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Shiny, Bearer of the Pokystick
2007-04-08, 07:38 PM
Rune-rhymer
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|+0 |+2 |+0 |+2 |Painless, Substance, Runes

2nd|+1 |+3 |+0 |+3 |Substance Admixture

3rd|+2 |+3 |+1 |+3 |Hardened Skin

4th|+3 |+4 |+1 |+4 |Bonus Feat

5th|+3 |+4 |+1 |+4 |Mobile Rune

6th|+4 |+5 |+2 |+5 |Bonus Feat

7th|+5 |+5 |+2 |+5 |Greatrune of The First

8th|+6/+1 |+6 |+2 |+6 |Great Fortitude

9th|+6/+1 |+6 |+3 |+6 |Fouled Blood

10th|+7/+2 |+7 |+3 |+7 |Craft Tumblebones

11th|+8/+3 |+7 |+3 |+7 |Tongue-rune, Tale-runes

12th|+9/+4 |+8 |+4 |+8 |Pass-rune

13th|+9/+4 |+8 |+4 |+8 |Runeblade

14th|+10/+5 |+9 |+4 |+9 |Greatrune of The Son

15th|+11/+6/+1 |+9 |+5 |+9 |Iron Substance

16th|+12/+7/+2 |+10 |+5 |+10 |Inkskin

17th|+12/+7/+2 |+10 |+5 |+10 |Scribe of Skies

18th|+13/+8/+3 |+11 |+6 |+11 |Finger-rune

19th|+14/+9/+4 |+11 |+6 |+11 |Greatrune of the Tale

20th|+15/+10/+5 |+12 |+6 |+12 |Chosen Word[/table]

Oran smiled as a thin pillar of blue-black flowed over his forearm, the strange inked symbol there momentarily shimmering, then striking forward like a blade, and widened his grin when it struck the blue-skinned goblin square on the chest.
The creature burbled softly, a scream caught somewhere between throat and lips in a welter of gore, and fell.
"That wasn't so very hard, was it?"
Worn dusted off his chain-mail skin, head still ringing from the psionic assault, and sighed.
"No...I suppose not."

Rune-rhymers are spellcasters who utilize literal 'words of power', inked on their skin using the magic-infused liquid they call 'the substance'.
Most believe that each individual character so utilized forms a tale in and of itself, a fragmentary remnant of the story of the world, while, taken together, the Runes are capable of expressing emotions and concepts deeper than any other language could...although only the Rhymer himself understands what it is they say.
In Melnioch, all Rhymers are the descendants, spiritual or literal, of one single arcanist, who (the legend goes) attempted to draw into himself the sacred name of the eternal Truespeech, itself- and, for his temerity, was rendered nameless. He did not die, however, nor was he stricken from reality entirely...instead, the legacy of his failed attempt was the language of the Runes, which, while merely a debased form of Truespeech, still hint at truths deeper and greater than any mortal tongue.
The Rhymers now wander the land, weaving truth and falsehood into the true tongue of the Runes, seeking to make up for their master's failing by taking the truth they hold into their very bodies, dying their skin and slowly poisoning their blood by way of atonement.

Adventures: A rune-rhymer generally sets out on adventures to expand his knowledge of the Rune-speech, to embroider his own personal stock of legends, truths, and tales, and to demonstrate the power of knowledge and its father-truth, the word.
Characteristics: A Rhymer utilizes a flexible form of arcane casting; they can choose to continually benefit from a host of minor abilities, or expend their scribed Runes in a burst of power; most Runes have a number of potential effects, so their casting is to some degree spontaneous. Ultimately, however, they must still choose those Runes they scribe as they begin the day- and, with only middling abilities in combat and stealth, rely on them, and the connection to truth and the world's nature they employ.
Alignment: Rhymers have no overriding tendency toward any alignment; some look on the application of Runes as almost a science, a precise and delicate thing, while others look on it more as a tall tale- a thing of emotion and passion. Few Rhymers, however, lean strongly in one direction or another, as the Runes, after all, take no side and hold no position. In keeping with this principle, many Rhymers are neutral.
Religion: Those Rhymers who choose to worship a deity generally take most solace in gods of knowledge or truth; evil-aligned rhymers may choose to worship gods of secret knowledge, or even falsehood, in contrast.
Many Rhymers also choose a deity or pantheon that reflects the nature of the personal story they believe their Runes express; for instance, a chaotically inclined Rhymer who delights in stories of courtly romance might choose to worship a deity of seductive passions.
Background: Many Rune-rhymers were raised in cultures with strong oral and written traditions of storytelling; some may even have aspired to be bards before taking the class. Those Rhymers whose focus is on the knowledge to be gained in the pursuit of Rune-lore may have monastic histories, while those enamored of the power they represent may have chosen the Rhymer's path for the sense of being caught up in a long-held legend.
Rhymers on the whole see other Rhymers as, if not boon companions, at least compatriots, and few actively oppose other members of their tradition unless given strong reason.
Races: The majority of Rune-rhymers are Claern, Barahli, or Maateri; the first for their deep connection to natural forces and ancient secrets, the second for their love of tale and story, and the third for their actual place in the history of the frozen climes whence the Runes originated. Particularly intelligent Spriggans occasionally take the path of the Rhymer as a means to overcome their natural unsightliness through a new and more romantic unsightliness, while the occasional Mere-dragon who prefers magic to combat may take the class. Half-giants, Selkies, and Nuncaerl seldom become Rhymers, and Scyldings, who are constitutionally incapable of baring their skin, cannot take levels in the class unless they remain unarmored.
Other Classes: The flexibility of their abilities allows Rhymers to compliment members of other classes somewhat well; they particularly appreciate strong melee combatants to fight alongside them, and more focused arcane or psionic characters to back them up. Some Rhymers particularly attached to the doomed romance of their endless mission dislike rogues and bards who shadow the truth too much, but most are willing to undertake subterfuge in order to achieve their aims, and a few regard it as not only necessary, but part and parcel of their destiny.
Role: The Rhymer can fill a variety of roles in the party, depending on which runes he chooses to scribe that day, which rune-words he employs, and where he focuses his abilities. Rune-rhymers make competent healers, middling combatants, and often excellent party 'faces'.

Game Rule Information
Rune-rhymers have the following game statistics.
Abilities: Wisdom is the key to many of the Rhymer's abilities; he must have a minimum wisdom of 10+ the Rune's grade to scribe a Rune. Rhymers wishing to focus on combat are encouraged to have strong Strength and Dexterity scores, while more social Rune-rhymers may wish to upgrade their Charisma. Constitution can help Rhymers last long enough to renew their Runes in combat.
Alignment: Any.
Hit Die: d6.

Class Skills
The Rune-rhymer's class skills (and the key ability for each skill) are
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge (Int), Listen (Wis), Move Silently (Dex), Perform (Oratory or Lyrics) (Cha), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Swim (Str).
Skill Points at 1st Level: (2+Int Modifier) x4
Skill Points at Each Additional Level: 2+ Int Modifier.

Class Features
All of the following are class features of the Rune-rhymer.
Weapon and Armor Proficiency: Rhymers are proficient with all simple weapons, the Longbow and Composite Longbow, Warhammer, Longsword, and Greataxe; they are proficient with light armor, but not with shields.
Runes: Each day, the Rune-rhymer chooses and scribes a number of Runes on his skin (as per the table in spoiler 01); his Runes known are drawn from the Rhymer lexicon (spoiler 02).
To unravel the truth and tale of a Rune and scribe it, a Rhymer must have a wisdom score equal to 10+ the Rune's grade; for this purpose, Seed-runes equal one, Runes of First Growing two, Root-runes three, and so on.
The difficulty class of a saving throw against those Rune effects that require one is equal to 10+ Rune Grade+ the Rhymer's wisdom modifier.
A Rhymer can only scribe a limited number of Runes to his skin per day, detailed on the table in Spoiler 01; the toxic nature of The Substance and the arcane energies latent within it prohibit greater concentrations until a tolerance is achieved.
Scribing a rune requires a small amount of The Substance and a tapper-kit (standard equipment for a Rhymer); the process requires approximately ten minutes per each rune to be initially inscribed. Inscribing a Rune deals 1 point of damage per grade of the rune inscribed; a fortitude save against DC 10+ Rune Grade negates the damage.
A Rhymer does not recieve additional Runes known for having a high Wisdom score; his runes known are determined using the values on the table in Spoiler 01.
For purposes of qualifying for feats and prestige classes, the Rhymer's arcane caster level is equal to 3/4 class level; Runes of the appropriate grade function as spells of the appropriate level for purposes of qualifying for such.
Runes have three kinds of ability: expending abilities, which generally cause the Rune to vanish (and necessitate re-scribing to use again), concentration-based abilities, which last as long as the Rhymer makes checks, and lasting abilities, which are considered usually 'always active' and require no action to use, or usable at will.
A Rune-rhymer must concentrate to employ the more spectacular powers of a Rune; whenever using a Rune ability that would expend that Rune, he must make concentration checks when damaged or distracted as appropriate, as if he were casting a spell. Expending abilities of a Rune cannot, however, be counter-spelled as if they were spells.
Activating the expending ability of a Rune is a standard action that does not provoke attacks of opportunity unless otherwise noted.
Non-expending or constant abilities of a rune function as Spell-like abilities, and are generally entirely mental actions; activating a non-expending ability or a Rune is a standard action that does not provoke attacks of opportunity; non-expending abilities cannot be disrupted as spells can be unless otherwise noted.
All powers of a Rune are subject to spell resistance unless otherwise noted.
Rune activation is not encumbered by armor as is usual for spells; however, if the area in which the Rune is located is covered by armor, it cannot be re-scribed until the area is exposed.
Once expended, a Rune can be re-scribed by the rhymer; this requires a number of consecutive full-round actions in combat equal to the Rune's grade, and provokes attacks of opportunity. Re-scribing a rune requires a Spellcraft check against DC 10 + 2x Rune Grade. A rhymer cannot replace an expended Rune with another Rune he did not initially prepare; he must re-scribe the original Rune.
Substance: Inscribing a Rune requires the application of a special material known as 'The Substance'. Composed of a mixture of vitriol, oak galls, and other ingredients less well-known, its precise composition is a secret among Rhymers. Creating a flask of The Substance requires a DC 10 Craft (Alchemy) check, and can only be attempted by a Rhymer. One flask is sufficient for the application of 100 Seed-runes; each additional grade of Rune requires an additional application (thus, only around fourteen Forest-Runes can be scribed with such a flask). The material components of The Substance cost 10gp per flask. The Substance is embedded into the skin through the many fine needles of the Tapper-kit.
While the basic composition of the Substance is always the same, various components may be added to it for the composition of specific Runes.
Painless: As they must needs endure the pain of the tapper each day to utilize their abilities to the fullest, the Rhymer gains a certain tolerance for discomfort. They gain a permanent +5 bonus to saving throws against effects that rely on causing pain for their effects at first level.
Substance Admixture: In cases where a specific component must be added to the substance to produce one of a number of variable effects, or for different Runes, the Rune-rhymer may add multiple components and utilize either/any of the effects so enabled.
For instance, by adding both powdered steel and incense, he could use that infusion of the substance to scribe either a Rune of the Courtesan's Blade or a Rune of The Blooded Hand.
Hardened Skin: When scribing a Rune, a Rhymer with this ability takes only half damage on a failed save from the tapper's needles.
Bonus Feat: A Rhymer chooses Bonus feats from the wizard's list at levels four and six.
Mobile Rune: When a Rhymer with this ability expends a Rune, he may choose, in lieu of leaving its spot blank to be re-scribed later, to allow another previously scribed rune to move into its place, the ink crawling along his skin. In this way, he can choose to scribe multiple Runes that occupy the same space on the body when he chooses his Runes for the day, and use them in order, or one as a backup for the other.
Greatrune: These enormous Runes appear on the Rune-rhymer's back, coalescing there after a sleepless night of pain following the Rhymer's ingestion of a quantity of the venomous Substance. Each grants a powerful ability , but the process is highly dangerous; as a consequence, each Rhymer engages in the ritual only thrice during their career, at seventh, fourteenth, and nineteenth level. Ordinarily, ingesting The Substance necessitates a DC 20 fortitude save; failure means 1d4 Constitution damage, primary and secondary. Outside of a Rhymer's flesh, however, the Substance loses its arcane potency, and thus cannot be used as an ordinary poison.
Great Fortitude: The Rhymer gains Great Fortitude as a bonus feat at 8th level.
Fouled Blood: A Rune-rhymer of ninth level or higher has absorbed sufficient amounts of the substance that any creature (such as a vampire) that would normally derive sustenance from blood cannot draw such life from the Rhymer's veins; damage from such a creature's bite attack etc. is resolved normally, but they gain no HP or other benefit.
Craft Tumblebones: A tenth-level Rhymer gains the ability to craft Tumblebones, simple wooden stalks inscribed with a portion of a Rune. These items can carry the benefit of certain Runes of Seed, First Growing, and Root grades; when the tumblebone is broken, the arcane energy is released as appropriate.
Tongue-rune: This ability allows a Rhymer to inscribe a special Rune relating to language on their tongue, as token of their dedicated service to the cause of the Tale; they immediately gain three bonus languages of their choice, and an inherent +2 bonus to decipher script checks.
Tale-runes: When scribing their Runes for the day, the Rhymer can choose to link up to some of them into a coherent 'Tale'. Runes linked in this manner activate in succession. Activate the first Rune normally, in the round you use this ability; the second automatically activates as a free action on the second round after; the third automatically activates as a free action on third round after. The maximum number of Runes in a tale is equal to the Rhymer's Charisma modifier.
Pass-rune: A Rhymer of this level can pass one of their Runes (and the continual or non-expending, but not expending, benefits thereof) to a willing ally by touching them; the inked symbol slides across the skin-to-skin contact and onto the appropriate spot on the recipient's flesh. A Rhymer can pass a number of Runes in this way equal to his Wisdom modifier.
Runeblade: A Rhymer of thirteenth level or above can choose to transfer the benefit of any of their scribed runes that deals direct HP or ability damage to a melee weapon they wield as a standard action; the benefit so transferred is expended or unexpended as usual, and is considered to be activated when the weapon strikes. Any weapon so imbued deals both its normal damage (including any magical enhancements) and the Rune-damage.
Iron Substance: A Rhymer with this ability has gained the insight necessary to infuse a small amount of metal into the Substance; he gains a +2 natural armor bonus as long as he has at least three runes currently inscribed.
Inkskin: A Rhymer's long exposure to the ink-like Substance has dyed his skin a deeper shade; he gains a +4 bonus to Hide checks in areas of shadowy illumination or darkness.
Scribe of Skies: A Rune-rhymer with this ability can elect to study a text or passage in a language he does not know for one hour. After this study, he is capable of transcribing the passage's contents into any language he does know, or of speaking that language with fluency, for one hour.
Finger-runes: An eighteenth-level rhymer can scribe any rune normally placed on the hand on some few of their fingers; thus, they can make use of up to six hand-based runes.
Chosen Word: A Rune-rhymer of this level has chosen a single Rune-word utilizing any rune of up to Branch Grade; this Rune-word is inscribed on their back, around their Greatrunes; any continuous abilities it has are always active, and it does not count against their daily allotment of Runes, and any expendable abilities it possesses are spell-like abilities usable by the Rhymer 5/day.

Greatrunes

The practice of gaining Greatrunes, perhaps the most powerful components of a Rhymer's arsenal, is ill-understood by those who do not follow the Rhymer's path. Those who do, however, understand that these potent symbols are more than mere letters- they are living representations of Truespeech syllables, material invocations of the language that first forged the world- and that their founder died and was tormented to gain. Most Greatrunes duplicate potent Truespeech abilities, although some are unique innovations stumbled upon by the Rune-rhymers and their ilk through their eons of study.
Greatrunes of The First
Greatrune of Sanguine Truth : When you gain this Greatrune, you need no longer fear earthly venoms. You may make a special spellcraft check against the same DC you would face when re-scribing a Rune of the Third Aett. If you succeed, you are proof against all poisons and venoms for twenty-four hours.
Greatrune of Cold-fire Steel : This Greatrune allows you to see the underlying root-syllables tied to the great elements, and manipulate those effects you produce that rely on them. At the beginning of the day, provided you succeed on a spellcraft check (again, with the same DC as a Rune of the Third Aett) you gain the benefit of elemental substitution; whenever you activate a runic ability that deals cold, fire, electricity, acid, or sonic damage, you may substitute another form of damage for the one the effect would usually deal; this ability is active for twenty-four hours before again falling quiescent.
Greatrune of The Endless Ages : This Greatrune grants you a potent power- the ability to actually tap, to a degree, the potency of Truespeech. You gain the use of the utterance Temporal Spiral, as if you were a Truespeaker of your level. You may use your ranks in spellcraft in place of the Truespeech skill.


Greatrunes of The Son
Greatrune of Unending Vitality: This Greatrune allows you to benefit from an increased understanding of the nature of life-force. Provided you succeed on a spellcraft check (same DC as re-scribing a Rune of the Fifth Aett), you can choose to manipulate your damaging Runes to smite twisted imitations of that life; when you use such powers against Undead, you deal damage as if channeling positive energy, rather than of the normal type. This ability lasts for twenty-four hours from the time you activate it.
Greatrune of Blooded Enlightenment: This Greatrune (activated in the same way as others of its level) grants you the ability to somewhat bypass the need for The Substance. As a standard action that provokes attacks of opportunity, you can drain a portion of your own blood to stand in for that material; if you do so, you can re-scribe a single rune each day using this sanguine substitute for the Substance, in half the time it would normally require. However, the blood drain deals one point of damage to you per grade of the Rune to be scribed.
Greatrune of The Perfect Eye : This Greatrune, functioning the same as its fellows, grants you the use of a potent utterance, Preternatural Clarity. You may use your spellcraft ranks in place of Truespeech for purposes of this ability, but it is otherwise identical to the utterance used by a Truespeaker of your level.

Greatrunes of The Tale
Greatrune of The Stalwart Companion : When you activate this Greatrune (requiring a spellcraft check, same DC as a Rune of the Seventh Aett), you gain the ability to spread the benefits of your runic abilities to your allies. All friendly creatures within ten feet of you when you activate this power gain the same benefit you do from personal runes you activate within the hour following the Greatrune's investiture.
Greatrune of The Final Dance : When you gain this Greatrune, you gain the ability to empower your runic abilities with circle ritual.
When you choose to use this ability, you stand in the center of a circle of your allies; up to five additional creatures, or as few as three, can aid you by forming this circle.
Character participating in this special Runic circle can expend spell levels, power points (in groupings of five) or mystery usages (maximum five). For each such token of power - or 'circle level'- expended, you may gain a number of benefits:
-You may raise the difficulty class of savings throws against your Runes by up to five points (each point uses up one of your circle levels).
-You may gain a +5 bonus to any one skill check by expending two circle levels, three times a day.
Circle levels go away at the end of a forty-eight hour period if unused; you cannot form a runic circle more than once every two days.
Greatrune of The Baneful Path : This Greatrune grants you the use of the utterance Thwart the Traveler, as if you were a Truespeaker of your level, except that you use Spellcraft in place of Truespeech.

Shiny, Bearer of the Pokystick
2007-04-08, 07:39 PM
Spoiler 01: Runes Known, Rune Grades, and Max Runes Scribed

{table=head]Level|Rune Grade|Runes Known|Max. Runes Scribed
1|First Aett|1|1
2|-|3|2
3|-|5|3
4|Second Aett|7|4
5|-|8|5
6|-|10|6
7|Third Aett|12|7
8|-|14|8
9|-|15|9
10|Fourth Aett|17|10
11|-|19|11
12|-|21|12
13|Fifth Aett|22|13
14|-|24|14
15|-|26|15
16|Sixth Aett |28|16
17|-|29|17
18|Seventh Aett|31|18
19|-|33|19
20|-|35|20
[/table]
Note: Separate grades of the same Rune count as different Runes for purposes of Runes Known, but multiple Runes of the same name do not count against Runes Scribed/day.


Spoiler 02: The Rhymer's Lexicon

The following are those Runes the Rhymer can scribe, organized by grade. The seven grades of Rune, from least to greatest, are First Aett, Second Aett, Third Aett, Fourth Aett, Fifth Aett, Sixth Aett, and Seventh Aett.
Runes of the same name, but different grades, must be learned separately.
A Rhymer can scribe any Rune from the Rhymer Lexicon, provided he can scribe Runes of that grade.

Each Rune occupies a certain position on the body, and can only be activated when in that position. The Mobile Rune class feature allows a Rhymer to scribe Runes elsewhere for later use, but these Runes do not become active until they occupy their rightful place.
Runes usually have a number of abilities, of varying duration.
Abilities marked with a bold E are expendable; the use of these abilities immediately uses up the power of the Rune, and it must then be re-scribed before any of its abilities can be used again.
Abilities marked with a bold C are concentration-based; these abilities endure as long as the Rhymer continues to make concentration checks, and then expend the rune, once again necessitating its re-scribing. These abilities usually have a maximum duration noted. Unless otherwise noted, the DC to continue concentrating on a Rune of this type is identical to the DC for a spell or power of equivalent level.
Abilities denoted with a bold L are lasting; their effects are either always active or can be used at will by the rhymer.
If any special component must added to The Substance before scribing the rune, it will be note in the Rune's entry.
If an entry refers to expending multiple Runes, the runes expended to augment a primary Rune's effect need not be in the proper body position.

Runes

Rune of The Bulwark
Location:Chest.
Component: Crumbled dust from a stone or piece of masonry.

First Aett
(C)
You gain DR 2/- for the duration of the effect.
Sustaining this effect requires a concentration check against DC10; the DC increases by two each round the effect is maintained.

(E)
You gain a +2 Deflection bonus to AC for one minute per class level.
This bonus increases by one for every other Rune of The Bulwark you have scribed.

Fourth Aett
(C)
You cannot move while you maintain concentration on this ability.
However, anyone else wishing to move you has difficulty as well; they must succeed on an opposed strength check to do so, and you have a +20 bonus to this check. In addition, you gain DR 15/- for the duration of this ability.

Seventh Aett
(E)
When you activate this effect, the stony substance of the Rune expands along suddenly-apparent fissures in the surrounding earth; all creatures in contact with the ground in a 400ft radius are knocked sprawling to the ground if they fail a DC 15 reflex save, and can neither move nor attack for the round following the activation of this ability. Spellcasters in the radius of this ability must make a concentration check at DC20+spell level or lose any spell they were attempting to cast.
If you activate this effect inside a structure, you deal that structure one-hundred points of damage, ignoring hardness; this damage is not halved. If creatures are caught within a collapsing building, they take 8d6 bludgeoning damage, and are pinned by rubble, taking 1d6 damage each subsequent round they remain pinned (Constitution check DC 15 negates).
The fissures in the earth created by this spell have a 25% chance of catching any creature in the radius of effect (Reflex DC 20 to avoid). When the effect ends, any creatures trapped in a fissure are instantly killed as they grind shut.



Rune of The Hound
Location: Cheek.
Component: A small amount of blood from your own tongue.

First Aett
(E)
You gain a bite attack as a natural weapon that deals 1d8 damage (if you are a medium creature). You may use this attack as your primary attack, or as a secondary part of your normal attack routine; apply your full strength bonus, or 1/2 your strength bonus, as appropriate.
You cannot use your bite to deal non-lethal damage.
For every five class levels you possess, your bite attack deals one additional die of damage. This ability lasts 1 minute per class level.

(L)
You can communicate verbally with any Animal, or any Magical Beast with intelligence 1 or 2.
Keep in mind that such communication may not be very fruitful; most animals are neither amenable to persuasion, nor predisposed toward reconnaissance.

Seventh Aett
(E)
Any creature attempting to enter the radius of the effect, or within it when you use this ability, must attempt a Will save; failure means a number of yellowed teeth spring from the ground and hold them fast, gripping their limbs if they attempt to move towards you. You may move toward them freely, and aside from moving toward you, their actions are not impeded.
If a creature moves further away from you, then tries to move back, the effect re-activates at the new distance.
This effect lasts one round per class level.

Rune of The Hart
Location: Calves.
Component: Powdered hoof of a deer or stag, or holly berries.

First Aett
(E)
In the round you activate this ability, and for one round thereafter, your base land speed is increased by 10ft. You may activate this ability as a swift action.

Second Aett
(L)
You can traverse any more-or-less flat surface, including water, quicksand, or lava; particularly hot substances, such as the aforementioned lava, may still deal damage, and particularly sticky substances, such as spiderwebs, may still adhere to you. You can move at your normal speed while using this ability, but you cannot run.

Third Aett
(L)
You gain a +4 insight bonus on reflex saves to avoid traps or snares of any kind, and a +2 bonus to AC against attacks by traps.
Alternatively, you can expend this rune to gain the benefit of Uncanny Dodge and Improved Uncanny Dodge for 1 round per class level.

Rune of The Dying Blossom
Location: Forehead.
Component: Crushed flower petals and a drop of jasmine essence.

First Aett
(L)
You may treat any fall as if it were ten feet shorter, reducing damage taken accordingly; this applies to you personally, and anything or anyone you carry, up to your maximum load.
Alternatively, you can expend this rune to treat a fall as if it were ten feet shorter per two class levels you possess (thus, a maximum of 100ft at twentieth level).

Second Aett
(C)
When you make use of this ability, the Rune evaporates into a puff of violet spores, which drift out in a thirty-foot radius.
All creatures within that radius who fail a will save feel a sense of calm and lethargy; they are unable to take aggressive actions (though attacking or otherwise acting against any such creature breaks the effect). In addition, this spells cancels all morale bonuses, forces creatures out of a Rage, and nullifies bardic music effects that grant morale bonuses (such as inspire courage). Any creatures in the radius of effect who was confused or the target of a fear effect is no longer affected by that status. Such effects are suppressed while the rune is active.
This ability lasts as long as you concentrate, to a maximum of 1 round/class level. Any effect whose duration is not expended when the effect ends is reinstated at that time.

Fourth Aett
(E)
When you activate this ability, the Rune once again evaporates into a cloud of spores. However, these spores do not dissipate, but outline a path wherever you designate; in any direction, including upward, over the air. While this effect is active, you can stride through the air as if it were solid ground; the spore-cloud follows and supports you. You are as effected by windy conditions as you would be if standing on solid ground.
This effect lasts for twenty minutes.
When it begins to deactivate, you are gently lowered to the ground wherever you happen to be; you cannot move in any direction except more or less straight down.

Rune of The Courtesan's Blade
Location: Upper arm.
Component: A small quantity of narcotic incense.

First Aett
(C)
In any area not in direct sunlight, whether natural or magical, you gain a +10 enhancement bonus to Hide checks.
In addition, you gain a +5 enhancement to move silently checks as the Rune-patterns coat your feet.

(E)
Your first attack in the next round, with either your natural or primary manufactured weapon, deals 3 point of constitution damage to a target that fails its fortitude save (DC 10+ Wis Modifier).
If you have additional Runes of The Courtesan's Blade scribed, you may expend them to increase the DC of the poison effect by 2.

Second Aett
(E)
For the next ten minutes, you can sense the prime motivating emotion of any creature to whom you speak; jealousy, fear, hunger, hate, etc., with no save. If you engage a creature in conversation for at least four rounds, you can determine the precise nature or target of that emotion (i.e. hatred for you specifically, or for all members of your race).


Third Aett
(C)
As long as you concentrate on this ability, the threat range of your weapon or natural weapon is doubled. This effect does not stack with other effects that increase the threat range of a weapon (such as the Keen enhancement).

Sixth Aett
(E)
The damage reduction of the target creature is reduced by five points, and the bonus necessary to penetrate that damage reduction is reduced by one, should they fail their will save.
If you have scribed additional Runes of The Courtesan's blade, you can expend them to increase the amount by which the target's DR is reduced; for instance, one additional would reduce it by fifteen points and the bonus required would be reduced again by one. The target's damage reduction cannot be reduced by more than twenty points in this way.

Rune of The Blooded Hand
Location: Hands.
Component: Powdered steel.

First Aett
(L)
Your hands become natural weapons, dealing 1d4 points of bludgeoning damage each, plus your strength bonus. You can make an attack with your hammer-hand, or a full attack with both, at your full base attack bonus (replacing your normal attack routine). Neither attack is considered a secondary attack in the latter case, nor do you take normal penalties for fighting with two 'weapons'.
However, you do not gain iterative attacks if your BAB is +6 or higher when using this ability.
You can dismiss or reinstate this ability as a swift action.
If you have multiple Runes of The Blooded Hand scribed, you may expend up to two additional runes to increase the damage your hammer-hands deal by one die type.

(E)
When you expend this effect, you grant your weapon (manufactured or natural) a +1 enhancement bonus to attack and damage rolls. If you have multiple runes of this type scribed, you may expend them to increase this bonus (up to +5).
This effect lasts 1 minute/level.

Second Aett
(E)
Your next two attacks with your natural or manufactured weapons deal an additional 4d6 points of acid damage.
If you expend additional runes of this type, you can increase the damage dealt by this ability by one die.

Third Aett
(E)
Each time you attack a living enemy with your natural weapons, while this ability lasts, you gain one-half the damage you deal to your foe as hit points. These hit points are not temporary; they are actual healing.
This ability lasts a number of rounds equal to one-half your class level, rounding down.

Fourth Aett
(E)
Your natural or manufactured weapon deals an extra 1d6 points of damage while this ability is active. In addition, on a critical hit, this bonus damage increases to 1d10.
Half the damage dealt by your weapon while this ability is active is cold damage; the other half is negative energy damage.
You can suppress or reinstate this ability as a standard action.
This ability last 1 round/level.

Rune of The Veiled Father
Location: Eyelids.
Component: Strands of silk.

First Aett
(C)
While this ability is in effect, you gain a +10 circumstance bonus on Bluff checks against an opponent's Sense Motive. A bonus of +4 is also gained on all saving throws to resist abilities that would ordinarily allow a creature to read your mind or discern your true intentions (including both read thoughts and zone of truth).

(L)
While the Rune is scribed, you gain a +2 bonus on all Will saves.

Second Aett
(C)
You detect all creatures with present or incipient hostile intent towards you within thirty feet. This applies only to enmity directed at you, personally; a Hobgoblin who wishes to destroy the person who killed his brother would register, but one who merely hates and fears users of magic would not.

(E)
While this ability is active, you are invisible to creatures with the Undead or Spirit subtypes; attacking or taking other hostile actions ends the effect.
This ability lasts for 3 rounds/level.
Alternatively, you may expend the Rune to gain a +5 bonus to AC against attacks from Undead and Spirits for 1 round/level.

Third Aett
(L)
While you have this Rune scribed, you are more difficult to detect by divination effects or powers of the clairsentience discipline. Any individual attempting to detect you by means of such an ability must make a caster level or manifester level check against DC 13+ class level.

(E)
While this ability is active, you are invisible to all creatures that harbor active, hostile intent towards you. Mindless creatures or animals are not capable of intention, and therefore perceive you normally. Attacking or taking other hostile actions ends the effect.
This effect lasts 2 rounds/level.

Fifth Aett
(C)
While this effect is active, you see through all forms of enchanted deception; ethereal, blurred, displaced, illusory, polymorphed, or magically darkened creatures, objects, and areas are revealed to you. Your newfound vision can still, however, be foiled by mundane disguise and concealment.

Rune of The Titan's Eyes
Location: Forehead.
Component: A pinch of earth and a grain of salt.

First Aett
(C)
This ability functions identically to Detect Magic and Detect Psionics.
In addition, while this ability is active, you can detect Poisons with a successful spellcraft check (DC equal to that of the venom involved).
Second Aett
(L)
While this rune is scribed, you have continuous Darkvision to a range of 120ft.; you can see as well in darkness as you would in light.

Third Aett
(C)
While this ability is active, you gain a +10 bonus to AC. However, you cannot take hostile actions; you can bolster yourself or your allies, heal, or use potions or other items you possess, but any attack or hostile action of any kind ends the effect.

Rune of The Rime-Dart
Location: Forearm.
Component: Mistletoe berries or the needles of a pine tree.

First Aett
(E)
The Rune solidifies into a single, minuscule dart composed of the Substance, which you hold in your hand. When flung at an enemy, it splits into a thousand even tinier darts, which sink into the opponent's flesh.
Any subject who fails a Will save is distracted by the stinging touch of the tiny darts, taking a -4 penalty on listen, search, spot, and sense motive checks for the duration of the ability.
This ability lasts 1 min/level.

(L)
You can survive comfortably in very hot or very cold environments, anywhere between -50 and +140 degrees Fahrenheit.


Third Aett
(C)
Once again, the Rune flow into an object formed of ink; this time, a tiny, pointed needle, which you use to puncture your eye. This deals no damage to you and has no ill effect; the apparent wound heals instantly, and when you fling the needle forth, it splits into many icy needles, which land all around, each glistening with a drop of your eye's humors.
While this ability is active, you can see in all directions; you cannot be flanked, and thus cannot be sneak-attacked in this way (although you still can be if caught flat-footed). Your spot checks gain a +4 bonus for the duration of the ability.

Rune of The Thane's Barrow
Location: Belly.
Component: Splinters of wood or the powdered remains of nails or screws.

First Aett
(E)
While this ability is active, the Rune can react to attacks, providing a +4 shield bonus to AC. The Rune is invested with force energy when used in this way, so this shield is effective against incorporeal attacks.
This ability lasts one minute/level.

Second Aett
(E)
While this ability is active, each successful hit by you with a natural or manufactured weapon deals one point of Strength damage to an opponent. You gain the amount of Strength you drain in this way as an enhancement bonus to your Strength score. If you use this ability on multiple opponents, the bonuses are tracked separately, and only the highest applies. The maximum bonus possible using this ability is +8.
This ability lasts 1 round/level.

Sixth Aett
(E)
While this ability is active you have DR 10/silver ; once this ability has absorbed ten points of damage per class level, it is fully expended.

(E)
This effect remains in place until you are targeted with a Dispel Magic, Dispel Psionics, or Mordankainen's Disjunction, or similar effect; at that time, it cancels the effect and is expended.
Effectively, this power allows you to ignore one use of the above spells.

Rune of The Mosshand
Location: Hand.
Component: Carapace of a Seventh Aett insect.

First Aett
(L)
While this rune is scribed, you gain a +4 circumstance bonus to grapple checks.

(E)
This ability functions identically to Obscuring Mist.

Rune of The Racked Fletcher
Location: Forearms.
Component: Powdered bone.

First Aett
(C)
While this effect is active, you gain a melee touch attack that deals 1d8 force damage, unaffected by your strength bonus. The maximum duration of this ability is 1/2 class level.

Fourth Aett
(E)
The Rune expands along your arm, outlining three sinews; it then rises out of your flesh, forming three twisted black arrows.
You can propel these arrows from your hands as a free action; doing so grants you an effect similar to Dimension Door, with the square the arrow travels to the destination (the arrow automatically reaches the specified square, if it is within the limits of the spell).
Alternatively, you can break all three arrows to gain one use of Teleport.

Rune of The Thornlocked Maiden
Location: Chest.
Component: Perspiration.

First Aett
(L)
While this ability is active, you gain a +4 armor bonus to AC. However, this bonus is reduced by one when applied against piercing damage.

(L)
While this effect is active, you gain a +1 bonus to all savings throws; however, if you willingly commit a non-good act (such as petty theft or a coup de grace attack) you lose this benefit and the Rune is expended.

Sixth Aett
(E)
This ability functions as Etherealness cast by a Sorcerer of your level.

Rune of The Vanguard
Location: Shoulders
Component: Hair from a trusted friend or confidante.

First Aett
(L)
While this effect is active, you choose to receive either a +1 bonus on attack rolls, or a +1 bonus to your AC.

Second Aett
(E)
While this effect is active, you gain a +1 morale bonus on saves against fear effects, and on attack rolls; in addition, you gain 1d6 hit points, +1 per class level.

Third Aett
(E)
While this effect is active, you gain a +8 bonus to all will saves.
This effect lasts 1 round/level.

Rune of The Twilit Eye
Location: Neck.
Component: Cinnabar.

First Aett
(E)
While this effect is active, you gain a +2 insight bonus on damage rolls.
This effect lasts 1 minute/level.

(E)
All creatures within fifty feet who fail a will save receive a -1 penalty on attack rolls and saving throws against fear effects.
This effect lasts 1 minute/level.

(E)
A single opponent who fails a will save is shaken for as long as the effect lasts- 1 minute/level.

Rune of The Blessed Well
Location: Chest.
Component: Pure spring water.

First Aett
(C)
While this effect is active, you gain 1d10 temporary hit points.

(L)
While you have this rune scribed, you may remove any natural impurity from drinking water and foodstuffs as you wish, including poisons derived from natural venoms.

Second Aett
(E)
While this effect is active, you gain a +4 enhancement bonus to any one ability score, with the usual attendant benefits; however, if you can cast spells or manifest powers, you do not gain bonus spell slots or power points.
This effect lasts 1 minute/level.

Third Aett
(E)
Expending this ability removes either all curses or all diseases from the willing subject, at your discretion. Certain especially potent afflictions may not be effected by this general cure, and this ability only suppresses, rather than dispels, curses inherent to items.

Rune of The Mending Heart
Location: Belly.
Component: Torn shreds of parchment.

First Aett
(E)
You instantly heal 1d12 damage, or two points of ability damage, at your discretion.
If you have additional runes of this type scribed, you may expend them to increase the normal healing effect by one die and the ability healing effect by two points.

(E)
When you activate this ability, you instantly repair minor damage to objects or items, as Mending.

Fifth Aett
(E)
You are immune to ordinary environmental effects, even those that would normally cause your death indirectly; you can survive in great cold or heat, breathe underwater or in a vacuum, and so on.
You are not immune to damage from conditions such as lava or acid; any environmental effect that would normally deal one or more dice of damage to you deals only half its normal damage.
This effect lasts one hour per class level.

Rune of The Harper's Snare
Location: Upper arm.
Component: A dye or stain used in sealing wood.

First Aett
(E)
This ability causes one enemy who fails a will save to receive more damage from your attacks as the Rune's baneful tone enters their ears, distracting them. They receive +1 damage from any attack that strikes them, plus one additional point of bonus damage per two caster levels.
This effects lasts 1 round/level.

(L)
You can calm animals (creatures with intelligence 1 or 2 with the Animal type), rendering them harmless and non-aggressive. This use of the Rune does not expend it, and is usable at will, but only affects animals of up to five hit dice. Calmed creatures remain calmed unless attacked or until you leave the area.
Alternatively, you can attempt to use the Rune to calm well-trained or especially ferocious or dire animals; these creatures gain a saving throw, and this use of the Rune has a duration of concentration.

Second Aett
(E)
When you activate this ability, you must gain the attention of a group of creatures and speak for at least one round, or one minute outside combat.
Creatures within one hundred feet that fail their will save are thereafter friendly towards you, and seek simply to listen to your calming words. Creatures that would ordinarily be unfriendly towards you gain a +4 bonus on their savings throws.
This ability cannot effect creatures with Wisdom of 16 or higher who are naturally unfriendly towards you.
This effect lasts for a maximum of one hour, during which time effected creatures simply listen to your voice, ignoring their surroundings; any creature that enters the area during this time must make a save or fall victim to the effect.
Overtly hostile actions ends the effect immediately and abruptly; otherwise, the effect requires 1d4 rounds to shake off after you end your song.

Third Aett
(E)
When you activate this ability, your body drops to the ground, deep in sleep, while your mind enters the animal you specify (assuming it fails its will save against the effect). You can only enter normal animals with fewer hit dice than you possess.
You retain your mental ability scores, but gain the animal's physical scores; you retain your base attack bonus and any class features you possess. You gain the animal's natural abilities and automatic abilities, but not extraordinary or supernatural abilities.
Your body recieves one-half of any damage dealt to the animal body while you inhabit it. If the animal is killed with you inside it, you must succeed at a DC 10 fortitude save or also die.
If your body is killed while you possess the animal, you die.
This ability lasts 1 round/level.


Rune of The Sunwarmed Heart
Location: Chest.
Component: Butter or pollen.

First Aett
(E)
All creatures within fifty feet that you specify receive a +1 bonus on attack rolls and saving throws against fear effects.
This effect lasts 1 minute/level.

Fourth Aett
(E)
When you activate this effect, all friendly creatures in thirty feet feel a sense of sustaining warmth; for the next twenty-four hours, they do not need to eat, drink, or sleep, although a spell-caster must still rest to regain his or her magic.

Fifth Aett
(E)
When you activate this ability, you send missiles formed of your own shining blood toward opponents within thirty feet; you may fire one missile per three caster levels. You must make a ranged touch attack for each missile; each successful hit deals 2d8 damage (no save).
Any creature within five feet of a creature struck by this attack must make a successful reflex save to avoid taking the same damage as the projectile spatters onto them.

Seventh Aett
(E)
When you activate this ability, you gain the ability to project 60ft. straight-line beams of damaging light as a standard action- up to one beam per three caster levels, maximum six. When you have fired all your beams, the Rune is expended.
The beam blinds creatures that fail their reflex save and deals 4d6 damage to all creatures caught in it; any creature harmed by bright light or sunlight receives double damage. In either case, a reflex save halves the damage.
Undead creatures struck by the empowered light take 1d6 points of damage per caster level, halved on a successful save. Creatures such as vampires that are destroyed by sunlight are utterly annihilated on a failed save.
Oozes or other creatures of darkness and damp (such as fungi, molds, or slimes) are effected as if they were undead.

Runes of The White and Black Hand
Location: Hand.
Component: Blood of either the caster or his foe, depending on the Rune's color.

First Aett/Second Aett/Third Aett/Fourth Aett
(E)
The first four grades of the Black Hand and White Hand function as Cure and Inflict spells, respectively; First Aett-runes as Light Wounds, Second Aett as Moderate, Third Aett as Serious, and Fourth Aett as Critical; the effect is as if the were cast by a cleric of your level.

Fifth Aett
(E)
This effect functions as Healing Circle cast by a Cleric of your level.

Sixth Aett
(E)
This effect functions as the Harm spell, cast by a cleric of your level.

Rune of The Final Sentry
Location: Cheek.
Component: Strands of cloth from a military banner.

First Aett
(L)
While this Rune is scribed, you can detect undead creatures the way a wizard or other spell-caster can detect magic.
In addition, you can determine the condition of friendly creatures near you; dying creatures (with -6 hit points or fewer) appear with a black miasma over their faces, while those heavily wounded (-2 or less) appear with gray veils; creatures at exactly zero hit points appear normal, while those with positive hit points shine with a subtle light.

Second Aett
(E)
You grant one willing subject an enhanced ability to detect the approach of deadly enemies; the subject of this ability gains a +4 insight bonus to spot and listen checks, and retains their dexterity bonus to AC even when flat-footed or struck by an invisible attacker.
This ability lasts 10 minutes/level.

Fourth Aett
(C)
While this effect is active, you move about as a spirit, leaving your pale body behind. You have the spirit subtype in this form, and are affected by spells accordingly. You can move 120ft. each round, even through solid matter, and can perceive anything you could normally perceive wherever you go. You can do nothing but move and observe in this form, and your spirit is invisible and undetectable to all.
If your body is disturbed in any way, the effect immediately ends.

(E)
When you activate this ability, you gain the service of the Ghost of a Warrior of your race, of up to 8 HD, who obeys your commands to the best of his or her ability, and shares your alignment.
The Ghost possesses no special attacks other than Manifestation and Corrupting Touch, but usually carries a non-enhanced Ghost Touch weapon of a type appropriate to its former calling.
The Ghost so called fights for you for a number of rounds equal to 1/4 your HD.

Sixth Aett
(E)
This ability functions similarly to the Fourth Aett-grade calling ability of this rune, but the Ghost so called may be of up to sixteen HD (or two ghosts of 8HD each).

Rune of The Baneful Mite
Location: Hands.
Component: Flakes of skin.

First Aett
(E)
Any opponent making a ranged attack roll of any kind against you must contend with a 20% miss chance (similar to that from concealment).
For each additional Rune of this type you scribe, the miss chance increases by the same amount, to a maximum of 80% with four runes scribed.

Rune of The Sentry's Barrow
Location: Belly.
Component: Grave-earth.

Fourth Aett
(L)
While you have this rune scribed, you hear a distinctive tone in the voice of anyone attempting deliberate falsehood in your presence; only a successful application of powerful magic that blocks the reading of intent can foil this power.

Rune of The Nemesis
Location: Face.
Component: A pinch of ground magnetic material.

First Aett
(E)
When you activate this ability, any natural or artificial weapons you possess vibrate with a sound like a snarl. In the next round, the first two attacks you make against one specific opponent are made with a +5 enhancement bonus to attack and damage. You need not know your opponent's name, but you must identify them specifically and individually as you activate the Rune.

Third Aett
(E)
When you activate this ability, you speak the name of a specific individual within thirty feet. That individual is stricken with a curse of some sort if they fail their will save; receiving either a -6 penalty to a single ability score, a -4 penalty to attack and damage rolls, or a -6 penalty to two to three specific skills. This curse lasts until it is magically removed.

Seventh Aett
(E)
When you expend this Rune, it becomes a strange magical construction. If you grant it to one of your allies, they may place it across their own features, at which time it disappears.
Thereafter, should they wish to summon you, they may take a standard action to do so; once completed, this action calls you to their side as long as you are within one mile of their position. While in transit, you gain a blurred conception of your compatriot's condition and situation, but you cannot choose not to be transported.
You may begin to take actions the round after you are summoned.

Rune of The Spider
Location:Thighs.
Component: Guard-hairs of a spider.

Second Aett
(E)
When you activate this effect, you gain the ability to move normally along walls or ceilings; you cannot, however, completely divorce yourself from the stone without falling, and therefore cannot run or jump.
This ability lasts for 1 minute/level.

Fifth Aett
(E)
When you activate this ability, you gain a bonus to one or more of your ability scores; however, you take an equal amount of ability damage to one or more of your other scores. You may divide the damage as you wish among your other abilities.
You can enhance a maximum of two ability scores simultaneously using this ability; the maximum amount by which any one ability score can be enhanced is +8.
This ability lasts one round/level.

Rune of The Lost Son
Location: Upper arm.
Component: Tears.

Second Aett
(E)
When you activate this power, the target receives 1d6 damage per caster level, to a maximum of 10d6; a successful fortitude save halves the damage, unless the target is undead.

(E)
When you activate this ability, you call forth an immaterial spirit to answer your questions. This spirit answers one question per two caster levels to the best of its ability; however, its knowledge is limited to the area it knew in life- generally the area in which the spell is cast.
Calling up a spirit who knows information about a specific location is difficult, and may be impossible; a Spellcraft check against DC20 is required, and the DC may be higher for especially far-flung or mysterious regions, at the DM's discretion.
A spirit may have an alignment opposed to yours, and if so, it will attempt to twist the answers to your question to its advantage and your detriment; you do not automatically know the called spirit's alignment.

Third Aett
(C)
When an enemy strikes you in combat, they receive back either the damage they dealt you, or ten points of damage, whichever is less. This damage is typeless (and, in fact, self-inflicted through the Rune's nature) and thus DR or resistance on the enemy's part does not reduce it.

(E)
This ability functions identically to Speak With Dead as cast by a cleric of your level.

Rune of The Shaded Stones
Location: Forehead.
Component: Sap from a tall tree.

Second Aett
(E)
When you activate this ability, you think of some specific action or course of action you intend to take; the ability grants you an intuitive sense of whether that activity will have good results, no results of importance, or poor results. This ability applies only to the specific choice considered, and not its potential long-term consequences, but the information gained is accurate unless magically warped in some way.

Sixth Aett
(E)
When you activate this ability, you become immune to any and all attempts to discern your thoughts, alignment, or location; scrying, mind-reading, and other divination techniques pass over you as if you were simply not there.
In addition, you gain a +10 bonus to all saves against mind-affecting abilities of any kind.
This ability lasts for one day.


Rune of The Drowned Maiden
Location: Neck.
Component: River-water.

Second Aett
(C)
When you activate this ability, your body begins to produce water from the mouth and nose (though this does not interfere with your breathing).
This water is clear, clean, and drinkable, though others may find its source somewhat disturbing.

(E)
This ability functions identically to Delay Poison.

Fourth Aett
(E)
When you activate this ability, your weapon or natural weapon is coated with a poisonous secretion you produce.
Your next successful melee attack deals 1d8 constitution damage, and 1d8 constitution damage one minute later; a successful fortitude save, in each instance, negates the effect.

Seventh Aett
(E)
When you activate this ability, your flesh takes on a ghostly translucency.
You have a 50% chance to ignore any attack from a corporeal source, just as a Ghost would (with the usual exceptions, such as force effects).
You have a deflection bonus to AC equal to your charisma bonus, but no natural armor (this bonus is equal to at least +1 regardless of your charisma score).
You may enter the outer layer of objects, thereby gaining total cover, but all opponents have total concealment against you when you do so. Creatures outside the object or wall can ready actions to attack you, as you have only ordinary concealment then.
Your attacks are incorporeal and thus unaffected by armor and etc; however, your nonmagical attacks do not function against corporeal targets, and your magic weapon attacks have the same 50% miss chance your opponents do.
Your spells function normally against corporeal attacks, however.
You cannot fall, trip, grapple, or be grappled. You have no weight, and cannot manipulate an opponent, their equipment, or an object physically.
You move completely silently while in this form.
You have no strength score, so your dexterity modifier is used for your melee attacks.

Rune of The Speaker's Chain
Location: Forearm.
Component: A small quantity of adhesive.

Second Aett
(E)
When you activate this ability, you gain a melee touch attack, discharged the first time you successfully strike a living creature; the creature you strike is paralyzed for 1d6+3 rounds if they fail a fortitude saving throw.

(E)
Activating this effect causes one creature to become frozen where it stands, should it fail a will save; it gains a new save every turn to break the effect. You may maintain this effect for 1 round/level.

(E)
This ability removes magical slowing or paralysis from any two creatures you touch instantly; creatures paralyzed by loss of dexterity or naturally are unaffected.

Fourth Aett
(C)
When you activate this effect, you gain the ability to shake off effects that would ordinarily impede your motions.
This includes paralysis, webs, solid fog, slow spells, and grapples; you automatically succeed on opposed grapple checks to avoid being grappled or pinned. In addition, you experience no slowing of your movement while underwater, nor do your weapons, as long as you keep them in hand.

Fifth Aett
(E)
This ability is identical to Break Enchantment as cast by a cleric of your level.

Rune of Spring's Sorrow
Location: Chest.
Component: Melted ice.

Second Aett
(E)
When you activate this ability, you dispel any effect reducing a subject's ability scores, or heal 1d4 points of ability damage, but not ability drain.
Your touch also heals exhaustion or fatigue.

Fourth Aett
(C)
While this ability is active, you gain immunity to figments and glamers; in addition, you gain a +6 bonus to spot and search checks for its duration.


(E)
When you activate this effect, you restore memories and life to a character you touch. You may choose to dispel a negative level, or restore one experience level temporarily drained. In addition, this effect dispels all temporary ability damage, or, if you wish, all points drained from a single ability score. It also restores a fatigued or exhausted character.
This ability cannot restore level loss due to death.

Seventh Aett
(E)
You dispel all negative levels afflicting a creature when you activate this ability, as well as level drains; in addition, it repairs all temporary ability damage and permanent ability drain. Fatigue, exhaustion, confusion or insanity are also removed.
Again, this ability does not remove the level loss associated with death.

Rune of The Hunt's Reversal
Location: Upper Arms.
Component: Hairs from the pelt of a wild animal of some description.

Second Aett
(E)
The next time you make a charge after activating this ability, you may also take a full attack action on the same turn.
You may activate this ability as a swift action, should you so choose.

Third Aett
(E)
This ability functions identically to Dispel Magic cast by a wizard of your level.

Rune of The Grieving Dance
Location: Chest.
Component: A mixture of aconite and feverfew.

Third Aett
(E)
When you activate this ability, all creatures with twenty feet of you are caught by an encircling wave of vitriolic pain, taking 4d6 damage on a failed reflex save; half of this damage is acid damage, the other half is negative energy damage.
If you have additional runes of this type scribed, you may expend them to add 2d6 damage each.

Fourth Aett
(E)
When you activate this ability, you gain the ability to sense natural venoms and poisons working their will on a creature; your touch neutralizes such toxins, preventing any further harm (but not reversing harm already done).

Sixth Aett
(E)
Upon activating this ability, all creatures within thirty feet are dealt 9d6 points of acid damage; a successful reflex save halves the effect.
If you have additional runes of this type scribed, you may expend them to add 1d6 damage each.


Rune of Tides
Location: Hands.
Component: Dried, ground sinew of a small creature killed by the Rhymer's hand.

Fourth Aett
(E)
This ability functions identically to Reanimation.
Fifth Aett
(E)
This ability is identical to Raise Dead.
Seventh Aett
(E)
This ability is identical to Resurrection.

Shiny, Bearer of the Pokystick
2007-04-08, 07:46 PM
Spoiler 03: Customized Runic Lexicon, Part One.

These 'Customized' Lexicons are intended to provide a more flavor-heavy alternative to the standard entries, as well as an example of what the effects of a particular Rune might look, feel, or sound like; players can, of course, freely specify the tales and legends associated with their personal Runes, their abilities, and so on.


The following are those Runes the Rhymer can scribe, organized by grade. The seven grades of Rune, from least to greatest, are Seed, First Growing, Root, Branch, Second Growing, Thousand Seeds, and Forest.
Runes of the same name, but different grades, must be learned separately.
A Rhymer can scribe any Rune from the Rhymer Lexicon, provided he can scribe Runes of that grade.

Each Rune occupies a certain position on the body, and can only be activated when in that position. The Mobile Rune class feature allows a Rhymer to scribe Runes elsewhere for later use, but these Runes do not become active until they occupy their rightful place.
Runes usually have a number of abilities, of varying duration.
Abilities marked with a bold E are expendable; the use of these abilities immediately uses up the power of the Rune, and it must then be re-scribed before any of its abilities can be used again.
Abilities marked with a bold C are concentration-based; these abilities endure as long as the Rhymer continues to make concentration checks, and then expend the rune, once again necessitating its re-scribing. These abilities usually have a maximum duration noted. Unless otherwise noted, the DC to continue concentrating on a Rune of this type is identical to the DC for a spell or power of equivalent level.
Abilities denoted with a bold L are lasting; their effects are either always active or can be used at will by the rhymer.
If any special component must added to The Substance before scribing the rune, it will be note in the Rune's entry.
If an entry refers to expending multiple Runes, the runes expended to augment a primary Rune's effect need not be in the proper body position.

Runes

Rune of The Bulwark
Rhymers believe this Rune to be the sigil carved into the walls of an ancient fortress, just before the overthrow of the town it overlooked; though the city fell, the fortress itself could not be broken.
Location:Chest.
Component: Crumbled dust from a stone or piece of masonry.

Seed
Stones of The Bulwark (C)
Effect: The Rune scribed on your chest flows outward and fragments into pebble-textured plates that dust your skin with gray; the skin of your chest turns an ashen shade and you feel proof against harm.
You gain DR 2/- for the duration of the effect.
Sustaining this effect requires a concentration check against DC10; the DC increases by two each round the effect is maintained.

The Bulwark's Banner (E)
Effect: The Rune springs away from your body, phasing out to hover in front of you for a moment; it then explodes to hover around your back in a cloud of stone-dark shards.
You gain a +2 Deflection bonus to AC for one minute per class level.
This bonus increases by one for every other Rune of The Bulwark you have scribed.

Branch
Stone of The Foundation (C)
The Rune's Substance flows down toward your feet, then into the ground; the earth takes on the consistency of stone and flows up to encase your feet and legs, while your entire body takes on a stone-dusted appearance.
You cannot move while you maintain concentration on this ability.
However, anyone else wishing to move you has difficulty as well; they must succeed on an opposed strength check to do so, and you have a +20 bonus to this check. In addition, you gain DR 15/- for the duration of this ability.

Forest
The Bulwark Falls (E)
Effect: When you activate this effect, the stony substance of the Rune expands along suddenly-apparent fissures in the surrounding earth; all creatures in contact with the ground in a 400ft radius are knocked sprawling to the ground if they fail a DC 15 reflex save, and can neither move nor attack for the round following the activation of this ability. Spellcasters in the radius of this ability must make a concentration check at DC20+spell level or lose any spell they were attempting to cast.
If you activate this effect inside a structure, you deal that structure one-hundred points of damage, ignoring hardness; this damage is not halved. If creatures are caught within a collapsing building, they take 8d6 bludgeoning damage, and are pinned by rubble, taking 1d6 damage each subsequent round they remain pinned (Constitution check DC 15 negates).
The fissures in the earth created by this spell have a 25% chance of catching any creature in the radius of effect (Reflex DC 20 to avoid). When the effect ends, any creatures trapped in a fissure are instantly killed as they grind shut.



Rune of The Hound
The exact meaning of this Rune is under dispute; some Rhymers hold that it depict a ravening wolf, gobbling up all that lives, while others maintain it is a hunting hound under the watchful eye of his master.
Location: Cheek.
Component: A small amount of blood from your own tongue.

Seed
Hound's Tooth (E)
Effect: The Rune's vermilion substance seeps along your jawline, then seems to swell; your teeth lengthen and take on an incarnadine hue while your head lengthens into a bestial muzzle.
You gain a bite attack as a natural weapon that deals 1d8 damage (if you are a medium creature). You may use this attack as your primary attack, or as a secondary part of your normal attack routine; apply your full strength bonus, or 1/2 your strength bonus, as appropriate.
You cannot use your bite to deal non-lethal damage.
For every five class levels you possess, your bite attack deals one additional die of damage. This ability lasts 1 minute per class level.

Howl of The Hunted (L)
Effect: The Rune begins to enter your mouth and drip on your tongue; when it coats it fully, you realize you can speak not only in your common tongue, but in bestial yips and growls.
You can communicate verbally with any Animal, or any Magical Beast with intelligence 1 or 2.
Keep in mind that such communication may not be very fruitful; most animals are neither amenable to persuasion, nor predisposed toward reconnaissance.

Forest
Gnash-tooth Barrier (E)
Effect: The Rune multiplies, crawling along your body in lines; finally, it bursts out of you intact, scattering along the ground in a circle up to 40ft. away.
Any creature attempting to enter the radius of the effect, or within it when you use this ability, must attempt a Will save; failure means a number of yellowed teeth spring from the ground and hold them fast, gripping their limbs if they attempt to move towards you. You may move toward them freely, and aside from moving toward you, their actions are not impeded.
If a creature moves further away from you, then tries to move back, the effect re-activates at the new distance.
This effect lasts one round per class level.

Rune of The Hart
If the Hound represents the archetypal hunter, the Hart represents the final prey; it somewhat resembles a leaping or running stag, its antlers blooming with spring flowers.
Location: Calves.
Component: Powdered hoof of a deer or stag, or holly berries.

Seed
Fleet-hoof Step (E)
Effect: The rune coats the hair of your legs, making them appear furred and pale. In the round you activate this ability, and for one round thereafter, your base land speed is increased by 10ft. You may activate this ability as a swift action.

First Growing
The Pursued Across River-ford (L)
Effect: While you carry a Rune of The Hart of this grade, you can take a free action to activate this power. The rune copies itself to each muscle of your leg, writ over and over, and glowing faintly.
You can traverse any more-or-less flat surface, including water, quicksand, or lava; particularly hot substances, such as the aforementioned lava, may still deal damage, and particularly sticky substances, such as spiderwebs, may still adhere to you. You can move at your normal speed while using this ability, but you cannot run.

Root
Eyes to See the Snare (L)
Effect: When you choose to activate this power, the Rune of The Hart sprinkles its inky substance across your skin, settling on the hair of your arms and neck, which stands aloft as if effected by static.
You gain a +4 insight bonus on reflex saves to avoid traps or snares of any kind, and a +2 bonus to AC against attacks by traps.
Alternatively, you can expend this rune to gain the benefit of Uncanny Dodge and Improved Uncanny Dodge for 1 round per class level.

Rune of The Dying Blossom
This curlicued Rune is considerably more ornamental than most, with a shimmering violet appearance. It depicts some form of blossom or flower with tendrils of mist or wind surrounding.
Location: Forehead.
Component: Crushed flower petals and a drop of jasmine essence.

Seed
Slow Destiny of Autumn (L)
Effect: When you choose to activate this ability, the Rune slides from your flesh and forms into a cloud of petal-like forms which shimmer and lift up your body.
You may treat any fall as if it were ten feet shorter, reducing damage taken accordingly; this applies to you personally, and anything or anyone you carry, up to your maximum load.
Alternatively, you can expend this rune to treat a fall as if it were ten feet shorter per two class levels you possess (thus, a maximum of 100ft at twentieth level).

First Growing
Serene Windborne (C)
Effect: When you make use of this ability, the Rune evaporates into a puff of violet spores, which drift out in a thirty-foot radius.
All creatures within that radius who fail a will save feel a sense of calm and lethargy; they are unable to take aggressive actions (though attacking or otherwise acting against any such creature breaks the effect). In addition, this spells cancels all morale bonuses, forces creatures out of a Rage, and nullifies bardic music effects that grant morale bonuses (such as inspire courage). Any creatures in the radius of effect who was confused or the target of a fear effect is no longer affected by that status. Such effects are suppressed while the rune is active.
This ability lasts as long as you concentrate, to a maximum of 1 round/class level. Any effect whose duration is not expended when the effect ends is reinstated at that time.

Branch
Walk The Chill Breeze (E)
Effect: When you activate this ability, the Rune once again evaporates into a cloud of spores. However, these spores do not dissipate, but outline a path wherever you designate; in any direction, including upward, over the air. While this effect is active, you can stride through the air as if it were solid ground; the spore-cloud follows and supports you. You are as effected by windy conditions as you would be if standing on solid ground.
This effect lasts for twenty minutes.
When it begins to deactivate, you are gently lowered to the ground wherever you happen to be; you cannot move in any direction except more or less straight down.

Rune of The Courtesan's Blade
This Rune appears to represent either an upraised sword or a smiling face; its lines are sinuous, in keeping with its seductive title.
Location: Upper arm.
Component: A small quantity of narcotic incense.

Seed
Skin of Nightsilk (C)
Effect: The Rune traces your skin with twining, shifting patterns that seem to match the mottle of light and darkness around you.
In any area not in direct sunlight, whether natural or magical, you gain a +10 enhancement bonus to Hide checks.
In addition, you gain a +5 enhancement to move silently checks as the Rune-patterns coat your feet.

Nightshade Needleblade (E)
Effect: When you activate this ability, the Rune fades out of view on your arm and reappears superimposed on your weapon, or any natural weapon you possess, then fade again.
Your first attack in the next round, with either your natural or primary manufactured weapon, deals 3 point of constitution damage to a target that fails its fortitude save (DC 10+ Wis Modifier).
If you have additional Runes of The Courtesan's Blade scribed, you may expend them to increase the DC of the poison effect by 2.

First Growing
Words Spoken to a Lover (E)
Effect: When you activate this effect, the Rune slides up your arm to glide, root-like and sensual, over your tongue.
For the next ten minutes, you can sense the prime motivating emotion of any creature to whom you speak; jealousy, fear, hunger, hate, etc., with no save. If you engage a creature in conversation for at least four rounds, you can determine the precise nature or target of that emotion (i.e. hatred for you specifically, or for all members of your race).


Root
Steel Dances Between Sinews (C)
Effect: When you activate this effect, the Rune flows down your arm to coat your weapon or natural weapon like oil; its planes or lines appear to elongate and form sharp, shadowy edges.
As long as you concentrate on this ability, the threat range of your weapon or natural weapon is doubled. This effect does not stack with other effects that increase the threat range of a weapon (such as the Keen enhancement).

Thousand Seeds
Secrets Known by Fingertips (E)
Effect: The Rune flashes scarlet and black, then surges forward to strike a creature you specify.
The damage reduction of the target creature is reduced by five points, and the bonus necessary to penetrate that damage reduction is reduced by one, should they fail their will save.
If you have scribed additional Runes of The Courtesan's blade, you can expend them to increase the amount by which the target's DR is reduced; for instance, one additional would reduce it by fifteen points and the bonus required would be reduced again by one. The target's damage reduction cannot be reduced by more than twenty points in this way.

Rune of The Blooded Hand
This potent Rune is notably amorphous, having neither clear shape nor associated tale; the prevailing theory is that it represents the heart of one of a pair of brothers who slew one another in battle by a trick of fate.
Location: Hands.
Component: Powdered steel.

Seed
Strike of The Hoarfrost Grave (L)
Effect: The Rune begins to slowly grow in a crystalline formation, eventually coating your hands in a blue-gray sheen, rendering them massive and deadly.
Your hands become natural weapons, dealing 1d4 points of bludgeoning damage each, plus your strength bonus. You can make an attack with your hammer-hand, or a full attack with both, at your full base attack bonus (replacing your normal attack routine). Neither attack is considered a secondary attack in the latter case, nor do you take normal penalties for fighting with two 'weapons'.
However, you do not gain iterative attacks if your BAB is +6 or higher when using this ability.
You can dismiss or reinstate this ability as a swift action.
If you have multiple Runes of The Blooded Hand scribed, you may expend up to two additional runes to increase the damage your hammer-hands deal by one die type.

Strike of Vengeful Sorrow (E)
Effect: The Rune shimmers and flows to one of your fingers, or to the surface of your weapon, remaining there and steaming softly; the scent of heated blood hangs in the air.
When you expend this effect, you grant your weapon (manufactured or natural) a +1 enhancement bonus to attack and damage rolls. If you have multiple runes of this type scribed, you may expend them to increase this bonus (up to +5).
This effect lasts 1 minute/level.

First Growing
Strike of Darkblood (E)
Effect: The Rune takes on a crimson hue and seems to spill out onto your hand or weapon like an overflowing inkwell; tiny drips and drops sizzle when they strike the floor.
Your next two attacks with your natural or manufactured weapons deal an additional 4d6 points of acid damage.
If you expend additional runes of this type, you can increase the damage dealt by this ability by one die.

Root
Strike of Heartsblood (E)
Effect: The Rune shivers and splits, scattering over your hands; tiny pores begin opening, the edges of each puckering and opening like hungry mouths.
Each time you attack a living enemy with your natural weapons, while this ability lasts, you gain one-half the damage you deal to your foe as hit points. These hit points are not temporary; they are actual healing.
This ability lasts a number of rounds equal to one-half your class level, rounding down.

Branch
Strike of Gravebound Sorrow (E)
Effect: The Rune expands once again to cover your hand in crystalline frost, this time tinged with black, crackling energy.
Your natural or manufactured weapon deals an extra 1d6 points of damage while this ability is active. In addition, on a critical hit, this bonus damage increases to 1d10.
Half the damage dealt by your weapon while this ability is active is cold damage; the other half is negative energy damage.
You can suppress or reinstate this ability as a standard action.
This ability last 1 round/level.

Rune of The Veiled Father
This Rune appears to depict the seamed features of a venerable old man; some, however, have claimed to detect traces of the multiple eyes of a beholder or the claws of some demonic creature in the shape.
Location: Eyelids.
Component: Strands of silk.

Seed
Secrets Spared the Young (C)
Effect: The Rune slides along your brow, encircling you and taking on a thorn-like appearance.
While this ability is in effect, you gain a +10 circumstance bonus on Bluff checks against an opponent's Sense Motive. A bonus of +4 is also gained on all saving throws to resist abilities that would ordinarily allow a creature to read your mind or discern your true intentions (including both read thoughts and zone of truth).

Strength of Solitude (L)
Effect: Your eyes take on a rheumy, aged appearance when you activate this ability, the rune fading from sight.
While the Rune is scribed, you gain a +2 bonus on all Will saves.

First Growing
Eyes of The Scarred (C)
Effect: You gain a pair of ink-seamed lines that pass around your eyes and down your cheek, as if you were deeply scored by a weapon or bestial claw.
You detect all creatures with present or incipient hostile intent towards you within thirty feet. This applies only to enmity directed at you, personally; a Hobgoblin who wishes to destroy the person who killed his brother would register, but one who merely hates and fears users of magic would not.

One With The Ageless (E)
Effect: The Rune, and the eyes beneath it, grow translucent and shimmering.
While this ability is active, you are invisible to creatures with the Undead or Spirit subtypes; attacking or taking other hostile actions ends the effect.
This ability lasts for 3 rounds/level.
Alternatively, you may expend the Rune to gain a +5 bonus to AC against attacks from Undead and Spirits for 1 round/level.

Root
Nameless Hours (L)
Effect: The inky substance of the Rune stains your eyes completely, rendering them a uniform blue-black.
While you have this Rune scribed, you are more difficult to detect by divination effects or powers of the clairsentience discipline. Any individual attempting to detect you by means of such an ability must make a caster level or manifester level check against DC 13+ class level.

Nameless Mein (E)
Effect: The Rune begins to write across your face and neck, scribing your name in dead languages.
While this ability is active, you are invisible to all creatures that harbor active, hostile intent towards you. Mindless creatures or animals are not capable of intention, and therefore perceive you normally. Attacking or taking other hostile actions ends the effect.
This effect lasts 2 rounds/level.

Second Growing
Eyes of The Name (C)
Effect: The Rune shimmers brightly, and flows to positions along your arms, chest, and shoulders; each copy of the Rune so created opens into a softly glowing eye.
While this effect is active, you see through all forms of enchanted deception; ethereal, blurred, displaced, illusory, polymorphed, or magically darkened creatures, objects, and areas are revealed to you. Your newfound vision can still, however, be foiled by mundane disguise and concealment.

Rune of The Titan's Eyes
This Rune supposedly depicts the encircling eyes of a mythical giant, trailing around the bearer's brow.
Location: Forehead.
Component: A pinch of earth and a grain of salt.

Seed
Enchanter's Brow (C)
Effect: The ink-line eyes granted by the Rune slowly sink into the Rhymer's flesh as if embossed- meanwhile, each one slowly opens to reveal ink-stained flesh.
This ability functions identically to Detect Magic and Detect Psionics.
In addition, while this ability is active, you can detect Poisons with a successful spellcraft check (DC equal to that of the venom involved).
First Growing
Plucked Forth Into Shadow (L)
Effect: The ink-eyes darken suddenly, transitioning from outlines to solid forms, and the substance that forms them becomes somehow darker.
While this rune is scribed, you have continuous Darkvision to a range of 120ft.; you can see as well in darkness as you would in light.

Root
Sealed Against The Deciever (C)
Effect: The eyes encircling your brow wink shut.
While this ability is active, you gain a +10 bonus to AC. However, you cannot take hostile actions; you can bolster yourself or your allies, heal, or use potions or other items you possess, but any attack or hostile action of any kind ends the effect.

Rune of The Rime-Dart
This Rune resembles a small branch or sprig taken from an evergreen tree; small drops reminiscent of berries ornament its edge.
Location: Forearm.
Component: Mistletoe berries or the needles of a pine tree.
Seed
Nettling Darts of Rime (E)
Effect: The Rune solidifies into a single, minuscule dart composed of the Substance, which you hold in your hand. When flung at an enemy, it splits into a thousand even tinier darts, which sink into the opponent's flesh.
Any subject who fails a Will save is distracted by the stinging touch of the tiny darts, taking a -4 penalty on listen, search, spot, and sense motive checks for the duration of the ability.
This ability lasts 1 min/level.

Rime-scarred Skinbinding (L)
Effect: The Rune's dartlike shape criss-crosses your body, flowing swiftly over it and leaving icy, white tracks like healed-over scars where it passes.
You can survive comfortably in very hot or very cold environments, anywhere between -50 and +140 degrees Fahrenheit.


Root
Sclera Sent Forth (C)
Effect: Once again, the Rune flow into an object formed of ink; this time, a tiny, pointed needle, which you use to puncture your eye. This deals no damage to you and has no ill effect; the apparent wound heals instantly, and when you fling the needle forth, it splits into many icy needles, which land all around, each glistening with a drop of your eye's humors.
While this ability is active, you can see in all directions; you cannot be flanked, and thus cannot be sneak-attacked in this way (although you still can be if caught flat-footed). Your spot checks gain a +4 bonus for the duration of the ability.

Rune of The Thane's Barrow
This Rune resembles a humanoid figure to some degree, but the exact nature of the expression it conveys, and the nature of the weapon it weilds, are up for debate.
Location: Belly.
Component: Splinters of wood or the powdered remains of nails or screws.

Seed
Shield of The Faithful Arm (E)
Effect: The Rune takes on a metallic sheen and expands until the inky Substance reaches your arms; once there, it shivers as if aching to expand.
While this ability is active, the Rune can react to attacks, providing a +4 shield bonus to AC. The Rune is invested with force energy when used in this way, so this shield is effective against incorporeal attacks.
This ability lasts one minute/level.

First Growing
Voice of The Endless Vendetta (E)
Effect: The Rune begins to glow, then spreads the glow to your very flesh, which seems to crackle with heat. Your throat grows raw and coated with the Substance, and you are unable to speak- but your arms feel a new strength, and your enemies seem worried.While this ability is active, each successful hit by you with a natural or manufactured weapon deals one point of Strength damage to an opponent. You gain the amount of Strength you drain in this way as an enhancement bonus to your Strength score. If you use this ability on multiple opponents, the bonuses are tracked separately, and only the highest applies. The maximum bonus possible using this ability is +8.
This ability lasts 1 round/level.

Thousand Seeds
Pelt of The Bear-brother (E)
Effect: The Rune's inked image flows onto your back, sliding over your flesh and extending outward like spines or rough hair.
While this ability is active you have DR 10/silver ; once this ability has absorbed ten points of damage per class level, it is fully expended.

Spell-eater's maw (E)
Effect: The Rune forms a line of black ink around your jaws, resembling a line of teeth or fangs.
This effect remains in place until you are targeted with a Dispel Magic, Dispel Psionics, or Mordankainen's Disjunction, or similar effect; at that time, it cancels the effect and is expended.
Effectively, this power allows you to ignore one use of the above spells.

Rune of The Mosshand
This Rune appears to depict a clutching hand, claw, or fist enshrouded in vines or trailing moss.
Location: Hand.
Component: Carapace of a forest insect.

Seed
Grip of The Tree-borne Vine (L)
Effect: The Rune twines around your fingers and wrists, bolstering them with inky tendrils of Substance.
While this rune is scribed, you gain a +4 circumstance bonus to grapple checks.

Curtain of The Moss-wood (E)
Effect: The Rune shimmers with green radiance, phases back to the ink's natural black...then explodes in a cloud of green-black tendrils, obscuring the vision of your foes.
This ability functions identically to Obscuring Mist.

Rune of The Racked Fletcher
This Rune is a vague suggestion of an arm and hand, bent at unnatural angles and clutching a pointed shape, an arrow or a spear.
Location: Forearms.
Component: Powdered bone.

Seed
The Broken Breaks (C)
Effect: Your knuckles and fingers are dyed with ink; subsequently, they swell and twist into unnatural, bulky forms.
While this effect is active, you gain a melee touch attack that deals 1d8 force damage, unaffected by your strength bonus. The maximum duration of this ability is 1/2 class level.

Branch
Sunder The Step (E)
Effect: The Rune expands along your arm, outlining three sinews; it then rises out of your flesh, forming three twisted black arrows.
You can propel these arrows from your hands as a free action; doing so grants you an effect similar to Dimension Door, with the square the arrow travels to the destination (the arrow automatically reaches the specified square, if it is within the limits of the spell).
Alternatively, you can break all three arrows to gain one use of Teleport.

Rune of The Thornlocked Maiden
This rune appears to depict an exaggerated female figure, pendulous breasts and hips, entwined with many spike-lined vine-forms.
Location: Chest.
Component: Perspiration.

Seed
Maiden's Tower (L)
Effect: The Rune's thorn-like forms expand to cover your chest in inky black lines, twining even up to your face and neck, and down to your legs.
While this ability is active, you gain a +4 armor bonus to AC. However, this bonus is reduced by one when applied against piercing damage.

Maiden's Virtue (L)
Effect: The Rune's female figure shifts, its arms opening and the vine-figures forming a mane of long hair.
While this effect is active, you gain a +1 bonus to all savings throws; however, if you willingly commit a non-good act (such as petty theft or a coup de grace attack) you lose this benefit and the Rune is expended.

Thousand Seeds
Maiden's Song (E)
Effect: The vine-forms of the Rune encircle your throat once more, and you give forth a haunting keening; as you do, your form flickers and fades from sight.
This ability functions as Etherealness cast by a Sorcerer of your level.

Rune of The Vanguard
This is actually a Sequence of Runes, stretching across the Rhymer's shoulders, and depicting upraised spears or the spars of a long-ship.
Location: Shoulders
Component: Hair from a trusted friend or confidante.

Seed
Arm of The Courageous Foe (L)
Effect: The Rune's spears slowly expand in runnels of ink, sliding down your arms to your hands; in their wake you feel a rush of vitality.
While this effect is active, you choose to receive either a +1 bonus on attack rolls, or a +1 bonus to your AC.

First Growing
Spirit of The Aggressor (E)
Effect: The Rune spreads around to your chest, tracing an inky circle around your heart.
While this effect is active, you gain a +1 morale bonus on saves against fear effects, and on attack rolls; in addition, you gain 1d6 hit points, +1 per class level.

Root
Mind of The Brethren (E)
Effect: Two of the spear-shapes worked into the design slide up to your temples, forming spirals there.
While this effect is active, you gain a +8 bonus to all will saves.
This effect lasts 1 round/level.

Rune of The Twilit Eye
This rune appears to picture a small flame or torch, encircled with similar shapes and forms.
Location: Neck.
Component: Cinnabar.

Seed
Seeker of Sorrows (E)
Effect: The Rune shifts as if crackling and twisting, and you feel a sensation of heightened perception.
While this effect is active, you gain a +2 insight bonus on damage rolls.
This effect lasts 1 minute/level.

Seeker of The Hidden Heart (E)
Effect: The Rune flashes with silver-black light, which darts toward the eyes of your opponents.
All creatures within fifty feet who fail a will save receive a -1 penalty on attack rolls and saving throws against fear effects.
This effect lasts 1 minute/level.

Seeker of The Final Terror (E)
Effect: The Rune expands outward from its place on your neck, momentarily shrouding your head and eyes in black fire.
A single opponent who fails a will save is shaken for as long as the effect lasts- 1 minute/level.

Rune of The Blessed Well
This Rune appears to depict a scroll or tome, traced about with words in an unknown language.
Location: Chest.
Component: Pure spring water.

Seed
Draught of Braidwood (C)
Effect: The Rune's unknowable words shimmer, then reappear at your body's energy centers, then fade once more.
While this effect is active, you gain 1d10 temporary hit points.

Draught of Wormwood (L)
Effect: The Rune slides up to your throat, where two shimmering sigils abide.
While you have this rune scribed, you may remove any natural impurity from drinking water and foodstuffs as you wish, including poisons derived from natural venoms.

First Growing
Tincture of The Ancestor (E)
Effect: The text of the Rune appears written across your brow, on your arm, or crossing your belly.
While this effect is active, you gain a +4 enhancement bonus to any one ability score, with the usual attendant benefits; however, if you can cast spells or manifest powers, you do not gain bonus spell slots or power points.
This effect lasts 1 minute/level.

Root
Vine-fruit of Peace (E)
Effect: The Rune sinks into your skin, dying your arms to your chest a deep black, and you feel a sense of gravity in your motions. When you touch an afflicted ally, the color flows into them, then fades.
Expending this ability removes either all curses or all diseases from the willing subject, at your discretion. Certain especially potent afflictions may not be effected by this general cure, and this ability only suppresses, rather than dispels, curses inherent to items.

Rune of The Mending Heart
This Rune somewhat resembles a thick bone needle on the end of a long, coarse thread.
Location: Belly.
Component: Torn shreds of parchment.

Seed
Mending of The Lover's Solace (E)
Effect: The Rune flows over your body, seeking out any wounds you possess; its inky Substance flows into them.
You instantly heal 1d12 damage, or two points of ability damage, at your discretion.
If you have additional runes of this type scribed, you may expend them to increase the normal healing effect by one die and the ability healing effect by two points.

Mending of The Abandoned Hearth (E)
Effect: The Rune detaches from your skin and flows onto the intended object, seeping into cracks and rips.
When you activate this ability, you instantly repair minor damage to objects or items, as Mending.

Second Growing
Mending of the Unknown Homeland (E)
Effect: The Rune slides to the energy centers of your body, and abides there, slowly shifting through the spectrum.
You are immune to ordinary environmental effects, even those that would normally cause your death indirectly; you can survive in great cold or heat, breathe underwater or in a vacuum, and so on.
You are not immune to damage from conditions such as lava or acid; any environmental effect that would normally deal one or more dice of damage to you deals only half its normal damage.
This effect lasts one hour per class level.

Rune of The Harper's Snare
This rune depicts a curl-headed lyre or harp.
Location: Upper arm.
Component: A dye or stain used in sealing wood.

Seed
Song of Swords and Slings (E)
Effect: The Rune gives out a pealing note, and the flesh on which it is scribed seems to vibrate like a plucked string- as does any weapon you hold.
This ability causes one enemy who fails a will save to receive more damage from your attacks as the Rune's baneful tone enters their ears, distracting them. They receive +1 damage from any attack that strikes them, plus one additional point of bonus damage per two caster levels.
This effects lasts 1 round/level.

Song of Beasts and Birds (L)
Effect: The Rune flows onto your throat, and you are compelled to whisper in a sing-song tone.
You can calm animals (creatures with intelligence 1 or 2 with the Animal type), rendering them harmless and non-aggressive. This use of the Rune does not expend it, and is usable at will, but only affects animals of up to five hit dice. Calmed creatures remain calmed unless attacked or until you leave the area.
Alternatively, you can attempt to use the Rune to calm well-trained or especially ferocious or dire animals; these creatures gain a saving throw, and this use of the Rune has a duration of concentration.

First Growing
Song of Shining Souls (E)
Effect: The Rune grows to cover your features and tongue, and where its ink touches, your skin glows with a soothing lambency.
When you activate this ability, you must gain the attention of a group of creatures and speak for at least one round, or one minute outside combat.
Creatures within one hundred feet that fail their will save are thereafter friendly towards you, and seek simply to listen to your calming words. Creatures that would ordinarily be unfriendly towards you gain a +4 bonus on their savings throws.
This ability cannot effect creatures with Wisdom of 16 or higher who are naturally unfriendly towards you.
This effect lasts for a maximum of one hour, during which time effected creatures simply listen to your voice, ignoring their surroundings; any creature that enters the area during this time must make a save or fall victim to the effect.
Overtly hostile actions ends the effect immediately and abruptly; otherwise, the effect requires 1d4 rounds to shake off after you end your song.

Root
Song of The Beast's Name (E)
Effect: The Rune moves to the top of your hand momentarily, then shoots forth to enter the body of an animal you specify, whose skin turns inky black.
When you activate this ability, your body drops to the ground, deep in sleep, while your mind enters the animal you specify (assuming it fails its will save against the effect). You can only enter normal animals with fewer hit dice than you possess.
You retain your mental ability scores, but gain the animal's physical scores; you retain your base attack bonus and any class features you possess. You gain the animal's natural abilities and automatic abilities, but not extraordinary or supernatural abilities.
Your body recieves one-half of any damage dealt to the animal body while you inhabit it. If the animal is killed with you inside it, you must succeed at a DC 10 fortitude save or also die.
If your body is killed while you possess the animal, you die.
This ability lasts 1 round/level.


Rune of The Sunwarmed Heart
This Rune resembles a stylized star, sun, or moon.
Location: Chest.
Component: Butter or pollen.

Seed
Ray of Warming Embrace (E)
Effect: The Rune shines through your clothing or armor, touching on all allies that surround you.
All creatures within fifty feet that you specify receive a +1 bonus on attack rolls and saving throws against fear effects.
This effect lasts 1 minute/level.

Branch
Ray of Sustaining Light (E)
Effect: The Rune glows with a pleasing light, shining on your friends and suffusing you.
When you activate this effect, all friendly creatures in thirty feet feel a sense of sustaining warmth; for the next twenty-four hours, they do not need to eat, drink, or sleep, although a spell-caster must still rest to regain his or her magic.

Second Growing
Ray of Searing Sorrow (E)
Effect: The Rune seeps into your body, and the veins of your arms begin to shimmer beneath the skin.
When you activate this ability, you send missiles formed of your own shining blood toward opponents within thirty feet; you may fire one missile per three caster levels. You must make a ranged touch attack for each missile; each successful hit deals 2d8 damage (no save).
Any creature within five feet of a creature struck by this attack must make a successful reflex save to avoid taking the same damage as the projectile spatters onto them.

Forest
Ray of Shining Justice (E)
Effect: The Rune- and your chest under it- seems to explode in glittering, sacred light.
When you activate this ability, you gain the ability to project 60ft. straight-line beams of damaging light as a standard action- up to one beam per three caster levels, maximum six. When you have fired all your beams, the Rune is expended.
The beam blinds creatures that fail their reflex save and deals 4d6 damage to all creatures caught in it; any creature harmed by bright light or sunlight receives double damage. In either case, a reflex save halves the damage.
Undead creatures struck by the empowered light take 1d6 points of damage per caster level, halved on a successful save. Creatures such as vampires that are destroyed by sunlight are utterly annihilated on a failed save.
Oozes or other creatures of darkness and damp (such as fungi, molds, or slimes) are effected as if they were undead.

Runes of The White and Black Hand
This Rune nearly covers the hand in mysterious symbols and smaller runic shapes; ofttimes they seem to shimmer and move.
Location: Hand.
Component: Blood of either the caster or his foe, depending on the Rune's color.

Seed/First Growing/Root/Branch
Salvation of The Grasping Hand/Damnation of The Striking Fist (E)
Effect: The Rune shimmers and your hand crackles with eldritch energy, either beneficent or baneful.
The first four grades of the Black Hand and White Hand function as Cure and Inflict spells, respectively; Seed-runes as Light Wounds, First Growing as Moderate, Root as Serious, and Branch as Critical; the effect is as if the were cast by a cleric of your level.

Second Growing
Thousand Black Hands (E)
Effect: The Rune shimmers brightly, then begins sending forth duplicates of your hand, which strike friendly creatures and deliver your healing touch.
This effect functions as Healing Circle cast by a Cleric of your level.

Thousand Seeds
Baneful White Hand (E)
Effect: The Rune forcibly curls your hand into a fist, which races toward your opponent.
This effect functions as the Harm spell, cast by a cleric of your level.

Rune of The Final Sentry
This Rune resembles a curling rams-head horn.
Location: Cheek.
Component: Strands of cloth from a military banner.

Seed
Sight of The Coming Dark (L)
Effect: The Rune slides up to encircle your eye like a tattooed lens.
While this Rune is scribed, you can detect undead creatures the way a wizard or other spell-caster can detect magic.
In addition, you can determine the condition of friendly creatures near you; dying creatures (with -6 hit points or fewer) appear with a black miasma over their faces, while those heavily wounded (-2 or less) appear with gray veils; creatures at exactly zero hit points appear normal, while those with positive hit points shine with a subtle light.

First Growing
Sight of The Calamity (E)
Effect: One of your eyes is coated by the Substance, and you appear to pluck it out and grant it to another; however, the actual eye remains, while the inky simulacrum is passed.
You grant one willing subject an enhanced ability to detect the approach of deadly enemies; the subject of this ability gains a +4 insight bonus to spot and listen checks, and retains their dexterity bonus to AC even when flat-footed or struck by an invisible attacker.
This ability lasts 10 minutes/level.

Branch
Sight of Dreams (C)
Effect: The Rune grows translucent, as does the flesh beneath it; finally, you fade away almost completely.
While this effect is active, you move about as a spirit, leaving your pale body behind. You have the spirit subtype in this form, and are affected by spells accordingly. You can move 120ft. each round, even through solid matter, and can perceive anything you could normally perceive wherever you go. You can do nothing but move and observe in this form, and your spirit is invisible and undetectable to all.
If your body is disturbed in any way, the effect immediately ends.

Calling the Sentry (E)
Effect: The Rune shivers and you hear, impossibly, an inaudible, ghostly horn. A figure materializes before you.
When you activate this ability, you gain the service of the Ghost of a Warrior of your race, of up to 8 HD, who obeys your commands to the best of his or her ability, and shares your alignment.
The Ghost possesses no special attacks other than Manifestation and Corrupting Touch, but usually carries a non-enhanced Ghost Touch weapon of a type appropriate to its former calling.
The Ghost so called fights for you for a number of rounds equal to 1/4 your HD.

Thousand Seeds
Ward of The Sentry (E)
Effect: The Rune vanishes and you hear a ghostly peal of trumpets.
This ability functions similarly to the Branch-grade calling ability of this rune, but the Ghost so called may be of up to sixteen HD (or two ghosts of 8HD each).

Rune of The Baneful Mite
This tiny Rune resembles a many-legged insect of some kind.
Location: Hands.
Component: Flakes of skin.

Seed
Service of The Small (E)
Effect: The Rune splits away from your skin to scuttle through the surrounding air like a cloud of vermin.
Any opponent making a ranged attack roll of any kind against you must contend with a 20% miss chance (similar to that from concealment).
For each additional Rune of this type you scribe, the miss chance increases by the same amount, to a maximum of 80% with four runes scribed.

Rune of The Sentry's Barrow
This Rune resembles a tall grave-monument, inscribed with ancient letters and messages of grief.
Location: Belly.
Component: Grave-earth.

Branch
Tales the Fallen Know (L)
Effect: The Rune draws a straight line from your belly to your throat, and you feel your sight sharpen- and your insight, too.
While you have this rune scribed, you hear a distinctive tone in the voice of anyone attempting deliberate falsehood in your presence; only a successful application of powerful magic that blocks the reading of intent can foil this power.

Shiny, Bearer of the Pokystick
2007-04-08, 07:50 PM
Spoiler 04: Customized Runic Lexicon, Part Two

Rune of The Nemesis
This Rune resembles an exaggerated, mask-like representation of the Rhymer his or herself.
Location: Face.
Component: A pinch of ground magnetic material.

Seed
Name of The Inmost Heart (E)
Effect: The Rune's mask-like countenance shifts into a ferocious grimace, like that of a hunting cat.
When you activate this ability, any natural or artificial weapons you possess vibrate with a sound like a snarl. In the next round, the first two attacks you make against one specific opponent are made with a +5 enhancement bonus to attack and damage. You need not know your opponent's name, but you must identify them specifically and individually as you activate the Rune.

Root
Face of The Vengeful (E)
Effect: The Rune twists your features into an expression of deep and terrible sorrow.
When you activate this ability, you speak the name of a specific individual within thirty feet. That individual is stricken with a curse of some sort if they fail their will save; receiving either a -6 penalty to a single ability score, a -4 penalty to attack and damage rolls, or a -6 penalty to two to three specific skills. This curse lasts until it is magically removed.

Forest
Call of The Keening Heart (E)
Effect: The Rune flares with energy, then detaches from your face.
When you expend this Rune, it becomes a strange magical construction. If you grant it to one of your allies, they may place it across their own features, at which time it disappears.
Thereafter, should they wish to summon you, they may take a standard action to do so; once completed, this action calls you to their side as long as you are within one mile of their position. While in transit, you gain a blurred conception of your compatriot's condition and situation, but you cannot choose not to be transported.
You may begin to take actions the round after you are summoned.

Rune of The Spider
This Rune resembles a group of humanoids with limbs entangled, either in melee or amorous pleasure; taken together, they form the arachnid shape the Rune's name suggests.
Location:Thighs.
Component: Guard-hairs of a spider.

First Growing
Embrace The Stones (E)
Effect: The Rune slides along your back and to your limbs, sprouting tiny, sharp cilia.
When you activate this effect, you gain the ability to move normally along walls or ceilings; you cannot, however, completely divorce yourself from the stone without falling, and therefore cannot run or jump.
This ability lasts for 1 minute/level.

Second Growing
Spider's Kiss (E)
Effect: The Rune causes your body to sprout innumerable ink-fangs, which appear only a moment before sinking back into your flesh.
When you activate this ability, you gain a bonus to one or more of your ability scores; however, you take an equal amount of ability damage to one or more of your other scores. You may divide the damage as you wish among your other abilities.
You can enhance a maximum of two ability scores simultaneously using this ability; the maximum amount by which any one ability score can be enhanced is +8.
This ability lasts one round/level.

Rune of The Lost Son
This Rune appears to be a pair of disembodied, upraised humanoid arms, crooked as if pleading.
Location: Upper arm.
Component: Tears.

First Growing
Accusation of The Graveborne (E)
Effect: The Rune's Substance shivers and your whole body seems to give voice to a penetrating shriek.
When you activate this power, the target receives 1d6 damage per caster level, to a maximum of 10d6; a successful fortitude save halves the damage, unless the target is undead.

Brotherhood of The Estranged (E)
Effect: The Rune changes shape, becoming the name of a fallen comrade or relation.
When you activate this ability, you call forth an immaterial spirit to answer your questions. This spirit answers one question per two caster levels to the best of its ability; however, its knowledge is limited to the area it knew in life- generally the area in which the spell is cast.
Calling up a spirit who knows information about a specific location is difficult, and may be impossible; a Spellcraft check against DC20 is required, and the DC may be higher for especially far-flung or mysterious regions, at the DM's discretion.
A spirit may have an alignment opposed to yours, and if so, it will attempt to twist the answers to your question to its advantage and your detriment; you do not automatically know the called spirit's alignment.

Root
Tears of The Betrayed (C)
Effect: The Rune drips as if bleeding, encircling your arms; when your enemy strikes you, a little of its inky Substance follows his blade or claw.
When an enemy strikes you in combat, they receive back either the damage they dealt you, or ten points of damage, whichever is less. This damage is typeless (and, in fact, self-inflicted through the Rune's nature) and thus DR or resistance on the enemy's part does not reduce it.

Pointing to The Grave (E)
Effect: The Rune slides down your arm and onto the tongue of a corpse you hold in your hands.
This ability functions identically to Speak With Dead as cast by a cleric of your level.

Rune of The Shaded Stones
This Rune resembles a circle of standing stones or other ritual site.
Location: Forehead.
Component: Sap from a tall tree.

First Growing
Voices of The Circle (E)
Effect: The Rune glimmers softly, and you hear a plenitude of whispers.
When you activate this ability, you think of some specific action or course of action you intend to take; the ability grants you an intuitive sense of whether that activity will have good results, no results of importance, or poor results. This ability applies only to the specific choice considered, and not its potential long-term consequences, but the information gained is accurate unless magically warped in some way.

Thousand Seeds
Silence of The Circle (E)
Effect: The Rune covers your face, which becomes blank and mask-like.
When you activate this ability, you become immune to any and all attempts to discern your thoughts, alignment, or location; scrying, mind-reading, and other divination techniques pass over you as if you were simply not there.
In addition, you gain a +10 bonus to all saves against mind-affecting abilities of any kind.
This ability lasts for one day.


Rune of The Drowned Maiden
This Rune depicts a disturbingly beautiful young woman's face, twisted into two simultaneous expressions- one smiling mouth, and one frowning.
Location: Neck.
Component: River-water.

First Growing
Exhalation of The River (C)
Effect: You feel your throat constrict as the Rune seeps deeper into your flesh; finally, though you can still breathe normally, your nose and mouth begin to pour forth water.
When you activate this ability, your body begins to produce water from the mouth and nose (though this does not interfere with your breathing).
This water is clear, clean, and drinkable, though others may find its source somewhat disturbing.

Slow-flowing Breath (E)
Effect: The Rune turns a bilious green and pours forth along the length of your arm in an inky tide, finally flowing down the throat of an ally.
This ability functions identically to Delay Poison.

Branch
Bitter Draught of The Rime-flow (E)
Effect: The Rune causes your throat to seize, then vomit forth a caustic substance that coats your weapon, natural or artificial.
When you activate this ability, your weapon or natural weapon is coated with a poisonous secretion you produce.
Your next successful melee attack deals 1d8 constitution damage, and 1d8 constitution damage one minute later; a successful fortitude save, in each instance, negates the effect.

Forest
Shape of The Weeping One (E)
Effect: Your eyes begin to weep salty Tears as the Rune's substance pervades your flesh; afterward, you nearly fade from sight.
When you activate this ability, your flesh takes on a ghostly translucency.
You have a 50% chance to ignore any attack from a corporeal source, just as a Ghost would (with the usual exceptions, such as force effects).
You have a deflection bonus to AC equal to your charisma bonus, but no natural armor (this bonus is equal to at least +1 regardless of your charisma score).
You may enter the outer layer of objects, thereby gaining total cover, but all opponents have total concealment against you when you do so. Creatures outside the object or wall can ready actions to attack you, as you have only ordinary concealment then.
Your attacks are incorporeal and thus unaffected by armor and etc; however, your nonmagical attacks do not function against corporeal targets, and your magic weapon attacks have the same 50% miss chance your opponents do.
Your spells function normally against corporeal attacks, however.
You cannot fall, trip, grapple, or be grappled. You have no weight, and cannot manipulate an opponent, their equipment, or an object physically.
You move completely silently while in this form.
You have no strength score, so your dexterity modifier is used for your melee attacks.

Rune of The Speaker's Chain
This Rune resembles, appropriately enough, a chain or set of manacles.
Location: Forearm.
Component: A small quantity of adhesive.

First Growing
Hand That Forges Chain (E)
Effect: The Rune glimmers and flows across your fingers, which suddenly feel heavier.
When you activate this ability, you gain a melee touch attack, discharged the first time you successfully strike a living creature; the creature you strike is paralyzed for 1d6+3 rounds if they fail a fortitude saving throw.

Shadow-forged Prison (E)
Effect: The Rune expands and shoots toward an opponent, wrapping them around with diaphanous, inky tendrils.
Activating this effect causes one creature to become frozen where it stands, should it fail a will save; it gains a new save every turn to break the effect. You may maintain this effect for 1 round/level.

Key of The Chains (E)
Effect: The Rune flows onto those creatures you touch, glowing softly.
This ability removes magical slowing or paralysis from any two creatures you touch instantly; creatures paralyzed by loss of dexterity or naturally are unaffected.

Branch
Chain Rent Asunder (C)
Effect: The Rune glimmers and appears to shift, from the appearance of a whole chain to scattered links.
When you activate this effect, you gain the ability to shake off effects that would ordinarily impede your motions.
This includes paralysis, webs, solid fog, slow spells, and grapples; you automatically succeed on opposed grapple checks to avoid being grappled or pinned. In addition, you experience no slowing of your movement while underwater, nor do your weapons, as long as you keep them in hand.

Second Growing
Sundering The Shadow-chain (E)
Effect: The Rune appears to shiver into a thousand inky shards, then disappears.
This ability is identical to Break Enchantment as cast by a cleric of your level.

Rune of Spring's Sorrow
This amorphous rune resembles by turns an icicle, a sword, and an up-reaching hand.
Location: Chest.
Component: Melted ice.

First Growing
Sprouting Seeds of Memory (E)
Effect: Your heart beats faster as the Rune seeps into your skin, and you feel a warmth as if from sunlight.
When you activate this ability, you dispel any effect reducing a subject's ability scores, or heal 1d4 points of ability damage, but not ability drain.
Your touch also heals exhaustion or fatigue.

Branch
New-opened eyes (C)
Effect: Your eyelids take on an inky sheen and flutter open- for the duration of the effect.
While this ability is active, you gain immunity to figments and glamers; in addition, you gain a +6 bonus to spot and search checks for its duration.


Gift of Memories (E)
Effect: The Rune shimmers, golden, and imparts a shining appearance to the surrounding area.
When you activate this effect, you restore memories and life to a character you touch. You may choose to dispel a negative level, or restore one experience level temporarily drained. In addition, this effect dispels all temporary ability damage, or, if you wish, all points drained from a single ability score. It also restores a fatigued or exhausted character.
This ability cannot restore level loss due to death.

Forest
Life of Spring's Tide (E)
Effect: The Rune seeps into your flesh, and you are suffused with gold, orange and yellows, taking on the appearance of autumn leaves.
You dispel all negative levels afflicting a creature when you activate this ability, as well as level drains; in addition, it repairs all temporary ability damage and permanent ability drain. Fatigue, exhaustion, confusion or insanity are also removed.
Again, this ability does not remove the level loss associated with death.

Rune of The Hunt's Reversal
This Rune resembles two figures locked in spinning combat, one a fierce predator, the other, an iron-thewed warrior.
Location: Upper Arms.
Component: Hairs from the pelt of a wild animal of some description.

First Growing
Springing Cat of The Passes (E)
Effect: The Rune causes your limbs to swell with muscle, and the hair thereupon to lengthen and stiffen.
The next time you make a charge after activating this ability, you may also take a full attack action on the same turn.
You may activate this ability as a swift action, should you so choose.

Root
Maw of The New Hunter (E)
Effect: The Rune flares and crackles outwards to your fingers, which tingle with the power to unmake.
This ability functions identically to Dispel Magic cast by a wizard of your level.

Rune of The Grieving Dance
This rune resembles a circle of leaping figures, some apparently dancing, others downfallen.
Location: Chest.
Component: A mixture of aconite and feverfew.

Root
Lamentation of The Daughters (E)
Effect: The Rune seeps into your chest, which seems, for a moment, to cave inwards...then bows outwards, and appears to explode.
When you activate this ability, all creatures with twenty feet of you are caught by an encircling wave of vitriolic pain, taking 4d6 damage on a failed reflex save; half of this damage is acid damage, the other half is negative energy damage.
If you have additional runes of this type scribed, you may expend them to add 2d6 damage each.

Branch
Ending Lamentation (E)Effect: The Rune seeps upward to your eyes, which shimmer with emerald light.
When you activate this ability, you gain the ability to sense natural venoms and poisons working their will on a creature; your touch neutralizes such toxins, preventing any further harm (but not reversing harm already done).

Thousand Seeds
Lamentation of The Many (E)
Effect: Your whole body is dyed deepest black by the Rune's Substance...then it begins seeping out of you, building into a circular wave of hate.
Upon activating this ability, all creatures within thirty feet are dealt 9d6 points of acid damage; a successful reflex save halves the effect.
If you have additional runes of this type scribed, you may expend them to add 1d6 damage each.


Rune of Tides
This Rune resembles a bisected face, one half skeletal, the other laughing and full-fleshed.
Location: Hands.
Component: Dried, ground sinew of a small creature killed by the Rhymer's hand.

Branch
Tide of Newfound Sorrows (E)
Effect:Your hands are coated with ink-black Substance, which flows into the body of a dead comrade.
This ability functions identically to Reanimation.
Second Growing
Tide of The Endless Wheel (E)
Effect: The Substance flows over your fingers, which grow pale and skeletal.
This ability is identical to Raise Dead.
Forest
Tide of Returning Storms (E)
Effect: Your hands are coated with the Substance, which, seeping into your flesh, somehow makes your flesh seem more vibrantly alive.
This ability is identical to Resurrection.

martyboy74
2007-04-08, 07:56 PM
Shouldn't this be in the homebrew forum?

\/ Sorry, hallucinating again.

Shiny, Bearer of the Pokystick
2007-04-08, 08:04 PM
Shouldn't this be in the homebrew forum?
...It is in the Homebrew forum.
Wasn't it always?

Also; I'd like commentary on the following things:
First, is this interesting and does it look fun to play?
Second, is this balanced? It's a second-teir spellcaster/secondary combatant, so it should be balanced against rangers, warlocks, bards, shamans, shadowcasters, etc.; more or less.

Third and on a somewhat different note, I'm specifically wondering if I did right on the Greatrunes, I'm a little iffy on some of them.

Ideas for either Greatrunes specifically, or just new Runes in general, are appreciated, within reason.

Fax Celestis
2007-04-10, 07:37 PM
Looking better and better.

Perhaps we should kick out a Tome of Magic II: Rune Magic and Tarot Magic.

Shiny, Bearer of the Pokystick
2007-04-10, 07:40 PM
That might exceed the world capacity for awesome.

Anyways; I've made the following changes, for all of you listening out there in radioland:


The Greatrunes have been completely revamped, granting new, Truespeech-related abilities.
Endurance has been replaced by Great Fortitude.
Bonus Feat selection has been clarified.
Animal Companion has been replaced with the Painless ability.
The Runic Grades have been renamed in the default lexicon.

A few other small changes, as well.


Now c'mon. Somebody has to post, at least to tell me they hate it. :smalleek:

Matthew
2007-04-12, 09:55 PM
I hate it...

Seriously, though, it seems... okay. The flavour is interesting, though I'm not that sure about the name, and the mechanics seem balanced, but it is a lot for me to take in and so I could be quite wrong.

Fax Celestis
2007-04-12, 10:37 PM
I hate it...

Seriously, though, it seems... okay. The flavour is interesting, though I'm not that sure about the name, and the mechanics seem balanced, but it is a lot for me to take in and so I could be quite wrong.

Perhaps an example or two would help in that regard.

Also: perhaps rename it to "Runesmith", "Pictographist", "Hieroglyphist", "Emblemist", or--if you like my Hawai'ian naming convention, "Kākau Kaha."

EvilElitest
2007-04-12, 10:55 PM
Perhaps an example or two would help in that regard.

Also: perhaps rename it to "Runesmith", "Pictographist", "Hieroglyphist", "Emblemist", or--if you like my Hawai'ian naming convention, "Kākau Kaha."

Runesmith has been done, maybe pictographist as well
from,
EE

Matthew
2007-04-12, 10:56 PM
Yeah, an example or two might be useful.

Rune Writer? Rune Maker? Rune Caster?

Shiny, Bearer of the Pokystick
2007-04-12, 10:56 PM
Perhaps an example or two would help in that regard.

Could be right there.
Let's compare, then- in terms of balance, first.

I'd say comparing to the Psychic Warrior (which is the fairly obvious route considering that many Rhymer abilities are based on PsyWar abilities) is moot, but just for comparison purposes:
The Rune of The Blooded Claw, First Aett, is essentially similar to the Psychic Warrior power Claws of The Beast, granting the same sort of natural attack (though dealing bludgeoning rather than piercing damage).
However, the opportunity cost for enhancing the ability is somewhat higher for the Rhymer, as he must expend a few of his precious Runes to do so, rather than simply spending power points; however, as a counterbalance, the Rhymer has the self-healing capabilities to utilize these natural weapons even more effectively than the Psychic Warrior, and many of his Runes offer synergy in the form of new abilities granted to such weapons: for instance, a Rune of the Courtesan's blade, Third Aett, can double the threat range of such a weapon, while the same Rune scribed as part of the Sixth Aett could reduce the damage reduction of a target.

To give a more generalized example: generally speaking, the abilities of a particular Rune at its various grades are thematically bound- sometimes obviously, sometimes not. The advantage of this approach is that on occasion, a wide variety of abilities can be scribed without applying against the scribing limit (in the case of tenously bound stories) while, on the other hand, a Rhymer who can anticipate his day's work can plan for it by scribing an appropriate type of Rune- Bulwark, Hart, and Thane's Barrow, for instance, form a potent set of defenses and stopgaps, while Courtesan's Blade, Blooded Hand, and Blessed Well's ability-enhancing function would form a similarly potent offensive strategy.

To summarize; the Rhymer is less overtly powerful than a wizard by far, less powerful than a cleric or druid by reason of class abilities and knowledge restrictions, etc.; however, he is a 'balanced' class, in my view.

The Rhymer's most effective role lies in focus, both overall (due to his fairly low number of 'Runes Known') and in terms of his daily preparations. As a 'prepared' caster specializing in the secondary combatant and healer role, he fills a similar niche to the cleric, but his buffing abilities are more situational and less obligatory, avoiding the 'CoDzilla' problem.
As a caster with a number of divination abilities, and a few summoning and evocation effects, he can also provide 'arcane support' without sacrificing hardiness or basic combat ability.
Though his selection of effects may be much more limited, they are less immediately expended, due to the re-scribing mechanic.

Not sure if that clears things up at all. o.o;

As to changing the name; I had in mind the legends of 'Thomas the Rhymer' et. al., as well as the Dragonbone Chair series and its 'Rimmersmen'....
The Rhymer myth being particularly relevant because the founder of their order 'Grasped the horn before he took the sword' so to speak.

But I'll consider it. >.<;

Matthew
2007-04-13, 08:49 PM
I think the way that this scales makes it an unattractive Level 1 Base Class. I can't think of a generic Aett 1 Rune to use.

Human Rune Rhymer 1 AB 0(1)(2), AC 16, HP 7,
Strength 12, Dexterity 14, Constitution 12, Intelligence 12, Wisdom 14, Charisma 12,
Feats: 2
Skills: 4
Equipment: Mail Shirt, Long Spear, Long Sword, Dagger,
Runes: 1

How would you make the best of this 28 Point Build? Would you reassign Attributes? What Skills / Feats? Which Rune? (the most important question)

Shiny, Bearer of the Pokystick
2007-04-14, 08:30 AM
I think the way that this scales makes it an unattractive Level 1 Base Class. I can't think of a generic Aett 1 Rune to use.

Human Rune Rhymer 1 AB 0(1)(2), AC 16, HP 7,
Strength 12, Dexterity 14, Constitution 12, Intelligence 12, Wisdom 14, Charisma 12,
Feats: 2
Skills: 4
Equipment: Mail Shirt, Long Spear, Long Sword, Dagger,
Runes: 1

How would you make the best of this 28 Point Build? Would you reassign Attributes? What Skills / Feats? Which Rune? (the most important question)
As to attributes; your wisdom should be fine, intelligence as well for the skill bonus; unless you're planning to act as a party 'face', however, you might want to move points from charisma to either dexterity or strength, depending on what fighting style you're intending to make use of- personally, I reccomend strength, and be sure to keep your constitution high for multi-scribing.
As to skills, spellcraft will help you re-scribe your runes; as a key skill for the class it's more or less obligatory, as is concentration. A few points into knowledge skills could be helpful, but for this first level I'd say spot and listen are of more utility, plus move silently/hide if you're planning to act as a scout. So, concretely: spot, listen, spellcraft, concentration or spellcraft, concentration, hide, move silently.
For feats, I'd reccomend starting either a fighter or rogue 'feat tree', thus; either Dodge, Power Attack, or Combat Reflexes (which I think would require one more point of Int.) as you like.

Now, the important question, which Rune.
If you shift your gear focus away from weaponry, I'd reccomend a 'natural attack' Rune such as Blooded Hand or Hound, which gives you a hefty offensive option. However, given your already-equipped status, we can go in several directions.
Stealth: If you particularly like to set up encounters and strike at the right moment, the Rune of the Courtesan's blade allows you a lasting bonus to hide checks- as well as an option to deal constitution damage, increased by the fact that it's first Aett expending ability can be augmented by scribing multiple Runes.
Defense: If you're focused on staying alive, a Rune of The Bulwark provides you with an option for reducing your damage or augmenting your AC; Thornlocked Maiden, Thane's Barrow, and Vangaurd provide similar benefits. Black hand, of course, provides healing.
Offense: The Blooded Hand's expending ability can enhance your weapon somewhat; veiled father can help you lower their defenses somewhat (on a feint), Mosshand allows you to utilize grappling tactics, Twilit Eye and Vangaurd enhance damage and attack rolls, respectively.

Personally, I would put my points into stealth skills and use the Courtesan's Blade abilities, but that's a function of my playstyle.
To address your initial concern; honestly, there aren't that many 'generic' Runes at all- you have to choose what you want to do well.

If you have any suggestions for a difference in how the Runes known or Scribed/day should scale, or suggestions for new First Aett abilities, shoot; I'd seriously love to hear them.

Oh, and a clarification: the maximum number of the Runes of the same name/type that can be scribed at once (since they don't count against scribed/day) is equal to Con. modifier.