Skip to content

[KIT] Runescarred Berserker (WIP)

kensaikensai Member Posts: 228
edited January 2014 in General Modding
Hello Everyone! :)
Here I am, presenting a new fighter kit with an interesting potential.


RUNESCARRED BERSERKER

Deadly barbarians who bear magical runes carved into their flesh, Runescarred Berserkers are among the most feared of Rashemen's defenders. They are loyal body guards to the hathrans of the land and stand ready to unleash a storm of martial fury at a single word from any Witch.

CLASS FEATURES

Enrage
During 60 seconds , they have +2 bonus to damage and -2 bonus to armor class and thaco and +15 hit points. They are also immune fear, charm, hold, maze, imprisonment, and sleep. But after this effect ends, they lose the hitpoints given by the ability, which may kill the berserker and will becomed winded, which gives a +2 penalty to armor class and THACO and -2 penalty to damage.


Runescarring
A Runescarred Berserker knows a number of runescars equal to the amount shown on the table above. A runescar is a means of storing a spell, much like a scroll. The berserker knows only a limited number of spells with which to imbue runescars, selected from the runescarred berserker spell list below.
All runescar spells target only the runescarred berserker and a Runescarred Berserker can only have 7 scars scribed at a time.
The act of scribing a runescar is painful and deals damage, according to its level.
(lvl 1 - 10 dmg, lvl 2 - 12 dmg, lvl 3 - 16 dmg, lvl 4 - 20 dmg, all damage bypass resistances)
Then the runescar's magic is discharged, the rune fades to nothing but a faint outline. Typically, a berserker's skin is crisscrossed with dozens of old, discharged runescars.


Ritual scarring
Through frequent disfiguration of her own skin, a runescarred berserker gains 5% resistance vs slashing damage.



- At 1st level: gains Enrage, usable once per day. Additional uses are gained at 10 and 20 levels.
- At 3rd level: gains Runescar lvl1, 1 use per day
- At 6th level: Runescar lvl1, 2 uses per day
- At 8th level: gains Runescar lvl2, 1 use per day
- At 11th level: Runescar lvl2, 2 uses per day
- At 13th level: gains Runescar lvl3, 1 use per day
- At 15th level: gains Ritual Scarring
- At 16th level: Runescar lvl3, 2 uses per day
- At 18th level: gains Runescar lvl4, 1 use per day


SPELL LIST

Runescarred berserkers must select their spells known from the following list:

1st level- Divine Favor, Protection from Evil, Armor of Faith, Invisibility Pure, True Strike.
2nd level- Bull's Strength, Bear's Endurance, Invisibility, Keen Edge, Protection from Fire/Cold.
3rd level- Cure Critical Wounds, Death Ward, Additional Attack, Free Action, Empower Weapon.
4th level- Improved Invisibility, Neutralize Poison, Lesser Restoration, Righteous Magic, Stoneskin.


DISADVANTAGES

- Can use only bladed weapons (swords, skimitars, katanas, axes)
- Can only specialize in them (**)
- Limited to wear up to scale armor.
- Cannot use shields
- Cannot dual class
- Must be human
- 14 WIS, 10 INT


---------
PROGRESS
40% is done. All innates are created, leaving only balance issues and questions in making an weidu installation.


NeonfiskTomeRAM021

Comments

  • kensaikensai Member Posts: 228
    edited January 2014
    Runescares (innates)

    Runescar lvl1 (caster takes 10 DMG)
    Divine Favor - +2 THACO +2 DMG for 10 rounds
    Protection from Evil - same as spell, for 10 rounds
    Armor of Faith - +20% slashing\blunting\piersing resistances for 5 rounds. Non stackable
    Invisibility Purge - same as spell for 5 rounds
    True Strike - +10 THACO for 1 round

    Runescar lvl1 (caster takes 12 DMG)
    Bull's Strength - +3 STR for 5 rounds
    Bear's Endurance - +3 CON for 5 rounds
    Invisibility - same as spell for 5 rounds
    Keen Edge - +2 Critical Hit Range (18-20) for 5 rounds
    Protection from Fire/Cold - same as spell for 5 rounds, non stackable

    Runescar lvl1 (caster takes 16 DMG)
    Cure Critical Wounds - 16+4d8 HP
    Death Ward - same as spell for 10 rounds
    Additional Attack - +1 ATK for 5 rounds, stack with Haste
    Free Action - same as spell for 10 rounds
    Empower Weapon - +1d6 magic damage for each hit for 5 rounds

    Runescar lvl1 (caster takes 20 DMG)
    Improved Invisibility - as spell, for 10 rounds
    Neutralize Poison - as spell
    Lesser Restoration - as spell
    Righteous Magic - +10 HP, +4 STR, melle attacks does max damage for 5 rounds
    Stoneskin - 5 skins for 1 hour

    Post edited by kensai on
    RAM021
  • kensaikensai Member Posts: 228
    edited February 2014
    So for now a make a few interesting adjustments.

    All runes will have a normal duration, not that little 5 rounds which was useless.
    Runescarred berserker will be limited to chainmail, but can put *** into weapons.
    Damage from scars will be changed to 1d6 per spell level.
    Class will be limited to humans and half-orcs
    And I'm seriously thinking about 5 lvl spells as an HLA
    (the're Heal, Polymorf Self and Antimagic Field)
    What do you think?
    TomeAquadrizztRAM021
  • TomeTome Member Posts: 466
    I like the idea of stronger spells being a HLA. Do you have any ideas for which, if any, HLAs the kit-specific ones will replace?

    I look forward to seeing the finished article!
  • RoarRoar Member Posts: 41
    edited February 2014
    exciting kit. Theres no scalemail in bg, only chainmail and splint mail. :)

    Is it casting time 0 for all his spells?
  • kensaikensai Member Posts: 228
    Roar said:


    Is it casting time 0 for all his spells?

    No, it's 1.
    RAM021
  • kensaikensai Member Posts: 228
    Tome said:

    I like the idea of stronger spells being a HLA. Do you have any ideas for which, if any, HLAs the kit-specific ones will replace?

    I look forward to seeing the finished article!

    Why replace? It will have additional spells, but maybe I'll delete Greater Whirlwind and spell resistance ones

    RAM021
  • DarkersunDarkersun Member Posts: 398
    Just to understand it correct. You scribe a scare and get damage. After that you can use the spell without damage?
    Or do I cast the spell just as an innate and receive the damge when casting it?

    The Kit sounds really nice.
  • kensaikensai Member Posts: 228
    Darkersun said:

    Just to understand it correct. You scribe a scare and get damage. After that you can use the spell without damage?
    Or do I cast the spell just as an innate and receive the damge when casting it?

    The Kit sounds really nice.

    you sleect an innate spell, after casting it you get damage and then spell begin to work.

    RAM021
  • GrammarsaladGrammarsalad Member Posts: 2,582
    kensai said:

    So for now a make a few interesting adjustments.

    All runes will have a normal duration, not that little 5 rounds which was useless.
    Runescarred berserker will be limited to chainmail, but can put *** into weapons.
    Damage from scars will be changed to 1d6 per spell level.
    Class will be limited to humans and half-orcs
    And I'm seriously thinking about 5 lvl spells as an HLA
    (the're Heal, Polymorf Self and Antimagic Field)
    What do you think?

    What is the drawback of using heal? What about regeneration instead. That way, he still is somewhat vulnerable from the damage inflicted by the runescar for a bit
Sign In or Register to comment.