Yes, I know there already are a few rune-based caster classes, but I don't like how they use runes, so here is my version:
Runemage
Hit Die: 1d6
Prerequisites:
Skills: Craft (Stonecarving) 10 ranks, Spellcraft 8 ranks
Feats: One crafting feat
Spells: Must be able to cast Dispel Magic
Class Skills:
Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int)
Skill Points at Each Level: 2 + Int modifier.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells per Day
1st|+0|+2|+0|+2|Rune Focus, Augury 2/day, Call Rune|—
2nd|+1|+3|+0|+3|Rune Scribe (Armor and Shield)|+1 Level of Existing Arcane Spellcasting Class
3rd|+1|+3|+1|+3|Call Rune|—
4th|+2|+4|+1|+4|Augury 3/day, Erase Runes|+1 Level of Existing Arcane Spellcasting Class
5th|+2|+4|+1|+4|Call Rune|—
6th|+3|+5|+2|+5|Rune Scribe (Weapons)|+1 Level of Existing Arcane Spellcasting Class
7th|+3|+5|+2|+5|Augury 4/day, Call Rune|—
8th|+4|+6|+2|+6|Erase Spell|+1 Level of Existing Arcane Spellcasting Class
9th|+4|+6|+3|+6|Call Rune|—
10th|+5|+7|+3|+7|Augury 5/day, Rune Scribe (Tablets)|+1 Level of Existing Arcane Spellcasting Class
[/table]
Class Features:
Proficiencies: A Runemage becomes proficient with light and medium armor as well as all shields except tower shields.
Rune Focus: The first ability a Runemage learns is to cast his spells through runes, increasing their power. A Runemage may create a focus by magically writing into the ground or floor a runic focus that consumes no materials but takes an hour per spell level after which the Runemage gains a rune imprinted into his palm that holds the spell to be cast as a swift action at anytime, the Runemage loses a spell slot as if he cast the spell. The Runemage may add his Runemage level to his caster level for determining the effects of this spell; the Runemage's caster level cannot be increased above his hit dice in this manner. This ability may only be used on spells with a range of personal or touch or has an area effect that emanates from the Runemage. A Runemage can have up to two Focus Runes prepared in this manner.
Augury X/day: A Runemage use the spell Augury 2/day at first level. This is a spell-like ability. The Runemage gains an extra use of this spell at 4th, 7th, and 10th level.
Call Rune: The main ability of a Runemage is to call upon the power of runes to create spell-like effects. Each rune has an observe and reverse ability as well as two options for each. At first level and every other level thereafter, the Runemage learns to call any two runes. A Runemage may use a rune as a spell that has no verbal or somatic components but requires the Runemage to concentrate for 1 round. Each Rune has a range of close and may only target one creature unless otherwise specified. A Runemage maust wait 1d4+1 rounds after each calling to call a new rune.
Rune Scribe: A Runemage learns how to empower certain tools with the power of runes. By making the appropriate craft check with a DC 20 - his Runemage level and taking one week to craft, the Runemage can empower a set of armor or a shield with a rune he knows with either the observe or reverse. At 5th level the Runemage may scribe runes on weapons and at 10th level the Runemage may scribe a rune on a tablet, allowing any arcane caster to use the rune as a full-round action 2/day. The wearer of the armor or wielder of the shield or weapon may use either ability of the rune 1/day as a swift action but may only target himself. Calling a rune from a tablet does not incur the normal waiting time between rune calls. A non-caster must make a successful Use Magic Device or Dechipher Script check to call a rune from a tablet, the DC is equal to 10 + the Runemage's intelligence modifier. Light armor and shields can hold up to 2 runes, medium armor and heavy shields can hold up to 3 runes and heavy armor and extreme and tower shields can hold up to 5 runes. All weapons can hold one rune each.
Erase Rune: A Runemage knows that runes and other magical writings are dangerous to remove and thus learns to prefect the art of erasure. A Runemage gains a +4 bonus on your dispel check when targeting runes, glyphs, or other magical writings. Additionally, whenever a Runemage dispels any form of magical writing all effects that would normally take effect due to the erasure are negated (such as explosive runes taking effect).
Erase Spell: A Runemage has learned the secret art of removing writings that contain any amount of magic. A Runemage may use Dispel Magic to erase spells off of scrolls and spellbooks by targeting each spell individually, the spell's caster level is equal to the spell level +9 for making the dispel check (note that the Runemage retains his +4 bonus on the dispel check gained from the Erase Rune class feature).
New Weapon Enhancement:
Rune Carved: +1 - This weapon can hold up to 3 runes