Runeblade (3.5e Prestige Class)

Runeblade
"You got magic in my swordplay! You got swordplay in my magic! Hey wait a second..."

Magic and martial might was always mixed to a point. There were enhanced weapons and armor, and spells to make them even better. It is no wonder that one sought to mix the two. The results were less than impressive at first, with being bad at one or the other, or equally bad at both. As time passed they became better, starting an organization known as the eldritch knights, but true synergy takes time, and eventually they got a handle on it. By binding the magic of their minds right to the very muscle and bones of their body, they became as one and they became the runeblades, muscle mages of the world.

Class Features
All of the following are class features of the runeblade.

You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a runeblade, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

' :' At will, a runeblade can use detect magic'', as the spell.

 : A runeblade tattoos several magical runes which binds his magic to his body, beginning the process of becoming one with magic. As a result the runeblade gains a +8 armor bonus to AC, plus an additional +1 AC every runeblade level they possess.

 : Runeblades can cast even if their hands are full of swords and shields. A runeblade can still employ somatic components with items in his hand. This does not remove the need for somatic components, they still will be unable to cast if bound or not free to move their arms.

 : At 2nd level, a runeblade can channel touch and single target spells through their weapon when they attack. As a standard action they may make a single melee attack, and at the same time cast a single touch or single target spell which affects the person struck. The spell must have a casting time of 1 standard action or less. If the runeblade misses, the spell remains charged on their weapon until they hit, or until they try casting another spell. This stacks with the effects of a Spell Storing weapon.



Choose one mental ability score. You may now use that ability score in place of the ability score used for attack rolls and damage (typically strength, and dexterity for ranged attacks) attack rolls, damage, and other effects.

This does not provoke attacks of opportunity.

 : If a spell of yours is dispelled or suppressed, you may use this ability to keep the spell running for a number of rounds equal to half the spell level burned (thus an 8th level spell will retain the spell effect for an additional 4 rounds after dispelling). The opponent is aware of this effect. Once a spell has been extended in this way once, it cannot be done a second time.

 : The runeblade gains a bonus to your movement speed equal to +10 feet x the spell level burned until the end of their next turn. During this time, you do not provoke attacks of opportunity due to movement.

 : The attacks of the runeblade become force damage for a number of rounds equal to the spell level burned.

 : The runeblade applies their armor bonus from runetouched flesh to touch and flatfooted AC for a number of rounds equal to the spell level burned.

 : The runeblade obtains spell resistance equal to 10 + their HD + the spell level burned until the end of their next turn.

 : At 5th level, a runeblade has detect magic as a constant effect, and only needs to concentrate for 1 round to gain the 3 round benefit. This becomes a supernatural ability.

 : At 5th level a runeblade can use his own knowledge of magic to combat others with the same skill. A runeblade can ignore the effects of cover or concealment granted by magical or supernatural effects (such as blur or a fog cloud but not natural smoke or a wall). He must still target the right square.

He can choose to cast first and attack, or attack first and cast, as he sees fit.

 : At 7th level a runeblade can lose any prepared spell or spell per day in order to cast wraithstrike, even if this spell is not on his spell list. This casting does not provoke attacks of opportunity.

 : At 8th level, whenever a runeblade makes a successful saving throw against a spell, or negates it via spell resistance, they absorb some of its power to heal themselves. They heal an amount equal to the caster level of the spell or spell-like ability. This does not apply to supernatural effects such as a dragon's breath weapon.

 : At 9th level, a runeblade's martial might is his magic. His caster level for any of his spellcasting classes equals his BAB (if higher).

 : At 10th level a runeblade can tear through the magical effects of others. He ignores any magical buffs to AC, cover, concealment, or saving throws. Once per round when attacking the runeblade can blow away 1d10 spell levels from any spellcasting target.

If the runeblade ever dies, his body erupts into sparks and vanishes, and he may possess any one magic item in 60 feet (provoking a Will save DC 10 + 1/2 HD + relevant casting modifier to negate possession and any future possession attempts on that item for 24 hours). If successful, that item becomes an intelligent item with the mental ability scores and personality of the runeblade, provoking an ego battle if need be. As an item he retains the rune bane and rune breaker abilities. If it manages to absorb a number of spell levels equal to the runeblade's HD from it's rune breaker class ability, the runeblade can cause the weapon to vanish via greater teleport, followed by the runeblade reviving as if resurrection was cast on him. This probably leaves a very confused and unarmed former owner in danger.

The epic runeblade gains a bonus feat (selected from the list of epic runeblade feats) at 21st level and every 2 levels after.

Epic Runeblade Bonus Feat List: PENDING

Playing a Runeblade
Combat: Runeblades are gishes, able to equally pound it out in melee or with spells and magic. Their powers usually focus on self-buffs to augment their abilities.

Advancement: Other gish friendly classes include likes such as the eldritch knight, arcane champion, and boneblade reaper.

Resources: Runeblades do not have a cohesive organization, preferring to mingle with either warriors or wizards at their choosing.

Runeblades in the World
"AHAHAHAHA! I AM SETTI, THE MOST POWERFUL MAGE IN... STOP LAUGHING!"

NPC Reactions: Is it a wizard? Is it a warrior? Whatever, it's dangerous. Let's just hope its here to save the princess.

Runeblade Lore
Characters with ranks in Knowledge Arcana, Knowledge Nature, or Knowledge Religion can research runeblades to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Runeblades in the Game
Adaptation: Call them Neuroblades and trade magic for psionics. Remember that a psionic's version of a higher "spell slot" is +2 PP used.

Sample Encounter: The terrible right hand man of the evil emperor is a black suited knight who has shown magical and physical talents. Who can defeat Garth Vadire, the evil runeblade?

EL 12: PENDING