Rune Shield

"The runes of the gods are stronger than any steel."

Prerequisite: Runepriest

You see in the runes a strength greater than that of any mortal power, and you maintain a stern resolution to bring the power of the gods to bear on those who would threaten the world and the astral domains. The first rune of shielding remains carved into the stone at the heart of the world, where members of your order delved into the darkest shadows to defeat primordials of earth and lava. Someday you might make a pilgrimage to that sacred place, but until then you stand at the forefront of any battle. Your runes echo across the battlefield, scattering your foes and fortifying your allies.

As a rune shield, you master a series of secret runes that allow you to cloak your allies in a protective sphere of divine magic. The runes have such power that merely speaking them turns aside arrows, knocks swords and axes away from your friends, and blunts your enemies’ most reckless charge.


    Guardian Shield (11th level): Whenever you enter a new rune state, you can enter the rune state of the iron shield instead. While you are in this rune state, each ally gains a +2 bonus to all defenses while adjacent to you. This rune state ends when you move.
    Protective Action (11th level): When you spend an action point to take an extra action, each ally you can see gains a +2 power bonus to all defenses until the start of your next turn.
    Mighty Guardian (16th level): The bonus to all defenses granted by your Guardian Shield path feature increases to 4.

Rune Shield Attack 11Battering Rune

Divine energy blasts out from a gleaming golden rune suspended in the air, battering your foes. The rune’s light lingers for a moment, blessing you and your allies with divine favor.

Encounter        Divine, Runic, Weapon, Zone
Standard Action      Close blast 3

Target: Each enemy in the blast

Attack: Strength vs. AC

Hit: 2[W] + Strength modifier damage, and you push the target 3 squares.

Effect: The blast creates a zone that lasts until the end of your next turn.

  Rune of Destruction: While within the zone, you and your allies gain a +1 power bonus to attack rolls against enemies outside the zone.

  Rune of Protection: While within the zone, you and your allies gain a +2 power bonus to AC. The zone is difficult terrain for your enemies.

Rune Shield Utility 12Rune of Shielding (Rune Shield)

You channel divine power as you inscribe a rune into the ground. The rune glows with silver energy that spreads into a zone of protection around you.

Daily        Divine, Zone
Minor Action      Close burst 3

Effect: The burst creates a zone that lasts until the end of your next turn. When any enemy enters a square within the zone, its move ends. Enemies can’t be pulled, pushed, or slid to a square within the zone.

Sustain Minor: The zone persists.

Rune Shield Attack 20Hounding Shield of Radiance

Radiance washes over your foe, coalescing in a gleaming shield that whirls around it, spoiling the foe’s attacks.

Daily        Divine, Radiant, Weapon
Standard Action      Melee weapon

Target: One creature

Attack: Strength vs. AC

Hit: 3[W] + Strength modifier radiant damage.

Miss: Half damage.

Effect: You mark the target until the end of the encounter. Until the mark ends, you can use the Shield of Radiance Attack power against the target.

Shield of Radiance Attack

Daily      Divine, Radiant, Weapon
Opportunity Action      Melee 1

Requirement: The power Hounding Shield of Radiance must be active in order to use this power.

Trigger: The target hits your ally

Attack: Strength vs. Will

Hit: 5 radiant damage, and the ally takes only half damage from the target’s attack.

Published in Player's Handbook 3, page(s) 115.