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Lanth Sor
2016-02-29, 08:04 PM
I've been throwing around the idea of this system based off WOW DK and Jarrins conversion of it to D&D. The primary thing I've been struggling with is where to draw the line between death knight and rune.

Runes: Rune Casting Classes primary method of powering his abilities is through his runes, which they engraves into their equipment. The runes need not be elegant, and can quickly be scratched into any appropriate item, as determined by class, the Rune Casting Class happens to acquire. However, it is customary to have each of the runes engraved in as much detail as possible when time permits; a DC 15 Craft: Calligraphy and Craft: Metalworking or Woodworking, depending on the weapon, is sufficient to inscribe masterful runes into a given weapon. A Rune Casting Class suffers no penalty for having makeshift runes on a weapon, but others of Rune Casting Classes may react with disdain if he intentionally ignores the custom.

Runes Scribed: Unless otherwise stated you may only have 2 of a single rune type scribed at a time. So a rune knight could have 2 flame, 2 frost, 1 lightning, 1 thunder, but not 3 fame and 2 frost and 1 lightning.

Rune Activation
Activating a rune occurs when ever you use a Rune Power.

Rune Recovery
Runes once used become unavailable for 4 rounds. Only a single rune of each type can recharge at a time. Every rune past the first recharges an additional 4 rounds after the current runes count. IE if you spend 3 fire rune expended one was spent the round prior to the others, the first rune would recharge on the 3rd round, the second would recharge on the 7th round, and the third would recharge on the 11th round,. However if you expend a frost and 2 fire all in one round the frost and first fire would recharge on the 4th round, and the second fire would recharge on the 8th round.

Runic Power
Runic Power is the bleed off of unused energy created when expending runes. Expending a single rune generates 2 runic power every additional rune provides 1 additional runic power. 1 minute after last gaining a runic power it begins to degenerates at a rate of 1 per round.

Rune Power
Are Supernatural Abilities powered by runes.

Rune Spell
Functions as Arcane Magic Spells with no arcane spell failure. Rune spells cost runic power.

Lanth Sor
2016-02-29, 08:05 PM
Rune Knight

LevelBAB Fort Ref Will Special Rune Spells Known Rune Powers
1st +0 +2 +0 +2 Rune Blade, Knight's Order 1 3
2nd +1 +3 +0 +3 Order Enhancement, Rune Armor 1 4
3rd +2 +3 +1 +3 Rune Engraving 2 5
4th +3 +4 +1 +4 Rune Blade +1 2 6
5th +3 +4 +1 +4 Order Companion, Rune Armor +1 3 7
6th +4 +5 +2 +5 Rune Engraving 3 8
7th +5 +5 +2 +5 Rune Blade +2 4 9
8th +6/+1 +6 +2 +6 Rune Armor +2 4 10
9th +6/+1 +6 +3 +6 Rune Engraving 5 11
10th +7/+2 +7 +3 +7 Rune Blade +3 6 12
11th +8/+3 +7 +3 +7 Order Errant, Rune Armor +3 7 13
12th +9/+4 +8 +4 +8 Rune Engraving 7 14
13th +9/+4 +8 +4 +8 Rune Blade +4 8 15
14th +10/+5 +9 +4 +9 Rune Armor +4 8 16
15th +11/+6/+1 +9 +5 +9 Rune Engraving 9 17
16th +12/+7/+2 +10 +5 +10 Rune Blade +5 9 18
17th +12/+7/+2 +10 +5 +10 Rune Armor +5 10 19
18th +13/+8/+3 +11 +6 +11 Rune Engraving 10 20
19th +14/+9/+4 +11 +6 +11 Order Paragon 11 21
20th +15/+10/+5 +12 +6 +12 Soul Engraving 12 22

Hit Die: d10
Skill Points: 4 + Intelligence Modifier

Class Skills: Appraise (Int), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge(any) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (none), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha) Use Rope (Dex)

Proficiencies: Rune knights are proficient with simple and martial weapons and with all armor (heavy, medium, and light) and shield (including tower shields).

Rune Blade: Rune knights learn the art of engraving runes in a weapon. By spending 8 hours engraving an intricate design, you can upgrade a weapon to masterwork. The weapon does not count as masterwork for purposes of normal magic crafting. Starting at the 4th level the rune knight may preform the same ritual granting a +1 enhancement bonus to a weapon previously engraved with the masterwork quality or that has the masterwork quality. At the 7th level and every 3 levels there after the ritual provides an additional +1 enhancement bonus. Enchanting a weapon in this way prevents it form accepting more conventional magic. If used by anyone other than the rune knight that preformed the ritual only the masterwork bonus applies.

Additionally starting at the 4th level the rune knight may enchant the weapon via the craft magic arms and armor feat, however the enchantment is purely achieved through runes and does not allow the weapon to be enchanted by someone not using rune based enchanting. The total extra enchantment cannot exceed the base enhancement bonus from this ability. When determining the cost to enhance the weapon if you include the free enhancement bonus in the cost, the weapon's enchantment works for others.

Knight's Order: Rune Knights make a deal with a higher being or ideal gaining a unique set of rune powers. At least 2/3rds of the rune knights runes must be on the pact's related rune list.


Balance: Masters of knowing there are always two sides to an argument. They are unique in that there is no over arching scheme to their abilities save they always have a two pronged effect always seeming to end at a equilibrium. Unlike other orders the only limitation is the rune knight must have an equal number of each rune. If they gain a rune and they have a rune type where its opposite type has 1 more than it the rune knight must choose the rune of the lower number.
Bog: Masters of the places wet and soggy, they use the primal life found in those places to wear away their enemies. Runes related: Corrosion, Decay, Earth, Entropy, Poison, Water.
Glacier Masters of the arctic mountains, they wield the power to freeze enemies and endure the harshest assaults. Runes related: Air, Frost, Water, Defense.
Star: Masters of the lights in the sky, they wield the power to strike like a sun or become one. Runes related: Air, Fire, Lightning.
Storm: Masters of the unrelenting sky assailant, they wield the power to call rain, strike with the speed of lighting, let loose the peel of mighty thunder. Related Runes: Air, Lightning, Thunder, Water.
Undeath: Masters of the undying legions, they use the powers of decay to perpetuate their endless legion. Related Runes: Blood, Decay, Unholy.
Volcano: Masters of the unbridled might flung to rage, they wield the power sudden a eruption, while still being solid as a mountain. Related runes are Flame, Earth, Defense.


Rune Armor: Starting at the 2nd level rune knights mastery of allows them to now engrave armor in the same way as weapons. By spending 8 hours engraving an intricate design, you can upgrade an armor to masterwork. The weapon does not count as masterwork for purposes of normal magic crafting. Starting at the 5th level the rune knight may preform the same ritual granting a +1 enhancement bonus to an armor previously engraved with the masterwork quality or that has the masterwork quality. At the 8th level and every 3 levels there after the ritual provides an additional +1 enhancement bonus. Enchanting an armor in this way prevents it form accepting more conventional magic. If used by anyone other than the rune knight that preformed the ritual only the masterwork bonus applies.

Additionally starting at the 5th level the rune knight may enchant the armor via the craft magic arms and armor feat, however the enchantment is purely achieved through runes and does not allow the armor to be enchanted by someone not using rune based enchanting. The total extra enchantment cannot exceed the base enhancement bonus from this ability. When determining the cost to enhance the armor if you include the free enhancement bonus in the cost, the weapon's enchantment works for others.

Rune Engraving: Starting at the 3rd level the rune knight learns a rune design that once engraved on their equipment provides a bonus to their other abilities. When ever you benefit form a engraving it glows faintly. Rune engravings that have a trigger or activation, such as metarune, rune tap, or runic empowerment, glow as bright as a candle for the duration of their activation.


Efficiency: Choose a rune type, when activating a rune of that type gain 1 extra runic power. This engraving may be taken multiple times. This may only be taken once per rune type.
Expand Runic Power Pool: Increase the maximum runic power you can store by 2. This engraving may be taken multiple times.
Extra Rune: Gain an additional rune scribed. This engraving may be taken multiple times.
Extra Rune Recharge: You may now recharge 1 more rune at a time. This engraving may be taken multiple times, its effects stack.
Martial Prowess: +1 BAB. This engraving may be taken multiple times. Your BAB from the Rune Knight Class may not exceed your class level.
Metarune Magic: Choose a metamagic feat you may now apply that to any rune spells cast. The RP cost of the rune increases by twice the normal level increase, no less then +1 RP. This engraving may be taken multiple times, choosing a new metamagic feat each time.
Quickening: Choose a rune type, reduce the rune recharge time for that rune type by 1. This engraving may be taken multiple times. This may only be taken once per rune type.
Rune Tap: The rune knight can as a swift action draw the power form a rune to gain 4 runic power, expending the rune.
Rune Shield: Gain the ability to engrave your shield just as your armor. This functions identically to rune armor only it applies to shields. Progress is masterwork at 3rd, +1 at 6th, +2 at 9th, +3 at 12th, +4 at 15th and +5 at 18th.
Runic Empowerment: Whenever you roll a 18-20 on an attack roll die recover randomly one depleted rune. This is a rune recovery ability, only one may be chosen. Requires rune knight level 12.
Runic Overflow: Whenever you roll a 20 on a attack roll die you gain runic overflow, lasting 3 rounds. While affected by runic overflow each round counts as 2 for determining how fast runes recover. This is a rune recovery ability, only one may be chosen. Requires rune knight level 12.
Runic Pooling: Whenever you spend runic power you gain 1 rune energy per 2 rune power spent. By spending 5 RE you may refresh one depleted rune. This is a rune recovery ability, only one may be chosen. Requires rune knight level 12.


Soul Engraving: At the 20th level gain 2 rune engravings and all rune knight class features no longer require equipment, but are engraved on your soul and permanently effect you or any equipment you use. This includes their runes known. As a side effect the runes and engravings display as tattoos on your body, acting as they did when on your equipment.

Knight Orders

Balance
Undeath
Edicts: An order of the guard cavalier must strive to protect his ward to the best of his ability, even if doing so costs the cavalier his life. The cavalier must always receive some compensation for his services, be it money, a favor, or other payment. A member of the order of the guard must carry out the orders stipulated in his contract or dictated by his employer as long as doing so does not violate other elements of the order’s code or a previously agreed upon contract.

Favored Runes: Unholy, Blood, Death

Skills: An order of the guard cavalier adds Knowledge (geography) and Perception to his list of class skills. Additionally, an order of the guard cavalier receives a bonus on Knowledge (nobility) checks equal to 1/2 his cavalier level (minimum +1).

Order Abilities: Order of Undeath rune knight gain the following abilities as they increases in level.


Cadaver Countenance: Starting at the 2nd level Rune Knights of Undeath skin begins to pallor and take the appearance of the dead. The deadening flesh becomes resilient reducing all damage taken by 1/4th class level. Additionally they are now healed by negative energy and harmed by positive energy.

Lanth Sor
2016-02-29, 08:06 PM
Rune Powers

Corrosion Rune Powers

1 Rune
Acid Strike - Attack deals acid damage and additional acid damage the following round.
Acid Ward - Prevent acid damage.
Corrosion Presence - Take on the mien of an caustic horror.
2 Rune
Corrosive Strike - Attack deals acid damage and reduce targets AC.

Entropy Rune Powers

1 Rune
Entropic Retaliation - Infuse attacker with pure entropy dismembering them
Entropic Strike - Attack deals anarchic damage and bonus damage based on entropy of the target.
Entropy Presence - Take on the mien of reality undone.
2 Rune
Unmake - Infuse an object with entropy destroying it.

Flame Rune Powers

1 Rune
Combustion - Deal high fire damage to target on fire. Extinguishing the flames.
Flame Presence - Take on the mien of a burning demon.
Flame Strike - Attack deals fire damage and bonus damage vs enemies on fire.
Flame Ward - Prevent fire damage.
2 Runes
Inferno Strike - Attack deals fire damage and catch the target on fire.

Frost Rune Powers

1 Rune
Frost Presence - Take on the mien of a frozen guardian.
Frost Ward - Prevent cold damage.
Icy Touch - Deal cold damage and inflict chilled condition.
2 Runes
Ice Cage - Trap target in cage made of ice dealing cold damage to the occupant.

Holy Rune Powers

1 Rune
Crusader Strike - Attack that deals bonus damage and converts all damage to holy.
Holy Presence - Take on the mien of a dauntless defender.
Righteous Invocation - Empower all your attacks with bonus holy damage for few seconds.
2 Runes
Sanctify Earth - Infuse the ground with holy energy harming evil that dares to stand on it.

Law Rune Powers

1 Rune
Eye for an Eye - After taking damage return a portion the the attacker.
Law Presence - Take on the mien of a judge.
Strike of Justice - Attack also has chance to stun.
2 Runes
Hammer of Judgement - Throw a hammer that deals more damage the more health the targets missing. If they survive they become immune to damage for a brief period.

Lightning Rune Powers

1 Rune
Lightning Presence - Take on the mien of a lighting beast.
Lightning Strike - Attack deals electricity damage, increased to hit vs metal, and charge the target.
Lighting Ward - Prevent electricity damage.
2 Runes
Overload - Deal electricity damage and place charges on the target.

Thunder Rune Powers

1 Rune
Thunder Presence - Take on the mien of a thundering titian.
Thunder Strike - Attack deals sonic damage and full damage vs object.
Thunder Ward - Prevent sonic damage.
2 Runes
Thunderclap - Deal sonic damage in a radius and stagger those hit.

Unholy Rune Powers

1 Rune
Accursed Strike - Attack deals unholy damage and bonus damage.
Malign Bolt - Launch bolt of unholy energy damaging and weakening the target.
Unholy Presence - Take on the mien of a unholy horror.
2 Runes
Malignant Seal - Place a seal on your enemy slowly damaging them, then culminating in a massive discharge of unholy energy.


Rune Power's Name
Level: Minimum rune caster level required to learn.
Cost: How many of what kind of runes are required to use.
Action Type: Type of action to activate or if attack action then it can be used as part of any other attack.
Range: The range of the ability.
Target: What it targets and how many can it target.
Duration: How long before the effect ends
Save: If the initial effect has a save.


Accursed Strike
Level: RL 1
Cost: 1 Unholy Rune
Action Type: Attack Action
Range: As weapon.
Target: One Creature

Make an attack with the weapon dealing an additional 1d6 acid damage per 4 RL on hit. All damage from this attack is unholy.


Acid Strike
Level: RL 1
Cost: 1 Corrosion Rune
Action Type: Attack Action
Range: As weapon.
Target: One Creature or unattended object.

Make an attack with the weapon dealing an additional 1d4 acid damage per 3 RL on hit. Then they must reflex save or take 1/2 RL acid damage at then end of your next turn.


Acid Ward
Level: RL 1
Cost: 1 Corrosion Rune
Action Type: Move Action
Range: Personal
Target: Self
Duration: 1 min

Gain a barrier granting acid immunity for 1 minute or until the effect is discharged. The effect is discharged after absorbing 5/RL acid damage.


Combustion
Level: RL 4
Cost: 1 Flame Rune
Action Type: Attack Action
Range: Close
Target: One Creature or unattended object.

Make a ranged touch attack against the target. If the attack hits deal 3d6 fire damage + 2 per RL. Then the target must reflex save or begin burning for 1d6/5 RL fire damage per round.


Corrosion Presence
Level: Rune Knight 1
Cost: 1 Corrosion Rune
Action Type: Swift Action
Range: Personal

Gain acid resist 5, and deal 1d4 + primary cast mod acid damage to anyone attacking with a non reach melee weapon as your now acid blood spews out with every strike. This counts as a martial stance when ever it would apply.

At rune caster level 5 the acid resist increases to 10 and the damage increases to 2d4 + primary cast mod acid damage
At rune caster level 10 the acid resist increases to 20 and the damage increases to 3d4 + primary cast mod acid damage
At rune caster level 15 the acid resist increases to 30 and the damage increases to 4d4 + primary cast mod acid damage
At rune caster level 20 the acid resist changes to Acid Immunity and the damage increases to 6d4 + primary cast mod acid damage


Corrosion Strike
Level: RL 4
Cost: 2 Corrosion Rune
Action Type: Attack Action
Range: As weapon.
Target: One Creature or unattended object.

Make an attack with the weapon dealing an additional 1d4 acid damage per 2 RL on hit. Then they must reflex save or their armor bonus to AC by 25% or if they have no armor bonus then their Natural Armor bonus to AC is instead reduced by 25%. The secondary effect last for 1 minute, and additional applications past the first extend the duration and stack the armor reduction. If armor is providing no AC bonus it becomes broken until repaired, if natural armor reaches 0 the victim suffers no ill effects after the effects of the strike end. This effect stacks with Corrosive Spittle.


Crusader Strike
Level: RL 1
Cost: 1 Holy Rune
Action Type: Attack Action
Range: As weapon.
Target: One Creature

Make an attack with the weapon dealing an additional 1d8 damage per 3 RL on hit. Additionally all the damage is converted to holy damage.


Entropic Retaliation
Level: RL 4
Cost: 1 Entropy Rune
Action Type: Immediate Action
Range: Close
Target: Source of damage.
Save: Will partial.

After taking damage from any source, you may as an immediate action inflict 1d6 anarchic damage to the attacker. Every mark of entropy on the target increases the damage by 2. After damage is dealt the attacker gains 1 mark of entropy.


Entropic Strike
Level: RL 1
Cost: 1 Entropy Rune
Action Type: Attack Action
Range: As weapon
Target: One Creature

Make an attack with the weapon dealing an additional 2d6 damage per mark of entropy on hit. Additionally all the damage is converted to anarchic damage.


Eye for an Eye
Level: RL 4
Cost: 1 Law Rune
Action Type: Immediate Action
Range: Unlimited
Target: Source of damage.
Save: Will partial.

After taking damage from any source, you may as an immediate action inflict half the damage you took to the source of the damage. This provides one Mark of Guilt to the target. A successful will save negates the damage but not the mark.



Eye for an Eye
Level: RL 4
Cost: 1 Law Rune
Action Type: Immediate Action
Range: Unlimited
Target: Source of damage.
Save: Will partial.

After taking damage from any source, you may as an immediate action inflict half the damage you took to the source of the damage. This provides one Mark of Guilt to the target. A successful will save negates the damage but not the mark.


Flame Presence
Level: Rune Knight 1
Cost: 1 Flame Rune
Action Type: Swift Action
Range: Personal

Gain fire resist 5, and add 5 ft reach to all forms of attack and weapons used. If your weapon could not attack any spaces due to being a reach weapon it now can. Any damage dealt in a space not normally threatened by the weapon is fire damage. This counts as a martial stance when ever it would apply.

At rune caster level 5 the fire resist increases to 10 and the reach is increased to 10ft.
At rune caster level 10 the fire resist increases to 20 and the reach is increased to 15ft.
At rune caster level 15 the fire resist increases to 30 and the reach is increased to 20ft.
At rune caster level 20 the fire resist changes to Fire Immunity and the reach is increased to 25ft.


Flame Strike
Level: RL 1
Cost: 1 Flame Rune
Action Type: Attack Action
Range: As weapon.
Target: One Creature

Make an attack with the weapon dealing an additional 1d6 fire damage per 2 RL on hit. If the target is on fire then the attack deals and additional RL fire damage.


Flame Ward
Level: RL 1
Cost: 1 Flame Rune
Action Type: Move Action
Range: Personal
Target: Self
Duration: 1 min

Gain a barrier granting fire immunity for 1 minute or until the effect is discharged. The effect is discharged after absorbing 5/RL fire damage.


Frost Presence
Level: Rune Knight 1
Cost: 1 Frost Rune
Action Type: Swift Action
Range: Personal

Gain cold resist 5, and 5 temp HP per round, as a thin layer of ice covers your body. Upon leaving the stance the temp HP are lost at the same rate as they are gained. You may gain no more than 5 temp hp per rune knight level from this effect, at one time. This counts as a martial stance when ever it would apply.

At rune caster level 5 the cold resist increases to 10 and 10 temp HP per round.
At rune caster level 10 the cold resist increases to 20 and 15 temp HP per round.
At rune caster level 15 the cold resist increases to 30 and 20 temp HP per round
At rune caster level 20 the cold resist changes to Cold Immunity and 25 temp HP per round


Frost Ward
Level: RL 1
Cost: 1 Frost Rune
Action Type: Move Action
Range: Personal
Target: Self
Duration: 1 min

Gain a barrier granting cold immunity for 1 minute or until the effect is discharged. The effect is discharged after absorbing 5/RL cold damage.


Hammer of Judgement
Level: RL 4
Cost: 2 Law Runes
Action Type: Standard Action
Range: Close
Target: One Creature
Duration: 1 round

You create a hammer from your will to see justice done and hurl it at an enemy allowing it to make the final determination. Make a ranged touch attack with the hammer, this counts as a thrown weapon. If the attack hits it deal 1d6 damage per 5 HP the target is missing, this cannot exceed 1d6/RL. After damage is dealt if the target is still alive they become immune to all damage until the start of the casters next turn.


Holy Presence
Level: Rune Knight 1
Cost: 1 Holy Rune
Action Type: Swift Action
Range: Personal

Gain Unholy resist 5, and gain fast healing 1 while under half health. This counts as a martial stance when ever it would apply.

At rune caster level 5 the unholy resist increases to 10 and the fast healing increases to 3.
At rune caster level 10 the unholy resist increases to 20 and the fast healing increases to 5.
At rune caster level 15 the unholy resist increases to 30 and the fast healing increases to 10.
At rune caster level 20 the unholy resist changes to Unholy Damage Immunity and the fast healing increases to 20.


Ice Cage
Level: RL 4
Cost: 2 Frost Runes
Action Type: standard Action
Range: Close
Target: one 5ft square
Duration: 1 round per rune caster level
Save: Reflex negates

Create a cage of ice in the target square. If the target fails their save they are trapped in a cage made of ice. While inside they take (1d6+1)/5 RL cold damage each round.


Icy Touch
Level: RL 1
Cost: 1 Frost Rune
Action Type: Standard Action
Range: Close
Target: one creature
Duration: 1 round per rune caster level
Save: Fort negates

Flash freeze the target. Dealing 1d4 + RL cold to the target and inflicts the chilled condition. Fort save negates the chilled condition.


Law Presence
Level: Rune Knight 1
Cost: 1 Law Rune
Action Type: Swift Action
Range: Personal

Gain anarchic resist 5, and +1 to hit and all DCs. This counts as a martial stance when ever it would apply.

At rune caster level 5 the anarchic resist increases to 10 and +2 to hit and all DCs.
At rune caster level 10 the anarchic resist increases to 20 and +3 to hit and all DCs.
At rune caster level 15 the anarchic resist increases to 30 and +4 to hit and all DCs.
At rune caster level 20 the anarchic resist changes to Anarchic Damage Immunity and +5 to hit and all DCs.


Lightning Presence
Level: Rune Knight 1
Cost: 1 Lightning Rune
Action Type: Swift Action
Range: Personal

Gain electricity resist 5, and at the start of your turn a spark of lightning strikes a random nearby enemy. The lightning does 1d8 + primary cast mod electricity damage. This counts as a martial stance when ever it would apply.

At rune caster level 5 the electricity resist increases to 10, the damage increases to 2d8 + primary cast mod electricity damage, and a second enemy is hit.
At rune caster level 10 the electricity resist increases to 20, the damage increases to 3d8 + primary cast mod electricity damage, and a third enemy is hit.
At rune caster level 15 the electricity resist increases to 30, the damage increases to 4d8 + primary cast mod electricity damage, and a fourth enemy is hit
At rune caster level 20 the electricity resist changes to Electricity Immunity, the damage increases to 5d8 + primary cast mod electricity damage, and a fifth enemy is hit.


Lightning Strike
Level: RL 1
Cost: 1 Lightning Rune
Action Type: Attack Action
Range: As weapon.
Target: One Creature

Make an attack with the weapon dealing an additional 1d6 electricity damage per 2 RL on hit. If the target is wielding a metal weapon or armor or has a significant amount metal on them this attack is made at a +4 to hit. If the attack hits the target they gain 1 electrical charge. Electrical charges last one minute, each time a charge is added the duration refreshes.


Lightning Ward
Level: RL 1
Cost: 1 Lightning Rune
Action Type: Move Action
Range: Personal
Target: Self
Duration: 1 min

Gain a barrier granting electricity immunity for 1 minute or until the effect is discharged. The effect is discharged after absorbing 5/RL electricity damage.


Overload
Level: RL 4
Cost: 2 Lightning Rune
Action Type: Standard Action
Range: Close
Target: one creature
Save: Fort negates

Fire a ray of lightning at the target, making a ranged touch attack, dealing 1d4/2 RL electricity damage. If the target is wielding a metal weapon or armor or has a significant amount metal on them this attack is made at a +4 to hit. If the attack hits the target they gain 3 electrical charges. Electrical charges last one minute, each time a charge is added the duration refreshes.


Righteous Invocation
Level: RL 1
Cost: 1 Holy Rune
Action Type: Move Action
Range: Personal
Duration: 5 rounds

All attacks deal an additional 1d6/4 RL(min 1d6) holy damage.


Sanctify Earth
Level: RL 4
Cost: 2 Holy Rune
Action Type: Standard action
Range: Personal
Area: 30ft radius
Duration: 5 rounds

On activation sanctify the ground in a 30ft radius dealing 1d6 + RL holy damage to all standing on the ground. The sanctified area stays sanctified for 5 rounds and and does not move. At the start of your turn the damage is dealt to anyone in the area, additionally whenever someone enters the area they take the damage. You are immune to this damage.


Strike of Justice
Level: RL 1
Cost: 1 Law Rune
Action Type: Attack Action
Range: As weapon.
Target: One Creature

The attack deals additional damage equal to rune caster level. The target must fort save or be stunned for 1 round per 4 RL(min 1). The DC for the save is either (10 + 1/2 RL + primary cast mod) or damage dealt which ever is greater.


Thunderclap
Level: RL 4
Cost: 2 Thunder Rune
Action Type: Full Round Action
Range: Personal
Area: 10ft Radius Burst
Target: Every thing in radius.
Duration: 1d4+1 rounds
Save: Fort partial

Deal 1d6/3 RL sonic damage to everything in a 10ft radius. Anything that takes damage must fort save, if they fail they are staggered 1d4+1 rounds unless.


Thunder Presence
Level: Rune Knight 1
Cost: 1 Thunder Rune
Action Type: Swift Action
Range: Personal

Gain sonic resist 5, and all attacks deal an additional 1d4 sonic damage. This counts as a martial stance when ever it would apply.

At rune caster level 5 the sonic resist increases to 10 and the damage increases to 2d4.
At rune caster level 10 the sonic resist increases to 20 and the damage increases to 3d4.
At rune caster level 15 the sonic resist increases to 30 and the damage increases to 4d4.
At rune caster level 20 the sonic resist changes to Sonic Immunity and the damage increases to 5d4.


Thunder Strike
Level: RL 1
Cost: 1 Thunder Rune
Action Type: Attack Action
Range: As weapon.
Target: One Creature

The attack deals an additional 1d4/2 RL sonic damage that ignores hardness of objects.


Thunder Ward
Level: RL 1
Cost: 1 Thunder Rune
Action Type: Move Action
Range: Personal
Target: Self
Duration: 1 min

Gain a barrier granting sonic immunity for 1 minute or until the effect is discharged. The effect is discharged after absorbing 5/RL sonic damage.

Lanth Sor
2016-02-29, 08:07 PM
Rune Spells

Corrosion Rune Spells

Corrosive Spittle - Shoot a glob of acid dealing damage and softening armor.
Acidic Spray - Spray a cone of acid at your enemies.

Entropy Rune Spells

Entropic Field - Fill the area with pure entropy.
Limbo Stride- Teleport a short distance.


Flame Rune Spells

Incinerate - Deal fire damage and bonus damage vs targets on fire.
Man on Fire - Deal fire damage to all adjacent to you.

Frost Rune Spells

Brain Freeze - Interrupt concentration and keep them distracted.
Frost Strike - Attack as a swift action that automatically scores a critical on chilled targets.

Holy Rune Spells

Flash of Light - Heal a living target or damage an undead at a distance.
Exorcism - Use holy power purify tainted souls.

Law Rune Spells

Brand the Guilty - Deal damage to a target previously marked for justice.
Mark for Justice - Prevent the retreat of your enemies.

Lightning Rune Spells

Fulmination - Expend all charges and deal damage based on expended charges.
Arc Shield - Create a shield that deals electricity damage to attackers.

Thunder Rune Spells

Boom Step - Move twice your move speed in a direction.
Blast Wave - Deal sonic damage in a radius and knock people back.

Unholy Rune Spells

Death Coil - Heal an undead or damage a living target at a distance.
Unholy Frenzy - Move and attack with treat speed at the cost of damaging your body.

Universal Spells

Runic Grip - Drag a target at close range to your location.
Runic Strike - Retaliate with sudden burst of clarity.


Arc Shield
Abjuration [Electricity]
Level: Lightning 1
Components: V, S
Cost: 4 RP + 1 RP see text
Casting Time: 1 standard action
Range: Personal, see text
Target: You
Duration: 1 min./level (D)
Spell Resistance: Yes

Arc Shield creates several spheres of lightning that float around you. While in effect each time you take damage one sphere discharges on the sours of the damage as long as the source was within close range. Only one charge can be expended on a single target per round regardless of how many times they deal damage to you. Upon casting Arc Shield the shield has 3 charges, and gains 1 charge for ever 1 RP spent past 4 RP to activate it.


Acidic Spray
Evocation [Acid]
Level: Acid 3
Components: V, S
Cost: 6 RP
Casting Time: 1 standard action
Range: 15ft + 15 ft/5 RC levels.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

A cone of acid covers everything int he area. Any creature in the area of the flames takes 1d4 points of acid damage per rune caster level.


Blast Wave
Evocation [Sonic]
Level: Sonic 3
Components: V, S,
Cost: 8 RP
Casting Time: 1 standard action
Range: 15ft.
Target: Everything within a 15-ft.-radius burst centered on you
Duration: Instantaneous
Saving Throw: Fort partial
Spell Resistance: Yes

A blast of concussive sound explodes from you in all directions. Anything caught in the burst takes 1d6/2 RL sonic damage and is pushed to the edge outside of the burst in the most direct path. If they make contact with another creature upon exiting they push the creature out to the next available space this continues until no further creatures are forced out. If they make contact with a solid object and cannot proceed they take 1d6 damage for every 5ft they did not travel. Successful fortitude save halves the damage and negates the movement.


Boom Step
Evocation [Sonic]
Level: Sonic 1
Components: V, S,
Cost: 4 RP
Casting Time: 1 move action
Range: Double your move speed
Target: Self
Duration: Instantaneous
Saving Throw: Reflex partial
Spell Resistance: no

With the sound of a sonic boom you near instantly move twice your move speed in a direction. This movement is magical in nature and does not provide any support once you end the movement, so if you end the movement in the air with no support you begin to fall at the end of your turn. Anyone between you and the space you end up in must make a reflex save to move to an adjacent square out of your path of movement, if no space is available they automatically fail the save. If they fail they are knocked prone and take 1d6 + RL bludgeon damage from the force of your movement.


Brain Freeze
Evocation [Cold]
Level: Frost 1
Components: V, S
Cost: RP 4
Casting Time: 1 immediate action
Range: Close
Target: One creature
Duration: Instantaneous
Saving Throw: Fort partial
Spell Resistance: Yes

Freeze the foes mind literally. The target must succeed on a DC 10 + RL + primary mod concentration check or have any effect requiring concentration end and any action being preformed requiring concentration to fail.


Brand the Guilty
Evocation [Law]
Level: Law 4
Components: V, S
Cost: RP 4
Casting Time: Standard Action
Range: Close
Target: One creature bearing a mark of guilt.
Duration: Instantaneous, 1 round
Saving Throw: Fort partial
Spell Resistance: Yes

Target takes 1d6 damage per RL and is stunned. On successful save the damage is halved and the stun becomes stagger. The condition lasts 1 round. The ability may only effect targets with a mark of guilt. The brand can be removed through normal means, but will return if removed, unless dispel magic or a stronger form of dispel is cast on the brand.


Corrosive Spittle
Conjuration [Acid]
Level: Corrosion 1
Components: V, S
Cost: RP 4
Casting Time: 1 standard action
Range: Close
Target: One creature or unattended object
Duration: 1 min
Saving Throw: Reflex partial
Spell Resistance: No

Throw a glob of acid at the target. The target takes 1d6/2 RL acid damage. Then they must reflex save or reduce their armor bonus to AC by 25% or if they have no armor bonus then their Natural Armor bonus to AC is instead reduced by 25%. The secondary effect last for 1 minute, and additional applications past the first extend the duration and stack the armor reduction. If armor is providing no AC bonus it becomes broken until repaired, if natural armor reaches 0 the victim suffers no ill effects after the effects of the strike end. This effect stacks with Corrosive Strike.


Death Coil
Necromancy [Healing, Unholy]
Level: Unholy 1
Components: V, S
Cost: RP 8
Casting Time: 1 Swift Action
Range: Close
Target: One creature
Duration: Instantaneous
Saving Throw: Will Negates(harmless)
Spell Resistance: yes

Infuse the target with negative energy healing undead 1d6 + 1d6/3 RL. Living instead take 1d6/2 RL(min 1d6).


Entropic Field
Transmutation [Chaos]
Level: Entropy 15
Components: V, S
Cost: 20 RP
Casting Time: 1 round action
Range: Personal
Area: 30-ft. radius centered on you
Duration: 1 rnd per level
Saving Throw: Fort Partial
Spell Resistance: No

Rip a whole reality causing the decay of existence around you. You place a field where your standing that radiates out 30ft from your square. All in the field take 1d12/2 class level Anarchic damage and an additional 1 damage per stack of entropy at the start of your turn. At the end of your turn any creature that took damage from the ability gains a stack of entropy. On successful fort save they take 1 point of anarchic damage per stack of entropy. The caster is immune to the effects of their own entropic field.


Exorcism
Evocation [Holy]
Level: Holy 1
Components: V, S
Cost: RP 4
Casting Time: 1 attack action
Range: Medium
Target: One creature
Duration: Instantaneous
Saving Throw: Will Negates
Spell Resistance: Yes

Purify the target dealing 1d6/2 RL holy damage.


Flash of Light
Conjuration [Healing, Holy]
Level: Holy 1
Components: V, S
Cost: RP 8
Casting Time: 1 Swift Action
Range: Close
Target: One creature
Duration: Instantaneous
Saving Throw: Will Negates(harmless)
Spell Resistance: yes

Infuse the target with positive energy healing living 1d6 + 1d6/3 RL. Undead instead take 1d6/2 RL(min 1d6).


Frost Strike
Evocation [Cold]
Level: Frost 1
Components: V, S
Cost: RP 6
Casting Time: Attack action
Range: Weapon Range
Target: One creature
Saving Throw: None
Spell Resistance: Yes

Make an attack with your weapon. All the damage dealt is cold damage. The attack deals RL bonus cold damage. If the attack hits a chilled target it is a critical hit without needing to confirm. If the attack would crit any way the multiplier increases by 1.

Fulmination
Evocation [Electricity]
Level: Lightning 1
Components: V, S
Cost: RP 6
Casting Time: swift action
Range: Close
Target: One creature with charges
Saving Throw: Reflex half
Spell Resistance: Yes

By detonating the electrical charges on the target you deal electricity damage equal to RL time the number of electrical charges, reflex halves the damage.

Incinerate
Evocation [Fire]
Level: Flame 1
Components: V, S
Cost: RP 4
Casting Time: Standard action
Range: Close
Target: One creature
Saving Throw: Reflex half
Spell Resistance: Yes

Engulf the target in flames dealing 1d6/2 RL fire damage. If the target is on fire they instead take 1d6/RL fire damage.


Limbo Stride
Conjuration [Teleportation, Choas]
Level: Entropy 1
Components: V, S
Cost: 4 RP
Casting Time: 1 move action
Range: Highest Move Speed
Duration: Instantaneous
Saving Throw: None
Spell Resistance: no

Step between the portals of limbo to a new destination. Teleport a distance equal to your highest move speed.


Man on Fire
Evocation [Fire]
Level: Flame 3
Components: V, S,
Cost: 2 RP, see text
Casting Time: 1 standard action
Range: 5ft.
Target: Everything within a 5-ft.-radius burst centered on you
Duration: 1rnd, see text
Saving Throw: Reflex negates, see text
Spell Resistance: Yes

A aura of flames radiate from you in all directions. Anything caught in the flames takes 1d6/4 RL fire damage, reflex negates. At the start of each round after activating this ability you may opt to maintain its effect at the cost of 1 RP. If you do everyone in the radius must save again or take the damage. A single activation can last as long as you can provide the 1 RP cost at the start of the turn.


Mark for Justice
Enchantment [Lawful, Compulsion]
Level: Law 1
Components: V, S,
Cost: 4 RP
Casting Time: 1 standard action
Range: Close
Target: Everything within a 5-ft.-radius burst centered on you
Duration: 5 rnd, see text
Saving Throw: Will Partial
Spell Resistance: Yes

Target the is unable to increase the distance between you and them. Additionally if they have dealt damage since the start of combat they gain a Mark of Guilt. Successful will save negates the movement limitation, but not the mark.


Runic Grip
Transmutation
Level: Universal 1
Components: V, S
Cost: RP 1; see text
Casting Time: Swift Action
Range: Close (25ft + 5ft/2 CL)
Target: One creature
Saving Throw: None
Spell Resistance: Yes

Make a drag combat maneuver against the target. Your size has no effect on the roll. you roll 1d20 + caster level + casting modifier to pull them. Each RP past the first provides a +5 bonus to the roll.


Runic Strike
Evocation
Level: Universal 1
Components: V, S
Cost: RP 6
Casting Time: Attack action
Range: Weapon Range
Target: One creature
Saving Throw: None
Spell Resistance: No

Make an attack with your weapon. The attack deals RL bonus damage, Ignores miss chance, dodge, deflection, and dexterity bonus to AC, and has a +5 to hit.


Unholy Frenzy
Necromancy/Transmutation [Evil]
Level: Unholy 1
Components: V, S,
Cost: 2 RP, see text
Casting Time: 1 Swift Action
Range: Personal
Target: Self
Duration: 1rnd, see text
Saving Throw: none
Spell Resistance: no

Suffuse yourself with unholy energy hastening you while causing damage. Gain the benefits of haste and take 1d4 damage. Each round you lose 1 RP and take an additional 1d4 damage, you may choose to end the effect at any time as a free action. The effect automatically ends if you start a turn with 0 RP or you die.

Lanth Sor
2016-03-01, 12:13 AM
I'm done reserving I'll post change update log in this post.

TO Do List
Rune Artist

LevelBAB Fort Ref Will Special Runes Scribed Rune Spells Known Rune Powers
1st +0 +0 +2 +2 Rune Style 6 1 4
2nd +1 +0 +3 +3 Rune Pattern 6 2 5
3rd +2 +1 +3 +3 8 3 7
4th +3 +1 +4 +4 Rune Pattern, Rune type Cap +1 8 3 8
5th +3 +1 +4 +4 12 4 9
6th +4 +2 +5 +5 Rune Pattern, Rune Rite 12 5 11
7th +5 +2 +5 +5 14 6 12
8th +6/+1 +2 +6 +6 Rune Pattern, Rune type Cap +2 14 6 13
9th +6/+1 +3 +6 +6 18 7 13
10th +7/+2 +3 +7 +7 Rune Pattern 18 8 14
11th +8/+3 +3 +7 +7 20 9 16
12th +9/+4 +4 +8 +8 Rune Pattern, Improved Rune Rite, Rune type Cap +3 20 9 17
13th +9/+4 +4 +8 +8 24 10 18
14th +10/+5 +4 +9 +9 Rune Pattern 24 11 19
15th +11/+6/+1 +5 +9 +9 26 12 20
16th +12/+7/+2 +5 +10 +10 Rune Pattern, Rune type Cap +4 26 12 22
17th +12/+7/+2 +5 +10 +10 30 13 24
18th +13/+8/+3 +6 +11 +11 Rune Pattern, Greater Rune Rite 30 14 26
19th +14/+9/+4 +6 +11 +11 32 15 29
20th +15/+10/+5 +6 +12 +12 Rune Soul Mosaic 32 16 32

Hit Die: d8
Skill Points: 6 + Intelligence Modifier
Class Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int) Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge(any) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (none), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha) Use Rope (Dex)
Proficiencies: Rune artist are proficient with simple weapons, as well as light armor.

Rune casting: Rune Artist

Rune Style:
Rune Patterns:
Rune Rite:
Improved Rune Rite:
Greater Rune Rite:
Rune Soul Mosaic:

Rune Mage

LevelBAB Fort Ref Will Special Runes Scribed Rune Spells Known Rune Powers
1st +0 +0 +0 +2 Runic Bond, Scribe Rune, Rune Channeling 6 2 6
2nd +1 +0 +0 +3 8 3 7
3rd +1 +1 +1 +3 Rune type Cap +1 10 4 8
4th +2 +1 +1 +4 12 6 9
5th +2 +1 +1 +4 Rune Rite 14 7 10
6th +3 +2 +2 +5 Rune type Cap +2 16 8 12
7th +3 +2 +2 +5 18 10 14
8th +4 +2 +2 +6 20 11 16
9th +4 +3 +3 +6 Rune type Cap +3 22 12 18
10th +5 +3 +3 +7 Improved Rune Rite 24 14 20
11th +5 +3 +3 +7 28 15 23
12th +6/+1 +4 +4 +8 Rune type Cap +4 30 16 26
13th +6/+1 +4 +4 +8 32 18 29
14th +7/+2 +4 +4 +9 34 19 32
15th +7/+2 +5 +5 +9 Greater Rune Rite, Rune type Cap +5 36 20 35
16th +8/+3 +5 +5 +10 38 22 38
17th +8/+3 +5 +5 +10 40 23 41
18th +9/+4 +6 +6 +11 Rune type Cap +6 42 24 44
19th +9/+4 +6 +6 +11 44 26 47
20th +10/+5 +6 +6 +12 Master Rune Rite 46 27 50

Hit Die: d6
Skill Points: 4 + Intelligence Modifier
Class Skills: Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Forgery (Int) Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge(any) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (none), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha) Use Rope (Dex)
Proficiencies: Rune artist are proficient with club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield.

Runic Bond:
Scribe Rune:
Rune Channeling:
Rune Rite:
Improved Rune Rite:
Greater Rune Rite:
Master Rune Rite:

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