Runecaster

​Runecasters are rare and fearsome warriors from the Eismeer region (Viking/Norseman Archtype). Although skilled in battle, their formidable power springs from their understanding of runes, ancient formulae that tap mystical powers. This combination of sword and magic makes them powerful allies and dangerous foes. Though they are infrequent, warriors with the power to write magical runes do appear in the old Eismeeric tales. The most famous Runecaster, possibly the first, was Egil Skallagrimsson. Descendant of the famous berserker Kveld-Ulf, Egil was a strong and hot-tempered man, skilled in runes and poetry. He walked the desolate landscape of the Eisland bringing news of Palanos' good works and teaching those that sought knowledge. It was said that he feared no challenge and was never bested in battle... he simply wandered into the waste and was no longer seen by the eyes of men (though some claim his spirit still wanders the Eisland and his poetry is heard in the howling winter wind healing those in dire need).

Runecasters possess the knowledge of runes, magical words that when used properly generate or release special powers. Although they seem like spells (because they have magical effects), runes are very different. The source of all runes is thought to be the god Palanos. Runes must be learned, but are not memorized and forgotten like spells. There is no limit to the number of times a rune can be used in a single day. However, runes are difficult and complicated. Casting a rune is time-consuming and may result in nothing but failure. Lastly, a character's selection of runes is severely limited.​  

Role
None
 
Distinctive Appearance
None
 
Special Benefits
​In addition to his fighting ability, a first level runecaster begins the game knowing two runes. These runes are randomly generated by the DM (their powers simulate mage or cleric spells) and are never chosen by the player. No check is made to see if the character can learn these runes; it is assumed he has mastered that complicated art. Within the limits of rune-casting and the runes available, the character can use his knowledge at any time he feels appropriate. Each time a rune is cast (the player may determine how it is cast, though it must include some form of writing. i.e. "air" writing, recording on the ground, on a tablet, etc.) the player must roll a die (starting with a d12 proceeding to the next lowest die per casting). A roll of a "1" (on any of these dice) indicates failure and loss of that rune for the next 24 hours.
Each time the character advances in level, he has the opportunity to attempt to learn a new rune. Success is not automatic and a character can only make the attempt when he reaches a new level. The chance to learn the rune is based on the character's Intelligence. It is the same as that needed to learn a new spell. If the check is succeeded, the character can add the rune to his list of those already known. If it is failed, the character can never learn that particular rune, regardless of how high in level he rises. To select the potential rune, a character indicates 3 spells that are supported by their role-playing experiences. The spell is then randomly selected (die roll) and, finally, the character makes their attempt to "learn" the rune. Furthermore, the DM can either allow the rune to leap unbidden into the character's mind without prior experience or study; or he can require the character to find someone who will teach him the difficult art of forming the rune.

There are no books of rune magic to study from! As noted before, a character can only learn a new rune when he rises in level. Unlike spells (which can be learned anytime the character discovers a new one), a character cannot try to 'learn" a rune simply because he has seen it. Runecasting is a mystical art; it cannot simply be memorized by rote. Even if the character knows of the rune's existence, he must wait for a new level before attempting to understand its intricacies.​

 
Special Hindrances
Because of their more ominous reputations, Runecasters do not attract large bodies of followers. Upon attaining 9th level, the reputation of the runecaster is such that a certain number of men will follow his banner. He only attracts half the number listed (fractions rounded up). Those who do attend him are no less loyal.​
​Experience is earned as a warrior and they advance in levels as a Ranger or Templar.​

The Runecaster never gains any bonus hit points normally due for high Constitution scores. ​

Class
Fighter
 
Attribute Requirements
​Strength 11, Intelligence 14, Wisdom 15 ​
 
Barred Beliefs
None
 
Race Requirement
​Human ​
 
Bonus Weapon Proficiencies
None​
 
Required Weapon Proficiencies
None
 
Recommended Weapon Proficiencies
None
 
Barred Weapon Proficiencies
None
 
Bonus Non-Weapon Proficiencies
None
 
Recommended Non-Weapon Proficiencies
None
 
Equipment
None
 
Wealth Options
None
 
Homeland Terrain
None
 
Economic System
​None​

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