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Deviston
2011-12-18, 05:32 PM
I want to caveat this class with the fact that it is in no way my own creation. It was made by the fellows that run the ELINDRA (http://www.korinth.com/ElindraContent/index.shtml) world and website.

I am modifying it for Pathfinder, and that's what I would like people to PEACH it as.

The Runemage

"As you sing and dance, I've already incinerated your entire village with not even a word spoken. The incarcerated have become the jailers filthy Sartan! FEEL THE WRATH OF MY PEOPLES! FEL'NAH'KRAIN!"

-Fred, a runemage of little import

http://fc05.deviantart.net/fs51/f/2009/326/1/9/Haplo_by_airasan.jpg

Absolute control over living things is within the hands of the runemage. With inks enhanced with powdered magical energies, runemages etch complicated sigils upon themselves or others and produce magnificent effects. Using these runes a man can be given the strength of a giant, rendered immune to the blow of a sword or become empowered to unleash a scream of such force that it will shatter glass and stone alike.
The flashy and destructive might of the magic wielded by wizards and sorcerers often overshadows the subtle, yet powerful, might of the runemage. Students of arcane studies that focus exclusively on the power of runes and sigils, runemages have learned to unlock a unique type of magic. Runemagic requires foresight and preparation, very little of their craft can be performed "on the fly," but this preparation comes with advantages of its own, for their magic holds its power for days or months, not seconds or minutes.
Free spirited in nature a runemage rarely is bound to a single area, quest or purpose. Choosing instead to scour the face of Elindra striving to find others worthy of their craft and seeking lost information and new runes.
Hit Die: d8

Requirements
To qualify to become a runemage a character must fulfill the following criteria:
Base Attack Bonusl: 3+
Skills: Knowledge (Arcana) 3 ranks, Profession (Artist) 5 ranks
Special: The character must etch a preservation rune over his heart, this rune serves as the focus for all his runemagic.
A character must receive special training before selecting a level in this class. This training can only be provided by another runemage. There are rumors however of scrolls of instruction that are left to the children of runemages when the parent knows they are travelling to their demise.

Class Skills
The runemage's class skills (and the key ability for each skill) are: Bluff (Cha), Craft (Int), Disguise (Cha), Heal (Wis), Knowledge (Arcana) (Int), Linguistics (Int), Listen (Wis), Perception (Wis), Profession (Wis), Rune Etching (Int), and Survival (Wis).
Skill Points at Each Level: 4 + Int modifier

Class Features
All of the following are class features of the runemage prestige class.
Weapon and Armor Proficiency: Runemages gain no proficiency with any weapon or armor.
Rune Etching: A runemage etches arcane runes. A runemage may never know more than his Intelligence modifier * 5 in actual runes. A runemage is limited in the number of runes he may have active at any given time. Each active rune consumes "rune energy" and a runemage may never have more runes active than he has rune energy. Each rune has a rune energy cost. The runemage begins play with 5 points of rune energy plus 1 additional point for each point of his Charisma or Intelligence modifier (whichever is higher). Each time he gains a level he increases his rune energy pool by 3.
Each rune mage begins play with 2 runes + 1 for each point of his Intelligence modifier + the preservation rune. He learns a new rune every level or from instruction by another runemage as a wizard learns new spells from a spellbook.
Runes: At level 1 a runemage is able to etch arcane runes. When he reaches level 3 he can etch augmented runes and when he reaches level 5 he can etch enhanced runes.
Decipher Script: A runemage is very good at understanding runes. When using the Linguistics skill to determine the meaning of any runes he may add his class level to the check. Note that he may not add his class level to the check if he is trying to determine the meaning of anything other than a rune-based message.
Preservation Rune: The first rune a runemage learns is the preservation rune and before he can begin unlocking the magic of runes he must first successfully etch upon himself a permanent preservation rune. This process is tiring and exacting work. However, when completed he gains the effects of a core preservation rune permanently. This allows the runemage to remain alive up to Con score +5 hit points. A runemage may not opt to forgo this process as he must have his preservation rune etched upon his heart before he can unlock the power of rune magic. Upon reaching level 3 he is able to upgrade this rune to a permanent augmented preservation rune allowing him to live to Con score +10 hit points and when he reaches level 5 he upgrades the rune to a permanent enhanced preservation rune allowing him to live to Con score +15 hit points.
Slow Aging: The constant work with arcane magic causes the ageing process to slow. When a runemage reaches 5th level 5 years must pass before he ages 1 year physically. He still gains mental stat benefits of reaching old age and beyond at the normal rate.


{table]Level | Base Attack Bonus | Fort | Ref | Will | Special
1st |
+1 | +2 | +0 | +2 | Decipher Script, core preservation rune
2nd |
+2 | +3 | +0 | +3 |
3rd |
+3 | +3 | +1 | +3 | Augmented runes, augmented preservation rune
4th |
+4 | +4 | +1 | +4 |
5th |
+5 | +4 | +1 | +4 | Slow aging, enhanced runes, enhanced preservation runes [/table]

Deviston
2011-12-18, 05:34 PM
Runemagic
Runemagic is an ancient, and sometimes thought primitive, form of magic. Runemagic is generally considered subtle and lacks much of the flare of other magical types. Runemages long ago discovered that by etching magical writing upon the body, or objects, supernatural effects could be generated. The most basic of these effects can be seen in simple things such as strengthening the arms of a man or reinforcing a door, making it much more difficult to open. More complex runemagic can cause a man to live long past the time when his body should have died or lay an explosive trap upon a box so that when it is opened by anyone other than the runemage it erupts, consuming it’s contents and very often anyone unfortunate enough to be nearby.
Runemagic is not “cast” in the sense that the runemage must speak a certain phrase of words, paying close attention to the intonation of his voice, or making specific gestures with his hands; rather runes are etched upon the surface to be “runed.” Although runes can be etched on any surface by far the most common is the body of the runemage himself. Etching a rune is most commonly done through the use of paintbrushes and using paints enriched with alchemical substances.
A runemage at his work will often be surrounded by scores of different paints and paintbrushes, deep in concentration as he carefully paints (etches) each line of the rune. Even a single mistake will spoil the rune, forcing him to start the long process anew. The process is not only time consuming it is tiring for the runemage, who often toils for hours etching even the simplest of runes. Once complete however, if done perfectly, the magic of the rune will hold for days and even weeks before finally fading away and forcing the runemage to etch the rune anew.

Rune Energy
Etching a rune is draining upon the runemage in more ways than simply the physical exertion required to etch the rune. Every rune etched by a runemage is empowered through the energy of the magic and the energy of the etching runemage. While the rune slowly consumes the arcane energy the energy of the runemage is locked in the rune until the rune expires. The time it takes for the rune to expire depends on the etching runemage (see below for additional details on rune durations).
Each runemage has a pool of “rune energy” that represents how many different runes he can have etched at any given time. A runemage who has etched so many runes that he has no rune energy left cannot etch additional runes until such time as he has regained some of his power.
In the description of each rune a rune energy cost is listed. This cost varies from rune-to-rune and based on the rune effect (see Rune Effects below). More powerful effects drain more rune energy and less powerful effects require less rune energy.
Available rune energy is based on the Charisma or Intelligence of the runemage (whichever provides the greater bonus). The higher his ability score the more rune energy he will have available to him. As he practices his art he gains additional rune energy as well. If the runemages ability score should be raised (or lowered) his rune energy pool is adjusted as appropriate. Additionally the feat “Increase Energy” increases a runemage’s available rune energy.
Most runes are given a cost in rune energy of at least “1” though some are listed with a cost of “Negligible.” Such runes do not typically count against the rune energy available to a runemage. At any given time a runemage may have a number of runes equal to his total rune energy pool active with a cost of Negligible. Should he decide to etch such a rune after he has reached his limit the rune energy cost raises to 1. The runemage may a number of runes now equal to two times his energy pool with a cost of Negligible. If he goes above his rune energy pool again the cost raises to 2. That pattern continues.
For example, Wrellin is a runemage with a rune energy pool of 5. At any given time he can, for no rune energy cost, have 5 runes active with a negligible cost. These 5 runes do not in any way affect his rune energy pool. Should he wish to etch a 6th rune with a cost of negligible the cost for that rune to his rune energy pool becomes 1.
Finally some runes are listed as having a rune energy cost of “None.” Most often these are runes with an instantaneous effect such as the erase rune that causes all text on a page to simply vanish. Other runes of this type are runes used to protect objects, such as explosive runes. These runes fall under the same rules as "Negligible".
The runemage may never have more rune energy invested into a rune than his runemage level times 3 and adds his class level -1 to this cap.

Rune Effects
Runes can be etched in three different manners depending on the desired effect and the power of the runemage etching the rune. The different rune effects are: core, augmented and enhanced. Core runes are the most basic runes and can be etched by any runemage. Core runes consume less rune energy than more advanced forms of runes. Augmented runes are more complicated and require more advanced runemages to etch. They are also more potent in their magical powers. Enhanced runes are the most potent of runes and only the most experienced runemages are able to etch such runes.
Most runes can be etched in any of the three fashions, though some runes have no augmented or enhanced effect.
When the runemage selects a rune to etch he must also determine whether he will etch the rune in its core, augmented or enhanced fashion. This will determine the difficulty of etching the rune and the amount of rune energy that must be spent to etch the rune.
Most runes have a rune energy cost similar to the following: 1 point, 3 points, 5 points or 1 point, 2 points, 3 points. This shows the cost of the rune at each level. The first number is the cost of the core rune effect, the second the cost of the augmented rune effect and the third the cost of the enhanced rune effect.

Etching a Rune
To etch a rune the runemage must have access to the object or being upon which he will do his work. The surface to be runed can often affect the difficulty of the task (it is much more difficult for example to etch a rune onto a furry surface rather than clear skin). If the object to be runed is mobile it must be still during the etching process, etching a rune on an unwilling recipient is nearly impossible.
Once the surface is readied the runemage must gather his materials and select the rune he wishes to etch. The time spent etching the rune will directly affect the duration (see Rune Duration below for additional details) as well as the difficulty of the etching the rune. With painful precision the runemage then begins to paint the rune on the surface using paints that he has enriched with alchemical substances. This process is long and tiring, often leaving the runemage drained of energy and in need of rest.
When he has completed the rune he must succeed at a Rune Etching skill check (see the skill Rune Etching for details) to determine if the etching was successful. Assuming the process was successful the magic of the rune instantly becomes active and the runemage deducts the appropriate amount of rune energy from his pool of available energy. If a runemage attempts to etch a rune requiring more rune energy than he has available, or that would put him over the limit of his available energy, the etching automatically fails.

Rune Duration
Each rune is listed with a duration that varies, often from 1 day to 30 days. When a runemage sets out to etch a rune he must determine the length of time he wishes the rune to remain active. This will determine how long it takes to etch the rune. The “Etching Time” is always listed with exactly the same number of entries as the “Duration” and the position of each are related.
A runes etching time is typically listed as follows: Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.). The number preceding the parenthesis "( )" is the duration of the rune when the time spent etching it is equal to the number within the parenthesis. These values are irrespective of the rune level (core, augmented, enhanced). In the above example if the runemage spent 8 hours etching the rune it would last for 30 days. If he spent only 1 hour etching the rune it would last only 1 day.
For example, Wrellin wishes to etch an Augment Ability (Strength) rune that will last for 10 days. The Augment Ability rune is listed with an etching time of: 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.). He would need to spend 4 hours etching the rune for it to last 10 days.
Once a rune has been etched it must be allowed to run its course before it expires. A runemage cannot decide to “un-etch” the rune in an attempt to regain the rune energy (but see the erase rune). It cannot be dispelled in any fashion though its effects can be suppressed (see Countering Runes below).

Active & Passive Runes
Most runemagic is passive rather than active, which is to say it activates itself when needed and requires no outside force activating it. A small minority of runes are not passive but must be activated before functioning. Runes granting strength, fortifying a doorway, enhancing natural senses are all examples of passive runes. Active runes, though few, are often those meant to cause some type of harmful effect, such as the rune piercing cry that, when activated, generates a sonic eruption intense enough to shatter wood and stone.
Activating a non-passive rune takes concentration and is a standard action that provokes an attack of opportunity. A concentration check can be used to avoid the attack of opportunity as if the rune were a spell (treat core runes as 2nd level spells for this purpose, augmented runes as 4th level spells and enhanced runes as 6th level spells).
Passive runes activate themselves when necessary. A rune that enhances the hearing of a man will lie dormant until something occurs outside the natural hearing of the runed being and then the runes instantly activate themselves and bring the sound to the runed creature. Likewise with the rune of feather fall, it lies dormant on the runed being until he finds himself free-falling when the rune activates and slows his descent.
Runes, while dormant, appear to be nothing more than tattoos or paintings on a body or object. When the magic is activated however the runes will take on a light glow, often blue though this depends on the runemage. The runes will shine more brightly as more magic is drawn from them and then, when not active, slowly return to their dormant state. On a human for instance a runemage might etch runes of strength. While not exerting himself in any manner the runes simply look like incredibly intricate tattoos. When the man begins to exert himself beyond the realm of his own physical power the runes begin to glow softly. The more he exerts himself beyond his ability the more they glow until, if he stretches the power to its maximum they shed enough light to see by in a dark chamber. When he stops exerting himself the light of the runes slowly fades away until, over the course of several minutes, they return to their original appearance, that of intricate tattoos.

Rune Location & Stacking
Runes only function when etched on the appropriate surface or location. Runes that affect a living, animated or undead creature must be etched upon specific areas of their body. Other runes can be etched on objects, sometimes on specific areas of the object and other times anywhere upon the object. Each rune has a listing for location that specifies where the rune must be etched.
Runes placed on bodies usually specify a body part, such as an arm, leg or torso. Runes placed on a person’s head will often be localized to the area around the eyes, ears or mouth for example. In order for the rune to function it must be etched in the appropriate location. Failure to do so will cause the automatic failure in the etching of the rune.
Furthermore runes are listed as being either stackable or not stackable. This becomes important when the runemage wants to etch more than one rune on a being or object that already has a rune in the required location. A rune that is not stackable cannot have another non-stackable rune etched in there location. At any given time an area may have up to two stackable and one non-stackable rune upon it or 3 stackable runes. Regardless of whether a rune is stackable or not only 3 runes may be etched on any given location at one time. The rune effect (core, augmented, enhanced) has no affect on the number of runes in a given location.
For example, Wrellin wishes to etch an augment ability (constitution) rune. This non-stackable rune must be etched on the torso. After placing the rune he later decides he also wants to add a Resist Magic rune. This stackable rune must cover the entire body; he is able to etch this rune as currently he has only 1 non-stackable rune on his torso. Later still he chooses to add a Regeneration rune. This also is a stackable rune that covers the torso. He is able to add this rune as well, bringing his torso to its maximum rune coverage (2 stackable and 1 non-stackable runes). Should he later yet decide he wants to add a Protection from Weapons rune he will not be able to do so even though the rune is a stackable rune. It covers the entire body and his torso is already runed at its maximum capacity.

Countering Runes
Once etched a rune cannot be dispelled through any magical means (the erase rune is an exception to this rule but only for the runemage that etched the rune initially). The rune will persist until such time as its duration expires. Although the rune itself cannot be dispelled the effects of the rune can be suppressed.
The counter rune is a special rune unlike other runes. Alone the rune does nothing, however it can be etched overtop of an existing rune and suppress the magic of the original rune. Counter rune is one of the most difficult of all runes for a runemage to learn and use regularly as each rune he wishes to counter requires that the counter rune be etched in a different manner. For this reason the runemage must either know the rune he is countering or succeed at a Knowledge (Arcana) check DC 25.
Once a counter rune has been successfully etched the magic of the original rune becomes dormant for as long as the counter rune remains in effect. If the counter rune was etched with a duration longer than the original rune both expire when the original rune expires. If the counter rune was etched with a shorter duration then the original rune resumes its normal effect after the Counter Rune expires.
Other means to temporarily dampen the effects of runemagic also exist. Any runes taken inside the effects of an antimagic zone or similar magic ceases to function for as long as it is within the area, though it resumes normal functioning again once it leaves the area. Likewise a dispel magic spell can temporarily cause a rune to become dormant. When cast the DC opposing the caster is equal to 11 + the total hit dice of the runemage that etched the rune. If successful the rune becomes dormant for 1d4 rounds.

Spell Resistance
Creatures with spell resistance have a natural resistance to some rune effects as well. Runes such as piercing cry that create a harmful magical effect can be resisted with spell resistance. To overcome spell resistance the runemage must make a caster level check (1d20 + rune caster level) at least equal to the creature’s spell resistance rating for the rune to affect that creature.
All runes are subject to spell resistance though creatures that do not wish to resist the effects of a rune are not obligated to do so. If a runemage were to attempt to etch a rune on an unwilling subject with spell resistance he would need to succeed at a spell resistance check to be successful in affecting the target. Once successfully etched, the rune remains in place (and affects the subject) until it expires.

Learning Runes
A runemage is limited to etching runes that he knows. He may know a maximum number of runes equal to 5 * Int modifier. Once he learns a rune he cannot later choose to forget the rune and learn a new one through any means other than magical forces that cause a creature to lose their memory.
Each rune is listed with an availability. Most runes are common, and can be learned in any of the means noted below. Any rune listed as rare however can only be learned through instruction, observation or study.
A runemage learns a number of new runes as he progresses in levels. He also can learn new runes through instruction, observation, study or development.
Level-based: Each time a runemage achieves a new level in his class he gains a new rune. It is assumed that as he gained experience he studied and practiced his art and when he gains a new level he may select a single rune from the available runes. A runemage who learns runes only in this fashion will know a maximum of 6 runes plus 1 rune for each point of his Intelligence modifier.
Instruction: The easiest way to learn a new rune is with the assistance of an instructor. The instructor must etch the rune, while the runemage watches and following the process he must succeed at a Rune Etching check (DC 20). A runemage may make 1 attempt each day to learn a rune in this manner. A runemage may opt to study with his instructor beyond the time required to etch the rune, for each additional day of study the DC on the check is reduced by 2.
Observation: A runemage may attempt to learn a rune by looking at a rune currently in existence (on a person or object). To learn a rune in this manner he must study the rune for 5 hours minus 1 hour for each point of his Intelligence modifier (minimum 1 hour) and then succeed at a Rune Etching check (DC 25). He may make such a check only 1 time per observed rune. If he fails, he may retry the check again once he gains an additional rank in Rune Etching.
Study: A runemage may also attempt to learn a new rune by studying material written out by another runemage. The runemage must spend 40 hours studying the written documentation and then make a Rune Etching check (DC 20). A runemage may make 1 attempt for each period of study to learn a rune in this manner. A runemage may opt to study the work for an additional 8 hours to reduce the DC on the check to 18, for each additional 8 hours spend in study the DC is reduced by 2 to a minimum of 10 (after an additional 40 hours of study).
Development: A runemage may also attempt to learn a new rune by developing it through trial and error. When learning a rune in this manner he must spend a minimum of 3 months in study and practice. At the end of that time the runemage must make a Rune Etching check (DC 40). For each additional month spent in development the DC is reduced by 4 (with a minimum DC of 24). Runes created in this fashion always have an availability of rare until (and unless) the runemage shares his newly created rune widely with others.


EDIT: Added a cap to how much rune energy can be invested into any rune based on class level. Also added additional rules for negligible cost runes.

Deviston
2011-12-18, 05:35 PM
Runes

Defensive Runes
Absorb Elements
Abjuration
Duration (etching time): Special (8 hrs.)
Location: Body
Prerequisites: None
Rune Energy: 1 point (core), 2 points (augmented), 3 points (enhanced)
Stackable: Yes
Availability: Common
The subject becomes invulnerable to damage from a specific element type. When the rune absorbs 50 points of elemental damage per rune level it is discharged. The runemage must select, at the time of etching, what element the rune will absorb (acid, cold, electricity, fire, or sonic). The rune persists until such time as the runemage chooses to release the magic (at which time it fades out over the course of 1 day) or the rune absorbs the given amount of energy and discharges on its own.
Note: Absorb elements overlaps (and does not stack with) protection from elements. If a subject is warded by absorb elements and protection from elements the absorption spell absorbs damage until it is exhausted.
Core Effect: Absorb up to 50 points of damage from a particular element.
Augmented Effect: Absorb up to 100 points of damage from a particular element.
Enhanced Effect: Absorb up to 150 points of damage from a particular element.

Fortify Armor
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Object
Prerequisites: None
Rune Energy: 1 point (core), 3 points (augmented), 5 points (enhanced)
Stackable: No
Availability: Common
The runed object (which must be armor) gains a bonus as detailed below. The runed armor is not considered magical and does not need to be a masterwork item.
Core Effect: Armor gains a +1 enhancement bonus.
Augmented Effect: Armor gains a +2 enhancement bonus.
Enhanced Effect: Armor gains a +3 enhancement bonus.

Fortify Shield
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Object
Prerequisites: None
Rune Energy: 1 point (core), 3 points (augmented), 5 points (enhanced)
Stackable: No
Availability: Common
The runed object (which must be a shield of some kind) gains a bonus as detailed below. The runed shield is not considered magical and does not need to be a masterwork item.
Core Effect: Shield gains a +1 enhancement bonus.
Augmented Effect: Shield gains a +2 enhancement bonus.
Enhanced Effect: Shield gains a +3 enhancement bonus.

Greater Fortify Armor
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Object
Prerequisites: Fortify Armor
Rune Energy: 7 points (core), 9 points (augmented), 11 points (enhanced)
Stackable: No
Availability: Common
The runed object (which must be armor) gains a bonus as detailed below. The runed armor is not considered magical and does not need to be a masterwork item.
Core Effect: Armor gains a +4 enhancement bonus.
Augmented Effect: Armor gains a +5 enhancement bonus.
Enhanced Effect: Armor gains a +6 enhancement bonus.

Greater Fortify Shield
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Object
Prerequisites: Fortify Shield
Rune Energy: 7 points (core), 9 points (augmented), 11 points (enhanced)
Stackable: No
Availability: Common
The runed object (which must be a shield) gains a bonus as detailed below. The runed shield is not considered magical and does not need to be a masterwork item.
Core Effect: Shield gains a +4 enhancement bonus.
Augmented Effect: Shield gains a +5 enhancement bonus.
Enhanced Effect: Shield gains a +6 enhancement bonus.

Invulnerability
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Body
Prerequisites: Resist Blunt, Resist Piercing, Resist Slashing
Rune Energy: 7 points (core), 9 points (augmented), 11 points (enhanced)
Stackable: No
Availability: Common
The runed subject becomes incredibly difficult to harm physically. When a blow strikes the runed area the runes flare to life, shedding a soft glow and turning aside the attack. The runemage may choose to etch this rune in such a fashion to make it grant damage reduction pierced by magic or damage reduction that cannot be pierced by any means. This decision is made at the time the rune is etched. In either case, the rune overlaps, and does not stack, with existing damage reduction.
Core Effect: Damage reduction 5/magic or 3/--
Augmented Effect: Damage reduction 10/magic or 4/--
Enhanced Effect: Damage reduction 15/magic or 5/--

Iron Scales
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Body
Prerequisites: None
Rune Energy: 1 point (core), 3 points (augmented), 5 points (enhanced)
Stackable: Yes
Availability: Rare
These runes, etched across the body of a subject with existing natural armor, enhance that armor and make it more resilient and resistant to attacks. The rune can only be etched successfully upon creatures with existing natural armor that is not granted from a magical source (such as spells or runes that give natural armor). The effects of the rune stack with the creatures existing natural armor.
Core Effect: Natural armor +1
Augmented Effect: Natural armor +2
Enhanced Effect: Natural armor +3

Preservation
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Torso (heart)
Prerequisites: Healing (special)
Rune Energy: 1 point (core), 3 points (augmented), 5 points (enhanced)
Stackable: Yes
Availability: Common
The subject gains a supernatural healing ability. When the subject is dealt a blow that would normally kill a man he instead slips into a deep, healing slumber. His heart rate and all bodily functions slow down drastically and he begins to heal. He will not awaken again until he has recovered from his deadly wounds (he awakens when he reaches 1 hit point). When the subject falls unconscious he immediately stops bleeding and begins healing.
Most runemages receive the preservation rune as part of their class. When the rune is gained in this fashion they do not need to have the prerequisite healing rune.
A character with the Diehard feat still falls unconscious after reaching -10 hit points.
Core Effect: Subject must reach Con score +5 hit points before dying.
Augmented Effect: Subject must reach Con score +10 hit points before dying.
Enhanced Effect: Subject must reach Con score +15 hit points before dying.

Protection from Energy
Abjuration
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Body
Prerequisites: None
Rune Energy: 1 point (core), 3 points (augmented), 5 points (enhanced)
Stackable: Yes
Availability: Common
The subject gains a supernatural resistance to a particular energy type (acid, cold, electricity, fire or sonic). The rune provides protection only from a single energy type for each etching and that type must be specified when the rune is etched on an individual.
Core Effect: Energy resistance 10
Augmented Effect: Energy resistance 20
Enhanced Effect: Energy resistance 30

Protection from Weapons
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Body
Prerequisites: None
Rune Energy: 1 point (core), 3 points (augmented), 5 points (enhanced)
Stackable: Yes
Availability: Common
The runes placed across a subject’s body form a type of natural armor difficult to penetrate with physical attacks. The subject gains a natural armor rating. This rune overlaps and does not stack with existing natural armor.
Core Effect: Natural armor +2
Augmented Effect: Natural armor +3
Enhanced Effect: Natural armor +4

Resist Blunt
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Body
Prerequisites: Protection from Weapons
Rune Energy: 1 points (core), 3 points (augmented), 5 points (enhanced)
Stackable: No
Availability: Common
The runed creature becomes incredibly difficult to harm with blunt attacks. When a blow strikes the subject the runes flare to life, shedding a soft glow and turning aside the attack.
Core Effect: Damage reduction 5/slashing or piercing
Augmented Effect: Damage reduction 10/slashing or piercing
Enhanced Effect: Damage reduction 15/slashing or piercing

Resist Magic
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Body
Prerequisites: None
Rune Energy: 1 point (core), 3 points (augmented), 5 points (enhanced)
Stackable: Yes
Availability: Common
The subject gains a resistance to magical effects.
Core Effect: Spell Resistance 5 + runemage's character level
Augmented Effect: Spell Resistance 10 + runemage's character level
Enhanced Effect: Spell Resistance 15 + runemage's character level

Resist Piercing
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Body
Prerequisites: Protection from Weapons
Rune Energy: 1 points (core), 3 points (augmented), 5 points (enhanced)
Stackable: No
Availability: Common
The runed area becomes incredibly difficult to harm with piercing attacks. When a blow strikes the subject the runes flare to life, shedding a soft glow and turning aside the attack.
Core Effect: Damage reduction 5/blunt or slashing
Augmented Effect: Damage reduction 10/blunt or slashing
Enhanced Effect: Damage reduction 15/blunt or slashing

Resist Slashing
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Body
Prerequisites: Protection from Weapons
Rune Energy: 1 points (core), 3 points (augmented), 5 points (enhanced)
Stackable: No
Availability: Common
The runed area becomes incredibly difficult to harm with slashing attacks. When a blow strikes the subject the runes flare to life, shedding a soft glow and turning aside the attack.
Core Effect: Damage reduction 5/piercing or slashing
Augmented Effect: Damage reduction 10/piercing or slashing
Enhanced Effect: Damage reduction 15/piercing or slashing

Offensive Runes
Envenom
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Special
Prerequisites: None
Rune Energy: 1 point (core), 3 points (augmented), 5 points (enhanced)
Stackable: No
Availability: Rare
The runed subject gains the ability to deliver poison through natural attacks. Activating an envenom rune is a free action and once activated the rune remains in effect from the very beginning of the characters turn to the very beginning of his turn on the following round. During that time any attacks he makes with the runed area deliver a poison (effects vary by rune level). This applies to any standard attacks, attack of opportunity, etc. Creatures receive a Fortitude save to resist the effects and any creature immune to poison is also immune to the effects of this rune.
The rune is etched overtop the natural weapons of the runed creature.
Core Effect: Fortitude save (DC 12 + ability modifier), useable 3 times a day; on a failed save the victim is paralyzed for 1d4 rounds.
Augmented Effect: Fortitude save (DC 14 + ability modifier), useable 3 times a day; on a failed save the victim in paralyzed for 1d4 minutes.
Enhanced Effect: Fortitude save (DC 16 + ability modifier), usable 3 times a day; on a failed save the victim is petrified. Anyone immune to petrifaction effects is immune to this level of the rune, although those immune to poison are not.

Explosive Runes
Duration (etching time): Until discharged (1 hr.)
Location: Object
Prerequisites: None
Rune Energy: None
Stackable: Yes
Availability: Common
You trace these mystic runes upon a book, map, scroll, door or similar object. The runes detonate when the object is disturbed, dealing damage to anyone within 10 feet. The individual who disturbed the object receives no save against this damage but all others who may be affected can make a Reflex save to suffer only half damage. The object the rune is etched upon also takes the damage (no save).
As the runemage you, and anyone you specifically instruct can disturb the runed item without causing it to detonate. You can only remove the rune with either an erase rune or a Disable Device check. Others can render them harmless only through the use of the counter rune.
Explosive runes cannot be traced on weapons or other similar items in an attempt to use them offensively.
Note: Magic traps such as explosive runes are hard to detect and disable. A rogue (only) can use the Search skill to find the runes and Disable Device to thwart them. The DC in each case is noted below.
Core Effect: Runes detonate causing 3d6 points of damage. Search DC 25, Disable Device DC 25.
Augmented Effect: Runes detonate causing 6d6 points of damage. Search DC 28, Disable Device DC 28.
Enhanced Effect: Runes detonate causing 9d6 points of damage. Search DC 31, Disable Device DC 31.

Greater Runeblade
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Object
Prerequisites: Runeblade
Rune Energy: 7 points (core), 9 points (augmented), 11 points (enhanced)
Stackable: No
Availability: Common
The runed object (which must be a weapon) gains a bonus as detailed below. The runed weapon is not considered magical and does not need to be a masterwork item. Ammunition can be etched in groups of 50 with each application of this rune.
Core Effect: Weapon gains a +4 enhancement bonus to hit and damage.
Augmented Effect: Weapon gains a +5 enhancement bonus to hit and damage.
Enhanced Effect: Weapon gains a +6 enhancement bonus to hit and damage.

Greater Runestrike
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: See below
Prerequisites: Runestrike
Rune Energy: 7 points (core), 9 points (augmented), 11 points (enhanced)
Stackable: No
Availability: Common
The runed area (which must be a natural weapon such as a hand, tail, mouth, etc.) gains a bonus as detailed below.
Core Effect: Weapon gains a +4 enhancement bonus to hit and damage.
Augmented Effect: Weapon gains a +5 enhancement bonus to hit and damage.
Enhanced Effect: Weapon gains a +6 enhancement bonus to hit and damage.

Piercing Cry
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Mouth and throat
Prerequisites: None
Rune Energy: 1 point (core), 3 points (augmented), 5 points (enhanced)
Stackable: No
Availability: Common
The subject gains a supernatural ability to create a sonic attack as a standard action. The damage, area of effect, save DC and times usable each day vary with the rune level (see below). In addition to physical damage anyone caught in the radius will be struck deaf for 1d4 hours. A successful Fortitude save reduces the damage by ½ and completely negates the deafness. The runemage himself is not affected by the rune.
Core Effect: 1d4 damage per runemage level (maximum 5d4), 10’ area of effect centered on the runemage, Fortitude save (DC 12 + ability modifier), useable 1 time a day.
Augmented Effect: 1d6 damage per runemage level (maximum 5d6), 15’ area of effect centered on the runemage, Fortitude save (DC 14 + ability modifier), useable 2 times a day.
Enhanced Effect: 1d8 damage per runemage level (maximum 5d8), 20’ area of effect centered on the runemage, Fortitude save (DC 16 + ability modifier), useable 3 times a day.

Runeblade
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Object
Prerequisites: None
Rune Energy: 1 point (core), 3 points (augmented), 5 points (enhanced)
Stackable: No
Availability: Common
The runed object (which must be a weapon) gains a bonus as detailed below. The runed weapon is not considered magical and does not need to be a masterwork item. Ammunition can be etched in groups of 50 with each application of this rune.
Core Effect: Weapon gains a +1 enhancement bonus to hit and damage.
Augmented Effect: Weapon gains a +2 enhancement bonus to hit and damage.
Enhanced Effect: Weapon gains a +3 enhancement bonus to hit and damage.

Runestrike
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Object
Prerequisites: None
Rune Energy: 1 point (core), 3 points (augmented), 5 points (enhanced)
Stackable: No
Availability: Common
The runed area (which must be a natural weapon such as a hand, tail, mouth, etc.) gains a bonus as detailed below.
Core Effect: Weapon gains a +1 enhancement bonus to hit and damage.
Augmented Effect: Weapon gains a +2 enhancement bonus to hit and damage.
Enhanced Effect: Weapon gains a +3 enhancement bonus to hit and damage.

Spike Growth
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Body
Prerequisites: None
Rune Energy: 1 point (core), 3 points (augmented), 5 points (enhanced)
Stackable: No
Availability: Rare
This rune, which resembles multiple rough spiral designs etched at various places on the body, allows the wearer to grow jagged spikes from his skin, making unarmed attacks against the user dangerous, and adding to the affected creature’s ability to make unarmed attacks. The rune causes damage to victims in one of two methods: anyone striking the runed subject (either through grappling, through unarmed attacks or any other method of physical contact) or anyone struck by the subject (through natural attacks). Each instance causes the damage (so a monk with multiple attacks who successfully hits his opponent 5 times in a round would inflict the damage 5 times).
Activating a spike growth rune is an immediate action and once activated the rune remains active for 1 full round. Spike growth can be activated as a response to any type of touch and so will not necessarily be activated on the runed subjects initiative. When activated out of the normal initiative order it remains active until the beginning of the same initiative count in the following round.
Core Effect: +1d4 damage, useable 3 times a day.
Augmented Effect: +2d4 damage, useable 4 times a day.
Enhanced Effect: +4d4 damage, useable 5 times a day.

Tooth and Claw
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Hands and mouth
Prerequisites: None
Rune Energy: 1 point (core), 3 points (augmented), 5 points (enhanced)
Stackable: No
Availability: Rare
This rune causes the wearer’s fingernails to grow long and harden into razor sharp claws. Additionally, his teeth become pointed, long, and multi-rowed. This gives the wearer natural attacks. The claw attacks are considered the primary attack and the bite is considered the secondary.
Activating a tooth and claw rune is a free action and once activated the rune remains active for 1 hour. The damage listed below assumes the subject is Medium. Larger or smaller subjects do more or less damage based on their size.
Core Effect: Claws 1d4, bite 1d6, useable 1 time each day
Augmented Effect: Claws 1d6, bite 1d8, useable 2 times each day
Enhanced Effect: Claws 1d8, bite 1d12, useable 3 times each day

Utility Runes
Arcane Mark
Duration (etching time):: Permanent (1 hr.)
Location: Object or forehead
Prerequisites: None
Rune Energy: None
Stackable: Yes
Availability: Common
This rune allows you to inscribe your personal rune, which can be no taller than 6 inches in height, this is the rune that guards your heart (your preservation rune). The rune can be visible or invisible and you can etch this rune upon any surface without harm to the material upon which the rune is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible. See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows their users to see an invisible arcane mark. A read magic spell reveals the rune as well. The mark cannot be dispelled, but it can be removed by the runemage who created it or through the use of an erase rune. If cast on a living being, normal wear gradually causes the mark to fade in about a month.

Augment Ability
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: See below
Prerequisites: None
Rune Energy: 1 point (core), 3 points (augmented), 5 points (enhanced)
Stackable: No
Availability: Common
This rune allows you to add an enhancement bonus (ranging from +2 to +6) to an ability score. At the time you etch the rune you select the ability that will be enhanced and this determines the location of the rune. Rune locations are as follows.

{table]Ability|Rule Location
Strength|Arms
Dexterity|Legs
Constitution|Torso
Intelligence|Head
Wisdom|Head
Charisma|Head[/table]
Core Effect: +2 to an ability score
Augmented Effect: +4 to an ability score
Enhanced Effect: +6 to ability score

Augment Skill
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: See below
Prerequisites: Augment Ability
Rune Energy: 1 point (core), 2 points (augmented), 3 points (enhanced)
Stackable: No
Availability: Common
This rune allows you to add a competence bonus (ranging from +5 to +15) to a single skill of your choice. At the time you etch the rune you select the skill that will be enhanced and this determines the location of the rune. The rune location is determined by the key ability for the skill as follows:

{table]Ability|Rule Location
Strength|Arms
Dexterity|Legs
Constitution|Torso
Intelligence|Head
Wisdom|Head
Charisma|Head[/table]
Core Effect: +5 competence bonus to skill
Augmented Effect: +10 competence bonus to skill
Enhanced Effect: +15 competence bonus to skill

Counter
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Over existing rune
Prerequisites: None
Rune Energy: See below
Stackable: Yes
Availability: Common
A counter rune will render an opposing rune inactive; knowledge of the opposing rune is necessary to etch a counter rune. A rune that has been countered by a counter rune continues to drain rune energy from the originating etcher.
The rune energy cost is identical to the cost of the rune that is being countered. If an enhanced skill augment rune was being countered the runemage that etched the counter rune would be required to spend 3 rune energy points. A rune can be only partially countered. If a rune mage does not have the rune energy to spend to counter the highest level effect he may choose to spend the energy to counter the core effect or the augmented effect. Successfully countering a lower level drops the effective level of the countered rune by 1 for each level countered.
For example, Wrellin wishes to counter an enhanced piercing cry rune but he has only 3 rune energy points available. He may choose to etch a counter rune over the piercing cry rune and spend 3 rune points, effectively countering 2 levels of the opposing rune. This causes the rune to continue to function, but only as if it were etched in a core manner, not an enhanced manner.
To successfully etch a counter rune the runemage must either know the rune he is attempting to counter or must make a successful Knowledge (Runes) check (as if attempting to learn an unknown rune). Once this has been done he etches a counter rune over the opposing rune and must succeed at an opposed Rune Etching check (opposed by the Rune Etching skill of the originating runemage). If this check is failed the counter rune is fails, the etching runemage does not lose any rune energy.

Erase
Duration (etching time): Instantaneous (1 hr.)
Location: Over existing writing or rune
Prerequisites: None
Rune Energy: None
Stackable: n/a
Availability: Common
Erase removes writing of either magical or mundane nature from a scroll or from up to two pages of paper, parchment, or similar surfaces. It cannot be used to counter an existing rune (for that a runemage needs the counter rune). Writings, be they mundane or magical, are automatically erased through the use of this rune, it also completely removes an arcane mark rune and magical spells that result in runes (such as symbol spells). To counter a spell such as a symbol with this rune, the Runemage makes a Rune Etching skill check as if he were a rogue using the Disable Device skill. A successful check indicates that the magical rune has been safely destroyed.
Furthermore a runemage can use an erase rune to discharge any rune that he has etched. This allows a rune to be removed before it runs it's entire course however only the runemage that etched the rune can erase it using the erase rune.

Feather Fall
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Torso
Prerequisites: None
Rune Energy: Negligible
Stackable: Yes
Availability: Common
The subject (which can be a person or an object) falls slowly (though faster than feathers typically do). The rate of falling is instantly changed to a mere 60 feet a round (equivalent to the end of a fall from a few feet), with no damage incurred upon landing while the rune is in effect. Should the rune expire by chance in mid-fall a normal rate of falling immediately resumes.
This rune has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a boulder or similar item which is then dropped form a castle wall it inflicts only half normal damage.
The rune functions only on free-falling subjects and does not affect a sword blow or charging creature for instance.

Filter
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Nose
Prerequisites: None
Rune Energy: 1 point (core), 3 points (augmented), 5 points (enhanced)
Stackable: Yes
Availability: Common
The rune protects the subject and his body from noxious and toxic elements in the air. The runed creature takes no damage and no penalties from inhaled natural or alchemical poisons or effects (such as the stench of a troglodyte). He is likewise protected from magical poisons and toxins as noted below.
Core Effect: Immune to airborne magical toxins or poisons of level 2 and below (such as stinking cloud). +2 circumstance bonus to saves against more powerful effects.
Augmented Effect: Immune to airborne magical toxins or poisons of level 4 and below. +2 circumstance bonus to saves against more powerful effects.
Enhanced Effect: Immune to airborne magical toxins or poisons of level 6 and below. +2 circumstance bonus to saves against more powerful effects.

Healing
Duration (etching time): Special (1 minute)
Location: See below
Prerequisites: None
Rune Energy: Negligible
Stackable: n/a
Availability: Common
The subject’s body begins to repair damage at an increased rate. The rune must be etched over an existing wound, a process that can be quite painful for the subject. Once a healing rune has been applied however all natural healing is increased. This rune stacks with other forms of natural healing (such as that gained using the Healing skill) and multiplies the end result.
A healing rune remains in effect until the wounded creature heals completely. This rune is completely non-intrusive as it relates to other runes and never is calculated against the total when considering how many runes a person may have active on them at any given time.
Core Effect: Natural healing occurs at 2 times the normal rate.
Augmented Effect: Natural healing occurs at 3 times the normal rate.
Enhanced Effect: Natural healing occurs at 4 times the normal rate.

Hold Portal
Duration (etching time): 1 hour (1 action)
Location: Object
Prerequisites: None
Rune Energy: Negligible (core), 1 point (augmented), 2 points (enhanced)
Stackable: Yes
Availability: Common
This rune must be etched on a portal made of wood, metal or stone. It magically bars the portal just as if it were securely closed and locked. A knock spell or similar magic can open the portal.
Core Effect: Add 5 to the DC of forcing the portal
Augmented Effect: Add 10 to the DC of forcing the portal
Enhanced Effect: Add 15 to the DC of forcing the portal

Initiative
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Arms or legs
Prerequisites: Augment Ability, Augment Skill
Rune Energy: 1 point (core), 2 points (augmented), 3 points (enhanced)
Stackable: No
Availability: Common
The subject gains an ability to react to danger before he even realizes the danger exists. His natural reflexes become sharpened and he gains speed in those reflexes.
Core Effect: +2 Initiative
Augmented Effect: +4 Initiative
Enhanced Effect: +6 Initiative

Regeneration
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Torso
Prerequisites: Healing
Rune Energy: 1 points (core), 3 points (augmented), 5 points (enhanced)
Stackable: Yes
Availability: Common
The subject begins healing at an accelerated rate. This healing supercedes and negates all natural healing and it occurs regardless of the activity of the subject. Any natural healing is stopped, the Healing skill or healing rune have no effect on an individual with a regeneration rune. Should the subject die the regeneration rune becomes inactive. Divine and arcane magic that heals an individual continues to function as normal on a subject with a regeneration rune.
Core Effect: 1 hit point per level is regained every 8 hours.
Augmented Effect: 1 hit point per level is regained every 4 hours.
Enhanced Effect: 1 hit point per level is regained every 2 hours.

Repair
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Torso
Prerequisites: None
Rune Energy: 1 points (core), 3 points (augmented), 5 points (enhanced)
Stackable: Yes
Availability: Common
This rune allows objects which are damaged or broken to slowly repair themselves. Objects which drop to less than 0 hit points can only be repaired if their pieces are readily available. (i.e. a disintegrated longsword could not be repaired).
Special: Constructs who are reduced to 0 hp are rendered immobile until they repair to a point where they are at 1 or more hp. Unlike mundane objects constructs can heal any amount of damage, but can only drop to a negative number equal to their Hit Die before being permanently destroyed. Constructs which have the rapid repair ability already can drop an additional 2 points per Hit Die into the negative before being destroyed.
Enhanced Effect: Object which are destroyed or damaged heal 1 point of damage per 8 hours. Constructs repair 1 hit point per Hit Die per 8 hours.
Augmented Effect: Object heals 1 point of damage per 4 hours. Constructs repair 1 hit point per Hit Die per 4 hours.
Enhanced Effect: Object heals 1 point of damage per hour. Constructs repair 1 hit point per Hit Die per hours.

Runelock
Abjuration
Duration (etching time): Permanent (1 hr.)
Location: Object
Prerequisites: Hold Portal
Rune Energy: None
Stackable: Yes
Availability: Common
An runelock cast upon a door, chest, or portal magically locks it. You can freely pass your own lock without affecting it; otherwise, a door or object secured with runelock can be opened only by breaking in or by a successful counter rune, knock or dispel magic spell. Note that knock does not remove an arcane lock it only suppresses it for 10 minutes and a dispel magic spell suppresses it for 1d4 rounds.
Core Effect: Add +10 to the DC to break down the door.
Augmented Effect: Add +15 to the DC to break down the door.
Enhanced Effect: Add +20 to the DC to break down the door.

Running
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Legs
Prerequisites: None
Rune Energy: 1 point (core), 2 points (augmented), 3 points (enhanced)
Stackable: No
Availability: Common
The subject gains the ability to move at a swifter pace. This rune stacks with mundane sources of movement increase (such as a Monk's bonus movement) but overlaps with magical sources of additional movement (such as the haste spell or boots of springing and striding).
Core Effect: Base movement +5 ft.
Augmented Effect: Base movement +10 ft.
Enhanced Effect: Base movement +15 ft.

Sight
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Eyes
Prerequisites: None
Rune Energy: 1 point (core), 2 points (augmented), 3 points (enhanced)
Stackable: No
Availability: Common
The subject gains sight beyond that of a normal creature, the effects stack with each other but overlap, and do not stack with existing vision. For instance, an elf gains no benefit from a core application of this rune but an enhanced application grants him both darkvision and the ability to pierce magical darkness.
Core Effect: The subject gains lowlight vision with a range equal to his standard vision.
Augmented Effect: The subject gains darkvision with a range equal to his standard vision.
Enhanced Effect: The subject is able to see through magical darkness with a range equal to his standard vision.

Slick Skin
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Body
Prerequisites: None
Rune Energy: 1 point (core), 3 points (augmented), 5 points (enhanced)
Stackable: No
Availability: Rare
This rune causes the runed character to become incredibly slippery. This has the effect of increasing the characters Escape Artist skill and making it very difficult to begin a grapple with the runed character. Anytime an opponent attempts to start a grapple with the runed character may add the grapple bonus (shown below) to his roll to resist starting the grapple. Once his opponent has successfully started a grapple this bonus does not apply again until the next time someone attempts to start a grapple with him (although the Escape Artist bonus does apply for determining if the character can escape the grapple).
If the runed character initiates the grapple, the grapple bonus has no effect, it only becomes active when he is the target of an unwelcome grapple attack.
Core Effect: Escape Artist +5 circumstance bonus, grapple bonus +5
Augmented Effect: Escape Artist +10 circumstance bonus, grapple bonus +10
Enhanced Effect: Escape Artist +15 circumstance bonus, grapple bonus +15

Soothing Hands
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Hands
Prerequisites: None
Rune Energy: 1 point (core), 2 points (augmented), 3 points (enhanced)
Stackable: No
Availability: Common
The subject gains the ability to sooth others into a light sleep through touch. To activate the rune he must first succeed at a touch attack (assuming the target is attempting to avoid the touch). On a successful hit the subject must make a Will saving throw or fall to sleep. Subjects engaged in strenuous activity (such as combat) gain a bonus of +4 on their save. Victims who fail their save remain asleep for 1d8 hours or until they are awakened (in a normal manner such as by shaking them or a loud noise).
The soothing hands rune can only affect creatures with hit dice equal to the rune mages total class levels plus his Intelligence or Charisma bonus. For example, a level 3 runemage with an 18 Intelligence (+4) could affect creatures with 7 hit dice and fewer while a level 10 fighter, level 5 runemage with no Intelligence bonus could affect creatures with up to 15 hit dice.
Core Effect: Will save (DC 12 + Int or Cha modifier), useable 3 times a day.
Augmented Effect: Will save (DC 14 + Int or Cha modifier), useable 4 times a day.
Enhanced Effect: Will save (DC 16 + Int or Cha modifier), usable 5 times a day.

Tribal Mark
Duration (etching time): Special (8 hrs.)
Location: Forehead
Prerequisites: None
Rune Energy: 1 point
Stackable: Yes
Availability: Rare
Tribal mark is a special rune that replaces the preservation rune for some runemages that originate (or learn their craft) from tribes that have wholly embraced runemagic. Each such tribe has a unique tribal mark but the mark is always etched on the forehead. A tribal mark can be etched by any runemage of the tribe and every member of the society always has the mark etched upon them. Its magic only functions if the subject is considered part of the tribe.
A tribal mark rune has several effects. The first is that it allows members with the mark to gain an awareness of another's physical and mental state out to a range of 100 feet. The runed subject can determine the physical condition of other runed subjects in the radius. The subject constantly knows whether each like-runed creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), hurt (greater than 4 hit points, but less than 50% total), stable (less than 100% hit points but greater than 50%), unhurt, undead, or neither alive nor dead (as a construct). This rune foils any spell or ability that allows creatures to feign death. In addition the subject can determine the mental condition of other runed subjects. This effectively allows him to know the general mood of those around him (happy, sad, angry, glad, etc.).
Furthermore, each member with a tribal mark contributes his Charisma or Intelligence modifier and rune energy (if any) to a pool of energy that is used by the tribes runemages up to a maximum of each runemages class level. This effectively allows all runemages of a tribe to draw on both their own rune energy and the rune energy of their comrades. Tribal members that are not runemages still contribute an amount of rune energy, equal to their Charisma or Intelligence modifier, to the pool of energy used by the tribe.
Lastly the tribal mark confers a special ability on the leader of the tribe. He can command other members of the tribe. Anyone who wishes to go against the commands of the tribal leader must succeed at a Will save (DC 20 + leader's Charisma modifier + leader's class levels) to do so. Attempting to resist the command immediately causes the tribal mark to vanish from the victims head and if he successfully saves the tribal leader is knocked unconscious.
A tribal mark costs only 1 rune energy to inscribe on a individual. If they have a modifier for Int or Cha their own energy supplies the cost. If not the energy must come from your own pool. A runemage that attempts to scribe this on anyone unwilling to receive the mark will find the rune never takes hold. A tribal mark has an effective duration of "permanent" but any tribal member can remove the mark by declaring their intent to forsake the tribe (after which the rune slowly fades over a course of 30 days) or successfully resisting the command of their leader (which causes the rune to immediately fade away).

DM's should take great care in considering allowing a character to take this rune or allowing it to be learned. One could, for example, use it in replacement of the Leadership feat with taking the feat as a prerequisite.

Wakefulness
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Head
Prerequisites: None
Rune Energy: 1 point (core), 3 points (augmented), 5 points (enhanced)
Stackable: No
Availability: Common
The subject does not need as much sleep to be rested. This rune does not increase the speed of natural healing in any manner nor does it decrease the time that must be spent resting the mind and body before new divine and arcane spells can be recovered. It only affects a subject’s physical need for sleep so time must still be spent resting (though not sleeping) to recover hit points, spells, etc.
Core Effect: Required sleep reduced by 50%
Augmented Effect: Required sleep reduced by 75%
Enhanced Effect: Required sleep reduced by 95%

Water Breathing
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Throat
Prerequisites: None
Rune Energy: 3 points
Stackable: No
Availability: Common
The subject can breathe water freely. The subject does not lose the ability to breathe air.

Deviston
2011-12-18, 07:24 PM
Runemage Feats

Extra Rune
You may select an additional rune from the list of runes available to runemages.
Perquisite: Rune Etching 4 ranks; rune energy 1+
Benefit: Select a rune from the list of available runes. Your character now knows that rune and can use it as any other rune.
Special: This feat may be taken multiple times. Each time a new rune is selected.

Increase Energy
You increase your rune energy pool.
Prerequisite: Rune Etching 4 ranks; rune energy 1+
Benefit: Add 3 to your rune energy pool. This additional rune energy may be used when etching arcane runes and is permanent.
Special: This feat may be taken multiple times, it's effects stack.

Deviston
2011-12-22, 12:06 PM
New Runes

Offense

Electric Pulse
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Arms
Prerequisites: None
Rune Energy: 1 point (core), 3 points (augmented), 5 points (enhanced)
Stackable: Yes
Availability: Rare
The electric pulse rune discourages enemies from getting too close to the runemage. The subject of this rune can activate, in response to receiving damage, a retributive shock. If the runemage has been dealt at least one point of damage, he can deal damage to all targets nearby as a free action.
Core Effect: Deal 1d4 electric damage per runemage level (maximum 5d4) + 1/8 damage received (up to two times runemage level) to all within 5 feet, usable once per day
Augmented Effect: Deal 1d4 electric damage per runemage level (maximum 5d4) + 1/4 damage received (up to three times runemage level) to all within 5 feet, usable twice per day
Enhanced Effect: Deal 1d4 electric damage per runemage level (maximum 5d4) + 1/2 damage received (up to four times runemage level) to all within 5 feet, usable three times per day

Utility

Rune Leap
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Legs
Prerequisites: None
Rune Energy: 1 point (core), 3 points (augmented), 5 points (enhanced)
Stackable: No
Availability: Rare
This rune allows the user to obtain a short distance teleport. The user must have line of sight and line of effect to the destination and the rune is burned into the surface of the destination. If there is no surface (i.e. the user teleports into the open air) it appears on the next surface the user touches down on. The teleport only effects the user and objects it is touching as long as the weight does not exceed its medium load.
Core Effect: Teleport 10 feet per runemage level, usable once per day
Augmented Effect: Teleport 10 feet per runemage level, usable three times per day
Enhanced Effect: Teleport 10 feet per runemage level, usable five times per day


Greater Rune Leap
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Legs
Prerequisites: Rune Leap
Rune Energy: 7 points (core), 9 points (augmented), 11 points (enhanced)
Stackable: No
Availability: Rare
This rune allows the user to obtain a medium distance teleport. The user must have line of sight and line of effect to the destination and the rune is burned into the surface of the destination. If there is no surface (i.e. the user teleports into the open air) it appears on the next surface the user touches down on. The teleport only effects the user and objects it is touching as long as the weight does not exceed its medium load.
Core Effect: Teleport 50 feet per runemage level, usable once per day
Augmented Effect: Teleport 50 feet per runemage level, usable three times per day
Enhanced Effect: Teleport 50 feet per runemage level, usable five times per day


Static Rune Leap
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Legs
Prerequisites: Rune Leap, Electric Pulse
Rune Energy: 7 points (core), 9 points (augmented), 11 points (enhanced)
Stackable: No
Availability: Rare
This rune allows the user to obtain a short distance teleport with shocking results. The user must have line of sight and line of effect to the destination and the rune is burned into the surface of the destination. If there is no surface (i.e. the user teleports into the open air) it appears on the next surface the user touches down on. The teleport only effects the user and objects it is touching as long as the weight does not exceed its medium load.
Upon reaching the destination, latent rune energy discharges and deals electricity damage to all within 5 feet.
Core Effect: Teleport 5 feet per runemage level, dealing 1d4 per runemage level (maximum 5d4) usable once per day
Augmented Effect: Teleport 5 feet per runemage level, dealing 1d4 per runemage level (maximum 5d4) usable twice per day
Enhanced Effect: Teleport 5 feet per runemage level, dealing 1d4 per runemage level (maximum 5d4) usable three times per day


True Rune Leap
Duration (etching time): 1 day (1 hr.), 10 days (4 hrs.), 30 days (8 hrs.)
Location: Legs
Prerequisites: Rune Leap, Greater Rune Leap
Rune Energy: 15 points (core), 20 points (augmented), 25 points (enhanced)
Stackable: No
Availability: Rare
This rune allows the user to obtain a long distance teleport. The user must have either line of sight or have been to the location and the rune is burned into the surface of the destination. If there is no surface (i.e. the user teleports into the open air) it appears on the next surface the user touches down on. The teleport only effects the user and objects it is touching as long as the weight does not exceed its medium load.
Core Effect: Teleport 10 miles per runemage level, usable once per day
Augmented Effect: Teleport 10 miles per runemage level, usable three times per day
Enhanced Effect: Teleport 10 miles per runemage level, usable three times per day

Deviston
2012-01-03, 01:10 PM
Bump For Aid

Dragon Star
2012-01-03, 09:28 PM
What exactly do you want? As far as I can tell, it's well made and for the most part balanced. It's interesting, but there isn't much to critique. Looks for the most part like a finished PrC. Not anything to say, really.

Deviston
2012-01-04, 03:30 PM
Guess that's what I wanted to hear. That it was balanced. TY!

Deviston
2013-10-12, 12:33 PM
Considering changing the mechanic for gaining a "greater" or "improved" rune and how long it takes to etch certain things. Also wanted to know thoughts on a new mechanic.

When selecting a "greater" or "improved" version of a rune, the older version is retained but no longer counts against your limit of runes known. The same holds for runes with multiple requirements.

Additionally, when upgrading a rune already etched from core to augmented, the time required to etch it is reduced by 1/2. Likewise when upgrading an augmented rune to an enhanced rune. If upgrading a core rune directly to an augmented rune the duration is only reduced by 1/4.

Blood Runes: At second level, the rune mage may etch any rune as a full-round action, but at a cost. Blood runes only last 1 minute per rune energy invested. In addition to any rune energy cost that must be paid to etch a rune, the rune mage must inflict upon himself a number of hit point damage equal to the rune energy cost of the rune to draw the rune with his blood. Damage dealt from drawing a blood rune can not be healed until the rune is successfully erased (by any means that normally erases a rune mages rune or washes off blood) or its reduced duration has ended.
Additionally, the blood rune may be drawn over any other rune and still takes effect. However, this seals the underlying rune but doesn't release the rune energy trapped within the sealed rune.

Greater Blood Runes: At fourth level, the rune mage may etch any rune as a full round action, and if etched over another rune gain the effects of both for a limited time, but at a cost. Greater blood runes only last 1 round per rune energy invested (not counting the round etched). In addition to any rune energy cost that must be paid to etch a rune, the rune mage must inflict upon himself a number of hit point damage equal to double the rune energy cost of the rune to draw the rune with his blood. Damage dealt from drawing a blood rune can not be healed until the rune is successfully erased (by any means that normally erases a rune mages rune or washes off blood) or its reduced duration has ended.
Additionally, the blood rune may be drawn over any other rune and both runes take effect.

Amnoriath
2013-10-12, 03:23 PM
Haven't looked through all of it but you have a couple of typos.
1. 4/5's BAB? Did you intend it to be 3/4?
2. Pathfinder PrC's don't give a +2 starting bonuses to good saves. They start at 1 and progress like a normal good progression does.

nonsi
2013-10-12, 04:04 PM
.
The descriptions in post #2 are long and detailed, which is good, but you might wanna consider bolding text that deals with actual numeric values, such as level, durations etc.
If you wish this class to be playable in a practical manner, you'd want this information available at a glance.





"The runemage may never have more rune energy invested into a rune than his runemage level times 3 and adds his class level -1 to this cap."

Not clear what this means.
What's the difference between runemage level and class level?

Also, it is unclear if one's Rune Energy pool equals Int/Cha score or modifier.
(I'd put my money on the former, but you might wannש clear that one up)



It seems like this class' abilities don't synergyze well with other class abilities.
Although a 7 HD character could easily be a 5th level Runemage, how do you intend for a character with Runemage levels to remain viable long after 5th Runemage level?
How do you intend for Runemage powers to be viable at mid-high levels? I mean, at levels 12+, the challenges are quite different from 7th level challenges, for instance.


If runecrafting is a form of ancient/primitive magic, then it shouldn't be more available to spellcasters than to noncasters.
I'd actually consider making this one a base class rather than a PrC, and develop it to Sartan magnitude.
.

Deviston
2013-10-16, 09:41 AM
Amnoriath: I actually meant to do full BAB, thanks for pointing out that silly mistake. Also for pointing out the saves.

nonsi: Bolding numerals, thanks and I'll get on it.
The cap to investing rune energy question, you see the problem with this class is the ability to focus into a single rune tree early and get extremely strong effects before you should be able to. So I put in this investing cap to limit that so one is kept from getting greater runeblade for example right away. The cap works like this, and maybe a table should be made I guess.

RM Lvl1: 3
RM Lvl2: 7
RM Lvl3: 11
RM Lvl4: 15
RM Lvl5: 19

Yeah now that I look at it maybe just this information on a table would work better than the mechanics that math it out.

As for making it more viable later on, I see a big issue now with how much rune energy they get, or rather how little. I'm thinking about removing the max cap of how much rune energy they can have period and increasing how much they get per level. The more I want to tweak it the more I feel a base class might be better. However, I wanted this to be a melee guy's "magic dip" type class. They go dipping here and get things that help them in combat, or even a mage's "melee dip" to help them with melee type combat.

The alternate thought was that these guys kind of replace magic items. I'm thinking a nice benefit would be a growing resistance to dispelling and in the end straight immunity to dispelling (except another runemage erasing or countering) and adding the ability to function for a number of rounds in antimagic field. Say, each rune functions for a number of rounds equal to how much rune energy is invested in it or something before the magic is suppressed.

Edit: Change requirements to be BAB 3+, Know (Arcana) 3, and Prof. (Artist) 5.

JoshuaZ
2013-10-16, 11:59 AM
Haven't had time to look over it in detail. Quick note- Extra Rune should not be a metamagic feat but just a general feat.

Deviston
2013-10-16, 03:45 PM
Herp- thanks

nonsi
2013-10-25, 03:29 AM
Considering changing the mechanic for gaining a "greater" or "improved" rune and how long it takes to etch certain things. Also wanted to know thoughts on a new mechanic.

When selecting a "greater" or "improved" version of a rune, the older version is retained but no longer counts against your limit of runes known. The same holds for runes with multiple requirements.

Additionally, when upgrading a rune already etched from core to augmented, the time required to etch it is reduced by 1/2. Likewise when upgrading an augmented rune to an enhanced rune. If upgrading a core rune directly to an augmented rune the duration is only reduced by 1/4.

Blood Runes: At second level, the rune mage may etch any rune as a full-round action, but at a cost. Blood runes only last 1 minute per rune energy invested. In addition to any rune energy cost that must be paid to etch a rune, the rune mage must inflict upon himself a number of hit point damage equal to the rune energy cost of the rune to draw the rune with his blood. Damage dealt from drawing a blood rune can not be healed until the rune is successfully erased (by any means that normally erases a rune mages rune or washes off blood) or its reduced duration has ended.
Additionally, the blood rune may be drawn over any other rune and still takes effect. However, this seals the underlying rune but doesn't release the rune energy trapped within the sealed rune.

Greater Blood Runes: At fourth level, the rune mage may etch any rune as a full round action, and if etched over another rune gain the effects of both for a limited time, but at a cost. Greater blood runes only last 1 round per rune energy invested (not counting the round etched). In addition to any rune energy cost that must be paid to etch a rune, the rune mage must inflict upon himself a number of hit point damage equal to double the rune energy cost of the rune to draw the rune with his blood. Damage dealt from drawing a blood rune can not be healed until the rune is successfully erased (by any means that normally erases a rune mages rune or washes off blood) or its reduced duration has ended.
Additionally, the blood rune may be drawn over any other rune and both runes take effect.

I somehow skipped relating to those.
Yes, I think they're solid, whether you apply them to the PrC or to a future base class.

Btw, Greater Runeblade/Runestrike offer +6s which are nonstandard.
If you don't go for base class, you could overcome this issue and many others by making the Runemage a 9-level PrC.

Another memory that popped up is Haplo's ability to duplicate food, mentioned early in the series, and Xar had opened an interdimensional portal (and I'm sure we both forgot a runic ability here & there).

Deviston
2013-11-01, 06:45 PM
Omigosh! Thanks for the reminders, makes me want to reread it (for the 8th time over the years) and take notes this time. I'm steadily working on the base class, but it's hard for me to scale things the way I wanted with it being spread out so much. I've been looking at runes more like rogue talents, and I don't think it's working out. I like the 5 level PRC idea best, but to be honest, a 13 level would work too. I feel 10 just doesn't cut it. Either get it all super soon, or take forever. So torn on it all.

nonsi
2013-11-02, 02:32 AM
I'm steadily working on the base class, but it's hard for me to scale things the way I wanted with it being spread out so much.

I personally hope you manage to pull this one off, because I'm no fan of PrCs.
In my view, a PrC's existence is justified only if it brings a set of totally new features to the gaming table, which are a derivative of the combination of abilities from the base classes that "spawned" it in an obvious way.
Also, Rune Etching could motivate it being a base class.




I've been looking at runes more like rogue talents, and I don't think it's working out. I like the 5 level PRC idea best, but to be honest, a 13 level would work too. I feel 10 just doesn't cut it. Either get it all super soon, or take forever. So torn on it all.

My suggestion to go for 9 levels was based on giving the runic powers 5 progression steps, which could streamline the PrC's power level progression.
Also, it doesn't seem to me like there's enough in the series to encompass a full scale base class, unless you go with the premise that the Patryns haven't developed runic powers to their full potential and that they're theoretically capable of reaching Sartan grade powers.

These are just my thoughts, but here's the approach I'd go with if you keep it a PrC:

1. I don't think a Runemage should have full BAB. It should rely more on its powers, on some solid skills reservoir (remember that Haplo was sent on a solo mission to another world, so I'd examine the possibility of significantly expanding is class-skills list and giving it 6 + Int-mod per level) and feats (yes, I know that coming up with new runic magic feats is a tough one).

2. Modify the entry requirements to something that makes sense (replace the BAB requirement - no reason why melees should beat skillmonkeys to the punch; if anything, then it should be the same or other way around). You could also add a requirement for Int 11+, with each step in runic powers' progression requiring a cumulative +1 (Int 15 is not beyond reason).

3. Given that spells don't have a cap on how many you can have active simultaneously, the restriction should be somehow alleviated (not by a lot though).

4. If you go for 9 levels, then your proposed Blood Runes already fill two of the four dead levels, so you'd only have two more to fill, which is where bonus Runemage Feats come in (hence the suggestion for creating new feats, so that there's more dynamics in character build).

5. More than anything else, it seems like what the class currently lacks most is synergy; meaning it's hard to see where to take it once you complete all 5 levels, so you need to find a way for the class abilities to influence (or be influenced by) other features or plain character progression, and I don't think you should settle for just combat stats.

6. Find a way to summarize the class abilities in some way. It feels to me like they're too tightly wrapped up in the fluff, which makes them a bit tedious to track.



Oh, I suddenly remembered some ramblings in the first book about maintaining runic defenses against some kind of deadly poisonous beast, so this might motivate some kind of e2-psionics-esque defenses (something in the spirit of agitating the preservation rune when you have so much runic energy reserve).





And . . . while you're at it, you might wanna ponder the creation of a Serpent Mage (no easy task, I know)

Deviston
2013-11-02, 08:05 AM
Hmmm.... With your comments in mind, I feel like I can put out a base class easier. Nine levels of power (obviously just like wizards etc) makes it more streamlined so that IS good.
Having the ability to add more runes and runic powers (the ability to transfer rune energy as an immediate action X times per day to boost this or that roll, or re-roll a save for example but it locks the rune energy... OMIGOSH! Similar to the incarnum feats mechanic! hmm, could this simply be turned into a refluffed incarnate?)

There is a lot of potential, and feel free to keep tossing out ideas. It will give me more to work with, more seeds to generate creative ideas.

nonsi
2013-11-02, 10:45 AM
Hmmm.... With your comments in mind, I feel like I can put out a base class easier. Nine levels of power (obviously just like wizards etc) makes it more streamlined so that IS good.

Actually, I suggested 9 PrC levels so that each power would have 5-steps of progression.
It's hard for me to imagine how you'd make it 9-steps without going overboard with the numbers.
Also, it's not traditional spellcasting and I see no reason why it should resemble traditional spellcasting.




Having the ability to add more runes and runic powers (the ability to transfer rune energy as an immediate action X times per day to boost this or that roll, or re-roll a save for example but it locks the rune energy... OMIGOSH!

Don't put a daily cap on it. Let the runic reserve dictate everything and let the players manage their resources.
It's just up to you to make sure no specific strategy is routinely the winning ace, because a lot of the game tension comes from having to make the right decision according to the changing situations.




Similar to the incarnum feats mechanic! hmm, could this simply be turned into a refluffed incarnate?)

I vote against.
You see, not everybody has the patience to juggle the incarnum system with all the involved terminology (I always found it tedious and didn't feel like bothering).
Come to think of it, in concept rather than pure mechanics, incarnum seems like a combination of traditional magic and runic magic, but gaining partial benefits from each.
To me, a clear separation is a good thing. Either you have more versatility or more available access to your powers.




There is a lot of potential, and feel free to keep tossing out ideas. It will give me more to work with, more seeds to generate creative ideas.

I present them as they pop.

Deviston
2013-11-02, 11:38 AM
Yes I saw you suggested 9 PRC's, but there is no precedence for that as far as I know, and I figured a base class WOULD be better in the long run.

Archetypes could be representative of Sartan (more caster oriented Archs) and then the Patryn (more melee oriented).

I think it would fit, especially with Haplo's familiar/animal companion. For it to keep coming back to life, and the occasional [i/dim door[/i] it appeared to be using, I think a combination of the class features is in order which would only be for one archetype.

Edit: And what do you think about rune synergies? This and that rune when worn together give additional benefits or some such.

nonsi
2013-11-02, 12:03 PM
I think it would fit, especially with Haplo's familiar/animal companion. For it to keep coming back to life, and the occasional [i/dim door[/i] it appeared to be using, I think a combination of the class features is in order which would only be for one archetype.

It's been quite a while since I read the series, because I don't remember Haplo having a familiar.
As for archetypes - I can't envision your aim ATM, so I guess I'll have to wait and see what you cook for us there.




Edit: And what do you think about rune synergies? This and that rune when worn together give additional benefits or some such.

Yes pleeeease :smallcool:
Just be careful not to get too wrapped up in this, so that it doesn't become the main issue (you could easily get carried away if you approach this angle without being aware of that).

Deviston
2013-11-02, 01:50 PM
His dog! He would climb up a ladder (kicksey whinsey environs I believe) and the dog was at the top. Not to mention the few times it died and was back a little later, Haplo acted as if it never happened.

Edit: not to mention that can hear through its ears, in the end we find out that the dog is the... spoilers!
literal manifestation of Haplo's soul

nonsi
2013-11-02, 02:54 PM
His dog! He would climb up a ladder (kicksey whinsey environs I believe) and the dog was at the top. Not to mention the few times it died and was back a little later, Haplo acted as if it never happened.

Edit: not to mention that can hear through its ears, in the end we find out that the dog is the... spoilers!
literal manifestation of Haplo's soul

It's coming back to me now.

I wouldn't use the bolded part mechanically in any way.
I also don't see a place for a familiar in the mechanics of a Runemage. It wouldn't fit fluff-wise.

Deviston
2013-11-02, 03:02 PM
Chock it up to "main character special effects" I reckon.

Ookamisuke
2015-03-06, 01:00 PM
First and foremost, I apologize about Necro'ing an old thread. But this ist he first result I've seen after hours of searching.

I play a 4th Level CN anthropomorphic fennec fox demon (Using the kitsune race as a base) who uses runes for her primary means of attack. This is a homebrew campaign, and I've been looking for something to base her off of. The runemage sounds almost exactly like what she would be, but I have a few questions!

Firstly, at 4th Level, *should* she have full knowledge of ten runes, with many more on her body she doesn't know about? The setting for the campaign is a world where the gods are in contact with society, and they all get along with each other. Most of the runes are relative to the gods and their domain's power, but she has a few runes, such as her destruction rune, that do not come from teh Gods. Additionally, she's also a sort of cross-class Oracle, due to her contact with the Gods.

I don't want to overcomplicate things and ask a million and one questions, but where I going with this is as such: Would Rune Mage be the closest thing I can get to what she is, or is there something closer? She can use her two enchanted katanas (Fire and Ice) to attack, but only does so when runes don't work. One last note: She has an innate magical talent with electrical attacks.