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View Full Version : D&D 3.x Class Glyph Knight (Base Class, alt-Incarnum)



Zaydos
2016-10-17, 01:02 PM
Glyph Knight

Magic is in every part of the world, magic is the world, you just need to find a way to draw it out of you.

Rune, or symbol, magic is common. Wizard and priests use it on occasion. Psions even make use of it in their psionic tattoos, illithids in their wards. Runecasters (FRCS), and dwarven Runesmiths (Races of Stone) take this further but even they merely use runes to augment and improve upon their arcane or divine magic. Illumians (Races of Destiny) may have taken it the furthest of all, using a symbolic language to transform their very race into what could be called living words. Even so these symbols have power, like the hand motions and words of spells, these runes seem to draw upon some boundless source of magic.

Symbol magic, of which Glyph Knights are a practitioner, draws upon this primal resonance of certain runes, glyphs, and sigils with magical forces which they serve to symbolize; to the multiverse if not human awareness. Glyph knights use a small amount of magic to create these symbols on their flesh cementing them there by tying them into their very spirit. Once the glyph knight's spirit (or soul) gives these symbols the energy needed to activate the natural resonance of these symbols with the underlying nature of magic allows them to maintain themselves and grants the bearer a variety of powers depending upon the symbol created. A glyph knight learns how to attract basic mystical energy from the cosmos and themselves, sometimes called essentia, to channel through these symbols and increase their resonant powers, and even to allow the symbol to spread through their spirit and across their body to gain a greater strength.

The original glyph knights are said to have been students who lacked the magical talent to become wizards. They found symbol magic as an alternative. The magical talent necessary is far less than that of true wizardry, and the resonance of the runes can even slowly bring out greater and greater magical potential in those who use them. Overtime these Symbol Mages developed into an order of warriors trained to fight alongside true mages using their symbols' natural resonance with magic to draw greater power from the universe simply as a by-product of their allies' spellcasting.

Of course this is only one story and the presence of Symbol Warriors can be counted against this theory. After all they are an apparently older martial tradition of symbol use, their self-branding of permanently inscribed symbols onto their flesh seemingly a more primitive version of a glyph knight's symbol crafting. Whatever the truth, Glyph Knights wield magical Symbols which resonate naturally with certain magical forces.

Adventures: Glyph Knights might adventure for knowledge, seeking some lost rune or even simply a library which might have information on how to formulate a new one. Some adventure out of duty, many glyph knights belong to knightly orders, sworn protectors trained to defend nationally sponsored mages and the like. Those that have no master other than themselves may adventure for the traditional reasons of greed and a knight-errant nature which sends them out to save the weak.

Characteristics: Glyph Knights use Symbols which resonate with magic to draw magical effects into their beings. In the case of Glyph Knights they generate these symbols with a slight amount of magic and use them to primarily reinforce their martial prowess. Glyph Knights are capable melee combatants, resistant against magic, and able to gain benefits from its use in the area even (especially) when not directed at them.

Alignment: Glyph knights may be of any alignment. That said as highly trained professionals they have a tendency towards Lawful alignments. For most glyph knights it takes a highly dedicated training regime and high levels of self-discipline. As this tends not to be personal self-learning, but at the instruction of another it requires learning to obey and respect another's commands. Further more most glyph knights are part of knightly orders which have additional requirements on behavior, and often emphasize the role of teamwork and discipline. Chaotic glyph knights often have either deserted their order, or been ousted from it. This does make chaotic glyph knights more common (relative to lawful ones) among adventuring glyph knights, as does that adventuring glyph knights are more likely to be self-taught. Glyph knights have no strong leaning towards Good or Evil.

Religion: Glyph knights most commonly worship gods of knowledge and magic. Boccob, who places these principles first, is a very common deity for Glyph Knights. That said they are still warriors, and those war gods who will not condemn the use of spell and sword in accord (or as symbols aren't true spells magic and muscle) count Glyph Knights among their worshipers.

Background: Glyph knights are typically trained in small knightly orders. Prestigious if few they train the next generation alongside a kingdom's war mages. Thus most glyph knights have an upper class, if still below nobility, background. On occasion a glyph knight may learn from an older relative who was one, or other sources, some rare few even being self-taught.

Races: Among the common races dwarves and elves are the most common glyph knights. Dwarves have a penchant for runic and symbol based magic but their tendency away from truly focused magic gives it few outlets, in the glyph knight they have found one. Dwarven glyph knights are less likely to exist as an auxiliary to their magical forces, and more likely to exist as a force all their own. Elves with their penchant for mixing sword and spell find glyph knights a natural fit. They are rarer among the other humanoid races and rarer still in the savage humanoids of orcs and goblinoids.

It is illumians, that secretive offshoot of humanity, that is most likely to be glyph knights. After all symbolic magic flows through the veins of illumians as a whole. While dwarves claim to have won symbol magic through vanquishing runic dragons in the ancient past and wresting its secrets from their corpses, and some humans claim it was born of symbol devils, the illumians claim to have discovered it simply in their studies of their own nature. Which is the truth none know.

Other Classes: Glyph knights are often trained to provide support to battle mages, whether wizard, sorcerer, or warmage. They work well with them, even if few military glyph knights are strong enough to show how well. They theoretically work just as well with clerics and druids. Glyph knights would prefer casting allies to non-casting ones, especially as they gain the ability to release their symbols as the resonance of released symbols with cast spells is a powerful advantage which is lost even when cooperating with warlocks and those which can almost cast magic. A glyph knight's favorite melee ally is a duskblade, and their favorite roguish one is a beguiler.

Role: Glyph knight's symbols allow them to use a variety of skills decently well if not expertly, or augment their combat ability above the baseline of a warrior.

Adaptation: See bit on incarnum below. In addition a glyph thief could be made by dropping BAB to cleric/rogue levels, adding traditional thief skills to their skill list, increasing skill ranks to 6 + Int, and granting them trapfinding at some (low) level. Make their symbols be inscribed (fixed and unchangeable), grant them +1 essentia per 3 levels, Inscribed Symbol as a bonus feat, and an additional symbol at 5th level, 11th level, and 17th level and you have something approximating the 'Symbol Warrior' concept mentioned in the fluff. Drop BAB to Poor, give them bonus essentia and symbols as Symbol Warrior but do not make their symbols inscribed and you have a Symbolist, or a true specialist in the use of Symbols. Drop BAB to Poor and drop Smite Earthly, grant Bard casting from the Sor/Wiz spell list and you have a 'Symbol Mage'. These are quick and dirty adaptations that may eventually be given their own classes (with different class features as well) if people want to see them.

GAME RULE INFORMATION
Glyph Knights have the following game statistics.
Abilities: As a full BAB class with the ability to wear heavy armor a glyph knight primarily needs Strength and Constitution. Their class features, including the save DCs of all symbols, however push them towards an investment in Intelligence as they add it to saves against Spells and Spell-like abilities and it determines saving throw DCs. The ability to get Int to many Will saves (not all Will saves are spells but a greater proportion than with Fort or Ref are) and their good Will saves mean they have less need of a high Wisdom than most melee characters.
Alignment: Any.
Hit Die: d8
Starting Age: As wizard.
Starting Gold: As fighter.

Class Skills
The glyph knight's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (any, each taken individually) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special

Symbol Crafting








Symbols Wrought
Essentia
Released Symbols


1st

+1

+2

+0

+2
Smite Earthly 1/day, Specialization, Symbol’s Alertness
1
0
0


2nd

+2

+3

+0

+3
Mystic Training
2
1
0


3rd

+3

+3

+1

+3
Mystic Resistance
2
1
0


4th

+4

+4

+1

+4
Lesser Rune Binds
3
2
1


5th

+5

+4

+1

+4
Runic Guidance, Smite Earthly 2/day
3
3
1


6th

+6/+1

+5

+2

+5
Improved Symbol’s Alertness, Work Item
3
3
1


7th

+7/+2

+5

+2

+5
Rune's Protection
4
4
1


8th

+8/+3

+6

+2

+6
Improved Rune Release
4
4
2


9th

+9/+4

+6

+3

+6
Strip Resistance
4
5
2


10th

+10/+5

+7

+3

+7
Intermediate Released State (One), Smite Earthly 3/day
5
5
2


11th

+11/+6/+1

+7

+3

+7
Runic Harmonics
5
6
2


12th

+12/+7/+2

+8

+4

+8
Runic Blessing
5
7
3


13th

+13/+8/+3

+8

+4

+8
Intermediate Released State (two)
6
8
3


14th

+14/+9/+4

+9

+4

+9
Mana Shield
6
9
3


15th

+15/+10/+5

+9

+5

+9
Superior Rune Release, Smite Earthly 4/day
6
10
3


16th

+16/+11/+6

+10

+5

+10
Greater Released State (1)
7
11
4


17th

+17/+12/+7/+2

+10

+5

+10
Released Mana
7
12
4


18th

+18/+13/+8/+3

+11

+6

+11
Intermediate Released State (unlimited)
7
13
4


19th

+19/+14/+9/+4

+11

+6

+11
Runic Resonance
8
14
4


20th

+20/+15/+10/+5

+12

+6

+12
Smite Earthly 5/day, 2nd Greater Released Symbol
8
15
5



The following are class features of the Glyph Knight:

Weapon and Armor Proficiencies: A glyph knight gains proficiency in all simple and martial weapons and light, medium, and heavy armor as well as shields (except tower shields).

Glyph Knights and Psionics: For the purposes of glyph knight class features, if psionics-magic transparency is used, manifesting a power or using a psi-like ability is the same as casting a spell or using a spell-like ability. The standard discipline-school equivalencies are used except for Psychoportation; Clairsentience powers are Divination, Metacreativity are Conjuration, Psychokinesis are Evocation, Psychometabolism are Transmutation, and Telepathy are Enchantment. Psychoportation are considered Conjuration instead of none. If psionics-magic transparency is not used glyph knight class features do not directly interact with psionics. If partial transparency is used it is up to the DM whether they function as spells for glyph knight abilities, do not function at all, or if abilities which would normally react based upon a shaped symbol require a released symbol of that 'school', and those that require a released symbol treat the symbol as a grade lower (lesser is treated as unreleased, intermediate is treated as lesser, greater is treated as intermediate, and effects that key off of only greater symbols never activate due to psionic powers).

Symbol Crafting: A glyph knight’s primary ability is crafting symbols, which are drawn from the symbol list (2 posts below). You know and can craft any symbol from this list. These symbols draw upon fundamental magical energies, giving them a representation in the form of the runic glyph to draw upon the magical energies that symbol represents.

A glyph knight's Symbol Wright level is equal to their glyph knight level plus their levels in other classes that increase symbol wright level. Illumians gain a +1 to their Symbol Wright level, or +2 if they have two sigils, up to their character level.

The Difficulty Class for a saving throw against a glyph knight's symbol is 10 + number of points of essentia invested in the symbol + your Intelligence modifier. Your symbol wright level is equal to your glyph knight level.

A glyph knight can only craft a certain number of symbols per day. Your base daily allotment is given on the table above. At 1st level a glyph knight can create a single symbol, but as they advance in level they gain additional symbols. A glyph knight must have 8 hours of rest to create symbols and creating symbols usually requires 1 hour of meditation.

Essentia: A glyph knight gains a pool of essentia. While they do not gain any essentia at 1st level, if they have access to essentia through another source they may invest it into symbols. They follow the same rules for investing essentia as a meldshaper, with symbols having normal essentia capacity (1 at 1st-5th, 2 at 6th-11th, 3 at 12th-17th, and 4 at 18th-20th); investing or re-arranging essentia is a swift action.

Smite Earthly (Su): Once per day glyph knight gains the ability to channel magical energy through their weapon, as part of an attack, to destructively strike down those who lack their own spell energies which serve to dissipate this simplistic magical strike. The glyph knight adds their Intelligence bonus (if any) to their attack roll and deals 1 extra point of damage per glyph knight level. A creature capable of casting spells, using spell-like abilities, or crafting symbols is immune to this effect, and if the glyph knight accidentally smites such a creature, the smite has no effect, but the ability is still used up for that day. An attack improved by this smite may however strike incorporeal creatures as if it was made with a ghost touch weapon, even if they are not otherwise a valid target for the ability.

At 5th level, and at every five levels thereafter, the glyph knight may perform an arcane smite one additional time per day.

Specialization: At first level a glyph knight may choose to specialize in a single school of symbols. To do so they must perform a series of rituals which rechannel their resonance with magical forces of another two schools towards the specialized school forever losing access to symbols of the sacrificed schools not only in the glyph knight class but from any other sources as well unless they specifically are exempt from this (such as a Symbol Devil's Bestow Symbol ability). They gain no benefits for having such symbols wrought, cannot invest essentia into such symbols, cannot craft such symbols, and cannot benefit from the released states of such symbols if they somehow have one in a released state. In exchange the glyph knight gains several benefits related to their chosen school. They gain a bonus point of essentia which may only be invested into symbols of the selected school. They add their Intelligence modifier to their Symbol Wright level with symbols of the chosen school for the purposes of overcoming spell resistance and resisting dispel and similar effects. They gain a +4 bonus on Spellcraft checks to identify symbols and spells of that school. Lastly they are able to see auras of spells and effects of that school within 30 ft, this functions like Detect Magic except that you gain knowledge of the number and strongest aura within this area automatically (as a non-action) as long as they can see them (if the aura has total concealment in regards to you you gain no knowledge of it), and by concentrating as a standard action they can gain the benefits of the 3rd round of Detect Magic within a 30 ft cone however you need to be able to see auras to determine their location and power.

A glyph knight does not have to specialize, but if they do not choose to at 1st level the various resonant channels set into place more firmly and it is impossible to choose to do so later.

Symbol's Alertness (Su): Whenever someone within 30 ft casts a spell (spell-like abilities do not trigger this) with a school that matches that of one of your wrought symbols your senses are momentarily heightened by the ambient magic granting you a +2 morale bonus to Listen and Spot checks and a +1 dodge bonus to AC for a number of rounds equal to the spell level of the cast spell.

Mystic Training (Ex): Beginning at 2nd level a glyph knight gains a +2 bonus to Knowledge (arcana) and Spellcraft checks and may make such checks untrained.

Mystic Resistance (Su): Beginning at 3rd level a glyph knight gains a bonus on all saves against Spells and Spell-like Abilities equal to their Intelligence modifier if positive.

Lesser Released Symbol: Beginning at 4th level a glyph knight may release a symbol, allowing it to spread further across their body and spirit. This increases the abilities granted by the symbol, and the abilities granted by the Lesser Released state are listed under each symbol below (not all symbols necessarily possess Lesser Released states). At 4th level a glyph knight can release 1 symbol, though they may release another symbol for every 4 glyph knight levels beyond that. As a glyph knight gains levels they also gain access to Intermediate and Greater Released Symbols (see below), however to gain the lesser released state's benefits one must have it in the lesser released state not the intermediate or greater. For more information on released symbols in general see the post below.

Runic Guidance (Su): Beginning at 5th level whenever someone casts a spell (spell-like abilities do not trigger this) within 30 ft with a school that matches one of your released symbols you gain a +1 bonus to attack rolls until the end of your next turn; if it matches a greater released symbol you gain a +2 instead. If it matches an intermediate or greater released symbol you also gain a +1 bonus to skill and ability checks until the end of your next turn.

Improved Symbol’s Alertness: Beginning at 6th level your Symbol’s Alertness and Runic Guidance now activates at a range of up to 60 ft. The bonus to Spot and Listen is now increased by twice the spell level of the triggering spell, and if you have an Intermediate or Greater Released Symbol which matches the spell’s school the dodge bonus to AC is increased by +1. In addition you are aware when it is triggered that a spell has been cast and which school it was.

Work Item (Su): Beginning at 6th level you may substitute your Symbol Wright level for your Caster Level for the purposes of crafting items and qualifying for Item Creation feats. In addition you may emulate any 2nd level or lower spell from the spell-list of any spellcaster which gains 9th level spells for the purposes of crafting items, this increases to 4th level or lower if you possess the ability to release a symbol in its Intermediate Released State, and 7th level or lower if you possess the ability to do so in its Greater Released State. You may use spell completion and spell trigger items as if all 4th level or lower spells of any school that you have a Symbol belonging to it Released were on your spell list and you had a caster level of your Symbol Wright level. If you have a Symbol bound with an Intermediate Released State you may treat 6th level or lower spells of its school as being on your spell list. If you have a Symbol bound with a Greater Released State you may treat 9th level or lower spells of its school as being on your spell list.

Rune’s Protection (Su): Beginning at 7th level a glyph knight is able to draw limited protection from magic through their released symbols. They gain a +2 on saves against spells and spell-like abilities of a school matching a lesser released symbol. If it matches an intermediate released symbol they gain a +3 instead. If it matches a greater released symbol they gain a +4. If it matches multiple released symbols use only the highest bonus.

Improved Rune Release (Ex): Beginning at 8th level a glyph knight learns to coax more power from released symbols. The essentia capacity of a glyph knight's released symbols (regardless of the tier of release) is increased by 1, and they gain a +2 bonus on rolls to overcome spell resistance with released symbols.

Strip Resistance (Su): Beginning at 9th level a glyph knight may strip a foe of their resistance to magical attacks. When you strike an enemy within 30 ft with an attack their Spell Resistance (if any) is reduced by 1 until the end of your next turn. This effect stacks with itself and each time you strike an enemy already under its effects the duration is reset.

Intermediate Released State: Beginning at 10th level a glyph knight may choose to release a symbol to its intermediate released state instead of its lesser released state. This still uses one of the glyph knight's limit of released states but does not grant the lesser released state's benefit, granting the intermediate benefit instead. At 10th level a glyph knight may only have one intermediate released symbol at a time regardless of how many released symbols they may possess, at 13th level they may have 2 instead, and beginning at 18th level they may have any number of symbols at their intermediate released state (still limited by the maximum number they can have in a released state at all).

Runic Harmonics (Su): Beginning at 11th level whenever an ally other than yourself within 60 ft casts a spell (spell-like abilities do not trigger this) they gain a +1 enhancement bonus to their caster level if its school matches a symbol the glyph knight has in an intermediate released state. If it matches one the glyph knight has in a greater released state they instead gain a +2 enhancement bonus.

Runic Blessing (Su): Beginning at 12th level a glyph knight is able to draw more energy through the harmonic resonance of their released symbols with spells that share their school. Whenever someone casts a 2nd level or higher spell within 60 ft with a school that matches one of your Intermediate or Greater Released Symbols you gain a benefit based upon the school of the rune bind. In the case of spells affected by metamagic use their total level including metamagic increases.

Abjuration: You may immediately make a saving throw against one spell effect currently affecting you which allowed a save (success ends or reduces the ongoing effect as it would have if you had succeeded initially). If you have a Greater Released Symbol you gain a morale bonus to the saving throw equal to the spell level of the cast spell.
Conjuration: You may teleport 5 ft immediately as a free action usable when it is not your turn. If it is a Greater Released Symbol you may teleport 5 ft per spell level of the cast spell (minimum 5 ft).
Divination: You gain a +2 insight bonus on your next skill check made within 1 round. If you have a Greater Bind it is instead an insight bonus equal to its spell level +1.
Enchantment: You gain a +2 morale bonus to AC and attack rolls for 1 round. If it is a Greater Released Symbol you gain +1 plus 1 per 2 levels of the triggering spell instead.
Evocation: You gain energy resistance 5 to the energy type of your choice and all melee attacks you make deal 2 additional damage of that energy type. If it is a Greater Released Symbol you gain energy resistance 10 instead and deal +2 damage per spell level of the triggering spell.
Illusion: You gain a 10% miss chance for 1 round as if from the Blur spell. If it is a Greater Released Symbol you gain a 5% miss chance per spell level of the triggering spell.
Necromancy: You may immediately make a saving throw against any fear effect or negative level that is affecting you. If you fail the saving throw against a negative level it does not become permanent level loss. If it is a Greater Released Symbol you gain a morale bonus on this save equal to the spell level of the triggering spell.
Transmutation: You gain a +6 enhancement bonus to Strength for 1 round. If it is a Greater Released Symbol you gain a +4 + Spell level enhancement bonus to Strength instead.



Mana Shield (Su): Beginning at 14th level a glyph knight's ability to use the resonance of their wrought symbols with spells defensively improves. They gain Spell Resistance equal to their class level + 4. They gain +2 SR against spells which are of a school which matches one of they wrought symbols, this increases to +4 against spells that match a symbol in a Lesser Released State, +6 if they match an Intermediate Released Symbol, and a +8 if they match a Greater Released Symbol.

Superior Rune Release (Ex): Beginning at 15th level a glyph knight learns to coax even more power from released symbols. The essentia capacity of a glyph knight's released symbols (regardless of the tier of release) is increased by another 1 (+2 total), and they gain another +2 bonus (+4 total) on rolls to overcome spell resistance with released symbols.

Greater Released State: Beginning at 16th level a glyph knight may choose to release a symbol to its greater released state instead of its lesser or intermediate released state. This still uses one of the glyph knight's limit of released states but does not grant the lesser or intermediate released state's benefit, granting the greater benefit instead. At 16th level a glyph knight may only have one greater released symbol at a time regardless of how many released symbols they may possess, at 20th level they may have 2 instead.

Released Mana (Su): Beginning at 17th level a glyph knight may destroy one of their wrought symbols granted by the glyph knight class as a free action to gain a surge of power which lasts 3 + Int modifier rounds. This surge of power supercharges a glyph knight's other symbols from the glyph knight class and they are considered to have 1 more essentia in each of them than they actually do (this bonus may increase their effective essentia to higher than their essentia capacity) and a +2 to symbol wright level with their glyph knight symbols. If a glyph knight uses this ability again while the surge of power from the first is still active the duration is reset and the bonuses stack. A symbol destroyed in this way is not recovered until the next time a glyph knight shapes symbols.

Runic Resonance (Su): Beginning at 19th level a glyph knight is able to draw directly on magical energy when spells are cast nearby turning it into a temporary source of additional essentia. Whenever someone casts a 3rd level or higher spell (spell-like abilities do not trigger this), which shares a school with a Greater Released Symbol you have wrought, within 90 ft of you, you gain 1 temporary bonus essentia per 3 levels of spell. This temporary essentia lasts for 1 round and you may immediately invest it as a free action. If multiple such spells are cast the bonus essentia from each one stacks. In addition the range of your Symbol's Alertness, Runic Guidance, and Runic Blessing abilities all increase to 90 ft allowing you to gain those benefits from further away.

Zaydos
2016-10-17, 01:03 PM
Symbols and Symbol Wrights General Rules Overview

Terminology List:

Craft(ing) Symbols: The act of making a symbol and placing it upon one’s own body. The act of making a symbol wrought.

Erase(d): The act of making a symbol no longer be wrought either through outside effects which destroy a symbol or through willfully removing it (either as part of a class feature or feat, or as part of crafting different symbols).

Inscribed Symbol: A permanently wrought symbol. Inscribed symbols are not crafted (though they are wrought) and having an inscribed symbol does not count as being able to craft it or for the number of symbols you can craft, do not count against your maximum number of symbols you may have wrought, cannot be released, and cannot be voluntarily erased. If erased an inscribed symbol simply becomes inert for 1 hour.

Release(d): The act of allowing a symbol to spread across the glyph knight’s body is called releasing it. A released symbol is more deeply rooted in the glyph knight’ s body and spirit and interacts with certain effects differently, they also grant additional benefits.

Symbol Wright: One who crafts symbols regardless of class.

Symbol Wright Level: A glyph knight’s caster level equivalent, while often less important than caster level as many abilities of symbols are based upon essentia invested and whether that symbol is released and what level of release it possesses.

Symbol: A glyph knight’s primary ability, the ability to create symbols. These symbols grant a variety of effects simply for having been wrought upon the glyph knight’s body, but also place a strain upon it. Symbols are essentia receptacle and a creature with symbols wrought is able to invest essentia into them up to their essentia capacity.

Wrought: In the context of this class when a symbol is ‘wrought’ it has been created and implanted upon the Glyph Knight’s body or, in the case of a Glyph Smith, upon a piece of armament.

Symbols, Spell Resistance, Attacks of Opportunity, and Saving Throws:
Spell resistance is effective against any symbol used to affect a creature other than the user. As with one’s own spells and spell-like abilities, one’s own symbols ignore their own spell resistance.
While symbols are in many ways like spell-like abilities unless they state that they allow you to use a spell as a spell-like ability they do not provoke attacks of opportunity.
Whenever a symbol used by a glyph kight allows for a saving throw, including those of spell-like abilities they allow you to use, the save DC is 10 + essentia invested into that symbol + the glyph knight’s Int modifier. If other symbol using base classes are made they may use different ability scores. In the case of symbols that allow for the use of spell-like abilities this is instead of the normal save DC.

Crafting Symbols
A glyph knight’s level limits the number of symbols they can have wrought at a given time, this is shown on the table above under the column ‘Symbol’s Wrought’. For example a 3rd level glyph knight may only have 2 symbols wrought at a time.

To craft symbols a glyph knight must have the ability to craft more symbols than they currently have wrought, which may mean erasing existing symbols, and must have a clear and fresh mind like a wizard preparing spells. For this purpose a glyph knight needs first sleep for 8 hours. The glyph knight does not have to slumber for every minute of the time, but they must refrain from movement, combat, spellcasting, skill use, conversation, or any other fairly demanding physical or mental task during the rest period. If their rest is interrupted, each interruption adds 1 hour to the total amount of time she has to rest in order to clear their mind, and they must have at least 1 hour of uninterrupted rest immediately prior to crafting their symbols. If the character does not need to sleep for some reason, they still must have 8 hours of restful calm before crafting any symbols.
The environment required for a glyph knight is somewhat more relaxed than that which a wizard needs to prepare spells. While it must be free of too many overt distractions, they can, for example, craft symbols while exposed to inclement weather as long as it does not require any Constitution checks with a DC higher than 5 + Constitution modifier, or any other rolls that the glyph knight cannot succeed on a 5.
Crafting symbols itself takes 1 hour to craft all symbols a glyph knight has access to. A glyph knight that is not creating their full suite of symbols may do so more quickly, if they have 2 max symbols each takes 30 minutes, if they have 3 each takes 20 minutes, if they have 4 or 5 each takes 15 minutes, and if they have 6 or more each takes 10 minutes. Erasing symbols (a full round action per symbol) may be done as part of the same process as crafting them and does not add any time when done as part of it.

Symbol Selection:
A glyph knight may only craft glyph knight symbols through glyph knight class features. As there are currently only glyph knight symbols for the time being that means glyph knights may craft any symbol they want.

Manifestation of Symbols:
Each crafted symbol physically manifests upon the symbol wright as a runic glyph or symbol somewhere on their body. These symbols glow ever so faintly. A character with 3 symbols upon their body produces light as a candle when naked. One with 5 symbols produces bright light out to 5 ft in one direction, and one with 7 symbols produces bright light out to 5 ft in all directions. Each symbol is small covering 2 to 3 inches by 2 to 3 inches so they can easily be covered thus extinguishing the light; a character with 5 or more symbols may reveal enough symbols to provide light as a candle. In addition a symbol wright may move the symbols on their body. While this does not require an action other than a series of free actions, it is extremely slow and takes several minutes (assume that 15 minutes is sufficient to move a symbol from anywhere on the body to anywhere else). Inscribed Symbols may not be moved and do not produce light.

A creature looking at a symbol may identify it as a Symbol with a DC 20 Knowledge (arcana) check and may identify the specific symbol with a DC 25 check. These DCs assume that the existence of glyph knights is common knowledge but that they are still less common than traditional spellcasters and rare enough that except at places where they are concentrated (academies and the like) seeing one is a rarity. If glyph knights are rare the DC should be increased by 5 or 10. If glyph knights are more common the DCs should be reduced by 5, with the DC to identify a Symbol as a Symbol dropping to 5 if they have the distinctive glow from having 3 or more shaped at once.

Symbols and Essentia:

Symbols interact with essentia exactly like soulmelds do.

Releasing Symbols:

Beginning at 4th level a glyph knight may release one or more symbols’ power. In so doing they allow it to take greater root into their spirit and body; horror stories are told about what happens when one not ready to do so releases too much of a symbol’s power. Released states come in three varieties based upon their power: Lesser, Intermediate, and Greater. A glyph knight gains access to Lesser Released States at 4th level, Intermediate ones at 10th, and Greater ones at 16th. A glyph knight may only have a number of Released Symbols based on their class level, however regardless of the number of released symbols they possess they may only have one released Intermediate Symbol and one released Greater Symbol; a glyph knight gains the ability to possess any number of released Intermediate Symbols and at 20th level they gain the ability to release a 2nd Greater Symbol however these are exceptions to this rule. However regardless of how many symbols you possess without an ability to specifically allow the release of additional Intermediate or Greater Symbols you may only have one of each released, and you must be able to release intermediate or greater symbols to do so even then.

When a symbol is released it spread over a greater portion of a glyph knight’s body. A lesser released symbol may appear almost as a runic tattoo twining around a glyph knight’s limb. An intermediate symbol may cover a large portion of the glyph knight’s torso or a similar amount of flesh. A greater symbol spreads across the glyph knight’s entire body intertwining with other symbols in an intricate pattern that is said to hint at secrets as to the nature of magic or at least to demonstrate some of its laws and rules. A lesser released symbol glows like a candle. An intermediate released symbol if bare produces bright light out to 5 ft and shadowy out to 10 ft. A greater released symbol produces light like a candle even when under full-plate armor, and a naked character with a greater released symbol produces light like a torch.

A symbol that is released in one state cannot be released in another state by the same character. For example if you have Grand Sight Glyph releases in its lesser state you cannot also have it released in its greater state or vice versa. The Twin Release feat allows for an exception to this rule.

Symbols and Incarnum:

In a setting that uses incarnum a symbol wright’s symbols are a type of incarnum by default. This is because the system started as an incarnum hack and only evolved slightly out of it. Symbol wrights do not, however, believe they tap into the stuff of souls, but that the soul stuff of traditional incarnum is what happens when the raw magical energies that make up incarnum are bounded with souls. Instead they believe they tap into said raw magical energies. For this reason symbol wrights often refer to essentia as mana. If this is used effects that unshape soulmelds can erase symbols, however those that simply unbind bound soulmelds have no effect on released symbols.

If you are not using incarnum but want to use symbol wrights the answer is easy: rename essentia mana and do not use anything else incarnum. While this leaves the magical answers to symbols reduced they are still spell-like abilities and a plethora of answers to those already exist. A Bonus Mana feat (which grants 1 extra point of mana, or 2 if your character level is 6 or higher) will be needed to be introduced, and potentially allowed to be taken multiple times due to the loss of incarnum feats.

If you are using incarnum but do not want to have symbol wrights be a type of incarnum follow the same instructions for not using incarnum.

The default is set in place for the simple reason of player freedom. By having it be considered incarnum it gives players more options to interact with it by effectively borrowing the incarnum feats and spells, as well as making multiclass options between incarnum classes and symbol wright classes more functional (even if the incarnum rules for chakra binds are designed to hamstring multiclassing between incarnum classes). In short it allows access to a wealth of material so that players are more capable of setting the class to their style, especially the races and multiclassing which allow for interesting but not necessarily strong and allow for races that support the class while not bloating the setting with far too many strange little niche races.

Symbols and Magic:

While symbols do not directly resemble spellcasting they are at their heart magic. Symbols interact with spells and spell-like abilities in the same way that a spell or a normal spell-like ability interacts with another spell or spell-like ability (with a limited number of exceptions, as noted below).

Spell resistance is effective against any symbol used to affect a creature other than the user. As with one’s own spells and spell-like abilities, one’s own symbols ignore their own spell resistance.

Dispel magic and spells of that nature interact with a symbol as if the symbol were a magic item. If a dispel magic spell is targeted on a specific soulmeld, the caster makes a dispel check against a DC of 11 + the symbol’s symbol wright level. If successful, the symbol’s magical properties are suppressed for 1d4 rounds.

Any spell or effect that detects magic (such as detect magic) also detects symbol, their number, strength (based on symbol wright level), and location within 3 rounds. Each Symbol has a school, and symbols are sorted by their school.

Dead magic areas and anti-magic suppress the effects of symbols as if they were spell effects.

Symbols and Psionics:

If Psionics-Magic Transparency is in effect, for the purposes of symbols and school matching Clairsentience effects are Divination, Metacreation and Psychoportation effects are Conjuration (unlike normal for Psionics-Magic Transparency), Psychokinesis effects are Evocation, Psychometabolism effects are Transmutation, and Telepathy effects are Enchantment.

Symbols and Negative Levels:

When a symbol crafting character gains a negative level, he suffers the following effects, in addition to the normal effects felt
by any character:
• Their symbol wright level is reduced by 1.
• They lose the ability to craft one symbol. If they currently has the maximum number of symbols wrought, one of their symbols (determined randomly) vanishes and is no longer considered to be wrought. Any essentia invested in that syumbol become uninvested (but can be invested again normally on the character’s next turn).
• They lose 2 points of essentia (to a minimum of 0).
Negative levels have no effect on a character’s essentia capacity (whether in soulmelds or elsewhere) or the number of symbols they can release, though if a released symbol is uncreated they lose any special benefit granted by that symbol’s released state also disappears.

Zaydos
2016-10-17, 01:05 PM
Symbols List Part I (Abjuration, Conjuration, Divination)

Abjuration

Glyph of Mental Warding:
This symbol armors the mind protecting it from mental control. While this symbol is wrought you are protected from any attempt to possess you (by a magic jar attack, for example), Enchantment (charm) effects (including non-spell effects which duplicate Charm Person/Monster effects), and Dominate Person/Monster and effects which duplicate it. If an effect is already in place the symbol suppresses it without ending it.
Essentia: Each point of essentia invested into this symbol gives a +1 competence bonus to Will saves and reducing Intelligence, Wisdom, and Charisma damage you would take by 1.
Lesser Release: You become warded against scrying effects. Scrying effects targeting you, or items in your possession, fail, and you do not appear to scrying effects which include you in the area but do not directly target you, instead being effectively invisible and silenced to their view (as well as scentless etc). For example if your ally Frotho of the Eight Fingers was scried upon and you were next to Frotho the scrier would be unable to see or otherwise discern you. This has no effect on non-scrying spells such as Discern Location.
Intermediate Release: As a standard action you can end possession, or mind-control, with a touch. You must touch the possessed creature (or object) and the possessing creature must make a Will save or be forced out of the possessed creature (or object). You may also use this touch to end (charm) spells and Dominate spells and effects in which case the caster of the effect must make the Will save (if cast through an item the item makes the save unless whoever is attending it has a better Will save) or the effect is ended. This may even temporarily force out Vestiges, though in that case the binder is allowed a Will save (instead of the vestige), the pact is merely suppressed for 10 minutes, and it affects 1 vestige (determined randomly) plus 1 per 2 points of invested essentia. Once a creature has successfully saved a number of times in a row against this effect equal to your invested essentia it may not be affected by this effect again until you gain a level (or invest more essentia).
Greater Release: You gain immunity to Mind-Affecting effects.

Hungry Rune:
This rune eats ambient spells, siphoning it away bit by bit, sucking away at it like a runic dragon. While this symbol is wrought any spell effect upon you has its caster level reduced by 1 + 1 per 8 symbol wright levels at the end of each of your turns. If a spell effect's caster level is reduced to 0 it is dispelled, and the duration is also decreased as appropriate for if it had been cast at the new caster level.
Essentia: If you invest essentia into this ability it extends to affect any spell effect within 5 ft of you, plus 5 ft per point of essentia beyond the first.
Least Release: The rate of drain increases to 2 + 1 per 4 symbol wright levels you possess.
Intermediate Release: Whenever this symbol dispels a spell, or reduces its duration to the point that it immediately ends you gain a single point of charge in this symbol. You may hold an amount of charge in this symbol equal to the invested essentia + 1. By expending charge equal to a spell's level you may, as a standard, extend a single spell cast within 30 ft within the last round as if it had been cast with the extend spell feat.
Greater Release: As a move-equivalent or swift action you can create an anti-magic field around yourself out to a distance of 15 ft (as the spell). This anti-magic field does not affect the Hungry Rune (though it does affect other symbols you may possess). In fact within the area of this anti-magic field your Hungry Rune symbol reduces spell effects' caster level at twice the normal rate. You may rid yourself of the field with a second move-equivalent or swift action.

Sentry's Glyph:
You receive a small mental alert whenever a creature moves within 60 ft of you from an area outside of this range. You may, as a standard action choose to exclude mindless creatures, animals, or creatures bearing the holy symbol of a specific deity so that they do not trigger this alarm; re-including an excluded creature requires another standard action. You do not gain any information on the intruding creature, not even what square they entered from, simply that something has entered the area. If you move and the area is moved over a creature you do not gain information that it entered. You may reduce the range of your sentry glyph down to as low as 0 ft or increase it again up to 60 ft or any range in between 1/round as a free action. If you are sleeping the mental alert will wake you.
Essentia: You gain a circumstance bonus to Listen and Spot checks to see or hear creatures within the area of your sentry's glyph equal to twice the invested essentia.
Lesser Release: If a creature would teleport into the range of your sentry's glyph you become warned by a mental alert, which is distinct from that of a creature merely entering the area, and the creature's appearance is delayed by 1 round + 1 round per 2 points of essentia invested into this symbol. If you move so that the place the creature would have appeared is no longer within the range of your sentry's glyph the creature immediately appears.
Intermediate Release: You gain blindsense out to the range of your sentry's glyph. In addition you now become aware of a creature's type and subtype(s) if any when it enters your sentry glyph's range, and may choose to exclude creatures of any type or subtype from its effects.
Greater Release: Enemies have difficulty moving through the range of your sentry glyph as if it were actively resisting them. Any movement out of a square within your sentry glyph's range costs enemies 2 squares of movement, and while within its range enemies suffer a -4 penalty to Dexterity.

Sigil of Protection's Aegis:
This symbol resonates with fundamental protective magics. It armors the will, and the body, even as it provides flows of reality to shift destructive effects from the bearer. You gain a +1 resistance bonus on saving throws.
Essentia: The resistance bonus on saving throws is increased by +1 per point of invested essentia.
Lesser Release: You gain Acid, Cold, Electricity, Fire, and Sonic Resistance 4 + 4 per point of invested essentia.
Intermediate Release: As an immediate action you can automatically pass a Fortitude save and take no effect (as if you had mettle). If you do so, however, you lose the standard action of your next turn (as well as the swift action used for this ability).
Greater Release: When you successfully save against a spell, spell-like ability, or supernatural ability its source must make a Will save or gain 2 negative levels as they are struck by a karmic backlash through the resonance of magic set-up by the rune.

Spellreaving Rune:
You gain the ability to Detect Magic at-will.
Essentia: You gain a +2 insight bonus on Spellcraft checks per point of invested essentia.
Lesser Release: As a standard action you may attempt to dispel any one spell effect active on you with a bonus on the dispel check equal to your meldshaper level plus your invested essentia. This is a purely mental action and can be performed when held or paralyzed. If you are completely unable to act (dazed, stunned, asleep, etc) or take standard actions (nauseated) due to an ongoing spell effect the rune automatically activates on each of your turns attempting to dispel the ability at the end of each of your turns (it consumes your standard action if it succeeds). If you are under a dominate effect any round in which you do not spend a standard action the rune automatically attempts to activate, if you are under a charm effect every round you are sleeping or otherwise unconscious the rune attempts to activate.
Intermediate Release: As a standard action you may attempt a targeted dispel (as the spell dispel magic) within 60 ft. You gain a bonus on dispel checks equal to ½ your meld shaper level + 2 per point of invested essentia. Once you have used this ability you must wait 1d4+1 rounds before using it again.
Greater Release: You are automatically aware whenever a spell is cast, or spell-like ability is used, within 300 ft of you and may attempt to identify it with a Spellcraft check at no penalty even if you do not see (or hear) any of the spell components. As an immediate action you can gain infinite spell resistance against a single spell being cast. Once you use this ability you must wait 9 – invested essentia rounds before using it again.

Zone Keeper's Rune:
This rune allows you to prevent the entry of certain creatures or effects. As long as this symbol is wrought as a standard action you can create an invisible barrier consisting of up to one 5-ft square vertical or horizontal plane plus one per 2 symbol wright levels through which extraplanar creatures cannot pass unless they succeed on a Will save. Summoned creatures are not allowed a save even if not extraplanar. This barrier lasts 1 minute and you may only have one use of this ability active at a time, using it again removes the earlier barrier. A creature may attempt to make a save up to once a round by attempting to move through the barrier, if they fail 5 ft of their movement is wasted; spell resistance, however, is only checked the first time a creature attempts to move through the barrier. The barrier must be contiguous at all points, though it may include turns, or even be a box, but it must be continuous. When you create the barrier you may choose not to apply its basic effect if you are using a Released State, alternatively you may choose not to apply its Released State.
Essentia: Each point of essentia invested in this ability increases the size of the barrier by 1 5-ft square plane, and if you have at least 3 points of essentia invested in this ability you may use it as a Swift action, if you have at least 5 points you may use it as a Move action, if you have at least 7 points you may use it as a free action 1/round.
Lesser Release: The barrier now affects creatures with 2 or less Intelligence as if they were extraplanar. In addition unattended objects, including thrown weapons, fired projectiles, gases, and Conjuration (creation) effects are blocked as well; magic items (but not gases or objects created by spells) are allowed a Will save at their Will save (+2 + 1/2 CL), not their wielder's (as they have been fired by this point), to pass through the barrier. Note that this includes air, and thus the barrier could be used to create an air-tight 5 ft cube.
Intermediate Release: The barrier blocks line of effect for supernatural abilities, spells, and spell-like abilities (this includes symbols and soulmelds); in addition if the barrier surrounds a space on all 6 sides it blocks teleportation into and out of that space. When you create this barrier you may choose to instead select a single spell school. If you do only spells and spell-like abilities of that school (including symbols of that school, and psionic powers of an equivalent discipline) are blocked.
Greater Release: When you create the barrier select any number of creature types or subtypes, they cannot pass through it (without a Will save) as if they were extraplanar creatures.

Conjuration

Cloudwaker’s Sigil:
You are continuously surrounded by a thin mist which you can manipulate and control. This mist is insufficient to grant concealment, but you can condense it to use it to manipulate objects. The mist can either be used to form a variety of tools allowing you to use it as masterwork thieves’ tools, or to clumsily hold objects itself. If used in the later way it lacks the manual dexterity and swiftness to effectively wield a weapon or shield, but can be used to hold a one-handed object (torch), open a backpack and withdraw an item, or similar tasks that can be performed with one hand and no more than 5 lbs of force. Regardless of your actual reach the wispy clouds will not stretch more than a foot from your body (including your arms but).
Essentia: Each point of essentia invested into Cloudwaker’s Sigil grants you a +2 competence bonus on Disable Device and Open Locks checks using it as thieves’ tools. In addition they grant it the ability to carry 5 additional lbs of goods and every 2 point of essentia grant an additional ‘hand’ for object carrying (the maximum weight must be divided between these hands so with 2 points of essentia they can carry 15 lbs of weight divided between 2 manipulators, one could carry your 4 lb longsword and another your 11 lb backpack, but you could not have one carry your 11 lb backpack and the other carry your friend’s 6 lb block of cheese).
Lesser Release: The fog moves to protect you working to intercept attacks. You gain a +2 bonus to AC and +2 bonus to Reflex saves. Anything that allows attacks to ignore cover allows them to ignore this as well.
Intermediate Release: You are able to spread the fog out into a thin mist out to up to 30 ft away from you. When spread this way it still does not grant cover or concealment, but the fog is cloying and clinging making the air almost like some liquid. Ranged attacks suffer a -1 penalty for each square of fog they must pass through. Creatures other than you moving through the fog treat it as difficult terrain (costs 2 squares of movement to leave any square of fog). You may extend the fog or retract it to any distance up to maximum as a swift action.
Greater Release: Two additional arms of fog solidify seeming to stretch from near your shoulders. These additional arms of fog may wield weapons. They may each wield a one-handed weapon at your Strength or both together wield a single two-handed weapon. If wielding two weapons they each make a single attack at your highest attack bonus -5 and one at your highest attack bonus -15 (2nd and 4th iterative attacks). If wielding a two-hander they make a single attack at your highest attack bonus -5 and one at your highest attack bonus -15 (2nd and 4th iterative attacks).
Special Note: It's my personal choice to move Conjuration (Creation) to Evocation (Creation), if you do so this symbol should follow suit.

Farblade Glyph:
This symbol allows your weapon to strike far beyond your reach. While you have this symbol wrought you may make melee attacks as part of an attack or full attack action at 5 ft beyond your normal reach. This does not allow you to make special attack actions such as trip at this distance, nor may you make attacks of opportunity. This symbol does not function within the area of a dimensional lock, if you are under the effect of a dimensional anchor, or if an effect would prevent teleportation into and out of the area.
Essentia: The range at which you may make attacks beyond your normal reach increases by +5 ft per point of invested essentia.
Lesser Release: You may make disarm, sunder, and trip attempts with the increased range beyond your reach granted by this glyph.
Intermediate Release: As a standard action you may send your weapon cutting forward skimming barely into reality to strike in a line 10 ft long + 10 ft long per point of invested essentia. Make a melee attack at your highest attack bonus against each creature in the line.
Greater Release: Your reach increases by 10 ft as your weapon dances back and forth through the astral plane.

Formic Resonance Rune:
This symbol opens a conduit between you and the Lawful planes making you a living vessel for its might, though some note that this seems to only make you a channel for the insectile formians. Chaotic characters cannot craft this symbol. This conduit acts to encourage perfection through repetition granting you a +1 to certain rolls that you made in your last turn. If you made an attack with a weapon or effect you gain this bonus to attack rolls with that weapon or effect (i.e. if you attacked with a longsword with that longsword, if you used eldrith blast then with eldritch blast, if you cast scorching ray then with scorching ray, but scorching ray would not grant a bonus to eldritch blast or vice versa), if you made a skill check this bonus applies to uses of that skill, if you made an ability check for a purpose (such as trip attempt) it applies to ability checks with the same purpose, if you made a saving throw against an effect it applies to saving throws against that effect but not other saves of the same type (so if you saved versus a basilisk's petrification gaze it'd apply to their gaze but not a disintegrate spell).
Effect: Each point of essentia invested into this symbol grants your blows weight against Chaos granting +1 damage to Chaotic creatures per point of invested essentia and a +1 insight bonus to attack rolls against such creature per 2 points of invested essentia.
Lesser Release: You attacks overcome Damage Reduction as if they were Lawful. In addition you are able to place a rune upon the breast of another creature (this requires them to be helpless or willing and takes 1 full minute) which places you into a hive mind with them. You may mark a number of creatures this way equal to 1 plus your intelligence modifier and if you mark another your older mark is destroyed. You are considered marked, but do not count against the number of creatures you may mark. Marked creatures cannot be surprised unless each other marked creature within 100 ft is surprised. Unlike a true hive mind this does not protect against flanking, however as long as any marked creature can see an attacking creature no marked creature is denied their Dexterity bonus against it due to it being invisible or unseen (however it still gets a +2 bonus to attack roll).
Intermediate Release: As an action requiring 2 full rounds you may summon one formian warrior plus one per 2 symbol wright levels beyond 8th (max 8 at level 22). They must all remain within 60 ft of you or else they vanish. They serve you to the best of its ability. You may only have one group of formian warriors at a time, and if you summon more the (remnants) of the original group vanish. You may communicate telepathically with the summoned formians.
Greater Release: As an action requiring 1 full minute you may summon an armadon formian (Fiend Folio page 77). This armadon formian must remain within 120 ft of you or else it vanishes. It serves you to the best of its ability. You may only have one armadon formian summoned at a time and if you summon another the original vanishes. You are considered part of its hive mind and may communicate telepathically with it. For ever symbol wright level beyond 16 you possess the armadon formian is advanced 1 HD (+1 to BAB, +8.5 hp, +0.5 to all saves, +0.5 to the save DCs of its abilities) to a maximum of 12 HD (symbol wright level 20), it takes Ability Focus (Poison) when it is advanced by one hit die, and Improved Multiattack when it is advanced by four hit dice, if advanced by 4 hit dice its Dexterity increases by 1 and it gains +1 to AC, Reflex, and Initiative (and anything else based on Dexterity).

Glyph of Calling:
As a standard action you may teleport a non-magical unattended object weighing no more than 5 lbs within line of sight into your hand. You must have an empty hand to do so, and must be able to lift the teleported object.
Essentia: For each point of invested essentia the affected object may be 5 lbs heavier (you still must be able to hold it in your hands).
Lesser Release: By spending 10 minutes you may mark an object which weighs no more than 1 lb per Symbol Wright level. As long as you are within 100 miles per Symbol Wright level of the marked object you may teleport it to your hand as a standard action. You may only have a number of items marked this way equal to 1 plus your Intelligence modifier (min +0), if you attempt to make a new one while you already have your maximum created your oldest mark is destroyed. These marks can be identified with the same DC as to identify a Symbol, and can be destroyed by marring the mark placed upon them.
Intermediate Release: When you release this symbol select one of Air, Earth, Fire, or Water; at DM's discretion Ice, Magma, Ooze, and Smoke can be added. Once you make this choice it remains until the next time you release this symbol. As a standard action you may summon a medium elemental of the chosen kind. It must remain within 60 ft of you or else it vanishes, if this symbol is erased it immediately vanishes. It serves you to the best of its ability. You may only have one summoned elemental at a time, and if it is destroyed you must wait 1 minute before summoning another. For ever symbol wright level beyond 8 you possess the summoned elemental is advanced 1 HD (this grants 4.5 + Con mod hit points per hit die, 2 HD increase its BAB by +1 and all saves by +1, 3 HD increase its BAB by another +1) up to a maximum of 7 HD (level 11), a 6 HD elemental gains whatever feat that type of elemental has as a large elemental and not as a medium one which is not a bonus feat. At symbol wright level 12 you may summon a large elemental instead, this elemental gains 1 bonus hit die per 2 symbol wright levels beyond 12th to a maximum of 15 HD (symbol wright 26); it gains hit points, saves, and BAB as normal for elemental hit dice, its feat gains are determined by the DM from the feats that a huge elemental of the same type would have.
Greater Release: As a standard action you may summon a huge elemental. It must remain within 120 ft of you or else it vanishes, if this symbol is erased it immediately vanishes. It serves you to the best of its ability. You may only have one summoned elemental at a time, and if it is destroyed you must wait 1 minute before summoning another. If you have a symbol wright level of 18 or greater you may summon a greater elemental instead, and if you have a symbol wright level of 21 or greater you may summon an elder elemental instead.

Rejuvenation Rune:
You gain temp hp equal to ½ your character level at the beginning of each of your turns. This temp hp lasts until lost or the start of your next turn.
Essentia: Each point of essentia invested in this Symbol increases the amount of temp hp granted by ¼ your character level; so if you have 2 points invested you gain temp hp = level, and 6 point temp hp = twice your level (4 points would be 1-1/2 level, 3 would be 1-1/4 level).
Lesser Release: As a standard action you heal a touched creature hp equal to your Glyph Wright level. This may not heal a creature to above ½ their maximum health.
Intermediate Release: You gain fast healing equal to your Glyph Wright level when at ½ or less hp.
Greater Release: You gain regeneration 3. Only damage from disintegration effects and negative energy is dealt as lethal damage. You may even regrow organs requiring 2d4 minutes to do so (or instantaneously if they are re-attached); note some organs lacking them will kill you within 2 minutes.
Special Note: If the healing subschool is removed from Conjuration this symbol should be placed in whatever school the healing subschool is added to.

Spawnstone Glyph:
Legend says that once slaad were born in a million different varieties, colors beyond that of the mortal world, and shapes to boggle the mind. Then Ssendam and Ygorl fearing the birth of rivals marred the stone. Symbol wrights claim they marred it by removing primal symbols of chaos from it and scattering them elsewhere throughout reality, and that the Spawnstone Glyph is the representation of one such set of symbols. Whether it is true or not the glyph resonates with the magical power of Limbo and Chaos. While this symbol is shaped when you make a melee attack roll, a ranged attack roll, a Fortitude save, a Reflex save, or a Will save, you gain a +2 anarchic bonus to that roll if you have not made a roll of that type for 1 minute, in addition when you are attacked and not denied your Dex bonus to AC you gain a +2 anarchic bonus to your AC as long as this bonus has not applied for 1 minute. This does not apply to checks that represent repeated effort over long duration (craft, gather information, checks taking more than 1 hour of time).
Essentia: Each point of essentia invested increases the bonuses granted by this symbol by +1.
Lesser Release: You are able to invoke the many formed chaos of this symbol to create effects as a swift action. Whenever you use this ability roll 1d8, and consult the table below. Once you have used this ability you must wait 2d6 minus invested essentia (minimum 1) rounds until using it again.
RollEffect
1You gain a +4 bonus to your next saving throw made within 1 minute.
2You gain a +4 bonus to your next attack roll made within 1 round.
3You gain a +4 bonus to your AC for 1 round.
4You teleport up to 5 ft per symbol wright level.
5You gain temporary hit points equal to twice your symbol wright level, these hit points last for 1 minute.
6You may release a pulse of energy dealing damage equal to half your symbol wright level to all adjacent creatures (Ref halves), this deals double damage against Lawful creatures.
7Your skin changes color, you become a mirror reflection of yourself your left side becoming your right and vice versa, your hair becomes feathers, or other cosmetic effect as decided by the DM. The effects thereof last for 1 minute.
8Roll twice and keep both results, however if an eight is rolled again do not roll twice but simply increase the effect by 50% (+4 becomes +6, teleport become 15 ft/2 symbol wright levels, temp hp equals 3 times level, pulse deals 50% more damage).
Intermediate Release: Whenever you take 5 or more damage from a slashing or piercing weapon an anarchic (see the Planar Handbook) lesser ochre jelly (see spoiler below) is bled from your wound, this ochre jelly has a BAB of 1/2 your symbol wright level (to a maximum of 1/2 your character level), use your Constitution in place of their Strength, and have hit points equal to the damage you received (to a maximum of twice your symbol wright level) from the attack. Regardless of their HP or BAB the jellies created by this ability are considered to be 2 HD. This ooze attacks the source of the damage relentlessly in mindless fury and vanishes after 1d6 rounds + 1 round/4 symbol wright levels. They appear in a space adjacent to you in between you and the source of the attack if possible, or adjacent to you and in the closest possible square to in a direct line to your attacker. If there are no empty spaces adjacent to you the slime cannot appear. This is a conjuration (summoning) effect and the anarchic lesser ochre jelly is considered native to the plane of Limbo. Lesser Ochre Jelly created through its splitting use this same BAB and Str, and vanish when the initial slime's duration ends.
OCHRE JELLY, LESSER
Small Ooze
Hit Dice: 2d10+8 (19 hp)
Initiative: –5
Speed: 10 ft. (2 squares), climb 10 ft.
Armor Class: 6 (+1 size, –5 Dex), touch 6, flat-footed 6
Base Attack/Grapple: +1/-3
Attack: Slam +2 melee (1d4 plus 1d4 acid)
Full Attack: Slam +2 melee (1d4 plus 1d4 acid)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid, constrict 1d4+3 plus 1d4 acid, improved grab
Special Qualities: Blindsight 60 ft., split, ooze traits
Saves: Fort +4, Ref –5, Will –5
Abilities: Str 11, Dex 1, Con 18, Int —, Wis 1, Cha 1
Skills: Climb +8
Feats: —
Environment: Temperate marshes
Organization: Solitary, or cluster (4-16)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3 HD (Small); 4-5 HD (Medium)
Level Adjustment: —

A massive blob of yellowish protoplasm, the creature before you looks like nothing more than a giant, yellow amoeba.

A lesser ochre jelly is much like a true ochre jelly only smaller, with a diameter of around 3 feet instead of 15.

Combat:
A lesser ochre jelly attempts to envelop and squeeze its tiny prey, they rarely attack larger creatures, but when they do so it is en masse.
Acid (Ex): A lesser ochre jelly secretes a digestive acid that dissolves only flesh. Any melee hit or constrict attack deals acid damage.
Constrict (Ex): A lesser ochre jelly deals automatic slam and acid damage with a successful grapple check (note this is in addition to the damage of a slam attack for a total of 2 slams and 2 acid).
Improved Grab (Ex): To use this ability, a lesser ochre jelly must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Note: By default unless specified improved grab only functions against smaller creatures.
Split (Ex): Slashing and piercing weapons and electricity attacks deal no damage to a lesser ochre jelly. Instead the creature splits
into two identical jellies, each with half of the original’s current hit points (round down). A jelly with 10 hit points or less cannot be further split, takes damage normally from slashing and piercing weapons and electricity attacks and dies if reduced to 0 it points.
Skills: A lesser ochre jelly has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or
threatened.

An Anarchic Lesser Ochre Jelly uses the same stats except it gains: Smite Law 1/day (+2 damage against a lawful target); resistance to acid, cold, fire, electricity, and sonic 5; immunity to petrification and polymorph; and Intelligence 3.

Greater Release: As a standard action you may regurgitate a green slaad (MM pg 230), the almost certainly larger than your mouth creature emerging from your lips as it is summoned. This slaad is considered a summoned creature, appears adjacent to you, and acts loyally to serve you to the best of its abilities for 1 round per symbol wright level you possess before vanishing. Any spell-like abilities used by the green slaad end immediately when it dies or this summoning ends. Once you have used this ability if you use it again before 2 minutes have elapsed you suffer 2 points of Constitution burn or 2 points of Charisma burn if you have no Constitution score; this ability burn may not be prevented or reduced in any way. For ever symbol wright level beyond 16 you possess the green slaad is advanced 1 HD (+1 to BAB, +8.5 hp, +0.5 to all saves) to a maximum of 13 HD (symbol wright level 20), it takes Improved Multiattack when it is advanced by three hit die, and if advanced by 4 hit dice its Strength increases by 1 and it gains +1 to hit and to claw damage (and everything else based on Str and not 1/2 Str).

Swiftstep Rune:
You gain a 50% miss chance against attacks made against you while you are moving (either readied actions or attacks of opportunity). All abilities of this Symbol are teleportation effects and effects which prevent teleportation (dimensional anchor, dimension lock, etc) prevent them as well.
Essentia: You gain a +5-ft enhancement bonus to land speed per point of invested essentia.
Lesser Release: As a standard action you may teleport your (land) speed, but you must have line of sight to the end location.
Intermediate Release: As a swift action you may swap positions with a willing creature which you have line of sight with. As a standard action you may attempt to swap positions with an unwilling creature but they are allowed a Will save to resist this effect and if they succeed you may not target them again for 1 minute.
Greater Release: As a swift action you may teleport your (land) speed, once you do so you may not do so again for 10 rounds minus 1 round per point of invested essentia.

Divination

Grand Sight Rune:
You gain a +2 insight bonus to Search and Spot checks.
Essentia: For every point of invested essentia you gain an additional +2 insight bonus on Search and Spot checks.
Lesser Release: You gain the ability to see invisibility (as the spell).
Intermediate Release: As a standard action you may lay an invisible rune upon a touched object or creature (to use in combat this requires a melee touch attack, and on a heavily armored creature may only be applied on their armor). You may create a number of these runes up to ¼ Glyph Wright levels plus your Con modifier; if you have your maximum limit and would create another one your oldest rune is destroyed. Once you have created one of these runes you may use it as a magical sensor. By spending a standard action and selecting one of these runes you can see and hear around it as if you were at the location of the rune using any magical or enhanced senses you possess. It requires a standard action each round to view through this rune. When you view through a rune you gain knowledge of the direction of the rune and a vague sense of the distance (within 1000-ft, within 20 miles, within 1000 miles, further than 1000 miles). You may not view a rune on another plane.
Greater Release: You are able to see that which may not normally be seen. You gain continual arcane sight, in addition you can determine a creature's alignment, and the strength of its aura, as if with round 3 of detect [alignment]. You also gain the following information about a creature at a glance: highest caster level for spells, highest caster level for spell-like abilities, highest symbol wright or meldshaper level, soulbinding level, and Base Attack Bonus. A creature's spell resistance applies to this last effect but not to the arcane sight or detect alignment effects.

Sage’s Glyph:
You may make Knowledge checks untrained.
Essentia: You gain a +2 insight bonus on Knowledge checks per point of invested essentia.
Lesser: You may use Augury as a spell like ability 1/day per 4 Symbol Wright levels.
Intermediate: As a standard action you can detect the presence of a chosen creature type or subtype (chosen when you use the ability) within 60 ft of you (look up detect spell line of effect blockers). By continuing to detect the same type or subtype for a second consecutive round you can determine the number of such creatures within range. By spending a third round you can determine the number of such creatures with more HD than you, and the number with less, and the number with equal. You do not detect yourself.
Greater Release: You always know the shortest possible path between your current location and another of your choosing chosen as a full-round action. This functions like find the path except that it may be used to find existent planar portals and gateways for target locations which are on other planes, and you may specify a creature instead of a location but you must either be familiar with the creature or in possession of one of its possessions or a piece of its body. When used with a creature it will lead you to its current location when you use this ability, but you may not use this ability to find that creature again for 1 hour.

Sigil of Forewarning:
You gain the Uncanny Dodge special ability.
Essentia: You gain a +2 insight bonus on Initiative checks per point of invested essentia.
Lesser Release: You gain Evasion. Unlike normal Evasion this evasion functions even if you are wearing medium or heavier armor or carrying a medium or heavier load.
Intermediate Release: As an immediate action you may gain an insight bonus on AC against a single attack of +4 +2 per point of invested essentia.
Greater Release: You gain the benefits of foresight (as the spell).

Soothsayer's Sign:
This symbol brings the truth of things to your mind, parting lies and deceptions that attempt to cloud your thoughts. You gain a +4 insight bonus to Sense Motive checks and to Gather Information checks.
Essentia: Each point of essentia invested into this symbol increases both bonuses by +2.
Lesser Release: Whenever a creature within line of effect and line of sight attempts to lie to you they must make a Will save or you instantly become aware of the truth they attempted to conceal. A glibness spell prevents you from knowing what the truth hidden was, but if they fail the Will save you still know they were being disingenuous.
Intermediate Release: The resonance between the magic of truthful knowledge of the symbol and other magic strengthens. You automatically know after 1 round of interaction if a creature is magically compelled, or after 3 rounds if they are charmed or geased. You gain a +4 insight bonus on Will saves to disbelieve illusions and if you successfully disbelieve an illusion and inform others they automatically succeed on their save instead of gaining a +4 bonus on it; if the illusion's creator had Chains of Disbelief or another similar ability the two cancel out and they gain the normal +4 bonus on their new save.
Greater Release: You gain True Seeing out to 30-ft.

Sun Eye Sigil:
This symbol grants its bearer abilities related to knowledge of far away places. Its most basic function is to grant its bearer the benefits of the Far Shot feat.
Essentia: For every point of invested essentia you may ignore -1 to hit from range and -2 to Spot checks due to distance.
Lesser Release: As a move action you may designate a location within 5 ft per symbol wright level. You may see (but not hear) as if you were in that square as well as your own as long as you have line of effect to it. This position does not remain static, instead it moves with you maintaining the same distance from you at all times.
Intermediate Release: The range of all spells and spell-like abilities which you use and which target only a single creature double; this has no effect on spells with a range of touch. The range of your symbol abilities (including release abilities) which have only a single target also double, similarly those with a range of your melee reach are unaffected, released abilities which have a range of the symbol's base ability do double if they have a single target.
Greater Release: You gain the ability to use Greater Scrying as a spell-like ability at-will. In addition you learn the distance and direction to the target if they fail their saving throw, or if they are on another plane which plane. If a target successfully saves against this ability you may not target them again for 24 hours.

Weapon Guide Glyph:
You gain the benefits of the Blind-Fight feat.
Essentia: For every point of invested essentia you gain a +1 insight bonus on critical confirmation rolls and for every 2 points you gain a +1 insight bonus on attack rolls (these bonuses do not stack, on critical confirmation rolls you only gain the higher of the two).
Lesser Release: You no longer automatically miss on a natural 1 and automatically confirm critical hits.
Intermediate Release: You ignore miss chances other than incorporeal miss chance as long as you are attacking the right square. In addition you automatically strike the real form when attacking someone with mirror images as long as you are attacking the proper square.
Greater Release: Your critical damage multiplier is increased by one (x2 becomes x3, x3 becomes x4, x4 becomes x5).

Zaydos
2016-10-17, 01:07 PM
Symbol List Part 2: Enchantment, Evocation, and Illusion

Enchantment
Glyph of Animal Command:
This symbol lulls animals into obedience and submission to the bearer, making domesticated animals more biddable to their will. While this symbol is wrought you gain a +2 competence bonus on Handle Animal and Ride checks.
Essentia: Each point of invested essentia increases the bonus from this symbol by +2.
Lesser Release: You gain Mounted Combat as a bonus feat and may handle a single animal as a free action 1/round, and push an animal as a move action.
Intermediate Release: You gain the ability to call an animal companion as a druid of 3 levels lower than your Symbol Wright level or character level whichever is lower. You may call a new animal companion as part of the act of crafting and releasing this symbol instead of through 24 hours of prayer (if this symbol is inscribed you may still perform 24 hours of prayer to call a new animal companion). You must be in or near an animal's habitat to call it this way, or have brought one with you (you cannot get a tropical animal companion in an arctic region). If this symbol becomes erased or leaves its intermediate released state the animal reverts to its previous (and natural) behavior; most wild animals will then flee.
Greater Release: You may use dominate animal as a spell-like ability at-will, but may only have a number of animals dominated at a time equal to your Symbol Wright level.

Mesmerist's Sigil:
This symbol disrupts the concentration of your foes, even without them realizing you are there. Enemies within 20 ft of you suffer a -2 penalty on Autohypnosis, Concentration, Listen, Search, Sense Motive, and Spot checks. You must have line of sight and line of effect to creatures for them to be affected, and you must be aware of their presence. This is a mind-affecting compulsion effect. Spell resistance is only checked (for the base symbol, releases check spell resistance independently) the first time it would affect a creature, if it fails to overcome Spell Resistance that creature is immune to it for 24 hours, if it succeeds it ignores their Spell Resistance for 1 hour.
Essentia: For each point of essentia invested within this symbol the range is increased by 5 ft and the penalty inflicted is increased by 1.
Lesser Release: As a standard action you may attempt to fascinate up to 1 creature within range of this symbol, which can see you, per 2 symbol wright levels. Targets are allowed a Will save, at +4 if engaged in combat, to resist this effect. Creatures remain fascinated as long as you spend a move action each round to perform some act that holds their attention (they must be able to clearly see or hear this activity), up to a maximum of 1 round per symbol wright level. If a creature successfully saves they are immune to this effect for 1 minutes, and once a creature is roused from it, or it ends for a creature, they are similarly immune for 1 minute. A failed spell resistance does not grant this immunity. This is a mind-affecting Enchantment (Compulsion) effect.
Intermediate Release: As a standard action you may momentarily grasp the minds of multiple creatures causing them to freeze in place. Up to 1 creature per 3 symbol wright levels within the range of this symbol must make a Will save or be dazed for 1 round as their very thoughts are prized from their minds. Once you have used this ability you cannot use it again for 1d4+1. This is a mind-affecting Enchantment (Compulsion) effect.
Greater Release: As a full round action you may attempt to control a creature within range of your mesmerist's sigil, which can see you, as if with Dominate Monster for one round. You need not share a language with the target as the symbol allows full one-way telepathic communications with the target. Unlike Dominate Monster the target does not get a new save for actions contrary to their nature, although obviously suicidal commands are still disobeyed. A Will save is allowed, however, to resist this effect, and whether they succeed or fail on their save they are aware of your attempted control over their actions. This is a mind-affecting Enchantment (Compulsion) effect.

Provocation Rune:
This rune draws the ire of your foes a nagging fury which sinks into their minds and distracts them from others. Enemies within 10 ft of you suffer a -1 penalty to attack rolls and damage (including spell damage) against creatures and objects other than you. This is a mind-affecting compulsion effect, but ignores Spell Resistance.
Essentia: For each point of essentia invested within this symbol the range is increased by 5 ft and the penalty inflicted is increased by 1.
Lesser Release: Enemies within range suffer the penalty from this symbol to Caster Level for any spell that does not include you among its targets (if targeted) or in its area, personal spells and spells which create effects which are themselves not targeted are unaffected. They also suffer the same penalty to the save DCs of any of their abilities that do not target you or include you in their area. This is a mind-affecting compulsion effect, unlike the base effect of the symbol it does not ignore spell resistance though spell resistance is only checked the first time it would affect a creature, if it fails to overcome Spell Resistance that creature is immune to it for 24 hours, if it succeeds it ignores their Spell Resistance for 1 hour.
Intermediate Release: As a standard action you may throw a foe's mind into chaos. This has a range of 60 ft and the target must make a Will save or be affected as if by a Confusion spell for a number of rounds equal to your symbol wright level except that a result of 71 or higher results in them attacking you by whatever means possible. Once you have used this ability you cannot use it again until 10 - Invested Essentia rounds have passed. This is a mind-affecting compulsion effect, unlike the base effect of the symbol it does not ignore spell resistance.
Greater Release: The range of this symbol doubles (to 20 ft + 10 ft per point of invested essentia). Whenever an enemy within range of this symbol's effect would attack a creature other than you (including attacks that do not require an attack roll), cast a spell that does not target you or include you in its area (including personal or effect spells), or make an area of effect attack that does not include you in its area they must make a Will save. If they fail they are unable to take that action and it is wasted unless they choose to change the target/area to you instead; if you are out of range or not a legal target the action is completely wasted. Spell slots for wasted actions are still expended. This is a mind-affecting compulsion effect, unlike the base effect of the symbol it does not ignore spell resistance though spell resistance is only checked the first time it would affect a creature, if it fails to overcome Spell Resistance that creature is immune to it for 24 hours, if it succeeds it ignores their Spell Resistance for 1 hour.

Rune of Sleep's Whispers:
You gain immunity to sleep spells and effects and need only ½ the normal amount of sleep for your race (if you prepare spells you still need 8 hours of rest to prepare spells, and you still need 8 hours of rest to rewrite your Symbols).
Essentia: You gain the ability to detect sleeping creatures, as if with blindsense, out to 10 ft per point of invested essentia. You may detect creatures through walls, but lead sheeting or magic effects may block this sense.
Lesser Release: By spending 2 consecutive full-round actions talking you may attempt to put to sleep (for 1 round/Glyph Wright level) all creatures within a 10-ft radius burst within 30-ft. These creatures must be able to clearly hear you even if they do not understand you. A Will save negates this effect and creatures engaged in combat gain a +4 bonus to this save.
Intermediate Release: You radiate an aura of drowsiness out to 5 ft. Creatures within this aura suffer a -2 penalty to saves, attack rolls, AC, ability and skill checks and an additional =2 penalty (for -4 total) to saves versus sleep. This is a mind-affecting sleep effect. You may suppress or reactivate this aura as a swift action.
Greater Release: As a standard action you may force a creature within 60 ft to make a Will save or fall asleep for 1 + invested essentia rounds. This is a mind-affecting sleep effect.

Silver Tongue Glyph:
You gain a +2 competence bonus to Bluff and Diplomacy checks.
Essentia: Each point of invested essentia increases the bonus to Bluff and Diplomacy checks by +2.
Lesser Release: As an immediate action you may attempt to utter a single word of command to an attacking creature to halt its attack. You may make a Diplomacy check to replace your AC with. This is a mind-affecting effect and has no effect againt attackers immune to mind-affecting effects. If you attack a creature within a minute after using this ability on it that creature gains immunity to this ability for 1 hour.
Intermediate Release: You may use Charm Monster at-will. However you may only have one creature charmed at a time and if this symbol becomes unbound the charm effect ends immediately.
Greater Release: As a swift action you may offer a command (as the spell) to any creature within 60-ft (Will negates). Once you have used this ability you must wait 1d4+1 rounds before using it again.

Standard Bearer's Mark:
While this symbol is shaped you become a bastion of hope and security for those around you. You and any ally within 10 ft gain a +2 morale bonus on saves vs fear.
Essentia: The morale bonus granted by this symbol increases by +1 per point of invested essentia and the range of the effect increases by 5 ft per point of invested essentia.
Lesser Release: Allies (including yourself) within range gain a +3 morale bonus to all skills.
Intermediate Release: Allies (including yourself) within range gain a morale bonus to attack rolls equal to one half the bonus on saves vs fear granted by this symbol.
Greater Release: The range of this symbol's effect doubles (increasing it to 20 ft + 10 ft per point of essentia) and any ally within its range gains the benefits of all symbols you have wrought including essentia benefits. They do not gain any released benefits, however, or the benefits of this symbol.

Evocation
Energy Channeling Rune:
When you shape this Symbol select an energy type. You deal +2 damage of that energy type with melee attacks. As a full round action you may change the selected energy type. This bonus damage is not affected by spell resistance.
Essentia: Each point of invested essentia increases this damage bonus by +2.
Lesser Release: As a standard action you may release a ranged touch attack (range 40 ft + 20 ft per point of invested essentia) of the selected energy type which deals 1d6 damage +1d6 damage per point of invested essentia. If your BAB is +6 or higher you deal +1 damage per die, if your BAB is +11 or higher you deal an additional +2 damage per die (total +3), and if your BAB is +16 or higher you deal an additional +2 damage per die (total +5).
Intermediate Release: Whenever you would be dealt damage of the selected type by a spell or spell-like ability you absorb the damage entirely. You may hold the absorbed energy for up to 1 round + 1 round per point of invested essentia (each instance of energy absorption is tracked separately for duration). At any point while holding absorbed energy you may release it in a burst around you. If you do so all creatures within 10 ft of you take energy damage equal to the amount of absorbed energy you were storing with a Reflex save for half. The damage dealt is the same type as is currently associated with your Energy Channeling Rune regardless of the energy type of the damage initial absorbed. If the energy is not released before the duration in which you can hold it is elapsed (or if you remove essentia thus reducing this duration) it dissipated harmlessly.
Greater Release: You gain immunity to the associated energy type and the damage bonus from the Symbol is doubled (+4 +2 per point of invested essentia).

Glyph of Darkness:
You gain the ability to see in magical out to 30 ft and darkvision 30 ft.
Essentia: You gain a +2 competence bonus to Spot and Search checks in shadowy or no illumination per point of invested essentia. In addition the range of your darkvision increases by 5 ft per point of invested essentia.
Lesser Release: You can shroud yourself in magical darkness. This darkness lowers the illumination level within 5 ft of you to shadowy illumination, and extends an additional 5 ft from you per 2 points of invested essentia. This darkness is suppressed absolutely by any light effect higher level than 2 + invested essentia, normal illumination prevails within the overlapping area of a light effect with a level of 1 + the invested essentia, and any light effect within the area with a level lower than that is suppressed.
Intermediate Release: Semi-corporeal tendrils of darkness writhe from your body. Each round, as a free action, you may make an incorporeal touch attack (at your highest attack bonus) with these tendrils against a number of targets within 15 ft equal to your invested essentia. These tendrils deal 2d6 + Essentia invested cold damage. In addition you gain cold resistance equal to 10 + invested essentia.
Greater Release: You can shroud yourself in absolute darkness. This darkness creates an area of no illumination within 5 ft of you which extends an additional 5 ft per 3 points of invested essentia. This darkness is reduced to normal illumination within the overlapping area of a level 9 or higher light effect, and to shadowy illumination (or normal whichever is lower) within the area of a light effect with a level of 5 to 8.

Rune of Forceful Invocation:
While you have this symbol wrought lines of force spread throughout any armor you wear. Your armor bonus applies against incorporeal touch attacks as if it were a force effect, and half of your armor bonus is applied to touch AC.
Essentia: Each point of essentia invested into this symbol grants you a +1 deflection bonus to AC.
Lesser Release: You gain the ability to project a wave of force from your hand towards a single creature within 15 ft of your unarmed reach as a standard action. When you use this wave of force you may make a Bull Rush check opposed by your opponent's check to resist a Bull Rush. You gain a +1 bonus on this bull rush check per point of invested essentia and do not need to move and in fact cannot (but you can still push them as far as your check allows), nor do you provoke attacks of opportunity. When bull rushing in this way you may bull rush creatures of any size regardless of your own size. This disperses gases and fogs as if it were hurricane force winds.
Intermediate Release: You gain the ability to release a burst of tearing and rending blades of force as a standard action. This deals 1d6 damage per symbol wright level within a burst centered on yourself. This burst has a radius of up to 5 ft plus 5 ft per point of essentia invested in this symbol. This is a force effect and a Reflex save is allowed to half this damage. Once you have used this ability you may not use it again for 1d4+1 rounds.
Greater Release: As a swift action you may create a Wall of Force as the spell with a caster level of your symbol wright level. Unlike a normal Wall of Force you may move through the wall of force created by this ability freely as if it were not there, or treat it as solid. Finally you may choose to create the wall of force in a non-vertical position up to full horizontal and it need not rest on the ground in any part instead defying gravity and supporting any amount of weight; the wall must still be an unbroken plane, and cannot switch from vertical to horizontal for example (you cannot make a box). You may only have one wall made with this symbol at a time and creating a second causes the first to vanish.

Rune of the Avalanche Prince
While this symbol is wrought you gain the benefit of the Stone Power feat.
Essentia: Each point of essentia invested into this symbol grants a +1 temp hp each round at the end of your turn, this temp hp stacks with any granted by the stone power feat.
Lesser Release: While standing on the ground, as a standard action you may make a single melee attack. This attack deals +1d6 damage +1d6 per point of invested essentia and ignores DR and hardness. Once you have used this ability you must wait 10 rounds minus 1 round per point of invested essentia before using it again. If you have at least +11 BAB the damage dealt increases to 1d8 + 1d8 per point of invested essentia. If you have at least +16 BAB it increases further to 1d10 + 1d01 per point of invested essentia.
Intermediate Release: You gain tremorsense out to 10 ft + 10 ft per point of invested essentia.
Greater Release: When standing on the ground you may use Earthquake as a spell-like ability however its range is reduced to a 30 ft radius centered on you. Once you have done so you must wait 5 minutes before doing so again.

Voice Lance Glyph
This symbol grants one with it wrought impressive powers over sound, either to hear it or to manipulate it. You gain a +4 competence bonus on Perform (Oratory), Perform (Song), and Listen checks. In addition creatures gain a +4 circumstance bonus on Listen checks to hear your words.
Essentia: For each point of essentia invested into this symbol all bonuses granted by it are increased by +2.
Lesser Release: You may use Shatter as a spell-like ability.
Intermediate Release: As a standard action you may release a destructive burst of sound in a 20-ft radius centered on yourself. Other creatures and objects within the area take 2d6 sonic damage +2d6 damage per point of invested essentia. If your BAB is +6 or higher you deal +1 damage per die, if your BAB is +11 or higher you deal an additional +2 damage per die (total +3), and if your BAB is +16 or higher you deal an additional +2 damage per die (total +5). Creatures may make a Fortitude save to half the damage.
Greater Release: You constantly emit ultrasonic pulses which echo back against a mesh of sound across your skin. You gain Blindsight out to 30 ft + 5 ft per point of invested essentia. This blindsight doubles underwater, but does not function in a vacuum, or areas of magical silence and both will block line of sight for it.

Wind Caller's Sigil:
This symbol gives you the ability to create and command the very winds themselves. While it is wrought you may create a gust of wind as the spell of the same name as a standard action at-will, but its range is 30 ft and the duration is only 1 round.
Essentia: Each point of essentia invested into this symbol increases the range by 10 ft, for every 2 points invested it treats creatures in its area as 1 size category smaller, for every 4 points the duration is increased by 1 round.
Lesser Release: As a standard action you may release a devastating burst of winds in all directions. Any creature adjacent to you takes 1d6 bludgeoning damage (overcomes DR as if magic) per point of essentia invested in this ability. In addition any creature within 5 ft of you + 5 ft of you per point of invested essentia must make a Fort save or be pushed away from you 5 ft + 5 ft per 3 points of invested essentia or twice that if they are flying; this Fortitude save also halves the damage from this effect. Once you have used this ability you cannot use it again until 10 - invested essentia rounds have passed.
Intermediate Release: Winds form around you to bear you aloft granting you a fly speed of twice your land speed (good maneuverability). In addition the winds created affect nearby gases and fogs as if they were severe winds, and even affects ranged attacks giving ranged attacks made against you a -4 penalty; this affects even magical rays due to the magical charge in the winds but does not affect siege weapons and giants' thrown boulders.
Greater Release: You can control winds within an area of 30 ft around you. This functions similarly to the spell control winds. You can increase or decrease wind level from anywhere between Light to Tornado as a standard action, you may change the winds between the four patterns listed in control winds (http://www.d20srd.org/srd/spells/controlWinds.htm) as a standard action, you may create a calm in the eye (and thus always centered around you) out to an area of up to the size of the area of you control as a standard action, remove or reduce the size of said calm as a standard action, expel all air and gases from the area as a standard action (leaving yourself in an airless void), or allow air back in as a standard action. Use the Fort save DC of this symbol instead of that of normal wind for creatures attempting to resist the effects of the wind. You are immune to the effects of the wind, and Spell Resistance applies against them as well, though spell resistance is only checked the first time it would affect a creature, if it fails to overcome Spell Resistance that creature is unaffected by the winds made by this symbol for 24 hours, if it succeeds it ignores their Spell Resistance for 1 hour.

Illusion
Glamour-Maker’s Glyph:
You gain the ability to use Ghost Sound as a spell-like ability. You may only have one instance of this ability in use at a time and using this ability again while a former one is active immediately ends the previous instance.
Essentia: You gain a +2 insight bonus to Perform checks per point of essentia invested into this symbol, and to Craft checks made in the use of illusion effects (usually artistic craft checks).
Lesser Release: You may feint as a swift action through the use of an illusionary second blade. This functions as a normal feint attempt (except it's a swift action), but creatures with True Seeing ignore it.
Intermediate Release: You gain the ability to use Major Image in place of Ghost Sound with the same limitations (you may still choose to use Ghost Sound instead if it would be beneficial to you).
Greater Release: You gain the ability to use Persistent Image in place of Ghost Sound (you may still choose to use Ghost Sound instead if it would be beneficial to you). In addition you may have up to Intelligence modifier illusions created at once with this ability.

Mirror Mask Mark:
This symbol allows you to warp and reshape images to create disguises and more. While this symbol is wrought you gain a +4 bonus on disguise; this bonus does not stack with the bonus from shapechanging magic or disguise self.
Essentia: Each point of invested essentia increases the bonus to disguise by +2.
Lesser Release: While this symbol is released you may disguise yourself as a move-equivalent action. In addition you may as a standard action disguise another creature. They gain 1/2 the bonus from your Mirror Mask Mark, and do not need to take an action, but still must make a disguise check for themselves if they are being disguised as a specific creature or role (such as master merchant, sage, etc); if they are simply being disguised as not themselves you make the disguise check instead.
Intermediate Release: You gain the benefits of 1 mirror image per 4 meldshaper levels (as the spell mirror image) which follow you at all times. If one or more is destroyed you can create a new one as a swift action.
Greater Release: As a swift action you can create a mirror duplicate of you. This duplicate functions as you with 6 negative levels, it cannot use limited use magic items (magic ammunition loses its magical properties), and it loses any spellcasting or spell-like abilities you may possess (it retains your wrought and released symbols, though if they grant true spell-like abilities it cannot use them). This duplicate lasts for 3 rounds and appears as if it is you to most senses (true seeing distinguishes them, and it is not truly alive so deathwatch or a wraith's life sense will also detect it) and has 1/10th your maximum hit points. If this duplicate is destroyed you take damage equal to its max health. Once you have made this duplicate you cannot make another until it has been gone for at least 10 rounds - 1 round per point of invested essentia.

Shimmercloak Rune:
You gain a +4 competence bonus on Hide checks.
Essentia: Each point of invested essentia grants a +2 competence bonus to Hide checks.
Lesser Release: You gain a 20% miss chance as if from Blur.
Intermediate Release: As a standard action you may turn invisible as the spell invisibility, however when you move at half or more speed you become partially visible reducing this benefit to merely concealment. If you attack the effect ends (like the invisibility spell).
Greater Release: The shimmering cloak warps other senses as well as vision. You gain a 20% miss chance as if from Blur, increasing by 5% per 2 points of invested essentia, but Blindsight does not negate it. In addition this Symbol’s bonus to Hide checks also applies to Move Silently checks, and you may hide from creatures with Blindsight, Blindsense, and Scent.

Shadowheart Mark
As long as this symbol is wrought you gain low-light vision, or if you already have low-light vision it improves further to superior low-light vision allowing x4 distance sight in low light situations.
Essentia: For each point of essentia invested in Shadowheart Mark you gain a +2 competence bonus to Hide checks made in areas of shadowy or no illumination, and to Spot checks to see things that are in shadowy or no illumination as perceived by creatures without low-light vision.
Lesser Release: Allies within 10 ft + 5 ft per 2 points of essentia invested in this symbol gain the benefits of the essentia invested in it.
Intermediate Release: You gain the ability to hide without cover or concealment as long as you are within 10 ft of a shadow of any kind even if you are observed.
Greater Release: As a standard action you may copy any Conjuration or Evocation spell cast within 90 ft of you within the last round. This functions as if you were using the copied spell as a spell-like ability with the same caster level as the original caster (use this symbol's saving throw DC), but the copied spell is an Illusion of the Shadow subschool and only partially real. The copied spell is only 40% real + 5% per point of essentia invested in this symbol and any creature interacting with the illusion may make a Will save to disbelieve (see Shadow Conjuration and Shadow Evocation for effects of disbelieving). Any spell effect copied this way lasts no longer than 1 round per symbol wright level you possess, and even objects created by instantaneous conjurations copied this way vanish after this time if not earlier. If you copy a Calling subschool spell it instead functions as if it were a Summoning subschool spell which was copied. Once you have used this ability you cannot use it again for 1d4+1 rounds.

Sound Shaping Rune
While this symbol is wrought you are able to control sound to a limited extent. In its most basic form it merely helps negate unintentional sounds you make granting you a +4 competence bonus on Move Silently checks.
Essentia: Each point of invested essentia increases the bonus to Move Silently checks by +2.
Lesser Release: 1/day + 1/day per symbol wright level you may cast a spell as if with Silent Spell without increasing its spell level or casting time.
Intermediate Release: As a swift action you may charge your next melee attack made before the start of your next turn with a silencing energy. If you successfully strike a creature with your next melee attack they must make a Will save or be surrounded by a skin-tight silence spell effect for 1 round + 1 round per point of invested essentia. Due to the fact that it only imperfectly covers their body it does not make them unable to make incidental noise, or even racket by striking a sword against a wall, granting them a +6 circumstance bonus to Move Silently checks instead of automatic success, and concealment if viewed purely through auditory based blindsight. However it still leaves the target deafened and unable to make vocalizations thus preventing verbal spellcasting.
Greater Release: You are able to transmit your words incredible distances. When you speak(or sing) you may choose to make the distance the sound clearly carries be multiplied by your Symbol Wright level. Alternatively you may speak so that a single creature known to you can hear you as long as they are on the same plane as you regardless of the distance between the two of you.

World of Illusion Glyph
While this symbol is wrought you are able to feel the metaphysical forces of illusion and deceit in things. You gain a +2 insight bonus to all skill checks to detect intentional deceit (Sense Motive checks, Search checks to find secret doors, Spot checks to overcome Disguise, etc).
Essentia: Each point of essentia increases this bonus by +1.
Lesser Release: You are allowed a saving throw to disbelieve an illusion each round that you are able to perceive it, this is in addition to the normal will save to disbelieve illusions. You may even use this saving throw to see invisible creatures as if invisibility allowed a Will negates (in this case you perceive the illusion if normally you could see the creature).
Intermediate Release: When in natural terrain you may create illusions of terrain appropriate to the area as a move-equivalent action. These illusions extend up to 10 ft from you. You can use these illusions to give yourself (or other creatures) concealment, or cover to hide in (as anything immediately passes through said illusion this cover does not actually do anything to prevent attacks). If you move more than 20 ft from where you were when you created the illusion it fades. By spending 1 full round at the spot you initially created this illusion you can extend these illusions an additional 5 ft from you, up to a maximum total distance of 5 ft/symbol wright level; if you move more than 20 ft from the center these illusions still fade even if they are larger than 20-ft. A creature is allowed a Will save to disbelieve if they see the illusion created or interact with it through something other than casual sight, or if they're familiar with the area.
Greater Release: As a standard action you can trap a creature within 5 ft per symbol wright level in their own illusions and divorce them entirely from the world. The target must make a Will save or be completely helpless for 1 round + 1 round per point of essentia invested in this symbol as their mind is wrapped in a world of pure illusion. A target that makes their Will save is immune to this ability for 10 minutes. If you use this ability on a new target while another is still bound in illusion the effect on the previous target ends immediately. This is a mind-affecting, illusion (phantasm) effect.

Zaydos
2016-10-17, 01:08 PM
Symbols List Part 3 (Necromancy and Transmutation)

Necromancy
Death Hunter's Sigil:
This symbol imbues you with sacred power against the undead which prey upon the living. Evil aligned characters cannot craft this symbol. You gain a +2 sacred bonus to AC and saving throws against attacks, spells, and effects of undead creatures.
Essentia: Each point of essentia invested in this symbol causes its benefits to expand out from you. Living creatures within 5 ft of you per point of essentia invested in this symbol gain its benefits.
Lesser Release: You gain the ability to turn undead as a cleric of your symbol wright level. You may use this ability 2/day + 1/day per point of invested essentia (uses may end up negative if you have 0 and reduce your essentia).
Intermediate Release: The benefits from this symbol extend out 20 ft further than normal. In addition undead creatures which start their turn within the range of the symbol's effect take 1d6 damage per point of invested essentia.
Greater Release: You project a field of energy anathema to undead out to 10 ft. Undead creatures cannot move into this area, or make melee attacks into it without reach weapons. An undead creature forced into the field (such as because you moved the area onto it) is unaffected by it until they have been outside of the field for 1 round. Incorporeal undead within the area interact with objects as if they were corporeal.

Mark of Death's Grasp:
As long as this symbol is wrought whenever a creature dies within 30 ft of you, you gain a +2 morale bonus to attack and damage for 1 round.
Essentia: For each point of essentia invested in this symbol you gain an additional +1 to the morale bonus granted by a creature's death, and for every 2 points the duration is increased by 1 round.
Lesser Release: Your touch takes on a deathly quality. As a standard action you may make a melee touch attack to deal 1d6 damage +1d6 damage per point of invested essentia. If your BAB is +6 or higher you deal +1 damage per die, if your BAB is +11 or higher you deal an additional +2 damage per die (total +3), and if your BAB is +16 or higher you deal an additional +2 damage per die (total +5). The damage from this touch is a result of negative energy and deals no damage to constructs or objects, and heals undead 1 point per die of damage it would have dealt increasing to 2 point per die if your BAB is +11 or higher and to 3 points per die if your BAB is +16 or higher.
Intermediate Release: As a standard action you can send a smokey shadow of incarnate death reaching forth from your body towards a creature within 30 ft (resolve as a melee touch attack with a 30 ft reach). This shadow inflicts 1 negative level per 3 symbol wright levels you possess to living creatures. These negative levels never result in true level loss fading after 1 round + 1 round per point of essentia invested in this ability when they were inflicted, and the negative levels from multiple uses of this ability do not stack instead merely resetting the duration. If a creature dies from these negative levels they do not rise as a wight. An undead creature targeted does gain 5 temp hp per negative level they would have otherwise received.
Greater Release: Your touch becomes death itself. As a standard action you may make a melee touch attack. If you hit a living creature they must make a Fortitude save or die, even if they succeed they receive 3d6 + 1d6 per point of invested essentia damage; this is a death effect and all damage dealt is based on negative energy. This has no effect on targets which are not living creatures including undead (they are not healed).

Rune of Death's Emperor:
While this symbol is wrought you take on aspects of that despised magic that grants a twisted mockery of life to the dead. Good aligned characters cannot craft this symbol, and it is an Evil act to use this symbol's abilities. As a standard action you may cause dead creatures within 30 ft to rise as undead. This causes them to rise as either zombies or skeletons, depending upon the state of their body (creatures that cannot rise as either are unaffected and creatures with more than 10 racial hit dice animate as skeletons even if their corpses could be animated as zombies), cannot animate a creature that had more hit dice than your symbol wright level, cannot animate more hit dice worth of creatures than your symbol wright level, and affects the nearest creatures first. Creatures animated with this ability may rise from prone as a free action and remain animated for 1 round. If you die or become unconscious the dead animated by this ability become liberated from your control. If an unintelligent undead they begin to attempt to kill the nearest living creature until destroyed, although they do not attempt to kill you (if you are unconscious) instead treating you as if you were warded by a hide from undead spell.
Essentia: Each point of essentia invested into this ability causes creatures to remain animated for 1 additional round, grants a +1 profane bonus to attack rolls, and grants them +1 Turn Resistance.
Lesser Release: Creatures rise as incarnum zombies if possible.
Intermediate Release: You may keep zombies or skeletons animated with this ability animated indefinitely. You may only have a number of undead who total hit dice equal twice your symbol wright level animated this way at a time, but zombies count as 1/2 their hit dice for this purpose. You may not animate incarnum zombies or symbol dead permanently in this fashion. If you do not have this symbol released in its intermediate or greater state these undead become completely inert as if they were ordinary corpses until you once again have this symbol in its intermediate or greater released state. These undead go inert if you are killed or knocked out instead of going berserk.
Greater Release: Creatures rise as symbol dead instead of zombies or skeletons, they also add your invested essentia to their Charisma score. If you are killed (not merely knocked out) while symbol dead are animated there is a 5% chance for each symbol dead to become permanently animated (roll separately), if this happens they are instantly aware and will usually try to retreat and plan. All symbol dead are filled with an insatiable hatred of the living and desire to kill, as such they will plan how to kill the most and most effectively.

Symbol dead are a form of undead created by the Rune of Death's Emperor or by Symbol Devils. They appear much as they did in life, but their body is covered in black symbols which seem in places to glow red hot, and their eyes are covered with inky darkness.

Creating A Symbol Dead

"Symbol Dead" is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).

Size and Type

The creature’s type changes to undead and it gains undead traits. It retains any subtypes except alignment subtypes. It gains the augmented subtype and the Evil subtype. It uses all the base creature’s statistics and special abilities except as noted here.

Hit Dice

Each of the creature’s Hit Dice increases to a d12.

Speed

The symbol dead's speed is increased by 30 ft or doubled (whichever is less) for each movement mode

Armor Class
As base creature +3.

Base Attack

A symbol dead uses the base creature's base attack bonus.

Attacks

A symbol dead retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A symbol dead also gains a slam attack.

Symbol Dead SizeNatural Armor Bonus
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6

Damage:

Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the symbol dead’s size. (Use the base creature’s slam damage if it’s better.)

Special Attacks

A symbol dead retains all of the base creatures extraordinary and supernatural special attacks, but it loses any spell-like abilities or spellcasting the base creature may have possessed. They gain the following special attacks:

Constitution Drain (Su):

Whenever a symbol dead strikes a living creature with a natural weapon if this is the first time it struck that creature this round that creature must make a Fortitude save (DC 10 + 1/2 Symbol Dead HD + Symbol Dead Cha modifier) or take 1d6 Constitution drain.

Fear Aura (Su):

Symbol dead can radiate a 5-foot-radius fear aura as a free action. Affected creatures must succeed on a Will save (DC 10 + 1/2 Symbol Dead's HD + Symbol Dead's Cha modifier) or be shaken for as long as they are within the aura and 1 minute thereafter. A creature that successfully saves cannot be affected again by the same bone devil’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.

Special Qualities

A symbol dead retains any extraordinary and supernatural special qualities except Damage Reduction overcome by Evil weapons but loses any spell-like abilities or spellcasting. A symbol dead gains the following special qualities.

Damage Reduction (Su)

A symbol dead has damage reduction 10/Good.

Life Sense (Su): A symbol dead notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch.

Spell Resistance:

A symbol dead has Spell Resistance of 5 plus their hit dice.

Turn Resistance:

A symbol dead has +4 Turn Resistance.

Undead Traits:

A symbol dead gains undead traits.

Saves

As base creature.

Abilities

A symbol dead’s Strength increases by +4, its Dexterity increases by +4, it has no Constitution score, its Intelligence increases by +2, its Wisdom decreases by 4, and its Charisma increases by +2.

Skills

As base creature.

Feats

As base creature.

Environment

Any land and underground.

Organization

Solitary.

Challenge Rating:

As base creature +1, or +2 if base creature's CR is under 8; if base creature has numerous spell-like abilities as base creature.

Treasure

None.

Alignment

Alignment changes to Evil. All symbol dead have an overriding desire to kill and exterminate life, the only thing able to prevent them from doing so is their ability to plan and reason out ways not killing now may help them kill more later.

Advancement

As base creature.

Level Adjustment

—.

Rune of Primal Dread:
As long as this symbol is wrought you may make a demoralize action as a move action.
Essentia into a Terror Rune you gain a +1 to attack rolls and damage against creatures suffering a fear effect per point of invested essentia.
Lesser Release: You gain a fear aura out to 5-ft. Any creature entering the aura (or having it pushed over them) or within the aura must make a Will save or be shaken for as long as they remain within the aura and a number of rounds thereafter equal to the invested essentia. A creature which successfully saves against this aura is immune for 3 rounds. This aura does not stack with the effects of a demoralize action (or variations thereupon), but does stack with other fear effects.
Intermediate Release: As a standard action you may project a 60-ft cone of fear. Creatures within this area must make a Will save or be panicked for a number of rounds equal to 1 + the invested essentia. Even those which succeed on their saves are shaken for 1 round. Once you have used this ability you must wait 1d4+1 rounds before using it again.
Greater Release: Whenever you strike a creature with a melee attack they must make a Will save or be shaken for as long as they are engaged in combat with you and for 1 minute thereafter. If the attack was also a critical hit they cower for 1 round. No creature need save against this effect more than once per round regardless of the number of times you strike them and this ability can never stack with itself to induce higher levels of fear (although it can stack with other abilities). In addition the saving throw DC of this ability is increased by +1 for each of the following feats you have that are relevant to your wielded weapon: Weapon Focus, Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization, and Weapon Supremacy. Its save DC is also increased by +1 if you are wielding a +1 or better weapon, another +1 if it is a +3 or better weapon (total +2), and a third +1 if it is a +5 or better weapon (total +3).

Sigil of Living Death:
You seem to take on a deathlike state when you have this symbol wrought. Your metabolism slows and you gain a +4 bonus on saves vs disease and poison, a +4 bonus on all Constitution checks and Concentration checks, as well as the ability to hold your breathe for 4 times the normal duration.
Essentia: For each point of essentia invested in this symbol the implacable resilience it gives you is improved granting you DR 1/magic and bludgeoning per point of essentia.
Lesser Release: When this symbol is released you become near deathless. You gain a +4 bonus on saves against death effects, and no longer fall unconscious or begin dying at -1 to -9 hp, nor do you become disabled at 0 hp. Instead you remain completely conscious and capable of normal action until -10 hp. At -10 hp you become disabled. If your hp is reduced to less than -10 you are rendered unconscious and 'dying' but automatically stabilize. You do not die until you are reduced to -10 - your symbol wright level hp.
Intermediate Release: You turn the powers of death in this sigil hungry. Once per round, as a free action, you can charge yourself with this hungry death. Your next melee attack made before the start of your next turn inflicts 2 negative levels, this is considered a form of energy drain. The target is allowed a Fortitude save to prevent these negative levels. If you successfully inflict negative levels you gain 5 temporary hit points as the life drained feeds your hunger.
Greater Release: Your type becomes undead with the augmented subtype for your previous type. Your Con score becomes - but you do not recalculate hit points. You gain all undead traits including being destroyed at 0 hp, and turn resistance +4 plus the essentia invested in this symbol. While this symbol is in a greater released state your body becomes physically dead, and partially decomposed.

Sigil of the Curse Spewer:
The symbol resonates with the power of curses and hexes which fuels what some might call the black arts, lending strength to your words of malice and power. You gain a +4 competence bonus to Intimidate and Truespeak checks.
Essentia: For each point of essentia invested in this symbol the bonus to Intimidate and Truespeak checks increases by +2.
Lesser Release: You place a curse upon yourself in exchange for greater power from this symbol. Select a symbol you have access to, other than Sigil of the Curse Spewer, you gain the benefits of its Intermediate Release, but suffer 1 negative level for as long as this symbol is released. You do not gain the base benefits of the symbol unless you also have it wrought, and any effects it has based upon invested essentia is based upon the essentia invested in this symbol. This negative level may never result in permanent level loss but if left released for 24 hours you must make a Fortitude save or it erases itself (if inscribed it simply goes inert for 1 hour). This negative level also does not affect your essentia or number of symbols you may have wrought.
Intermediate Release: With a word of malice you curse a creature weakening its very life force. The target suffers 1d4 negative levels for 1 minute per symbol wright level. A successful Fortitude save reduces this to half (round down, minimum 0). Negative levels from this ability do not stack, use only the highest number inflicted with a single use of this ability.
Greater Release: You may pronounce a curse upon a creature. This functions as Bestow Curse with a range of 30 ft and no need for an attack roll, however unlike most spell-like abilities you must be able to speak, clearly stating the nature of the curse upon that creature. When you do so you may include the creature's name, or an established nickname specific to that creature that it would recognize as meaning it (i.e. not a nickname for all goblins, or a nickname you just thought up, but a nickname it knows) or may make a Truename check (DC 15 + 2 x target's CR) to speak its truename, if you do neither the target gets a +2 to their save, if you do both the target gets a -2 to their save. You may choose to instead use the target's personal truename in which case not only does it suffer the -2 to its save this functions as Greater Bestow Curse. If a creature saves against this ability it becomes immune to it for 1 hour, and unlike with the copied spell you may specify a means by which the curse will be ended when you intone the curse.

Transmutation
Artificer's Glyph:
While you have this symbol wrought you become attuned to magical energies which augment and enhance weapons allowing you to send them flowing through any weapon you wield. Any weapon you wield gains a +1 enhancement bonus to attack and damage; this does not apply to natural weapons only manufactured weapons (or a monk's unarmed strike). These bonuses do apply to shields used as weapons (shield bash), armor used as weapons, and improvised weapon (I have a +5 torch bro).
Essentia: The enhancement bonus to attack and damage is increased by +1.
Lesser Release: Any weapon you wield gains +10 hardness, +10 hp, and +5 on all saving throws; each point of invested essentia increases these bonuses by +2, +2, and +1 respectively. In addition any weapon you wield becomes immune to rust effects, and can ignore the hardness of objects with less hardness than its base hardness before this symbol's effect. Unlike the symbol's base effect this released state does not benefit improvised weapons.
Intermediate Release: Weapons you wield are considered adamantine, byeshk, cold iron, jade, mithral, and silver wherever beneficial.
Greater Release: The effects of this symbol, including other releases (with the Twin Release feat), apply to armor and shields as well as weapons, granting an enhancement bonus to AC (either armor or shield) instead of attack rolls in the case of armor and shields (the regular bonuses still apply when used as a weapon).

Chronomancer’s Glyph:
You gain a +1 dodge bonus to AC.
Essentia: Each point of essentia invested in Chronomancer’s Glyph grants a +1 insight bonus to attack rolls and skill checks made as part of a readied action when you are actively threatened and a +1 insight bonus to saving throws when you are flat-footed.
Lesser Release: Once per day, plus once per day per 4 Glyph Wright levels you possess, you may re-roll a d20 roll you made (as a free action usable when it is not your turn).
Intermediate Release: You gain the benefits of a haste spell.
Greater Release: Once per round you may re-roll a single attack roll.

Iron Flesh Rune:
You gain a +1 enhancement bonus to natural armor.
Essentia: Each point of invested essentia increases your enhancement bonus to natural armor by +1.
Lesser Release: All damage to a physical ability score (Str, Dex, or Con) you would take is reduced by 1 plus your Constitution modifier (if positive).
Intermediate Release: You a +5 +invested essentia enhancement bonus to Strength.
Greater Release: You gain DR 8/adamantine + 1/point of invested essentia.

Rune of Object Control:
This symbol grants many mastery over inanimate objects, allowing the bearer to manipulate them with ease. You gain a +2 competence bonus to Disable Device, and Open Lock checks.
Essentia: Each point of invested essentia increases this bonus by +2.
Lesser Release: You may use knock as a spell-like ability, when you do so this symbol appears glowing on the target and remains (casting light as a candle) for 1 minute.
Intermediate Release: As a standard action you may animate a touched object which is Huge size or smaller and has no more hardness than your symbol wright level. This object remains animated for 1 plus invested essentia rounds. You may only have one such animated object in this way at a time and once an object de-animates (either due to duration or being destroyed) you must wait 1d4 rounds before using this ability again.
Greater Release: Melee attacks with manufactured weapons suffer a -4 penalty to attack and damage against you. Ranged attacks with manufactured weapons suffer a -6 penalty to attack and damage against you.

Sigil of Flesh Changing:
You gain a +3 competence bonus on all Strength and Dexterity checks made as part of Bull Rush, Grapple, Overrun, or Trip attempts.
Essentia: For each point of essentia invested the bonus from this symbol is increased by +1.
Lesser Release: You gain the ability to breathe water as if it were air (or air as if it were water) and a swim speed equal to your land speed or vice versa.
Intermediate Release: You gain a fly speed (average maneuverability) equal to twice your land speed, and your strength is considered 8 higher for the purposes of your carrying capacity.
Greater Release: You gain the ability to assume the form of any tiny to huge animal, magical beast, plant, or dragon with 15 or less hit dice as a standard action as if with the spell polymorph (you do not regain hit points).

World Warping Glyph:
You ignore 5 points of hardness or extraordinary DR (as a note DR overcome by weapon materials, slashing, piercing, or bludgeoning, and not overcome at all are extraordinary unless otherwise noted) with melee attacks.
Essentia: Each point of invested essentia grants you a +2 competence bonus to damage against objects, constructs, and elementals.
Lesser Release: With a touch you may cause a material to warp and reshape. This functions like Warp Wood except you must touch the object, and it needs not be wood. However you may only affect 1 small object at a time, or 1 medium if your Symbol Wright level is at least 5th, 1 large if your Symbol Wright level is at least 10th, and one huge if it is 20th or greater.
Intermediate Release: As a standard action you can destroy any unattended non-magical object which you touch, or a 5-ft cube of it if it is larger than 125 cubic feet. You may also destroy unattended non-artifact magic items in this way but they are allowed a Fortitude saving throw.
Greater Release: By spending 1 minute you are able to convert up to 1 10-ft cube of material of one sort into a product that is of the same material (this cube must have a corner adjacent to you). If you work on a mineral it is reduced to 1 5-ft cube. Creatures or magic items cannot be created or transmuted by this ability. The quality of items made by this spell is commensurate with the quality of material used as the basis for the new fabrication. You must make an appropriate Craft check to create articles requiring a high degree of craftsmanship, but gain a +4 Competence bonus +2 per point of invested essentia to do so.

Zaydos
2016-10-17, 01:09 PM
Feats

Dual Release:
You are able to release the same symbol in more than one of its released states.
Prerequisites: Ability to release symbols to their intermediate state.
Benefits: You may release one or more symbols in multiple released states, for example you could have Windcaller's Sigil in both its Intermediate and Lesser Released States and Artificer's Rune in both its Greater and Lesser Released states but it would count as having 4 released symbols.

Expanded Symbol Capacity:
Your skillful manipulation of symbols allow you to craft them to hold more essentia in a single symbol.
Prerequisites:Int 13, symbol wright level 1st.
Benefit: When you craft your symbols, choose one symbol. Your essentia capacity for that symbol is increased by 1 (up to a maximum of your Intelligence bonus plus 2). Each time you shape your symbols, you can change the symbol that benefits from this feat.
Special: You can take this feat multiple times. For each time you take this feat, you can apply its effects to one additional symbol while shaping. You can’t apply this feat’s effects more than once to the same symbol.

Fine-Tuned Resonance: [General]
Your runic resonance is increased with symbols of a single school.
Prerequisites: Int 13+, Runic Guidance.
Benefit: When you gain this feat select a single school. Wrought symbols of that school are considered to be in their lesser released state for the purposes of Runic Guidance, Improved Symbol's Alertness, Rune's Protection, Runic Harmonics, Runic Blessing, Mana Shield, and Runic Resonance. Lesser released symbols are considered to be in their Intermediate Released State, and Intermediate ones in their Greater Released State, for the purposes of the aforementioned abilities; this has no effect on Greater Released Symbols.
Special: You may take this feat multiple times, each time you do you must select a different school.

Full Resonance [General]:
You are able to spread resonance through your symbols to resonate equally with all eight schools of magic.
Prerequisites: Ability to craft symbols, Int 15+, Runic Blessing.
Benefit: While you have at least one symbol wrought from each school (these can include inscribed symbols, or those granted by items or other sources) you are considered to have a symbol of each school in its Greater Released State for the purposes of Runic Guidance, Improved Symbol's Alertness, Rune's Protection, Runic Harmonics, Runic Blessing, Mana Shield, and Runic Resonance. If you lack a single school this feat has no effect.

Inscribed Symbol:
You have had a symbol tattooed, or otherwise permanently inscribed, onto your flesh and used a bit of your soul to attune it to you and the underlying magic of the cosmos.
Prerequisites: Con 13+, or Cha 15+ and Con -.
Benefits: When you take this feat select one symbol. You have that symbol wrought, unlike those crafted by a glyph knight it does not glow, at all times. If it would be destroyed it reforms after 1 hour. While you have this symbol wrought you are not considered to be able to craft symbols as it is instead merely permanently inscribed upon your flesh. Your symbol wright level for this symbol is 1/2 your character level or your total level in classes that grant symbol wright levels whichever is higher.

This symbol does not count against those you may have wrought, and is in addition to those granted by class features. You may not voluntarily erase an inscribed symbol.

Midnight Mana Shield [Incarnum]:
You are able to reinforce your mana shield with additional mana, and to absorb magical energy through it to increase the power of your symbols.
Prerequisites: Con 13+, Int 15+, Mana Shield.
Benefits: Once per day, you can invest essentia in this feat. The Spell Resistance granted by your Mana Shield is increased by the essentia invested in this feat. In addition when your Mana Shield successfully negates a single target spell you gain bonus essentia equal to the essentia in this feat which you may only invest into symbols of the same school as the negated spell; you may invest this essentia immediately even if it is not your turn. This bonus essentia lasts 1 round.

You gain 1 point of essentia.
Special: If you are not using Incarnum or not treating Symbols as Incarnum remove the Incarnum tag from this feat, and replace the term essentia with mana. it still follows the basic rules of an Incarnum feat, you can only invest mana into it 1/day and cannot normally remove invested mana, and may only invest up to your capacity (1 + 1/6 character levels up to 4 at 18th).

Recraft Symbol [Incarnum]:
You are able to re-create a symbol as another symbol a limited number of times per day.
Prerequisites: Int 13+.
Benefits: Once per day, you can invest essentia in this feat. As a full-round action, you can erase a symbol you have wrought and craft another symbol in its place. Each day you can use this ability once plus a number of times equal to the essentia invested in this feat.
You gain 1 point of essentia.
Special: If you are not using Incarnum or not treating Symbols as Incarnum remove the Incarnum tag from this feat, and replace the term essentia with mana. it still follows the basic rules of an Incarnum feat, you can only invest mana into it 1/day and cannot normally remove invested mana, and may only invest up to your capacity (1 + 1/6 character levels up to 4 at 18th).

Runic Recoil:
You are able to redirect a fraction of the resonance from your symbols to tear destructively at the spell's caster.
Prerequisites: Int 13+, Runic Guidance.
Benefits: Whenever a creature casts a spell which triggers your Runic Guidance you may choose to have them take damage equal to your Int modifier or the level of the triggering spell whichever is higher; this damage is the result of pure magical backlash and is untyped. If it matches an intermediate or greater released symbol this damage is increased to equal your Int plus the spell level. If it matches a greater released symbol this damage is dealt before the spell's casting is completed, and the caster must make a Concentration check due to the damage or lose the spell.

Song of Runic Resonance:
You are able to use your bardic music to stimulate magical energy nearby through resonance with your symbols.
Prerequisites: Ability to craft symbols (not merely possessing an inscribed symbol), Inspire Courage, Knowledge (arcana) 6 ranks.
Benefits: When you use Inspire Courage you may choose to forgo its usual effect and instead increase the Caster Level of all extent spells which share a school with one of your wrought symbols within 30-ft of you by an amount equal to the morale bonus it would have granted. This bonus lasts for as long as you perform and 5 rounds thereafter, and moves with you so that if you move out of range of a spell effect it immediately loses this benefit and conversely if you move into range of a spell effect it gains this benefit. Spells cast into the area of this effect gain the benefit of it, while spells cast from within the area outside of it gain the benefit only while being cast meaning while it applies to range and Spell Resistance checks unless the spell is Instaneous it fails to apply to its actual effect (unless it's also cast into the area of the effect).

If you have a symbol released the Caster Level increase for spells which share its school is increased by 1, or by 2 if it is in a Greater Released State.

Versatile Runic Blessing: [General]
You are able to channel the benefits of your runic blessing through another symbol lensing its effect to better match your desired outcome.
Prerequisites: Runic Blessing.
Benefit: When your Runic Blessing it activated you may choose to gain the benefit listed for another school. To do so you must have a symbol in its Released State in the alternate school, and unless the symbol of the new school is in its Intermediate or Greater Released State you do not gain the Greater Released State benefit even if the original symbol was in the Greater Released State.


[B]Dual Symbol Feats:

The feats below allow a Glyph Knight (or other Symbol Wielding character) to hybridize and fuse two symbols, often of differing schools, to create additional effects when they have both symbols wrought, and, in some cases, additional effects based on how many of the symbols they have in released states with potential minimum released state effects. For example a Dual Symbol Feat might have a base effect if both symbols are wrought, an additional effect if one of the symbols is released, and a third effect if one symbol is in its greater release and the other in at least its lesser. Some Dual Symbol Feats may require a specific release state from a specific of the two symbols involved to take effect, these directly build on that effect.

In addition a Glyph Knight (or other Symbol Wielding character) may not benefit from two Dual Symbol Feats that require the same symbol at the same time. When the second symbol is wrought (or inscribed) the two symbols become locked into combination and this interlocked status prevents another from being intertwined. The only way to break this interlock is to erase one of the two symbols and re-craft one or both of the symbols involved. As such few Glyph Knights pursue 2 Dual Sigil Feats requiring the same Symbol.

Any spell-like ability granted to a character through a Dual Symbol Feat is considered to have been granted by a symbol. It uses the higher essentia investment to determine save DCs (or other effects based off of essentia invested) and the lower symbol wright level between the two symbols to determine Caster Level.

All Dual Symbol Feats have a minimum prerequisite of a Symbol Wright Level of 6+.

Dragon's Rune [Dual Symbol]
You have intertwined the Hungry Rune with the Energy Channeler's Rune to create a rune in imitation of the runic dragons from whose hides symbol magic was torn (or so they say).
Prerequisites: Symbol Wright level 6+, Knowledge (arcana) 6 ranks, Dragonblood subtype.
Benefit: When you have both the Hungry Rune and Energy Channeler's Rune whenever the former dispels a spell or reduces its duration so that it immediately ends you gain bonus essentia equal to 1/2 the spell level rounded up for 1 round which is immediately invested as you see fit.
If either symbol is in a released state this bonus essentia may be invested in symbols as if their essentia capacity was 1 higher, or if your Energy Channeler's Rune is currently set to Electricity 2 higher in the case of the Energy Channeler's Rune.
If both symbols are in a released state your Hungry Rune reduces caster level by an additional 2 each round.
If the Energy Channeler's Rune is in its Greater Released State whenever your Hungry Rune would reduce a spell's caster level to 0 or its remaining duration so that it immediately ends you may immediately use that spell as a spell-like ability with a caster level of the caster level before it was reduced by your Hungry Rune that round.
If the Hungry Rune is in its Greater Released State it does not affect the Energy Channeler's Rune (though it still prevents the spell-like abilities granted by this feat).

Horizon Eye Blade [Dual Symbol]
You have intertwined the Farblade Glyph with the Sun Eye Sigil, allowing one to extend not only their consciousness but their presence afar.
Prerequisites: Symbol Wright level 6+, Knowledge (the Planes) 4 ranks, Int 13+.
Benefit: When you have both the Farblade Glyph and Sun Eye Sigil wrought when making a ranged attack you may have the attack originate from any square within 5 ft + 5 ft per essentia invested into whichever of the two symbols has more essentia invested into it.
If either symbol is in a released state: As a move action you may designate a location within 5 ft per symbol wright level. You may have any spell effects, symbol effects, or supernatural abilities you use which have a range longer than touch or your melee reach originate from that square instead of your own, as long as you have line of effect to it. This position does not remain static, instead it moves with you maintaining the same distance from you at all times.
If the Sun Eye Sigil is in its greater released state: Once per day you may extend your presence through the scrying sensor created by the greater released state and make a single full attack, or use a single spell, symbol, spell-like ability, or supernatural ability as if you were at the scrying sensor's location.
If the Farblade Glyph is in its greater released state: You may flank creatures within your melee reach as if you were in any/every square you threaten; you still may not flank with yourself however.

Farstep Emblem [Dual Symbol]
You have intertwined the Farblade Glyph with the Swiftstep Rune allowing you a greater mastery over the arts of teleportation.
Prerequisites: Symbol Wright level 6+, Knowledge (the Planes) 5 ranks, Int 13+.
Benefit: When you have both the Farblade Glyph and Swiftstep Rune wrought you may make an additional 5 ft step each round, or may make a single 5 ft step during your turn in addition to normal movement.
If either symbol is in its intermediate released state: You may use Dimension Door with a medium (100 ft + 10 ft/caster level) range and targeting only you and up to your lift over head value of carried objects as a spell-like ability twice per day, plus once per day if the other symbol is in its least released state, twice per day if it is in its intermediate, and at-will if it is in its greater released state.
If either symbol is in its greater released state: You may use Greater Teleport as a spell-like ability once per day. If the other symbol is in its Lesser Released State you may use this spell-like ability an additional time per day, or two additional times if its in its Intermediate or Greater Released State instead.

Rage Channeling Emblem [Dual Symbol]
You have woven together the Provocation Rune and Energy Channeler's Rune into a single symbol which turns the rage generated by the former into an energy the latter can channel.
Prerequisites: Symbol Wright level 6+, Base Fortitude Save +6, Con 15+, and one of Endurance, Toughness, or Improved Toughness.
Benefit: When you have both Provocation Rune and Energy Channeler's Rune wrought and take damage you gain a bonus to weapon damage until the end of your next turn equal to the damage you have received since the start of your previous turn or 1 + the essentia invested in whichever symbol has more invested essentia (whichever is lower).
If either symbol is in a released state: Any creature you damage is affected by your Provocation Rune as if they were within its range for 1 round per 5 Symbol Wright levels regardless of the actual distance between you and them.
If either symbol is in its intermediate released state and the other is in a released state: Prevent the first damage you would take each round up to 1 + your invested essentia. This damage although prevented still counts for providing you bonus damage from this feat. In addition the bonus damage from this feat now also applies to non-weapon damage (but not to ability damage you inflict), although only once per creature per spell/effect.
If either symbol is in its greater released state and the other is in a released state: Any enemy within range of your Provocation Rune which attacks a creature other than you takes energy damage of the same type and amount as from your Provocation Rune. No enemy may take damage from this effect more than once per round.

Zaydos
2016-10-17, 01:10 PM
Prestige Classes

Symbol Smith

Symbols are resonant runes, glyphs, and marks which draw magic into an item. Drawn with precise skill, or created through pure magical force, they are able to create magical effects through ambient mystical energy. Is it any surprise, then, that dwarves have learned to inscribe these symbols into items. Dwarf smiths who study Symbol Magic have learned to become something more, Symbol Smiths, able to craft items which bestow the effects of symbols to those who carry them. While legend claims that the greatest Symbol Smiths of the past could create symbols which needed nothing from them, simply functioning from perfect resonance, verifiable Symbol Smiths must still provide a bit of vital energy into their Symbols to cause them to resonate. Even so Symbol Smiths create symbols which can be used by others, even as they learn to craft rune-carved items and constructs with naught but their own dwarven skill.


Becoming a Symbol Smith

Symbol Smiths may come from Glyph Knights, Glyph Thieves, Symbolists, or even Symbol Casters (although 3 of these currently exist only as vague adaptations) and what is lost by each varies slightly. For the most part becoming one is as simple as investing skill points heavily (for a 2 + Int class), as well as taking 4 levels in a symbol crafting class as a dwarf.

Prerequisites:
Race: Dwarf
Skills: Craft (armorsmithing or weaponsmithing) 7 ranks, Craft (the other) 3 ranks, Knowledge (arcana) 4 ranks.
Symbol Crafting: Ability to craft symbols and to release them.

Class Skills: The class skills for a Symbol Smith (and their key ability scores) are Concentration (Con), Craft (Int), Knowledge (any, each taken individually) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill points per level: 2 + Int modifier.

Hit Dice: d8.


LevelBABFortRefWillSpecialSymbol Crafting
1+0+0+0+2Craft Magic Arms and Armor, Master Craftsman +1 level existing symbol crafting class
2+1+0+0+3Crafted Symbol +1 level existing symbol crafting class
3+1+1+1+3Bonus Item Creation Feat +1 level existing symbol crafting class
4+2+1+1+4Increased Symbol Capacity (Crafted) +1, Strengthening Symbols +1 level existing symbol crafting class
5+2+1+1+4Claim Crafted Symbol, 2nd Crafted Symbol +1 level existing symbol crafting class
6+3+2+2+5Channeling Symbol +1 level existing symbol crafting class
7+3+2+2+5Release Crafted Symbol +1 level existing symbol crafting class
8+4+2+2+63rd Crafted Symbol, Increased Symbol Capacity (Crafted) +2 +1 level existing symbol crafting class
9+4+3+3+6Bonus Item Creation Feat, Symbol-Marked Panoply +1 level existing symbol crafting class
10+5+3+3+7Release Greater Crafted Symbol, Scry on Symbol +1 level existing symbol crafting class

Weapon and Armor Proficiencies: A Symbol Smith gains no new armor or weapon proficiencies.

Craft Magic Arms and Armor: A Symbol Smith gains Craft Magic Arms and Armor as a bonus feat even if they do not meet the prerequisites.

Master Craftsman: A Symbol Smith is a master of the forge and craftsmanship in general. At each level a Rune Wright gains 4 bonus skill points which can only be spent on Craft skills. They may also substitute your Symbol Wright level for your Caster Level for the purposes of crafting items and qualifying for Item Creation feats. In addition they may emulate any 3rd level or lower spell from the spell-list of any spellcaster which gains 9th level spells for the purposes of crafting items. If they can release symbols to their intermediate released state they may now emulate any 5th level or lower spell from the spell-list of any spellcaster which gains 9th level spells for the purposes of crafting items. If they can release symbols to their greater released state they may now emulate any non-epic spell.

Symbol Crafting: Levels in Symbol Smith add to your levels in classes which can Craft Symbols (as opposed to possess Inscribed Symbols) for the purposes of Symbol Wright level, number of Symbols Wrought, Essentia, number of Released Symbols, and access to Released States. They do not grant other class features including those like Improved Rune Release which improve your ability to use Symbols.

Crafted Symbol (Su): A Symbol Smith is a craftsman, and like most masters of a craft they put a bit of themselves into their best works. Beginning at 2nd level a Symbol Smith may engrave a Symbol into a weapon, shield, or armor they craft. They select what Symbol is engraved onto the object when they craft it. Simply having the design for a Symbol is not enough to resonate with the magical energies of reality, but a Symbol Smith can put a piece of their life force into an engraved symbol that they created. If they do so that Symbol functions for the wielder of the marked weapon or wearer of the marked armor/shield as if they had wrought it themselves, but uses the Symbol Smith's Symbol Wright level and Intelligence modifier (where needed), as well as the Symbol Smith's essentia capacity. The wielder of the marked item can invest their own essentia into it, and the Symbol Smith can as well, but together they may not exceed the item's essentia capacity. A Symbol Smith may only have their energy in one item at a time, they may withdraw it from an item as any point as a move-equivalent action regardless of the distance, but activating one is more difficult requiring it to be within 30 ft and must be done as part of the action of crafting symbols. A Symbol Smith cannot release a Crafted Symbol.

A weapon must be held in hand ready to be used to impart this benefit (a 2-handed weapon must be in 2 hands), armor must be worn, and a shield must be worn (not animated and floating) ready for use. Merely carrying such items grant no benefit.

If a Symbol Smith creates the body of a construct they may also engrave a single symbol onto their form, or 2 if they are at least large sized, plus one for each size category above large. In this case the construct gains the benefits of the engraved symbol if the symbol is active.

At 5th level a Symbol Smith develops the ability to have 2 active crafted symbols at a time (instead of 1), and at 8th to have 3.

Bonus Item Creation Feat: At 3rd level and 9th level a Symbol Smith gains a single bonus item creation feat they qualify for.

Increased Symbol Capacity (Crafted): Beginning at 4th level the essentia capacity of a Symbol Smith's crafted symbol(s) is increased by 1, at 8th level it is increased by another 1 for a total of +2.

Strengthening Symbols (Su): The magical resonance in a Symbol Smith's crafted symbols even those which are not activated strengthens them. Beginning at 4th level any armor, shield, or weapon a Symbol Smith creates with a crafted symbol engraved on it which has ever been activated gains a +1 to all saving throws, and +2 hardness. If the symbol is currently active it gains a +2 to all saving throws and +4 hardness instead, an additional +1 to saving throws and +2 hardness per point of invested essentia, and may make saving throws as if a magic item with a caster level of the Symbol Smith's symbol wright level. In the case of a construct with a crafted symbol they gain a +1 resistance bonus to saving throws and DR 1/- when the Symbol is active, and these bonuses are increased by 1 for each point of invested essentia (so with 4 essentia would be +5 resistance bonus and DR 5/-).

Claim Crafted Symbol (Su): A Symbol Smith learns to use their vital energy to activate the symbols of other smiths, including (perhaps especially) long dead ancestors. Beginning at 5th level a Symbol Smith can activate inactive crafted symbols made by other Symbol Smiths. When a Symbol Smith does so use their symbol wright level, Intelligence, essentia capacity, etc. The item (or construct) only gains the benefit of Strengthening Symbols if the original craftsman possessed that ability.

Channeling Symbol (Su): A Symbol Smith can charge their symbols with mystical energy which can be released on command by the bearer. Beginning at 6th level when a Symbol Smith activates a crafted symbol they may select a single spell of the same school as the Symbol and charge the item with it. This spell must be of a level no higher than 1 + 1/6 Symbol Wright levels of the Symbol Smith, or 1/2 the Symbol Smith's class level (whichever is lower), and must be from the Cleric, Druid, or Sorcerer/Wizard spell list. A creature wielding the item so affected may through a command word (of the Symbol Smith's devising) activate the selected spell as if using a command-word activated item. The caster level for the spell is the Symbol Smith's Symbol Wright level and the save DC is 10 + Spell level + their Intelligence. Once an item has been used this way it loses this ability entirely until the Symbol Smith charges it with another spell (by activating the symbol again).

Release Crafted Symbol: A Symbol Smith learns with time to expand the power of their Crafted Symbols, to let one spread across the object it was engraved upon and draw more resonance with it. Beginning at 7th level a Symbol Smith may release a single Crafted Symbol at a time. To do so they must release it while crafting symbols for the day (and it becomes unreleased if they de-activate that Crafted Symbol). This released crafted symbol does not count against the Symbol Smith's maximum number of released symbols, nor their maximum number of released intermediate symbols. A Symbol Smith may only release symbols crafted on armor, and light armor may only have a Lesser Released State, and medium or heavier up to an Intermediate. A Symbol Smith cannot release a crafted symbol in its Greater Released State even if they have access to Greater Released States, and must have access to Intermediate Released States to release one in its Intermediate Released State.

Beginning at 10th level a Symbol Smith may release a Symbol engraved on Heavy Armor into its Greater Released State if they have access to Greater Released States.

Symbol-Marked Panoply: A Symbol Smith learns how to activate more of their crafted symbols at the cost of their own personal symbols. Beginning at 9th level a Symbol Smith may choose to instead of having a symbol wrought have an extra activate crafted symbol. They may do this for every symbol they could normally craft, and may make this choice anew each time they craft symbols. You may also spend your regular symbol releases to release additional crafted symbols, but these releases count against your normal limit and must abide by limitations on number of Intermediate or Greater Releases, in addition to the limits on Release Crafted Symbol (must be on armor, must be medium or heavy for Intermediate Release, must be heavy and you must have 10 levels of Symbol Smith for Greater Release).

Scry on Symbol (Sp): A Symbol Smith learns to use their connection to their crafted symbols to sense them and see what is near and about them. Beginning at 10th level a Symbol Smith may use Scry as a spell-like ability at-will (CL = Symbol Wright level). They may not scry upon creatures however, but instead they scry upon an item they created with a crafted symbol. The item, or its bearer, is not allowed a saving throw against this effect. To target an item the Symbol Smith must have activated the crafted symbol on the item within 3 months, but it need not be currently active. In addition as a standard action a Symbol Smith can determine the distance and direction to any item bearing one of their crafted symbols which was active within the last 3 months as long as it is on the same plane as the Symbol Smith.


Knight of the Soul Rune

A Knight of the Soul Rune is a Symbol wielder who has sworn themselves to a higher power and the pursuit of an ideal of Good or Evil. Whether they have offered themselves as a soldier of Good, or traded their very soul for power, they have wrought upon the very essence of their being a great change and carving a single Symbol metaphysically into their soul have become a warrior for their chosen side in the great battle.


Becoming a Knight of the Soul Rune

Glyph Knights are the most common Knights of the Soul Rune as they already utilize the harmonics of their Symbols and magic at large and combine that with a martial bent. Any Glyph Knight who studies the nature of reality and offers their soul to the forces of Good or Evil can become a Knight of the Soul Rune. Most Symbol Devils or Runic Dragons could also become Knights of the Soul Rune if they desired, and Glyph Thieves, Symbolists, and Symbol Mages are not unheard of.

Prerequisites:
Alignment: Good or Evil.
Feats: One of the following: Brand of the Nine Hells, Disciple of Darkness, Favored of the Companions, Knight of the Stars, Profane Vow, Sacred Vow, Servant of Heaven, Servant of the Old Ones (http://www.giantitp.com/forums/showthread.php?447399-To-Serve-the-Ancient-Ones-%28Vile-Feats-3-5%29), Thrall to Demon, or True Believer.
Skills: Knowledge (arcana) 4 ranks, Knowledge (religion) 8 ranks, Knowledge (the Planes) 4 ranks.
Special: Must have sworn allegiance to a powerful planar entity of Good or Evil alignment (this allegiance is represented by the prerequisite feat above), such as a god, archfiend, or their celestial equivalent. Must petition the entity for aid (through prayer or the like) in creating your Soul Rune.
Symbol Crafting: Ability to craft symbols and to release them.

Class Skills: The class skills for a Knight of the Soul Rune (and their key ability scores) are Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (any, each taken individually) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill points per level: 2 + Int modifier.

Hit Dice: d8.


LevelBABFortRefWillSpecialSymbol Crafting
Spells per Day

01st2nd3rd4th5th6th
1+1+2+0+2Soul Rune, Aligned Resonance, Sensitive Resonance (+30 ft) -22-----
2+2+3+0+3Perfection of Form, Soul Made Flesh +1 level existing symbol crafting class 321----
3+3+3+1+3Invoke Soul Rune 1/day +1 level existing symbol crafting class 332----
4+4+4+1+4Increased Soul Rune Capacity (+1), Sensitive Resonance (+60 ft) Soul Rune’s Awareness- 3321---
5+5+4+1+4Soul Rune’s Warding +1 level existing symbol crafting class 3332---
6+6+5+2+5Invoke Soul Rune 2/day- 33321--
7+3+2+2+5Wings +1 level existing symbol crafting class 33332--
8+4+2+2+6Sensitive Resonance (+90 ft), Soul Rune’s Resonance +1 level existing symbol crafting class 433321-
9+4+3+3+6Invoke Soul Rune 3/day, Body of Other Worlds +1 level existing symbol crafting class 433332-
10+5+3+3+7Discordant Resonance, Increased Soul Rune Capacity (+2) +1 level existing symbol crafting class 4433321

Weapon and Armor Proficiencies: A Knight of the Soul Rune does not gain any new proficiencies.

Soul Rune: A Knight of the Soul Rune is defined by their Soul Rune. A Soul Rune is a Symbol which has been inscribed more than physically upon the knight, engraved not on their body but upon their soul itself. This deeply engraved Symbol gives the Knight a veriety of benefits. First and foremost a Knight of the Soul Rune's Soul Rune becomes an inscribed symbol and no longer counts against their maximum number of symbols wrought. Unlike other inscribed symbols, however, a Knight of the Soul Rune may change their Soul Rune between its Released States. A Knight of the Soul Rune's Soul Rune becomes automatically released, it does not count against their maximum number of Soul Runes released. In addition even if they do not have access to Intermediate Released States beginning at 5th level a Knight of the Soul Rune may release their Soul Rune into its Intermediate Released State, however it counts against their limit of Intermediate Released Symbols (usually 1) unless they have 10 levels of Knight of the Soul Rune. Beginning at 10th level a Knight of the Soul Rune may also release their Soul Rune into its Greater Released State, but it counts against their number of Greater Released Symbols (if they have access to other Greater Released Symbols).

The presence of a flexibly released inscribed symbol while potentially impressive is not what make a Soul Rune special. A Soul Rune's resonance with the underlying nature of magic is magnified both by its position upon the Knight's own soul and by the planar nature of the entity which aided in its construction. This resonance serves both to resonate with surrounding spells, as a Glyph Knight's symbols do, but also to serve as a conduit through which the Knight can pull a theoretically limitless reserve of magical energy (practically it's limited by the Knight of the Soul Rune's ability to survive using their soul as a conduit this way). A Knight of the Soul Rune may spontaneously cast a spell they know, even if not cast as a Knight of the Soul Rune, without expending a spell slot, however if they do so they suffer ability burn (http://www.dandwiki.com/wiki/SRD:Ability_Burn) equal to its spell level +2 (min 2) or twice its spell level +2 (min 3) if it is not the same school as their Soul Rune. This ability burn cannot be prevented or reduced in any way and abilities which allow for quickly healing ability damage (i.e. Naberius) do not heal it. This ability burn is dealt to the ability scores of the Knight's choice. A Knight of the Soul Rune may reduce one of their ability scores to 0 with this ability, if they do so they die when they finish casting the spell however.

Finally the resonance of the Soul Rune with the planar energies used in its creation leads to a Knight of the Soul Rune's own transformation into a creature of the planes, grants them protection from harm, and can even be directly invoked to perform magical effects.

Aligned Resonance (Su): A Knight of the Soul Rune's Soul Rune is infused with energy by a being of great Good or Evil, as such it too becomes an object of Good or Evil resonating with such cosmic forces. If a Knight of the Soul Rune is Good aligned their Soul Rune is always considered to be the same school as any [Good] descriptor spell or Sanctified spell regardless of actual schools. If the Knight of the Soul Rune is Evil aligned their Soul Rune is always considered to be the same school as any [Evil] descriptor spell or Corrupt spell regardless of actual schools. This ability does not apply for the purposes of a Knight of the Soul Rune's Spellcasting (see below), or when casting spells with their Soul Rune class feature.

Sensitive Resonance (Su): A Knight of the Soul Rune’s Soul Rune is more sensitive to resonant magical energy than most Symbols. Whenever an ability requires a spell (or spell-like ability) to be used within a certain range which match the school of a wrought symbol the Knight of the Soul Rune possesses its range is increased by 30 ft for the purposes of spells and spell-like abilities with the same school as their Soul Rune. This increase is also applied to abilities which require spells (or spell-like abilities) to be used within a certain range which match the school of a Knight of the Soul Rune’s Soul Rune. At 4th level this increases by another 30 ft (total +60 ft) and again at 8th level (total +90 ft).

Spellcasting: A Knight of the Soul Rune's Soul Rune allows them to cast spells. These spells function in a manner similar to those of a Sorcerer's but are neither Arcane nor Divine (they are a mix as they draw upon Arcane Magic through the assistance of Planar Forces, but mechanistically are neither). A Knight of the Soul Rune automatically knows all spells on the Knight of the Soul Rune spell list which match the school of their Soul Rune of any level they can cast, and learns another 2 spells from the Knight of the Soul Rune spell list at each class level. When they cast a spell which does not match the school of their Soul Rune they suffer ability burn equal to its spell level, unlike that inflicted for casting extra spells this ability burn may be reduced to a minimum of level - 2, and if they would be immune they instead simply suffer ability burn equal to level - 2. This ability burn is dealt to the ability scores of the Knight's choice. A Knight of the Soul Rune may reduce one of their ability scores to 0 with this ability, if they do so they die when they finish casting the spell however. If a Knight of the Soul Rune casts a spell that does not match their Soul Rune's school without using a Spell Slot use the damage in Soul Rune above as opposed to this damage (they do not take 2 + 3 times spell level).

A Knight of the Soul Rune may use any of Intelligence, Wisdom, or Charisma to determine spells per day, saving throw DC, and maximum spell level they can cast when casting Knight of the Soul Rune spells. They do not have to choose which, they simply automatically use whichever is currently highest. A Knight of the Soul Rune uses their class level or Symbol Wright level as their Caster Level for Knight of the Soul Rune spells whichever is higher. A Knight of the Soul Rune may not cast spells whose alignment descriptor opposes their alignment. In the case of spells which are automatically Evil aligned a Knight of the Soul Rune has an alternate spell on their list if they are Good aligned.

At 5th and 10th level a Knight of the Soul Rune may add any Cleric, Corrupt, Druid, Sanctified, or Sorcerer/Wizard spell of a level they can cast to their spell list and spells known at the same level as it is for the appropriate class; if the spell matches the school of their Soul Rune they add it at a level 1 lower (and it may be 1 level higher than they may cast).

Symbol Crafting: At each level in Knight of the Soul Rune except 1st, 4th, 6th, and 8th your level in one class you possess which grants the ability to craft symbols is increased by 1 for the purposes of Symbol Wright level, number of Symbols Wrought, Essentia, number of Released Symbols, and access to Released States. They do not grant other class features including those like Improved Rune Release which improve your ability to use Symbols. A Knight of the Soul Rune's Soul Rune uses their Symbol Wright level in this class despite being inscribed and not crafted.

Perfection of Form (Ex): A Knight of the Soul Rune's body begins to shift into an idealized perfection based upon their alignment. Blemishes and flaws begin to fade as their appearance begins to resemble that of an angel or of a human-seeming fiend. Beginning at 2nd level a Knight of the Soul Rune gains a +2 bonus to Charisma. In addition they gain a +3 bonus to Bluff, Diplomacy, Disguise, and Gather Information checks to deal with Good aligned creatures if Good aligned and to deal with Evil aligned creatures if Evil aligned. If Good aligned they also gain a +3 bonus to Intimidate checks dealing with Evil aligned creatures. If Evil aligned they gain a +3 bonus to all Intimidate checks.

Soul Made Flesh: A Knight of the Soul Rune ceases to be mortal flesh and bone as their Soul Rune draws them ever closer to a planar existence. Beginning at 2nd level a Knight of the Soul Rune's type changes to Outsider and they gain the Augmented Subtype (for their former type), and either the Good or Evil subtype (if Good or Evil respectively). They are never considered an extraplanar creature when on a plane with an Alignment Trait matching their alignment subtype granted by this ability. They cease to age gaining neither benefits nor penalties, although they still die when their time would be up, and they gain DR 1/2 class levels overcome by the opposing alignment (Good if Evil and Evil if Good). Unlike normal outsiders a Knight of the Soul Rune may still be revived by Raise Dead and Ressurection, a trace of their mortality showing through. A 10th level Knight of the Soul becomes truly unaging and no longer needs to fear death of old age.

If a Knight of the Soul Rune's alignment shifts so that it no longer matches that of their alignment subtype they suffer 1 negative level, or 2 if it now opposes their alignment subtype. These negative levels are not from negative energy, cannot be prevented or removed in any way unless the Knight's alignment or their alignment subtype changes to once again match, and never result in permanent level loss. A Knight of the Soul Rune is however immune to any effect which would forcibly change their alignment such as a morality undone spell or helm of opposite alignment, as well as non-magical means. A Knight of the Soul Rune may still use the atonement spell to hasten alignment change, or they may use it to change their alignment subtype to match their new alignment (either use requires a quest normally).

Invoke Soul Rune (Su): A Knight of the Soul Rune may invoke energy from their soul rune, releasing a burst of magical energy from it which has effects based upon the school of their Soul Rune (if their Soul Rune has multiple schools they must choose one when they gain this ability). A Knight of the Soul Rune may use this ability 1/day at 3rd level, and an additional time each day per 3 levels beyond 3rd. Unless otherwise stated in the ability (Conjuration, Evocation, and Transmutation) using this ability is a Standard action and the save DC is 10 + class level + the highest of your Int, Wis, or Cha modifier.


Abjuration: This energy mimics a targeted Greater Dispel Magic upon a target within 10 ft per class level with a caster level of twice your Knight of the Soul Rune level or your Symbol Wright level whichever is higher. In addition if the target can cast spells or use spell-like abilities after any effects are dispelled the target must make a Will save or have their Caster Level reduced by 2 + 1/2 your Knight of the Soul Rune level.
Conjuration: One creature within 30 ft per class level must make a Will save or be teleported to a square adjacent to you. This must be an unoccupied space which can support their weight (unless they're flying already). Using this ability is a swift action.
Divination: You fill the target's mind with images of their own death, pouring into them dozens of potential futures in which they fail and die. The target must make a Will save or be dazed for 1d4+1 rounds. If they succeed on their saving throw they are not dazed but suffer a -2 penalty on all rolls for actions they take (as opposed to reactionary rolls) for 1d4+1 rounds. This is a mind-affecting effect.
Enchantment: You cause rage and anger towards you to swell up in the hearts and minds of one creature per 2 class levels all within 30 ft of you. These creatures must make a Will save or be forced to attack you by whatever means possible for 1 round/class level. This is a mind-affecting compulsion effect.
Evocation: By spending 1 full round you can create a contingency (http://www.d20srd.org/srd/spells/contingency.htm) effect but you may only tie an Evocation spell to it of a level up to 1 + 1/2 your Knight of the Soul Rune level, or you may tie an ability of an Evocation school Symbol which uses a Standard, Move, or Swift action to activate to it as if it were a 2nd level Evocation spell.
Illusion: You create a phantasm in the mind of a single creature within 10 ft per class level. This phantasm is the image of another creature within range attacking and killing them. The target must make both a Will save and a Fortitude save. If they fail both the target takes 3d6 damage per class level and dies (this death is a death effect but the rest of the ability is not). If they fail either they take 2d6 damage per class level. If they fail the Will save they do not know that it was an illusion, but instead believe the creature actually attacked them even as the wounds materialize across their form (but not on their clothes). This is a mind-affecting effect.
Necromancy: Make a ranged touch attack against up to 1 creature per class level within 10 ft per class level. Each struck creature suffers 1d4 negative levels, or 1d6 if your Knight of the Soul Rune level is at least 8.
Transmutation: As a free action you may use this ability to gain a +8 enhancement bonus to Strength and Constitution for 3 + Con modifier rounds. At 10th level this bonus increases to +10.


Increased Soul Rune Capacity: A Knight of the Soul Rune is able to pour more energy into their Soul Rune than other essentia receptacles. At 4th and 10th level the Knight of the Soul Rune's essentia capacity for their Soul Rune is increased by 1.

Soul Rune's Awareness (Su): A Knight of the Soul Rune's Soul Rune resonates with nearby magic. Beginning at 4th level when a spell is cast which matches the school of your Soul Rune within 30 ft (note that this is increased by sensitive resonance to 90 ft, 120 ft at 8th level) or within the range of your Symbol’s Awareness or Runic Guidance ability (if you possess either) you gain Blindsense out to 20 ft per spell level of the spell and Blindsight out to 5 ft per 3 spell levels of the spell (rounded down). This blindsense/blindsight lasts for 1 round, or 2 rounds if your Soul Rune is in its Released State (which by default they always are), 3 rounds if it is in its Intermediate Released State, or 1 minute if it is in its Greater Released State.

Soul Rune’s Warding (Su): A Knight of the Soul Rune’s Soul Rune creates a certain amount of destructive interference towards harmful effects through the use of its resonant energies. Beginning at 5th level a Knight of the Soul Rune gains an ability listed below based upon their Soul Rune’s School (if their Soul Rune has multiple schools they must choose one when they gain this ability).

Abjuration: Your spells, magic items, and symbols are resistant to dispelling. If an effect that you do not generate would dispel one of your magical effects they must roll their dispel check twice and take the lower result. In addition you, your symbols, and magic items each gain a +5 to their caster level for the purpose of resisting dispelling, and a +5 to saving throws against Disjunction effects.
Conjuration: Your Soul Rune protects you from the environment no matter how dangerous. You gain the benefits of a continuous Avoid Planar Effects and are immune to persistent environmental damage such as temperature, pressure, or lava but not environmental damage from a temporary effect which would last less than 4 hours. You may breathe water as if it were air and air as if it were water. Finally you take no damage from a teleport mishap that involves you being shunted through a solid object.
Divination: By spending 10 minutes in concentration you may select what information a Divination spell will give about you. This remains the same for that divination spell until you perform this ritual again. You must perform this for each Divination spell separately.
Enchantment: You gain immunity to compulsions.
Evocation: If an effect deals energy damage and allows a Reflex or Fortitude save for half or partial, you may make a Fortitude save to negate it entirely as if you had successfully saved with the Evasion or Mettle ability instead of making the normal save.
Illusion: You are able to see through all illusions as if with a true seeing spell out to a distance of 60 ft.
Necromancy: You are immune to death effects, and energy drain, as well as negative energy based negative levels.
Transmutation: You are immune to unwilling transmutation effects. You may still be affected by a transmutation effect which you consciously and willingly allow to affect you.

Wings (Ex): A Knight of the Soul Rune slowly takes on a more and more celestial or fiendish form. At 7th level a Good aligned Knight of the Soul Rune grows a pair of feathered wings resplendent in their glory, and an Evil aligned Knight of the Soul Rune grows a pair of bat-like wings. Regardless of alignment a Knight of the Soul Rune gains the ability to fly at their land speed with Good maneuverability.

Soul Rune’s Resonance (Su): A Knight of the Soul Rune is able to draw additional essentia into their Soul Rune through resonance with magic spells cast nearby. Beginning at 8th level whenever someone casts spell which triggers your Soul Rune’s Awareness, you gain 1 temporary bonus essentia per 3 levels of the triggering spell (rounded down). This temporary essentia lasts for 1 round and you may immediately invest it as a free action. If multiple such spells are cast the bonus essentia from each one stacks. If your Soul Rune is in its Greater Released State you gain 1 essentia per 2 spell levels (rounded down) instead of per 3.

Body of Other Worlds (Ex): A Knight of the Soul Rune’s body continues to shift becoming more and more attuned to the planar forces they have called into their being. Beginning at 9th level a Good aligned Knight of the Soul Rune gains immunity to Petrification and a +4 on saves vs Poison. An Evil aligned Knight of the Soul Rune instead gains immunity to Poison. In addition the Knight of the Soul Rune’s celestial or fiendish nature grows more visibly apparent, skin color potentially changing, tiny horns, and other cosmetic shifts are possible. The skill bonuses from Perfection of Form increase by +1 (to +4).

Voice of Other Worlds (Su): A Knight of the Soul Rune gains more than just the body of their new form. Beginning at 9th level a Good aligned Knight of the Soul Rune gains a continual Tongues effect, and an Evil aligned Knight of the Soul Rune gains telepathy with a 30 ft range.

Discordant Resonance (Su): As a Knight of the Soul Rune grows in power so too does the power of their Soul Rune. As it reaches its pinnacle of power it begins to resonate fiercely not only with those powers aligned with it, but in a disruptive counterpoint to those opposed to it. Beginning at 10th level whenever a creature with an alignment opposed to the Knight of the Soul Rune’s on the Good-Evil axis casts a spell or uses a spell-like ability whose school matches the Knight’s Soul Rune’s school they take damage equal to twice the level of the spell and must make a Concentration check (DC 20 + damage taken) or lose the spell. This also applies to any creature regardless of alignment or spell school which casts a spell with the Evil descriptor or a Corrupt spell within the range of a Good Knight of the Soul Rune, or which casts a spell with the Good descriptor or a Sanctified spell within the range of an Evil Knight of the Soul Rune.

Knight of the Soul Rune Spell List:
0 Level:
Abjur
Resistance: Subject gains +1 on saving throws.
Conj
Acid Splash: Orb deals 1d3 acid damage.
Create Water
Cure Minor Wounds
Div
Detect Poison: Detects poison in one creature or small object.
Detect Magic: Detects spells and magic items within 60 ft.
Guidance
Read Magic: Read scrolls and spellbooks.
Ench
Daze: Humanoid creature of 4 HD or less loses next action.
Evoc
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (-1 on attack rolls).
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
Illus
Ghost Sound: Figment sounds.
Necro
Disrupt Undead: Deals 1d6 damage to one undead.
Inflict Minor Wounds
Touch of Fatigue: Touch attack fatigues target.
Trans
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.
Univ
Arcane Mark: Inscribes a personal rune (visible or invisible).
Prestidigitation: Performs minor tricks.


1st Level:
Abjuration:
Alarm
Endure Elements
Hold Portal
Protection from Chaos/Evil/Good/Law

Conjuration:
Benign Transposition
Lesser Vigor
Mount
Summon Monster I

Divination:
Comprehend Languages
Detect Secret Doors
Identify
True Strike

Enchantment:
Bless
Charm Person
Distract Assailant
Whelm

Evocation:
Bigby’s Tripping Hand
Magic Missile
Persistent Blade
Tenser’s Floating Disc

Illusion:
Disguise Self
Nystul’s Magic Aura
Silent Image
Ventriloquism

Necromancy:
Blade of Blood
Chill Touch
Ray of Enfeeblement
Spirit Worm

Transmutation:
Enlarge Person
Expeditious Retreat
Feather Fall
Jump

2nd Level:
Abjuration:
Deflect
Dispelling Touch
Obscure Object
Resist Energy

Conjuration:
Baleful Transposition
Close Wounds
Glitterdust
Summon Monster II

Divination:
Detect Thoughts
Locate Object
See Invisibility
Sure Strike

Enchantment:
Stay the Hand
Tasha’s Hideous Laughter
Touch of Idiocy
Whelming Blast

Evocation:
Bigby’s Warding Hand
Darkness
Gust of Wind
Shatter

Illusion:
Blur
Invisibility
Mirror Image
Misdirection

Necromancy:
Blindness/Deafness
Command Undead
False Life
Gentle Repose

Transmutation:
Knock
Levitate
Spider Climb
Wood Shape

3rd Level:

Abjuration:
Anticipate Teleport
Avoid Planar Effects
Dispel Magic
Magic Circle against Chaos/Evil/Good/Law

Conjuration:
Cure Serious Wounds
Regroup
Scattering Trap
Summon Monster III

Divination:
Arcane Sight
Clairaudience/Clairvoyance
Tongues
Unluck

Enchantment:
Heroism
Inevitable Defeat
Rage
Suggestion

Evocation:
Bigby’s Disrupting Hand
Blacklight
Daylight
Prismatic Mist

Illusion:
Displacement
Invisibility Sphere
Major Image
Spectral Weapon

Necromancy:
Animate Dead (if Evil) or Healing Touch (if Good)
Bestow Curse
Ray of Exhaustion
Vampiric Touch

Transmutation:
Blink
Fly
Haste
Slow

4th Level:
Abjuration:
Condemnation
Dimensional Anchor
Stifle Spell
Stoneskin

Conjuration:
Dimension Door
Minor Creation
Restoration
Summon Monster IV

Divination:
Arcane Eye
Detect Scrying
Divination
Scrying

Enchantment:
Charm Monster
Confusion
Geas, Lesser
Whelm, Mass

Evocation:
Fireshield
Floating Disc, Greater
Otiluke’s Resilient Sphere
Wall of Ice

Illusion:
Hallucinatory Terrain
Invisibility, Greater
Mirror Image, Greater
Sensory Deprivation

Necromancy:
Burning Blood
Death Ward
Enervation
Fear

Transmutation:
Attune Form
Baleful Blink
Bite of the Wereboar
Reincarnate

5th Level:
Abjuration:
Antimagic Field
Dismissal
Dispel Magic, Greater
Duelward

Conjuration:
Heal
Teleport
Revivify
Summon Monster V

Divination:
Find the Path
Prying Eyes
Rary’s Telepathic Bond
True Seeing

Enchantment:
Dominate Person
Feeblemind
Hold Monster
Overwhelm

Evocation:
Bigby’s Interposing Hand
Cone of Cold
Sending
Wall of Force

Illusion:
Friend to Foe
Nightmare
Persistent Image
Shadow Hand

Necromancy:
Harm
Magic Jar
Slay Living
Spirit Wall

Transmutation:
Baleful Polymorph
Disintegrate
Righteous Might
Telekinesis

6th Level:
Abjuration:
Energy Immunity
Guards and Wards
Repulsion
Spell Turning

Conjuration:
Mordenkainen’s Magnificent Mansion
Plane Shift
Resurrection
Summon Monster VI

Divination:
Analyze Dweomer
Arcane Sight, Greater
Scrying, Greater
Legend Lore

Enchantment:
Heroism, Greater
Power Word Blind
Rebuke, Final
Suggestion, Mass

Evocation:
Bigby’s Grasping Hand
Contingency
Force Cage
Prismatic Spray

Illusion:
Invisibility, Mass
Mislead
Permanent Image
Shadow Walk

Necromancy:
Create Undead (if Evil) or Undeath to Death (if Good)
Destruction
Eyebite
Waves of Exhaustion

Transmutation:
Bite of the Werebear
Ethereal Jaunt
Flesh to Stone
Move Earth

0 Level:
Cure Minor Wounds becomes Necromancy instead of Conjuration.

1st Level:
Replace Lesser Vigor with Stand (Conjuration)
Replace Chill Touch with Lesser Vigor (Necromancy)

2nd Level:
Replace Close Wounds with Summon Swarm (Conjuration)
If Good replace Blindness/Deafness with Close Wounds (if Evil Blindness and Deafness remains) (Necromancy)

3rd Level:
Replace Cure Serious Wounds with Dimension Step (Conjuration)
If Good replace Healing Touch with Cure Serious Wounds (Necromancy).

4th Level:
Replace Restoration with Lesser Planar Ally (Conjuration)
Replace Burning Blood with Restoration (Necromancy).

5th Level:
Replace Heal with Tree Stride (Conjuration).
Replace Revivify with Insect Plague (Conjuration).
Replace Harm with Heal if Good aligned (if Evil retain Harm) (Necromancy).
Replace Slay Living with Revivify if Good aligned (if Evil retain Slay Living) (Necromancy).

6th Level:
Replace Resurrection with Creeping Doom (Conjuration)
Replace Undeath to Death with Resurrection if Good aligned (Necromancy).
Replace Waves of Exhaustion with Resurrection if Evil aligned (Necromancy).

0 Level:
Acid Splash and Create Water become Evocation.

2nd Level:
Replace Glitterdust with Dimension Hop (Conjuration)
Replace Bigby’s Warding Hand with Glitterdust (Evocation).

4th Level:
Replace Minor Creation with Lesser Planar Exchange (Conjuration).
Replace Greater Tenser’s Floating Disc with Minor Creation (Evocation).

Zaydos
2016-10-17, 01:11 PM
Theurge Prestige Classes

General Note for Theurge PrCs and Balance: I intended for the theurge PrCs to be worth taking but not necessarily stronger than single class in the stronger class, or even probably weaker than it in the case of Symbolic Arcanist. This is why Symbolic Arcanist actually is stronger than Rune Dragon Aspirant even assuming Wizard and Dragonfire Adept were equal, they aren't and losing levels in Wizard loses you more than losing ones in DFA. This reasoning left as soon as I got to ToB, though, as I just based it on Jade Phoenix Mage... on the basis that it was between two full BAB classes and so wasn't getting a better chassis compared to either?


Symbolic Arcanist

A Symbolic Arcanist is a mage who has taken to the study of Symbol Magic due to its augmentative resonance with magic. They are students of the way that this resonance may augment their spells and maximize their effectiveness.


Becoming a Symbolic Arcanist

A Symbol Caster may become a Symbolic Arcanist without any levels in other classes at the earliest possible level, that said they gain less from it as their casting is sluggish and they already progress both casting and symbols (ironically they improve their BAB this way). Even so most Symbolic Arcanists are Wizards who dabble with Symbolist, Glyph Thief, or perhaps especially Glyph Knight (as the others don't actually exist yet, most likely Glyph Knight :smalltongue:). This simply requires 2 levels in Glyph Knight, 5 levels total, the ability to cast 2nd level arcane spells, and a +1 Intelligence or human to acquire the skill ranks to get the necessary grounding in magical principles.

Prerequisites:
Skills: Knowledge (arcana) 8 ranks, Spellcraft 8 ranks, Use Magic Device 4 ranks.
Spellcasting: Ability to cast 2nd level arcane spells.
Symbol Crafting: Ability to craft 2 or more symbols.

Class Skills: The class skills for a Symbolic Arcanist (and their key ability scores) are Concentration (Con), Craft (Int), Knowledge (any, each taken individually) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill points per level: 2 + Int modifier.

Hit Dice: d6.


LevelBABFortRefWillSpecialSpellcastingSymbol Crafting
1+0+0+0+2Casting Resonance+1 level existing arcane spellcasting +1 level existing symbol crafting class
2+1+0+0+3- +1 level existing arcane spellcasting +1 level existing symbol crafting class
3+2+1+1+3 Symbol’s Dispelling +1 level existing arcane spellcasting +1 level existing symbol crafting class
4+3+1+1+4- +1 level existing arcane spellcasting +1 level existing symbol crafting class
5+3+1+1+4- +1 level existing arcane spellcasting +1 level existing symbol crafting class
6+4+2+2+5Casting Harmonics- +1 level existing symbol crafting class
7+5+2+2+5Symbol’s Resonance +1 level existing arcane spellcasting +1 level existing symbol crafting class
8+6+2+2+6- +1 level existing arcane spellcasting +1 level existing symbol crafting class
9+6+3+3+6- +1 level existing arcane spellcasting +1 level existing symbol crafting class
10+7+3+3+7Symbol’s Metamagic +1 level existing arcane spellcasting +1 level existing symbol crafting class

Weapon and Armor Proficiencies: A Symbolic Arcanist gains no new weapon or armor proficiencies.

Spellcasting: At every level except 5th, a Symbolic Arcanist gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on), save for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a spellsword, he must decide to which class he adds the new level for purposes of determining spells per day.

Symbol Crafting: Levels in Symbolic Arcanist add to your levels in classes which can Craft Symbols (as opposed to possess Inscribed Symbols) for the purposes of Symbol Wright level, number of Symbols Wrought, Essentia, number of Released Symbols, and access to Released States. They do not grant other class features including those like Improved Rune Release which improve your ability to use Symbols.

Casting Resonance (Su): A Symbolic Arcanist learns to draw energy into their spells through the resonance their symbols possess with certain types of magic. Whenever a Symbolic Arcanist casts a spell which matches the school of one of their wrought symbols they gain a +1 competence bonus to caster leve. If the symbol is in a released state they also gain +1 to the spell save DC. If the symbol is in a greater released state both of these bonuses increase to +2.

Symbol’s Dispelling: A Symbolic Arcanist learns how to use the resonance of their symbols and the energy released in one’s destruction to more perfectly dispel enemy magic. A 3rd level or higher Symbolic Arcanist with the ability to cast 3rd level arcane spells adds Dispel Magic to their spells known (if applicable) and spell list as a 3rd level spell, and if they are able to cast 6th level arcane spells they add Greater Dispel Magic as a 6th level spell. In addition when they cast Dispel Magic or Greater Dispel Magic they may erase one crafted symbol they possess, if they do so they gain a +10 bonus on a single dispel check to dispel an effect of the same school as the erased symbol, they may either select a single identified effect, or simply apply it against the first effect of that school they roll against. If the symbol was in a released state they gain a +5 bonus to all dispel checks against its school as well as +10 on a single one (these bonuses do not stack, they do not gain a +15 to one check), if it was in its intermediate released state they may additionally treat the check with a +10 applied to it as a natural 20 instead of rolling it, if it was in its greater released state they do not need to roll any dispel checks against the school of the symbol instead treating all of them as 20 before modifiers.

Casting Harmonics (Su): A Symbolic Arcanist learns to actively harmonize their symbols with their spells, moving mana from the former to the latter. When a 5th level or higher Symbolic Arcanist casts an arcane spell they may choose to transfer essentia from one or more symbols of the same school into the cast spell (they may not transfer more essentia this way than their essentia capacity). If they do so the essentia becomes invested in the spell until its duration ends (at which point it does not return to the symbols but becomes uninvested requiring a swift action to reinvest) and they gain a bonus to caster level on that spell equal to the invested essentia and a bonus to the spell’s save DC (if any) equal to ½ that.

Symbol’s Resonance (Su): A Symbolic Arcanist can draw otherwise wasted energy used in nearby spells (both theirs and others) through the resonance of their symbols. Beginning at 6th level when a 1st level or higher spell is cast (not a spell-like ability) within 30 ft of you (this includes spells you cast) which matches the school of one of a Symbolic Arcanist’s released symbols they can scavenge some of the energy from it. If you prepare arcane spells you may regain one expended arcane spell of the same school with a level no higher than 1/3rd the level of the triggering spell. If you cast arcane spells spontaneously you may instead select one spell you know of the same school with a level no higher than 1/3rd the level of the triggering spell and the next time you cast that spell without metamagic within 1 hour it does not expend a spell slot. If you do both you may select which of these abilities to trigger with each spell cast but no spell can trigger both. If the symbol is in a greater released state you may use this ability with spells of up to ½ the level of the triggering spell instead of 1/3rd. You’re either going Legacy Champion to extend the PrC and losing 9th level spells or losing 8th and 9th level spells to get a single Greater Symbol.

Symbol’s Metamagic (Su): A Symbolic Arcanist learns to draw magical energy through their symbol to maximize the power of their spells even if it means destroying their carefully wrought symbols. Beginning at 10th level when you cast a prepared arcane spell you may erase a symbol to apply a +1 or less level metamagic to it spontaneously (with no change in casting time), or +2 if it is a released symbol, +3 if it is in its intermediate released state, or +4 if it is in its greater released state. When you cast a spontaneous arcane spell you may erase a symbol to negate the increase in casting time and reduce the metamagic increase applied to the spell by 1, 2 if it was a released symbol, 3 if it was in its intermediate released state, or 4 if it was in its greater released state; this cannot reduce the metamagic level adjustment to less than +0.



Rune Dragon Aspirant

A Rune Dragon Aspirant is a Symbol Wright who aspires to the powers and ferocity of a Runic Dragon (see bestiary (http://www.giantitp.com/forums/showsinglepost.php?p=21234859&postcount=27)). They combine draconic power with the ability to craft symbols even going so far as to inscribe the Hungry Rune upon their flesh to better emulate runic dragons.


Becoming a Rune Dragon Aspirant

Rune Dragon Aspirants typically begin as Dragonfire Adepts and Glyph Knights, although Symbolists, Glyph Thieves, and Symbol Casters are all possible. To become a Rune Dragon Aspirant one must have a solid understanding of the nature of magic and dragons, as well as a foundation in both draconic invocations and symbol crafting. Taking this further they must emulate the Runic Dragon and the final step is to inscribe the Hungry Rune on their flesh, either tattooing it there or using ritual scarification, a sign of the dedication to become like the Runic Dragon.

Prerequisites:
Breath Weapon: Must possess a breath weapon and at least 1 Breath Effect.
Skills: Knowledge (arcana) 8 ranks, Spellcraft 8 ranks.
Invocations: Ability to use least invocations.
Symbol Crafting: Ability to craft 2 or more symbols.

Class Skills: The class skills for a Rune Dragon Aspirant (and their key ability scores) are Appraise (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (any, each taken individually) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (n/a), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
Skill points per level: 2 + Int modifier.

Hit Dice: d6.


LevelBABFortRefWillSpecialInvocationsSymbol Crafting
1+0+2+0+2Inscribed Hungry Rune+1 level existing invocation-using class +1 level existing symbol crafting class
2+1+3+0+3-+1 level existing invocation-using class +1 level existing symbol crafting class
3+2+3+1+3Keen Senses +1 level existing invocation-using class +1 level existing symbol crafting class
4+3+4+1+4Invested Breath +1 level existing invocation-using class -
5+3+4+1+4- +1 level existing invocation-using class +1 level existing symbol crafting class
6+4+5+2+5Consuming Breath- +1 level existing symbol crafting class
7+5+5+2+5- +1 level existing invocation-using class +1 level existing symbol crafting class
8+6+6+2+6Released Hungry Rune +1 level existing invocation-using class-
9+6+6+3+6- +1 level existing invocation-using class +1 level existing symbol crafting class
10+7+7+3+7Increased Capacity (Draconic) +1+1 level existing invocation-using class +1 level existing symbol crafting class

Weapon and Armor Proficiencies: A Rune Dragon Aspirant gains no new weapon or armor proficiencies.

Invocation: At each level other than 6th, you gain new invocations known and an increase in caster level as if you had also gained a level in an invocation-using class to which you belonged before adding the prestige class level. (This includes eldritch blast.) You do not, however, gain any other benefit a character of that class would have gained. If you had more than one invocation-using class before becoming a Rune Dragon Aspirant, you must decide to which class to add each level for the purpose of determining caster level and invocations known. If you increase your level in Dragonfire Adept with this ability you also gain increased breath weapon damage/save DC, range, and breath effects as if you had gained a level in Dragonfire Adept.

Symbol Crafting: Levels in Rune Dragon Aspirant except 4th and 8th add to your levels in classes which can Craft Symbols (as opposed to possess Inscribed Symbols) for the purposes of Symbol Wright level, number of Symbols Wrought, Essentia, number of Released Symbols, and access to Released States. They do not grant other class features including those like Improved Rune Release which improve your ability to use Symbols.

Inscribed Hungry Rune (Su): A Rune Dragon Aspirant emulates the runic dragon, as such they inscribe the Hungry Rune upon themselves and let their energies fill it. This inscribed symbol does not count against your maximum number of symbols wrought, nor does it count as a crafted symbol. A Rune Dragon Aspirant may suppress their Hungry Rune as a full round action causing it to no longer be considered to be wrought and have no effect. They may reactivate it at a later time as another full round action.

Keen Senses (Su): A Rune Dragon Aspirant learns to extend their senses with divination symbols. Beginning at 3rd level as long as a Rune Dragon Aspirant has a symbol of the divination school wrought they suffer half the normal penalties for distance on Listen and Spot checks.

Invested Breath (Su): A Rune Dragon Aspirant learns to augment their breath weapon with mana making it stronger. Beginning at 4th level a Rune Dragon Aspirant may invest essentia into any breath weapon they may possess as if it were an essentia receptacle. As long as they have essentia invested into a breath weapon they may choose to have it deal electricity damage instead of whatever damage it would normally deal (assuming it deals damage), in addition it gains a +1 to its save DC per 2 points of invested essentia, and if it deals hit point damage it deals +2 damage per point of invested essentia.

Consuming Breath (Su): A Rune Dragon Aspirant learns how to modify their breath in new and dangerous ways. Beginning at 6th level they gain Consuming Breath as a breath effect. This effect, applied to a cone shaped breath, causes it to deal no damage but inflict 1 essentia damage per 2 dice of damage it would normally have dealt (Will halves) and functions as an area dispel magic with no cap to the bonus you receive to dispel checks. Your ‘caster level’ for this dispel magic effect is equal to your caster level for invocations and you may apply this breath effect to cone shaped breath weapons you possess other than that of Dragonfire Adept but you still may not apply it to 2 breath weapons in the same or consecutive rounds.

Released Hungry Rune (Su): A Rune Dragon Aspirant’s Hungry Rune grows resonant with their soul, allowing them to shift its physical form upon their body. Beginning at 8th level a Rune Dragon Aspirant may release their Hungry Rune as an action requiring 1 minute of concentration or return it to its unreleased state with 1 minute of concentration. This does not count against their maximum number of released symbols, released intermediate symbols, or released greater symbols. A Rune Dragon Aspirant able to release symbols to their intermediate state may release their Hungry Rune to its intermediate state, and the same is true of one able to release symbols to their greater state, however they may not release it to its intermediate or greater state unless they possess the ability to do so more generally.

Increased Capacity (Draconic) +1: A Rune Dragon Aspirant’s Hungry Rune and breath weapon is theirs to control and shape, easily drinking deep of their mana if allowed. Beginning at 10th level a Rune Dragon Aspirant may treat their essentia capacity as 1 higher for the purposes of their Hungry Rune and their breath weapon(s).




Runeblade

Most practitioners of Symbol Magic delve into the magical arts if they diverge from Symbol Magic or even while studying it directly, focusing on how their symbols resonate with the natural magic underlying reality. Some, however, look not at the arcane arts but the sublime, those semi-mystical, and sometimes wholly mystical, arts of martial combat. While the resonance with Symbols is less directly noticeable, one who walks the Sublime Way may notice a resonance still, a throb in their Symbols when they initiate a strike, a sense that the mana flows more easily into them when in certain stances. Runeblades are those who follow up these little feelings and learn how the Sublime Way meets the magic of reality, weaving it through themselves and their weapons, making their weapons part of them to strike against foes.


Becoming a Runeblade

To become a Runeblade one must have a solid understanding of both symbol crafting and the sublime way. Most Runeblades begin as Glyph Knights due to their martial focus, although Symbolists and Glyph Thieves are not unheard of, and mix such skills with those of a warblade, though some follow the path of the Crusader or Swordsage instead.

Prerequisites:
Martial Maneuvers: Must know a 2nd level or higher martial maneuver from each of two different disciplines.
Martial Stances: Must know at least 1 Martial Stance.
Skills: Knowledge (arcana) 8 ranks, Martial Lore 5 ranks.
Symbol Crafting: Ability to craft 2 or more symbols.

Class Skills: The class skills for a Rune Dragon Aspirant (and their key ability scores) are Appraise (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (any, each taken individually) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (n/a), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
Skill points per level: 2 + Int modifier.

Hit Dice: d8.


LevelBABFortRefWillSpecialManeuvers Known Maneuvers Readied Stances Symbol Crafting
1+1+2+0+2Tradition of the Rune Blade, Mana Gathering Stance100-
2+2+3+0+3Blade Runes000 +1 level existing symbol crafting class
3+3+3+1+3- 110 +1 level existing symbol crafting class
4+4+4+1+4Rune Parry 000 +1 level existing symbol crafting class
5+5+4+1+4- 101 +1 level existing symbol crafting class
6+6+5+2+5Rune’s Warding 010 -
7+7+5+2+5- 100 +1 level existing symbol crafting class
8+8+6+2+6Releasing Stance 000 +1 level existing symbol crafting class
9+9+6+3+6- 110 +1 level existing symbol crafting class
10+10+7+3+7 Stance Capacity 000 +1 level existing symbol crafting class

Weapon and Armor Proficiencies: A Runeblade gains no new weapon or armor proficiencies.

Maneuvers: At first level select up to 3 disciplines from which you know martial maneuvers, you add their discipline skill to the list of Runeblade class skills (if it was not there already). At each odd-numbered level, you gain a new maneuver known from one of the selected disciplines. You must meet a maneuver’s prerequisite to learn it. You add your full Runeblade levels to your initiator level to determine your total initiator level and your highest-level maneuvers known. At 3rd level, 6th level, and 9th level, you gain an additional maneuver readied per day.

Stances Known: At 5th level, you learn a new martial stance from one of the disciplines you selected at 1st level for your maneuvers. You must meet a stance’s prerequisite to learn it.

Symbol Crafting Levels in Runeblade except 1st and 6th add to your levels in classes which can Craft Symbols (as opposed to possess Inscribed Symbols) for the purposes of Symbol Wright level, number of Symbols Wrought, Essentia, number of Released Symbols, and access to Released States. They do not grant other class features including those like Improved Rune Release which improve your ability to use Symbols.

Tradition of the Runeblade: Each of the Disciplines of the Sublime Way are associated with certain schools of magic. However these associations are loose and different traditions may possess different associations. For the purposes of the Runeblade PrC and all its class features the disciplines of the sublime way are associated with the following schools (only my brew and Tome of Battle covered, for disciplines from other sources ask your DM, or maybe me).

Desert Wind: Evocation and Illusion.
Devoted Spirit: Conjuration and Evocation (if Healing is changed to Necromancy change Devoted Spirit to Necromancy and Evocation).
Diamond Mind: Abjuration and Divination.
Iron Heart: Abjuration and Transmutation.
Setting Sun: Abjuration and Enchantment.
Shadow Sun: Illusion and Necromancy.
Stone Dragon: Evocation and Transmutation.
Tiger Fang: Necromancy and Transmutation.
White Raven: Divination and Enchantment.

Adamant Eagle: Abjuration and Divination.
Crone’s Hex: Necromancy and Transmutation.
Crushing Avalanche: Evocation and Transmutation.
Darting Viper: Abjuration and Necromancy
Edge of Apocalypse: Conjuration and Necromancy.
Eldritch Rain: Conjuration and Evocation.
Feral Hunger: Necromancy and Transmutation.
Flashing Lightning: Conjuration and Evocation.
Grown Blade: Evocation and Transmutation.
Hewn Tree: Abjuration and Transmutation.
Jeering Monkey: Conjuration and Illusion.
Lunar Spirit: Abjuration and Divination.
Perfected Style of the Grand Court: Divination and Enchantment.
Protean Hunter: Evocation and Transmutation.
Star Dream: Enchantment and Illusion.

Mana Gathering Stance (Su): A Runeblade learns how to channel the energy from their stances in a new way. While you are in a stance from any discipline you know, you can forgo its normal benefit as a swift action to gain the effect of mana gathering stance. This ability lasts as long as you would maintain the stance, or as described below. You can also stop using mana gathering stance and resume gaining the normal benefit of the stance as a swift action. While you use this ability, you gain 1 essentia plus 1 per 6 character levels you possess. When you activate this stance you may immediately invest this essentia and when you cease maintaining this stance or return to gaining the normal benefit of the stance this essentia immediately disappears. Mana Gathering Stance is considered the same discipline as the stance you entered it from.

Blade Runes (Su): A Runeblade learns how to perform their signature art of combat, the spreading of symbols across a weapon, the creation of the ‘runeblades’ from which they get their name, of course it takes time. Beginning at 2nd level a Runeblade may spend 1 minute to create a special symbol which spreads across a touched weapon. When a Runeblade creates these blade runes, as this symbol is called, they select a school, this symbol is considered to be of this school and as long as the Runeblade holds the weapon they are considered to have a symbol of this school wrought. A Runeblade may invest essentia into this symbol as normal for a symbol. When a Runeblade initiates a strike which matches the school of the Blade Runes (see Tradition of the Runeblade above) they gain an insight bonus to attack rolls made as part of that strike with that weapon equal to one half the essentia invested in their Blade Runes and +2 damage per point of invested essentia; this damage bonus only applies once per strike per enemy and only to damage dealt with the weapon with the Blade Runes. A Runeblade may not select their Blade Runes with the Expanded Symbol Capacity feat. While the Blade Runes remain visible even if another creature wields the weapon they only have an effect in your hands.

A Runeblade may have up to two sets of Blade Runes wrought at a time. Each set must be on a separate weapon and may be of different schools however they share invested essentia. If you have two separate weapons with Blade Runes which would both be triggered by the same strike they both gain attack bonus but the damage is still only applied once per enemy. If you would create a third set of Blade Runes one of your former two (your choice) vanishes.

Rune Parry (Su): A Runeblade learns to avoid hostile spells using their runes and Sublime skills to cut through their magic. Beginning at 4th level when you are targeted with a spell (or spell-like ability) that matches the school of one of your wrought symbols or included in the area of a spell that matches the school of one of your wrought symbols you may make an attack roll as an immediate action. This attack roll is opposed by a check by the caster of the spell using 1d20+Caster Level+Charisma modifier. If you win the opposed check the spell does not affect you. If it is a spell which has a continuous effect on its area (such as solid fog) you are unaffected by it for only 1 round; if it creates a physical object and you are within the spell’s area and thus able to use this ability (such as a forcecage made around you) you may pass through the object created as if it did not exist for 1 round. If you are in a stance which matches the school of the triggering spell (see Tradition of the Runeblade) you gain a +2 bonus on the attack roll. Once you have used this ability you cannot use it again until you recover it as if it were a maneuver; if you have granted maneuvers, you cannot use it again until your granted maneuvers all recover and reset.

Rune’s Warding (Su): A Runeblade learns to draw defensive protection through centering themselves in the Sublime Way through their symbols. Beginning at 6th level when in a stance whose discipline matches the school of a symbol you possess in a released state you gain a +2 bonus to saving throws, this increases to +3 if it is in an intermediate or greater released state. If it matches a symbol in its greater released state you also gain a +2 bonus to AC.

Releasing Stance (Su): A Runeblade learns to use the Sublime Way to coax more energy through their symbols and cause a symbol to temporarily release, or increase its release. Beginning at 8th level while you are in a stance from any discipline you know, you can forgo its normal benefit as a swift action to gain the effect of releasing stance. This ability lasts as long as you would maintain the stance, or as described below. You can also stop using releasing stance and resume gaining the normal benefit of the stance as a swift action. When you activate releasing stance select one unreleased symbol you have wrought of a school which matches the discipline of the stance you are forgoing the benefits of, that symbol enters its lesser released state for as long as you maintain releasing stance. If the stance you left was at least 5th level and you are able to release symbols to their intermediate states you may select a lesser released symbol and it moves to its intermediate released state instead of lesser for the duration of this stance. If the stance you let was at least 8th level and you are able to release symbols to their greater states you may select an intermediate released symbol and it moves to its greater released state instead of intermediate for the duration of this stance. The releasing stance is strenuous on the body and soul, however. A Runeblade may only maintain the releasing stance for 1 + Con modifier rounds safely, after which point they take a cumulative -1 penalty to attack rolls, AC, saving throws, skill and ability checks per round they maintain it until they leave the stance, if they take a -3 or greater penalty they become fatigued, if they take a -8 or greater penalty they become exhausted; ending the releasing stance removes the penalty but fatigue or exhaustion caused by it must be dealt with normally. In addition a Runeblade may only enter their releasing stance safely twice per day, each time they do so thereafter they suffer 1 negative level which lasts until they have 8 hours of rest. Releasing Stance is considered the same discipline as the stance you entered it from. The released symbol granted by this stance does not count against your maximum number of released symbols or maximum intermediate/greater released symbols.

Release Blade Runes (Su): A Runeblade learns how to increase the power of their Blade Runes letting them cover their weapon completely and glow with a magical light. Beginning at 10th level when a Runeblade crafts symbols they can put their Blade Runes into a released state. When they do so they select a single discipline for each Blade Runes they have made releasing it in that state; you may only select disciplines which you selected to learn maneuvers from at 1st level in Runeblade. A weapon with a released Blade Runes sheds light as a daylight spell. A held released Blade Runes counts as having a lesser released symbol of each school related to the selected discipline as long as you hold it. A weapon with a released Blade Rune gains an enhancement bonus to attack and damage equal to the essentia invested into it and is considered a magic weapon (even if isn't), in addition you gain a benefit based upon the discipline chosen. Another creature wielding a weapon with a released blade runes gains no benefit from it except the enhancement bonus, although it does still shed light.

Desert Wind: Fire damage inflicted by attacks and strikes made with the weapon ignore fire resistance and deal 1/2 damage through fire immunity.
Devoted Spirit: Whenever you successfully make a melee attack with the weapon upon a creature whose alignment differs from yours and which poses an immediate threat to you or an ally, you may heal yourself or an ally within 20-ft 2 hp + 1 hp/point of essentia invested in your Blade Rune. If the attack was part of a Devoted Spirit strike this range becomes 200 ft and it heals 4 hp + 2 hp/point of essentia invested.
Diamond Mind: If you succeed on a saving throw for half or partial by 5 or more above the DC you take no effect (as if you had Evasion and Mettle).
Iron Heart: You suffer no miss chance due to concealment less than total and only a 20% miss chance due to total concealment. Likewise you suffer only a 20% miss chance due to incorporealness (if you aren't wielding a ghost touch weapon). Any other miss chances from unlisted effects are reduced likewise by 30% each. All these effects only apply with the released weapon. If you are using an Iron Heart strike you ignore miss chances entirely (you still need to be aiming for the right square).
Setting Sun: You gain a +1 dodge bonus to AC, this increases by +1 per size category larger than you the attacker is. In addition it increases by +2 against charges, and +2 against attacks gaining the benefit of the Power Attack feat (all these increases are cumulative).
Shadow Hand: Whenever you successfully hit a creature with a melee attack with the weapon you deal 1 point of Strength damage. If you are using a Shadow Hand strike which grants a single melee attack you instead deal 2 points of Strength damage (in addition to any ability damage from the strike). If you score a critical hit any Strength damage from this ability is multiplied by it in addition to the hit point damage.
Stone Dragon: Your attacks with the weapon ignore DR. If you use a maneuver with the weapon that would allow your attack to ignore DR you deal +3d6 damage with it.
Tiger Claw: The threat range of the weapon increases by 1; this is applied before Keen or Improved Critical and stacks with them.
White Raven: Whenever you strike an enemy with the weapon allies other than you gain a +2 bonus to hit that enemy for 1 round. If you strike an enemy with a White Raven strike this increases to a +4 bonus to hit that enemy.

I have ~25 minutes and a hunger(?) headache. The PrC is technically complete for working with official material, so we'll see how many I get done.

Adamant Eagle: Allies within the area you threaten with the weapon gain +2 to their AC as your weapon moves of its own volition to defend them. Whenever you use an Adamant Eagle counter this bonus increases to +4 for 1 round.
Crone’s Hex: Targets you strike with the weapon suffer a -2 penalty to Fortitude saves for 1 round, this applies to any Will save made against a strike you hit them with. If you hit a creature with a Crone's Hex strike they suffer a -2 penalty to all saves instead of merely Will saves.
Crushing Avalanche: Cold damage inflicted by attacks and strikes made with the weapon ignore cold resistance and deal 1/2 damage through cold immunity.
Darting Viper: Whenever you successfully hit a creature with a melee attack with the weapon you deal 1 point of Dexterity damage. If you are using a Darting Viper strike which grants a single melee attack you instead deal 2 points of Dexterity damage (in addition to any ability damage from the strike). If you score a critical hit any Dexterity damage from this ability is multiplied by it in addition to the hit point damage.
Edge of Apocalypse: You gain a +2 to hit and damage against Servants of the Gods with the affected weapon; if you use an Edge of Apocalypse Strike this increases by +2d4 damage.
Eldritch Rain: You may apply any enhancement bonus that the weapon possesses to attack and damage with Eldritch Rain strikes and with your eldritch blast (if any), in addition you may apply any weapon enchantments the weapon possesses which could be applied to ranged weapons (with the exception of splitting) to Eldritch Rain strikes and Eldritch Blast.
Feral Hunger: The weapon is considered a natural weapon for Feral Hunger maneuvers and stances, in addition if you down an enemy with the weapon you may make a demoralize attempt as a free action.
Flashing Lightning: Electricity damage inflicted by attacks and strikes made with the weapon ignore electricity resistance and deal 1/2 damage through electricity immunity.
Grown Blade: Creatures treat any square you threaten as if it were difficult terrain (costs 2 squares of movement to enter).
Hewn Tree: The weapon is considered plant bane (its enhancement bonus increases by +2 against plants and it deals +2d6 damage against them).
Jeering Monkey: Whenever you strike a creature which poses a threat to you with the weapon you may make an immediate 5 ft step (this does not count against making a normal 5 ft step during the turn). If you strike them with a Jeering Monkey strike you may take 2 5 ft steps instead.
Lunar Spirit: Whenever you strike a creature with the weapon their Spell Resistance is lowered by 2 for 1 minute, or by 6 if you struck them with a Lunar Spirit strike.
Perfected Style of the Grand Court: -.
Protean Hunter: -.
Star Dream: Targets you strike with the weapon suffer a -2 penalty to Will saves for 1 round, this applies to any Will save made against a strike you hit them with. If you hit a creature with a Star Dream strike they suffer a -2 penalty to all saves instead of merely Will saves.

Stance Capacity: A Runeblade’s mastery of the sublime way opens their soul to a closer connection with their symbols allowing a greater influx of mana into them. Beginning at 10th level a Runeblade may treat their essentia capacity as 1 higher for the purposes of any symbol they have wrought the school of which matches the discipline of their current stance.

Zaydos
2016-10-17, 01:13 PM
Lost Symbols A.K.A. Symbols as Rewards

While like a cleric a glyph knight is assumed to know all symbols on their class list, which includes (as of the writing of this) all symbols designed, just as lost spells both arcane and divine are mentioned it's possible that there are symbols that are not particularly well known and not part of this general knowledge. A DM could create this by removing certain symbols, but with only 4 to 6 per school this means there are already fewer symbols in the game than incarnate soulmelds (iirc there are over 50 incarnate soulmelds). Of course making new symbols is effort, and new symbols probably should be designed with the goal of getting to 7 or 8 per school before ones being designed with the goal of being lost.

Options would of course be to reskin soulmelds and maybe make a few new released states but that's boring. Slightly less boring would be making strictly better versions of symbols that are the lost original forms, or allowing the PC to somehow improve one symbol they use frequently. Another, and more appealing to me, option is to make symbols that really fit the concept of being a reward by in some way being better than normal or by breaking certain rules of Symbols. Of course such a symbol must be introduced to a game carefully. It is in effect a minor artifact. They also raise questions. Once found can only the finder use them because the process to learn it is in some way arduous, or perhaps they have a strict level requirement due to the greater burden they put on a bearer's spirit, or can the PC spread the symbol far and wide. This last one has potential issues if you have more glyph knights join your game in the future, but also allows your PC to make an impact on the world that they might be remembered by.

So what sort of ways can they be made better than normal: Well besides the raw power aspect, one way is to make them be a dual-school symbol. While there are certain disadvantages to dual-school spells/effects they are rare (the most common being improved counterspell which is rare), and the advantages should be evident from the various class features that trigger off of released symbols' schools and cast spells.

So without more blathering here are some 'Lost' Symbols which could be used as minor artifacts in a campaign. They each break the rules in some way either by being clearly better than a feat simply by being wrought (i.e. before essentia or releases), providing untyped bonuses, providing benefits that extend to when it is not wrought/released, possessing more than one school, simply being overpowered, or all of the above. Those symbols with True in their name were made as regular symbols due to being made here in stronger forms.

True Rune of the Avalanche Prince (Evocation)
While this symbol is wrought you gain the benefit of the Power Attack feat, and if you use Power Attack against a creature with the Earth subtype you deal damage as if you had sacrificed 50% more attack bonus (so if you took a -4 penalty you'd deal damage as if you'd taken a -6).
Essentia: Each point of essentia invested into this symbol grants a +1 bonus to attack and damage rolls against Earth and Air subtype creatures.
Lesser Release: While standing on the ground, as a standard action you may make a single melee attack. This attack deals +2d6 damage +2d6 per point of invested essentia and ignores DR and hardness. Once you have used this ability you must wait 8 rounds minus 1 round per point of invested essentia before using it again. Spell resistance does not apply against this use of this symbol as you do not directly affect them instead empowering your melee attack.
Intermediate Release: You gain tremorsense out to 20 ft + 20 ft per point of invested essentia.
Greater Release: You may use Earthquake as a spell-like ability. Once you have done so you must wait 10 minutes - 1 minute per point of invested essentia before doing so again.
Rule(s) Broken: It's a (good) feat plus even if the plus is very small. In addition while the essentia investment is not necessarily stronger it does provide untyped bonuses (not a 100% hard rule for symbols to avoid) and is particularly good when relevant. Finally all three releases are strong. The Lesser Release is only arguably stronger than the default 1+Essentia d6 (eventually +5/die) ranged touch energy but coupling it with your melee attack means significantly more damage, its damage per point of essentia is lower at high levels but higher until then, with its recharge it begins to lag by 16th level though it does still deal more damage. Its Intermediate Release is somewhat longer ranged than normal. Its Greater Release is a powerful 8th level spell usable 1/encounter.
Making it a normal rune: Replace Power Attack with Stone Power, remove secondary effect vs Earth Subtype. Leave essentia the same (contemplate a type but probably not worth it). Lesser release drops to +1d10/point of essentia, and 10 - essentia round reload; will lag at high levels behind energy attack but ok. Intermediate halves the range. Greater impose a daily limit or reduce range to 40 ft or even 20/30 ft.

Resonance Glyph (All)
Said to be the first glyph, the most primal and basic symbol, its form is the heart of every other symbol, and yet Glyph Knights have trouble recreating it. This symobl has no effect when wrought, it is simply all schools; it is not universal/school-less like Wish, instead it radiates an aura equally of each school and triggers class features based on the school of a Symbol for each school. A Glyph Knight which has chosen to specialize may still form the Resonance Glyph, but it is not considered to be of the banned schools.
Essentia: Each point of essentia invested into this symbol increases the range of your (Improved) Symbol's Alertness, Runic Guidance, Runic Harmonics, Runic Blessing, and Runic Resonance abilities by 10 ft.
Lesser Release: This symbol is considered to be in a Greater Released State for the purposes of class features which rely upon a symbol's released state.
Intermediate Release: As a swift action you may cause the Resonance Glyph to become another Symbol of your choice (it may not be a symbol from a banned school), in its Lesser Released State. You may change it back to Resonance Glyph as a swift action.
Greater Release: When you release this symbol select 3 symbols you can craft. It gains the abilities of those symbols as well as its normal base ability (essentia invested in the Resonance Glyph triggers those symbols equally).
Rule(s) Broken: It's all schools removing the limitations from many of a Glyph Knight's class features which makes them have to think about build in relation with allies (i.e. it removes a strategic element I find interesting). In addition the Intermediate Release is simply better.
Making it a normal rune: If you object to the all schools you can't. If you don't... you still may want to make it only count as a single school at a time (full round to change it), add a per day limit to the Intermediate Rune (3/day), and consider dropping the Greater Release to 2 other symbols.

Emblem of Life and Death (Conjuration (Healing)/Necromancy)
This symbol evokes the powers of the positive and negative energy planes, channeling them through the bearer to wreak death on foes and bring life to allies. While this symbol is wrought you and living allies within 10 ft at the start of your turn automatically stabilize. Dying enemies within 10 ft instead take 1 damage per round. If you are unconscious all creatures are considered allies for this effect.
Essentia: For each point of essentia invested into this symbol dying allies (yourself included) within the range heal 1 hp at the beginning of your turn, and dying enemies take 1 additional point of damage.
Lesser Release: You gain a morale bonus to attack rolls and weapon damage for one round equal to 1 plus the essentia invested in this symbol whenever someone within 5 ft per symbol wright level turns or rebukes undead.
Intermediate Release: Whenever you deal (lethal) damage to a living creature one creature within 10 ft of you heals 1 hp per 5 points of damage dealt.
Greater Release: As a standard action you can resurrect a touched creature (you need only touch a fragment of their corpse) that died within a number of rounds equal to 1 + the essentia invested in this symbol. The creature is revived as if by a resurrect spell, but at 1 hit point, and without level loss. Alternatively you may use this ability on an undead creature (regardless of how long they've been undead) as a melee touch attack. They must make a Will save or be destroyed. Once you have used this ability you must wait 10 - essentia invested rounds before using it again.
Rule(s) Broken: It's a dual school glyph. The various releases are potentially worrisome, with the intermediate release (fast healing 20+ at high levels) being particularly worrisome, but none are just flat OP.
Making it a normal rune: Make (Healing) a Necromancy subschool, heck Evocation (direct energy manipulation, including evoking it from other planes), and Transmutation (modifying the body) all make more sense than Conjuration!!!!! Make it Conjuration or Necromancy. Possibly make the Intermediate Release be 1 hp per 10 hp which means the pseudo fast healing while useful won't do more than dent damage received.


Progenitors of Symbol Magic - A Small Bestiary

Devil, Symbol
Small Outsider (Baatezu, Evil, Extraplanar, Lawful)
Hit Dice: 11d8+55 (104 hp)
Initiative: +6
Speed: 30 ft (6 squares), climb 15 ft.
Armor Class: 26 (+1 size, +6 Dex, +9 natural), touch 17, flat-footed 20
Base Attack/Grapple: +11/+11
Attack: Tail +20 melee (1d6+4 and 6 energy and stun), or ranged touch (3d6+9 energy)
Full Attack: Tail +20 melee (1d6+4 and 6 energy and stun), 2 claws +18 melee (1d4+2 and 6 energy and disease), and bite +18 melee (1d6+2 and 6 energy and disease), or ranged touch (3d6+9 energy).
Space/Reach: 5 ft/5 ft (10 ft with tail)
Special Attacks: Change shape, create symbol dead, disease, fear aura, spell-like abilities, stunning tail, summon baatezu.
Special Qualities: Baatezu traits, bestow symbol, blur, create symbols, damage reduction 10/good, darkvision 60-ft, spell resistance 23.
Saves: Fort +12, Ref +13, Will +11
Abilities: Str 18, Dex 23, Con 20, Int 17, Wis 18, Cha 23
Skills: Bluff +24, Concentration +19, Dipomacy +26, Gather Information +22, Hide +28, Intimidate +22, Knowledge (arcana) +18, Knowledge (local) +8, Knowledge (nobility and royalty) +8, Listen +6, Move Silently +20, Sense Motive +24, Spellcraft +20, Spot +6.
Feats: Ability Focus (Disease), Ability Focus (Stunning Tail), Multiattack, Weapon Finesse
Environment: Any land or underground
Organization: Solitary, or corruption (1-3, 2-12 symbol dead, 1-8 attendants empowered through Bestow Symbol).
Challenge Rating: 11
Treasure: Standard.
Alignment: Always Lawful Evil.
Advancement: By character class.
Level Adjustment: –

The creature before you looks like some strange new species of imp. Its features are a strange cross between the diabolic and reptilian, its face stretching forth in a saurian snout, its hands ending in long, lightly curved claws, and its tail swaying like a snake, easily more than twice the length of its body. Symbols glow a brimstone red across its otherwise obsidian black form.

Symbol devils are one of the many tempters of devil-kind. They typically take on humanoid form to do this, offering mortals power in exchange for acts that taint their soul. They appear to mortals in secluded places at night, offering access to their powers in exchange for little things, little favors that guide their mortal victims towards acceptance that minor evils are nothing to be concerned over. Eventually they may turn actively vicious giving their captured flies truly horrendous tasks, revealing their ability to kill their victims should they break the pact, and offering them the rationalization that following orders is like nothing more than being a tool, a sword isn't evil just because someone uses it for evil, and that's all you really are in this situation.

Combat:

Symbol devils prefer to avoid combat. Killing those who have not fallen onto the path of tyranny does nothing but swell their enemies' ranks. If they must fight, however, they revert to their natural form and lash out with their whip-like tail and diseased claws, hoping to bring down a few quickly and overwhelm them with the barrage.

Bestow Symbol (Su): A Symbol Devil is able to create a binding pact between itself and another creature. In exchange for an immediate service, and monthly services to be determined by the Symbol Devil it can bestow upon a creature a wrought symbol (see Glyph Knight class) until a time, at least 9 months distant, at which point the symbol vanishes. The symbol wright level for this symbol is 10th, and the gifted creature can invest mana in this symbol as normal. This symbol appears as a discoloration of their skin, a devil’s mark. While the symbol devil can agree to limitations on its monthly services, there must be a monthly service, and no magic can influence a symbol devil’s bargaining in the pact (or else said limitations are null and void), nor can it be compelled to simply grant the symbol without monthly service (it cannot do so even if it chose to out of its own free will). If the symbol devil dies the bestowed symbol vanishes. A symbol devil cannot remove a bestowed symbol on its own but can invert it as a swift action, causing all benefits to be lost, and the bearer to immediately suffer 1 negative level plus 1 per point of essentia invested in the symbol at the point of this inversion. These negative levels remain until the symbol is removed either due to reaching the agreed upon time, due to the symbol devil’s death, or through a Remove Curse or Break Enchantment spell with a caster level of 15 or higher. A Symbol Devil cannot bestow a symbol on the same creature more than once per year, or two symbols upon the same creature at once.

Bestowing a symbol in this way requires 30 minutes in addition to the time spent bargaining.

Blur (Su): The default symbol devil benefits from the continuous effect of a blur spell due to a wrought symbol (see below). As symbol devils may have different symbols wrought this should not be considered an ability universal to all symbol devils.

Change Shape (Su): A Symbol Devil is able to assume the shape of any small or medium humanoid.

Create Symbols (Su): A Symbol Devil is able to create symbols, including releasing them, as an 8th level Glyph Knight, and possess essentia as an 8th level Glyph Knight, but have a symbol wright level of 10. If a Symbol Devil takes levels in Glyph Knight or another class which creates (as opposed to inscribes) symbols they may add 8 to it in order to determine how many symbols they can create, how much essentia they gain, and what released states they can access, and 10 to determine their symbol wright level. A Symbol Devil’s symbols use Charisma, not Intelligence, to determine their save DCs, though a Symbol Devil with levels in Glyph Knight may choose to use Intelligence instead.

Sample symbols, used in the stats above are Iron Flesh Rune (2 essentia invested), Energy Channeling Glyph (2 essentia invested, Lesser Released State), Shimmercloak Rune (Lesser Released State), and Glyph of Mental Warding. This grants them +3 to natural armor (included above), 6 points of energy damage per attack (included above), the ability to shoot ranged touch attacks of said energy dealing 3d6+9 damage/attack with an 80 ft range (included above), a +4 to hide checks, a 20% miss chance (included above), and protected from mental effects as if with Protection from Evil.

Create Symbol Dead (Su): A Symbol Devil is able to create symbol dead. To do so it must be allowed free access to the deceased’s body for at least 8 hours, during which time it draws and etches unholy symbols across their form, branding them in the name of the 9 Hells. The creature rises as a symbol dead (see template below) under the symbol devil’s control. A Symbol Devil may not create a symbol dead with greater than 10 hit dice, nor may they have more than 30 hit dice of symbol dead animate at a time.

Disease (Su): A creature struck by a symbol devil’s bite or claw attack must succeed on a DC 22 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d4 days, damage 1d4 Str). If an already infected creature is struck by such an attack and fails their saving throw the incubation period is reduced by 1d4 x 6 hours, if this reduces the incubation period to 0 or less the creature immediately begins showing symptoms and takes ability damage. Each additional failed save thereafter inflicts an immediate 1d4 Str damage as the devil’s putrid claws and fangs invoke the disease to surge through the target. The save DC is Constitution-based and includes the Ability Focus feat.

Fear Aura (Su): Symbol devils can radiate a 5-foot-radius fear aura as a free action. Affected creatures must succeed on a DC 21 Will save or be affected as though by a fear spell (caster level 7th). A creature that successfully saves cannot be affected again by the same bone devil’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.

Spell-like Abilities: At will—arcane sight, greater teleport (self plus 50 pounds of objects only), invisibility (self only), see invisibility, slow (Will DC 19). 1/week - Plane Shift (self plus 50 pounds of objects only). Caster level 12th. The save DC is Charisma-based.

Stunning Tail (Su): A creature struck by a symbol devil’s long whip-like tail is mentally assailed by a pulse of psychic force that attempts to tear asunder the connection between their mind and body. They must make a Will save (DC 23) or be stunned for 1 round. This is a mind-affecting effect. The save DC is Charisma based and includes the Ability Focus feat.

Summon Baatezu (Sp): Once per day a symbol devil can attempt to summon 2d10 lemures with a 50% chance of success, or a bone devil with a 35% chance of success. This ability is the equivalent of a 4th-level spell.

Skills: Symbol devils gain a +4 racial bonus on Bluff and Sense Motive checks.

Rune Dragon
Dragon (Earth)
Environment: Temperate mountains and underground
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 and 2–5 offspring)
Challenge Ratings: Wyrmling 3; very young 5; young 6; juvenile 8; young adult 11; adult 14; mature adult 16; old 18; very old 19; ancient 21; wyrm 23; great wyrm 25
Treasure: Triple standard
Alignment: Often True Neutral.
Advancement: Wyrmling 6–7 HD; very young 9–10 HD; young 12–13 HD; juvenile 15–16 HD; young adult 17–18 HD; adult 20–21 HD; mature adult 23–24 HD; old 26–27 HD; very old 29–30 HD; ancient 32–33 HD; wyrm 35–36 HD; great wyrm + HD.

Runic dragons are believed by some (especially dwarves) to be the original practitioners of symbol magic the emulation of which led humanoids to develop their own methods. Runic dragons are typically tunnel dwellers, living in great underground passages, making their home within and occasionally coming into conflict with other races which share their mountainous and underground homes.

Blue scaled a runic dragon could be mistaken for a blue dragon if one were to judge solely by color or physical prowess. However they possess a number of distinctions. First and foremost they have a different skull structure with two horns upon their brow as opposed to the single nose horn of a blue dragon. Their heads are also distinctly wider, and flatter, with slightly narrower eyes, and more but smaller fangs. For those incapable of noticing even such obvious distinctions there is of course the fact that their scales are covered in naturally occurring magical runes and magical symbols float around their bodies.

Runic dragons should be dealt with using caution as they run the gamut from nobility to make metallic dragons cast their eyes down with shame, to the same sorts of ravenous monsters as whites and blacks can be. That stated such extremes are rarities, although runic dragons lean more towards the latter than the former.

-Zasper, the Dragon Sage, Archmage of the Ninth Echelon, Guardian of the Seven Spires, Grand Sage of... (title list edited for length)

Runic Dragons by Age


Age
Size
Hit Dice
Str
Dex
Con
Int
Wis
Cha
BAB/Grp
Atk
Fort
Ref
Will
Breath Weapon Damage
Breath Weapon DC
Frightful Presence


Wyrmling
S
5d12+5 (37 hp)
13
10
13
12
13
12
5/2
7
5
4
5
2d8
13
-


Very Young
M
8d12+16 (66 hp)
15
10
15
14
15
14
8/10
10
8
6
8
4d8
16
-


Young
M
11d12+22 (93 hp)
17
10
15
14
15
14
11/14
14
9
7
9
6d8
17
-


Juvenile
L
14d12+42 (133 hp)
21
10
17
16
17
16
14/23
18
12
9
12
8d8
20
-


Young Adult
L
17d12+68 (178 hp)
23
10
19
18
19
18
17/27
22
14
10
14
10d8
22
22


Adult
H
20d12+80 (210 hp)
25
10
19
18
19
18
20/35
25
16
12
16
12d8
24
24


Mature Adult
H
23d12+115 (264 hp)
27
10
21
20
21
20
23/39
29
18
13
18
14d8
26
26


Old
H
26d12+130 (299 hp)
29
10
21
22
23
22
26/43
33
20
15
21
16d8
28
29


Very Old
H
29d12+174 (362 hp)
31
10
23
22
23
22
29/47
37
22
16
22
18d8
30
30


Ancient G 32d12+224 (432 hp) 35 10 25 24 25 24
32/56 40 25 18 25 20d8 33 33


Wyrm G 35d12+281 (508 hp) 37 10 27 26 27 26 35/60 44 27 19 27 22d8 35 35


Great Wyrm G 38d12+343 (590 hp) 41 10 29 28 29 28 38/65 49 30 21 30 24d8 38 38




Age
Speed
Init
AC
SR
Special Abilities
Symbols (Inscribed/Wrought) Symbols Released (Max Intermediate) {Max Greater}Essentia


Wyrmling
60-ft, fly 150-ft (poor), burrow 20-ft
+0
15 (+1 size, +4 natural)
-
Immunity to Electricity, Sense Magic
1/000


Very Young
60-ft, fly 150-ft (poor), burrow 20-ft
+0
17 (+7 natural)
-
Drain Magic
1/101


Young
60-ft, fly 150-ft (poor), burrow 20-ft
+0
20 (+10 natural)
-
Lesser Release
2/113


Juvenile
60-ft, fly 150-ft (poor), burrow 20-ft
+0
22 (-1 size, +13 natural)
-
Active Drain
2/215


Young Adult
60-ft, fly 150-ft (poor), burrow 20-ft
+0
25 (-1 size, +16 natural)
20
DR 5/magic
3/227


Adult
60-ft, fly 150-ft (poor), burrow 20-ft
+0
27 (-2 size, +19 natural)
22
Improved Drain Magic
3/329


Mature Adult
60-ft, fly 150-ft (poor), burrow 20-ft
+0
30 (-2 size, +22 natural)
24
DR 10/magic , Intermediate Release
4/33 (1)11


Old
60-ft, fly 150-ft (poor), burrow 20-ft
+0
33 (-2 size, +25 natural)
26
-
4/43 (1)13


Very Old
60-ft, fly 150-ft (poor), burrow 20-ft
+0
36 (-2 size, +28 natural)

DR 15/magic
5/44 (2)16


Ancient
60-ft, fly 200-ft (clumsy), burrow 20-ft
+0
37 (-4 size, +31 natural)
30
Rapid Drain
5/55 (3)19


Wyrm
60-ft, fly 200-ft (clumsy), burrow 20-ft
+0
40 (-4 size, +34 natural)
32
Greater Release
6/56 (6) {1}22


Great Wyrm
60-ft, fly 200-ft (clumsy)
+0
43 (-4 size, +37 natural)
34
DR 5/non-magic
6/67 (7) {2}26


Special Abilities:

Breath Weapon (Su): A runic dragon’s breath weapon is a line of lightning which deals the listed (electricity) damage. A Reflex save halves this damage.

Sense Magic (Su): A runic dragon may sense magic in their blindsense range. They know the location and number magical auras within range and the strength of the most potent aura. As a standard action they may learn the strength of each aura in range and make a Spellcraft check to determine the school of one aura per category.

Symbol Magic: A runic dragon is a natural user of symbol magic. Their Symbol Wright level is equal to twice their age category. They naturally gain a number of inscribed symbols (similar to the inscribed symbol feat) based upon their age category, these symbols are fixed and changeless and cannot be permanently erased or destroyed. In addition they gain the ability to wrought a certain number of symbols based on their age category in a manner similar to a Glyph Knight. They may invest 1 essentia into each symbol they posses plus 1 per 6 racial hit dice, or the normal amount based upon their hit dice whichever is more (normally these are the same until 24+ hit dice). They also gain the ability to release symbols (as a glyph knight does). Unlike a glyph knight they may release an inscribed symbol and may revert it to its unreleased form to regain the released symbol slot. A runic dragon is able to suppress the glow of their symbols as a free action.

Drain Magic (Su): A runic dragon consumes spells in the region. At the end of a very young or older runic dragon's turn any spell effect within 20 ft of the runic dragon per age category has its caster level decreased by 2. If this decreases the spell's caster level to 0 the spell effect is immediately dispelled and the runic dragon gains 1 point of temporary essentia which lasts until the end of their next turn (they may immediately invest it as a free action), up to a number of temporary essentia equal to the dragon's age category. This caster level reduction can reduce durations (potentially ending spells that way, in which case the dragon does not gain temporary essentia unless it also reduced their CL to 0), and bonuses granted. A runic dragon that consumes a number of spell levels equal to two times their age category squared of spell effects during a day has no need to eat, drink, sleep, or breathe for 24 hours.

Active Drain Magic (Su): A juvenile or older runic dragon can forcibly increase the rate at which they consume nearby magic. As a standard action they can 'inhale' magic. All magic within the range of their drain magic ability immediately has its caster level reduced as per the drain magic, and then it is affected as if the runic dragon had cast an area greater dispel magic (CL = Age Category) on the area. The runic dragon never gains essentia for spells ended by its active drain magic. A runic dragon still passively drains magic in a round they use this ability.

Improved Drain Magic: An adult or older runic dragon consumes magic at a greater rate. Their drain magic ability reduces the caster level of nearby effects by 5 each round instead of 2.

Rapid Drain Magic: An ancient or older runic dragon consumes magic at an accelerated rate. Their drain magic ability reduces the caster level of nearby effects by 10 each round instead of 2 or 5.

Damage Reduction 5/nonmagic (Su): A great wyrm runic dragon takes 5 less damage from magic weapons. Those that merely overcome DR as if magic are unaffected.

Skills: Spellcraft is a class skill for Runic Dragons.

Runic Dragonhide Armor: Dragonhide Armor made from a Runic Dragon which had a symbol in a released state when it died may be crafted in such a way as to grant the wearer the benefits of having that symbol wrought (but not released). The scales must be gathered by a character with Knowledge (arcana) 10 ranks, and Craft (armorer) 10 ranks, and the creation requires both the investiture of life energy from an enchanter and various rare reagents, requiring the craftsman have the aforementioned skills and Craft Magic Arms and Armor, and it has the same cost to create as if it had a 20,000 GP enchantment, but this enchantment cannot be added later to a pre-existing suit of armor (nor does it require the armor be +1). The wearer of such armor gains the benefit of the symbol and may even invest essentia into it as if they had wrought it themselves, but the symbol wright level is equal to the age category of the dragon it was made from, and it may, of course, not be released.

Symbol Dead

Symbol dead are a form of undead created by the Rune of Death's Emperor or by Symbol Devils. They appear much as they did in life, but their body is covered in black symbols which seem in places to glow red hot, and their eyes are covered with inky darkness.

Creating A Symbol Dead

"Symbol Dead" is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).

Size and Type

The creature’s type changes to undead and it gains undead traits. It retains any subtypes except alignment subtypes. It gains the augmented subtype and the Evil subtype. It uses all the base creature’s statistics and special abilities except as noted here.

Hit Dice

Each of the creature’s Hit Dice increases to a d12.

Speed

The symbol dead's speed is increased by 30 ft or doubled (whichever is less) for each movement mode

Armor Class
As base creature +3.

Base Attack

A symbol dead uses the base creature's base attack bonus.

Attacks

A symbol dead retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A symbol dead also gains a slam attack.

Symbol Dead SizeNatural Armor Bonus
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6

Damage:

Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the symbol dead’s size. (Use the base creature’s slam damage if it’s better.)

Special Attacks

A symbol dead retains all of the base creatures extraordinary and supernatural special attacks, but it loses any spell-like abilities or spellcasting the base creature may have possessed. They gain the following special attacks:

Constitution Drain (Su):

Whenever a symbol dead strikes a living creature with a natural weapon if this is the first time it struck that creature this round that creature must make a Fortitude save (DC 10 + 1/2 Symbol Dead HD + Symbol Dead Cha modifier) or take 1d6 Constitution drain.

Fear Aura (Su):

Symbol dead can radiate a 5-foot-radius fear aura as a free action. Affected creatures must succeed on a Will save (DC 10 + 1/2 Symbol Dead's HD + Symbol Dead's Cha modifier) or be shaken for as long as they are within the aura and 1 minute thereafter. A creature that successfully saves cannot be affected again by the same bone devil’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.

Special Qualities

A symbol dead retains any extraordinary and supernatural special qualities except Damage Reduction overcome by Evil weapons but loses any spell-like abilities or spellcasting. A symbol dead gains the following special qualities.

Damage Reduction (Su)

A symbol dead has damage reduction 10/Good.

Life Sense (Su): A symbol dead notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch.

Spell Resistance:

A symbol dead has Spell Resistance of 5 plus their hit dice.

Turn Resistance:

A symbol dead has +4 Turn Resistance.

Undead Traits:

A symbol dead gains undead traits.

Saves

As base creature.

Abilities

A symbol dead’s Strength increases by +4, its Dexterity increases by +4, it has no Constitution score, its Intelligence increases by +2, its Wisdom decreases by 4, and its Charisma increases by +2.

Skills

As base creature.

Feats

As base creature.

Environment

Any land and underground.

Organization

Solitary.

Challenge Rating:

As base creature +1, or +2 if base creature's CR is under 8; if base creature has numerous spell-like abilities as base creature.

Treasure

None.

Alignment

Alignment changes to Evil. All symbol dead have an overriding desire to kill and exterminate life, the only thing able to prevent them from doing so is their ability to plan and reason out ways not killing now may help them kill more later.

Advancement

As base creature.

Level Adjustment

—.

Zaydos
2016-10-17, 01:14 PM
Reserved in cast of future expansion.

Zaydos
2016-10-17, 01:15 PM
Change Log:


Question: Do you actually want to see this pseudo-subsystem expanded? I mean I could whip up real Glyph Thief, Symbolist, Symbol Warrior, and Symbol Mage base classes, but if no one wants to see them it's probably not worth doing.