleport spell.

Heightened Harbunad
Level 7th
Focus Any unattended item
Shaping Time 1 Minute
Access Time Full Round Action

When accessed the bearer of this item receives the benefits of a Metal Skin spell for 24 hours.

Heightened Overinlinje
Level 7th
Focus Any unattended item
Shaping Time 1 Minute
Access Time Full Round Action

When accessed the bearer of this item is affected by a Disintegrate spell.

Heightened Tankeskold
Level 7th
Focus Any container
Shaping Time 1 Minute
Access Time Full Round Action

When accessed this rune provides the effects of both an Impotent Possessor and Imprison Possessor spells.

Kongdod
Level 7th
Focus Any unattended object
Shaping Time 1 Minute
Access Time Full Round Action

When accessed the bearer of this item gains the benefits of a Control Undead spell.

Kvit
Level 7th
Focus Any unattended object
Shaping Time 1 Minute
Access Time Full Round Action

When accessed the bearer of this item sets off a Rejuvenating Light spell.

Magiskdod
Level 7th
Focus Any unattended item
Shaping Time 1 Minute
Access Time Full Round Action

When accessed the bearer of this item gains the benefits of a Spell Turning spell.

« Last Edit: September 01, 2014, 09:34:08 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Giants
« Reply #57 on: August 27, 2014, 05:14:35 PM »
8TH LEVEL RUNES

RUNIC DEFENSES

Heightened Dod
Level 8th
Focus Any Armor
Shaping Time 1 Minute
Access Time Full Round Action

When accessed the wearer of this armor is struck by a Greater Bestow Curse (see Spell Compendium) spell.

Heightened Forvargave
Level 8th
Focus Any Armor
Shaping Time 1 Minute
Access Time Full Round Action

When accessed the wearer of this armor receives the benefits of a Greater Celerity (see PHB2) spell.

Heightened Maug
Level 8th
Focus Any Armor
Shaping Time 1 Minute
Access Time Full Round Action

When accessed the wearer of this armor receives the benefits of a Fiendform (see Spell Compendium) spell.  Unlike normal he may become any Fiendish creature, Demon or Devil from the Summon Monster I-VI spells.

Heightened Otte
Level 8th
Focus Any Armor
Shaping Time 1 Minute
Access Time Full Round Action

When accessed the wearer of this armor receives the benefits of an Aura of Terror (see Draconomicon) spell.  Unlike usual the Area of Effect is 60 ft.

Heightened Seirtuv
Level 8th
Focus Any Armor
Shaping Time 1 Minute
Access Time Full Round Action

When accessed the wearer of this armor receives the benefits of a Superior Invisibility (see Spell Compendium) spell.

Heightened Tosk
Level 8th
Focus Any Armor
Shaping Time 1 Minute
Access Time Full Round Action

When accessed this rune provides the benefits of a Shifting Paths (see Spell Compendium) spell.

Skolduven
Level 8th
Focus Any unattended object
Shaping Time 1 Minute
Access Time Full Round Action

When accessed the wearer of this item is affected as if by a Mysterious Redirection (see Complete Mage) spell.

Sort
Level 8th
Focus Any Armor
Shaping Time 1 Minute
Access Time Full Round Action

When accessed the wearer of this armor is struck by a Blackfire (see Spell Compendium) spell.

Ubudenheim
Level 8th
Focus Any Armor
Shaping Time 1 Minute
Access Time Full Round Action

When accessed the wearer of this armor receives the benefits of a Protection from Spells spell.


RUNIC WARDS

Heightened Dod
Level 8th
Focus Any unattended object or surface
Shaping Time 1 Minute
Access Time Full Round Action

When accessed the next being to read this rune other than the Runecaster who inscribed it is affected as if by a Finger of Death spell.

Heightened Forvargave
Level 8th
Focus Any creature or unattended item or surface
Shaping Time 1 Minute
Access Time Full Round Action

When accessed this rune provide the benefits of a Sequester spell.

Heightened Maug
Level 8th
Focus Any unattended stone object or surface
Shaping Time 1 Minute
Access Time Full Round Action

When accessed, the next time a being other than the Runecaster who inscribed this rune reads it, an Unhallow spell is set off, centered on the rune.  Unlike normal the Turn Checks made against Undead are at -8.

Heightened Seirtuv
Level 8th
Focus Any unattended item or surface
Shaping Time 1 Minute
Access Time Full Round Action

When accessed this rune provide the benefits of a Screen spell.

Heightened Tosk
Level 8th
Focus Any unattended object or surface
Shaping Time 1 Minute
Access Time Full Round Action

When accessed the next being to read this rune other than the Runecaster who inscribed it sets off a Scintillating Pattern spell.

Skolduven
Level 8th
Focus Any unattended object or surface
Shaping Time 1 Minute
Access Time Full Round Action

When accessed the next being to read this rune other than the Runecaster who inscribed it is affected as if by an Antipathy spell.

Sort
Level 8th
Focus Any unattended object or surface
Shaping Time 1 Minute
Access Time Full Round Action

When accessed the item this rune is shaped on is protected by a Shadow Trap (see Champions of Ruin) spell.  Unlike normal it is protected until the spell is triggered, and the summoned Shadow stays for the duration of the encounter.

Ubudenheim
Level 8th
Focus Any 1 Creature
Shaping Time 1 Minute
Access Time Full Round Action

When accessed the creature this rune is inscribed on is affected as if by a Binding spell.


RUNIC WEAPONRY

Heightened Dod
Level 8th
Focus Any weapon
Shaping Time 1 Minute
Access Time Full Round Action

When accessed the next opponent struck by this weapon takes the effects of a Withering Palm (see Spell Compendium) spell.

Heightened Drofte
Level 8th
Focus Any weapon
Shaping Time 1 Minute
Access Time Full Round Action

When accessed the next opponent struck by this weapon takes the effects of a Fleshshiver (see Spell Compendium) spell.  Unlike normal a Saving Throw is not allowed for the Stun effect regardless of the opponents Hit Dice, and the damage cap is 25d6

Heightened Forvargave
Level 8th
Focus Any weapon
Shaping Time 1 Minute
Access Time Full Round Action

When accessed the weapon gains the Dancing property for the duration of the encounter.

Heightened Seirtuv
Level 8th
Focus Any weapon
Shaping Time 1 Minute
Access Time Full Round Action

When accessed this weapon gains the Blurstrike property (see Magic Item Compendium) for 24 hours.  In addition it is considered a +3 weapon and even has it's Blurstrike property against foes who have Blindsight or Uncanny Dodge.

Heightened Sunna
Level 8th
Focus Any weapon
Shaping Time 1 Minute
Access Time Full Round Action

When accessed the next time this weapon successfully sets off a Sunburst spell.

Sort
Level 8th
Focus Any staff
Shaping Time 1 Minute
Access Time Full Round Action

When accessed the weapon this rune is shaped on becomes a Blackstaff (see Magic of Faerun) as per the spell.

Sverdstig
Level 8th
Focus Any weapon
Shaping Time 1 Minute
Access Time Full Round Action

When accessed the weapon this rune is shaped on becomes a Brilliant Blade (see Spell Compendium) as per the spell.

Ubudenheim
Level 8th
Focus Any weapon
Shaping Time 1 Minute
Access Time Full Round Action

When accessed the weapon gains the Banishing and Binding properties for 24 hours (see Magic Item Compendium).


RUNIC WONDERS

Heightened Dod
Level 8th
Focus Any cup or drinking vessel
Shaping Time 1 Minute
Access Time Full Round Action

When accessed the first liquid poured into this cup becomes toxic, and anyone drinking it suffers the effects of a Greater Harm (see Heroes of Horror) spell.

Heightened Forvargave
Level 8th
Focus Any unattended object
Shaping Time 1 Minute
Access Time Full Round Action

When accessed the bearer of this item duplicates the effects of a Reverse Gravity spell.

Heightened Gudhjerte
Level 8th
Focus Any unattended item
Shaping Time 1 Minute
Access Time Full Round Action

When accessed the bearer of this item receives the benefits of a Chasing Perfection (see PHB2) spell for 24 hours.

Heightened Maug
Level 8th
Focus Any unattended item
Shaping Time 1 Minute
Access Time Full Round Action

When accessed the bearer gains the one time use of the Abyssal Army (see Spell Compendium) spell.

Heightened Seirtuv
Level 8th
Focus Any unattended object
Shaping Time 1 Minute
Access Time Full Round Action

When accessed this rune duplicates the effects of a Shifting Paths (see Spell Compendium) spell.

Heightened Sunna
Level 8th
Focus Any unattended item
Shaping Time 1 Minute
Access Time Full Round Action

When accessed the bearer of this item gains the benefits of a Crown of Brilliance (see Book of Exalted Deeds) spell.  Unlike usual the spell does not allow a Saving Throw for creatures with Light Sensitivity or that are harmed by sunlight, and does 3d6 damage to Undead.

Skolduven
Level 8th
Focus Any unattended object
Shaping Time 1 Minute
Access Time Full Round Action

When accessed the bearer of this item is affected by a Demand spell.

Sort
Level 8th
Focus Any unattended object
Shaping Time 1 Minute
Access Time Full Round Action

When accessed the bearer of this item duplicates the effects of a Ravenous Darkness (see Complete Champion) spell, except the duration is 10 Minutes per Level.

Ubudenheim
Level 8th
Focus Any unattended item
Shaping Time 1 Minute
Access Time Full Round Action

When accessed this item provides the benefits of a True Banishment see Tome of Magic) spell.  Unlike notmal it does not require a Truespeak Check.
« Last Edit: March 20, 2017, 12:43:21 AM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Giants
« Reply #58 on: August 27, 2014, 06:01:09 PM »
9TH LEVEL RUNES

RUNIC DEFENSES

Alvskold
Level 9th
Focus Any Armor
Shaping Time 1 Hour
Access Time 1 Minute

When accessed the wearer of this armor receives the benefits of a Mysterious Redirection (see Complete Mage) spell.  Unlike normal it lasts 5 minutes or until expended.

Fjellkong
Level 9th
Focus Any Armor
Shaping Time 1 Hour
Access Time 1 Minute

When accessed the wearer of this armor receives the benefits of an Undermaster (see Underdark) spell.

Heightened Kongdod
Level 9th
Focus Any Armor
Shaping Time 1 Hour
Access Time 1 Minute

When accessed the bearer of this item gains the benefits of an Undead Mask (see Savage Species) spell.  Unlike normal this effect lasts for 24 hours and the bearer can also attack/affect incorporeal Undead.

Heightened Kvit
Level 9th
Focus Any Armor
Shaping Time 1 Hour
Access Time 1 Minute

When accessed the bearer of this item gains the benefits of a Righteous Exile (see Fiendish Codex II) spell.

Heightened Linjegave
Level 9th
Focus Any Armor
Shaping Time 1 Hour
Access Time 1 Minute

When accessed the wearer of this armor receives the benefits of a Freedom spell.

Heightened Magiskdod
Level 9th
Focus Any Armor
Shaping Time 1 Hour
Access Time 1 Minute

When accessed the bearer of this item gains the benefits of an Absorption (see Spell Compendium) spell.  Unlike normal if the bearer can't cast spells this heals 20 points of damage per Spell Level absorbed.

Wyrmvenn
Level 9th
Focus Any Armor
Shaping Time 1 Hour
Access Time 1 Minute

When accessed the wearer of this armor receives the benefits of a Dragonshape (see PHB2) spell.


RUNIC WARDS

Guduven
Level 9th
Focus Any Runecaster
Shaping Time 1 Hour
Access Time 1 Minute

When accessed, the Runecaster this is inscribed upon loses all his Class Abilities as if he were the recipient of an Anathema (see Champions of Ruin) spell.

Heightened Kongdod
Level 9th
Focus Any unattended item or surface
Shaping Time 1 Hour
Access Time 1 Minute

When accessed the next being to read this rune other than the Runecaster who inscribed it sets off a Greater Seed of Undeath (see Complete Mage) spell.  Unlike normal the victims don't rise as zombies but as Corpse Creatures (see Book of Vile Darkness).

Heightened Kvit
Level 9th
Focus Any unattended item or surface
Shaping Time 1 Hour
Access Time 1 Minute

When accessed the next being to read this rune other than the Runecaster who inscribed it sets off a Holy Word spell.  Unlike normal the range is 60 ft.

Heightened Langferd
Level 9th
Focus Any surface up to a 20 ft. cube, creature or unattended object
Shaping Time 1 Hour
Access Time 1 Minute

When accessed this rune makes it impossible to place any other runes upon whatever creature, item or surface it has been shaped upon.  This Rune can only be removed via a Wish spell.


Heightened Linjegave
Level 9th
Focus Any 1 Creature
Shaping Time 1 Minute
Access Time Full Round Action

When accessed the next being to read this rune other than the Runecaster who inscribed it sets off an Implosion spell.

Heightened Magiskdod
Level 9th
Focus Any unattended item or surface
Shaping Time 1 Hour
Access Time 1 Minute

When accessed the next being to read this rune other than the Runecaster who inscribed it sets off a Mordenkainen's Disjunction spell.

Heightened Overinmaug
Level 9th
Focus Any creature
Shaping Time 1 Hour
Access Time 1 Minute

When accessed the creature this rune is inscribed on receives the benefits of a Foresight spell.

Heightened Tankeskold
Level 9th
Focus Any unattended item or surface
Shaping Time 1 Hour
Access Time 1 Minute

When accessed the next being to read this rune other than the Runecaster who inscribed it sets off a Programmed Amnesia (see Complete Arcane) spell.

Liv
Level 9th
Focus Any unattended item
Shaping Time 1 Hour
Access Time 1 Minute

When accessed this grants the inscribed object the benefits of a permanent Animate Object spell, along with an Awaken construct spell.

Ysgard
Level 9th
Focus Any surface 5 to 30 ft. in diameter
Shaping Time 1 Hour
Access Time 1 Minute

When accessed this creates a Gate as per the spell, but only to Annam's palace Gudheim on the plane of Ysgard.


RUNIC WEAPONRY

Femkrigga
Level 9th
Focus Any weapon
Shaping Time 1 Hour
Access Time 1 Minute

When accessed the weapon temporarily becomes a Crushing Fist of Spite (see Book of Vile Darkness) as per the spell.

Heightened Kongdod
Level 9th
Focus Any weapon
Shaping Time 1 Hour
Access Time 1 Minute

When accessed this weapon gains the Disruption, Ethereal Reaver and Sacred Burst properties for this encounter.

Heightened Kvit
Level 9th
Focus Any weapon
Shaping Time 1 Hour
Access Time 1 Minute

When accessed the next time the weapon successfully strikes an opponent, a Righteous Burst spell (see PHB2) is set off centered on the weapons holder.  Unlike usual the base damage done/healed is 3d8.

Heightened Linjegave
Level 9th
Focus Any weapon
Shaping Time 1 Hour
Access Time 1 Minute

When accessed the weapon temporarily becomes a Black Blade of Disaster (see Magic of Faerun) as per the spell.

Heightened Overinmaug
Level 9th
Focus Any weapon
Shaping Time 1 Hour
Access Time 1 Minute

When accessed the weapon gains the Illusion Bane property for 24 hours.  Unlike normal it's secondary ability to destroy illusions may be used at will

Heightened Tankeskold
Level 9th
Focus Any weapon
Shaping Time 1 Hour
Access Time 1 Minute

When accessed the weapon gains the Illusion Theft property for 24 hours.

Krigspyd
Level 9th
Focus Any weapon
Shaping Time 1 Hour
Access Time 1 Minute

When accessed the weapon temporarily becomes a Lash of Force (see Complete Mage) as per the spell.

Sortdod
Level 9th
Focus Any weapon
Shaping Time 1 Hour
Access Time 1 Minute

When accessed the weapon temporarily becomes a Sphere of Ultimate Destruction (see Spell Compendium) as per the spell.


RUNIC WONDERS

Heightened Kongdod
Level 9th
Focus Any unattended item
Shaping Time 1 Hour
Access Time 1 Minute

When accessed this item provides the benefits of a Plague of Undead (see Libris Mortis) spell.

Heightened Kvit
Level 9th
Focus Any item of clothing
Shaping Time 1 Hour
Access Time 1 Minute

When accessed this rune creates the effects of a Mass Heal spell.

Heightened Linjegave
Level 9th
Focus Any item of clothing
Shaping Time 1 Hour
Access Time 1 Minute

When accessed this item provides the benefits of a Shapechange spell.

Heightened Magiskdod
Level 9th
Focus Any unattended item
Shaping Time 1 Hour
Access Time 1 Minute

When accessed this item provides the benefits of an Effulgent Epuration (see Spell Compendium) spell.

Heightened Overinmaug
Level 9th
Focus Any item of clothing
Shaping Time 1 Hour
Access Time 1 Minute

When accessed the bearer of this item gains the benefits of a Hindsight (see Complete Adventurer) spell.

Heightened Tankeskold
Level 9th
Focus Any item of clothing
Shaping Time 1 Hour
Access Time 1 Minute

When accessed this rune creates the effects of an Unbinding (see Spell Compendium) spell.

Jotunheim
Level 9th
Focus Any unattended item
Shaping Time 1 Hour
Access Time 1 Minute

When accessed this item provides the benefits of a Summon Monster IX spell, except that it summons 1d3 Stone Giant Elders.

Muspelheim
Level 9th
Focus Any unattended item
Shaping Time 1 Hour
Access Time 1 Minute

When accessed this item provides the benefits of a Deadly Sunstroke (see Complete Mage) spell.

Niflheim
Level 9th
Focus Any unattended item
Shaping Time 1 Hour
Access Time 1 Minute

When accessed this item provides the benefits of a Burst of Glacial Wrath (see Dragon Magic) spell.



« Last Edit: March 20, 2017, 12:14:46 AM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16055
  • Fnord bitches
    • View Profile
Re: Giants
« Reply #59 on: August 27, 2014, 08:37:29 PM »
Epic Metarune Feats 

Automatic Quicken Rune
Prerequisites Quicken Rune, Spellcraft 30 ranks, ability to shape 9th-level Runes
Benefits You may reduce the Shaping and Access time of 1st-3rd Level Runes, but are not requires to wait 4 Rounds before Shaping or Activating another Rune.

Automatic Silence
Prerequisites Silence, Spellcraft 24 ranks, ability to shape 9th-level Runes
Benefits If the Rune you silence (see Silence Feat) is 1st-3rd Level, you are not required to wait a Round before Shaping or Accessing another Rune.

Automatic Stillness
Prerequisites Stillness, Spellcraft 24 ranks, ability to shape 9th-level Runes
Benefits If the Rune you still (see Stilness Feat) is 1st-3rd Level, you are not required to wait a Round before Shaping or Accessing another Rune.

Enhance Rune
Prerequisites Maximize Rune
Benefits The damage cap for your Runes increases by 10 dice (for Runes that deal a number of dice of damage equal to caster level) or by 5 dice (for Runes that deal a number of dice of damage equal to half caster level). This feat has no effect on Runes that don’t specifically deal a number of dice of damage equal to the caster’s level or half level, even if the Runes effect is largely dictated by the caster’s level.  Shaping or Activating an Enhanced Rune means you cannot Shape or Activate other Metarunes for another 4 rounds.  You may gain this feat multiple times. Each time you select this feat, the damage cap increases by 10 dice or 5 dice, as appropriate to the Rune, and the wait time required to Shape or Activate another Rune increases an additional 4 Rounds.

Improved Metarune
Prerequisites Four Metarune feats, Spellcraft 30 ranks.
Benefits The wait time required to Shape or Activate another Metarune is reduced by 1 Round.  This Feat can be taken multiple times, and the effects stack (but it cannot reduce the wait time below 1 Round minimum).

Intensify Rune
Prerequisites Empower Rune, Maximize Rune, Spellcraft 30 ranks, ability to shape 9th-level Runes
Benefits  All variable, numeric effects of an Intensified Rune are maximized, then doubled. An Intensified Rune deals twice maximum damage, cures twice the maximum number of hit points, affects twice the maximum number of targets, and so forth, as appropriate. Saving throws and opposed rolls are not affected. Shaping or Activating an Intensified Rune means you cannot Shape or Activate another Metarune for 7 Rounds. You can’t combine the effects of this feat with any other feat that affects the variable, numeric effects of a Rune.

Multirune
Prerequisites Quicken Rune, ability to shape 9th-level Runes.
Benefits You may activate one additional Quickened Rune per Round.  This can be taken multiple times, and the effects Stack.


Epic Rune Feats

Convert Rune
Prerequisites Spellcraft 25 ranks, ability to shape 9th-level Runes
Benefits Choose any 1 Rune you can Shape.  As a Free Action, you may convert any Rune of the same Level you have Shaped to that Rune.  You may choose this Feat multiple times, choosing a different spell each time.

Epic Runecasting
Prerequisites Spellcraft 24 ranks, Knowledge (arcana) 24 ranks, ability to shape 9th-level Runes
Benefits  You may develop and shape epic runes. You may shape a number of epic runes per day equal to your ranks in Knowledge (arcana) divided by 10.  If you have the Heightened Rune Feat you may learn and cast Epic versions of normal runes.

Epic Rune Focus
Prerequisites Greater Rune Focus and Rune Focus in the school selected, ability to shape at least one 9th-level Rune of the school to be chosen.
Benefits Any rune you shape of the appropriate type (you may choose from Defenses, Wards, Weaponry and Wonders) increases it's Save DC by an additional +1.  This may be taken up to 4 times to cover all 4 types of runes.  This stacks with Rune Focus/Greater Rune Focus.

Epic Strengthened Rune
Prerequisites Greater Strengthened Rune, Strengthened Rune
Benefits Gain a additional +2 Bonus on Checks for defeating an opponents Spell Resistance.  This stacks with Strengthened Rune/Greater Strengthened Rune.

Permanent Rune
Prerequisites Spellcraft 25 ranks, ability to shape the Rune to be made permanent.
Benefits  Designate any one of your Runes whose area is an emanation centered on an object. This Runes effect is permanent (though you can dismiss or restart it as a free action). Effects that would normally dispel this Rune instead suppress it for 2d4 rounds. You can gain this feat multiple times. Each time, select a different Rune to become permanent.

Runic Opportunity
Prerequisites Runemaster, Combat Reflexes, Quicken Rune, Spellcraft 25 ranks.
Benefits  When you are allowed an Attack of Opportunity, instead of an Attack you may access any Rune you have shaped so long as it is in range, regardless of it's normal Access time.

Shared Rune
Prerequisites Spellcraft 24 Ranks, Shaper Level 12th
Benefits  Choose a Rune you can Shape. You are attuned to the magic you choose. If another Runecaster within 300 feet of you uses this magic, you also immediately gain the magic’s effect as if it had been used on you by the same Shaper. You must have direct line of effect to the Runecaster in order to gain the benefit of the attuned magic (though you do not have to know the Runecaster is present, and you can be flat-footed). The magic’s duration, effect, and other specifics are determined by its original Shaper’s level.  You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a different Rune.

Tenacious Rune
Prerequisites Spellcraft 15 ranks
Benefits  Choose one rune you know. Whenever the chosen rune would otherwise end due to a dispel effect, the magic is instead only suppressed for 1d4 rounds. The magic still ends when its duration expires, but the suppressed rounds do not count against its duration. You can dismiss your own rune (if dismissible) or dispel your own tenacious magic normally.  This may be taken multiple times and applies to a different rune each time.
« Last Edit: December 29, 2016, 08:10:14 PM by bhu »