Runecaster

The runecaster is a manipulator of powerful magic that take the form of runes—written sigils which serve as containers for magic energies—rather than spells. Runes existed before the first languages were created, and are a form of writing reality-changing energy. Each rune describes a single concept so powerfully that the mere presence of the rune brings some element of that concept into existence.

Runecaster are not spellcasters, but users of a more ancient, less refined kind of magic. Many cultures depend on runecasters as their hero- warriors, supernatural campions, and wise advisors. Runecasters are most common among dwarves, dragons, and giants, but every society that has language can result in someone delving deeply enough into the origins of words and what words existed before there were languages to house them to stumble on the ancient tradition of runecasting.

Role: Runecasters are flexible adventurers who can augment themselves to allow them to be mainline combatants, augment those around them to make them more capable, or impede major foes to make them easier to overcome. Most runecasters work to balance their selection of runes to have a few options in each of these categories, though it is possible to specialize in just one form of runes. As learned scholars of an ancient mystic proto- language, runecasters are also talented sages and can choose to learn runs that aid in the acquisition of knowledge.

Alignment: A runecaster may be of any non-lawful alignment.

Hit Die: d8

Starting Wealth: 4d6 × 10 gp (average 100 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills: The runecaster’s class skills are Appraise (Int), Bluff (Cha), Craft (int), Diplomacy (Cha), Disguise (Cha), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Linguistics (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha).

Skill Ranks Per Level: 6 + Int modifier.

Table 1-1: Runecaster
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +0 +2 +0 +0 Logos, runic mastery, rune lore, runecasting
2 +1 +3 +0 +0 Runic mastery
3 +2 +3 +1 +1 Logos (comprehend languages, ventriolquism)
4 +3 +4 +1 +1 Runic mastery
5 +3 +4 +1 +1 Logos (share languages)
6 +4 +5 +2 +2 Runic mastery
7 +5 +5 +2 +2 Logos (tongues)
8 +6/+1 +6 +2 +2 Runic mastery
9 +6/+1 +6 +3 +3 Logos (explosive runes)
10 +7/+2 +7 +3 +3 Runic mastery
11 +8/+3 +7 +3 +3 Logos (telepathic bond)
12 +9/+4 +8 +4 +4 Runic mastery
13 +9/+4 +8 +4 +4 Logos (greater glyph of warding)
14 +10/+5 +9 +4 +4 Runic mastery
15 +11/+6/+1 +9 +5 +5 Logos (symbol of distraction)
16 +12/+7/+2 +10 +5 +5 Runic mastery
17 +12/+7/+2 +10 +5 +5 Logos (symbol of weakness)
18 +13/+8/+3 +11 +6 +6 Runic mastery
19 +14/+9/+4 +11 +6 +6 Logos (symbol of dispelling)
20 +15/+10/+5 +12 +6 +6 Runic mastery, runelord

Class Features

The following are the class features of the runecaster

Weapon and armor proficiency

Runecasters are proficient with simple and martial weapons. They are proficient in light and medium armor, and shields (but not tower shields).

Runecasting

A runecaster creates runes drawn from the runecaster rune list. A runecaster begins play knowing a number of runes equal to 1 + his Wisdom ability modifier (minimum 2 runes known), though he may also have access to runes from other sources (such as runestones, see the 52-in-52 product Rune Magic). At each runecaster level after first he gains one additional rune known, to a maximum number of runes equal to half his Wisdom ability score. He can create any rune he knows, but cannot have more runes active at a time than 3 + his Constitution ability modifier. If the runecaster creates a new rune in excess of this limit, a randomly determined previously active rune ends. (This does not count as the rune reaching its end state, the rune and all its effects end immediately.)

At each new runecaster level, a runecaster can choose to learn up to 3 new runes in place of runes he already knows. In effect, the runecaster loses the old runes in exchange for an equal number of new ones. A runecaster must choose whether or not to swap the runes at the same time that he gains new class features for the level.

Runes are supernatural abilities governed by the following rules.

Time to Create: Creating a rune is a standard action unless the rune says otherwise. Creating a rune requires some drawing implements, pigments, and special materials, though the rune magically adheres to its surface regardless of how ink- resistant the target is. A spell component pouch has everything a runecaster needs to create runes.

Range and Targets: All runes can only be put on something within reach of the runecaster, unless the rune says otherwise. Once in place, the rune is effective at any range. If placed upon an unattended object, ally, or the runecaster, no attack roll is necessary. If placed upon a foe or an item held by a foe a successful touch attack is required (this is true even if you have an ability that allows you to create runes at greater range). This does not provoke an attack of opportunity. A target cannot have more than one of the same rune on it, and a runecaster cannot have more than one rune of the same type active at a time. If the runecaster creates a new rune that violates these rules, any previous rune of that type ends. (This does not count as the rune reaching its end state, the rune and all its effects end immediately.)

Saves and Skill DCs: If a rune requires a saving throw, the DC is equal to 10 +1/2 your runecaster level + your Wisdom modifier. If the rune requires a skill check by opponents, the skill DC is 15 + your runecaster level + your Wisdom bonus.

Size and Visibility: A rune is roughly the size of the palm of your hand (or as close to that as possible if placed on a target smaller than that), and glows with light equal to that of a candle. Any rune placed on a person or object is obvious when in use (even if something was covering it, the rune becomes visible when in use). A rune not actively doing anything can be concealed as with any small object if there is appropriate cover to do so.

End State: Rather than having a set duration, runes function until they meet a specific circumstance (or one of several circumstances) that cause the rune to end. This is known as the rune’s end state. Each rune’s end state is defined in the rune’s description.

Dismissing and Dispelling: Unless a rune says otherwise, you can dismiss it as a standard action. This does not count as the rune reaching its end state, the rune and all its effects end immediately. A rune can be dispelled as if it was a spell with a spell level equal to 1/3 the runecaster’s level, with a caster level equal to the runecaster’s class level. A spell or ability that can remove script, such as erase, can also be used to dispel a rune, but only if the rune has an effective level no greater than that of the erase spell.

Runes

The runecaster may choose from the following runes.

  • Accuracy: An accuracy rune can be placed on a creature or an object that makes its own attacks roll (such as some traps). When the creature makes an attack roll and fails, the accuracy rune can immediately grant the creature an additional attack roll. The rune ends after it is used for a reroll.
  • Air: An air rune can be placed on any creature, which gains the benefit of a feather fall whenever it wills it (as a swift or immediate action), or falls uncontrollably further than 30 feet. If your runecaster level is 5th or more the creature can instead choose to levitate, as the spell. If your runecaster level is 10th or more, the creature can instead fly, as the spell. Once the rune is active, it ends if the creature touches the ground, or fails a Fly skill check (in which case the creature still gains a feather fall effect for one more round).
  • Bear: This rune is placed upon a creature, giving it claws that do 1d6 damage (1d4 for a Small creature, 1d8 for a Large creature). The claws can be used to a make a single primary attack, or two secondary attacks (as long as the hands aren’t used for anything else). For every 5 full levels of the runecaster, the claws gain a +1 enhancment bonus to attack and damage rolls. This rune ends if the claws makes an attack that fails to hit the target’s armor class by 10 or more, or make an attack that result in a natural 1 on the attack roll. An attack that misses for some other reason (such as a miss chance due to concealment or attacking an ethereal target) does not end the rune. A runecaster of 10th or higher level may select a number of weapon properties that can be added: flaming, frost, keen, or shock. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. At least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the rune is created and cannot be changed until the next time the runecaster creates the rune. Additionally a creature with this rune has a constant speak with animals that only works with bears.
  • Blast: The runecaster can create a blast rune in any adjacent square. Any creature entering this square takes 1d6 points of damage per two class levels of the runecaster creating it. The rune lasts until discharged or until you create another blast rune, and cannot be created in a square occupied by a creature or another rune. This rune deals either acid, cold, electricity, or fire damage, decided when created. This rune counts as a 1st-level spell for the purposes of dispelling. If the rune is placed in a hard-to-see spot (such as on the back of a door or under a rug), it can be discovered with a successful Perception skill check and disarmed with a successful Disable Device skill check.
  • Bleed: A bleed rune can be placed on any creature not immune to critical hits. If the creature has some chance to negate critical hits, it has the same chance to negate the bleed rune when it is first created. The creature takes 1d4 additional damage from any piercing or slashing damage it takes while the bleed rune is in effect, and takes 1d4 bleed damage at the end of each round if it has any damage at all on it. If the runecaster is 7th level the extra damage increases to 1d6, and at 14th level it increases to 1d8. The rune ends if the creature receives any magic healing, or if the extra damage rolled is ever only 1 point of damage.
  • Blocked Trails: A rune of blocked trails can be placed on any piece of terrain, Huge or larger structure (such as a ship), or in an immobile point in the air. It causes the area around it to be difficult terrain. The area is a radius determined by the runecaster when the rune is created, with a maximum radius of 5 feet per runecaster level. The rune ends when any creature makes a melee attack against it. If the rune is placed upon a mobile structure, it does not affect that structure’s movement.
  • Cougar: This rune is placed upon a creature, giving it evasion. If it already has evasion, it instead gains improved evasion. If it already has improved evasion, it instead gains a +2 luck bonus to Reflex saving throws. It additionally gives a bonus to Acrobatics checks equal to ¼ the runecaster’s level (minimum +1). The rune ends if any Reflex save or Acrobatics check the target makes fails. Additionally a creature with this rune has a constant speak with animals that only works with felines.
  • Earth: An earth rune can be placed on any creature, which gains DR/adamantine equal to the runecaster’s level/4 (minimum DR 1/adamantine). This lasts until the creature spends a full round not in contact with the ground, or is hit by a critical hit.
  • Eldritch: An eldritch rune allows you to know, and cast, a limited number of arcane spells. The rune is created only upon yourself. It ends after you rest and regain all your daily abilities. You cannot dismiss an eldritch rune, nor can it be dispelled. When your rune ends, the duration of any spell you cast using it also ends. Your caster level is equal to your runecaster level. You can cast a number of eldritch rune-granted spells per day equal to 1 +1/4 your runecaster level. You also know a number of arcane spells equal to 1 + ¼ your runecaster level. The spells must be drawn from the witch or wizard spell list, and cannot have a range of personal. The maximum level of spell you can know is no greater than 1/3 your runecaster level. At each runecaster level, you may change what spells you know through the eldritch rune. You do not need to prepare your spells in advance—as long as you have castings left you may cast any of the rune-granted spells you know. You must fulfill all the spell’s requirements normally, and the spells are subject to arcane spell failure from armor.
  • Fire: A fire rune can be placed on any creature or object. It gains fire resistance equal to the runecaster’s level. It can also make a ranged touch attack with a ranged increment of 30 feet, that does 1d6 damage per 2 runecaster levels (minimum 1d6). The rune ends if the target takes a critical hit that deals fire damage or fails a saving throw against an effect that deals fire damage, or it uses the rune to make a ranged attack.
  • Fog: A rune of fog can be placed on any piece of terrain, Huge or larger structure (such as a ship), or in an immobile point in the air. It causes an area around it to be filled with fog, granting partial cover to all creatures within it, against any creature that is not adjacent to them. The area is a radius determined by the runecaster when the rune is created, with a maximum radius of 5 feet per runecaster level. The rune ends when any creature makes a melee attack against it.
  • Hardness: A rune of hardness makes creatures or objects significantly more resilient. If cast on a creature, it grants the creature an enhancement bonus to its natural armor equal to 1/4th the runecaster’s level (minimum +1) that lasts until the target takes damage. If cast upon armor or a shield, it grants the armor/shield an enhancement bonus to the AC bonus it provides equal to 1/4th the runecaster’s level (minimum +1), and lasts until the armor or shield takes damage (such as from a sunder, which even creatures of animal Intelligence may be motivated to attempt after sensing their attacks be foiled by the rune’s power). If placed on some other object, it increase’s that object’s hardness by an amount equal to half the runecaster’s level (minimum +1), and lasts until the item takes damage.
  • Healing: A rune of healing can be placed on a creature or object. When a foe makes an attack that damages the target, the rune heals the target (after the damage is done) for 1d4 points of damage plus the runecaster’s level. This also ends the rune.
  • Incompetence: A rune of incompetence can be placed on a creature, or an object that makes skill checks (such as some traps). When the rune is placed, the runecaster attunes it to one specific skill of the runecaster’s choice. The creature is unable to take 10 or take 20 with the selected skill even if circumstances or special abilities would normally allow it to do so, and when making a check for the skill it must roll twice and take the worse of the two results. The rune ends when the target succeeds at a check with the attuned rune.
  • Inspiration: An inspiration rune allows you to know, and cast, a limited number of divine spells. The rune is created only upon yourself. It ends after you rest and regain all your daily abilities. You cannot dismiss an inspiration rune, nor can it be dispelled. When your rune ends, the duration of any spell you cast using it also ends. Your caster level is equal to your runecaster level. You can cast a number of inspiration rune-granted spells per day equal to 1 +1/4 your runecaster level. You also know a number of divine spells equal to 1 + ¼ your runecaster level. The spells must be drawn from the cleric or druid spell list, and cannot have a range of personal. The maximum level of spell you can know is no greater than 1/3 your runecaster level. At each runecaster level, you may change what spells you know through the inspiration rune. You do not need to prepare your spells in advance—as long as you have castings left you may cast any of the rune-granted spells you know. You must fulfill all the spell’s requirements normally. The rune itself acts as a holy symbol for spells that require one.
  • Misfortune: A misfortune rune can be placed on any creature, or an object that makes skill or ability checks, saving throws, or attack rolls (such as some traps). The first attack roll, skill check, ability check, or saving throw the target makes each round takes a -2 penalty. If your runecaster level is 9 or more, the penalty is -4. The rune ends once the target fails an affected die roll.
  • Mitigating: A mitigating rune can be placed on a creature. When the creature is forced to make a saving throw and fails, the mitigating rune can immediately grant the creature an additional saving throw with a resistance bonus equal to 1/4th the runecaster’s level (minimum +1). When the rune’s additional save is successful, the rune ends. The rune can only activate once per round.
  • Mongoose: This rune is placed upon a creature, giving it physical resiliency to avoid certain attacks. If the target succeeds at a Fortitude saving throw against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely. It additionally gives a bonus to Stealth checks equal to ¼ the runecaster’s level (minimum +1). The rune ends if any Fortitude save or Stealth check the target makes fails. Additionally a creature with this rune has a constant speak with animals that only works with mongooses and other Herpestidae.
  • Owl: This rune is placed upon a creature, giving it mental resiliency to avoid certain attacks. If the target succeeds at a Will saving throw against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely. It additionally gives a bonus to Knowledge checks equal to ¼ the runecaster’s level (minimum +1). The rune ends if any Will save or Knowledge check the target makes fails. Additionally a creature with this rune has a constant speak with animals that only works with birds.
  • Ownership: A rune of ownership can only be placed on an object, and only while no creature other than the runecaster is touching it. It lasts until the item is held and either used or claimed by a creature other than the runecaster. The rune acts as arcane mark indicating the object is owned by the runecaster. Additionally, a runecaster can take 10 with the Use Magic Device skill regarding an object bearing his ownership rune. The runecaster gains a +1 bonus per 3 levels (minimum +1) to all Knowledge, Spellcraft, and Use Magic Device checks regarding an item bearing his ownership rune.
  • Shielding: A rune of shielding can be placed upon any creature or object. It gains a +1 shield bonus to AC. If the runecaster is 10th level or higher, this increases to a +2 shield bonus to AC. The rune ends if the target has any combat maneuver successfully performed against it.
  • War: This rune is placed upon a weapon, granting it an enhancement bonus to attack and damage rolls. The bonus is equal to +1, +1 for every 5 levels of the runecaster. This rune lasts until the weapon makes an attack that fails to hit the target’s armor class. An attack that misses for some other reason (such as a miss chance due to concealment or attacking an ethereal target) does not end the rune. A runecaster of 5th or higher level may select a number of weapon properties that can be added: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the rune is created and cannot be changed until the next time the runecaster creates the rune.
  • Water: A water rune can be placed on any creature or object. It gains cold resistance equal to the runecaster’s level and a swim speed equal to its movement. The rune ends if the target takes a critical hit that deals cold damage, fails a saving throw against an effect that deals cold damage, makes an attack that does fire damage, or begins to suffocate or drown.
  • Weakness: A rune of weakness can be placed on a creature, or an object that rolls its own damage rolls (such as some traps). The target does half damage on the first damage roll it makes each round from any source (weapons attack, spell, special ability, and so on). The rune ends when the target scores a critical hit, or two or more of its damage dice roll their maximum value (or it rolls its maximum value a second time, for attacks that only deal one die of damage).
  • Wolf: This rune is placed upon a creature, giving it scent and a +4 bonus to scent-based Perception checks (and to checks made to track via scent). The rune ends if any Perception check the target makes results in a natural 1 on the die roll. Additionally a creature with this rune has a constant speak with animals that only works with canines.

Logos (Sp)

Your mastery of runes and the ur-language they represent gives you various spell-like abilities. You can use your logos a number of times per day equal to your Wisdom bonus (minimum 1/day). At first level, your logos spell available are arcane mark, erase, message, read magic, and rune trace*. You add spells to those available to use with your logo at higher runecaster level as follows: 3rd— comprehend languages, ventriloquism; 5th—share language; 7th—tongues; 9th—explosive runes; 11th—telepathic bond, 13th—glyph of warding (greater); 15th—symbol of distraction; 17th— symbol of weakness, 19th—symbol of dispelling.

*Indicates a new spell.

Rune lore (Ex)

As an adept at the magic of runes, you gain a number of language-based abilities. Your mastery of one of the ancient proto-languages allows you to understand many of the oldest, most primal tongues not normally learned by mortals, and tongues closely related to them.

With one minute of work and a successful DC 20 Wisdom check, you can successfully translate one page of text written in Abyssal, Aklo, Aquan, Auran, Celestial, Cyclops, Draconic, Dwarven, Giant, Ignan, Infernal or Terran. Additionally you gain one of these of your choice as a bonus language known at 1st level. (The GM may add other ancient languages as runic languages in a specific campaign.) You are always considered trained in Linguistics.

At 4th level, and every 4 levels thereafter, you gain another language from this list as a bonus language, and gain a +1 bonus to all Linguistics skill checks.

Runic mastery

Every runecaster learns a few special ways to manipulate, create, and augment runes beyond their knowledge of specific runes themselves. These runic masteries are often focused on making the runecaster a more dangerous combatant, more flexible rune creator, or a greater scholar. You gain your first runic mastery at 1st level, and gain an additional runic mastery at 2nd level every other level thereafter.

You cannot take the same rune mastery more than once unless it says otherwise.

Runic Mastery Choices

Attuned Rune (Su)

When you create a rune that can affect creatures other than the one it is placed on, you can include in the rune the names of a number of creatures up to 1 + your Wisdom modifier. You must know the full, true names of these creatures, and be accurately aware of which name goes to each creature, or adding the name has no effect. Done properly, the rune does not affect any creature who has their name added to it.

Call Rune (Su)

You can call out a rune verbally by speaking its ancient name in the proto-language from which all words and names descend. This allows you to create runes at a range of 25 ft +5 ft./2 levels. If your runecaster level is 9 or greater, the range becomes 100 ft. +10 ft./level. If your runecaster level is 15 or greater, the range becomes 400 ft. +40 ft./level.

Cast Runes (Su)

You can create a series of runes on rocks, sticks, knucklebones, or any other small set of similar objects, cast them into a small circle, and glean glimpses of the future by reading the patterns they create. You can gain one of the following benefits: an insight bonus equal to your Wisdom modifier on one saving throw; a +10 competence bonus on any one skill check, or a +4 insight bonus on one initiative check. These bonuses must be used during the next 24 hours and you must declare you are using the bonus before the check or save is made. Casting runes takes 10 minutes. You may use cast runes (in any combination) once per day plus one additional time per day for every four runecaster levels you have attained.

Cast Runes, Greater (Su)

You can cast runes for someone else, who must be present when you do so. They can gain their choice from the bonuses from cast runes. This counts against your daily uses of cast runes. You must know the cast runes runic mastery before you can select this runic mastery.

Eclectic Study (Su)

Your search to understand concepts so you can craft runes related to them has lead you to study topics most runecasters overlook, and learned supernatural tricks to accomplish. Select one skill. It is a class skill for you if it wasn’t already. You gain one bonus rank at each runecaster level which you can only use to put a rank into this skill. You may choose to use your Wisdom bonus to skill checks in with this skill, in place of whatever ability modifier is normally used. You may select this runic mastery more than once, but may not select more than one skill that uses the same ability score for its checks.

Fated Whispers (Su)

Your innate understanding of the way runes describe the fate of all things has granted you the uncanny ability to avoid unfortunate fates for yourself. Add your Wisdom modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Wisdom instead of your Dexterity

Lore Rune (Su)

Once per day, you can create a rune of lore that encapsulates instinctive understanding of one related set of topics. Select one knowledge skill. You are considered to be trained in that knowledge skill with a number of ranks equal to your runecaster level -3 (minimum 1 rank). These ranks last until you next rest and regain your uses of daily abilities.

Preserve Rune (Su)

You have learned to extend the effect of a rune past its normal duration. A number of times per day equal to your Wisdom modifier (minimum 1/day), when a rune encounters its end state, you may choose to preserve the rune as a swift or immediate action. It continues to function as if it had not encountered the end state. There is no maximum range on this ability, but you must be able to see the rune (or the person wielding it) to preserve it. You can always preserve runes on your body or gear you are wielding.

You can only preserve a given rune once—if it meets its end state again, you cannot choose to preserve it. If you re-create the rune, it once again qualifies to be preserved.

Quick Rune (Ex)

You can store a reservoir of unformed runic energy, allowing you to create a rune as a move action, or even as a melee attack of opportunity. Once you have used this ability, you cannot do so again until you take 10 minutes of meditation to refill your runic reservoir. You can refill your runic reservoir a maximum number of times per day equal to your Wisdom bonus (minimum 1/day).

Rune Mastery (Ex)

The total number of runes you can have active at a time is increased by one.

Rune Scholar (Ex)

The total number of runes you know is increased by two.

Runic Insight (Ex)

Your explorations into the secret mysteries of the earliest mystic languages have granted you a preternatural understanding of all things—and you just keep getting wiser. You gain a +1 inherent bonus to Wisdom upon taking this revelation and another at every fourth oracle level gained thereafter.

Runic Weapon (Su)

You can form a weapon made of compressed runic energy. The weapon counts against the total number of runes you can have active. Creating the rune takes the same effort as drawing a weapon (including being able to do so as part of a move action if your base attack bonus is +1 or more, and being affected by Quick Draw).

You select what kind of weapon the runic weapon is when you select this ability, and it must be a simple or marital weapon. If you select a ranged weapon, your runic weapon does not create ammunition, and you must have ammunition present and load the weapon normally. At 4th level, and every 4 levels thereafter, you can add another weapon to the list of weapons you can create as a runic weapon.

You can only have one 2-handed runic weapons active at a time, or up to two 1-handed runic weapons. The weapons are entirely typical examples of their kind, and can be targeted and broken normally. You may choose to add your Wisdom modifier to attack and damage rolls with your runic weapons, rather than Strength or Dexterity as appropriate.

You gain a +1 bonus to attack rolls made with your own runic weapons. This increases to +2 at 5th level, +3 at 9th level, +4 at 13th level, and +5 at 20th level.

Secret Language (Ex)

You have created your own unique secret languages. If you choose to teach it to them, others can learn this language by investing a rank in Linguistics, using the normal rules for learning a language. As a supernatural ability you may also grant a temporary understanding of this language to a number of creatures (which must have an Intelligence of 3 or greater) equal to your Wisdom bonus. This takes ten minutes per creature, and they retain knowledge of the language for 30 days. An erase or modify memory targeting such a creature can make a dispel check to remove its knowledge of the secret language. If you are at your maximum number of creatures to grant knowledge of the language through supernatural means, you cannot grant it to another creature.

Sun Rune/Moon Rune/Star Rune (S)

Once per day, you can spend a full hour in uninterrupted meditation crafting a rune to describe the current state of the sun, moon, or stars. Examining the rune you craft gives you insight into the mysteries of the universe. At 1st level, the insight manifests as an augury spell with 90% effectiveness. At 5th level, the insight takes the form of a divination with 90% effectiveness. At 8th level, the writing manifests as a casting of commune with no material component required.

Varied Runes (Ex)

You can adjust runes when you create them so they are just different enough to allow you to have multiple versions of the same rune active. A single target still cannot be targeted by more than one copy of the same rune from you.

Warding Runes (S)

Once per day you are able to use your logos and knowledge of runes to create a warding rune. This counts against your uses of logos for the day, and you can only have one warding rune active at a time. If you create another warding rune while an earlier rune is active, the previous rune fades. (This does not count as a rune reaching its end state). You can select one of the following spells if you are of its listed runecaster level, or higher. Each time you gain an even runecaster level, you may select an additional spell to create as a warding rune, though you may still have only one warding rune active at a time.

You must be at least 6th level to select this runic mastery. You may select this runic mastery a second time if you are 10th level or higher. This allows you to have two warding runes active at a time, and to select an extra warding rune known, and gain a second new warding rune at every even runecaster level thereafter. Warding Rune: 6th: symbol of mirroring; 8th: sepia snake sigil, woodland rune; 10th: symbol of healing, symbol of laughter, symbol of revelation, symbol of slowing; 12th: symbol of pain, symbol of scrying, symbol of sleep; 14th: symbol of persuasion, symbol of sealing, symbol of striking; 16th: symbol of distraction, symbol of stunning; 18th: symbol of death, symbol of weakness; 20th: symbol of dispelling, symbol of insanity, symbol of strife, symbol of vulnerability.

Wise One (Ex)

You can answer questions from a place of deep intuition and insight, rather than primarily depending on study and comprehension. You may add your Wisdom modifier, rather than your Intelligence bonus, to any Appraise or Knowledge check.

Runelord

At 20th level you have become an unquestioned master of runes, and can force them to do your bidding. You add your runecaster level to the number of runes you can have active at once, and can affect a single creature with a number of the same rune equal to your Wisdom bonus (though bonuses gained from copies of the same rune do not stack). When a character with multiple of the same rune reaches the rune’s end state, only one copy of that rune ends.

Section 15: Copyright Notice

Master Class: Runecaster, PF1 © 2020, Owen K.C. Stephens; Author: Owen K.C. Stephens. Project manager and Planning: Lj Stephens. Bon Vivant: Stan

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