Trodon
2012-12-02, 03:55 PM
Notes:
Okay, I've been working on this nearly non-stop for about five days, and it's probably horridly unbalanced. But this is still a work in progress. Basically what I need now are a few more Archaic runes, and general balance-fixing. This class was made for the dwarves in the setting I'm making, their god died, another one hasn't shown up yet, and they happened to find an ancient city and learned this from there. Thanks for reading it all I know it's a lot, and thank you in advance for your input.
Change log
12/02/12:Original Post.
12/03/12:Moved Craft construct to level 1, removed runed/magic item limitation.
12/29/12:Added Mettle class feature, condensed many rune trees to single runes, added shield rune section, fixed some typos.
12/30/12 #1:Added Symbol of X runes, added personal rune feature into Runecrafting.
12/30/12 #2: Removed Shield rune section, added deflection, shielding, and archaic shielding to armor runes.
12/31/12: Removed craft construct and archaic golem, most likely to be added into a future prc.
1/3/13: Added monster summoning rune.
1/17/13: Fixed a typo.
Runecrafter
(I can't find a decent picture.)
The art of runecrafting may seem relatively new to this age’s people but in reality it’s older than most of the arts around today. Runecrafting isn’t a quick process; the Runecrafter must etch the rune in (usually) stone or metal, then infuse the archaic energy into the rune to channel it.
Abilities: Strength and Wisdom are key abilities for the Runecrafter, as a few of the Runecrafter’s abilities are based off of Wisdom, having a decent Intelligence for more skills is a good idea, and Constitution is needed for melee combat.
Alignment: Any.
Hit Die: d10.
Class Skills:
The Runecrafter’s class skills (and the key ability for each skill) are Appraise (Int), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge (Arcana, Architecture and Engineering, Dungeoneering, History) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), and Spot (Wis).
Skill Points at 1st Level: (4 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Runecrafter
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Runes
1st|
+0|
+2|
+0|
+2|Runecrafter|2
2nd|
+1|
+3|
+0|
+3|Personal Forge|3
3rd|
+2|
+3|
+1|
+3|Craft Focus, Mettle|4
4th|
+3|
+4|
+1|
+4|Wise Crafter|5
5th|
+3|
+4|
+1|
+4|Knowledge Focus|6
6th|
+4|
+5|
+2|
+5|-----|8
7th|
+5|
+5|
+2|
+5|Wise Sage|9
8th|
+6/+1|
+6|
+2|
+6|Master Crafter|10
9th|
+6/+1|
+6|
+3|
+6|Runed Body (1)|11
10th|
+7/+2|
+7|
+3|
+7|-----|12
11th|
+8/+3|
+7|
+3|
+7|-----|14
12th|
+9/+4|
+8|
+4|
+8|Extra Rune (1)|15
13th|
+9/+4|
+8|
+4|
+8|Craft Focus|16
14th|
+10/+5|
+9|
+4|
+9|Runed Body (2)|17
15th|
+11/+6/+1|
+9|
+5|
+9|Knowledge Focus|18
16th|
+12/+7/+2|
+10|
+5|
+10|-----|20
17th|
+12/+7/+2|
+10|
+5|
+10|-----|21
18th|
+13/+8/+3|
+11|
+6|
+11|Extra Rune (2)|22
19th|
+14/+9/+4|
+11|
+9|
+11|Runed Body (3)|23
20th|
+15/+10/+5|
+12|
+6|
+12|Rune Master|24[/table]
Class Features:
Weapon and armor proficiency: A Runecrafter is proficient with all simple and martial weapons, with light and medium armor, and with shields (except tower shields).
Runecrafter: At level one the runecrafter learns how to craft and imbue runes with archaic magic, and gains two minor runes at level 1, gaining a new rune known at every level except 6, 11, and 16, when the runecrafter gains two runes known. At level 1 the runecrafter may only learn minor runes, at levels 6, 11, and 16 the runecrafter may learn intermediate, greater, and archaic runes respectively. The runecrafter may craft any of his known runes at will. Furthermore, at levels 7, 12, and 17 the runecrafter may "swap out" any one known rune for any other rune that he could learn at his current level, loosing his old rune and learning a new rune in its place.
Crafting the rune and imbuing it with archaic energy takes five minutes of concentration where the runecrafter may perform no other tasks. Runes may only be placed on items with rune slots (see new uses for craft, below). A runecrafter may remove any rune he has previously made; this act requires one minute of concentration where the runecrafter performs no other tasks. A runecrafter may attempt to remove a rune crafted be someone else, this takes one minute and requires an opposed check (1d20+runecrafter level+Wis modifier) if successful, the rune is removed, should you fail by four or less you are unable to remove that rune for the next 24 hours, if you failed by five or more, the rune backfires, and you take (1d6/two runecrafter levels of the rune creator+Wis modifier) damage.
In addition, the runecrafter may have a personal rune, this rune may be crafted on piratically anything, and doesn't require an item to be of masterwork quality, and doesn't use a rune slot.
Personal Forge: At level two the runecrafter makes a personal forge at no cost, this acts as masterwork artisan’s tools for any craft skill (other than alchemy) and is easily portable, weighing only 5 pounds. In addition, you gain a +1 to attacks with any weapon that you make yourself, and a -1 armor check penalty (minimum -0) with any armor you make yourself whether or not you use your personal forge, these bonuses stack with the masterwork quality (or similar abilities, such as dwarvencraft) that they item may possess.
Craft Focus: At level three the runecrafter selects one craft skill (other than alchemy), the runecrafter gains a bonus equal to 1/3rd his runecrafter level (rounded down) on all checks using that skill.
At level thirteen the runecrafter selects a second craft skill (other than alchemy) to gain this bonus. The runecrafter may not select the same craft skill a second time.
Mettle: At level three the runecrafter gains mettle, as the hexblade ability of the same name.
Wise Crafter: At level four the runecrafter adds his wisdom modifier to all craft check with his craft focus ability (including the second focus gained at level thirteen).
Knowledge Focus: At level five the runecrafter selects one knowledge skill, the runecrafter gains a bonus equal to 1/3rd his runecrafter level (rounded down) on all checks with that skill.
At level fifteen the runecrafter selects a second knowledge skill to gain this bonus; the runecrafter may not select the same knowledge skill a second time.
Wise Sage: At level seven the runecrafter adds his wisdom modifier to all knowledge check with his knowledge focus ability (including the second focus gained at level fifteen).
Master Crafter: At level eight the runecrafter learns to forge items much faster. When calculating progress for a crafted item (page 70-71 in the player’s handbook) the runecrafter’s result is determined in gold pieces instead of silver, if the runecrafter are recording progress by the day, the runecrafter’s result is in silver pieces instead of copper.
Runed Body: At level nine, the runecrafter learn the secrets of crafting runes into your own body. You may craft a rune onto your body, doing so deals 5/two class levels damage to you, which heal normally. You may benefit from only one rune on your body at a time.
At level 14 the runecrafter may craft and benefit from a second rune crafted on your body, doing this deal damage as normal.
At level 19 the runecrafter may craft and benefit from a third rune on your body, doing this deal damage as normal.
Extra Rune: At level twelve you may add an extra rune slot more than their normal maximum (see new uses for craft, below) to an item while you’re crafting it, or afterwards. A runecrafter may not add extra rune slots onto his own body using this power.
At level eighteen you may add a second extra rune slot onto an item.
Rune Master: At level twenty, the runecrafter has truly become a master of archaic runes. The runecrafter opens up a school (or collage, or any other center of learning that he wishes) dedicated to the art of runecrafting. The runecrafter may research and create new runes in half the normal time, in addition to furthering the study of runecrafting.
Runes:
Runecrafters choose the runes they learn as they level up, and in addition to grade (Minor, Intermediate, Greater, and Archaic), runes come in four categories; armor, object, shield, and weapon runes. Armor and weapon runes may only be crafted on armor or weapons that possess a rune slot respectively, shield runes may only be placed on shields, and object runes may be placed on nearly any object that has a rune slot (a runecrafter with the runed body class ability may craft any type of rune onto his body).
The item that is to be runed (be it a suit of armor, a weapon, or a shield) must be of at least masterwork quality before it can accept any rune slots. Unless otherwise noted, a rune lasts until it’s removed (whether by the crafter or be someone else), and if it requires activation, it must be physically touched, and takes a standard action that provokes attacks of opportunity. A runed item may be magically or psionically enhanced later on, and a magic or psionic weapon may accept runes.
Armor Runes:
Minor:
Deflection: This rune may only be crafted onto a shield. When you activate this rune (a free action, once per round) you gain the benefits of the Deflect Arrows feat, without having to have one hand free (using the shield to deflect the projectile.)
Fitted, Lesser: This rune decreases the armor’s armor check penalty by -1/four runecrafter levels (maximum +5.)
Graceful: This rune gives the equipped armor a +1 rune bonus to maximum Dex bonus/four runecrafter levels (maximum +5.)
Intermediate:
Arcane: This rune decreases the armor’s arcane spell failure chance by 10%.
Bear’s Endurance: When activated this rune gives the wearer a +4 rune bonus to his Con score for 1 minute/runecrafter level.
Bull’s Strength: When activated this rune gives the wearer a +4 rune bonus to his Str score for 1 minute/runecrafter level.
Cat’s Grace: When activated this rune gives the wearer a +4 rune bonus to his Dex score for 1 minute/runecrafter level.
Flight: When this rune is activated it grants the wearer the effects of the Fly spell for 1 minute/level. This rune may be activated three times per day.
Fortified, Light: This rune duplicates the effects of the Light Fortification Armor enhancement.
Reinforced: This rune gives the equipped armor a +1 rune bonus to armor class/four runecrafter levels.
Lightweight: This rune decreases the weight of the armor by 50%
Shielding: This rune may only be crafted onto a shield. When you activate this rune (a free action, twice per day) you may substitute a fortitude or will save for a reflex save you were about to make, gaining the benefits of your mettle ability.
Greater:
Damage Reduction: This rune gives the wearer of this armor DR(1/2 runecrafter level)/adamantine.
Fitted: This rune decreases the armor’s armor check penalty by -1/three runecrafter levels (maximum -5, minimum -1).
Fortified, Moderate: This rune duplicates the effects of the Moderate Fortification Armor enhancement.
Overland Flight: When this rune is activated it grants the wearer the effects of the Overland Flight spell for 1 hour/level. This rune may be activated once per day.
Archaic:
Alignment Warding: When this rune is activated it duplicates the effects of Cloak of Chaos, Holy Aura, Shield of Law, or Unholy Aura, chosen at the time of crafting, affecting only the wearer of the armor. A runecrafter may not choose an alignment opposed to his own, for instance, a NG runecrafter crafts this rune, and he may choose Cloak of Chaos, Holy Aura, or Shield of Law, but not Unholy Aura as it opposes the good component of his alignment
Archaic Shielding:This rune may only be crafted onto a shield. When you activate this rune (a free action, five times per day) you may substitute a fortitude or will save for a reflex save you were about to make, gaining the benefits of your mettle ability.
Fortified Heavy:This rune duplicates the effects of the Heavy Fortification Armor enhancement.
Object Runes:
Minor:
Fog: This rune when activated duplicates the effects of the Fog Cloud spell, using your square as the origin square. This rune may only be activated twice per day.
Light: When activated this rune acts as a Light spell was cast onto it, it lasts until the runecrafter deactivates it. Activating/deactivating this rune is a swift action.
Locked: This rune locks any container it’s crafted on, which can only be opened by removing the rune, speaking the command word (chosen at the time of crafting the rune), or by picking the lock (DC 25+runecrafter's Wis modifier). The lock may only be picked by a character that can disable magical traps.
Trapped: This rune is usually on the handle of a door, or a weapon, or on the inside of a suit of armor, it activates when a creature comes in contact with the rune itself, and doesn't speak the command word (set at the time of crafting the rune, this rune may not be used to deal more damage with an attack, such as placing this rune on the head of a hammer). The creature that activated this rune takes 1d6/2 runecrafter levels+the runecrafter's level+the runecrafter’s WIS modifier damage when they trigger it, this damage is halved with a successful will save (DC=10+ 1/2 runecrafter level+ runecrafter’s Wis modifier). This rune lasts until it's removed, and deals damage every round a creature is in contact with it, giving the creature a new save every round. Speaking the command word once is enough to not trigger the rune, any creature that speaks the command word doesn't need to speak the command word every round.
Resistance: This rune gives the object a +1/three runecrafter levels (maximum +6) rune bonus on all saving throws
Silence: This rune when activated the object this rune is crafted onto acts as an object that has had the Silence spell cast on it for 1 minute per runecrafter level. This rune may only be activated twice per day.
Snake Sigil: This rune acts just like the spell Sepia Snake Sigil, using your runecrafter level as your caster level.
Sturdy: This rune increases an object’s hardness and hit points by 50%/five runecrafter levels.
Intermediate:
Geas, Lesser: This rune may only be placed on a willing, or restrained creature. This rune may be activated from up to 10ft/runecrafter level away. When this rune is activated it acts as a Geas, Lesser spell, the creator of the rune sets the instructions.
Resist Energy: This rune gives the wearer of the armor energy resistance 10 against one element type (Acid, Cold, Electricity, or Fire, chosen at the time of crafting) absorbs 10 points of damage per runecrafter level before burning out, leaving an empty rune slot.
Solid Fog: This rune when activated duplicates the effects of the Solid Fog spell, using your square as the origin square. This rune may only be activated twice per day.
Monster Summoning: When activated this rune summons an aberration, animal, construct, dragon, fey, giant, humanoid, monstrous humanoid, ooze, outsider, plant, undead, or vermin (hereafter referred to as "monster"), selected at the time of crafting. The monster appears in a space you designate within 20 feet of you, and acts on your initiative. It is friendly to you and your allies, and will aid you to the best of its ability for 1 round per runecrafter level, at which time it vanishes. You may select any creature of the above types with a challenge rating equal to (runecrafter level -2) or below. This rune may only be used once, at which point it burns out, leaving an empty rune slot.
Symbol of Fear/Persuasion: When crafted this rune may act either as a Symbol of Fear or a Symbol of Persuasion spell, chosen at the time of crafting.
Symbol of Pain/Sleep: When crafted this rune may act either as a Symbol of Pain or a Symbol of Sleep spell, chosen at the time of crafting.
Wall of Fire/Ice: This rune may be set as a trap, and if so activates when someone comes in contact with it. When activated this rune duplicates either Wall of Fire or Wall of Ice chosen at the time of crafting, these walls
become permanent, non-magical walls and the rune burns out after one use.
Water Breathing: When this rune is activated the creature in contact with this item becomes able to breathe water and air equally for 30 minutes/runecrafter level. This rune may be activated twice per day.
Greater:
Harden: This rune increases an object’s hardness and hit points by 100%.
Negate Magic: When activated, this rune duplicates the effects of Antimagic Field for 1 minute/runecrafter level; this rune may be activated three times per day.
Plane Shift: When activated this rune duplicates the effects of the Plane Shift spell. This rune may be activated once per day.
Quest: This rune acts as Geas, Lesser except that it duplicates the effects of Geas/Quest.
Stoneskin: When activated, this rune duplicates the effects of Stoneskin for 1 minute/runecrafter level except it can absorb 10 points of damage per runecrafter level. This rune may be activated three times per day.
Symbol of Stunning/Weakness: When crafted this rune acts as a Symbol of Stunning or a Symbol of Weakness spell, chosen at the time of crafting.
Teleport: When activated this rune duplicates the effects of the Teleport spell. This rune may be activated twice per day.
Wall of Force/Stone: This rune acts just like the Wall of Fire/Ice rune, except this rune creates either a Wall of Force or a Wall of Stone.
Archaic:
Archaic Energy Resistance: This rune acts just like the Resist Energy rune except as noted here; the energy resistance gained is 20, and it absorbs 15 points of damage per runecrafter level before burning out, leaving an empty rune slot.
Iron Body: Once activated this rune duplicates the effects of the spell Iron Body for 1 minute/runecrafter level, this rune may be activated three times per day.
Symbol of Death/Insanity: When crafted this rune acts as a Symbol of Death or aSymbol of Insanity spell, chosen at the time if crafting.
Teleportation Circle: This rune may not be crafted onto any armor, construct, shield, or weapon. When crafted, this rune acts as the Teleportation Circle spell, and the runecrafter may choose for the circle to either burn out after one use, or stay indefinitely, as other runes.
Prismatic Sphere/Wall: This rune acts exactly like the Wall of Fire/Ice rune except this rune creates a Prismatic Sphere or a Prismatic Wall.
Weapon Runes:
Minor:
Aligned: A weapon equipped with this rune is treated as having a certain alignment, chosen at the time of crafting (a runecrafter may not choose an alignment opposed to his own, for instance, a NG runecrafter crafts this rune, he may choose to make the weapon lawful, good, or chaotic, but not evil as it opposes the good component of his alignment).
Elemental, Minor: On a hit, a weapon with this rune deals damage of a type chosen at the time this rune was created (the runecrafter may choose Acid, Cold, Electricity, or Fire) instead of the weapon's normal damage type, this rune may be activated and deactivated at will.
Sundering: A weapon equipped with this rune deals 50% more damage against an object when used while the character wielding it attempts to sunder.
Intermediate:
Bane: This rune acts as a Bane weapon against a type of creature chosen at the time of crafting.
Ectoplasmic: This rune gains the Ghost Touch property.
Elemental: When activated, a weapon with this rune deals an extra 1d4 points of damage/four runecrafter levels on a hit (maximum +5d4); of a type chosen at the time this rune was created (the runecrafter may choose Acid, Cold, Electricity, or Fire). This lasts for 5 rounds, and may be activated as a swift action, three times per day.
Enchanted: This rune bestows a +1 rune bonus/4 runecrafter levels to attacks and damage with the weapon that this rune is crafted on.
Special Material: This rune allows a weapon to act as though it was made from a special material, even if it normally can’t be made of such material. At runecrafter level 6, a weapon with this rune may act as though it was made of cold iron, at runecrafter level 9 this rune may cause a weapon to act as though it was made of alchemical silver, at runecrafter level 12 this rune may cause a weapon to act as though it was made of adamantine. You may activate/deactivate this rune as a swift action, you need not deactivate this rune before switching to a new material, and the new selection supersedes the old one.
Greater:
Aligned, Greater: This rune acts as an Anarchic, Axiomatic, Holy, or Unholy weapon as chosen at the time of crafting (a runecrafter may not choose an alignment opposed to his own, for instance, a NG runecrafter crafts this rune, he may choose to make the weapon Axiomatic, Holy, or Anarchic, but not Unholy as it opposes the good component of his alignment).
Keen: This rune duplicates the effects of the Keen weapon enhancement.
Sundering, Greater: A weapon equipped with this rune deals 100% more damage against an object when used while the character wielding it attempts to sunder.
Archaic:
Archaic Animation: When this rune is activated the weapon that this rune is crafted onto gains the Dancing property for 5 rounds, this rune may be activated twice per day.
Elemental Soul: When activated, a weapon with this rune deals an extra 1d6 points of damage/three runecrafter levels on a hit (maximum +6d6, minimum +1d6); of a type chosen at the time this rune was created (the runecrafter may choose Acid, Cold, Electricity, or Fire). This lasts for 3 rounds, and may be activated as a swift action, three times per day.
New uses for Craft:
Rune Slots:
With the Craft (Armorsmithing) or the Craft (Weaponsmithing) skills you may add rune slots to armor and weapons respectively. Light weapons, armors, and shields may only possess 1 rune slot. Medium armors, heavy armors and shields, one-handed, and two-handed weapons may possess 2 runes slots. To add a rune slot the runecrafter must make an appropriate craft check (DC 20+5 for every rune slot already on the item). Other items (such as a wall, chest, door, or another such object) need no check, just 5 minutes to prepare the section for a rune. Armor/Shield spikes count as a light weapon, and may not possess more than 1 rune slot (even with the extra rune ability of the runecrafter).
Okay, I've been working on this nearly non-stop for about five days, and it's probably horridly unbalanced. But this is still a work in progress. Basically what I need now are a few more Archaic runes, and general balance-fixing. This class was made for the dwarves in the setting I'm making, their god died, another one hasn't shown up yet, and they happened to find an ancient city and learned this from there. Thanks for reading it all I know it's a lot, and thank you in advance for your input.
Change log
12/02/12:Original Post.
12/03/12:Moved Craft construct to level 1, removed runed/magic item limitation.
12/29/12:Added Mettle class feature, condensed many rune trees to single runes, added shield rune section, fixed some typos.
12/30/12 #1:Added Symbol of X runes, added personal rune feature into Runecrafting.
12/30/12 #2: Removed Shield rune section, added deflection, shielding, and archaic shielding to armor runes.
12/31/12: Removed craft construct and archaic golem, most likely to be added into a future prc.
1/3/13: Added monster summoning rune.
1/17/13: Fixed a typo.
Runecrafter
(I can't find a decent picture.)
The art of runecrafting may seem relatively new to this age’s people but in reality it’s older than most of the arts around today. Runecrafting isn’t a quick process; the Runecrafter must etch the rune in (usually) stone or metal, then infuse the archaic energy into the rune to channel it.
Abilities: Strength and Wisdom are key abilities for the Runecrafter, as a few of the Runecrafter’s abilities are based off of Wisdom, having a decent Intelligence for more skills is a good idea, and Constitution is needed for melee combat.
Alignment: Any.
Hit Die: d10.
Class Skills:
The Runecrafter’s class skills (and the key ability for each skill) are Appraise (Int), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge (Arcana, Architecture and Engineering, Dungeoneering, History) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), and Spot (Wis).
Skill Points at 1st Level: (4 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Runecrafter
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Runes
1st|
+0|
+2|
+0|
+2|Runecrafter|2
2nd|
+1|
+3|
+0|
+3|Personal Forge|3
3rd|
+2|
+3|
+1|
+3|Craft Focus, Mettle|4
4th|
+3|
+4|
+1|
+4|Wise Crafter|5
5th|
+3|
+4|
+1|
+4|Knowledge Focus|6
6th|
+4|
+5|
+2|
+5|-----|8
7th|
+5|
+5|
+2|
+5|Wise Sage|9
8th|
+6/+1|
+6|
+2|
+6|Master Crafter|10
9th|
+6/+1|
+6|
+3|
+6|Runed Body (1)|11
10th|
+7/+2|
+7|
+3|
+7|-----|12
11th|
+8/+3|
+7|
+3|
+7|-----|14
12th|
+9/+4|
+8|
+4|
+8|Extra Rune (1)|15
13th|
+9/+4|
+8|
+4|
+8|Craft Focus|16
14th|
+10/+5|
+9|
+4|
+9|Runed Body (2)|17
15th|
+11/+6/+1|
+9|
+5|
+9|Knowledge Focus|18
16th|
+12/+7/+2|
+10|
+5|
+10|-----|20
17th|
+12/+7/+2|
+10|
+5|
+10|-----|21
18th|
+13/+8/+3|
+11|
+6|
+11|Extra Rune (2)|22
19th|
+14/+9/+4|
+11|
+9|
+11|Runed Body (3)|23
20th|
+15/+10/+5|
+12|
+6|
+12|Rune Master|24[/table]
Class Features:
Weapon and armor proficiency: A Runecrafter is proficient with all simple and martial weapons, with light and medium armor, and with shields (except tower shields).
Runecrafter: At level one the runecrafter learns how to craft and imbue runes with archaic magic, and gains two minor runes at level 1, gaining a new rune known at every level except 6, 11, and 16, when the runecrafter gains two runes known. At level 1 the runecrafter may only learn minor runes, at levels 6, 11, and 16 the runecrafter may learn intermediate, greater, and archaic runes respectively. The runecrafter may craft any of his known runes at will. Furthermore, at levels 7, 12, and 17 the runecrafter may "swap out" any one known rune for any other rune that he could learn at his current level, loosing his old rune and learning a new rune in its place.
Crafting the rune and imbuing it with archaic energy takes five minutes of concentration where the runecrafter may perform no other tasks. Runes may only be placed on items with rune slots (see new uses for craft, below). A runecrafter may remove any rune he has previously made; this act requires one minute of concentration where the runecrafter performs no other tasks. A runecrafter may attempt to remove a rune crafted be someone else, this takes one minute and requires an opposed check (1d20+runecrafter level+Wis modifier) if successful, the rune is removed, should you fail by four or less you are unable to remove that rune for the next 24 hours, if you failed by five or more, the rune backfires, and you take (1d6/two runecrafter levels of the rune creator+Wis modifier) damage.
In addition, the runecrafter may have a personal rune, this rune may be crafted on piratically anything, and doesn't require an item to be of masterwork quality, and doesn't use a rune slot.
Personal Forge: At level two the runecrafter makes a personal forge at no cost, this acts as masterwork artisan’s tools for any craft skill (other than alchemy) and is easily portable, weighing only 5 pounds. In addition, you gain a +1 to attacks with any weapon that you make yourself, and a -1 armor check penalty (minimum -0) with any armor you make yourself whether or not you use your personal forge, these bonuses stack with the masterwork quality (or similar abilities, such as dwarvencraft) that they item may possess.
Craft Focus: At level three the runecrafter selects one craft skill (other than alchemy), the runecrafter gains a bonus equal to 1/3rd his runecrafter level (rounded down) on all checks using that skill.
At level thirteen the runecrafter selects a second craft skill (other than alchemy) to gain this bonus. The runecrafter may not select the same craft skill a second time.
Mettle: At level three the runecrafter gains mettle, as the hexblade ability of the same name.
Wise Crafter: At level four the runecrafter adds his wisdom modifier to all craft check with his craft focus ability (including the second focus gained at level thirteen).
Knowledge Focus: At level five the runecrafter selects one knowledge skill, the runecrafter gains a bonus equal to 1/3rd his runecrafter level (rounded down) on all checks with that skill.
At level fifteen the runecrafter selects a second knowledge skill to gain this bonus; the runecrafter may not select the same knowledge skill a second time.
Wise Sage: At level seven the runecrafter adds his wisdom modifier to all knowledge check with his knowledge focus ability (including the second focus gained at level fifteen).
Master Crafter: At level eight the runecrafter learns to forge items much faster. When calculating progress for a crafted item (page 70-71 in the player’s handbook) the runecrafter’s result is determined in gold pieces instead of silver, if the runecrafter are recording progress by the day, the runecrafter’s result is in silver pieces instead of copper.
Runed Body: At level nine, the runecrafter learn the secrets of crafting runes into your own body. You may craft a rune onto your body, doing so deals 5/two class levels damage to you, which heal normally. You may benefit from only one rune on your body at a time.
At level 14 the runecrafter may craft and benefit from a second rune crafted on your body, doing this deal damage as normal.
At level 19 the runecrafter may craft and benefit from a third rune on your body, doing this deal damage as normal.
Extra Rune: At level twelve you may add an extra rune slot more than their normal maximum (see new uses for craft, below) to an item while you’re crafting it, or afterwards. A runecrafter may not add extra rune slots onto his own body using this power.
At level eighteen you may add a second extra rune slot onto an item.
Rune Master: At level twenty, the runecrafter has truly become a master of archaic runes. The runecrafter opens up a school (or collage, or any other center of learning that he wishes) dedicated to the art of runecrafting. The runecrafter may research and create new runes in half the normal time, in addition to furthering the study of runecrafting.
Runes:
Runecrafters choose the runes they learn as they level up, and in addition to grade (Minor, Intermediate, Greater, and Archaic), runes come in four categories; armor, object, shield, and weapon runes. Armor and weapon runes may only be crafted on armor or weapons that possess a rune slot respectively, shield runes may only be placed on shields, and object runes may be placed on nearly any object that has a rune slot (a runecrafter with the runed body class ability may craft any type of rune onto his body).
The item that is to be runed (be it a suit of armor, a weapon, or a shield) must be of at least masterwork quality before it can accept any rune slots. Unless otherwise noted, a rune lasts until it’s removed (whether by the crafter or be someone else), and if it requires activation, it must be physically touched, and takes a standard action that provokes attacks of opportunity. A runed item may be magically or psionically enhanced later on, and a magic or psionic weapon may accept runes.
Armor Runes:
Minor:
Deflection: This rune may only be crafted onto a shield. When you activate this rune (a free action, once per round) you gain the benefits of the Deflect Arrows feat, without having to have one hand free (using the shield to deflect the projectile.)
Fitted, Lesser: This rune decreases the armor’s armor check penalty by -1/four runecrafter levels (maximum +5.)
Graceful: This rune gives the equipped armor a +1 rune bonus to maximum Dex bonus/four runecrafter levels (maximum +5.)
Intermediate:
Arcane: This rune decreases the armor’s arcane spell failure chance by 10%.
Bear’s Endurance: When activated this rune gives the wearer a +4 rune bonus to his Con score for 1 minute/runecrafter level.
Bull’s Strength: When activated this rune gives the wearer a +4 rune bonus to his Str score for 1 minute/runecrafter level.
Cat’s Grace: When activated this rune gives the wearer a +4 rune bonus to his Dex score for 1 minute/runecrafter level.
Flight: When this rune is activated it grants the wearer the effects of the Fly spell for 1 minute/level. This rune may be activated three times per day.
Fortified, Light: This rune duplicates the effects of the Light Fortification Armor enhancement.
Reinforced: This rune gives the equipped armor a +1 rune bonus to armor class/four runecrafter levels.
Lightweight: This rune decreases the weight of the armor by 50%
Shielding: This rune may only be crafted onto a shield. When you activate this rune (a free action, twice per day) you may substitute a fortitude or will save for a reflex save you were about to make, gaining the benefits of your mettle ability.
Greater:
Damage Reduction: This rune gives the wearer of this armor DR(1/2 runecrafter level)/adamantine.
Fitted: This rune decreases the armor’s armor check penalty by -1/three runecrafter levels (maximum -5, minimum -1).
Fortified, Moderate: This rune duplicates the effects of the Moderate Fortification Armor enhancement.
Overland Flight: When this rune is activated it grants the wearer the effects of the Overland Flight spell for 1 hour/level. This rune may be activated once per day.
Archaic:
Alignment Warding: When this rune is activated it duplicates the effects of Cloak of Chaos, Holy Aura, Shield of Law, or Unholy Aura, chosen at the time of crafting, affecting only the wearer of the armor. A runecrafter may not choose an alignment opposed to his own, for instance, a NG runecrafter crafts this rune, and he may choose Cloak of Chaos, Holy Aura, or Shield of Law, but not Unholy Aura as it opposes the good component of his alignment
Archaic Shielding:This rune may only be crafted onto a shield. When you activate this rune (a free action, five times per day) you may substitute a fortitude or will save for a reflex save you were about to make, gaining the benefits of your mettle ability.
Fortified Heavy:This rune duplicates the effects of the Heavy Fortification Armor enhancement.
Object Runes:
Minor:
Fog: This rune when activated duplicates the effects of the Fog Cloud spell, using your square as the origin square. This rune may only be activated twice per day.
Light: When activated this rune acts as a Light spell was cast onto it, it lasts until the runecrafter deactivates it. Activating/deactivating this rune is a swift action.
Locked: This rune locks any container it’s crafted on, which can only be opened by removing the rune, speaking the command word (chosen at the time of crafting the rune), or by picking the lock (DC 25+runecrafter's Wis modifier). The lock may only be picked by a character that can disable magical traps.
Trapped: This rune is usually on the handle of a door, or a weapon, or on the inside of a suit of armor, it activates when a creature comes in contact with the rune itself, and doesn't speak the command word (set at the time of crafting the rune, this rune may not be used to deal more damage with an attack, such as placing this rune on the head of a hammer). The creature that activated this rune takes 1d6/2 runecrafter levels+the runecrafter's level+the runecrafter’s WIS modifier damage when they trigger it, this damage is halved with a successful will save (DC=10+ 1/2 runecrafter level+ runecrafter’s Wis modifier). This rune lasts until it's removed, and deals damage every round a creature is in contact with it, giving the creature a new save every round. Speaking the command word once is enough to not trigger the rune, any creature that speaks the command word doesn't need to speak the command word every round.
Resistance: This rune gives the object a +1/three runecrafter levels (maximum +6) rune bonus on all saving throws
Silence: This rune when activated the object this rune is crafted onto acts as an object that has had the Silence spell cast on it for 1 minute per runecrafter level. This rune may only be activated twice per day.
Snake Sigil: This rune acts just like the spell Sepia Snake Sigil, using your runecrafter level as your caster level.
Sturdy: This rune increases an object’s hardness and hit points by 50%/five runecrafter levels.
Intermediate:
Geas, Lesser: This rune may only be placed on a willing, or restrained creature. This rune may be activated from up to 10ft/runecrafter level away. When this rune is activated it acts as a Geas, Lesser spell, the creator of the rune sets the instructions.
Resist Energy: This rune gives the wearer of the armor energy resistance 10 against one element type (Acid, Cold, Electricity, or Fire, chosen at the time of crafting) absorbs 10 points of damage per runecrafter level before burning out, leaving an empty rune slot.
Solid Fog: This rune when activated duplicates the effects of the Solid Fog spell, using your square as the origin square. This rune may only be activated twice per day.
Monster Summoning: When activated this rune summons an aberration, animal, construct, dragon, fey, giant, humanoid, monstrous humanoid, ooze, outsider, plant, undead, or vermin (hereafter referred to as "monster"), selected at the time of crafting. The monster appears in a space you designate within 20 feet of you, and acts on your initiative. It is friendly to you and your allies, and will aid you to the best of its ability for 1 round per runecrafter level, at which time it vanishes. You may select any creature of the above types with a challenge rating equal to (runecrafter level -2) or below. This rune may only be used once, at which point it burns out, leaving an empty rune slot.
Symbol of Fear/Persuasion: When crafted this rune may act either as a Symbol of Fear or a Symbol of Persuasion spell, chosen at the time of crafting.
Symbol of Pain/Sleep: When crafted this rune may act either as a Symbol of Pain or a Symbol of Sleep spell, chosen at the time of crafting.
Wall of Fire/Ice: This rune may be set as a trap, and if so activates when someone comes in contact with it. When activated this rune duplicates either Wall of Fire or Wall of Ice chosen at the time of crafting, these walls
become permanent, non-magical walls and the rune burns out after one use.
Water Breathing: When this rune is activated the creature in contact with this item becomes able to breathe water and air equally for 30 minutes/runecrafter level. This rune may be activated twice per day.
Greater:
Harden: This rune increases an object’s hardness and hit points by 100%.
Negate Magic: When activated, this rune duplicates the effects of Antimagic Field for 1 minute/runecrafter level; this rune may be activated three times per day.
Plane Shift: When activated this rune duplicates the effects of the Plane Shift spell. This rune may be activated once per day.
Quest: This rune acts as Geas, Lesser except that it duplicates the effects of Geas/Quest.
Stoneskin: When activated, this rune duplicates the effects of Stoneskin for 1 minute/runecrafter level except it can absorb 10 points of damage per runecrafter level. This rune may be activated three times per day.
Symbol of Stunning/Weakness: When crafted this rune acts as a Symbol of Stunning or a Symbol of Weakness spell, chosen at the time of crafting.
Teleport: When activated this rune duplicates the effects of the Teleport spell. This rune may be activated twice per day.
Wall of Force/Stone: This rune acts just like the Wall of Fire/Ice rune, except this rune creates either a Wall of Force or a Wall of Stone.
Archaic:
Archaic Energy Resistance: This rune acts just like the Resist Energy rune except as noted here; the energy resistance gained is 20, and it absorbs 15 points of damage per runecrafter level before burning out, leaving an empty rune slot.
Iron Body: Once activated this rune duplicates the effects of the spell Iron Body for 1 minute/runecrafter level, this rune may be activated three times per day.
Symbol of Death/Insanity: When crafted this rune acts as a Symbol of Death or aSymbol of Insanity spell, chosen at the time if crafting.
Teleportation Circle: This rune may not be crafted onto any armor, construct, shield, or weapon. When crafted, this rune acts as the Teleportation Circle spell, and the runecrafter may choose for the circle to either burn out after one use, or stay indefinitely, as other runes.
Prismatic Sphere/Wall: This rune acts exactly like the Wall of Fire/Ice rune except this rune creates a Prismatic Sphere or a Prismatic Wall.
Weapon Runes:
Minor:
Aligned: A weapon equipped with this rune is treated as having a certain alignment, chosen at the time of crafting (a runecrafter may not choose an alignment opposed to his own, for instance, a NG runecrafter crafts this rune, he may choose to make the weapon lawful, good, or chaotic, but not evil as it opposes the good component of his alignment).
Elemental, Minor: On a hit, a weapon with this rune deals damage of a type chosen at the time this rune was created (the runecrafter may choose Acid, Cold, Electricity, or Fire) instead of the weapon's normal damage type, this rune may be activated and deactivated at will.
Sundering: A weapon equipped with this rune deals 50% more damage against an object when used while the character wielding it attempts to sunder.
Intermediate:
Bane: This rune acts as a Bane weapon against a type of creature chosen at the time of crafting.
Ectoplasmic: This rune gains the Ghost Touch property.
Elemental: When activated, a weapon with this rune deals an extra 1d4 points of damage/four runecrafter levels on a hit (maximum +5d4); of a type chosen at the time this rune was created (the runecrafter may choose Acid, Cold, Electricity, or Fire). This lasts for 5 rounds, and may be activated as a swift action, three times per day.
Enchanted: This rune bestows a +1 rune bonus/4 runecrafter levels to attacks and damage with the weapon that this rune is crafted on.
Special Material: This rune allows a weapon to act as though it was made from a special material, even if it normally can’t be made of such material. At runecrafter level 6, a weapon with this rune may act as though it was made of cold iron, at runecrafter level 9 this rune may cause a weapon to act as though it was made of alchemical silver, at runecrafter level 12 this rune may cause a weapon to act as though it was made of adamantine. You may activate/deactivate this rune as a swift action, you need not deactivate this rune before switching to a new material, and the new selection supersedes the old one.
Greater:
Aligned, Greater: This rune acts as an Anarchic, Axiomatic, Holy, or Unholy weapon as chosen at the time of crafting (a runecrafter may not choose an alignment opposed to his own, for instance, a NG runecrafter crafts this rune, he may choose to make the weapon Axiomatic, Holy, or Anarchic, but not Unholy as it opposes the good component of his alignment).
Keen: This rune duplicates the effects of the Keen weapon enhancement.
Sundering, Greater: A weapon equipped with this rune deals 100% more damage against an object when used while the character wielding it attempts to sunder.
Archaic:
Archaic Animation: When this rune is activated the weapon that this rune is crafted onto gains the Dancing property for 5 rounds, this rune may be activated twice per day.
Elemental Soul: When activated, a weapon with this rune deals an extra 1d6 points of damage/three runecrafter levels on a hit (maximum +6d6, minimum +1d6); of a type chosen at the time this rune was created (the runecrafter may choose Acid, Cold, Electricity, or Fire). This lasts for 3 rounds, and may be activated as a swift action, three times per day.
New uses for Craft:
Rune Slots:
With the Craft (Armorsmithing) or the Craft (Weaponsmithing) skills you may add rune slots to armor and weapons respectively. Light weapons, armors, and shields may only possess 1 rune slot. Medium armors, heavy armors and shields, one-handed, and two-handed weapons may possess 2 runes slots. To add a rune slot the runecrafter must make an appropriate craft check (DC 20+5 for every rune slot already on the item). Other items (such as a wall, chest, door, or another such object) need no check, just 5 minutes to prepare the section for a rune. Armor/Shield spikes count as a light weapon, and may not possess more than 1 rune slot (even with the extra rune ability of the runecrafter).