Rune Knight, a Replacement for Warrior-Mage
Posted: Tue Nov 27, 2012 1:34 am
Honestly? Yeah I think Warrior-Mage needs a replacement. Rune Knight isn't much different, I'll say. Maybe just more fleshed out (if you take anything I put here as being a better idea anyway). I am going to try and come up with both Crew Skills and Spells designed for Rune Knight as well and place them here so I can keep it in one nice neat package. Anyway, here we go. Again, don't be surprised by similarities with WaM.
Rune Knight
Allowable Races: Drak Sen (metallic), Drak Sen (earthly), Cat Person, Centaur, Chirot, Dark Elf, High Elf, High Human, Merfolk, Minotaur, Ogre, Sithian, Sylvan Elves, The Tribe, Torian, Troll, Wolven, Vulpine
Qualifying Classes: Must possess Dual-Class status; Must combine one magic class (Mage, Shaman, or Druid) with either Knight, Ranger or Warrior.
Type of Class: Advanced Physical&Magical
Spell Spheres Allowed: Common, Racial and Arcana
Armor: A, B, C (Race restrictions apply)
Weapons: A, B, C (Race restrictions apply)
Class Bonus Stats:
Str+4, Int+4, Agi+4, Res+4, Sta+0, Spl+0, Life+2
Mindset: Keepers of magic and wielders of the blade, a Rune Knight hones his skill with a weapon as much as he sharpens his mind to unleash spells of great power, and combines these two aspects to create synergy. In this world, the idea that battle can only be won with sword or sorcery as separate means of engaging in conflict is a lie. To the Rune Knight, knowledge and strength are the same, and the line separating ones physical abilities and mystical prowess is blurred. For the Rune Knight, striking a person with a sword or axe is no different than hitting them with a spell of fire or frost. It's all in the execution.
Concept: A Path chosen by few and mastered by even less, the journey of a Rune Knight is long and, in some ways, endless as they seek to better themselves in both sword and sorcery. As such, they will never be able to match a warrior or mage of equal experience as themselves, for the Rune Knight has divided its time between the study of both of these aspects, while the Warrior and Mage have dedicated themselves solely to their craft. Because of this, a Rune Knight may spend far greater time reaching heights of power others achieve more easily. However, it is also because of their nature that the Rune Knight can demonstrate more versatility in combat than nearly any other. The mountain they must climb is steeper than any other, but it can be said to be more rewarding than any other.
Advantage(s):
Combat Readiness
The Rune Knight is one who is always ready for battle and has bound their armor and weapons to their very beings. This allows the Rune Knight to summon their equipment to them from any location, making it almost appear as if they are 'transforming' from their normal garb into an armored warrior. Because of this, the Rune Knight has a chance to perform a free action, regardless of whether or not he has won the Init roll. However, this action cannot be used offensively as it is only capable of either activating any enchanments upon the wearers armor (ie; stat boons) or the casting of a defensive spell (ie Magical Armor). To which casting a defensive spell still costs Stamina going into battle.
Mechanics: It's a simple 1d10 roll. Even number allows the action. Odd number and the opportunity is failed.
Mithril Magic
Due to the Rune Knight's nature and the mystical properties of the ore itself, Mithril is a favorite material amongst not only the magical community, but to Rune Knight's as well. Unlike other materials, mithril does not restrict access to their spellcasting. On the contrary, it is even used as a conduit or medium for their powers. As such, spells can be channeled through a blade or the tip of a spear, so long as it is made of Mithril.
Disadvantage(s):
Jack-of-all-Trades, Master of None
Due to the dual nature of the Rune Knight's training, they can never achieve absolute mastery of magic nor reach the uppermost skill and knowledge of weapons and armor. They can become more armored than any Mage, but cannot compete with a Warrior or Knight's heavy plated figures. And while they wield magic beyond that of the blade-wielding armies, pure sorcerers and masters of nature and the arcane will always dabble in secrets and mystical knowledge beyond the Rune Knight's means.
Rule: Even advancing to Rune Knightx5, spells in the allowed spheres are restricted passed Rank 3 (ie Magex3 spells). Knowledge of spells they are capable of accessing is twice that of a pure magic user. For example, a Magex2 can use up to Rank 2 Arcana spells. However a Rune Knightx1 advanced from a Mage can only use Rank 1 Arcana spells. It can be interpreted as Base Magic class + Advanced class divided by 2 (Rune Knightx5 + Mage = 6, 6/2 = 3).
Tipping the Scales
Because the Rune Knight has put thought to action and trains themselves to combine both aspects of combat, they are somewhat restrained by their own methods. As such, they constantly measure themselves and seek to maintain an internal balance between their physical and magical prowess. Focusing too much on the sword or pushing towards enhancing their spells will cause them to lose focus and become unsure of themselves, restricting their actions in combat and diminishing their overall potential.
Mechanics: If the players combined Physical or Magical stats (Str&Agi or Int&Res) are 25 points higher/lower than the other set, all attack and def rolls are reduced to 50% efficacy. Combat Readiness is also disabled, forcing the Rune Knight to constantly keep their equipment on them at all times.
Rune Sphere
The Rune Sphere is the powers derived by the Rune Knight Advanced Class, those that combine their physical prowess with the mystical energies of the world around them. Tired of the constraints of specified magical schools and the limitations of the physical body, these individuals sought to combine the two distinct disciplines into a unique melding of mind and body, sword and sorcery. The purpose was to create a Balance, to create a middle ground, a meeting point where the strength of ones arm was indistinguishable from the insight of the mind. Only Rune Knights have learned and striven towards the melding of magic and might, the balancing of powers and the understanding that comes with seeking knowledge from more than one source.
Though they may never have the same capacity for spell casting as a pure mage, the Rune Knight is no less powerful in combat. Below are the Spells uniquely woven by Rune Knights over the course of many ages, with the concept of adaptation against many foes. and utilizing their weapons, armor and magic as a single force.
Battle Spells
Rune Armor:
Level required: 20
Class Required: Rune Knight
Description: Rune Knight x3, Magical Armor (7), Physical Armor (7)
Utilizing this spell requires a bit of concentration to focus. It creates a series of archaic runes that form about the caster and adhere to the users armor and body, augmenting the persons physical and magical protection equally. Rune Knights designed this spell to replace other more tedious and time consuming spells, and while other defensive spells cannot be combined with this one, it suits the Rune Knights purposes. However, because this spell guards against both such forces, it drains more of the Rune Knight's energy to cast it. Yet it is still a preferable tradeoff, for even a moments time wasted in battle can mean life or death.
Mechanics: Increases Physical and Magical defenses by +1 for every slot in the spell up to a maximum of 15 slots with a cost of 2Sta per point added. Does not stack with other defensive spells (ie; Physical/Magical Armor). Spell lasts until canceled, caster is defeated, or until caster's stamina drops below 10 points. Spell drains 1Sta per round for every 5 slots in the spell, maximum 3Sta per round to sustain the spell.
Earthly Attunement:
Level required: 15
Class required: Rune Knight
Description: Rune Knight x2, Hurl Rock (5)
Chanting in the old tongue the Rune Knight creates a series of runes symbolizing the power and strength of earth and stone. The runes are then infused into the casters weapon, which calls up which calls up soil, sand, rock and stone from the ground around him to form into a jagged coating around the Rune Knight's weapon, improving its strength and granting it the elemental property of earth. This spell was designed specifically by the Rune Knight to be used in battle against Aeromancers, using the opposing elemental force to increase the effectiveness of their attacks against those who command lightning and the wind.
Mechanics: Takes one round to cast. Adds +1dmg for every 3 slots in the spell when cast. Effect lasts for 1d# rounds (# = slots used in the spell). Physical attacks become Close/Ranged Magical Attacks while spell is active (respectively, based on Weapon applied to). When used in combat against an Air Mage, increases attack chance by 5% for every time the opponent has taken the Air Mage class. (IE: Opponent is Air Magex2. Rune Knight rolls !cd Str Int +spell @110% vs defenders roll !cd Res Str +def)
Class Skills
The Rune Knight is unique in that combines the use of their weapons with the casting of spells, in some cases eliminating the need for chanting or hand motions in order to cast certain spells. However, only Mithril tools or special items (like IoP's) can be used as a conduit for their spells. Regular weapons and armor will not allow magic to pass through them. So it is in the Rune Knight's best interest to invest in Mithril.
(these will come later)
Rune Knight
Allowable Races: Drak Sen (metallic), Drak Sen (earthly), Cat Person, Centaur, Chirot, Dark Elf, High Elf, High Human, Merfolk, Minotaur, Ogre, Sithian, Sylvan Elves, The Tribe, Torian, Troll, Wolven, Vulpine
Qualifying Classes: Must possess Dual-Class status; Must combine one magic class (Mage, Shaman, or Druid) with either Knight, Ranger or Warrior.
Type of Class: Advanced Physical&Magical
Spell Spheres Allowed: Common, Racial and Arcana
Armor: A, B, C (Race restrictions apply)
Weapons: A, B, C (Race restrictions apply)
Class Bonus Stats:
Str+4, Int+4, Agi+4, Res+4, Sta+0, Spl+0, Life+2
Mindset: Keepers of magic and wielders of the blade, a Rune Knight hones his skill with a weapon as much as he sharpens his mind to unleash spells of great power, and combines these two aspects to create synergy. In this world, the idea that battle can only be won with sword or sorcery as separate means of engaging in conflict is a lie. To the Rune Knight, knowledge and strength are the same, and the line separating ones physical abilities and mystical prowess is blurred. For the Rune Knight, striking a person with a sword or axe is no different than hitting them with a spell of fire or frost. It's all in the execution.
Concept: A Path chosen by few and mastered by even less, the journey of a Rune Knight is long and, in some ways, endless as they seek to better themselves in both sword and sorcery. As such, they will never be able to match a warrior or mage of equal experience as themselves, for the Rune Knight has divided its time between the study of both of these aspects, while the Warrior and Mage have dedicated themselves solely to their craft. Because of this, a Rune Knight may spend far greater time reaching heights of power others achieve more easily. However, it is also because of their nature that the Rune Knight can demonstrate more versatility in combat than nearly any other. The mountain they must climb is steeper than any other, but it can be said to be more rewarding than any other.
Advantage(s):
Combat Readiness
The Rune Knight is one who is always ready for battle and has bound their armor and weapons to their very beings. This allows the Rune Knight to summon their equipment to them from any location, making it almost appear as if they are 'transforming' from their normal garb into an armored warrior. Because of this, the Rune Knight has a chance to perform a free action, regardless of whether or not he has won the Init roll. However, this action cannot be used offensively as it is only capable of either activating any enchanments upon the wearers armor (ie; stat boons) or the casting of a defensive spell (ie Magical Armor). To which casting a defensive spell still costs Stamina going into battle.
Mechanics: It's a simple 1d10 roll. Even number allows the action. Odd number and the opportunity is failed.
Mithril Magic
Due to the Rune Knight's nature and the mystical properties of the ore itself, Mithril is a favorite material amongst not only the magical community, but to Rune Knight's as well. Unlike other materials, mithril does not restrict access to their spellcasting. On the contrary, it is even used as a conduit or medium for their powers. As such, spells can be channeled through a blade or the tip of a spear, so long as it is made of Mithril.
Disadvantage(s):
Jack-of-all-Trades, Master of None
Due to the dual nature of the Rune Knight's training, they can never achieve absolute mastery of magic nor reach the uppermost skill and knowledge of weapons and armor. They can become more armored than any Mage, but cannot compete with a Warrior or Knight's heavy plated figures. And while they wield magic beyond that of the blade-wielding armies, pure sorcerers and masters of nature and the arcane will always dabble in secrets and mystical knowledge beyond the Rune Knight's means.
Rule: Even advancing to Rune Knightx5, spells in the allowed spheres are restricted passed Rank 3 (ie Magex3 spells). Knowledge of spells they are capable of accessing is twice that of a pure magic user. For example, a Magex2 can use up to Rank 2 Arcana spells. However a Rune Knightx1 advanced from a Mage can only use Rank 1 Arcana spells. It can be interpreted as Base Magic class + Advanced class divided by 2 (Rune Knightx5 + Mage = 6, 6/2 = 3).
Tipping the Scales
Because the Rune Knight has put thought to action and trains themselves to combine both aspects of combat, they are somewhat restrained by their own methods. As such, they constantly measure themselves and seek to maintain an internal balance between their physical and magical prowess. Focusing too much on the sword or pushing towards enhancing their spells will cause them to lose focus and become unsure of themselves, restricting their actions in combat and diminishing their overall potential.
Mechanics: If the players combined Physical or Magical stats (Str&Agi or Int&Res) are 25 points higher/lower than the other set, all attack and def rolls are reduced to 50% efficacy. Combat Readiness is also disabled, forcing the Rune Knight to constantly keep their equipment on them at all times.
Rune Sphere
The Rune Sphere is the powers derived by the Rune Knight Advanced Class, those that combine their physical prowess with the mystical energies of the world around them. Tired of the constraints of specified magical schools and the limitations of the physical body, these individuals sought to combine the two distinct disciplines into a unique melding of mind and body, sword and sorcery. The purpose was to create a Balance, to create a middle ground, a meeting point where the strength of ones arm was indistinguishable from the insight of the mind. Only Rune Knights have learned and striven towards the melding of magic and might, the balancing of powers and the understanding that comes with seeking knowledge from more than one source.
Though they may never have the same capacity for spell casting as a pure mage, the Rune Knight is no less powerful in combat. Below are the Spells uniquely woven by Rune Knights over the course of many ages, with the concept of adaptation against many foes. and utilizing their weapons, armor and magic as a single force.
Battle Spells
Rune Armor:
Level required: 20
Class Required: Rune Knight
Description: Rune Knight x3, Magical Armor (7), Physical Armor (7)
Utilizing this spell requires a bit of concentration to focus. It creates a series of archaic runes that form about the caster and adhere to the users armor and body, augmenting the persons physical and magical protection equally. Rune Knights designed this spell to replace other more tedious and time consuming spells, and while other defensive spells cannot be combined with this one, it suits the Rune Knights purposes. However, because this spell guards against both such forces, it drains more of the Rune Knight's energy to cast it. Yet it is still a preferable tradeoff, for even a moments time wasted in battle can mean life or death.
Mechanics: Increases Physical and Magical defenses by +1 for every slot in the spell up to a maximum of 15 slots with a cost of 2Sta per point added. Does not stack with other defensive spells (ie; Physical/Magical Armor). Spell lasts until canceled, caster is defeated, or until caster's stamina drops below 10 points. Spell drains 1Sta per round for every 5 slots in the spell, maximum 3Sta per round to sustain the spell.
Earthly Attunement:
Level required: 15
Class required: Rune Knight
Description: Rune Knight x2, Hurl Rock (5)
Chanting in the old tongue the Rune Knight creates a series of runes symbolizing the power and strength of earth and stone. The runes are then infused into the casters weapon, which calls up which calls up soil, sand, rock and stone from the ground around him to form into a jagged coating around the Rune Knight's weapon, improving its strength and granting it the elemental property of earth. This spell was designed specifically by the Rune Knight to be used in battle against Aeromancers, using the opposing elemental force to increase the effectiveness of their attacks against those who command lightning and the wind.
Mechanics: Takes one round to cast. Adds +1dmg for every 3 slots in the spell when cast. Effect lasts for 1d# rounds (# = slots used in the spell). Physical attacks become Close/Ranged Magical Attacks while spell is active (respectively, based on Weapon applied to). When used in combat against an Air Mage, increases attack chance by 5% for every time the opponent has taken the Air Mage class. (IE: Opponent is Air Magex2. Rune Knight rolls !cd Str Int +spell @110% vs defenders roll !cd Res Str +def)
Class Skills
The Rune Knight is unique in that combines the use of their weapons with the casting of spells, in some cases eliminating the need for chanting or hand motions in order to cast certain spells. However, only Mithril tools or special items (like IoP's) can be used as a conduit for their spells. Regular weapons and armor will not allow magic to pass through them. So it is in the Rune Knight's best interest to invest in Mithril.
(these will come later)