zenanarchist
2010-07-26, 10:25 PM
Rune Lord
Rune Lords are warriors who delved further into the arcane plumes of existence than any mortal should. They exited the experience extremely powerful and capable warlords. They have the ability to meld their own energies with powerful glyphs called runes. These runes enable them to perform great feats, cause damage to foes, grant them different types of movement, enhance their abilities and at higher levels, kill. Most of these runes may be utilised by other members of a Rune Lords party, making a Rune Lord a versatile and valuable companion. They are fearsome in battle and one always prays that a Rune Lord fights on their side.
Weapon and armour proficiencies:
Rune Lords are proficient with all simple and martial weapons and one exotic weapon. They also may choose one weapon (Simple, proficient or martial) to become their Rune Weapon. This weapon acts as if the Rune Lord had Weapon Focus and Weapon Specialisation with that weapon. Rune Lords also have access to all shield types.
Special: Upon multi-classing a Rune Lord loses all weapon and armour runes, but retains Power and Personal Runes.
Rune Lord
{table="head"]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+2|+0|Runic Abilities, Runic Weapon
2nd|+2|+3|+3|+0|Combine Runes (2)
3rd|+3|+3|+3|+1|Fighter Bonus Feat
4th|+4|+4|+4|+1|Extend Rune power
5th|+5|+4|+4|+1|Improved Runes
6th|+6/+1|+5|+5|+2|Greater Extend Rune power
7th|+7/+2|+5|+5|+2|Combine Runes (3)
8th|+8/+3|+6|+6|+2|Fighter Bonus Feat
9th|+9/+4|+6|+6|+3|Power Word: Rune
10th|+10/+5|+7|+7|+3|Improved Runes
11th|+11/+6/+1|+7|+7|+3|Master Writer
12th|+12/+7/+2|+8|+8|+4|Combine Runes (4)
13th|+13/+8/+3|+8|+8|+4|Fighter Bonus Feat
14th|+14/+9/+4|+9|+9|+4|Perfect Writer
15th|+15/+10/+5|+9|+9|+5|Improved Runes
16th|+16/+11/+6/+1|+10|+10|+5|Rune Safeguard
17th|+17/+12/+7/+2|+10|+10|+5|Fighter Bonus Feat
18th|+18/+13/+8/+3|+11|+11|+6|Explosive Runes
19th|+19/+14/+9/+4|+11|+11|+6|Runic Storm
20th|+20/+15/+10/+5|+12|+12|+6|Improved Runes, Runic Armageddon[/table]
Alignment: Any
Hit Die: d10
The Rune Lord’s class skills (and the key ability for each skill) are Climb (Str), Decipher Script (Int), Jump (Str), Knowledge (Runes) (Int), Listen (Wis) Search (Int), Spellcraft (Int) Survival (Wis), Use Magic Device (Cha)
Class Skills:
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Hit Die: D10
Class Features
Inscribing Runes (Ex)
Inscribing runes on a piece of armour is an hour long process that requires no material components. No check needs to be made; the lord is proficient with his runic skill and may swap out these runes as often as he desires. If the Rune Lord is inscribing the rune onto a weapon, the process takes 15 minutes rather than an hour.
Inscribing any Power rune is a full round action unless stated otherwise. The Rune Lord may have two active Power runes at first, three at fifth, four at tenth and five at fifteenth. These runes last for two rounds plus the Rune Lords Constitution modifier unless stated otherwise.
Personal Runes take two full round actions to remove and inscribe (one to remove, one to inscribe). A rune lord may have one active at first level, two at fifth, three at tenth, four at fifteenth and five at twentieth.
At first level a Rune lord may have one active armour rune and two active weapon runes. At tenth level the Rune lord may have two active armour runes, at fifteenth level he may have three active weapon and two armour runes.
Runic Weapon (Ex)
At the beginning of his life a Rune Lord chooses one type of weapon that he will forever be bound to. His fighting style is adapted primarily to the use of this weapon. His runes seem to make a better fit, his grip seems to hold the weapon sturdier and his cuts seem deeper with this weapon. At level one he gains Weapon Focus with this weapon, at level five he gains weapon specialisation, at level 10 this weapon automatically transmutes to adamantine and cold iron and gains a +10 to disarming attempts , at level 15 he may mentally manifest this weapon to his hand from anywhere within a 10 mile radius.
Additionally, the weapon gains a modifier based on the Rune Lords current level. At first, the weapon is considered a +1 weapon, +2 at fifth, +3 at tenth, +4 at fifteenth, +5 at twentieth. This effects chances to hit magical monsters and overcomes DR. This enhancement bonus instantly lost when the Rune Lord releases his grip on the weapon and instantly regained upon picking it up.
Combine Runes (2)(Su)
At the cost of one constitution point per rune the Rune Lord may merge two runes together to allow the benefit of both. These points are only a temporary loss and return after one hour. The merged rune exists for as long as the longest duration either of the original two offered. It takes a standard action to inscribe and combine two runes and the Combined Rune is considered to only use one "Rune slot". The Lord may only combine Runes of the same type. E.g Power with power. Armour with armour. Etc.
Fighter Bonus Feat (Ex)
The Rune Lord may choose any feat he wishes so long as he meets the prerequisites from the list of Fighter Bonus Feats.
Extend Rune Power (Su)
The Rune Lord may now choose to extend any of his inscribed runes by two rounds, or two hours depending on if the original runes duration was measured in rounds or hours. For example a rune that originally lasted for two rounds, would now last for four. A rune that lasted for four hours, would now last for a total of six hours.
Improved Runes (Ex)
With further delving into the arcane mystery of glyphs, the Rune Lord has discovered the secrets of greater and more powerful runes.
Greater Extend Rune power (Su)
The Rune Lord may now choose to extend any of his inscribed runes by four rounds, or three hours depending on if the original runes duration was measured in rounds or hours.
Combine Runes (3)(Su)
At the cost of one constitution point per rune, the Rune Lord may now meld three runes into the one Rune, to gain the benefit of all three. The points are a temporary loss and now return after half an hour. The combined rune lasts for as long as the shortest duration of those combined.
Power Word: Rune
The Rune Lord may now speak a single, powerful word and verbally inscribe any rune he knows as a swift action. This may also be used to remove any inscribed rune as a swift action (Two swift actions to remove and then inscribe). This Power Word may also be used to utilise the ability from a rune without inscribing it. For example he may summon a pole to his hand by speaking the Power Word Rune: Pole. The pole lasts for as long as the ability normally states it would. This ability also works for damage causing runes such as Guard or Shard, but does not work for permanent runes with no duration, such as the armour rune: Rock.
Master Writer (Ex)
The Rune Lord, after years of delving into his arcane glyphs, understanding their secrets and making use of their varied capabilities is considered an adept at their inscriptions. First, he gains +1 to all bonuses applied to his person from any rune active but not to Power Runes or Weapon/Armour runes. Secondly, he may now choose to inscribe or remove any rune as a move action rather than a standard action.
Combine Runes (4)(Su)
At the cost of one constitution point per rune, the Rune Lord may now meld up to four runes into the one Rune, to gain the benefit of all four. The points are a temporary loss and now return after an amount of rounds equal to the Consitution points spent. The rune lasts for as long as the shortest duration of any one rune in the combination.
Perfect Writer (Ex)
The Rune Lord may now inscribe upon any surface within 60ft of his person. This allows him to inscribe personal runes on allies too far to reach or otherwise stranded by obstacles. Also, he now does not need to spend any actions to remove glyphs, this is now considered a free action for the Rune Lord.
Rune Safeguard (Ex)
The Rune Lord may now safeguard all his runes. No one else other than those designated by the Rune Lord may utilise the runes, the runes are not visible to any individuals not designated by the Lord. Prior to this ability if a hostile creature could reach and see a rune, they could access its power.
Explosive Runes (Su)
Similar to the spell of the same name with a few differences. First, the Rune Lord may designate any runes within his sight line to explode. These runes do not need to be visible or read by a hostile creature. He may designate any amount of runes up to the maximum of those he can see and with a standard action, cause them all to explode. Each rune exploding in this fashion causes 6d10 untyped magic damage in a 15ft radius to all creatures, this ability is not subject to magic or spell resistance. Any combined runes deal an additional +1d10 per every rune in the combination. E.G: A total of 10d10 from a combined rune containing four runes.
Weapon Rune List
Fire:
Grants +1 fire damage, +1 fire damage per every three levels the lord has. This rune also causes 1d4 additional fire damage in the following round.
Ice:
Grants +1 cold +1 cold damage per every three levels the lord has, slows base land speed by half.
Thunder:
Grants +1 electricity damage and +1 per every three levels the lord has, this rune deafens on a failed fortitude save (DC10+total lord levels)
Air:
Grants the wielder +5ft movement per every two levels the lord has.
Boomerang:
Grants the returning property on a thrown weapon.
Rope:
Grants the lord an additional 5ft extra reach. This extra area extends the lords threatened squares.
Razor:
This rune adds extra sharpness to the blade or point of a Rune Lords arrow. This causes the Rune Lords weapon to act as if it were two size categories larger. E.G A 1d6 weapon now deals 1d10. A 2d6 weapon now deals 3d6 and so on.
Arena:
Grants the lords weapon a +1 enchantment bonus per every 5 levels he has beginning at +1 at first level, +2 at fifth, +3 at tenth and so on to +5 at 20th.
Sword: This grants +2 to all melee attacks made by the Rune Lord and allows them 2/day to double their damage so long as they have been wearing this rune for over 1 hour. The rune may not be uninscribed and reinscribed to reset the 2/day cap.
Arrow: This grants +2 to all ranged attacks by the Rune Lord and 2/day allows them to double their range increment and damage done so long as they have been wearing this rune for over 1 hour. The rune may not be uninscribed and reinscribed to reset the 2/day cap.
Muscled Arm: This powerful rune, only inscribable at Rune Lord level 5, grants the Rune Lord the ability to make as many Attacks of Oppurtunity as he can in a round equal to his Strength modifier.
Armour Rune List
Fire:
Grants fire resistance 5 per every four levels the lord has beginning at 5 at level 1. This rune also causes 1d4 fire damage in a 5ft radius upon being struck by any creature.
Ice:
Grants cold resistance 5 per every four levels the lord has beginning at 5 at level 1. This rune also causes 1d4 cold damage in a 5ft radius upon being struck by any creature.
Bolt:
Grants electric resistance 5 per every four levels the lord has beginning at 5 at level 1. This rune also causes 1d4 electric damage in a 5ft radius upon being struck.
House:
The Rune lord under effect of this rune may sleep in any type of armour and suffer no negative effects. Also, they may comfortably exist in extreme heat (up to 50 degrees celcius) and extreme cold (down to -5 degrees celcius).
Wings:
User may sprout wings as a full round action, granting a 10ft fly speed at first level and increasing by +5 feet every second level. This rune begins at poor manoeuvrability at 1st, average at 5th, good at 10th and perfect at 15th. These may be retracted as a full round action. There is no limit to how many times a lord retracts or expands his wings.
Air:
Grants +5 ft to movement per every second level the lord has.
Rock:
Grants an additional +1 armour bonus per every fourth level the lord has beginning at first that stacks with any armour the Lord is currently wearing.
Shimmering:
This grants the Rune Lord spell resistance equal to 5+total Rune Lord levels+Con modifier.
Bug:
Grants the lord the ability to become up to two size categories smaller than his original for four rounds every hour.
Giant:
Grants the lord the ability to become up to one size category larger than his original for four rounds every hour.
Eyes:
This rune is actually a multitude of runes scattered all over the body, it grants +4 to spot checks but also stops the wearer from ever being flanked. However they may still be sneak attacked via the rogue special ability if they are denied their dexterity bonus or caught flat footed.
Power Rune List
These runes are inscribed onto surfaces that any character can touch and interact with. Hostile enemies cannot see them unless it is stated that they are visible to the enemy. The Rune Lord creates these runes to assist both himself and his allies on their adventure. All power runes remain until the Rune Lord chooses to uniscribe them or the Rune describes a duration.
1st level
Skilled: Any individual to touch this rune is granted +2 to a total of three skill checks for a total of 3 rounds.
Academy: Any individual to touch this rune is granted +1 to AC, to hit and damage for 3 rounds.
Pole: Any individual to touch this rune may pull from it a 10ft pole that lasts 10 rounds
Caltrop: Any individual may 1/day touch this rune to withdraw a bag of caltrops.
Light: Any individual may 2/day touch this rune to cause their hand to flare into light. This light offers a 40ft directional light dependant on the persons hand facing. They may close their fist to shut off the light. This lasts for five rounds- the Rune Lord may utilise this light without a duration, the light will last until he inscribes another rune.
Weapon: Any individual may touch this rune to pull a standard weapon from it. This weapon may be any simple or martial weapon. As soon as that individual holds another weapon of any type (including one from the rune) the first disappears.
Quiver: Any individual may touch this rune to draw from it one arrow. As soon as another arrow is pulled the first is dismissed. The arrow may be enchanted for the cost of enchanting a quiver, as soon as that arrow is added to a quiver of other arrows it automatically enchants the rest. However, if another arrow is drawn from the quiver the entire magically enchanted quiver disappears. If the individual has rapid shot, the rune allows them to draw as many arrows as they can fire in one round.
Movement: Any individual placing their foot upon this rune, usually inscribed in the floor, is now able to move up to double their regular base movement speed.
5th Level
Fire Trap: This rune is triggered by proximity and when any hostile foe comes within 10ft of its surface it explodes causing 1d6 damage per every second level the lord has. The lord may trigger the rune early if he focuses for one round upon it to explode in a 20ft radius for 1d8 per level damage. If he does not focus, the rune goes off of it's own accord upon someone entering the proximity.
Slow: Any hostile foe passing within 20ft of this rune is automatically slowed to half their base movement speed and takes a -2 penalty to attacks and armour class per every second level the Rune Lord has.
Cage: Any hostile foe passing within 10ft of this rune must pass a DC10+1/2 lord level+Con Modifier or be Held as per the spell. This acts as if the lord were an equivalent level caster.
Mirror: Any hostile foe passing within 15 ft of this rune activates a mirror image of themselves under the command of the Rune Lord. This copy has ¼ of their current hit points at 5th level, ½ at 10th level and ¾ at 15th level rounded up. This copy may not use any special abilities, spell like abilities or spells. It may only make melee or ranged attacks and defend. It has equivalent attack bonus, armour and saves of it’s original however gains no special properties of the originals armour or weapons/items.
Package: Any individual may, once per day, draw one plate of food and one decanter of water. The Rune Lord may draw these out three times per day. However, under the Rune Lords option this food may be Poison and cause 1d4 points of Con Damage per round unless a fortitude save (DC10+1/2 Lord levels+Con Modifier) is made.
Warrior: This rune grants any friendly individual touching it a +2 bonus to attack and damage for 3 rounds. This becomes +3 at tenth level and +4 at fifteenth and +5 at twentieth. This is taken into consideration upon trying to hit magical creatures or overcoming damage resistance.
Truth: This rune causes a 50ft area centred on the rune to automatically stop lies being spoken. No untruths may be spoken in this area unless a DC10+Lord Levels+Con modifier Will Save is made. Any illusions passing into this area are automatically dismissed unless the creator of the illusion passes a DC19 Will Save.
10th level
Flight: This rune, once touched, grants any individual the power of flight with a fly speed double their base land speed with average manoeuvrability. This ability lasts for two rounds + the lords constitution modifier.
Breath: This rune, once touched, grants any individual a breath weapon dealing 1d6 untyped magic damage per every third hit die that creature possesses. There is a 1d4 round recharge time after each breath. This breath weapon lasts 8 rounds total. This breath weapon is a line.
Black glass: This rune, once touched, grants a miss chance of 25% per every sixth hit dice the creature has. This ability lasts 3 rounds.
Invisible: This rune, unseen by any but the rune lord, grants greater invisibility to any who touch it for 5 rounds twice per day.
Water: This rune, once placed will continuously gush ten gallons of water per every round it exists. The water is fresh water and may be drunk. The lord may choose to cease the flow any time he wishes. This water is always fresh and pure regardless of the surfaces it rests upon.
Fire: This rune, once placed, burns a 10 foot radius area extending outwards every round by ten feet. The lord may choose to cease this expansion or the fire itself any time he wishes. However the rune may only burn a 100 feet radius area per day total. This fire deals 1d12 damage for every round an individual is within it’s flames. A rune lord may not place this rune again after it has burned a 100 foot radius area total. These flames stay active for as long as the rune is in place.
Earth: This rune is placed and left. A lord may, as a swift action, force this rune to activate and cause a quake to erupt in a 30ft radius centred on the rune. This knocks prone any hostile individuals who do not pass a reflex save (DC10+1/2 lord levels+Con modifier). The lord may re-activate this rune every two rounds.
Shard: This rune lasts until the lord chooses to replace this rune with another, thus it is effectively permanent and has no duration. Upon any hostile creature passing within 20 ft of this rune a set of sharp piercing shard like slivers shoot out and spray the target for 1d8+Con Modifier damage per every fourth level the lord has. There is a 25% chance that these needles will blind the creature.
15th level
Fountain: The fountain rune contains healing properties available to any who touch it. The fountain rune has three hundred hit points of healing at 15th level and four hundred at 20th. The rune may only be inscribed once a day. Each creature must choose how much of the remaining portion they take up to their own maximum hit point total. The rune glows blue and gets dimmer as the power is used up. Hostile creatures may also utilise the Fountain rune. This rune may only be placed once a day and each creature may take their total maximum hit points worth once a round. E.G If a fighter takes 100hp to heal to full capacity, and then is damaged 100 points next round, he may revisit the fountain and take another 100 points to go back to full.
Gate: This rune must be placed once and then a location designated, after the designation another identical rune springs up in the location but does not take up a "Rune Slot". If the Lord should then place another Rune of this type he may choose to travel between any one of the four locations that Runes are located. The maximum distance allowed to travel is 100ft per every level of the Rune Lord. If he designates a spot he cannot see and has not been there is a 25% chance that upon exiting he will be 1d4 X 10 feet in a random direction and take 1d8 damage.
Guard post: This rune may be used against any hostile creature within a 20ft range of the Rune itself. By pointing at a foe the Guard Post fires a pinpoint beam at the creature which then takes 4d10 damage unless a DC10+Rune Lord level reflex save is made. This Rune may be utilised twice per round and lasts for a total of six rounds. The Rune Lord may use this rune in conjunction with a regular attack. This rune may not be placed on the floor.
Scythe: Twice per day this rune may be placed upon a surface. If any hostile creature should pass within 20ft of it they must succeed on a fortitude DC10+1/2 Rune Lord level+ Con Modifier save or be slain outright.
Clock: Upon placing this rune the lord may activate it any time up to a duration of fifteen rounds before it disappears. He may then choose one of two effects to occur. Either stopping time completely or reversing time by two rounds. If utilising time stop the Rune Lord may only place or use runes. If reversing time, all effects taking place in the two rounds prior including damage and status effects are reversed, however the abilities or spell slots that caused them still lose a “charge” or spell slot if they utilised one to create the effect. This lasts for 2 rounds at fifteenth and three at twentieth.
20th Level
Doorway: This rune allows the Rune Lord to travel to any place he has previously been, has intimate knowledge of or has studied explicitly. He may only use this rune two times per day. It is a free action to use this rune. The Rune Lord may take any number of travellers. This may be on another plane or level of existance.
Chain: This rune is actually four runes, placed in spots designated by the Rune Lord. Each time a hostile creature travels near one of the four runes, they re-activate the other three. Each rune has a radius of 20 feet. Every time a hostile creature enters this radius a beam of pure energy pulses out and causes 5d10 magic damage from each Chain rune that the creature is within 20ft of. These runes last for 10 rounds.
Lighthouse: This rune immediately reveals all hidden doors, secret doors, hidden characters, invisible characters, immediately dispels illusions, makes ethereal characters completely real and immediately returns all summoned creatures back to their original plane in a 30ft radius. This rune remains active for a length of time equal to the Con modifier of the lord and in this time no illusions may be cast nor hostile characters hidden.
Shield: This rune immediately creates a radius of 40ft which create an effect identical to an Area Greater Dispel Magic as if cast by an equivalent level caster. Secondly, all summoned creatures are immediately returned to their home plane and finally no magic functions inside the radius of the rune. It is as if a Dysjunction/Greater Dispel/Antimagic field had all been simultaneously cast. This lasts for 3 rounds and is useable twice a day.
Personal Runes
These marks are inscribed onto other the Rune Lord’s skin; they are his own personal set of runes, however, the Rune Lord may choose to use them on other individuals twice per day total. They are used to boost attributes, skills or combat abilities and one creature may be bestowed one Personal Rune per day that lasts for one hour. Runes upon the Rune Lord last for a ten hour period before needing to be renewed.
1st Level
Fighter - +1 to hit and +1 to damage per every third level the Rune Lord has. This rune also allows the Rune Lord to 1/day cause double damage to any melee or ranged attack they make. This mark may be bestowed on another individual; however, they only gain +1 to hit and +1 to damage regardless of level.
Brawler- +1 to unarmed damage, grapple checks, bullrush attempts and unarmed trip attempts per every third level the Rune Lord has. This rune may be bestowed upon another individual but does not grant a bonus to trip or bullrush attempts.
Armadillo- +1 to Armour Class (Natural) per every third level the Rune Lord has. This mark may be bestowed upon another individual, however, they only gain +1 to armour class regardless of level.
Horse- Upon a charge the Rune Lord gains +1 to damage and to hit per every five levels he has and also gains double damage on a successful charge 2/day. This ability may be bestowed to another individual however they do not gain double damage on a successful charge.
Sheath- This rune allows the Lord to pull any simple or martial non-magical weapon from within. It is usually inscribed into the palm or forearm of a lord. At tenth level this weapon is a +2 version of that weapon, at fifteenth it is +4 and at twentieth it is +5. This rune may be bestowed upon another individual however they may only ever pull a maximum of a +2 non magical weapon from the rune.
Book- This rune grants the Rune lord a bonus to all knowledge checks, however this rune takes 3 hours to scribe onto his body due to its intricate nature. It grants +1 at first, +2 at fifth, +3 at tenth, +4 at fifteenth and +5 at twentieth level.
Quiver- This rune, usually inscribed onto the shoulder of a Lord allows him/her to draw one arrow per point of the rune lord's Constitution modifier per round. These arrows last for two rounds. At first level they are regular arrows. At fifth they are +1 flaming arrows (+1d6 fire) at tenth they are +2 lightning arrows (+1d6 electricity damage in a line equal to range increment), at fifteenth they are +3 exploding arrows (+3d6 in 30ft radius (Explodes on impact)). A lord may choose what type of arrow he draws at any level.
Bull- This rune, usually inscribed onto the torso of a Lord, grants the user a +2 on attempts to bullrush an opponent at first level. At 5tth level this becomes +4, at tenth +6 and at fifteenth +8. They are also considered to have the feat Improved Bullrush.
5th level
Shade- This rune grants the Rune lord the ability to come under the effect of Blink or Blur at their own discretion as if the spells were cast by an equivalent level magic user. This may be bestowed to another individual but only grants Blink as if cast by a mage user half the level of the Rune Lord.
Smoke- This rune grants the Rune Lord the ability to use Gaseous Form as if they were a magic user of equivalent level. This rune is useable at will.
Bird- This rune grants the Rune Lord a fly speed double that of his current land speed with average maneoverability. At tenth level this becomes good maneoverability.
Chain- This rune, usually inscribed onto the leg of a Lord, grants the user a +2 on attempts to trip an opponent at fifth level. At 10th level this becomes +4, at fifteenth +6 and at twentieth +8. They are also considered to have the feat Improved Trip
Spider- This rune grants the Rune lord the movement as if under the Spider Climb spell cast by a wizard of equivalent level to the lord. However the duration of the spell is permanently in effect until he inscribes a rune in this one’s place. This rune also grants the lord the ability to spray a fine sticky web onto his opponents once every six rounds 2/day that impedes movement unless a reflex save (DC10+lord level) out to a range of 30ft, it reduces movement to 1/4 of their base land speed. The web is considered a cone for who it effects.
Wand- This rune grants the lord Spell Resistance 10 per every level he has.
Knight- This rune treats the rune lord's armor as one category lighter than normal. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. Speed reduction caused by armor is ignored, maximum Dexterity bonus is increased by 1, and armor check penalties are lessened by 1 (to a minimum of 0)."
Hunter: This rune grants the Rune lord +10 to spot and listen checks as well as +5 to survival. Additionally if he makes an attack in a "natural" environment (Cave, desert, forest, plains etc) he gains +2 to attack and to hit.
Crystal: This rune grants the Rune Lord the counter spelling ability as an immediate action. Whenever a magic user casts a spell within 40ft of the Rune Lord, the lord may make a Spellcraft check (DC20+Spell level+Caster level) and if successful may counter spell even if he does not possess the ability to cast spells normally.
Bear- This rune grants the Rune lord two natural claw secondary attacks dealing 1d8+Con modifier damage each. These weapons are able to be affected by spells that affect natural weapons. The lord may still hold weapons in these arms. If the Rune Lord is making an unarmed attack and already gains bonus this stacks with the damage from the Bear claws.
Scorpion- This rune grants the Rune lord a tail that can deal 1d10 damage on initial strike. Then for 16d rounds afterwards the foe takes damage equal to the lords Con modifier every round. If struck twice in a round the target takes 1 Constitution damage as well unless a Fortitude save (DC10+1/2 Lord levels+Con modifier) is made.
10th level
Mole- This rune gives the Rune Lord a burrow speed of half his base land speed as well as Blind sight and Tremor Sense out to 40 ft . If above ground he gains Touch Sight as per the third level Psion power but loses Blind Sight.
Shield- This rune bestows complete immunity to third level spells and below as well as immunity to all missile based ranged attacks for 1 round per every level of the Rune Lord. This rune may be reinscribed with two full round actions.
Horror- This rune creates an aura around the Rune Lord that forces all hostile enemies within 15ft to take a Will save (DC10+1/2 Rune Lords level+Con modifier) and if failed that victim is rooted to the spot, unable to move. However they can still attack, cast spells or fire ranged projectiles. They simply cannot advance or retreat.
Lips- This rune allows the lord to designate one target to which he can now telepathically communicate with so long as they are within 100ft. At level fifteen this becomes two targets at 150ft, at twentieth level this becomes three targets and 200ft. Designating a target is a swift action.
Broken Wall- This rune allows the bearer to pass through walls no thicker than 6 inches. However, each time they do this they take 4d10 damage. At fifteenth level this becomes 2d10 damage, at twentieth level this becomes 1d10 damage. This ability allows them to pass through forcecages and walls of force as well as doors and windows. Ceilings and floors may be passed through however the Rune Lord must have some method of defying gravity. If they use this ability and have no way to do such they instantly fall at a rate of 20ft per round and if they end in solid matter take 10d10 damage every round.
Maw- This rune, once inscribed, instantly modifies the lords mouth to become that of a great beast. He gains a razor sharp natural bite attack (1d10+Con Modifier+strength) damage and inflicts a bleeding 1d6 wound per round for 3 rounds after the attack.
15th level
Diplomat- This rune, once inscribed, confers a +2 bonus to all Charisma based checks. It may be inscribed on another for three rounds; however they only gain +1 to Charisma based checks.
Sage- This rune, once inscribed, confers a +2 bonus to all intelligence based checks, but does not stack for gaining more skill points. This rune may be inscribed upon another however they only ever gain +1 to intelligence based checks.
Builder- This rune, once inscribed, confers a +3 bonus to all strength based checks, including damage on weapons and to hit based checks. This rune may be inscribed upon another however they only gain a +2 bonus to strength based checks and melee damage/to hit for 10 rounds.
King- This rune, when inscribed, grants a +2 bonus to Charisma. At twentieth level this becomes +3. Also, while under the effects of this rune the lord may use any sceptre or rod without using the appropriate Use Magic Device checks. He is always considered proficient. This rune may be inscribed upon another individual however they always only gain +1 to Charisma.
Marksman- This rune, when inscribed, grants the wielder an extra 200ft to their ranged increment usually allowed for striking a distant target. For purposes of determining to hit, the target is considered two hundred feet closer than it actually is. Additionally, any cover less than Total is completely ignored by the bearer of this rune. Additionally, once per day the bearer may "bounce" an arrow around a corner, striking any target that they cannot see, albeit with a -4 penalty to hit.
Bandage- The rune lord gains a pool of points per day equal to 10 multiplied by 1/2 class level. He may then touch another individual and heal up to a number of points equal to his total pool, they may not be taken over their maximum hit point allowance. This rune may not be uninscribed and reinscribed to “reset” the pool. This rune takes an hour to inscribe.
Thief- The Rune lord gains a +10 bonus to two skills: Bluff, Disable Device, Disguise, Hide, Move Silently, Open Lock, Search, or Sleight of Hand, Appraise, Balance, Climb, Forgery, Jump, and Tumble and a +5 bonus to two other skills upon that list.
Blood- The lord inscribes this onto his own body and designates one individual in his/her party. The lord now takes half damage for that individual regardless of source. This is inclusive of damage done to their own body and can kill the lord. The target still takes the other half of the damage.
Beholder- The lord sprouts three eyestalks from the top of his head, one of which is merely vision and allows the lord to never be caught flat footed. The other two are gaze weapons. The first is a ray dealing 4d10 untyped magic damage on a failed Reflex Save (DC10+1/2 Lord level+ Con modifier) the second is a cone causing confusion on a failed Will save (DC10+1/2 Lord level+Con Modifier). Both gaze attacks may be used in conjunction with a full attack and both Gaze attacks have a range of 20ft
20th Level
Halo: This rune allows the user to transform into a Solar equal to a number of rounds equal to his Con Modifier per day. This may be split up throughout the day. He gains all abilities of the Solar including spell casting, but may not use Wish/Limited Wish or any spells with the "Healing" descriptor.
Coffin: This rune allows the user to Animate Dead, as if they were a cleric of equivalent level four times per day. Additionally, they may use Create Greater Undead once per day.
Heart: This rune grants a number of magical benefits. First, the rune lord and all allies within 20 feet gain fast healing 2. If the rune lord or any of his allies fall below 0 hit points in the range of this aura while the rune is active, they are immediately restored back to 0 hit points, regardless of damage taken. Finally, allied creatures within the aura's range are immune to death effects. This rune can be active for up to 5 rounds per day.
Dice: Once every three rounds, the rune lord gains the ability to reroll any failed check after knowing the result. He must take the result of the reroll, even if it's worse than the original roll. This rune can be active for a total of 18 rounds per day.
Boots: This rune grants the user the ability to Dimension Door at will and as a move action, as if cast by an equivalent level wizard. This rune has no duration.
Rune Lords are warriors who delved further into the arcane plumes of existence than any mortal should. They exited the experience extremely powerful and capable warlords. They have the ability to meld their own energies with powerful glyphs called runes. These runes enable them to perform great feats, cause damage to foes, grant them different types of movement, enhance their abilities and at higher levels, kill. Most of these runes may be utilised by other members of a Rune Lords party, making a Rune Lord a versatile and valuable companion. They are fearsome in battle and one always prays that a Rune Lord fights on their side.
Weapon and armour proficiencies:
Rune Lords are proficient with all simple and martial weapons and one exotic weapon. They also may choose one weapon (Simple, proficient or martial) to become their Rune Weapon. This weapon acts as if the Rune Lord had Weapon Focus and Weapon Specialisation with that weapon. Rune Lords also have access to all shield types.
Special: Upon multi-classing a Rune Lord loses all weapon and armour runes, but retains Power and Personal Runes.
Rune Lord
{table="head"]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+2|+0|Runic Abilities, Runic Weapon
2nd|+2|+3|+3|+0|Combine Runes (2)
3rd|+3|+3|+3|+1|Fighter Bonus Feat
4th|+4|+4|+4|+1|Extend Rune power
5th|+5|+4|+4|+1|Improved Runes
6th|+6/+1|+5|+5|+2|Greater Extend Rune power
7th|+7/+2|+5|+5|+2|Combine Runes (3)
8th|+8/+3|+6|+6|+2|Fighter Bonus Feat
9th|+9/+4|+6|+6|+3|Power Word: Rune
10th|+10/+5|+7|+7|+3|Improved Runes
11th|+11/+6/+1|+7|+7|+3|Master Writer
12th|+12/+7/+2|+8|+8|+4|Combine Runes (4)
13th|+13/+8/+3|+8|+8|+4|Fighter Bonus Feat
14th|+14/+9/+4|+9|+9|+4|Perfect Writer
15th|+15/+10/+5|+9|+9|+5|Improved Runes
16th|+16/+11/+6/+1|+10|+10|+5|Rune Safeguard
17th|+17/+12/+7/+2|+10|+10|+5|Fighter Bonus Feat
18th|+18/+13/+8/+3|+11|+11|+6|Explosive Runes
19th|+19/+14/+9/+4|+11|+11|+6|Runic Storm
20th|+20/+15/+10/+5|+12|+12|+6|Improved Runes, Runic Armageddon[/table]
Alignment: Any
Hit Die: d10
The Rune Lord’s class skills (and the key ability for each skill) are Climb (Str), Decipher Script (Int), Jump (Str), Knowledge (Runes) (Int), Listen (Wis) Search (Int), Spellcraft (Int) Survival (Wis), Use Magic Device (Cha)
Class Skills:
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Hit Die: D10
Class Features
Inscribing Runes (Ex)
Inscribing runes on a piece of armour is an hour long process that requires no material components. No check needs to be made; the lord is proficient with his runic skill and may swap out these runes as often as he desires. If the Rune Lord is inscribing the rune onto a weapon, the process takes 15 minutes rather than an hour.
Inscribing any Power rune is a full round action unless stated otherwise. The Rune Lord may have two active Power runes at first, three at fifth, four at tenth and five at fifteenth. These runes last for two rounds plus the Rune Lords Constitution modifier unless stated otherwise.
Personal Runes take two full round actions to remove and inscribe (one to remove, one to inscribe). A rune lord may have one active at first level, two at fifth, three at tenth, four at fifteenth and five at twentieth.
At first level a Rune lord may have one active armour rune and two active weapon runes. At tenth level the Rune lord may have two active armour runes, at fifteenth level he may have three active weapon and two armour runes.
Runic Weapon (Ex)
At the beginning of his life a Rune Lord chooses one type of weapon that he will forever be bound to. His fighting style is adapted primarily to the use of this weapon. His runes seem to make a better fit, his grip seems to hold the weapon sturdier and his cuts seem deeper with this weapon. At level one he gains Weapon Focus with this weapon, at level five he gains weapon specialisation, at level 10 this weapon automatically transmutes to adamantine and cold iron and gains a +10 to disarming attempts , at level 15 he may mentally manifest this weapon to his hand from anywhere within a 10 mile radius.
Additionally, the weapon gains a modifier based on the Rune Lords current level. At first, the weapon is considered a +1 weapon, +2 at fifth, +3 at tenth, +4 at fifteenth, +5 at twentieth. This effects chances to hit magical monsters and overcomes DR. This enhancement bonus instantly lost when the Rune Lord releases his grip on the weapon and instantly regained upon picking it up.
Combine Runes (2)(Su)
At the cost of one constitution point per rune the Rune Lord may merge two runes together to allow the benefit of both. These points are only a temporary loss and return after one hour. The merged rune exists for as long as the longest duration either of the original two offered. It takes a standard action to inscribe and combine two runes and the Combined Rune is considered to only use one "Rune slot". The Lord may only combine Runes of the same type. E.g Power with power. Armour with armour. Etc.
Fighter Bonus Feat (Ex)
The Rune Lord may choose any feat he wishes so long as he meets the prerequisites from the list of Fighter Bonus Feats.
Extend Rune Power (Su)
The Rune Lord may now choose to extend any of his inscribed runes by two rounds, or two hours depending on if the original runes duration was measured in rounds or hours. For example a rune that originally lasted for two rounds, would now last for four. A rune that lasted for four hours, would now last for a total of six hours.
Improved Runes (Ex)
With further delving into the arcane mystery of glyphs, the Rune Lord has discovered the secrets of greater and more powerful runes.
Greater Extend Rune power (Su)
The Rune Lord may now choose to extend any of his inscribed runes by four rounds, or three hours depending on if the original runes duration was measured in rounds or hours.
Combine Runes (3)(Su)
At the cost of one constitution point per rune, the Rune Lord may now meld three runes into the one Rune, to gain the benefit of all three. The points are a temporary loss and now return after half an hour. The combined rune lasts for as long as the shortest duration of those combined.
Power Word: Rune
The Rune Lord may now speak a single, powerful word and verbally inscribe any rune he knows as a swift action. This may also be used to remove any inscribed rune as a swift action (Two swift actions to remove and then inscribe). This Power Word may also be used to utilise the ability from a rune without inscribing it. For example he may summon a pole to his hand by speaking the Power Word Rune: Pole. The pole lasts for as long as the ability normally states it would. This ability also works for damage causing runes such as Guard or Shard, but does not work for permanent runes with no duration, such as the armour rune: Rock.
Master Writer (Ex)
The Rune Lord, after years of delving into his arcane glyphs, understanding their secrets and making use of their varied capabilities is considered an adept at their inscriptions. First, he gains +1 to all bonuses applied to his person from any rune active but not to Power Runes or Weapon/Armour runes. Secondly, he may now choose to inscribe or remove any rune as a move action rather than a standard action.
Combine Runes (4)(Su)
At the cost of one constitution point per rune, the Rune Lord may now meld up to four runes into the one Rune, to gain the benefit of all four. The points are a temporary loss and now return after an amount of rounds equal to the Consitution points spent. The rune lasts for as long as the shortest duration of any one rune in the combination.
Perfect Writer (Ex)
The Rune Lord may now inscribe upon any surface within 60ft of his person. This allows him to inscribe personal runes on allies too far to reach or otherwise stranded by obstacles. Also, he now does not need to spend any actions to remove glyphs, this is now considered a free action for the Rune Lord.
Rune Safeguard (Ex)
The Rune Lord may now safeguard all his runes. No one else other than those designated by the Rune Lord may utilise the runes, the runes are not visible to any individuals not designated by the Lord. Prior to this ability if a hostile creature could reach and see a rune, they could access its power.
Explosive Runes (Su)
Similar to the spell of the same name with a few differences. First, the Rune Lord may designate any runes within his sight line to explode. These runes do not need to be visible or read by a hostile creature. He may designate any amount of runes up to the maximum of those he can see and with a standard action, cause them all to explode. Each rune exploding in this fashion causes 6d10 untyped magic damage in a 15ft radius to all creatures, this ability is not subject to magic or spell resistance. Any combined runes deal an additional +1d10 per every rune in the combination. E.G: A total of 10d10 from a combined rune containing four runes.
Weapon Rune List
Fire:
Grants +1 fire damage, +1 fire damage per every three levels the lord has. This rune also causes 1d4 additional fire damage in the following round.
Ice:
Grants +1 cold +1 cold damage per every three levels the lord has, slows base land speed by half.
Thunder:
Grants +1 electricity damage and +1 per every three levels the lord has, this rune deafens on a failed fortitude save (DC10+total lord levels)
Air:
Grants the wielder +5ft movement per every two levels the lord has.
Boomerang:
Grants the returning property on a thrown weapon.
Rope:
Grants the lord an additional 5ft extra reach. This extra area extends the lords threatened squares.
Razor:
This rune adds extra sharpness to the blade or point of a Rune Lords arrow. This causes the Rune Lords weapon to act as if it were two size categories larger. E.G A 1d6 weapon now deals 1d10. A 2d6 weapon now deals 3d6 and so on.
Arena:
Grants the lords weapon a +1 enchantment bonus per every 5 levels he has beginning at +1 at first level, +2 at fifth, +3 at tenth and so on to +5 at 20th.
Sword: This grants +2 to all melee attacks made by the Rune Lord and allows them 2/day to double their damage so long as they have been wearing this rune for over 1 hour. The rune may not be uninscribed and reinscribed to reset the 2/day cap.
Arrow: This grants +2 to all ranged attacks by the Rune Lord and 2/day allows them to double their range increment and damage done so long as they have been wearing this rune for over 1 hour. The rune may not be uninscribed and reinscribed to reset the 2/day cap.
Muscled Arm: This powerful rune, only inscribable at Rune Lord level 5, grants the Rune Lord the ability to make as many Attacks of Oppurtunity as he can in a round equal to his Strength modifier.
Armour Rune List
Fire:
Grants fire resistance 5 per every four levels the lord has beginning at 5 at level 1. This rune also causes 1d4 fire damage in a 5ft radius upon being struck by any creature.
Ice:
Grants cold resistance 5 per every four levels the lord has beginning at 5 at level 1. This rune also causes 1d4 cold damage in a 5ft radius upon being struck by any creature.
Bolt:
Grants electric resistance 5 per every four levels the lord has beginning at 5 at level 1. This rune also causes 1d4 electric damage in a 5ft radius upon being struck.
House:
The Rune lord under effect of this rune may sleep in any type of armour and suffer no negative effects. Also, they may comfortably exist in extreme heat (up to 50 degrees celcius) and extreme cold (down to -5 degrees celcius).
Wings:
User may sprout wings as a full round action, granting a 10ft fly speed at first level and increasing by +5 feet every second level. This rune begins at poor manoeuvrability at 1st, average at 5th, good at 10th and perfect at 15th. These may be retracted as a full round action. There is no limit to how many times a lord retracts or expands his wings.
Air:
Grants +5 ft to movement per every second level the lord has.
Rock:
Grants an additional +1 armour bonus per every fourth level the lord has beginning at first that stacks with any armour the Lord is currently wearing.
Shimmering:
This grants the Rune Lord spell resistance equal to 5+total Rune Lord levels+Con modifier.
Bug:
Grants the lord the ability to become up to two size categories smaller than his original for four rounds every hour.
Giant:
Grants the lord the ability to become up to one size category larger than his original for four rounds every hour.
Eyes:
This rune is actually a multitude of runes scattered all over the body, it grants +4 to spot checks but also stops the wearer from ever being flanked. However they may still be sneak attacked via the rogue special ability if they are denied their dexterity bonus or caught flat footed.
Power Rune List
These runes are inscribed onto surfaces that any character can touch and interact with. Hostile enemies cannot see them unless it is stated that they are visible to the enemy. The Rune Lord creates these runes to assist both himself and his allies on their adventure. All power runes remain until the Rune Lord chooses to uniscribe them or the Rune describes a duration.
1st level
Skilled: Any individual to touch this rune is granted +2 to a total of three skill checks for a total of 3 rounds.
Academy: Any individual to touch this rune is granted +1 to AC, to hit and damage for 3 rounds.
Pole: Any individual to touch this rune may pull from it a 10ft pole that lasts 10 rounds
Caltrop: Any individual may 1/day touch this rune to withdraw a bag of caltrops.
Light: Any individual may 2/day touch this rune to cause their hand to flare into light. This light offers a 40ft directional light dependant on the persons hand facing. They may close their fist to shut off the light. This lasts for five rounds- the Rune Lord may utilise this light without a duration, the light will last until he inscribes another rune.
Weapon: Any individual may touch this rune to pull a standard weapon from it. This weapon may be any simple or martial weapon. As soon as that individual holds another weapon of any type (including one from the rune) the first disappears.
Quiver: Any individual may touch this rune to draw from it one arrow. As soon as another arrow is pulled the first is dismissed. The arrow may be enchanted for the cost of enchanting a quiver, as soon as that arrow is added to a quiver of other arrows it automatically enchants the rest. However, if another arrow is drawn from the quiver the entire magically enchanted quiver disappears. If the individual has rapid shot, the rune allows them to draw as many arrows as they can fire in one round.
Movement: Any individual placing their foot upon this rune, usually inscribed in the floor, is now able to move up to double their regular base movement speed.
5th Level
Fire Trap: This rune is triggered by proximity and when any hostile foe comes within 10ft of its surface it explodes causing 1d6 damage per every second level the lord has. The lord may trigger the rune early if he focuses for one round upon it to explode in a 20ft radius for 1d8 per level damage. If he does not focus, the rune goes off of it's own accord upon someone entering the proximity.
Slow: Any hostile foe passing within 20ft of this rune is automatically slowed to half their base movement speed and takes a -2 penalty to attacks and armour class per every second level the Rune Lord has.
Cage: Any hostile foe passing within 10ft of this rune must pass a DC10+1/2 lord level+Con Modifier or be Held as per the spell. This acts as if the lord were an equivalent level caster.
Mirror: Any hostile foe passing within 15 ft of this rune activates a mirror image of themselves under the command of the Rune Lord. This copy has ¼ of their current hit points at 5th level, ½ at 10th level and ¾ at 15th level rounded up. This copy may not use any special abilities, spell like abilities or spells. It may only make melee or ranged attacks and defend. It has equivalent attack bonus, armour and saves of it’s original however gains no special properties of the originals armour or weapons/items.
Package: Any individual may, once per day, draw one plate of food and one decanter of water. The Rune Lord may draw these out three times per day. However, under the Rune Lords option this food may be Poison and cause 1d4 points of Con Damage per round unless a fortitude save (DC10+1/2 Lord levels+Con Modifier) is made.
Warrior: This rune grants any friendly individual touching it a +2 bonus to attack and damage for 3 rounds. This becomes +3 at tenth level and +4 at fifteenth and +5 at twentieth. This is taken into consideration upon trying to hit magical creatures or overcoming damage resistance.
Truth: This rune causes a 50ft area centred on the rune to automatically stop lies being spoken. No untruths may be spoken in this area unless a DC10+Lord Levels+Con modifier Will Save is made. Any illusions passing into this area are automatically dismissed unless the creator of the illusion passes a DC19 Will Save.
10th level
Flight: This rune, once touched, grants any individual the power of flight with a fly speed double their base land speed with average manoeuvrability. This ability lasts for two rounds + the lords constitution modifier.
Breath: This rune, once touched, grants any individual a breath weapon dealing 1d6 untyped magic damage per every third hit die that creature possesses. There is a 1d4 round recharge time after each breath. This breath weapon lasts 8 rounds total. This breath weapon is a line.
Black glass: This rune, once touched, grants a miss chance of 25% per every sixth hit dice the creature has. This ability lasts 3 rounds.
Invisible: This rune, unseen by any but the rune lord, grants greater invisibility to any who touch it for 5 rounds twice per day.
Water: This rune, once placed will continuously gush ten gallons of water per every round it exists. The water is fresh water and may be drunk. The lord may choose to cease the flow any time he wishes. This water is always fresh and pure regardless of the surfaces it rests upon.
Fire: This rune, once placed, burns a 10 foot radius area extending outwards every round by ten feet. The lord may choose to cease this expansion or the fire itself any time he wishes. However the rune may only burn a 100 feet radius area per day total. This fire deals 1d12 damage for every round an individual is within it’s flames. A rune lord may not place this rune again after it has burned a 100 foot radius area total. These flames stay active for as long as the rune is in place.
Earth: This rune is placed and left. A lord may, as a swift action, force this rune to activate and cause a quake to erupt in a 30ft radius centred on the rune. This knocks prone any hostile individuals who do not pass a reflex save (DC10+1/2 lord levels+Con modifier). The lord may re-activate this rune every two rounds.
Shard: This rune lasts until the lord chooses to replace this rune with another, thus it is effectively permanent and has no duration. Upon any hostile creature passing within 20 ft of this rune a set of sharp piercing shard like slivers shoot out and spray the target for 1d8+Con Modifier damage per every fourth level the lord has. There is a 25% chance that these needles will blind the creature.
15th level
Fountain: The fountain rune contains healing properties available to any who touch it. The fountain rune has three hundred hit points of healing at 15th level and four hundred at 20th. The rune may only be inscribed once a day. Each creature must choose how much of the remaining portion they take up to their own maximum hit point total. The rune glows blue and gets dimmer as the power is used up. Hostile creatures may also utilise the Fountain rune. This rune may only be placed once a day and each creature may take their total maximum hit points worth once a round. E.G If a fighter takes 100hp to heal to full capacity, and then is damaged 100 points next round, he may revisit the fountain and take another 100 points to go back to full.
Gate: This rune must be placed once and then a location designated, after the designation another identical rune springs up in the location but does not take up a "Rune Slot". If the Lord should then place another Rune of this type he may choose to travel between any one of the four locations that Runes are located. The maximum distance allowed to travel is 100ft per every level of the Rune Lord. If he designates a spot he cannot see and has not been there is a 25% chance that upon exiting he will be 1d4 X 10 feet in a random direction and take 1d8 damage.
Guard post: This rune may be used against any hostile creature within a 20ft range of the Rune itself. By pointing at a foe the Guard Post fires a pinpoint beam at the creature which then takes 4d10 damage unless a DC10+Rune Lord level reflex save is made. This Rune may be utilised twice per round and lasts for a total of six rounds. The Rune Lord may use this rune in conjunction with a regular attack. This rune may not be placed on the floor.
Scythe: Twice per day this rune may be placed upon a surface. If any hostile creature should pass within 20ft of it they must succeed on a fortitude DC10+1/2 Rune Lord level+ Con Modifier save or be slain outright.
Clock: Upon placing this rune the lord may activate it any time up to a duration of fifteen rounds before it disappears. He may then choose one of two effects to occur. Either stopping time completely or reversing time by two rounds. If utilising time stop the Rune Lord may only place or use runes. If reversing time, all effects taking place in the two rounds prior including damage and status effects are reversed, however the abilities or spell slots that caused them still lose a “charge” or spell slot if they utilised one to create the effect. This lasts for 2 rounds at fifteenth and three at twentieth.
20th Level
Doorway: This rune allows the Rune Lord to travel to any place he has previously been, has intimate knowledge of or has studied explicitly. He may only use this rune two times per day. It is a free action to use this rune. The Rune Lord may take any number of travellers. This may be on another plane or level of existance.
Chain: This rune is actually four runes, placed in spots designated by the Rune Lord. Each time a hostile creature travels near one of the four runes, they re-activate the other three. Each rune has a radius of 20 feet. Every time a hostile creature enters this radius a beam of pure energy pulses out and causes 5d10 magic damage from each Chain rune that the creature is within 20ft of. These runes last for 10 rounds.
Lighthouse: This rune immediately reveals all hidden doors, secret doors, hidden characters, invisible characters, immediately dispels illusions, makes ethereal characters completely real and immediately returns all summoned creatures back to their original plane in a 30ft radius. This rune remains active for a length of time equal to the Con modifier of the lord and in this time no illusions may be cast nor hostile characters hidden.
Shield: This rune immediately creates a radius of 40ft which create an effect identical to an Area Greater Dispel Magic as if cast by an equivalent level caster. Secondly, all summoned creatures are immediately returned to their home plane and finally no magic functions inside the radius of the rune. It is as if a Dysjunction/Greater Dispel/Antimagic field had all been simultaneously cast. This lasts for 3 rounds and is useable twice a day.
Personal Runes
These marks are inscribed onto other the Rune Lord’s skin; they are his own personal set of runes, however, the Rune Lord may choose to use them on other individuals twice per day total. They are used to boost attributes, skills or combat abilities and one creature may be bestowed one Personal Rune per day that lasts for one hour. Runes upon the Rune Lord last for a ten hour period before needing to be renewed.
1st Level
Fighter - +1 to hit and +1 to damage per every third level the Rune Lord has. This rune also allows the Rune Lord to 1/day cause double damage to any melee or ranged attack they make. This mark may be bestowed on another individual; however, they only gain +1 to hit and +1 to damage regardless of level.
Brawler- +1 to unarmed damage, grapple checks, bullrush attempts and unarmed trip attempts per every third level the Rune Lord has. This rune may be bestowed upon another individual but does not grant a bonus to trip or bullrush attempts.
Armadillo- +1 to Armour Class (Natural) per every third level the Rune Lord has. This mark may be bestowed upon another individual, however, they only gain +1 to armour class regardless of level.
Horse- Upon a charge the Rune Lord gains +1 to damage and to hit per every five levels he has and also gains double damage on a successful charge 2/day. This ability may be bestowed to another individual however they do not gain double damage on a successful charge.
Sheath- This rune allows the Lord to pull any simple or martial non-magical weapon from within. It is usually inscribed into the palm or forearm of a lord. At tenth level this weapon is a +2 version of that weapon, at fifteenth it is +4 and at twentieth it is +5. This rune may be bestowed upon another individual however they may only ever pull a maximum of a +2 non magical weapon from the rune.
Book- This rune grants the Rune lord a bonus to all knowledge checks, however this rune takes 3 hours to scribe onto his body due to its intricate nature. It grants +1 at first, +2 at fifth, +3 at tenth, +4 at fifteenth and +5 at twentieth level.
Quiver- This rune, usually inscribed onto the shoulder of a Lord allows him/her to draw one arrow per point of the rune lord's Constitution modifier per round. These arrows last for two rounds. At first level they are regular arrows. At fifth they are +1 flaming arrows (+1d6 fire) at tenth they are +2 lightning arrows (+1d6 electricity damage in a line equal to range increment), at fifteenth they are +3 exploding arrows (+3d6 in 30ft radius (Explodes on impact)). A lord may choose what type of arrow he draws at any level.
Bull- This rune, usually inscribed onto the torso of a Lord, grants the user a +2 on attempts to bullrush an opponent at first level. At 5tth level this becomes +4, at tenth +6 and at fifteenth +8. They are also considered to have the feat Improved Bullrush.
5th level
Shade- This rune grants the Rune lord the ability to come under the effect of Blink or Blur at their own discretion as if the spells were cast by an equivalent level magic user. This may be bestowed to another individual but only grants Blink as if cast by a mage user half the level of the Rune Lord.
Smoke- This rune grants the Rune Lord the ability to use Gaseous Form as if they were a magic user of equivalent level. This rune is useable at will.
Bird- This rune grants the Rune Lord a fly speed double that of his current land speed with average maneoverability. At tenth level this becomes good maneoverability.
Chain- This rune, usually inscribed onto the leg of a Lord, grants the user a +2 on attempts to trip an opponent at fifth level. At 10th level this becomes +4, at fifteenth +6 and at twentieth +8. They are also considered to have the feat Improved Trip
Spider- This rune grants the Rune lord the movement as if under the Spider Climb spell cast by a wizard of equivalent level to the lord. However the duration of the spell is permanently in effect until he inscribes a rune in this one’s place. This rune also grants the lord the ability to spray a fine sticky web onto his opponents once every six rounds 2/day that impedes movement unless a reflex save (DC10+lord level) out to a range of 30ft, it reduces movement to 1/4 of their base land speed. The web is considered a cone for who it effects.
Wand- This rune grants the lord Spell Resistance 10 per every level he has.
Knight- This rune treats the rune lord's armor as one category lighter than normal. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. Speed reduction caused by armor is ignored, maximum Dexterity bonus is increased by 1, and armor check penalties are lessened by 1 (to a minimum of 0)."
Hunter: This rune grants the Rune lord +10 to spot and listen checks as well as +5 to survival. Additionally if he makes an attack in a "natural" environment (Cave, desert, forest, plains etc) he gains +2 to attack and to hit.
Crystal: This rune grants the Rune Lord the counter spelling ability as an immediate action. Whenever a magic user casts a spell within 40ft of the Rune Lord, the lord may make a Spellcraft check (DC20+Spell level+Caster level) and if successful may counter spell even if he does not possess the ability to cast spells normally.
Bear- This rune grants the Rune lord two natural claw secondary attacks dealing 1d8+Con modifier damage each. These weapons are able to be affected by spells that affect natural weapons. The lord may still hold weapons in these arms. If the Rune Lord is making an unarmed attack and already gains bonus this stacks with the damage from the Bear claws.
Scorpion- This rune grants the Rune lord a tail that can deal 1d10 damage on initial strike. Then for 16d rounds afterwards the foe takes damage equal to the lords Con modifier every round. If struck twice in a round the target takes 1 Constitution damage as well unless a Fortitude save (DC10+1/2 Lord levels+Con modifier) is made.
10th level
Mole- This rune gives the Rune Lord a burrow speed of half his base land speed as well as Blind sight and Tremor Sense out to 40 ft . If above ground he gains Touch Sight as per the third level Psion power but loses Blind Sight.
Shield- This rune bestows complete immunity to third level spells and below as well as immunity to all missile based ranged attacks for 1 round per every level of the Rune Lord. This rune may be reinscribed with two full round actions.
Horror- This rune creates an aura around the Rune Lord that forces all hostile enemies within 15ft to take a Will save (DC10+1/2 Rune Lords level+Con modifier) and if failed that victim is rooted to the spot, unable to move. However they can still attack, cast spells or fire ranged projectiles. They simply cannot advance or retreat.
Lips- This rune allows the lord to designate one target to which he can now telepathically communicate with so long as they are within 100ft. At level fifteen this becomes two targets at 150ft, at twentieth level this becomes three targets and 200ft. Designating a target is a swift action.
Broken Wall- This rune allows the bearer to pass through walls no thicker than 6 inches. However, each time they do this they take 4d10 damage. At fifteenth level this becomes 2d10 damage, at twentieth level this becomes 1d10 damage. This ability allows them to pass through forcecages and walls of force as well as doors and windows. Ceilings and floors may be passed through however the Rune Lord must have some method of defying gravity. If they use this ability and have no way to do such they instantly fall at a rate of 20ft per round and if they end in solid matter take 10d10 damage every round.
Maw- This rune, once inscribed, instantly modifies the lords mouth to become that of a great beast. He gains a razor sharp natural bite attack (1d10+Con Modifier+strength) damage and inflicts a bleeding 1d6 wound per round for 3 rounds after the attack.
15th level
Diplomat- This rune, once inscribed, confers a +2 bonus to all Charisma based checks. It may be inscribed on another for three rounds; however they only gain +1 to Charisma based checks.
Sage- This rune, once inscribed, confers a +2 bonus to all intelligence based checks, but does not stack for gaining more skill points. This rune may be inscribed upon another however they only ever gain +1 to intelligence based checks.
Builder- This rune, once inscribed, confers a +3 bonus to all strength based checks, including damage on weapons and to hit based checks. This rune may be inscribed upon another however they only gain a +2 bonus to strength based checks and melee damage/to hit for 10 rounds.
King- This rune, when inscribed, grants a +2 bonus to Charisma. At twentieth level this becomes +3. Also, while under the effects of this rune the lord may use any sceptre or rod without using the appropriate Use Magic Device checks. He is always considered proficient. This rune may be inscribed upon another individual however they always only gain +1 to Charisma.
Marksman- This rune, when inscribed, grants the wielder an extra 200ft to their ranged increment usually allowed for striking a distant target. For purposes of determining to hit, the target is considered two hundred feet closer than it actually is. Additionally, any cover less than Total is completely ignored by the bearer of this rune. Additionally, once per day the bearer may "bounce" an arrow around a corner, striking any target that they cannot see, albeit with a -4 penalty to hit.
Bandage- The rune lord gains a pool of points per day equal to 10 multiplied by 1/2 class level. He may then touch another individual and heal up to a number of points equal to his total pool, they may not be taken over their maximum hit point allowance. This rune may not be uninscribed and reinscribed to “reset” the pool. This rune takes an hour to inscribe.
Thief- The Rune lord gains a +10 bonus to two skills: Bluff, Disable Device, Disguise, Hide, Move Silently, Open Lock, Search, or Sleight of Hand, Appraise, Balance, Climb, Forgery, Jump, and Tumble and a +5 bonus to two other skills upon that list.
Blood- The lord inscribes this onto his own body and designates one individual in his/her party. The lord now takes half damage for that individual regardless of source. This is inclusive of damage done to their own body and can kill the lord. The target still takes the other half of the damage.
Beholder- The lord sprouts three eyestalks from the top of his head, one of which is merely vision and allows the lord to never be caught flat footed. The other two are gaze weapons. The first is a ray dealing 4d10 untyped magic damage on a failed Reflex Save (DC10+1/2 Lord level+ Con modifier) the second is a cone causing confusion on a failed Will save (DC10+1/2 Lord level+Con Modifier). Both gaze attacks may be used in conjunction with a full attack and both Gaze attacks have a range of 20ft
20th Level
Halo: This rune allows the user to transform into a Solar equal to a number of rounds equal to his Con Modifier per day. This may be split up throughout the day. He gains all abilities of the Solar including spell casting, but may not use Wish/Limited Wish or any spells with the "Healing" descriptor.
Coffin: This rune allows the user to Animate Dead, as if they were a cleric of equivalent level four times per day. Additionally, they may use Create Greater Undead once per day.
Heart: This rune grants a number of magical benefits. First, the rune lord and all allies within 20 feet gain fast healing 2. If the rune lord or any of his allies fall below 0 hit points in the range of this aura while the rune is active, they are immediately restored back to 0 hit points, regardless of damage taken. Finally, allied creatures within the aura's range are immune to death effects. This rune can be active for up to 5 rounds per day.
Dice: Once every three rounds, the rune lord gains the ability to reroll any failed check after knowing the result. He must take the result of the reroll, even if it's worse than the original roll. This rune can be active for a total of 18 rounds per day.
Boots: This rune grants the user the ability to Dimension Door at will and as a move action, as if cast by an equivalent level wizard. This rune has no duration.