Runeforged Soldier

Reforged class — see Classes for the full list.

Prime Requisite:CON and INT
Requirements:-
Hit Dice:1d8
Maximum Level:11

During and after the War of Mourning, warforged trained in both the arcane and martial arts would carve magical runes into their armored bodies, granting them exemplary defensive and combat abilities. These traditions are now continued by reforged arcanists in Sair.

Runeforged Soldier Level Progression / Spell Progression

ExperienceTitleLevelHit DiceAttack BonusDamage BonusCaster Level1234
0Runecarved Veteran11d8+0+10----
3,700Arcanist-Warrior22d8+1+111---
7,400Theurgist-Swordsmaster33d8+1+222---
14,800Theurgist-Hero44d8+2+222---
29,600Magician-Exemplar55d8+3+2321--
59,200Magician-Myrmidon66d8+3+3422--
120,000Thaumaturge-Champion77d8+4+35221-
240,000Epic Thaumaturge-Hero88d8+5+362221
440,000Warmage99d8+5+473221
640,000Warmage, 10th Level109d8+2+6+483222
840,000Warmage, 11th Level119d8+4+7+483222

Runeforged Soldier Saving Throws

LevelParalysisDeathBlastImplementSpells
1-313+13+15+11+12+
4-612+12+14+10+11+
7-911+11+13+9+10+
10-1110+10+12+8+9+

Combat Characteristics

The runeforged soldier is a capable warrior, though unable to wear armor over their protective runes.

Combat Proficiencies: Runeforged soldiers have weapon proficiency with all melee weapons (including those that can be thrown). They have no armor proficiency. They have fighting style proficiency with the dual weapon and two-handed weapon styles but not the weapon and shield style.

Combat Progression: Runeforged soldiers advance in attack throws as fighters, and in saving throws as mages. They increase their base damage from successful melee (but not missile) attacks by +1 at 1st level, and by an additional +1 at 3rd, 6th, and 9th level. They can cleave after felling a foe up to once per round per class level.

Starting Class Powers

The runeforged soldier is carved with magical runes, which manifest different abilities as the character grows in experience.

Rune of Fortification: These runes grant the runeforged soldier a bonus of +2 AC and decrease all mundane damage by one point per die. Note that the natural attacks of some monsters may inflict extraordinary damage and bypass this reduction.

Rune of Resilience: This rune grants the runeforged soldier superlative resilience to mortal harm. Whenever the character would roll on the Mortal Wounds table, they instead roll twice and take the better result. Additionally, they subtract their class level from the number of days of bed rest needed to recover.

Rune of Choice I: The character chooses one additional rune from those outlined below.

Soldier of the Forged: Each runeforged soldier is highly experienced in military discipline, physical fitness, and weapon drill. He can automatically identify the battle standards, equipment, great captains, military slang, and rank insignia of his homeland. He can identify those of other realms with a proficiency throw of 11+. He can fight as a regular (rather than irregular) in formed and loose units. He can begin play as a member of a legion, mercenary’s guild, or other military organization (Judge’s discretion). (This class power is equivalent to one rank of the Manual of Arms proficiency.)

Additional Class Powers

Arcane Spellcasting (2nd): Runeforged soldiers learn and cast arcane spells. However, they are not as devoted to the arcane arts as mages, so their caster level and progression are at a slower rate. The runeforged soldier’s caster level, and the number and levels of spells the character can cast in a single day, are listed on the Runeforged Soldier Spell Progression table. Like a mage, the character’s spell selection is limited to the spells in his repertoire. A runeforged soldier’s repertoire can include up to the number and level of spells listed for his level, increased by his Intellect bonus.

Rune of Choice II (2nd): The character chooses one additional rune from those outlined below.

Rune of Choice III (4th): The character chooses one additional rune from those outlined below.

Improved Rune of Fortification (7th): At 7th level, the runeforged soldier’s rune of fortification improves in power. It grants an additional +2 to AC and reduces the damage from mundane sources by 2 points per die.

Minor Magical Research (7th): The runeforged soldier can research spells, scribe magical scrolls, and brew potions. Rules for magic research can be found in Campaigns.

Enclave (9th): By constructing or acquiring an enclave worth at least 15,000gp, the artificer can attract reforged to his service. 3d6 x 10 1st level reforged mercenaries arrive to serve him as followers within 1d3 months of him acquiring the enclave. If the artificer already acquired a vault, the followers arrive to serve him within 1d3 months of him reaching 9th level. The artificer must pay his followers the ordinary rates for mercenaries and henchmen, or they leave his service. Additional rules for vaults are detailed in Campaigns.

Rune of Choice IV (9th): The character chooses one additional rune from those outlined below.

Runes Of Choice

Rune of Prowess: Once per day per class level, the character with this rune may activate its abilities to increase his general prowess. For 1 turn (10 minutes), he gains a +1 bonus to AC, attacks, saving throws and initiative rolls. Activating the rune of prowess does not require an action and may be performed prior to rolling initiative (provided he is not surprised) or on the character’s initiative in combat.

Rune of Protection: Soldiers with this rune are surrounded by an aura of protection, granting them a +1 bonus to AC and saving throws against attacks made and effects created by evil creatures. For purposes of this rune, a creature counts as evil if it is of a different alignment to the character and actively hostile towards him; Chaotic incarnations and Chaotic summoned creatures always count as evil.

Rune of Recall: The character with this rune can recover an expended spell slot by spending one hour concentrating on its energy. The character may recover multiple spell slots in a day, but not more than one slot per level of spell they can cast.

Rune of Resistance: When this rune is selected, the runeforged soldier becomes resistant to one damage types of his choice: cold, electric, fire, luminous, necrotic, or seismic. Thereafter, he becomes immune to mundane damage, automatically succeeding on saving throws against effects which mundane damage of that type. Additionally, he becomes resistant to extraordinary damage of the chosen type, reducing damage of that type by half and gaining a +2 bonus to saving throws against spells or abilities that deal extraordinary damage of that type.

Rune of Revelation: The soldier with this rune is able to see magically and naturally invisible creatures within 60’. Such creatures can tell that the soldier is able to see them and may take a special interest in him as a result.

Rune of Striking: This rune enables the runeforged soldier to imbue his melee attacks with arcane energy. Whenever the character successfully hits a target with a melee attack, he can immediately expend one of his daily spell slots to increase damage. Damage is increased by 1d6 per level of the spell slot expended. Damage dealt by arcane striking counts as extraordinary arcane damage. If the target is felled by his arcane strike, the soldier is eligible to cleave.

Rune of Storing: This rune allows the character to channel his spells into his weapon. Whenever the character casts a spell that would normally target a creature, he can instead cast it into his melee weapon, where it remains stored until discharged. The effect will discharge onto the next creature the runeforged soldier strikes with the weapon, resulting in both melee damage and the normal effects of the spell. The soldier can only store one spell at a time, and the spell will discharge harmlessly if not used in 1 turn (10 minutes), if the weapon is sundered, or if the character loses his grip on the weapon. A runeforged soldier with sufficient spell slots can combine spell storing, with his rune of striking. A character being killed by a stored spell does not allow the runeforged soldier to cleave.

Racial Traits

Maintenance: Unlike the warforged of old, a reforged must periodically ingest small amounts of stone, metal, oil, and water in order to maintain healthy function. The cost of this “food” is typically equivalent to human rations or meals, subject to local market conditions. Reforged enter a meditative state rather than sleeping and can keep watch while meditating without penalty. Reforged with spellcasting ability must still meditate for 8 hours each day in order to recover spells. They are immune to the slumbering condition.

Tireless: The reforged have stamina born from their machine-like nature. They need not rest 1 turn in 6, as most characters do, and may force-march one day plus a number of days equal to their CON bonus before accruing penalties.

Reforged Body: The unusual nature of a reforged body makes them highly resistant to most toxins and diseases. A reforged gains a +4 bonus to saving throws against such attacks unless they are specifically effective against constructs or the forged.

Unarmed Fighting: The natural strength and toughness of the reforged grants them the ability to strike unarmed for 1d4 lethal damage without penalty, even against characters wearing metal armor.

Armored Body: Some reforged, such as the runeforged soldier, have an armored body which improves their base AC from 10 to 11. This stacks with all other bonuses to AC, including the character’s rune of fortification.

Class Proficiencies

Proficiency Progression: At 1st level, runeforged soldiers gain one class proficiency from their class proficiency list and one general proficiency from the general proficiency list (as indicated by the template rolled). They select an additional class proficiency at 6th level. They select an additional general proficiency at 5th, and 9th level.

Runeforged Soldier Proficiency List: Arm-Blades, Black Lore of Mabar, Blind Fighting, Bright Lore of Irian, Combat Trickery (force back, knock down, wrestling), Dungeonbashing Expertise, Elementalism, Fighting Style Specialization, Intimidation, Instinctive Subroutines, Knowledge, Loremastery, Magical Engineering, Manual of Arms, Mastery of Matter and Motion, Military Strategy, Mithril Tracery, Running, Sensing Power, Siege Engineering, Skirmishing, Swashbuckling, Synaptic Accelerator, Quiet Magic, Unflappable Casting, Weapon Finesse, Weapon Focus, Wide-Spectrum Senses

Runeforged Templates

3d6TemplateProficienciesStarting Equipment
3 – 4BoneforgedBlack Lore of Mabar Craft (bone-working) Tracking Rune of RevelationWell-used battle axe, hand axe, backpack, tinderbox, 6 torches, 6 weeks’ iron rations, waterskin, 14gp (enc 7 5/6 st)
5 – 6DungeonforgedDungeonbashing Expertise Mapping Caving Rune of Resistance (any)Iron-shod spear, war hammer, 3 javelins, tunic and pants, leather belt, high boots, backpack, mapping journal, quill and ink, 50’ rope, crowbar, small hammer, 12 iron spikes, tinderbox, 6 torches, 2 flasks of military oil, 1 week’s iron rations, waterskin, 5gp (enc 6 5/6 st)
7 – 8SeaforgedSwashbuckling Seafaring Navigation Rune of ProwessCurved short sword, dagger, mariner’s tunic and pants, well-stitched sash, embroidered high boots, backpack, 50’ rope, grappling hook, tinderbox, 12 torches, wineskin, 2 weeks’ iron rations, 28gp (enc 5 st)
9 – 10RuneforgedSynaptic Accelerator Manual of Arms 2 Endurance Rune of ProtectionEtched two-handed sword, tunic and pants, leather belt, high boots, backpack, tinderbox, 12 torches, 3 flasks of military oil, 1 week’s iron rations, waterskin, 62gp (enc 5 st)
11 – 12BattleforgedArm-Blades Military Strategy Siege Engineering Rune of ProwessMenacing glaive, backup sword, two throwing daggers, traveler’s tunic and pants, leather belt, high boots, backpack, waterskin, tinderbox, 6 torches, 2 week’s iron rations, 79gp (enc. 5 st)
13 – 14FlameforgedElementalism Craft (blacksmithing) Alchemy Rune of Resistance (fire)Blackened sword, dagger, armiger’s tunic and pants, leather belt, low shoes, backpack, small sack, tinderbox, 6 torches, 3 pints common oil, 3 flasks of military oil, waterskin, 100gp (enc. 5 st)
15 – 16HeartforgedCommand Leadership Diplomacy Rune of RevelationWhitewood glaive, pair of curved swords, throwing dagger, armiger’s tunic and pants, silk cloak, embossed belt, low boots, backpack, waterskin, 1 week’s rations, tinderbox, 12 torches 20gp (enc. 5 st)
17 – 18LightforgedBright Lore of Irian Riding Theology Rune of ProtectionWar hammer carved with sun emblem, 2 hand axes, tunic and pants, , leather belt, high boots, backpack, tinderbox, 6 torches, medium riding horse, riding saddle and tack, saddlebags, 1 week’s iron rations, waterskin, 13gp (enc 2 st with rations on horse)

Notes: Most characters of this class have above average Intellect, and the templates above reflect that. Each template assumes that the character has an INT attribute of between 13 and 15, qualifying him for one bonus proficiency. The bonus proficiency that each template begins with is noted last. For characters with INT of less than 13, delete the third proficiency. For characters with INT higher than 15, select the appropriate number of additional general proficiencies.