I posted this in Giants and someone responded say they were a bit overwhelmed with the mechanics so I thought it would be a good idea to post this example here too.
Let me preface by saying that damage numbers aren't important at the moment. I am currently trying to balance the elements against one another, not against pathfinder or 3.5 classes, that will come later. As a whole we tried to make the Rune Elemental class as flexible, versatile and customizable as possible while still creating a unique solid foundation for each element.
The basic system works like this
*There are 2 basic resources all of the elements share, Power Runes and Elemental Runes I.E Arcane Runes, Fire Runes, Light Runes etc...
*Elemental Runes are engraved onto the characters weapon and are spent to cast most abilities found on the various elemental pages. For example Arcane Blast Would cost 1 Arcane Rune to cast in addition to the optional sacrificial spell.
*Each elemental starts with 1 Elemental Rune, gains a 2nd at level 3 and a 3rd at level 9. It is possible to get a 4th but that is determined by the characters origin.
*A spent Elemental Rune will regenerate in any round that the character does not spend a Rune, Elemental or otherwise.
*Power Runes are earthier carved, tattooed or branded onto the body itself.
*Power Runes are required to cast Power Rune abilities (abilities available to all elements)
*The player starts with 1 Power Rune, gaining additional Power Runes at levels 4,8,12,16,20. It is possible to get a 7th Power Rune but that is also determined by the characters origin and that is setup in such a way that the Bonus Runes are mutually exclusive... see Elemental Origin found below the chart on the
paths of awakening page
*Power Runes can be spent to cast Elemental Abilities in addition to Power Rune abilities
*Power Runes require an 8 hour rest to regenerate.
Some elements do have a tertiary resource such as Fire's Wild Fire or Destinies' Luck.
*Sustained Runes are a slotted abilities. They have no cost unless one is listed and are often passive but only usable if slotted. Each element has access to 6 Sustained Rune abilities as they level but will only gain a total of 5 slots. These slots are acquired on levels 2,6,10,14,18 and the abilities that can be slotted are gained at levels that vary slightly by element.
The
template page here explains the basic spread for all elements
I will use the following for the example.
Human,
Arcane Rune Elemental,
Elemental Reanimation Origin, level 10, Int=22 Cha=16
Name: Jim Bob
Round 1
Jim Bob is alone and he is facing off against 3 enemies. He begins by casting
Arcane Blast, this expends one of his 3 Arcane Runes. Any ranged touch ability on the site is by default 40ft unless otherwise specified, this includes Arcane Blast. He elects not to sacrifice any spells when casting or use Mystical Sacrifice so he does 3d8 untyped damage from Arcane Blast and a bonus 1d6 Fire and 1d6 Lightning damage from his Flaming and Shocking enchantments on his Rune Weapon. The target takes the 5d6 damage and is now affected by Entropic Leach. Jimbob Then moves back 30ft. Since he was at 40ft range he is now 70ft away, too far to charge because the attacker also has a 30ft move.
Round 2
Jim Bob casts the Power Rune ability
Expansion on the target with Entropic Leach. This Uses one of his 3 Power Runes but because of his Elemental Reanimation Origin he regenerates an Arcane Rune so he is back at 3. Now all 3 enemies have Entropic Leach and he is now 10ft away from his enemies, each did a double move the round prior. Another move action won't help prevent the attack so he moves behind a neighboring barrel. All 3 may still hit him but only 1 can charge from their current position.
Round 3
Jim Bob Casts
Power Cascade On the any of the enemies. It strikes the target and forkes hitting both of the others and it bounces and splits between them striking all 3 a total of 2 times. Jim Bob sacrificed a 5th level spell into the cast of Power Cascade and fully pumped it up with Mystical Sacrifice. He then does 4d6(boosted class level)+5d6(saced spell)+2d6(Flaming and Shocking enchantments to all three a total of 2 times for a total of 22d6 to all 3 in 1 round and all 3 are now below 0HP. As for the loss of HP, He spent 12HP to boost his class level to 16 for the cast but each target has Entropic Leach and Each was struck twice. At a heal of 2HP per hit with 6 hits the ability effectively refunded itself and if it hadn't a follow up cast of Detonation Wake would have surly healed him the rest of the way up.
I'll add a couple more examples in a little bit