How about another magic user?
Dwarves long ago discovered magic, but chose to not channel the magic through themselves but into the very rock that bore them. The Rune Sages are the children of these first conjurers. Rune sages spend time tracing magic into an item allowing others to use that magic for a price.
|Level||Attack||Crit Die/ Table||Action Dice||Known Spells||Runes Cast||Max Spell Level||Ref||Fort||Will|
|Level||Title (all alignments)|
Hit points: A thief gains 1d8 hit points at each level.
Weapon training: Rune sages are and will always be dwarves using a weapon and shield as their forefathers did before them. Like a dwarf, a rune sage is trained in the use of these melee weapons: battleaxe, club, dagger, handaxe, longsword, mace, short sword, spear, two handed sword, and warhammer as well as being trained in missile fire weapons: crossbow, javelin, shortbow, and sling. Rune sages are a wall for their people wearing the strongest and heaviest armor they can afford.
Alignment: Rune sages are the children of dwarves and magic rock. They follow the law of stone and never deviate from that order in the world. Most rune sages tend to be lawful.
Magic: A rune sage cast spells as a wizard with a key difference. At 1st level a spell thief determines 2 spells that he knows. To cast a spell the spell thief makes a 1d20 + Intelligence modifier + magic die. A rune sage may spell burn as a wizard to increase this number, but this is done at the time of casting. The spell is then carved into an object taking 1 minute per spell level using the effects based on the rune sages roll upon time of casting. The magic persists in the object for a number of days equal to the spell level. A rune sage may only have as many runes carved at a time as his rune cast number. If another spell is cast, then the oldest rune immediately triggers upon completion of the new spell.
Rune: The spells carved by a rune sage can be passed to anyone. On their turn, a character can use the run as their action but that character must spellburn one point minimum to cast the spell if that character is not the rune sage who made the rune by cutting themselves and using blood to fuel the spell. If another character is using the rune, that character can spell burn additional points to increase the previously determined result.
Sword and Stone. A rune sage may trigger one spell they had previously cast as part of their action if their attack if their attack die is a 3 or better. They may only trigger one spell per turn in this way.
Infravision: A rune sage can see in the dark up to 60’.
Slow: A rune sage has a base movement speed of 20’, as opposed to 30’ for humans
Language: A rune sage automatically knows dwarven at first level
Luck: A rune sage Luck modifier applies to their AC.
Action Die: A rune sage always uses action die to attack. Additional action die allow for additional attacks.