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#1zombiegleemaxJan 22, 2004 1:20:45 | Anybody got that dang 2nd Ed. book "The Complete Viking's Campaign Source Book," or whatever it's called? I'm about to start a northern type campaign and I think I'd like to hear how Runecasters worked out of there without handing svgames $5 only to find out I may not like 'em. Thanks! |
#2zombiegleemaxJan 22, 2004 7:13:26 | Are you using 2nd ed or 3rd ed? If you're using 3rd, I'd HIGHLY recommend getting Arcana Unearthed. It has a core class called the runethane. Essentially it is a class entirely based on spells cast through the use of runes. Quite cool and well done. |
#3zombiegleemaxJan 22, 2004 14:23:13 | Originally posted by Delglath I agree with Delglath, AU's runethane is really cool. |
#4GreysonJan 22, 2004 15:46:20 | I third idea of using Arcan Unearthed's Runethane to fill a roll as described above. Since the Runethane has all of his own runes as his magic, you really won't have to deal with the issue of spell systems. It will work out nicely. But, Arcana Unearthed is a bit more than $5 - but it is well worth the price. AU is an awesome resource. You will find much more in there than Runethanes. Have fun with th at. |
#5zombiegleemaxJan 22, 2004 16:55:14 | I'm 1st & 2nd Ed., thanks for the ideas though. Guess I'll just pay the $5. ;) |
#6ArgonJan 23, 2004 23:14:56 | I had the viking's soure book it's worth your $5 and then some. It will add color to your northern campaign. As far as the Rune casters go they were fighters with a limited amount of casting ability . The Runethane takes a little bit of the old system and configures it to be used as an easier transitition for the 3-3.5 edition gamers. I've stuck with 1e & 2e myself. So the Viking's sourcebook is worth picking up. |
#7zombiegleemaxJan 25, 2004 21:20:17 | Originally posted by abysslin Okay . . . In the Vikings Campaign Sourcebook runecasters are members of the Warrior group. So they have d10 HD, a warrior Thac0, and warrior saves. They use the Paladin/Ranger XP table. They start knowing two runes, and have a chance of learning one rune each them they advance in level (based on their Int using the chance to learn spell roll). As a balancing factor they don't gain any bonus hit points for high CON, and only gain 1/2 as many followers as a fighter at 9th level. There are 24 runes presented in the book. To use them the runecaster must first carve them (taking 15 minutes + 1d20 minutes each time) and then make a wisdom check to activate them. The runecaster can any rune he knows as many times as he wants during a day so long as he carves successfully carves it each time he wants to use it. The runes have a nice variety of powers, most of which are fairly subtle, and most are basically in line with low level spells (1st - 3rd more or less). Let's see. . . A few example powers. . . One rune can enchant a cup to shatter when the runecaster touches it if the liquid inside is poisoned. Another rune can be used to heal 1d10 hit points. A third enchants a melee weapon to give the runecaster +2 hit points and +1 to attack and damage until the runecaster is dead, retreats, uses another weapon, or is out of combat for 2 rounds. One thing to consider is the class is balanced against the others presented in the book, and traditional spell casters (both wizards and priests) are weaker in the book then they are in the PHB. All in all it is a very good book, and I believe it is certainly worth $5. If you are looking for a runecaster you might also want to consider the Forgotten Realms accessory Giantcraft . It was a sourcebook for the Troy Denning's trilogy "Twilight Giants." I've never read the books myself so I have no idea if they were any good. But the sourcebook presents some useful information on giants, and the giants' religion, all of which can easily be used in just about any fantasy campaign. It also presents an alternative runecaster and another 26 runes. There is surprisingly very little overlap between the two sets of runes. The alternative runecaster is more like a wizard: d4 HD, wizard's Thac0, wizard saves, and uses the wizard XP chart. The runecaster can select any weapon, and use any armor upto chain mail. The runecaster starts out with one rune at first level, plus bonus runes for high wisdom. As the Viking runecaster the Giantcraft runecaster has a chance to learn 1 new rune each time he advances a level (again using the chance to learn spell roll based on INT). Each rune is presented in a bit more detail then the runes in the Viking sourcebook. Each rune has its own shaping time (most are around 1d8 hours, but they range from 1d4 rounds to 1d6 weeks). The runes have a more defined duration then the ones in the Vikings sourcebook (most being 1 round per runecaster level). The Giantcraft runecaster must make a save vs. spell to activate his runes. I believe the book also has rules for the number of precarved runes the runecaster can have waiting to activate (2 per level I think). Many of the runes have prerequisites (other runes that must be learned first), and some of the runes can be learned more then once (each time the rune is learned it increases in power). Most of the runes have a power level in line with the ones presented in the Vikings sourcebook, but a few of them in Giantcraft are more powerful. Giantcraft is also available on svgames, and I'd say also worth $5. With only a minimum amount of work the two systems can be combined and used together. I hope this helps. |
#8zombiegleemaxJan 25, 2004 23:31:15 | Cominius, that is the EXACT information I was seeking. I think I like 'em. I'm gonna pay the $5. I'm sure there is other useful info in that book and I seem to remember an additional race of human known as the Trollborn being in there. THANK YOU! |