Runeward Spellbreaker

**Runeward Spellbreaker (WIP)**

Prime Requisite: STR, WIS

Requirements: STR 9, WIS 9

Hit Die: d6

Maximum Level: 14

Runeward Spellbreakers are members of a secretive Yuessa warrior lodge that transforms its initiates with rituals of protection against the supernatural, and trains them to combat spellcasters.

The Spellbreakers are among the lodges whose members are transformed with ritual runic ceremonies, becoming beings known as runewards. The Spellbreaker Lodge gives their members a more potent transformation than the Vigilant lodge, which causes them to seem unnatural to normal men.

**Racial Features**

* **Warding** -Runewards undergo a series of secret rituals with their lodge that transform their bodies, making them more resistant to supernatural harm. Runewards gain a +2 bonus to all saving throws. (This adjustment is is already factored into the saving throws on the Runeward Saving Throws table below.) Additionally, a runeward adds 3 to his current level when determining his effective hit die for the purposes of spells whose effects are based on hit die (*Command Person*, *Confusion*, *Death Spell, Sleep*, etc.).
* **Inhumanity** - Runewards suffer a -1 penalty to the reactions, loyalty, and morale of humans and demi-humans. The character gets a +1 bonus to the reactions, loyalty, and morale of other runewards.
* **Ward Crafting** - The secrets of transforming normal men into runewards are carefully guarded by the lodge masters, a tradition passed down from times forgotten. Upon reaching 11th level, runewards can create eldritch ritual spells of great power (7th, 8th, and 9th level) in the runic tradition, as though a runemaker (*Heroic Fantasy Handbook*, p.54) of their level. A runeward's ritual creation is limited to spells of protection or beneficial transmogrification (Judge's discretion).

**Class Features**

* **Weapons and Armor:** Spellbreakers may wear any type of armor and use any type of weapon
* **Fighting Styles:** Spellbreakers may use the weapon and shield and two-handed weapons styles
* **1st Level: Cleave** - 1 per level, per round.

* **9th Level:** **Runelord's Lodgehouse** (stronghold) - A vigilant can build or claim a runelord’s lodgehouse. When the vigilant establishes his lodgehouse, 1d4+1x10 0th level mercenaries and 1d6 vigilants of 1st-3rd level seeking to be initiated into the lodge will join his service. If hired, they must be paid standard rates for mercenaries. Runelord lodges are otherwise identical to fighters’ castles, as detailed in the Campaign chapter of the ACKS Rulebook.

**Runeward Spellbreaker Level Progression**

 1930
 3860
 7720
 15440
 30880
 60000
 120000
 240000
 360000
 480000
 600000
 720000

**Runeward Spellbreaker Attack and Saving Throws**

Paralysis
Death
Breath
Wands
 2-3
 4
 5-6
 7
 8-9
 10
 11-12
 13

**Class Proficiency List** (select one at 1st, 3rd, 6th, 9th, and 12th Levels)

Alertness, Ambushing, Berserkergang, Blind Fighting, Climbing, Combat Reflexes, Combat Trickery (Force Back, Knock Down, Overrun, Wrestling), Command, Divine Health, Elven Bloodline, Endurance, Fighting Style (Pole weapon, Missile Weapon, Single Weapon, Two Weapons, Weapon and Shield), Kin-Slaying, Laying on Hands, Leadership, Martial Training, Precise Shooting, Riding, Running, Second Sight, Sensing Power, Skirmishing, Swashbuckling, Wakefulness, Weapon Finesse, Weapon Focus

**Runeward Spellbreaker Templates**

(*Equipment as matching 3d6 roll on Fighter Templates table, ACKS Player's Companion, p. 67)*