Kingdom of Kerr
All about Runes
What is a Rune?
A rune is a born magic that you’ve been endowed with through birth. It takes the form of any of the base stats and is rolled for at the end of character creation. You provide the 1d6 roll to me when you provide your character sheet and it’ll be loaded as an ability to your character at the time of game play, not all character classes qualify for every rune.
Level 1: Enlarge Person: Your rune glows with power and causes you to instantly grow double your size. Your weight increases eight fold and you qualify as the next size category. +2 Strength Bonus, -2 Dexterity detriment, and -1 Attack Roll detriment.
Level 2: Bears Endurance: Your rune glows with power and begins to burn painfully into your body, as the pain subsides you gain a +4 Constitution Bonus, increase in hit points and fortitude save.
Level 3: Bulls Strength: Your rune glows with power and begins to enhance your muscular build. As the muscles stop growing you gain a +4 Strength Bonus, benefit to your attack and damage rolls, and the other benefits of a better strength.
Level 1: Haste: Your rune glows with power and causes you to become faster, more agile and quicker with your weapon. You gain a +1 Bonus on Attack Rolls, +1 Dodge Bonus to AC and Reflex Saves, and your movement increased by 30’ to a max of twice your movement.
Level 2: Displacement: Your rune begins to shimmer and you notice your body is as well as you separate from your body and notice that your image is two feet now as well. You benefit from a 50% miss chance similar to concealment.
Level 3: Ethereal Jaunt: Your rune begins to fade and you notice that you are in the ethereal plane. You are invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. You can move through solid objects, including living creatures and can see and hear on the Material Plane, but everything looks gray and ephemeral (limited to 60 feet).
Level 1: Endure Elements: Your rune’s energy protects you from the elements by hardening your skin to the elemental conditions around you and preventing you from suffering any harm from being in a cold or hot environment (-50 through 140 degrees). It does not prevent harm from spells but does not need to be activated.
Level 2: Resistance: Your rune’s energy protects you naturally. It’s power protects you from harm granting you a +1 bonus to all saving throws. It does not need to be activated.
Level 3: Iron Body: Your rune’s energy begins to burn and harden your body by transforming you into living iron. This effect provides you with a reduction to damage (15/adamantine), a immunity to blindness, deafness, disease, drowning, electricity, poison, stunning and all spells or attacks that affect your physiology or respiration. Additionally you gain a +6 enhancement bonus to your Strength but a detriment of -6 to your Dexterity, reduction of speed to half normal, and have a arcane failure of 50% and -8 AC penalty. You can not drink or use potions or play any wind instruments and your weight increases to ten fold. You do become vulnerable to all special attacks that affect iron golems.
Level 1: Identify: Your rune focus’ your ability at learning all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any).
Level 2: Discern Lies: Your rune focus’ your concentration in uncovering lies in your midst. You know if the subject deliberately and knowingly speaks a lie by discerning disturbances in its aura caused by lying. Your rune does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions.
Level 3: Foresight: Your rune glows and lifts from your body till it covers your eyes granting you a sixth sense. You receive instantaneous warnings of impending danger or harm to you or another. You will be warned of any attack upon you or your target and a general idea of what action might be best to take to protect. +2 Insight bonus to AC and Reflex saves (lost when ever you would lose a bonus to AC or reflex)
Level 1: Cure Light Wounds: Your rune glows and cools your skin as you feel a healing power flow through your body. As you touch your target you heal their wounds
Level 2: Cure Blindness/Deafness/Disease: Your rune glows and cools your skin as your fingers tingle you are able to cure the aliments of the deaf, blind and those that are diseased.
Level 3: Raise Dead: Your rune’s power ripples through your body and you feel alive with the strength of multiple souls as you restore life to a deceased creature. You can raise a creature that has been dead for no longer than three days and the subject’s soul must be free and willing to return. This boon of life comes with a price though, for every day they have been deceased you suffer -1 Constitution for one week.
Level 1: Glibness: Your rune begins to shimmer and glisten and your speech becomes fluent and more believable. You gain a +30 bonus on Bluff checks made to convince another of the truth of your words. This bonus doesn’t apply to other uses of the Bluff skill, such as feinting in combat, creating a diversion to hide, or communicating a hidden message via innuendo.
Level 2: Suggestion: Your rune begins to influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.
Level 3: Geas/Quest: Your rune places a magical command on a creature to carry out some service or to refrain from some action or course of activity, as desired by you. It affects a creature of any HD and allows no saving throws. While a geas cannot compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity. The geased creature must follow the given instructions until the geas is completed, no matter how long it takes or suffer 3d6 points of damage each day it does not attempt to follow the geas/quest and must make a Fortitude saving throwor become sickened
How to advance Runes
Initially when you are born with your rune it looks to be nothing more then a birthmark that when a strong emotion hits you it warms/cools your skin or glows in it’s own right. Most common people know that they are magical but they themselves never have the time or desire to develop them as they do not see the use or profit in them.
Initially to utilize your rune it needs to be activated at the runic glen. Somewhere in Kerr lies the glen, rumored to be in the forest between the Glevath and Stires rivers though very few know it’s exact whereabouts. A ritual needs to be preformed and practice needs to be done in order to bring the rune’s power to the surface and make it useful.
Practice is done through using skill points to enhance the rune and role playing the task assigned your character to experience the benefit. Below you will see the ranks and skill points necessary to use this unique benefit.
Rune Level – Skill Points Required
Level 1 – 5
Level 2 – 5
Level 3 – 10
More about Runes can be found here.