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Runecaster
Class Group: Warrior
Runecaster
Source: Vikings Campaign Sourcebook: Runecaster (VC)
Ability Score
Requirements:
Strength 11
Intelligence 14
Wisdom 15
Prime Requisite: Intelligence, Wisdom
Allowed Races: Human, Trollborn
Alignment Allowed: ?

Runecasters are rare and fearsome warriors. 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.

Runecaster
Level XP Needed Hit Dice
(d10)
THAC0 Attacks/Round Weapon
proficiency
slots total
Nonweapon
proficiency
slots total
1 0 1 20 1/round 2 3
2 2,250 2 19 1/round 2 3
3 4,500 3 18 1/round 3 4
4 9,000 4 17 1/round 3 4
5 18,000 5 16 1/round 3 4
6 36,000 6 15 1/round 4 5
7 75,000 7 14 3/2 rounds 4 5
8 150,000 8 13 3/2 rounds 4 5
9 300,000 9 12 3/2 rounds 5 6
10 600,000 9+3 11 3/2 rounds 5 6
11 900,000 9+6 10 3/2 rounds 5 6
12 1,200,000 9+9 9 3/2 rounds 6 7
13 1,500,000 9+12 8 2/round 6 7
14 1,800,000 9+15 7 2/round 6 7
15 2,100,000 9+18 6 2/round 7 8
16 2,400,000 9+21 5 2/round 7 8
17 2,700,000 9+24 4 2/round 7 8
18 3,000,000 9+27 3 2/round 8 9
19 3,300,000 9+30 2 2/round 8 9
20 3,600,000 9+33 1 2/round 8 9

Class Features[]

Hit Points[]

  • Doesn't gains the Warrior bonus hit points normally due for high Constitution scores.
  • Hit Dice (levels 1-9): 1d10 + "HP Adjustment" (See Constitution table) per level
  • Hit Dice (levels 10+): +3 HP per level
  • Multi-Class/Dual-Class: HP acquisition is adjusted if Multi-Class or Dual-Class

Starting Equipment[]

  • Start with 5d4 × 10 gp to purchase starting equipment with. Can keep left over money.

Equipment[]

  • Armor: Can wear any armor.
  • Weapon: Can use any weapon.

Proficiencies[]

Non-Weapon Proficiencies[]

  • Starts at level 1 with 3 Nonweapon Proficiencies Slots
  • Gains a Non-Weapon Proficiency every multiple of 3 levels (level 3, 6, 9, 12, 15,18...)
  • Can chose a Nonweapon Proficiency at normal cost in the General and Warrior categories.
  • Can chose a Nonweapon Proficiency at +1 cost from any other category.

Weapon Proficiencies[]

  • Starts at level 1 with 2 Weapon Proficiency Slots
    • -2 Penalty to hit with weapons without proficiency.
    • Cost is 1 weapon slot.
  • Gains a Weapon Proficiency Slot every multiple of 3 levels (level 3, 6, 9, 12, 15, 18...)
  • Can spent Weapon Proficiency Slots to chose a weapon from any category for allowed weapons.
  • Also can spend Weapon Slots on Fighting Styles, Weapon of Choice, or other things.

Player's Option: Combat & Tactics:

  • Attacks of opportunity: Can make one attack of opportunity plus one per five levels.
  • Fighting Styles: Single Weapon, Two-handed Weapon, Weapon and Shield, Two Weapon, Unarmed, Missile/Thrown Weapons

Weapon Expertise (Player's Option: Combat & Tactics)[]

Runecasters cannot acquire Weapon Specialization, but can instead get a lesser version called Weapon Expertise, in the Player's Option: Combat & Tactics book.

  • Only can gain Weapon Expertise in one weapon-type.
  • Cost: 1 weapon slot if already proficient.
  • Weapon Expertise gives the character the extra attacks of Specialization, without the bonus to hit or bonus to damage. See "Weapon Specialization Table" below.

Weapon Specialization Table[]

See Specialist Attacks Per Round for "PHB" and the "Combat & Tactics" version of the "Specialist Attacks Per Round" table.

Fighting Style Specialization (Player's Option: Combat & Tactics)[]

Runecaster know every fighting style, so can specialize in any number of fighting style at only costing 1 weapon slot each:

Runecasting[]

Runecasters possess the knowledge of runes, magical words that when used properly generate or release special powers.

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.

Complete information on runes, how they are used, and what they do is found in Chapter 4: Rune Magic.

At 1st level the runecaster knows 2 runes, as chosen by the DM.

At each level up the Runecaster makes a spell-learning check based on their Intelligence to see if they learn a new rune. A failed check means the Runecaster can never learn that rune, even at a new level up.

You cannot learn new Runes outside those learnt at level up.

Strongholds & Followers[]

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 their banner. Like the fighter, they determine those who stand by them using the Norse Followers Table. Unlike the fighter, they only attracts half the number listed (fractions rounded up). Those who do attend them are no less loyal for all this.

Saving Throws[]

Runecaster Saving Throws

Attack to be Saved Against
Experience Level Paralyzation,
Poison, or
Death Magic
Rod, Staff,
or Wand
Petrification
or Polymorph*
Breath
Weapon**
Spell***
0 16 18 17 20 19
1-2 14 16 15 17 17
3-4 13 15 14 16 16
5-6 11 13 12 13 14
7-8 10 12 11 12 13
9-10 8 10 9 9 11
11-12 7 9 8 8 10
13-14 5 7 6 5 8
15-16 4 6 5 4 7
17+ 3 5 4 4 6
*Excluding polymorph wand attacks.
**Excluding those that cause petrification or polymorph.
***Excluding those for which another saving throw type is specified, such as death, petrification, polymorph, etc.

Level 1 Character[]

  • Starting HP: 1d10 HP
  • Starting funds: 5d4 × 10 gp
  • 3 Nonweapon Proficiencies Slots
  • 2 Weapon Proficiency Slots
  • 2 Known Runes
  • Can use Language Slots from Intelligence for Nonweapon Proficiencies Slots
    • In Player's Option: Combat & Tactics, Runecasters can also use Language Slots for Weapon Proficiency Slots

Leveling up[]

At level up:

  • Roll 1d10 HP (unless level 10 or higher, then add 3 HP instead)
  • Improve THAC0 by one
  • Can learn 1 new Runes
  • Check "Runecaster Saving Throws" above to see if your saving throws change.
  • 1 Weapon Proficiency Slot gained at level 3, 6, 9, 12, 15, 18 (every multiple of 3)
  • 1 Nonweapon Proficiency Slot gained at level 3, 6, 9, 12, 15, 18 (every multiple of 3)
  • Improve the number of attacks per round at levels 7 & 13, if without Weapon Specialisation.
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